[Adventure]: Shards of Eldanarth (DM: MadAzolin, Judge: ??)

Lilli edges forwards to bring Kane into her Skald's Aura that she lay down at the start of the fight."Kane, if you need it, you can use my healing aura," yells Lilli.

Then, Lilli makes a brief study of the owlbear's before her, but doesn't see anything she can exploit further, so she tries to summon a vision of horror in the mind of the nearest Hunting Owlbear. Surprisingly, it resists her initial attack, so Lilli uses her crystal to divert the attack to the Madowl instead and its psychic fears also spill over into the mind of her original target .

[sblock=actions]Kane, remember this is active and he can use a Minor action to gain the benefit.

Skald's Aura (Encounter Minor Aura 5 Aura, Healing, Martial)
Effect: You activate an Aura 5 that lasts until the end of the encounter. If the Aura ends prematurely for any reason, you can reactivate it during the encounter as a Minor Action. Once per encounter, you or any ally in the Aura can use a Minor Action to spend a healing Surge and regain [2d6] additional Hit Points. Alternatively, you or any ally can use a Minor Action to allow an adjacent ally to spend a healing surge and regain the additional [2d6] hit points.


Move Action: Lilli moves from E17 to H16.

Free : Lilli has a Monster Knowledge check on the Owlbear Hunter's and the Owlbear Madowl. Total = Owlbear Hunter's: 16 , Owlbear Madowl: 12. Don't think Use Vulnerability is worth it with those rolls.


Standard Action: Lilli casts Nightmare Eruption at the Owlbear Hunter #2 - Total to Hit, including Phantom Echoes' combat advantage from previous round = 16. Miss.


Nightmare Eruption (At Will Standard Ranged 10 Arcane, Illusion, Implement, Psychic)Target: One creature
Attack: +10 vs. Will
Hit: 1d8+6 Psychic damage and any enemy adjacent to the target takes 5 Psychic damage.

FEAT - Phantom Echoes: When you use an arcane illusion power and hit a target, you gain combat advantage against that target until the end of your next turn. If the illusion power has an effect that a save can end, you instead gain combat advantage against the target until it saves against that effect.

Free Action: Lilli changes target to the Owlbear Madowl (not an original 'target') with her Orb of Deception.
Orb of Deception (Encounter Free)
Requirement: You must wield an orb to benefit from this feature.
Trigger: When you miss an enemy with a wizard illusion power.
Effect: Choose another enemy within three squares of the missed target. The chosen enemy cannot also be a target of the original attack. Repeat the attack against this new target, with a bonus to the attack roll equal to your Charisma modifier (+3).

Lilli uses Nightmare Eruption on the Owlbear Madowl instead - Total to hit, including Combat Advantage and Orb of Deception bonus = 34. Hit! Damage to new target Owlbear Madowl is 11 and the Owlbear Hunter #2 takes 5 psychic spill-over damage.

Owlbear Madowl grants combat advantage for Lilli's next turn because of Phantom Echoes feat.


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[sblock=Potential Interrupts]If Lilli is bloodied, then Lilli will use the following (if Shield spell below ensures a miss, then use Shield instead):

Fade Away (Encounter Immediate Reaction Personal Illusion (Racial Ability))
Trigger: You take damage.
Effect: You are invisible until you attack or until the end of your next turn.

If Lilli is attacked and this Power will cause a miss, then Lilli will use:

Shield (Encounter Immediate Interrupt Personal Arcane, Force)
Trigger: You are hit by an attack.
Effect: You gain a +4 power bonus to AC and Reflex defence until the end of your next turn.
[/sblock]

[sblock=Ministats]
Lilli


Female Gnome Wizard, Level 7.
Initiative: +3, Passive Perception: 14, Passive Insight: 19. Senses: Low-light vision.
AC: 21, Fort: 16, Reflex: 20, Will: 20.
HP: 42/46, Bloodied: 23, Surge Value: 11, Surges left: 6/7
Speed: 5 squares. Size: Small. Languages: Eladrin, Allarian, Draconic, Dwarven.
Saving Throw Bonuses: +5 Racial bonus against Illusions.
Action Points: 1
Powers:
Orb of Deception - Used
Second Wind
Use Vulnerability
Illusory Ambush
Nightmare Eruption
Grasping Shadows - Used
Horrid Whispers
Ghost Sound
Light
Prestidigitation
Mage Hand
Fade Away
Shield
Maze of Mirrors - Used
Visions of Avarice [Visions of Avarice Secondary Attack]
Skald's Aura - Used, Healing available
Experienced Arcana
Phantom Echoes - Used
Orb of Far Seeing - Encounter Power - Used
Orb of Far Seeing - Daily Power
Feyleaf Sandals - Daily Power
Amulet of Elegy +2 - Daily Power
Illusionist's Gloves - Daily Power
Harp of Deeper Slumber - Daily Power

Note: Shimmering Cloth Armour - Lilli does not provoke opportunity attacks when she makes ranged or area attacks.
If Lilli falls and is about to take a punishing amount of damage, her Feyleaf Sandals will likely save her.

Conditions: None.[/sblock]
 
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Immobilized, dazed and partially blinded by Vermithrax's magic, dying owlbear hunter hoots, obviously determined to fight to the bitter end. It attacks Kane with savage fury, throwing swing after swing against swordmage. Clash after clash echoes as Kane deflects worst of monster's savage assault leaving him wounded, but standing.
[sblock="Owlbear hunter 2 actions"]
- attacks (two attacks), both miss; uses action point, attacks again: miss and hit; Kane takes 16 damage.
- fails save vs Vermithrax's effect
- successful save against immobilize effect (from Kane's sword)
OOC:
- moment of glory is no longer in effect, so Kane is taking full damage from attacks; remind me if something else is active

[/sblock]

Second of larger owlbears seems bit in distress about being unable to move. Scanning prey, he turns toward Kane, being drawn by power of his mark. With furious hoot, monster tears into the swordmage, doing its best to shred him to bits. Kane easily deflects first pair of attacks, but monster attacks anew, seemingly enraged by Kane's refusal to drop down and die and by impending demise of his packmate. His second series of blows is much more fierce and one of them manages to batter through swordmage's defenses, dealing serious blow.
[sblock="Owlbear hunter 1 actions"]
- attacks (two attacks), both miss; uses action point, attacks again: miss and hit; Kane takes 19 damage.
- failed save against immobilize (Kane's sword)
- note: monster has reach 2 (actually your knowledge of monsters is telling all of them have reach (as most large monsters do))
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Blocked by owlbear hunters, madowl hoots softly and attempts to circle around them, but seems unable to cross invisible barrier created by Vermithrax's magic. It stays in place, obviously unaware of what is happening.
[sblock="madowl actions"]
- successful save vs ongoing damage; reroll from Cyr's Demand Justice effect, fails save
- successful save vs Vermithrax's effect
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GM:
New round (round 7), PCs act first

[sblock="monster stats"]
Owlbear Hunter #1 : AC 21, F 23, R 20, W 22, HP 80/240; marked
Owlbear Hunter #2 : AC 21, F 23, R 20, W 22, HP 8/240; marked, dazed (save ends), immoblized (save ends)
Owlbear Madowl : AC 24, F 22, R 22, W 21, HP 63/200; ongoing 5 fire (save ends)
[/sblock]
[sblock="combat map"]
https://docs.google.com/spreadsheet/ccc?key=0AoJu0WwbbMP1dGlyeEM2ZTNiODNTLWRJd3l4NzRFWHc#gid=0
[/sblock]
[sblock="ooc/dm"] @Voda Vosa:
Reminder: Vermithrax has not used healing potion he got from Lerrick last round
Also I will need description of effect Verithrax used, cannot find it in char sheet (http://l4w.wikia.com/wiki/PC:Vermitrax_(Voda_Vosa)_-_L4W_Character)
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Lerrick curses herself for the lapse of concentration which caused her healing power to fail. Seeing the potentially dire situation for Kane she turns to the beast barely able to stand. She thrusts her hand holding her holy symbol in a forward motion, which then creates an intense beam of silver light which hits the owl bear square in the midsection. The bear stands rigid momentary before collapsing into the ground. Wisps of silver light emit from the wound of the owlbear and move in the direction of Kane, providing a temporary barrier to future attacks. Hang in the Kane, this will help.

[sblock=actions]
movement:see map
minor: none
attack: sacred flame vs OBH1 reflex: 1d20+12 1d6+5: (Hit 26) for 8 damage just enough to bring it down :(. Attack also grants Kane THP = to CHA Mod +1/2 lvl = 8 THP
[/sblock]
 

OOC: [MENTION=6747396]MadAzolin[/MENTION], confirmation that H2 is dead?

If it is, slide H1 fully into the zone (1 left) to K9-L10, leave madowl where he is, Martelai gains +2 to one d20 TENT


"Kane, get out of there!"
 

Hooting its fury, owlbear hunter pauses for a moment and prepares to pounce. Beam of silvery light pierces solid hole through its midsection and monster pauses. Seemingly unaware of what is happening, it hoots softly and collapses, its body still poised to throw itself against Kane.
OOC: [MENTION=24380]Neurotic[/MENTION]
Owlbear H2 is indeed dead, feel free to reposition monsters
 

Kane's blade cuts through the air as his armour shimmers with a blinding light. The owlbear flinch back unable to take advantage of the blade master's momentary vulnerability as he casts his spell. The air between the two creatures explodes with shards of sharp ice and cutting wind, send the hunter closest to Kane, staggering back a step, and the mad one a step closer, just within range to mark it with his protective aegis. The distance gives Kane the chance he needs to retreat, his fey companion falling in to harry the hunter, making its approach even more difficult.

[sblock=Actions]Standard: Freezing Burst centred at J9; Mad Owl and Hunter 1 are both hit (22 & 22 vs REF) Mad Owl takes 15 cold dmg; Hunter takes 17 (+2 Fey Beast Aura) cold dmg and Kane can slide each target 1 square.
Slide Hunter back 1 square to L-M 8-9; Slide Mad Owl forward 1 to: I J 9-8
Minor Action: Mark Mad Owl with Aegis of SHielding
Move: to K16; Fey Beast to M10
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Martelai's form shimmers again as one of his teleporting powers takes him in front of girl-cleric. He invokes the fates stored beforehand and hits one of the beasts. Within the zone, blinded beast screeches, but there is nothing it can do as it is surrounded with dire radiance once again.

[sblock=Actions]
Minor: Curse madowl
Move: Ethereal Sidestep from J14 to I11, gain +2 all defenses, gain concealment

I'm using the last of the dice of the auspicious fortune rolls (9) to autohit madowl
9+12+2+2+1 = 26 vs Fort for
Dire radiance damage; Secondary damage (2d6+7+2=19, 2d6+7=17) - secondary triggers if madowl gets closer to Martelai on its turn; it takes -2 to attack rolls TENT (and this is the source of extra +2 on primary attack); if it grants CA add 1 more to both (not sure how long Vermitrax effect lasts)

[/sblock]


[sblock=Martelai Stats]

AC: 22 Fort: 19 Reflex: 21 Will: 21
HP: 60/68 Surges: 9/9 Surge Value: 17
CURSED: H1, madowl
STATUS: resist 5 necrotic, concealed, +2 all defenses vs. cursed; +2 all defenses untyped
Total defenses:
AC: 26 Fort: 23 Reflex: 25 Will: 25

FEATS
Sacrifice to Caiphon, Improved Fate of the Void, Superior Implement(Accurate Rod)
Rod Experise, Bloodied Boon, Ulban's Flare


POWERS
Eldritch Blast
Dire Radiance



Knack for Success
Cursebite
Ethereal Stride
Delban's Deadly Attention
Mirror Darkly
Cast Fortune

Decree of Khirad
Flames of the Smoking Crown
Feast of Souls


Armor of Dark Majesty (daily, minor): place your curse on any enemy you can see instead of only closest one
Talon Amulet (daily, minor): until the end of the encounter any creature that hits Martelai in melee takes 1d6 damage
Rod of Avernus: (daily, minor): until the end of the encounter any enemy that ends it's turn adjacent to Martelai takes 5 psychic damage
Blackleaf Gloves Teleport: (encounter, boon): teleport 3 in addition to other effects of the pact boon
Sanctuary's Poise: (daily, move) teleport 5
Diamond Cincture: (daily, minor): heal surge hp
Surf Surge Boots: (encounter, immediate reaction): if you are subject to forced movement, slide 1 square
Surf Surge Boots: (daily, move): move your speed without provoking, vertical movement allowed, but has to end on solid surface

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The wizard sighs. "Such pitiful beasts..." Swilring his hands in a vortex motion, Vermitrax chants in the dead tongue of the old empire. As he casts his words of power, the bones from the fallen owlbear rip free from the corpse, exploding in shards and swirl in a deadly ring of razor sharp splinters that cut through the remaining owlbears with ease.

Using cordon of bones, area burst 1, indicated with a blue line in the map. Hit both enemies for 14, they get -2 to attack, and anything that enters the zone suffer 5 dmg.
 

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