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

OOC:
And I will apologize if my comment came through as abrasive, it certainly wasn't my intent and no, I don't hold it against you, [MENTION=79956]dimsdale[/MENTION] - I was just wondering about the lack of the mod - the tone was supposed to be light (therefore smiley at the end), but of course, it cannot be read out of the text :( I'm sorry for that.
[MENTION=75065]jbear[/MENTION], everyone has a right to play as he sees fit, I'm not sure what kind of bossing around you're referring to (except possibly by Martelai and that is in-game and falls under "everyone has a right to play..." and which is strictly in-game since a) he's (nominally) in charge of the expedition and b) is dour and strict man without patience for his "lessers" :)

Anyhow, I apologize if there was such instance, I'm open to advice, change and pointing them out to me.
 

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As companions try their best, most of their pillars surrounding small grove light into life, runes on them blazing into warm greenish radiance. However as Martelai meddles with one of them, it seems that effect was contrary to expected as pillar only hums softly and two other power down.
As pillars activate, pale radiance in warm shades of green and golden surround the grow, light radiating warmth and sense of safety.

However, bubbling in the swamp grows in intensity and with creaking sound of splitting earth and breaking roots, cracks appear around the grove and clouds of foul, grayish mist surge from them, stinking of long dead corpses. This foul miasma forms into vaguely round clouds which seem to have life of their own, forming tendrils reaching toward nearest living thing.

At the same time, ground rumbles and with shower of fetid water, massive vines burst from below, strange things resembling tendrils of some alien beast, but wrought of coiled vines fitted with enormous thorns rather then flesh. Things coil and weave and seem it is obvious they have mind, or at least will, of their own - claw-like thorns probe the air, turning toward source of heat and life as things extend themselves from cracks in the ground, each well over 9' long.
 
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GM: ROUND 3:
Pillars:
-> pillars M5 and H10 deactivate (seems to be connected something Maretelai did);
-> total pillars active: 6/10, effects:
-> all PCs and their allies in area (H5 -> U18 block; marked by dotted border) have resist 2 to all damage, regeneration 1 and +2 to rolls to escape grabs
Other:
-> four clouds of gray mist appear in the area. These provide concealment to any line of sight passing through and probably do something bad
if one steps into it (will elaborate first time it happens or someone uses appropriate skills to find out details)
-> new monsters: 5 thorned vines rise from the swamp (see description);

Monster stats:
Thorned vines: AC 27, Fort 25, Ref 25, Will 25; HP 1/1, minion

PC stats:
Martelai: HP 68/68 AC 21 Fort 19 Ref 20 Will 21; on hit, 1d6 dam to attacker, foes who end turn beside him take 5 psychic
Cyr: HP 50/50 AC 22 Fort 16 Ref 20 Will 22
Lilli: HP 42/46 AC 21 Fort 16 Ref 20 Will 20; skald's aura
Kane: HP 65/65 AC 26 Fort 21 Ref 22 Will 21
Jade: HP 32/32 AC 21 Fort 23 Ref 19 Will 23
Verm. HP 54/54 AC 22 Fort 20 Ref 22 Will 22
Skel HP 29/29 AC 22 Fort 20 Ref 23 Will 23
Lerrick: HP 63/63 AC 21 Fort 20 Ref 19 Will 24
Martelai: HP 68/68 AC 21 Fort 19 Ref 20 Will 21
 

[sblock=ooc] [MENTION=6747396]MadAzolin[/MENTION] No post on this thread set me off. it was this lovely gem here:

"You two are incredible, why didn't you use your modifier in something, it's impossible to have +0, you don't have to use The Knack"

@Neuotic It's obvious to me that you and your friend MadAzolin are experts at the rules of the game and are great in playing it. I've totally enjoyed this adventure and had a great time DMing a couple adventures where your pesky dwarf Rocco caused much destruction with my monsters I placed before him.

It is clear that I don't know all the rules of the 4e game. All I ask is that if I do something wrong, choose a better tone then what you did with the comment above.

It's all good now :)

Let's move on

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[sblock=OOC]Ideliberately chose not to point fingers with my comment, and I continue to deliberately not do so in this reply. I can't think of any good coming from going into any more detail than I have, although I am not talking about in character comments.

As dimsdale said, let's just move on.
[/sblock]
 

OOC: Assuming we can act


Cyr moves from behind the pillar and shoots at wildly separated targets, the beams of his radiant hand disappearing into the patches of mist. Only one of three burns through the vine.

[sblock=Actions]
Move: G12
Minor: Nature / Dungeoneering knowledge, whichever is needed result from Fate 10 +10 = 20
Standard: Hand of Radiance vs Ref (J10, N6, R10) (1d20+14=34, 1d20+14=16, 1d20+14=16)
CRIT (wasted on a minion), miss, miss
[/sblock]
 

GM: Everyone is free to act and PCs have initiative, so feel free to play the round, I am having quite a hell of a week till thursday, so please coordinate it among themselves as I might not be here to remove dead minions from grid. Also please note if you decide to sit in mist-clouds or pass through them. [MENTION=87106]MetaVoid[/MENTION] please give me details of Fate effect, I am not aware what it does (contrary to popular belief, your poor old GM is likely less wise in newish 4e rules then some of you)
 

GM: Everyone is free to act and PCs have initiative, so feel free to play the round, I am having quite a hell of a week till thursday, so please coordinate it among themselves as I might not be here to remove dead minions from grid. Also please note if you decide to sit in mist-clouds or pass through them. [MENTION=87106]MetaVoid[/MENTION] please give me details of Fate effect, I am not aware what it does (contrary to popular belief, your poor old GM is likely less wise in newish 4e rules then some of you)

Sorry for being unclear, it's the last roll from Martelai Cast of Fortune...
 

Kane moves into the protective aura of the stones. Jade follows his lead, putting himself between his master and one of the vines. Kane cuts through the air with his blade, holding the strike so that the tip of the blade comes to rest dead in the centre of the two vines closest to him. He exhales a gust of freezing cold breath and the point his blade is directed towards explodes into shards of ice that expand an extremely far distance and tear into both of the vines with magnificent accuracy. Their snake like movements cease as the cold carves the life from them, and the crumple to the ground and shatter. Kane raises an eyebrow surprised at his own handy work.

[sblock=Actions] Move Kane Q5 and Jade to O6
Standard: Freezing burst with Expanded Feat (ranged burst 2; -2 atk) centred at P8 vs Ref at two vines
25 vs Ref=Hit 25 vs Ref=Hit destroying both of them

[/sblock]
 

Martelai moves from the pillar sheltering him coming closer to the thorned vine. He blasts it with purple eldritch blast and the vine simply drops lifeless without visible wounds.

[sblock=Actions]
Move: J11, gain shadow walk, gain Prime Shot
Minor: Curse vine at M14
Standard: Eldritch blast vs M14 Ref (1d20+12+1=32)
hit, gain Fate of the Void bonus TENT
[/sblock]
 

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