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Children of Sorrow

darkbard

Legend
Skill Challenge Successfully Completed. Milestone achieved.

Rewards:
L3 C1 SC 150/4 PCs = 37.5 XP each. Let's round down this time, to 35 each. This combat encounter will be limited to an Encounter Budget of L+1, and all your PCs have +2 initiative and may choose their starting locations anywhere on the map below. You may make monster knowledge checks and the like based on the map key below before you place your PCs, of course.

As before, we will post first to Discord, and then I will copy-paste here.

Nemo describes the ruined courtyard of what once may have been a temple or similar structure. The crumbling walls surround a terraced central enclosure that seems to have collapsed inwards. Though clearly uninhabited for decades, a giant topiary in the shape of a dragon maintains its shape. Shrubbery and vines, including some that look quite dangerous complete the flora, and three drakes, well, two drakes and a swarm of smaller drakes the size of housecats, inhabit or guard the chasm that opens beneath the earth in the center.

For this map, two white-gridded squares equal one five-foot square, such that the X-axis runs A – N, left to right, and the Y-axis runs 1 – 24, bottom to top. For example, the top left square of the central stairs leading down to the collapsed area in the center-top of the map is G17.

Elevations are noted on the map with a number representing squares above baseline (the crevasse level). “Ground” level is 6. The elevated bridge at the bottom center of the map arches up from the bottom at 6 to 8 squares at its center (ie, 2 squares above the ground) before descending back to 6 and falling away precipitously at its north end.

Traversing levels of elevation can be accomplished by using the Climb action (Athletics DC 15) or by jumping, using the Hop Down action (Acrobatics DC 15) if the jump is 2 squares or less. Failure by 5 or more on a Climb or straight failure to Hop Down triggers a fall (1d10 damage per 10 feet), which can be reduced if the creature is trained in Acrobatics by making an Acrobatics check.

Arched Bridge can be entered normally via any level 6 squares at the southern approach. Entering from the side, over the crumbling railing, requires climbing and a successful Acrobatics or Athletics check (DC 12 to any level 7 square, DC 19 to any level 8 square). The bridge can be passed under where it rises 2 to elevation 8 normally or as difficult terrain for Medium creatures at elevation 7 (as regular terrain for Small creatures).

Stairs leading down to the central collapsed area from the top center and top left are steep and crumbling, difficult terrain.

Pillars are blocking terrain. They can provide cover.

High Walls between A-B and M-N for part of the map are 2 squares high and can be climbed (DC 20).

Debris, such as L/13-14 within the crevasse, is difficult terrain.

Crumbling Ledges on the left (E/8-11) and right (K/7-9) flanks of the central collapsed area can be occupied by small or medium creatures by squeezing. Swarms do not suffer this penalty for squeezing.

Shrubbery is difficult terrain. Any square mostly filled with green is considered shrubbery. Partially filled squares are normal terrain. For example, B17 is shrubbery; B16 is not.

Drake Topiary is composed of brambleweed, both difficult and hindering terrain.
Brambleweed
Brambleweed has finger-length thorns, sharp and sturdy enough to rend flesh. The plant's thick vines spread across an area, hindering any who enter it.
Effect: Brambleweed squares are difficult terrain. A creature that starts its turn in a brambleweed square takes 5 damage. A creature that ends its turn in a brambleweed square is restrained until the start of its next turn.

Blue Flower Shrubbery is a Hazard (L3). It is difficult terrain. You can make an Arcana or Nature check (DC 20 in either case) to identify it as a free action.

Toriq makes a Nature skill check vs Blue Flower: r7 +9 = 16. Fails to meet DC 20. No additional information.

Creatures:
Leaping Felldrake, (black)
Level 1 Lurker, HP 26; Bloodied; AC 15, Fortitude 12, Reflex 15, Will 13.

Toriq makes a Monster Knowledge (Nature) check vs Leaping Felldrale: r3 +9 = 12. Meets Moderate DC 12.

Small natural beast (reptile)
Level 1 Lurker XP 100
HP 26; Bloodied 13 Initiative +7
AC 15, Fortitude 12, Reflex 15, Will 13 Perception+7
Speed 6, climb 6
unaligned; Cunning Ambushers: The leaping felldrake is a green-scaled creature capable of quickly jumping out of danger. Adept at camouflage, leaping felldrakes bide their time amid bookshelves, rafters, tree branches, and cave walls, waiting for an opportunity to lunge at a victim. Their tiny jaws work quickly, crushing a windpipe or severing an artery within seconds. A weak venom in the felldrake's saliva turns the flesh around a bite wound blue for several hours, making a felldrake a valuable asset when identifying thieves and burglars who were caught in the act and bitten before they managed to flee.

Needlefang Drake Swarm, (gray) Level 2 Soldier; HP 38; Bloodied 19; AC 18; Fortitude 14, Reflex 16, Will 12.

Toriq makes a Monster Knowledge (Nature) check vs Needlefang Drake Swarm: r9 +9 = 18. Meets Moderate DC 13.

Medium natural beast (reptile, swarm)
Level 2 Soldier XP 125
HP 38; Bloodied 19 Initiative +7
AC 18; Fortitude 14, Reflex 16, Will 12 Perception +7
Speed 7
Immune fear; Resist half damage from melee and ranged attacks; Vulnerable +5 damage from close and area attacks.

☼ Swarm Attack ✦ Aura 1
The needlefang drake swarm makes a basic attack as a free action against each enemy that begins its turn in the aura.

Swarm
The swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises.

Standard Actions
(⚔) Swarm of Teeth (standard, at-will)
+8 vs AC; 1d6+2 damage, or 2d6 + 2 damage against a prone target.

Minor Actions
⚔ Pull Down (minor 1/round, at-will)
+3 vs Fortitude; the target is knocked prone.

unaligned; Savage marauders the size of cats, needlefang drakes swarm over their victims, pull them to ground, and strip them to the bone in seconds.

Hellborn Crested Felldrake, (white) Level 2 Skirmisher; HP 39; Bloodied 19; AC 16, Fortitude 15, Reflex 15, Will 12.

Toriq makes a Monster Knowledge (Nature) check vs Hellborn Crested Felldrake: r18 +9 = 27. Meets Hard DC 21.

Small natural beast (reptile)
Level 2 Skirmisher XP 125
HP 39; Bloodied 19 Initiative +6
AC 16, Fortitude 15, Reflex 15, Will 12 Perception+8
Speed 8 , Climb 8
Resist 5 fire, Vulnerable 5 cold

Traits
☼ Fire Shield (Fire) ✦ Aura 1
Each enemy that enters the aura or starts its turn there takes 2 fire damage.

Pack Frenzy
The felldrake gains a +1 bonus to attack rolls and a +2 bonus to damage rolls while adjacent to a felldrake ally.

Standard Actions
(⚔) Bite ✦ At-Will
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 1d10 + 5 damage, and a felldrake ally within 2 squares of the felldrake can shift up to 2 squares as an immediate reaction.

Triggered Actions
Undaunted Strider ✦ At-Will
Trigger: The felldrake is hit by an opportunity attack.
Effect (Free Action): The felldrake shifts up to 2 squares.

Skills Athletics +9, Stealth +9
Str 16 (+4) Dex 16 (+4) Wis 15 (+3)
Con 15 (+3) Int 3 (-3) Cha 11 (+1)
Alignment Evil Languages –; The crested felldrake is a pack hunter. Its bright orange crest runs from skull to tail, and it shifts in color from light orange to deep red as the felldrake closes in on its prey and smells its fear. Many a foe has underestimated the vicious cunning of crested felldrakes on the hunt; clutches of these creatures have been known to climb upon one another's backs to reach high places, and stories tell of an individual creature using its foreclaws to open and close doors.


1703217315431.png


Initiative Order:
Needlefang Drake Swarm (gray): r16 +7 = 23
Mylistra (purple): r15 +3 +2 = 20 (16 Dex)
Toriq (red): r17 +1 +2 = 20 (13 Dex)
Leaping Felldrake (black): r7 +7 = 14
Jendi (blue): r9 +1 +2 = 12
Nemo (green): r1 +5 +2 = 8
Hellborn Crested Felldrake: r1 +6 = 7

ROUND ONE

1703387756264.png


THE NEEDLEFANG DRAKE SWARM scurries as one entity, some dozen or so drakes like a swarm of piranha or a colony of bats, with heads bobbing, rearing occasionally onto hind legs, on the far side of the chasm. It seems to assess its route, then leaps down one tier, around and through the Leaping Felldrake, and across the ledge. It attempts to scuttle up the near side wall, but one of the advance members loses its hold on the unstable surface, and the progress of the swarm as a whole is halted right there.

Move: 7 sq F15 to K13, including Hop Down (Acrobatics r13+5=18 vs 15 DC. Success) into K15.

Move: 3 sq K13 to L10, including climb attempt, Athletics r1+3=4 vs 15 DC. Fails. Movement ends in L10.

LOCATION: L10
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HPS: 38/38
CURRENT DE/BUFFS: na



Standing on the bridge allows MYLISTRA to see the whole battlefield, possibly making plans. She focuses on the drake closest to them all, the one Toriq calls out to them is a "Hellborn Crested Felldrake," whatever that is. Jendi may have a better idea of this thing, but she just wants it gone.

She gives it her own hellish glare and makes a sign, a mirror of which is seared on the creature's forehead for her companions to see. It sizzles a bit, causing the felldrake to cry out in pain.

The witch looks over the battlefield and decides to give young Jendi, closest to the other felldrakes on the field, an advantage from her blessed Sehanine for his next attack.


Standard Action: Gaze of Defiance versus Hellborn Crested Felldrake (HCF): r 15 + 4 = 19 vs 12 Will/Hit; Damage: r3 + 4 = 7 psychic damage, & allies gain +1 to ATK UEoMNT (+3 if HCF attacks Mylistra before EoMNT)

Minor Action: Favor of the Gods (Enc): CBU 3: Target: One creature in the burst (Jendi); Effect: The next time Jendi misses with an attack roll before EoMNT, he can reroll that attack roll. He must use the new result, even if it is lower.

LOCATION: G4
DAMAGE TO ENEMIES: HCF: 7 psychic damage
CONDITIONS TO ENEMIES: na
CURRENT HP: 24/24
CURRENT DE/BUFFS: allies: +1 ATK HCF UEoMNT; Jendi: FoG UEoMNT
SURGES/ACTION POINTS: 5/8 Surges; 1 AP available



TORIQ recognizes the hellborn nature of the closest felldrake and decides - as does Mylistra, apparently - it needs to be taken out first. Despite the heat of its aura, she steps forward to attack it with the frenzy of her wildblood nature.

She feels a bit off, however: her attacks do not seem as strong as usual. Either that, or the hellborn beast is more nimble than expected. No matter - as she has learned during her years as a Warden of the Ruby Spire, perseverance is the key to success. Toriq reminds herself of the old folktale of the ant who stuck with its task until - finally - it was accomplished. Sometimes even fighting in combat can be like that.... she hopes!

In fact, she sees where she can cut the felldrake in a way to slow it down and feel the weight of the world in its very steps.


Move Action: 2 squares forward to B6. In HCF's aura, Toriq takes 2 fire damage.

Minor Action: Designate HCF as Hunter's Quarry UEoTNT

Free Action: Nature's Wrath: Mark HCF UEoTNT

Standard Action: Wildblood Frenzy (Enc) vs. HCF: r 3 + 7 + 1 GoD = 11 vs. 16 AC/Miss; Effect: Make the attack one more time against the same target or a different one (HCF again): r9 + 7 + 1 GoD = 17 vs. 16 AC/Hit: Damage: r4 + 7 +4 HQ = 15 HP HCF BLOODIED

Free Action: Furious Assault (Enc): Triggered: Trigger: You hit an enemy with an attack. Effect: The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it is not a weapon attack: r1

AP: Weight of Earth vs. HCF: r14 +7 +1 GoD = 22 vs. 16 AC/Hit; Damage: r6 +4 = 10 Damage: TOTAL DAMAGE: 15 + 1 + 10 = 26 HP

LOCATION: B6
DAMAGE TO ENEMIES: HCF: 26 HP BLOODIED
CONDITIONS TO ENEMIES: HCF: marked by Toriq & Slowed, both UEoTNT
CURRENT HP: 28/30
CURRENT DE/BUFFS: +1 ATK HCF UEoMNT; in HCF Aura 1
SURGES/ACTION POINTS: 7/10 Surges; 1 AP (0 available this encounter)



THE LEAPING FELLDRAKE, though the size of a bull terrier, displays far greater speed and dexterity than such a canine, to say nothing of its effortless ability to climb down and up the terraces of the ruined courtyard. It scrambles diagonally, perhaps with the mentality of defending its wounded packmate, clambering up the wall below the young warlock. The reptile snaps with wicked teeth, and the warlock only narrowly avoids having a foot severed from his leg at the ankle!

Move: 6 sq K14 to H11 (includes 3 vertical squares, climb)

Standard: Charge 5 sq H11 to F8 (elev 3) (includes 3 vertical squares, climb). Bite vs J, r8+6+1=15 vs 15 AC. Hit. r4+4=8 damage.

LOCATION: E7
DAMAGE TO ENEMIES: 8 to J
CONDITIONS TO ENEMIES: na
CURRENT HP: 26/26
CURRENT DE/BUFFS: Climbing in square F8 (elev 3)



JENDI curses the felldrake that snuck up on him and nearly detached his ankle - both figuratively and actually. Swallowing the bile of pain and fear (which he will never allow to be known), he grabs its snout firmly with a hand crackling with all of his Lady's dark energies he can muster. Staring with satisfaction at the blight spreading across the face of the creature - its outline now glowing a faint blue with his curse, he squeezes harder, thus allowing still more dark energies into his touch.

The felldrake makes a sound somewhere between a squeak and a groan, lets go of the wall, falls, and disintegrates just before hitting the ruined floor below. Jendi feels the fell might return to him as the cursed creature's life is extinguished.

The renewal gives the young warlock the strength to limp to the wall leading back to his companions, but his ankle does not allow him to make the climb. Panting, he takes a moment to gather his strength.


Minor Action: Warlock's Curse on Leaping Felldrake (LF)

Standard Action: Hand of Blight vs. LF: r15 +4 = 19 vs. 12 Fort/Hit; Damage: r6 +4 +6 WC + r2 FM = 18 Damage, & LF grants combat advantage UEoJNT. LF BLOODIED

AP: Hand of Blight vs. LF: r12 +4 +2 CA = 18 vs. 12 Fort/Hit; Damage: r5 +4 +1 WC = 10 Damage: LF KILLED

Move Action: Move 2 squares to F5 & attempt to climb up the wall: Skill Athletics check: r10 -1 +2 (use bushes for leverage) = 11/Fail. J remains at bottom of wall in F5/DT

LOCATION: F5
DAMAGE TO ENEMIES: 28 HP to LF/KILLED
CONDITION TO ENEMIES: LF: cursed (death recharges J's Fell Might)
CURRENT HP: 16/26
CURRENT DE/BUFFS: Fell Might discharged & recharged!! FoG UEoMNT
SURGES/ACTION POINTS: 6/8 Surges: 0 APs remaining



NEMO feels a little braver now with company around him than he had when first viewing these strange little reptilian creatures (one as big as him!), After hearing the death cry of the one his friend was defending again (along with a shattering sound oddly reminiscent of the time he accidentally dropped his Great-Aunt Rubee's crystal ball), the small but stalwart halfling feels a push toward the warden and decides to give her a helping hand - as if she truly needs one!

Stepping carefully forward and using the bushes for a bit of cover, Nemo analyzes the wounded felldrake and sees where his small blade can do the most damage, possibly finishing the hellborn creature off. Squinting slightly, he ignores the heat emanating from its hide and makes his move: a quick but solid jab to the soft belly, an equally quick shift back, and only a small burn on the hand holding the dagger in payment.

As he steps away from the fiery aura, he sees that his aim was true: the creature groans, blood filling its mouth, then its eyes roll up and the horned creature rolls over the wall, falling as Jendi's attacker had, but without the weird shattering sound afterward.


Move Action: 6 squares (2 DT) to C6; enters HCF's Aura 1, takes 2 HP Fire Damage

Standard Action: Acrobatic Strike vs. HCF: r10 +9 +1 GoD = 20 vs. 16 AC/Hit; Damage: r3 +5 = 8/HCF KILLED; Effect: Before or after the attack, Nemo shifts 1 square: N shifts to B5.

LOCATION: B5
DAMAGE TO ENEMIES: 8 HP to HCF/KILLED
CONDITION TO ENEMIES: na
CURRENT HP: 22/24
CURRENT DE/BUFFS: GoD: +1 ATK vs HCF UEoMNT
SURGES/ACTION POINTS: 4/7 Surges; 2 APs available



ROUND TWO

1703523957849.png


Streaming across the ledges of the crevasse as one, THE NEEDLEFANG DRAKE SWARM climbs, constricts itself, and surges under the bridge and assaults the young warlock with a swarm of teeth nipping and tearing at him from a score of ravenous mouths!

Move: 7 squares L10 to I6 (includes 1 DT Climb sq K9, Athletics r18+3=21 vs 15 DC. Succeeds; and 1 DT sq Shrubbery J6)

Standard: Charge 2 squares I6 to G5 (under bridge, possible cover), Swarm of Teeth vs J, r13+8+1=22 vs 15 AC. Hit, r5+2=7 damage. J BLOODIED

LOCATION: G5
DAMAGE TO ENEMIES: 7 to J, J BLOODIED
CONDITIONS TO ENEMIES: J in Swarm Attack Aura
CURRENT HPS: 38/38
CURRENT DE/BUFFS: possible Cover (under bridge)



MYLISTRA watches in alarm as Jendi is swarmed by the tiny lizards and pleads for healing from Sehanine. A faint blue light emanates briefly from his skin, and the witch can see a few wounds from the many bites stop bleeding and scab over.

Thinking only of what Juniper would say if her protegee failed to bring her son safely home, Mylistra starts down the steps of the bridge and impulsively jumps over the edge to quicken her journey to the young elfling. Unfortunately the nearby shrub catches at her dress, and she falls to her knees. As she gets up, happily unhurt, she gasps as she sees Toriq rush forward and attempt something similar.


Minor Action: Healing Word on Jendi: Heals Surge (6) + r4 = 10 HP; +2 ATK UEoMNT

Move Action: 1 sq to G3, Hop Down (Acrobatics DC 15): r11 +3 = 14/Fail. Fall Prone in F3

Move Action: Stand Up from Prone

LOCATION: F3
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 24/24
CURRENT DE/BUFFS: Jendi: +2ATK UEoMNT (Healing Word)
SURGES/ACTION POINTS: 5/8 Surges; 1 AP available



TORIQ makes no hesitation in leaping into action ... despite leaping not being her forte, especially equipped as she is. All she knows is that - despite the ease with which they have dispatched these two (slightly) larger felldrakes, this swarm seems ready to engulf her brother in a feeding frenzy. And so she rushes to the boundary of the ledge and throws herself over its edge, tumbling in a heap at her brother's feet.

Yet by sheer force of will, and despite falling into the bushes ignominiously and having to avoid bites to her own flesh while regaining her feet, she is able to place herself in a position to defend Jendi from the these tiny but fierce creatures. The ferocious little critters take note of her threatening presence!


Move Action: Move 4 squares B6 to F6, including 1 square DT (F5), Hop Down at F5 (Acrobatics DC 15, r5 -2 = 3/Fail; Falls 10 feet: Damage: r1 HP), and Crawl 1 square F5 to F6; TRIGGERS: OA from NDS: Swarm of Teeth: r4 +8 +2 CA (Prone) = 14 vs. 17 AC/Miss

Standard Action: Stand Up from Prone

Free Action: Nature's Wrath vs NDS: Marked by T UEoTNT

LOCATION: F6
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: NDS: Marked by T
CURRENT HP: 27/30
CURRENT DE/BUFFS: in NDS Aura 1
SURGES/ACTION POINTS: 7/10 Surges; 1 AP (0 left available this encounter)



The sudden attack of the swarm of tiny felldrakes momentarily stuns JENDI, but thankfully his sister is suddenly somewhere there, batting as many away from him as she can. Although they are still able get some bites in, the young warlock feels a little less isolated than he did moments before.

He curses the little creatures and attempts to beguile them away from him, but - despite the help of sister and goddess - they will not be distracted from their prey.


Start of Turn: in NDS Aura 1: Free Action: Swarm of Teeth; TRIGGERS T Warden's Fury (Immediate Interrupt) vs. NDS: r13 + 7 = 20 vs. 14 Fort/Hit; Damage r6 + 4 = 10/half damage: 5, and NDS grants CA UEoTNT; Swarm of Teeth ATK: r15 +8 -2 Marked = 21 vs. 15 AC/Hit; Damage: r3 +2 = 5 to Jendi

Minor Action: Warlock's Curse on NDS

Standard Action: Beguiling Strands (Enc) vs. NDS: r3 +3 +2 BCL +2 CA = 10 vs 12 Will/Miss

LOCATION: F5
DAMAGE TO ENEMIES: to NDS from Toriq: 5 HP
CONDITION TO ENEMIES: NDS grants CA UEoTNT (WF)
CURRENT HP: 14/26
CURRENT DE/BUFFS: +2ATK UEoMNT
SURGES/ACTION POINTS: 5/8 Surges; 0 APs remaining



Young NEMO's life experiences have honed his instincts to such an extent that his muscles almost have instincts of their own. For example, almost before his brain registers the fast reactions and actions of the witch and the warden racing to his friend's aid, his own actions are carrying him across the air, landing on the bridge where Myslistra had just been, and - with a quick jump - running under the bridge. There is no time for fear nor consideration during his mad dash to Jendi's aid.

His missed attack - however - gives him a moment, and now his actual brain throws in a strategy to combine with that protective instinct. As he did earlier with the spiders and later with the twig-things, he tumbles and slashes at the beasts - tiny though they may be. Unlike the earlier creatures, however, his slashes whip tiny bodies through the air, as he carves away at the many-toothed swarm, before he ultimately tumbles to a safe distance to regroup.


Move Action: Move 3 squares B5 to D5 (1 sq DT), Jump (Athletics: r6 + 7 = 13/5 (running start) = 2 squares cleared), lands in G6; 6 total squares of movement

Standard Action: Charge G6 to H5, including Hop Down (Acrobatics DC 15: r10 + 12 = 22/Success): r5 + 5 + 1 Charge + 2 CA = 13 vs 18 AC/Miss

AP: Acrobatics Blade Trick (Enc): r12 + 9 + 2 CA = 23 vs 18 AC/Hit; r3 +5 + r5,6 Sneak Attack +5 Vulnerable Close = 24 HP, NDS BLOODIED; Effect: Nemo shifts 1 square to I6

LOCATION: I6
DAMAGE TO ENEMIES: NDS: 24, BLOODIED
CONDITION TO ENEMIES: na
CURRENT HP: 22/24
CURRENT DE/BUFFS: na
SURGES/ACTIONS: 4/7 Surges: 1 AP (0 left availabe this encounter)



ROUND THREE
1703567239452.png

The tiny reptiles that comprise THE NEEDLEFANG DRAKE SWARM are surrounded by much larger creatures and know it. They lash out, desperately trying to take down the biggest threat, pulling Toriq to the ground and rending her flesh with a dozen nasty bites. But there's still not much hope of escape.

Minor: Pull Down vs T, r17+3=20 vs 15 Fort. Hit. T is knocked prone.

Minor Actions
⚔ Pull Down (minor 1/round, at-will)
+3 vs Fortitude; the target is knocked prone.

Standard: Swarm of Teeth vs T, r12+8=20 vs 18 AC. Hit, r6,5+2=13 damage. T BLOODIED: TRIGGERS Half-orc Resilience (T gains 5 THP)

LOCATION: G5
DAMAGE TO ENEMIES: 13 to T, T BLOODIED
CONDITIONS TO ENEMIES: T & J in Aura
CURRENT HP: 9/39
CURRENT DE/BUFFS



MYLISTRA watches Toriq leap (and stumble) into action to protect her brother, then get slammed by the swarm of tiny creatures. Once again, she asks for succor for one of her comrades and once again Moonlight sends a cool blue healing light.

Finding it too difficult to try to locate her dear friend under the pile of biting lizards (albeit somewhat fewer in number ... or at least she hopes), the witch instead stares defiantly at the topmost of the creatures, making her mark on their heads with some difficulty. Their squirming makes it almost impossible to focus on any one, so she smears the marks across of few, rendering its power less damaging than against larger beasts.

Although initially she did not recognize these denizens of caves and forests, Mylistra remembers from experience finding her glare's mark to be less effective against swarms of tiny creatures - as it obviously is here, but something is surely better than nothing. She also remembers being covered in a different kind of swarm and the panic of ever getting free of the ... was it beetles?


Minor Action: Healing Word on Toriq: r4 + 7 (Toriq's Surge) = 11 HP, and +2 ATK UEoMNT (BCL)

Standard Action: Gaze of Defiance vs. NDS: r7 +4 +2 CA (WF) = 13 vs. 12 Will/Hit; Damage: r3 + 4 = 7/half damage: 3 HP, and allies +1 ATK UEoMNT

LOCATION: F3
DAMAGE TO ENEMIES: 3 to NDS
CONDITIONS TO ENEMIES: na
CURRENT HP: 24/24
CURRENT DE/BUFFS: allies +1 ATK vs NDS UEoMNT (GoD); T: +2 ATK UEoMNT (BCL)
SURGES/ACTION POINTS: 5/8 Surges; 1 AP available



As she brushes off tiny biting felldrakes and their comrades's corpses, TORIQ struggles to stand and get her bearings once again. Actually, although she expected it to be a struggle, she feels remarkably better than she had a moment before and knows who to thank for it.

Using the flat of her sword to bash these creatures rather than to futilely attempt to slice at them while they avoid the sharp of the blade, she finds she can do a bit of damage, and possibly slow them down. In fact, with a watchful eye, she may be able to exterminate them before they fully skin her poor little brother.

Pity, though: she remembers catching one when she was little and keeping it as a pet... until her mother's cat caught it and made a snack of it. She had thought it adorable: now she can see how fierce they can be in coordinated attack.


Starts turn in NDS Aura 1: NDS (Free Action): Swarm of Teeth vs T: r13 +8 +2 CA (Prone) = 23 vs. 18 AC/Hit; Damage: r4,6 +2 = 12 - 5THP = 7 HP damage to Toriq

Move Action: Stand Up from Prone

Standard Action: Weight of Earth vs NDS: r13 +7 +2 CA (WF) +1 GoD +2 BCL = 25 vs 18 AC/Hit; Damage: r4 + 4 = 8/half damage: 4 HP to NDS, & Slowed UEoTNT

LOCATION: F6
DAMAGE TO ENEMIES: 4 to NDS
CONDITIONS TO ENEMIES: Slowed UEoTNT, no longer granting CA
CURRENT HP: 18/30
CURRENT DE/BUFFS: in NDS Aura 1, +2 ATK BCL UEoMNT, +1 vs. NDS UEoMNT
SURGES/ACTION POINTS: 6/10; 1 AP (0 left available this encounter)



JENDI feels winded and bitten and unsure of himself: all the protective measures he has practiced in the past did nothing to protect him here. This cloud of biting lizards has swarmed over every avenue of escape he sought. He has never before fought while trapped, and he has not enjoyed it at all. Even his mighty sister has been pulled down by them in her attempt to rescue her hapless brother. He can feel tears of frustration building in his eyes and attempts to push them down: he will not expose his youth in front of his sister ... or his mother's protegee ... or his new young friend.

Thankfully his sister regains her footing and begins to brush the creatures off which are still clinging and biting at her. As they are flung in Jendi's direction, sharp maws open wide to take advantage of their trajectory, the warlock flinches and holds up his arms protectively. Then ... nothing.

Jendi tentatively lowers his arms to see why the anticipated attack did not occur. The young warlock gasps a laugh as he sees his sister stomp her boots in disgust, wiping off felldrake guts onto one of the shrubs which had trapped him here. Then she raises his eyes to him and grabs him in a fierce hug. In his ears she murmurs, "We better discuss battle tactics going forward: such as DO NOT GET TRAPPED!!"

Jendi answers only with another gasping laugh, choking back tears of relief.


Starts turn in NDS Aura 1: Swarm of Teeth vs. J. TRIGGERS: T's Warden's Fury (Immediate Interupt) vs. NDS: r17 +7 +2 BCL +1 GoD = 27 vs. 14 Fort/Hit, r2 +4 =6/2 = 3/NDS KILLED

LOCATION: F5
DAMAGE TO ENEMIES: 3 to NDS, KILLED
CONDITIONS TO ENEMIES: na
CURRENT HP: 14/26
CURRENT DE/BUFFS: na
SURGES/ACTION POINTS: 5/8; 0 APs remaining



COMBAT OVER
 
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darkbard

Legend
Now that the drakes are defeated, you have a moment to take in your surrounding in much greater detail. Once, this must have been a beautiful locale, for even a century or more after whatever calamity befell this place, the marble and limestone ruins reveal quality material and craftsmanship, and the thick undergrowth is the progeny of revered and cultivated flora. However, something else, something malevolent seems to have rooted itself here as well. Much of the flora is blackened and withered, unusually so, even for this season. And no birdsong or scurrying animals typical of the forest can be heard, as if they avoid this place. Below you, the crevasse beckons, evoking a sense of dread, foreboding, perhaps even a promise of suffering should you continue.

Combat Successfully Resolved

Rewards:
Feybloom Hazard 150 + Leaping Felldrake 100 + Needlefang Drake Swarm 125 + Hellborn Crested Felldrake 125 = 500 XP/5 PCs = 100 XP/PC.

Treasure: 40 gp (Parcel 1.10).

Take a Short Rest. Note Healing Surges spent + current total, as well as APs available.

Write a short transition scene describing (1) the combat fallout, (2) the treasure (could be coin, could be harvested trophy, could be an old art relic appropriate to a temple, and so on), and (3) your next step. Will you continue to brave the crevasse into the Sunken Vault? Or is Jendi’s drive to “seek the dark mysteries”--in particular The Armor of Dark Majesty--deterred by such fierce guardians? Does Toriq’s Quest to find the malevolence behind the ghoul and its twig blight servitors necessitate plumbing this old ruin further? Or will you return to Ravenswood, satisfied that you have found this place and can return if need be?

If you intend to descend into the crevasse, we will smash cut directly into another combat encounter.
 
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Nephis

Adventurer
The four companions sit on the stone bridge to regroup and refresh. Nemo chews on some jerky Toriq passed out to them all, watching Jendi pick through tiny felldrake carcasses for anything useful, interesting, possibly valuable. "My Uncle Milo pays good coin for teeth from those things, especially if you can find any of the larger ones," he tells his friend who grunts in acknowledgement. Honestly, the warlock reminds Nemo of his cousin Beppa when she concentrates of detailed work to avoid thinking what she would call "thinky thoughts." Speaking of which ... the young halfling wonders how his cousin is doing at this moment and vows to urge his new friends to save ... Ellen? Helena? ... and maybe throw in a rescue of Beppa as well.

Then Nemo is startled by a blue light forming around Jendi's halforc sister, around her badly bitten face and forearm, to be precise. The witch is holding her hands on both while she murmurs quietly in an ancient elvish dialect, and the light seems to be emanating from her hands and sinking into Toriq's skin.

He hears words he thinks mean "Woman of Moonlight" and perhaps "Help" or "Feed": the ancient Elvish words hold so many connotations, he can never remember when which word means what - so much depends upon the words before and after, and he cannot hear everything. Also, Stygian dialects hold even larger diversity of meanings for certain words and ideas: his cousin Seraphina once told him that those elves have 150 different words for darkness, much like Frost giants and snow. He continues to listen to her soft liquid voice. Was that the word for "sew" or "knit" or even "mend"?

He returns his gaze to Jendi, who is now crushing a tiny felldrake skull into powder with a stone. When the young halfling asks his friend what he plans to use that for, the elfling gives a start and stares at his hands as if suddenly noticing his actions. Brushing his hands clear of dust, Jendi raises his eyes to meet Nemo's glance for a moment, then shrugs. "I guess I just wanted to make sure it was dead," he replies with a wry grimace.





Some answers and thoughts:

* re treasure: I think Jendi will gather as much as is retrievable and portable of the felldrake carcasses, particularly pieces of the hellborn felldrake (e.g. its horn, a claw or two, several teeth). Perhaps what is sellable can be the "treasure" and other items (see above parts) will only come into play as color for magic items later?

* regarding our next actions: while young Jendi may have some misgivings about going further into the caverns, his curiosity and thirst for power and powerful items will lead him through the valley of fear. Toriq has no compunction about setting forth: she needs to stop the incursion on her beloved's grove.

Here are the results of short rest:

* Toriq: as per discussion: Mylistra has 1 use of Healing Word during the short rest without penalty: she'll use this on Toriq: r3 + 7 = 10 HP healed; 28/30 Current HP, 5/10 Surges remaining, 1 AP remaining.

* Jendi: spends 2 Surges for 12 HP; 26/26 Current HP, 3/8 Surges remaining, 0 AP remaining.

* Nemo & Mylistra don't need healing during the short rest, so N: 22/24 Current HP, 4/7 Surges remaining, 1 AP remaining; M: 24/24 Current HP, 5/8 Surges remaining, 1 AP remaining.
 

darkbard

Legend
Altar of Sacrifice (EL4, L+3, XP 700)

The descent into the crevasse empties you into a series of collapsing narthex chambers to a place that once must have been unbearably beautiful, the Vault of the Heavens arrayed on the ceiling in magnificent sparkling mosaic. But now this is a place of palpably profound malevolence. True evil that makes your hair stand on end. But also a place of profound power. Something beckoning from the deep.

The most prominent feature is a raised dais and altar at the far end of a domed nave, upon which an androgynous winged being is stapled to the altar’s surface with a long blade. The figure seems unconscious but in tremendous agony. From it pours blood that gushes in two streams that spill down the altar steps and across the nave with the horribly inscribed carving of Orcus’s demonic visage before dripping down the gaping maw into whatever space lies below.

In the center of the chamber, amid pillars arcing necrotic energy between them, is a leathery, mummified figure with eyes that glow like white-hot embers, its hands ending in deadly claws, and its teeth sharp and jagged like needles.

A shuffling humanoid corpse--too decomposed to be sure if it’s elf or human, halforc or some similar race--groans ominously in the north section, and a half dozen whisps of shadow flit around the room.

“Who dares intrude upon our service to the Lord of Undeath?” demands the mummified figure.


Place your PCs anywhere in the left antechambers, even within squares of Rubble or Collapsed Doors if you choose, but no more than six squares between farthest PCs. These squares are either dimly lit or total darkness (see Illumination), but you can choose to deploy equipment to change that from the outset of the encounter (no action expenditure required to start this way, though at least one PC must have a free hand to wield a light source). There are no doors leading left of column A (nor chamber beyond) even though so depicted on the map; this space is solid stone wall.

Roll Initiative and any Monster Knowledge checks you would like to make (Religion is most appropriate here, but I can see Arcana or History being alternatives, the latter for the wight.)

Dimensions The ceiling along the periphery of the chamber is 2 squares high. The central nave area (H-Y/5-18) is 4 squares high.

Illumination Squares within 5 of a pillar are brightly lit. Beyond that radius is dim lighting to 10 squares (possible concealment). Beyond that is darkness (possible total concealment).

Rubble These squares of collapsed stone are difficult terrain.

Doors These heavy reinforced doors require a Minor action and a successful Strength check DC 8 to open. They remain open unless closed again with another Minor action. A creature with both hands free (ie, no shield, weapons, or held implements) can choose to open/close both doors with a single action.

Collapsed Doors These battered remnants are difficult terrain and can be stunted with.

The Maw Squares within the dark red square outline drop 6 squares to the chamber below (3d10 falling damage). A creature may make a saving throw to drop prone in the previous square before being force-moved over the edge.

Altar This raised platform, adorned with lifesized plate armor in the shape of Orcus and sacrificial slab, and its surrounding steps are protected by a field of energy that forbids crossing by living creatures. Stapled to the altar with a long sacrificial blade, unconscious but in obvious terrible agony, is a winged angel, androgynous in its chiseled form. See the Skill Challenge below.

Necrotic Pillars These four crystal pillars reach floor to ceiling and are blocking terrain. Each emits light equivalent to a torch (5 square radius) while it is functional. A shimmering field of necrotic energy stretches between each pillar (necrotic energy field). If a pillar is deactivated, this also causes its light to be extinguished (though not the light of any other pillar).

Necrotic Energy Field Level 1 Hazard
Object XP 100
Detect -
Initiative -
Immune attacks

Triggered Actions
Effect (necrotic) ✦ At-Will
Trigger: A living creature moves between the two pillars.
Effect (No Action): The triggering creature takes 2d4 + 4 necrotic damage.

Countermeasures
✦ Deactivate: Thievery DC 19 (standard action; must be adjacent). Success: The energy field ceases to function between this pillar and one connected pillar. Failure (18 or less): The character takes 2d4 + 4 necrotic damage.

Blood Streams Two streams of blood pour down the sacrificial altar, across the floor, and down into the gaping maw below. All squares containing blood streams are an obstacle as below.

Blood Streams Level 1 Obstacle
Hazard XP 100
Hazard: These streams of blood are difficult terrain.
Detect –

Triggered Actions
The blood streams attack when a creature enters or begins its turn in one square of the blood. It also attacks when a creature stands up from prone in one of these squares.

Attack
Opportunity Action Melee
Target: The triggering creature
Attack: +5 vs. Reflex
Hit: 1d6 damage and the target falls prone, ending that action. If the target is already prone, it cannot attempt to stand up from prone again this turn. It can still take the Crawl action.

Countermeasures
✦ Acrobatics DC 8: With a successful check and a move action, a character can move into 1 square of blood without risk of falling. If the check fails or the character moves more than 1 square, the blood stream attacks.

✦ Acrobatics DC 12: With a successful check and a move action, a character can move at its normal speed across a blood stream without risk of falling. (The blood streams are still considered difficult terrain.) If the check fails or the character attempts to run or charge through blood streams, the blood stream attacks.

✦ Acrobatics DC 19: With a successful check, a character can run (move action) or charge (standard action) across blood streams without risk of falling. (The blood streams are still considered difficult terrain.) If the check fails, the blood stream attacks.

Skill Challenge: Free the Tortured Angel

Level 1, Complexity 1 SC (100 XP). 1 Secondary Skill (Minor Action, Easy DC 8). 4 Primary Skill Successes (Moderate DC 12) before 3 Failures or End of Round 5 (whichever comes first). Discern Weakness and Rebuke Orcus can be attempted in either order but must precede Penetrate the Wards, which must, in turn, precede Remove the Blade.

Primary Skills:

Discern Weakness: Arcana, History, Perception, or Religion (standard action, no range limitation).

Rebuke Orcus: History, Intimidate, or Religion (standard action, range 5 from altar steps squares).

Penetrate the Wards: Arcana, Endurance, Religion, or Thievery (move action while adjacent to altar's steps squares). Successfully penetrating the wards deactivates the barrier to the altar.

Remove the Blade: Athletics, Endurance, or Heal (standard action, adjacent to altar squares).

SUCCESS: Removing the blade unleashes a wave of radiant energy across the entire level. All undead creatures suffer 3d6 +3 radiant damage, and all living creatures heal 3d6 +3 HP damage. The angel is freed from its torture, but it remains Stunned until the end of the encounter. After the encounter, the angel rewards its rescuer with a Divine Boon (player’s choice of either Sehanine’s Mark of the Dark Moon/The Raven Queen’s Shroud, with attendant implications for the fiction) (L3) before departing for the Astral Sea.

FAILURE: Attempting to free the angel cannot be attempted again before an extended rest. Orcus rebukes those who would interfere in sacrifice offered to him. PCs suffer -2 all defenses until the end of the encounter.

Creatures:
Jendi makes a Monster Knowledge Religion check, r15+8=23. Exceeds Hard DC of 21

Deathlock Wight (black) Level 3 Controller, HP 48; Bloodied 24; AC 17, Fortitude 14, Reflex 15, Will 16

Medium natural humanoid (undead) XP 150
HP 48; Bloodied 24 Initiative +4
AC 17, Fortitude 14, Reflex 15, Will 16 Perception+1
Speed 6 Darkvision
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant

Standard Actions
(⚔) Claw (necrotic) ✦ At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 1d6 necrotic damage, and the target loses a healing surge.

➶ Grave Bolt (necrotic) ✦ At-Will
Attack: Ranged 20 (one creature); +6 vs. Reflex
Hit: 1d6 + 7 necrotic damage, and the target is immobilized (save ends).

ᗕ Horrific Visage (fear, psychic) ✦ Recharge ⚃ ⚄ ⚅
Attack: Close blast 5 (creatures in the blast); +6 vs. Will
Hit: 1d6 + 5 psychic damage, and the wight pushes the target up to 3 squares.

Minor Actions
Reanimate (healing) ✦ Encounter
Effect: Ranged 10 (one destroyed undead creature of level 6 or lower that is not a minion). The target regains hit points equal to one-half its bloodied value. It can stand up as a free action.

Skills Arcana +9, Religion +9
Str 10 (+2) Dex 14 (+4) Wis 9 (+1)
Con 14 (+4) Int 16 (+5) Cha 18 (+6)
Alignment Evil Languages Common

Jendi makes a Monster Knowledge Religion check, r7+8=15. Meets Moderate DC 15.

Grasping Zombie (white) Level 1 Brute, HP 33; Bloodied 16; AC 13, Fortitude 14, Reflex 11, Will 11

Medium natural animate (undead); unaligned but ravenous

Standard Actions
(⚔) Slam ✦ At-Will
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 1d12 + 3 damage, or 1d12 + 8 against a grabbed target.

Triggered Actions
Deathless Hunger ✦ Encounter
Trigger: The zombie is reduced to 0 hit points, but not by a critical hit.
Effect (No Action): Roll a d20. On a 15 or higher, the zombie is instead reduced to 1 hit point.

Jendi makes a Monster Knowledge Religion check, r14+8=22. Exceeds Hard DC 19.

Wisp Wraith (gray) Level 1 Minion, HP 1; a missed attack never damages a minion. AC 13, Fortitude 11, Reflex 15, Will 12

Medium shadow humanoid (undead) XP 25
HP 1; a missed attack never damages a minion. Initiative +3
AC 13, Fortitude 11, Reflex 15, Will 12 Perception+0
Speed fly 6 (hover); phasing Darkvision
Immune disease, poison; Resist 10 necrotic, insubstantial; Vulnerable 5 radiant

Standard Actions
(⚔) Shadow Caress (necrotic) ✦ At-Will
Attack: Melee 1 (one creature); +4 vs. Reflex
Hit: 4 necrotic damage, and the target is slowed until the end of the wisp wraith's next turn.

Move Actions
Shadow Glide ✦ Encounter
Effect: The wisp wraith shifts up to 6 squares.

Skills Stealth +8
Str 3 (-4) Dex 17 (+3) Wis 10 (0)
Con 13 (+1) Int 4 (-3) Cha 15 (+2)
Alignment Chaotic evil Languages Common

1703645880814.png


Initiative:
Jendi (blue), r19+1=20
Grasping Zombie (white), r15-1=14
Nemo (green), r8+5=13
Wisp Wraiths (gray), r10+3=13
Mylistra (purple), r6+3=9
Deathlock Wight (black), r3+4=7
Toriq (red), r1+1=2



ROUND ONE
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As soon as JENDI enters the circle of the blueish light of the crypt, he can feel an underlying pull beyond the central motif of spectral minions and their master. The unconscious angel skewered and tortured on the altar at the far end of the chamber draws him forward with a yearning that feels familiar.

For once he begins to strategize rather than act impulsively, an understanding growing in his bones that he must get there and give succor, but first he must Vanquish the Foe. Later, he will notice that he placed a certain unconscious import to the task at hand, including giving it a Name, but now the Raven Queen's young Knight goes forward into battle.

All this occurs in the moments it takes to carefully move forward as far as the Ring of Blood. As he steps through the rubble, Jendi's hands form a cat's cradle of prismatic strands of beguiling light, which he thrusts at the two closest wraiths. Their attempt to escape the strands is an abject failure, and they dissolve into dust motes of purples, blues, and pale greens.

The young warlock's thrusting hand ends with an accusatory finger pointed at another wraith beyond the ones destroyed, and Jendi whispers a promise of its subsequent destruction.


Move Action: 5 squares (2 DT) to H6, Triggers Shadow Walk Concealment

Standard Action: Beguiling Strands (Enc) CBL 5: ATK vs. M(K7): r12 +3 =15 vs. 12 Will/Hit; ATK vs. M(I9): r16 +3 =19 vs. 12 Will/Hit; both minions KILLED.

Minor Action: Warlock's Curse on M(N9)

CURRENT LOCATION: H6
DAMAGE TO ENEMIES: 3 to M(I9) & M(K7): both KILLED
CONDITIONS TO ENEMIES: M(N9) Cursed by J
CURRENT HP: 26/26
CURRENT DE/BUFFS: Concealment UEoJNT (SW)
SURGES/ACTION POINTS: 3/8; 0 APs available



The Wight hisses a command at THE ZOMBIE that is half cat spit, half death rattle: "Kill the intruders!" The shuffling corpse crosses through the necrotic field as if it's nothing--indeed, to its lifeless form, the field is no impediment at all--and slowly, one leg dragging before the other, crosses the nave, arms reflexively twitching in a grabbing motion, as if in preview of its victim's fate.

Move: 4 squares O16 to N12

Move: 4 squares N12 to M8 (behind Pillar, possible Cover)

LOCATION: M8
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 33/33
CURRENT DE/BUFFS: possible Cover



NEMO is only slightly uneasy putting his whole trust in the witch so that she can lead him down a passage in complete darkness. He understood the plan but actually being in that chill and utter lack of any light is a sensation strangely solid and rather terrifying.

It is with some relief, therefore, that he rests his hand for a moment on the door before them after she has released his fingers. He gulps a breath or two of air - panic, anticipation, a return to self in the physical touch of the wood - all of these are combined in a weird symphony of emotions.

At her slight nudge, the young halfling easily opens the door into a room brightly lit with an eerie blueness. He glimpses the shuffling zombie heading to the right and instinctively moves in the opposite direction... and straight toward a shadowy, blurry ... elf?

Once again, his street-taught instincts stand him in good stead: he quickly ducks under the wispy arm snatching at him, slicing his dagger into and up through it. As his arm and blade move through the creature, it evaporates into ... well, wisps ... leaving behind a cold dread.

Nemo takes another look around: at the strangely lit pillars, at the skeletal figure calling out orders to its company, at the river of blood circling everything, at more of these dark shadows lurking about, at the altar in the far end of this chamber and its tortured occupant. Perhaps the cold dread he is feeling is from the crypt itself.


Minor Action: Open Door in H15: Strength check r14 +1 = 15 vs. 8 DC/Success

Move Action: 3 squares to J14

Standard Action: Acrobatic Strike vs. M(I15): r17 +9 +2 CA (Cunning Stalker) = 28 vs. 13 AC/Hit: M(I15) KILLED

CURRENT LOCATION: J15
DAMAGE TO ENEMIES: M(I15) KILLED
CONDITIONS TO ENEMIES: na
CURRENT HP: 22/24
CURRENT DE/BUFFS: na
SURGES/ACTION POINTS: 4/7; 1 AP available



Though the defiled space is brightly lit by the unwholesome energies of its protective wards, the remaining WISP WRAITHS seem almost to devour the light around them as they circle and flit about the chamber. One flits across the center and through a pulsing pillar, reaching out to Nemo with its shadow caress, but the nimble Halfling is too quick for its embrace and ducks. Another materializes through the door, reaching for Mylistra, but the Stygian Elf backs away reflexively to avoid its chill touch. The young warlock is not so lucky, for in a burst of speed befitting its form, untethered by gravity, the final Wisp Wraith wraps Jendi in its shadowy arms, sending a deep and numbling chill across his body.

Wisp Wraith 1 (N9)

Standard: Charge 6 phasing, passes through door, N9 to H11. Shadow Caress vs M, r3+4+1=8 vs 13 Reflex. Miss.

Wisp Wraith 2 (O14)

Standard: Charge 6 phasing, passes through pillar, N9 to K15; Shadow Caress vs N, r10+4+1=15 vs 17 Reflex. Miss.

Wisp Wraith 3 (U7)

Move: Fly 6 squares phasing U7 to O6

Standard: Charge 6 squares O6 to I5, Shadow Caress vs J, r19+4+1-2=22 vs 14 Reflex. Hit. 4 necrotic damage to J and J slowed UEoWWNT.

LOCATION: H11, K15, I5
DAMAGE TO ENEMIES: 4 necrotic to J
CONDITIONS TO ENEMIES: J Slowed UEoWWNT
CURRENT DE/BUFFS: na



MYLISTRA may have been momentarily startled by the appearance of the wisp at her side, but she is not only able to avoid its touch but Sehanine gives her power to reduce it to a mere memory with a slash of her dagger.

Stepping cautiously toward her small partner, the witch surveys the battleground to assess their progress ... and take in the horror of their surroundings. There is a madness present that feels all too familiar to her and makes her skin itch with anxious energy.


Standard Action: Sehanine's Reprisal vs WW(H16): r9 +7 = 16 vs 13 AC/Hit, WW(H11) DESTROYED.

Move Action: 6 squares G11 to I16.

LOCATION: I16
DAMAGE TO ENEMIES: WW(H11) DESTROYED
CONDITIONS TO ENEMIES: na
CURRENT HP: 24/24
CURRENT DE/BUFFS: na
SURGES/ACTION POINTS: 5/8; 1 AP available.



THE WIGHT emits a sound that might be a laugh but sounds far more like the scratching of claws against dried wood. "You think by banishing a few souls back to the Abyss that you can challenge the might of Orcus? The Lord of Undeath protects his chosen servants. And imbues them with power!" Its rasping voice reaches a crescendo as it thrusts out a clawed finger to point at Toriq, still lingering in the threshold of the narthex. A black bolt of necrotic energy slams into her chest, sending tendrils of pain throughout her body and rooting her to the spot, as if half-buried in her own grave.

The wight takes several step forward, raising its arms at its side in a gesture of triumph.


Standard: Grave Bolt R20 vs T, r9+6=15 vs 13 Reflex. Hit, r4+7=11 necrotic damage and T Immoblized (SE)

Move: 3 squares P12 to M9

LOCATION: M9
DAMAGE TO ENEMIES: 11 necrotic damage to T
CONDITIONS TO ENEMIES: T Immobilized (SE)
CURRENT HP: 48/48
CURRENT DE/BUFFS: Within necrotic force shield




Being slammed by the wight sets something off within the warden, and TORIQ - head lowered and eyes fixed grimly on the animated mummified corpse - moves steadily toward it. At first she gingerly steps through the pieces of broken stone. Once free from the difficult terrain, she immediately picks up speed and leaps straight through the crackling blue field (ignoring the sizzle of pain as her arms are badly burned) and straight onward, landing next to her targeted foe.

As Toriq makes her landing, she puts all of the pain she has just received - both directly from the wight and from its protective forcefield, into her swing, nearly decapitating it. There may be no actual blood for a frenzied attack, but that seems to hold no bearing here, as the half-orc screams her frustration and pain into severing an arm and a leg from the undead creature.

Finally, her maddened energies wane, and she stands panting and ready for whatever will follow. She will show no fear as she stares into the empty eye sockets of the corpse, still somehow standing beside her; not to it, nor the zombie it commands.


Font of LIfe: make save vs. Immobilized: r15 = no longer immobilized

Move Action: 5 (2 DT) from E6 to G8

Minor Action: Hunter's Quarry on Deathlock Wight

Standard Action: Charge vs. DW: Movement including Jump as part of move action (Athletics check: r9 + 8 - 2 Shield = 15, Jump 2 squares over Blood Stream) ending in L9; [TRIGGERED ACTION: Necrotic Field: r4,3 +4 = 11 Damage to Toriq, Bloodied; TRIGGERS HALF-ORC RESILIENCE 5THP] ATK vs. DW: r10 + 7 + 1 Charge = 18 vs. 17 AC/Hit; Damage: r7 +4 + r6 HQ = 17 Damage

Free Action: Furious Assault (Enc): Trigger: Hit enemy with attack: + r8 = 25 Total Damage to DW, BLOODIED

Free Action: Nature's Wrath on DW & on Zombie

AP: Wildblood Frenzy vs. DW x2: 1st: r19 +7 = 26 vs. 17 AC/Hit; Damage r8 + 7 = 15; 2nd: r3 +7 = 10 vs. 17 AC/Miss

LOCATION: L9
DAMAGE TO ENEMIES: 40 Damage to DW, BLOODIED
CONDITIONS TO ENEMIES: DW & Z Marked by T
CURRENT HP: 7/30 5 THP
CURRENT DE/BUFFS: na
SURGES/ACTION POINTS: 5/10; 0 APs available



ROUND TWO

JENDI's attention is so focused on the divine call from the angel on the far altar that he is blindsided by the dark shadow - so like and yet unlike his Lady's servants. It takes him a moment to shake off the chill causing his bones to ache, but the steel of his faith in his Queen fills his hand with black energies crackling not only with the necrotic power that he suspects will not harm this shadow but with a psychic overlay that will give nightmares even to such as this.

The powerful young warlock reaches his crackling hand up and slams it into and through the dark shadowy wraith and it disintegrates around his fist. His smile is short-lived, however, for the chill returns immediately to his bones, slowing his careful steps. The strange stream of thick red blood that he must cross into may also have something to do with his lack of speed: it is uncanny and very slippery. Then he looks up at the shuffling zombie and sneers a curse at it, announcing the Raven Queen's intentions to shorten its survival.

Yet despite everything, his attention never truly strays from that prostrate figure beyond all of this.


Standard Action: Hand of Blight vs. WW(I5): r9 +4 = 13 vs 11 Fort/Hit; Damage: Necrotic & Psychic; WW(I5) Destroyed

Movement Action: Slowed: 2 squares (1 DT) from H6 to I7, into Stream of Blood: Acrobatics: r17 +1 = 18 vs 8 DC/does not slip:

Minor Action: Warlock's Curse on Zombie

CURRENT LOCATION: I7
DAMAGE TO ENEMIES: WW(I5) Destroyed
CONDITIONS TO ENEMIES: Warlock's Curse on Zombie
CURRENT HP: 22/26
CURRENT DE/BUFFS: Concealment ends
SURGES/ACTION POINTS: 3/8; 0 APs available



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Somewhere deep within THE GRASPING ZOMBIE, a hunger burns. A hunger to devour the life force near it. But also a hunger to claim again some faint remnant of its prior existence, retrieved in the act of defilement. To dream again, to feel joy and anger and abandonment, the full range of mortal emotions, even if just for a moment! Alas, its awkward position around the pillar from its prey prevents the zombie from experiencing any of this. For now.

Standard: Slam vs T, r3+6=9 vs 18 AC. Miss.

LOCATION: M8
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 33/33
CURRENT DE/BUFFS: Marked by T



Taking a page out of the playbook of his new gang, NEMO focuses on the battle itself and not the weird foe he is facing now. Unfazed by the second wispy shadow attacking him immediately after his annihilation of the first, the young street fighter repeats his attack to much the same effect, before sprinting in the direction that he hears Jendi demand they all head.

<Save the angel?> Nemo thinks to himself, as he deftly hops over the sickly, thick Stream of Blood: <What angel?> The figure on the altar does not appear to be particularly angelic to the halfling, although it ... she ... he? ... is surely not an ally of these non-living creatures they are fighting. But he trusts his friend, and in the direction of the altar he heads.


Standard Action: Acrobatic Strike vs. WW(K15): r12 + 9 + 2CA (CS) = 23 vs. 13 AC/Hit; WW(K15) DESTROYED

Move Action: move 6 squares from K16 to Q16, including Jump over Stream of Blood (Athletics check: r6 +7 = 13 = 2 squares cleared, N16 & O16)

LOCATION: Q16
DAMAGE TO ENEMIES: WW(K15) DESTROYED
CONDITIONS TO ENEMIES: na
CURRENT HP: 22/24
CURRENT DE/BUFFS: na
SURGES/ACTION POINTS: 4/7; 1 AP available



As the final wisp wraith disintegrates, MYLISTRA shifts her attention back toward Toriq's scream of rage and pain. From this distance both her friend and her opponent look much the worse for wear, and the witch quickly steps forward to give aid and succor to the warden and her skirmish.

Mylistra first sends Sehanine's healing light to surround Toriq (a blue somehow warmer than the weird alien blue of this chamber's illumination). She watches with relief as burns lose their blisters and turn to days' old scabs. Then the witch sends her Glare of Defiance against their mummified enemy, but she cannot ... quite ... form her mark on her foe: the two blues compete for her focus, and she loses the moment.


Move Action: move 2 squares from I16 to J14

Minor Action: Healing Word on Toriq: CLB 5: Toriq spends HS (now at 4/10): r2 + 7 = 9 HP gained & +2ATK UEoMNT

Standard Action: Gaze of Defiance vs. DW: r6 +4 = 10 vs. 16 Will/Miss

AP: Gaze of Defiance vs. DW: r4 + 4 = 8 vs. 16 Will/Miss

LOCATION: J14
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 24/24
CURRENT DE/BUFFS: Toriq: +2 ATK UEoMNT
SURGES/ACTION POINTS: 4/7; 0 APs available



The staggering blow Toriq delivered to the WIGHT certainly caught its attention. It may not feel pain as does a living creature, but its compromised right side--arm and leg nearly severed, held on by the tatters of sinew and whatever foul magick animates this figure--make clear how real is this threat to its continued existence.

Its empty eye sockets flare with a searing white light, and a palpable wave of dark promises for their souls' fate washes over Toriq and Jendi as they are assailed by the wight's lifestealing force and recoil in fear. Toriq's retreat punishes her with the necrotic energies of the field stretching between pillars once again, and Jendi finds himself amidst the rubble-strewn debris.

Content with its rebuff of your advance, the wight crosses the interior of the nave and menaces the young Halfling intruding in its sanctum.


Standard: Horrific Visage CBL 5 H-L/7-11, ATK vs T, r15+6=21 vs 14 Will. Hit. ATK vs J, r17+6-2 Cover=21 vs 15 Will. Hit. Damage=r4+5 psychic damage to T&J + push 3, T to I12 (Save to fall prone instead, r9, Fails), J to F7 (in DT, Save to fall prone instead, r2, Fails). T pushed through necrotic field, r2,4+4=10 necrotic damage to T.

Move: 6 squares M9 to Q15.

LOCATION: Q15, T in I12, J in F7
DAMAGE TO ENEMIES: 9 psychic damage to J&T, 10 necrotic damage to T
CONDITIONS TO ENEMIES: J in DT
CURRENT HP: 8/48
CURRENT DE/BUFFS: Marked by T UEoTNT



TORIQ's hot fury turns ice cold and very, very focused as once again she feels her skin bubble with necrotic blisters. She stows her sword with speed and care. Equally carefully and quickly she takes out a javelin and - in the same motion - throws it at the blasted mummy.

The warden's aim is true and the javelin hits the wight in the center of its body mass, and she is slightly surprised at the result. Somehow Toriq hit the creature in the exact spot that would cause it to explode into dusty shards of bone and shreds of what once was cloth of much finery - now only wispy threads floating to the ground.

And then there is one. Toriq slowly turns her head toward the zombie and narrows her eyes.


Move Action: Stows sword

Minor Action: Retrieves javelin

Standard Action: RBA on DW: r14 +6 +2 BCL = 22 vs 17 AC/Hit; Damage: r6 +4 =10/DW KILLED

LOCATION: I12
DAMAGE TO ENEMIES: 10 damage to DW/KILLED
CONDITIONS TO ENEMIES: marking of DW & Z ends
CURRENT HP: 2/30
CURRENT DE/BUFFS: BCL UEoMNT
SURGES/ACTION POINTS: 4/10; 0 APs available



ROUND THREE
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Despite JENDI's unsuccessful attempt to withstand the push backward which accompanied the pain of the Wight's final attack, there are definitely benefits to still being on his feet. He carefully makes his way forward and across the slippery Stream, ending up one step forward from his original position. So ... progress.

Unnecessarily he repeats his Lady's curse on the Zombie remaining on the field of battle (once again, small progress still feels ... progressive), while contemplating carefully his next move. The pull of the angel's call is strong, but Jendi does not survive to give aid, then all would be for nought.

His decision made, Jendi focuses his attention on a tile next the crackling wall and the Zombie. Shadowy tendrils reminiscent of the dark shadows that had hitherto been attacking them all begin to grow out of the design on the tile. This causes the warlock to smile darkly: the idea of a representation of one of Orcus's horns attacking one of Orcus's creations tickles him immensely.

These small tendrils grow into mighty tentacles, and they begin to grasp at the grasping zombie, piercing with corrosive cold energy. Both the tentacles the tendrils become and the cold they produce cause the limbs of the unliving being to slow considerably, and hopefully Jendi will thus be able to avoid an attack from the creature when it next shuffles forward.

"I'm coming," he says to the altar and its occupant.


Move Action: move 6 squares (2 DT), including through 1 square of Streeam of Blood (Acrobatics check: r16 +1 = 17 vs. DC12/Success), from F7 to J7; TRIGGERS: Shadow Walk Concealment

Standard Action: Shadow Tentacles (Enc) ABU 1 on N7: ATK vs Z: r13 +4 = 17 vs. 11 Ref/Hit; Damage: r7 +4 + r5 WC = 16 Cold Damage to Z & Z is Slowed UEoJNT

LOCATION: J7
DAMAGE TO ENEMIES: 16 cold damage to Z
CONDITIONS TO ENEMIES: Z Slowed UEoJNT
CURRENT HP: 13/26 BLOODIED
CURRENT DE/BUFFS: Concealment from Shadow Walk
SURGES/ACTION POINTS: 3/8; 0 APs available



THE ZOMBIE shuffles around the corner of the pillar to investigate the source of this cold and movement-impairing assault. Seeing the young warlock directly ahead, it charges, slamming its body full on into Jendi, leaving the warlock of The Raven Queen reeling, on the brink of unconsciousness. This close to a living being, the hunger comes for the zombie once again...

Move: 1 square M8 to M7

Standard: Charge 2 squares M7 to K7, Slam vs J, r11+6+1-2 Concealment=16 vs 15 AC. Hit, r9+3=12 damage

LOCATION: K7
DAMAGE TO ENEMIES: 12 to J
CONDITIONS TO ENEMIES: na
CURRENT HP: 17/33
CURRENT DE/BUFFS: Cursed, Slowed UEoJNT



NEMO thinks to himself anxiously, <this wasn't the plan!> He was not meant to be the one here, about to tell off a God of Death! Then, he suddenly thinks of his favorite cousin, of Beppa, tiny but mighty, languishing in prison, but surely still as resilient as ever. And if he does not succeed here, or at least help them all to succeed here, how will he ever see her and her abundance of hope and energy and love again?

The stalwart young and very small halfling stares at the markings on the tiled floor: is this where his diatribe should be directed? Then, with all the strength and intimidation he can muster within himself, Nemo calls out to Orcus, in a strong if high-pitched voice, "YOU WILL NOT SUCCEED, YOU PERVERSE GOD OF UNDEATH: YOU ARE NOTHING AND WE WILL SUCCEED!"

A tremor seems to shudder through the crypt, causing the crackling blue energies to stutter for a moment before returning to their full and very eerie illumination. Nemo nods his head once in naive satisfaction.

Then, the halfling gives a glance over to his elfling friend and decides quickly that the angel can wait a moment longer. He first needs to help rescue Jendi. He retraces his steps over the Stream of Blood, throws one of his daggers with a sly flourish, and manages to actually hit the zombie, despite the range.

Beppa is right (as usual): the small can be mighty! But only if they have the courage to act!!


Standard Action: Rebuke Orcus: Primary Skill Intimidate check: r12 + 2 = 14 vs. 12 DC, 1 of 4 Successes, 0 Failures

Move Action: 6 Squares (including jump over Stream of Blood: Athletics check: r3 + 7 =10 = 2 squares cleared): from Q16 to K16

AP: Sly Flourish vs. Z: Ranged 5/10: r13 +9 -2 Range = 20 vs. 13 AC/Hit; Damage: r4 +7 = 11 Damage

LOCATION: K16
DAMAGE TO ENEMIES: 11 Damage to Z
CONDITIONS TO ENEMIES: na
CURRENT HP: 22/24
CURRENT DE/BUFFS: 1 out of 4 Successes, no Failures in SC
SURGES/ACTION POINTS: 4/7; 1 AP available



Having heard Jendi's plea earlier, MYLISTRA fights her instincts to protect and heal her friends and turns to focus her attention and insight on the far altar and the necrotic defenses surrounding it. As she stares, she thinks she sees Sehanine's silvery blue highlight some points of weakness that Orcus's priest, as arrogant as the Demon Lord himself, has missed.

Mylistra feels Sehanine's satisfaction: the Lord of Undeath is not as wise and all-knowing as he thinks he is, nor as all-powerful. In fact, the witch realizes, through her Goddess's own imparted knowledge, it must not be chance that has brought their tiny new friend into their company: his skill and precision are exactly what is needed to penetrate the wards of the altar.

Young Nemo will be able to circumvent them because whoever created them never expected any but what they consider to be mighty warriors to get this far. Clearly they never heard the legend of how a halfling brought down a Frost Giant with only a stone and a sling.

We may be able to succeed yet, Mylistra acknowledges. She rushes forward toward the altar, resolutely not looking back at the sounds of battle behind her.


Minor Action: Secondary Skill Insight check: +9 = Autosuccess, giving a +2 bonus to Primary Skill check

Standard Action: Discern Weakness: Primary Skill Religion check: r14 + 5 + 2 SS bonus = 21 vs 12 DC, 2 of 4 Successes, 0 Failures

Move Action: Move 5 squares: from J14 to N16

LOCATION: N16
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 24/24
CURRENT DE/BUFFS: 2 out of 4 Successes, no Failures in SC
SURGES/ACTION POINTS: 4/7; 0 APs available



Grimly, TORIQ is well aware that if she and her brother do not quickly take care of this zombie, it will soon be taking care of them, and then there will be no help for the winged creature on the altar. Happily, their other combatants have been taken care of, so the two of them can work on taking this shambling creature down while their companions take care of the angel, as they seem to be doing.

All this goes through the halforc's mind as she returns from where she was pushed earlier, one javelin lighter, her leap not quite so spritely but definitely serviceable: she did not fall, all that is important right now, besides hitting this damned thing and DOING SOME DAMAGE!!!

Perhaps her momentary distracton puts less force into her slice, or maybe the zombie's self-preservation instincts cause it to turn with her blow, but despite the severity of the various blows, punches, and shoves she and Jendi have given this thing so far, it still (barely) stands.

"Jendi, finish the blasted poxmarked dolthead off!!"


Move Action: 4 squares (including jump over Stream of Blood: Athletics check: r3 + 8 -2 Shield= 9 = 1 square cleared): from I12 to K8

Free Action: Nature's Wrath on Z

Standard Action: Weight of Earth vs. Z: r10 +7 = 17 vs. 13 AC/Hit; Damage r1 +4 = 5

LOCATION: K8
DAMAGE TO ENEMIES: 5 to Z
CONDITIONS TO ENEMIES: Z Slowed UEoTNT, Marked by T UEoTNT
CURRENT HP: 2/30
CURRENT DE/BUFFS: na
SURGES/ACTIONS POINTS: 4/10; 0 APs available



ROUND FOUR

JENDI allows himself a fleeting glance toward the altar before shifting around the zombie, going in for the kill (please, Goddess!!). To finally accomplish the ending of the zombie, the warlock goes back to his most basic attack, nothing fancy, just a lovely, cathartic thwack of his staff, and the zombie crumbles into its component parts.

Move Action: Shift 1 Square from J7 to K6 (flanking with Toriq)

Standard Action: Eldritch Strike vs. Z: r14 + 6 + 2CA = 22 vs. 13 AC/Hit; Damage: r5 + 4 = 9. TRIGGERS: Deathless Hunger ✦ Encounter. Trigger: The zombie is reduced to 0 hit points, but not by a critical hit. Effect (No Action): Roll a d20. On a 15 or higher, the zombie is instead reduced to 1 hit point. r7. Z KILLED

LOCATION: K6
DAMAGE TO ENEMIES: 9 Damage to Z/KILLED
CONDITINOS TO ENEMIES; na
CURRENT HP: 1/26
CURRENT DE/BUFFS: Shadow Walk Concealment ends
SURGES/ACTION POINTS: 3/8; 0 APs available



As one, NEMO and MYLISTRA race toward the altar, the witch carefully navigating the slippery blood, the tiny halfling leaping over her and the stream, landing several tiles ahead of her. By the time she reaches him, Nemo is already taking out his thieving tools.

NEMO:
Double Move Action: move 12 squares (including jump over Stream of Blood: Athletics Check r20 + 7 = 27/5 squares cleared: N16 through R16): from K16 to U13

Minor Action: take out thieves' tools

LOCATION: U13
CURRENT HP: 22/24
SURGES/ACTION POINTS: 4/7; 1 AP available

MYLISTRA:
Double Move Action: move 11 squares (including 1 DT/through Stream of Blood: Acrobatics check r14 +3 = 17 vs 12 DC/Success): from N16 to U11

LOCATION: U11
CURRENT: 24/24
SURGES/ACTION POINTS: 4/7; 0 APs available



The siblings take a brief moment to stare at each other, panting in exhaustion, before turning without any words to head, stumbling, toward the altar. TORIQ's hand keeps JENDI from falling as he trips over rubble and cracks in the tiled floor.

When they arrive at the altar's dais, they find their two companions there before them, preparing to take down the wards.


Double Move Actions: TORIQ from K8 to U9 & JENDI from K6 to U10

THIS TAKES US FROM END OF ROUND FOUR (Toriq's Move) TO BEGINNING OF ROUND FIVE (Jendi's Move)



NEMO listens to MYLISTRA as she talks him through the insights she received from her Goddess, the witch pointing here and there, but generally giving him verbal encouragement. As he penetrates the necrotic wards, sending a harmless frisson of energy through them both and causing a shower of dust particles to lightly coat them, they both sprint up the stairs to the supine creature.

Mylistra examines the blade holding the angel down before carefully ... gingerly ... placing her hand on the blade. She closes her eyes briefly and murmurs of prayer to Sehanine for the wisdom to know how best to remove it.

Opening her eyes, she uses her other hand to help guide the blade out of the membranes of the wing it impales, wincing as she does so, trying not to do more damage. Nemo watches, astonished, as an exquisite silvery blue light surrounds the witch and enters into the wounds, knitting back together those torn membranes, the visible bruises, the cuts, everything.

Then, there is a flash of shadowy energy that is somehow also painfully bright blasts throughout the chamber, piercing into and out of each of them with powerful healing energy. When Nemo opens his eyes, he notices that his lingering scrapes are gone, and, looking over at Toriq and Jendi slowly ascending the steps to join them, they no longer look quite so close to dying.

In fact, the young warlock looks almost ecstatic, staring at the figure struggling to sit up. He hurries to altar to help. "We saved them," he says in reverence.


NEMO:
Move Action: Penetrate the Wards: Primary Skill Thievery check: r14 +12 +2 Tools = 28 vs. 12 DC, 3 Successes of 4

Move Action: 2 squares: from U13 to W13 (upstairs to the dais)

MYLISTRA:
Move Action: 2 squares from U11 to W11

Standard Action: Remove the Blade: Primary Skill Heal check: r10 +9 = 19 vs 12 DC, 4 Successes of 4

Minor Action: Healing Word on Toriq: r1 + 7 (T's HS) = 8 HP

* * *

Healing from Skill Challenge Success Condition: 3d6 +3 to all: r6,1,3 +3 = 13 HP to all living creatures

Toriq: 2/30 Current HP + 13 = 15; HW from M: + 8 = 23/30

Jendi: 1/26 Current HP + 13 = 14/26

Nemo: 22/24 Current HP + 13 = 24/24
 
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darkbard

Legend
Encounter (Combat + Skill Challenge) Successfully Resolved. Incredible: you finished the SC with only one remaining PC action before the countdown clock expired!

Rewards: Necrotic Energy Field L1 Hazard 100 XP + Blood Streams L1 Hazard 100 XP + L1 C1 Skill Challenge 100 XP + Deathlock Wight L3 Controller 150 XP + Grasping Zombie L1 Brute 100 XP + 6 Wisp Wraiths L1 Minions 25 XP x 6=150 = 700 XP/4 PCs = 175 XP/PC

Treasure:
Ceremonial blade (60 gp) (Parcel 1.9)

After the flash of radiant energy, the wounded creature on the altar opens its eyes, intakes air in a painful gasp, and sits upright, its black-feathered wings bristling with the movement. Pearlescent orbs stare at you from a tenebrous visage.

"You have my thanks, mortals. I am called Abaddon, and I serve the Duskmaiden." It pauses, giving Jendi a concerted stare before continuing. "Though my body was unaware, my roaming mind did witness your heroics here. You have proven yourselves worthy of my Mistress's notice, having vanquished servants of Her eternal enemy. And due reward is yours."
[It turns to whichever PC you choose to receive the Boon.]

"Alas, more evil lurks in this place, the filth responsible for the stain of further undeath in your mortal world. Something below," it beckons to the maw of Orcus gaping in the center of the nave.

"Would you follow the Duskmaiden's will, you would defeat this undeath before it has further chance to propagate itself. Your reward would be rich: potent armor once worn by a champion of my Mistress, a champion corrupted." It looks at Jendi once again. "Perhaps other riches. But your will on such matters is your own. You have already served The Raven Queen's designs here. Lamentably, I cannot aid you in this task, for my Queen calls me to her side. Yet you may ask of me one question on these matters before I depart, and I shall answer this to my fullest capability."


You have reached another Milestone. Each PC gains 1 Action Point.

Take a Short Rest, spending (and noting) Healing Surges spent and remaining.

One PC receives the Skill Challenge incentive Boon, The Raven Queen's Shroud. Please note your choice.

In addition, you may make a Religion check about any single topic related to "these matters" (ie, the Raven Queen-Orcus struggle, the history of her fallen champion, what befell Abaddon to account for its capture here, and so on). Frame the specifics of your question, and we'll handle the outcome Dungeon World's Spout Lore-style: if you succeed at the Hard DC (19), I will tell you something interesting and useful. If you meet the Moderate DC (12), I will tell you something interesting, but it's up to you to make it useful. If you fail to meet the Moderate DC, I will still tell you something interesting, but it will reveal an unwelcome truth.

You have no obligation to continue to the scene below, but if you do, you can be sure that Jendi's desired Armor of Dark Majesty is (part of) the reward. It would be a L+4 combat encounter.
 
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Nephis

Adventurer
As they all take a moment to catch their collective breath and to bind any lingering wounds, NEMO is still in shock about the Raven Queen's gift to him. Abaddon had certainly had their eye on Jendi throughout their conversation - in fact, even now, he is watching the warlock very closely - and yet the ... did Abaddon say "Duskmaiden"? - is offering the gift to him. The halfling is beyond surprised and feels unworthy.

Yet Abaddon did explain the reason for the gift: "you are brave beyond your size and your years, little one, and despite your extreme fear, you stood up to a mighty fell Demon Lord ... and won!" Indeed, the Raven Queen's immortal servant went on to say that even if he had not won that moment, it was his having the courage to attempt the act that won him the prize.

Nemo looks over at his friend and finds that Jendi is actually already regarding him. The warlock gives him a brief smile and a slight nod before turning to contemplate the Duskmaiden's servant staring back at him.




MYLISTRA calls the company to her side when she is ready. As they look at the gathered tools and components before her - a stone bowl holding some herbs which have been crushed and mixed with a gleaming yellow powder made from precious stone, her ritual knife - she explains to those unfamiliar (Jendi and Nemo) what they are for and what the ritual will do, particularly in terms of empowering those who have need from the loan of their companion's power.

She has the two boys sit facing one another, hands clasped, eyes almost closed, and wraps string around their wrists, only loosely tied. Then she sits facing her dear Toriq, whose hands are held ready to hold hers.

But first the payment must be made, and she has determined that today she will be the one to pay it. The witch picks up her ritual knife and cuts a slice across her palm, allowing the blood to drip into the bowl. Laying the knife down across the bowl, Mylistra places her hands into Toriq's (no binding necessary, for they are both familiar with this ritual and will make no necessary movement to disturb it).





This is TORIQ's favorite moment, when the ritual takes hold. She listens to her friend murmur incantations to Sehanine and watches as the dripping blood turns into a silvery blue chain of tiny links, in turn connecting into a string that reaches out to both sets of held hands, circling the wrists. Some of the light enters into the wound on Mylistra's palm, healing it instantly, for the payment has been made.

After the ritual has been completed, the halforc feels invigorated and more prepared for their next battle, for battle there will surely be if there are others below who threaten the natural world above, especially her beloved Dryope. They will learn what it means to threaten Toriq's love and world.





After everyone has had a moment to tend to their wounds and to recover from the ritual, JENDI takes a moment to think through the myriad of things he would love to have answered about anything to do with the Duskmaiden. How can he possibly choose between them all? But he does, and thus he is prepared when Abaddon addresses the warlock directly: "So, young Jendi, have you decided on what you wish to know?" the Duskmaiden's messenger asks.

From the smug smile on their face, Jendi senses that not only is his question already known but also that the warlock will do all that he can to continue their journey downward. After all they must thwart whatever else is still threatening Toriq's Beloved's grove. Yes, but Jendi is sure that his true desire is transparent: the messenger knows that he already knew about the armor before suggesting this journey in Dryope's aid.

No matter: Jendi has never doubted that his Queen has known all along, and why should he hide his desires from her, anyway? He serves her however he may. "Yes," he now answers Abaddon, "tell us the Tale of the Fallen Champion." Jendi hopes that in hearing this tale, he will understand how the champion fell and thus how to avoid the pitfalls himself.




The gang's HPs, APs, and Surges remaining:

  • JENDI: ends combat @ 14/26 HP, spends 2 Surges during Short Rest; gains 1 Surge after Comrades' Succor; Result: 26/26, 1 AP, 2/8 Surges remaining
  • MYLISTRA: ends combat @ 24/24 HP; spends 1 Surge and 10 gp mystic salves as component cost to pay for ritual (Comrades' Succor), loses 1 Surge after Comrades' Succor; Result: 24/24, 1 AP, 2/7 Surges remaining
  • NEMO: ends combat @ 24/24 HP; loses 1 Surge after Comrades' Succor; Result: 24/24, 2 APs, 3/7 Surges remaining
  • TORIQ: ends combat @ 23/30 HP, spends 1 Surge during Short Rest; gains 1 Surge after Comrades' Succor; Result: 30/30, 1 AP, 3/10 Surges remaining

Jendi's Religion check: r12 +8 = 20 vs. 19 Hard DC
Nemo received the Raven's Queen's Shroud (Boon)
 
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darkbard

Legend
Abaddon's brow furrows as it considers Jendi's request. "The tale of Gulthias is a dark one, and one I do not share lightly.

"Centuries ago, Gulthias was a respected ambassador between the Guardians of the Ruby Spire and his people, an Elvish tribe once known as the Dusk Elves in the Common Tongue of Humanity, now the Stygian Elves, from which your companion hails. The Dusk Elves served the Matron of Death from time immemorial, and Gulthias was no different. The charismatic Elf was a champion Hexblade in his youth, but as he aged, his interest in that object you call the Ruby Spire grew, and he took the oath as Guardian, sworn to keep the secrets of the Eternal Glade and protect it from intruders.

"Yet this was all a deceit. Gulthias had become corrupted by his ambition and lured by dark promises whispered by servants to a Demon Lord. His purpose in joining the Guardians of the Ruby Spire was to have unfettered, unquestioned access to this part of the great wood, for beneath an ancient temple on this very location was an even older site, a site dedicated to fell sacrifices and abominable transformations. It is to this place that Gulthias sought access.

"The rest of the tale is even grimmer. A century ago, Gulthias enacted some necromantic rite, transforming himself into a vampire. But the very earth around him rejected this unholy act. This temple was swallowed by the earth, and Gulthias was bound by strong primal magicks. Recently, the undead Elf freed itself from its bondage and began recruiting followers in the name of its Dark Lord. The blood of my sacrifice was one instrumental factor in this, warping the fey creatures of the land into twisted beings of evil, and lending the transformative power of undeath to Orcus's most willing devotees. But Gulthias undertakes other rituals of power in service to the Demon.

"In your hands, you hold a possible means of this foul creature's destruction. For, like all vampires, Gulthias can transform itself into a cloud of mist to enact its escape. In fact, that blade is the ritual blade it used to complete the ritual from life to undeath. Should it be applied to the vampire when in mist form, it can force the creature back into its corporeal incarnation to be well and truly slain.

"Now, I depart you, for the Queen beckons. Good luck to you! May the Duskmaiden's wings shelter you."

And with that, Abaddon beats his great wings, lofting into the air, up and away.


Your success vs Hard DC on the Religion check means that the ceremonial blade (a dagger) can be used to nullify Gulthias's Mist Form Encounter power if he is successfully struck with it while in Mist Form.

GM note: I asked @Nephis which of these three options she would prefer in my drafting the Fallen Champion's tale: (1) former Guardian of the Ruby Spire, (2) former Wizard of the Ebony Tower, or (3) an influential guildmember/master of Ravenswood. She chose the former.

I'll add the combat encounter to a new post, and then we'll smash cut to the opening of that scene.
 
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darkbard

Legend
You stand, ankle deep in blood, amidst a scene of horror. Abaddon's blood continues to drip slowly from the gaping maw above. Though collected into the shallow pool in which you stand, blood streams in narrow rivulets towards gore-encrusted grates in the cobbled flooring.

A gargantuan stone idol of the Demon Lord of Undeath dominates the space, Orcus in all his corpulent, winged glory. Four other, smaller statues presumably depict minor demons, two flanking the great statue on the south wall, two more atop a dais to the east. Stairs lead up that dais to an area of disturbed and mounded earth.

To the west, another dais rises, this one topped by a bone altar upon which is spread a hoary tome and objects of material wealth.

To the north, a great archway looms, a gaping blackness that threatens menace and harm. Before it, in a glowing magic circle inscribed on the stone cobbles, is a corpse that hungers for your living flesh!

The corpse is not, of course, the only occupant. Five skeletal archers with swords strapped to their alabaster pelvises are on alert about the chamber. And a handsome Elf with bleached pallor and long, straight black hair stands before the altar. He holds a rod in one hand and wears leather armor crafted from the scaly hide of a hellborn beast, embellished with brass studs that flicker with dark energy.

"Ah, intruders into our sanctum," he purrs. "Or, rather, witnesses. For you are just in time to behold the Blood Lord made manifest in our realm. Today ushers in a new age upon the earth, one where darkness and freedom from the strictures of society reign. Fall to your knees, mortals, and your lives may be spared to serve the Lord of Undeath!"


Sanctuary of Orcus (EL5, L+4, XP 825)

Place your PCs anywhere in squares M-R/9-13 (within the Blood Pool; see below). Roll initiative and whatever Monster Knowledge checks you desire.

Dimensions The ceiling of this chamber rises 6 squares above the floor. The long dais on the left (5 squares wide top to bottom) is 3 squares above the main level. The right dais rises 3 squares to an area of disturbed earth cut into the stone.

Illumination Ample small braziers throughout the chamber provide bright light. These can be stunted with.

Columns and Wall Partitions These features, gray circles and narrow rectangles (H/1-3 and W/1-3), are blocking terrain.

Disturbed Earth This area (CC-DD/10-12) is normal terrain. It is likely some fell grave or other malevolent location, for it radiates palpable evil (no check necessary).

Blood Pool and Streams Any square with blood is difficult terrain and hindering terrain to living creatures. Any living creature that ends its turn in the pool or streams takes 5 necrotic damage.

Grates These gore-crusted squares are difficult terrain. They can be stunted with.

Small Statues These statues (J1, U1, CC8, CC14) are blocking terrain and can be stunted with.

Orcus Statue This gargantuan stone carving is immobile and blocking terrain. It stands 4 squares high and can be climbed (Athletics DC 12).

Glowing Circle These squares are the locus of necromantic rituals. They provide cover for undead creatures. This effect ends if the magic circle is disenchanted (see Skill Challenge).

Altar This feature is one square high and can be climbed (Athletics DC 8). Upon the altar is a ritual book (see Skill Challenge), and it also strewn with material offerings to Orcus. It is difficult terrain.

Abyssal Portal The topmost feature of the chamber, L-S/20-21, is a stone arch filled with a blackness unlike anything you have ever seen before. The Yellow Aura is the range of the portal's effects. A successful Arcana/Insight/Religion check might reveal more.

Mylistra makes an Insight check, r1+9=10. Fails to meet Moderate DC 13. No additional information.

Level 3 Obstacle (Level 2 Hazard + Level 1 Skill Challenge)
Hazard XP 300

A portal to the Abyss whispers in your mind, drawing you forward as it compels you to revel in chaos and murder.

Hazard: The abyssal portal is a demon hole or part of a demongate or a dimensional passageway. The abyssal portal provides cover or blocks movement at its radius (squares 20-21).

Trigger
When any living creature attacks an undead creature within 10 squares of the abyssal portal, the hazard attacks.

Attack
Opportunity Action Ranged 10
Target: The triggering creature
Attack: +6 vs. Will
Hit: The target makes a melee or ranged basic attack as a free action, targeting the nearest ally. If no ally is within range, the target is dazed (save ends).
Aftereffect: The abyssal portal pulls the target 2 squares.
Special: If the target enters or is pulled into the abyssal portal, it leaves the plane the portal is on and enters the Abyss. The target's location in the Abyss and any option to return depend on the nature of the abyssal portal, as determined by the DM.

Perception
✦ No check
Arcana/Insight/Religion
✦ DC 13/20: An evil of the abyss taints this area, whispering of murder as it calls for you to approach.

Countermeasures
✦ As a minor action, a creature can make a Charisma check (DC 9) to ignore the hazard's effect until the start of the creature's next turn.
✦ If a creature closes the abyssal portal, the abyssal portal can neither attack nor disgorge wisp wraiths.

The abyssal portal can be closed by successfully completing a Skill Challenge. Close the Abyssal Portal: Level 1, Complexity 1 SC (XP as part of Hazard). 1 Secondary Skill (Minor Action, Easy DC 8). 4 Primary Skill Successes (Moderate DC 12) before 3 Failures.

Primary Skills:

Deconsecrate the Altar: Arcana, Heal, Nature, or Religion (standard action, adjacent to altar).

Disenchant the Magic Circle: Arcana or Religion (move action, range 5 from magic circle (provokes OAs)).

Destroy the Vessel: Athletics, Dungeoneering, or Thievery (standard action, adjacent to large statue of Orcus).

Annul the Rite: Arcana, Bluff, History, or Religion (standard action, no range requirement but must have retrieved ritual tome from altar first (minor action)).

SUCCESS: The portal is sealed, the ritual undone. Neither Orcus nor his servants can cross over from the abyss into the material world from this portal.

FAILURE: Very no bueno. An avatar of Orcus manifests in the world. This would probably be a Level 1 Huge Solo added to the current encounter or something similar!

Creatures: Gulthias (L3 Elite Controller (Leader)), Grasping Zombie (L1 Brute), 5 Decrepit Skeletons (L1 Minion Skirmishers)

Gulthias HP 84; Bloodied 42; AC 17, Fortitude 14, Reflex 15, Will 16

Jendi makes a Religion check, r19+8=27. Exceeds Hard DC.

Gulthias, Vampire Necromancer Level 3 Elite Controller (Leader)
Medium natural humanoid (undead) XP 300
HP 84; Bloodied 42 Initiative +4
AC 17, Fortitude 14, Reflex 15, Will 16 Perception+8
Speed 7, climb 4 (spider climb) Darkvision
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Saving Throws +2; Action Points 1

Traits
☼ Unholy Strength (necrotic) ✦ Aura 2
Any undead ally in the aura deals 5 extra necrotic damage.

Burned by Sunlight (radiant)
Whenever Gulthias starts his turn in direct sunlight, he takes 5 radiant damage.

Grave Healing
If Gulthias takes an extended rest in or on his grave dirt, he regains all his hit points. Gulthias cannot rest while in mist form.

Standard Actions
(⚔) Withering Rod (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 2d8 + 2 damage.
Effect: After the attack, Gulthias slides the target up to 2 squares.

Embolden Undead ✦ At-Will
Effect: Gulthias can use withering rod twice, or he can use withering rod once and allow one undead ally within 5 squares of him to make a basic attack as a free action.

ᗕ Word of Beguilement (charm, psychic) ✦ Recharge ⚄ ⚅
Attack: Close blast 3 (enemies in the blast); +6 vs. Will
Hit: 2d8 +5 psychic damage, and until the end of its next turn, the target is slowed and takes a -2 penalty to attack rolls it makes against Gulthias.

ᗕ Necromantic Surge (necrotic) ✦ Recharge when first bloodied
Attack: Close blast 5 (enemies in the blast); +6 vs. Fortitude
Hit: 2d6 + 4 necrotic damage, and target is dazed (save ends).
Miss: Half damage.
Effect: Undead allies in the blast gain 10 temporary hit points.

Minor Actions
⚔ Bite ✦ At-Will (1/round)
Attack: Melee 1 (one dazed, slowed, or unconscious creature); +8 vs. AC
Hit: 1d10 + 3 damage, and Gulthias regains 5 hit points.

Triggered Actions
Mist Form (polymorph) ✦ Encounter
Trigger: Gulthias takes damage while bloodied.
Effect (No Action): Gulthias becomes insubstantial, gains fly speed 6, and can immediately shift up to his fly speed. Gulthias cannot attack in this form and can end this form as a minor action.

Skills Arcana +10, Bluff +10, Stealth +9
Str 14 (+3) Dex 16 (+4) Wis 14 (+3)
Con 10 (+1) Int 18 (+5) Cha 18 (+5)
Alignment Chaotic Evil Languages Common
Equipment: rod, Leather Armor of Dark Majesty +1

Grasping Zombie HP 33; Bloodied 16; AC 13, Fortitude 14, Reflex 11, Will 11

Jendi makes a Religion check, r17+8=25. Exceeds Hard DC.

Grasping Zombie Level 1 Brute
Medium natural animate (undead) XP 100
HP 33; Bloodied 16 Initiative -1
AC 13, Fortitude 14, Reflex 11, Will 11 Perception -1
Speed 4 Darkvision
Immune disease, poison

Traits
Zombie Weakness
A critical hit automatically reduces the zombie to 0 hit points.

Standard Actions
(⚔) Slam ✦ At-Will
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 1d12 + 3 damage, or 1d12 + 8 against a grabbed target.

⚔ Zombie Grasp ✦ At-Will
Attack: Melee 1 (one creature); +4 vs. Reflex
Hit: 1d6 + 3 damage, and the zombie grabs the target (escape DC 12) if it does not have a creature grabbed.

Triggered Actions
Deathless Hunger ✦ Encounter
Trigger: The zombie is reduced to 0 hit points, but not by a critical hit.
Effect (No Action): Roll a d20. On a 15 or higher, the zombie is instead reduced to 1 hit point.

Str 16 (+3) Dex 8 (-1) Wis 8 (-1)
Con 13 (+1) Int 1 (-5) Cha 3 (-4)
Alignment unaligned Languages –

Decrepit Skeleton HP 1; a missed attack never damages a minion; AC 16, Fortitude 13, Reflex 14, Will 13

Jendi makes a Religion check, r12+8=20. Exceeds Hard DC.

Decrepit Skeleton Level 1 Minion Skirmisher
Medium natural animate (undead) XP 25
HP 1; a missed attack never damages a minion. Initiative +5
AC 16, Fortitude 13, Reflex 14, Will 13 Perception +2
Speed 6 Darkvision
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant

Standard Actions
(⚔) Longsword (weapon) ✦ At-Will
Effect: The skeleton can shift 1 square before the attack
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 4 damage.

(➶) Shortbow (weapon) ✦ At-Will
Effect: The skeleton can shift 1 square before the attack
Attack: Ranged 20 (one creature); +6 vs. AC
Hit: 3 damage.

Str 15 (+2) Dex 17 (+3) Wis 14 (+2)
Con 13 (+1) Int 3 (-4) Cha 3 (-4)
Alignment unaligned Languages -

1704224661053.png


INITIATIVE
Skeletons (gray), r13+5=18
Mylistra (purple), r15+3=18 (ROUND ONE, DELAYS UNTIL AFTER JENDI: NEW INITIATIVE 17)
Jendi (blue), r16+1=17
Gulthias (black), r9+4=11
Toriq (red), r8+1=9 (ROUND FIVE, DELAYS UNTIL AFTER NEMO: NEW INITIATIVE 6)
Nemo (green), r1+5=6 (ROUND SIX, DELAYS UNTIL AFTER TORIQ)
Zombie (brown), r6-1=5

ROUND ONE

1704329839686.png


"You do not kneel?" Gulthias observes blithely. "Very well. Kill them all!"

THE SKELETONS mostly launch arrows from their shortbows from where they stand, one striking Nemo, another Mylistra. One steps back, fires an arrow at Toriq, which bounces harmlessly off her shield, and then steps forward again. The remaining skeleton unsheathes a longsword and slashes at the Halforc, but its form lacks the mass and muscle to make much of the attempt.


SK L10: Standard: Shortbow vs T, Shift 1 to K10, ATK r9+6=15 vs 18 AC. Miss. Move: Shift 1 to L10.

SK L12: Minor: Draw longsword; Standard: Longsword vs T, r2+6=8 vs 18 AC. Miss.

SK E11: Standard: Shortbow vs N, r16+6=22 vs 17 AC. Hit, 3 damage.

SK W8: Standard: Shortbow vs J, r7+6=13. Miss.

SK Y15: Standard: Shortbow vs M, r19+6=25 vs 17 AC. Hit, 3 damage.

LOCATION: E11, L10, L12, W8, Y15
DAMAGE TO ENEMIES: 3 to N, 3 to M
CONDITIONS TO ENEMIES: na
CURRENT HP: 1, Minions
CURRENT DE/BUFFS: na



MYLISTRA delays until after Jendi.



Landing somewhat softly in a pool of the blood of his Duskqueen's servant, JENDI feels a caress not unlike a raven's feather across his cheek. Reaching up one of his hands to touch his face, the warlock quickly looks around to understand the situation and to strategize. A feeling of pride and strength wells up within him, despite the odds of their succeeding.

Based on what Abaddon said to them earlier, he knows that the glowing circle is one of the hinderances he must take care of immediately. He can see its magicks circling, protecting, hiding, revealing, and then hiding again (somewhat) the zombie within it. He sees the point of unraveling and reaches in and grabs the thread, and the glowing circle fades away, leaving only its unnaturally lovely design on the floor.

Having fought a zombie in the chamber above, he thinks he has a better handle on their actions. Stepping carefully and keeping out of its reaches, he reaches Nemo and scans the far walls for the other tasks they must complete to stop Gulthias. Seeing the two skeletons menacing his sister, he conjures one of the spells he mastered at the Ebony Tower, luring the very will to continue from one of the undead with scintillating magic.


Minor Action: Charisma Check vs. Abyssal Portal: r15 +4 =19 vs. DC 9/Success; Jendi unaffected

Move Action: Disenchant the Magic Circle: Primary Skill Arcana check: r4 +8 =12 vs. DC 12/1 Success out of 4/0 Failures

Move Action: 6 squares from Q12 to N14, Triggers: Shadow Walk Concealment UEoJNT

AP: Beguiling Strands (Enc) CBL 5 L-P/9-13: ATK vs. SK L12: r8 +3 = 11 vs. 13 Will/Miss; ATK vs. SK L10: r20 +3 =23/Critical/Hit; SK L10 KILLED

LOCATION: N14
DAMAGE TO ENEMIES: SK L10 KILLED
CONDITIONS TO ENEMIES: na
CURRENT HP: 26/26
CURRENT DE/BUFFS: Shadow Walk Concealment UEoJNT
SURGES/ACTION POINTS: 2/8; 0 APs available

SC Progress: 1 Success/0 Failures/1 Secondary Skill Available; Disenchant the Magic Circle completed.



MYLISTRA hears Jendi's assertion to hold onto herself but does not fully understand what he means. Or perhaps she would if she did not have this buzzing in her ears distracting her.

Shaking her head, the Stygian witch steps forward as they had planned in the chamber above, turning toward her companions and their skeleton foes. As she goes to reach up toward the Moonlight she cannot yet see, a strange wave of whispers and insidious suggestions pour over her and into her ear. Without conscious effort, she turns to fling her dagger at her mentor's son, but happily it passes him by in the mists of shadow lurking around him protectively.

Her eyes momentarily widen with apology before she is able to finish calling down Sehanine's light and protection. The stream of Moonlight flows over them, gently leaving a silvery film of starlight on their armor and skin. The appearance of such brilliant illumination in this chamber causes the single skeleton still menacing Toriq to scramble away almost comically, falling prone.

The witch has no smile, however. Her actions - protective and offensive - complete, she suddenly feels a pull toward the portal. Although whatever doing so stops after a short distance, her skin still crawls from the uneasy sense of having her strings pulled by a puppetmaster.


Minor Action: Charisma check: r6 +2 =8 vs. DC 9/Fails

Move Action: 6 squares from R13 to M16

Standard Action: Moment of Glory (Daily) CBL 5 L-P/11-15: ATK vs. Z TRIGGERS OA FROM ABYSSAL PORTAL: Trigger: When any living creature attacks an undead creature within 10 squares of the abyssal portal, the hazard attacks.

Attack
Opportunity Action Ranged 10
Target: The triggering creature
Attack: +6 vs. Will
Hit: The target makes a melee or ranged basic attack as a free action, targeting the nearest ally. If no ally is within range, the target is dazed (save ends).
Aftereffect: The abyssal portal pulls the target 2 squares.
Special: If the target enters or is pulled into the abyssal portal, it leaves the plane the portal is on and enters the Abyss. The target's location in the Abyss and any option to return depend on the nature of the abyssal portal, as determined by the DM.

Free Action: M's RBA vs. Jendi: r8 +6 -2 SW = 12 vs. 15 AC/Miss

M's ATK vs Z, r4 +4 = 8 vs. Will 11/Miss; ATK vs. SK L12: r9 +4 = 13 vs. Will 13/Hit, pushed 3 squares to L9 & Prone; effect: Mylistra & each ally in blast (whole company) gain Resist 5 All UEoMNT; Sustain Minor: effect persists

Aftereffect: M pulled 2 squares, M16 to M18

LOCATION: M18, SK L12 --> L9
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: SK L12 Prone in L9
CURRENT HP: 21/24
CURRENT DE/BUFFS: Resist 5 ALL UEoMNT (M & all alies) (MoG)
SURGES/ACTION POINTS: 2/7; 1 AP available



The unholy abomination GULTHIAS, elven vampire, necromancer, servant most foul of Orcus, moves calmly but with preternatural speed down the stairs from the dais and into the fray. The creature radiates an unholy aura palpable to Toriq even from this distance.

"Give me your life force, your essence, mortals, so that I may in turn gift it to my pet," the creature snarls. A blast of necrotic energy washes over Toriq and poor Nemo, dazing them, sapping their health, and the necromancer bestows that energy to the skeleton upon the cobbles.

Then, in a more honeyed tone, "Come closer to Gulthias, you brute of a warrior. Let me kiss you, drink deep of your life ... and blood." Nearby, Nemo shakes the fog that almost fills his brain, but Toriq feels her will weaken. Why would she attack this beautiful creature? She should stand where she is, let him kiss her, bite her with those delicious fangs, more impressive even than her own...


Move: 7 squares D12 to K11

Standard: Necromantic Surge CBL 5 L-P/9-13, ATK vs T, r14+6=20 vs 15 Fortitude. Hit. ATK vs N, r11+6=17 vs 11 Fortitude. Hit. r3,3+4-5 Resist all=5 necrotic damage and Dazed (SE). Effect: SK L9 gains 10 HP.

AP: Word of Beguilement CBL 3 L-N/11-13, ATK vs T, r18+6=24 vs 14 Will. Hit. ATK vs N, r5+6=11 vs 12 Will. Miss. r6,8+5-5 Resist all=14 necrotic damage, Slowed, -2 ATK vs G UEoTNT. T BLOODIED, TRIGGERS Half-orc Resilience, T gains 5 THP.

LOCATION: K11
DAMAGE TO ENEMIES: 19 necrotic damage to T, 5 necrotic damage to N
CONDITIONS TO ENEMIES: N Dazed (SE); T Dazed (SE), Slowed, -2 ATK vs G UEoTNT
CURRENT HP: 84/84
CURRENT DE/BUFFS: SK L9 in Unholy Strength Aura 2, Word of Beguilement & Necromantic Surge on cooldown



TORIQ attempts to shake herself out of the daze that the vampire has put her in, to no avail. Gritting her teeth, she tries to pull him toward her with one of her warden attacks, but the fog in her brain seems to have added a siren voice, calling her toward the gate, and this distraction proves disastrous. She feels herself give in to the pull.

Then, as stubborn as her mother claims the halforc's father is (whichever name he carries - Juniper has alluded to several candidates), Toriq takes two final steps under her own power ... and out of the pool of blood.


Begins turn: Dazed SE & Slowed UEoGNT; Font of Life: Save vs. Dazed: r1 = Fail

Standard: Thorn Strike M2 vs. Gulthias: r8 +7 = 15 vs 17 AC/Miss. TRIGGERS OA from Abyssal Gate: r8 +6 = 14 vs. 14 Will/Hit: T Dazed (already Dazed) & pulled 2 squares toward gate: from M11 to M13.

Ends turn: Save vs. Dazed: r15 = Success

LOCATION: M15
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 11/30 5THP
CURRENT DE/BUFFS: Slowed UEoGNT
SURGES/ACTION POINTS: 3/10; 1 AP available



Vampires and skeletons and more zombies now! NEMO doesn't think even Great-Aunt Rubee has had such experiences! And perhaps if he makes it through, he can tell her all about them, but right now the young rogue needs to simply survive. Not an easy task, given the mental blow he has just been given.

The halfling looks about to see his companions in similar states but slogging along and vows to show them his mettle. Still struggling through his mind fog, he slides over to the zombie and is able to strike it a solid and crippling blow. Then, to his horror, his blade continues its trajectory toward his friend. <No!> his mind shouts, but his hand attempts to get past Jendi's defenses. Thankfully, the two sources of his fog - the vampire and the dark maw of a gate - seem to conflict momentarily ... just long enough for Nemo to succumb to the pull of that maw and step toward it.


Begins turn: Dazed SE

Standard: Acrobatic Strike vs. Zombie: shift 1 square from N13 to O14; ATK vs Z TRIGGERS OA from Abyssal Portal: r9 +6 = 15 vs. 12 Will/Hit: N's MBA vs Jendi: r9 +5 -2 SW = 12 vs. 15 AC/Miss; N's ATK vs Z r5 +9 +2 CA (CS) = 16 vs. 13 AC; Damage: r4 +5 + r6,5 SA = 20 Damage to Zombie, BLOODIED; No Action: Low Blow: Trigger: hit enemy granting CA: Z Dazed UEoNNT; Aftereffect: N pulled 2 squares toward gate: from O14 to O16

Ends turn: Save vs. Dazed: r14 = Success

LOCATION: O16
DAMAGE TO ENEMIES: 20 Damage to Zombie, Z BLOODIED
CONDITIONS TO ENEMIES: Zombie Dazed UEoNNT
CURRENT HP: 16/24
CURRENT DE/BUFFS: na
SURGES/ACTION POINTS: 3/7; 1 AP available



THE ZOMBIE does not think. But it feels. And what it feels is hunger: hunger for the tasty flesh of the Halfling before it. With a guttural groan, it reaches out with its arms to grasp the little creature, alive with so much promise yet, but Nemo is just quick enough to duck under its rotting arms and out of harm's way.

Starts turn: Dazed UEoNNT

Standard: Zombie Grasp vs N, r12+4=16 vs 17 Reflex. Miss.

Ends turn: Dazed UEoNNT

LOCATION: P15
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 13/33, BLOODIED
CURRENT DE/BUFFS: Dazed UEoNNT



SC Progress: 1 Success/0 Failures/1 Secondary Skill Available; Disenchant the Magic Circle completed.
ROUND TWO


1704591616747.png


THE SKELETONS do not think either. But they must sense something of the Lord of Undeath's nemesis about the young warlock, for Jendi becomes the object of their ire. Two fire ineffectual arrows from their remote positions. A third stands from where Mylistra's prayer had pushed it prostrate on the stone floor, sheathes its sword, and fires a third arrow, also to no avail. But a fourth steps closer, within the reach of the abyssal portal's grasp. Perhaps that is what causes its arrow to fly true, but Mylistra's protective payer causes Jendi to turn at the last moment to catch the arrow in the epaulet of his leather armor, avoiding any wound.

E11: Standard: Shortbow R20 vs J, r5+6-2 Concealment=9 vs 15 AC. Miss.

L9: Move: Stand from Prone; Minor: Stow longsword; Standard: Shortbow R20 vs J, r1. Miss.

W8: Move: 2 squares W8 to W10; Standard: Shortbow R20 vs J, r11+6-2=15 vs 15 AC. Hit. 3 damage -5 Resist All = 0 damage.

Y15: Standard: Shortbow R20 vs J, r1. Miss.

LOCATION: E11, L9, W10, Y15
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HP: all 1 except W8 11/11
CURRENT DE/BUFFS: na



After watching his sister and his friends being controlled somehow by the portal (not to mention ducking attacks from two of them), JENDI decides to get out of range of its attacks. Clearly Orcus is aiming to take out the Duskmaiden's servant first, using his companions to do the dirty work.

As soon as he reaches the space beyond the opening of the abyssal gate, a sense of relief melts over him: perhaps the influence of that gate? The young warlock looks around and takes a moment to curse the zombie (the vampire being sadly just out of his reach), before sending a wave of punishing energy at it from his hand crackling with blight. Sadly, Jendi's attempt to avoid hitting his friend (despite Nemo's recent attack on him) causes the blight to fizzle in the bloody pool.

No matter, he turns and focuses his sights on the altar and on how to mount the dais to reach it.


Move: 6 squares from N14 to H20, triggering Shadow Walk Concealment

Minor: Warlock's Curse on Zombie

Standard: Hand of Blight R10 vs. Zombie: r1 = Autofailure

LOCATION: H20
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: Zombie cursed
CURRENT HP: 26/26
CURRENT DE/BUFFS: Shadow Walk Concealment UEoJNT
SURGES/ACTION POINTS: 2/8; 0 APs available



Still reeling from the sensation of being outside of her body and her own agency, MYLISTRA decides to quickly follow in Jendi's path and (hopefully) out of the reach of the fell gate. Before doing so, however, she witnesses her friend's stumbling out of the bloody pool and quickly sends a prayer for Sehanine's blessing and healing to the warden. After seeing the comforting silvery blue light, she hastens out of the influence of the portal.

Stopping next to Jendi (and apologizing profusely for her happily unsuccessful attack), the witch feels a similar wave of relief pour over her, and she feels her psyche return to her own power. She gazes over her allies and calls upon Sehanine to continue her protection on them while they fulfill what is surely her will.


Minor: Healing Word on Toriq: 7 + r5 = 12 HP, and +2 ATK UEoMNT BCL

Move: 6 squares from M18 to G20

Minor: Sustain Moment of Glory: Resist 5 All on all

LOCATION: G20
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 21/24
CURRENT DE/BUFFS: Resist 5 ALL UEoMNT (all) MoG; +2 ATK (T) BCL
SURGES/ACTION POINTS: 2/7; 1 AP available



The vampire called GULTHIAS takes a few steps towards Toriq and purrs another charm of deceit at the Halforc warden. "Why don't you drop your sword, warrior? Or better yet, switch sides? Call me your new master, and I will reward you with eternal life. No earthly worry will ever be yours again. You will be able to embrace the true beast within you and relish in the blood hunt. Join me!"

Toriq shakes her head, and with it the charm fails. But young Nemo looks up with horror at his new friend. "Would she betray them so? Is she the beast the vampire claims?" The mere thought breaks the Halfling's spirit. For now.


Begins turn: Rolls to Recharge Words of Beguilement, r(6). Recharges.

Move: 2 squares (1 DT) K11 to L13

Standard: Words of Beguilement CBL3 M-O/14-16. ATK vs T, r6+6=12 vs 14 Will. Miss. ATK vs N, r16+6=22. TRIGGERS: Second Chance, reroll ATK, r10+6=16 vs 12 Will. Hit. r6,8+5-5=14 damage + Slowed & -2 ATK vs G UEoNNT. N BLOODIED.

LOCATION: L13
DAMAGE TO ENEMIES: 14 damage to N, N BLOODIED
CONDITIONS TO ENEMIES: N Slowed + -2 ATK vs G UEoNNT
CURRENT HP: 84/84
CURRENT DE/BUFFS: Word of Beguilement and Necromantic Surge on cooldown



Before impulsively leaping into action (as she feels she has been pressed to do), TORIQ takes a moment to center herself, as Dryope taught her when they first met. She learned so many wonderful things from her, when the dryad was more of a mentor than a lover, and she must remember to use them.

Opening her eyes, the warden looks straight into the gaze of the vampire. Toriq narrows her eyes at her quarry, stands her ground, and pulls him closer to her with a sticky, thorny strike. "Enough of this nonsense," she growls at Gulthias, "your demon lord will not enter here!" And Toriq falls into a wild frenzy of attack, but not one controlled by the vampire.


Minor: Charisma check vs. Abyssal Portal: r17 -1 =16 vs. 9 DC/Success; not influenced by portal

Minor: Hunter's Quarry (Enc.) on Gulthias UEoTNT

Standard: Thorn Strike M2 vs. Gulthias: r16 +7 +2 BCL =25 vs. 17 AC/Hit; Damage: r6 +4 + r6 HQ = 16 Damage, & Gulthias slid to M14

Free: Furious Assault (Enc.): trigger hit w/attack: + r1 = 17 Total Damage (from this attack)

Free: Nature's Wrath: Mark Gulthias UEoTNT

AP: Wildblood Frenzy (Enc) both ATKs vs. Gulthias: 1st ATK: r2 +7 +2= 11 vs. 17 AC/Miss; 2nd ATK: r11 +7 +2 = 20 vs. 17 AC/Hit; Damage: r2 +7= 9 Damage

LOCATION: M15, Gulthias M14
DAMAGE TO ENEMIES: 26 Damage to Gulthias
CONDITIONS TO ENEMIES: Gulthias Marked UEoTNT
CURRENT HP: 23/30 5 THP
CURRENT DE/BUFFS: +2 ATK BCL UEoMNT, Resist 5 ALL UEoMNT
SURGES/ACTION POINTS: 2/10; 0 APS available



Trying to stay on his feet long enough to save himself, NEMO thinks of Beppa and her bravery, even when staring down meaner, larger folk. She always joked that if you don't got the balls, at least pretend you do! Who's to know until they check!

Feeling slightly better remembering her sly smirk, he tries out one similar on the zombie he faces, fully expending it to have no effect on the monstrous rotting creature. To his surprised delight, the dazed thing is just confused enough for him to finish it off.

As the zombie's corpse crumples to the grounds, the young halfling takes out the potion given to him by the beautiful dryad and quickly gulps it down. Immediately several of his most grievous wounds begin to scab over.

<Okay, Beppa: I still have my balls!> he thinks to himself ... wishing he were saying it to his cousin. Boy, he misses her raucous laughter!


Minor: Charisma check vs. Abyssal Portal: r11 +2 =13 vs. 9 DC/Success; not influenced by portal

Standard: Sly Flourish vs. Zombie: r4 +9 +2 CA = 15 vs. 13 AC/Hit; Damage: r2 +7 + r5,2 = 16 Damage/Zombie at 0 HP, TRIGGERS: Deathless Hunger: effect: Roll d20. On a 15 or higher, Zombie is instead reduced to 1 HP: r8 = Zombie KILLED

Minor: take out Potion of Healing

AP: Consume Potion of Healing: spend 1 Surge/gain 10 HP

LOCATION: O16
DAMAGE TO ENEMIES: 16 to Zombie: KILLED
CONDITIONS TO ENEMIES:
CURRENT HP: 12/24 BLOODIED
CURRENT DE/BUFFS: Resist 5 All UEoMNT MoG
SURGES/ACTION POINTS: 2/7; 0 APs available



SC Progress: 1 Success/0 Failures/1 Secondary Skill Available; Disenchant the Magic Circle completed.

ROUND THREE

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THE SKELETONS may themselves be mindless, but that doesn't mean they don't follow the will of their creator or fight with clever tactics! The one upon the altar steps draws closer to the witch and warlock lurking near the north wall, fires an arrow at Jendi, who is warded by Mylistra's prayer, and then unsheathes its longsword. The other in the west portion of this unholy chamber rattles over behind an intervening column, firing an arrow at the warlock, which is lost in the protective shadows of The Raven Queen, and then draws its own sword.

Meanwhile, the two at the eastern portion of the chamber draw closer to their master's unholy aura, unsheathing swords as they go.

E11: Move: 1 square E11 to F12; Standard: Shortbow vs J, r17+6-2 SW=21 vs 15 AC. Hit. 3 -5 Resist All=0 damage; Minor: Draw longsword

L9: Move: 4 squares Ll9 to I13 (possible cover); Standard: Shortbow vs J, r10+6-2=14 vs 15 AC. Miss; Minor: Draw longsword

W10: Move: 6 squares W10 to R12 (1 DT); Move: 3 squares (all DT) R12 to O12, in Unholy Strength Aura; Minor: Draw longsword

Y15: Minor: Draw longsword; Move 5 squares (1 DT) Y15 to U15; Move: 5 squares (avoiding OA) U15 to O15, in Unholy Strength Aura

LOCATION: F12, I13 (11 HP), O12, O15
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 1, I13 11 HP
CURRENT DE/BUFFS: O12 + O15 in G's Unholy Aura (+5 damage), I13 possible cover



JENDI sneers at the vampire with his Goddess-given curse. Then, from his vantage point outside the baleful influence of the portal, he focuses on a step near the skeleton on the stairs, sending a shower of blistering argent rain to give cover to Mylistra's plan to race up to the altar.

Stepping forward to accompany the witch, at least for part of her mad dash, the young warlock murmurs to her that he hopes she's right about being protected by her Goddess. "I know the Duskqueen has us under her wing as well."


Minor: Warlock's Curse on Gulthias

Standard: Argent Rain (Enc.) ABU 1 w/in 10: G12: ATK vs. SK F12: r2 +4 =6 vs. 14 Ref/Miss; Effect: create zone [F-H 11-13] lasting USoJNT: any creature entering/ending turn in zone takes 5 fire damage.

Move: 6 squares from H20 to G14, TRIGGERING Shadow Walk Concealment

LOCATION: G14
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: G Cursed, Zone (all creatures entering or ending turn in zone): F-H 11-13
CURRENT HP: 26/26
CURRENT DE/BUFFS: Resist 5 All UEoMNT MoG; Shadow Walk Concealment UEoJNT
SURGES/ACTION POINTS: 2/8; 0 APs available



MYLISTRA does not respond to Jendi's quip as he strides confidently toward the steps. Pulling her focus inward, the witch thanks Sehanine for continuing to protect them all while performing tasks to better this world and keep it safe from the foul and profane.

Mylistra's eyes dart over to catch a quick glimpse of the vampire. There is something about him that is familiar. No, not him in particular: there is a strong resemblance to someone she knows or knew, but she cannot quite place who. It did not register earlier when Abaddon was telling them his tale of Gulthias, but now - combined with Gulthias's appearance, there are loud alarm bells clanging in her head. Catching Jendi's gesture to hurry, she uses the fear generated by this almost memory to allow her feet to fly over the surface of the dungeon.


* * *

Jendi watches the witch race toward and up the stairs, not hesitating at the sword he was sure would pierce her shoulder badly but - somehow - only glances off her slightly, almost urging her forward with a flash of silvery blue light. He watches as she ignores his zone of argent fire (and is amazed as his flames part for her feet, leaving them places to land in without receiving harm). The warlock stares - dumbfounded - as she skirts the second skeleton and circles the altar, placing her hands on it and beginning to murmur a prayer.

Finally, Jendi is stunned as he witnesses her slight smile of triumph and daring as she stares down the vampire glaring at her. She seems to glow with the same silvery blue emanating from the altar no longer consecrated to the Demon Lord of Undeath.


Minor: sustain Moment of Glory UEoMNT

2 Moves: double running move: 18 Squares from G20 to A13; grants CA & takes -5 ATKs USoMNT

OAs of SKs: I13 & Zone of Argent Rain: r19 +6 =25 vs 17 AC/Hit, Damage 4 - 5 Resist All = 0; F12: r10 +6 = 16 vs. 17 AC/Miss; Zone: 5 - 5 Resist All = 0 Damage

AP: Deconsecrate the Altar: Primary Skill Heal check: r15 +8 = 23 vs. 12 Mod DC/Success

LOCATION: A13
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: SC: Deconsecrate the Altar: 2 of 4 Successes
CURRENT HP: 21/24
CURRENT DE/BUFFS: Resist 5 All UEoMNT MoG; CA & -5 ATKs USoMNT
SURGES/ACTION POINTS: 2/7; 0 APs available

SC Progress: 2 Successes/0 Failures/1 Secondary Skill Available; Disenchant the Magic Circle completed. Deconsecrate the Altar completed.



A flicker of ... rage? pain? ... glimmers across GULTHIAS'S countenance. Then it snarls, "You would dare strike me, brute? Yes! That is what I want! I want you to give in to your rage, your bestial nature. Then you grow closer to me. All the easier to make you mine once I finally drink!"

The creature strikes at Toriq with its rod, a withering assault that drags the Halforc into the pool of blood, where the skeleton waits in menace. Gulthias strikes a second time, and though Mylistra's prayer protects her from the worst of the vampire's blows, Toriq feels the preternatural strength of the undead behind each blow from Gulthias's rod.


Starts turn: Roll to Recharge Word of Beguilement, r2. Fails to recharge.

Standard: Embolden Undead, Withering Rod x2 on T, ATK1, r16+8=24 vs 18 AC. Hit. r3,6+2-5=6 damage & T slid 2 squares M15 to N13. ATK2, r11+8+2 CA=21 vs 18 AC. Hit. r2,5+2=9-5=4 damage, forgo slide.

LOCATION: M14, T in N13
DAMAGE TO ENEMIES: T 5 THP depleted, 5 damage
CONDITIONS TO ENEMIES: na
CURRENT HP: 58/84
CURRENT DE/BUFFS: Word of Beguilement and Necromantic Surge on Cooldown, Marked by T UEoTNT



For a moment only, TORIQ's confidence in herself is shaken. Happily, years of service and habit stand her in good stead. If she does not make it through this, so be it. She will give her all to help the others to succeed: it is all she can do, even should it prove not enough.

As one of her mentors, Ladak, halfgiant of the northern Katho-Olavi Frost tribe, taught her not many winters ago, the halforc now alters herself to become the form of Winter's Herald. Toriq stares stonily back at the arrogant vampire as ice forms over her armor and the blood freezes in ripples around her feet.

Lifting one bent leg and the arm holding her weapon, the warden swings her sword downward in an arc while simultaneously swinging that leg around, pulling her body around in a twirl. The skeleton's bones separate from the animation that held them together, and they sound like tree limbs falling in a winter's forest.

Gulthias still stands, glaring, but some of his borrowed blood is beginning to seep out of a gash through one of his flowing sleeves. But Toriq feels no triumph, only the sense of inevitability as the portal pulls her closer.

Then, the warden shakes her head, alert and in control once more, and says to Gulthias, "nice try, but it will take more than that to defeat us."


Minor: Charisma check vs. Abyssal Portal: r6 -1 =5 vs. 9 DC/Fail

Free: Nature's Wrath, Mark G UEoTNT

Minor: Form of Winter's Herald (Daily): T assumes the guardian form of winter's herald until end of encounter. While in this form, T gains +1 AC and Resist 5 Cold (does not stack with MoG). In addition, each square within 2 of T, wherever she moves, is difficult terrain for your enemies.

Standard: Form of Winter's Herald Attack (Enc) CBU 1/each enemy: Atk vs. G & SK O12 TRIGGERS OA from Abyssal Portal: r15 +6 = 21 vs. 14 Will/Hit & T is Dazed SE; ATK vs. G: r16 +7 = 23 vs. 17 AC/Hit; vs. SK O12: r11 +7 =18/Hit; Damage: r7 +4 = 11 & Immobilized (SE); SK O12 DESTROYED; Aftereffect: T pulled 2 squares toward portal: from N13 to N15

Ends Turn: Save vs. Dazed: r11 = no longer dazed!

LOCATION: N15
DAMAGE TO ENEMIES: 11 to Gulthias & SK O12; SK O12 DESTROYED
CONDITIONS TO ENEMIES: Gulthias Immobilized (SE), Marked by T UEoTNT
CURRENT HP: 18/30
CURRENT DE/BUFFS: Resist 5 All UEoMNT (MoG); Resist 5 Cold, +1 AC, & squares w/in 2 of T = DT for enemies EoE (FoWH)



Since it worked so well a moment ago in bolstering his spirits, NEMO conjures up another memory of intrepid family members - deliberately this time. Another cousin, Seraphina, without fear, despite numerous warnings and words of caution. All of those stories about exactly how she learned about the dialects of Stygian elves. <Now she surely has balls!> the halfling thinks, shaking his head in wry admiration.

The halfling steps carefully around the skeleton he is fighting. Then he uses the side of his dagger to break its spine. As its bones drop noisily onto the icy floor below, Nemo finds himself staring into the eyes of the vampire. Remembering his task, he lifts two arms and - as he draws them back down, his hands make a fluttery motion. Gulthias raises an intrigued eyebrow, but Nemo imagines that he can see a shadowy shroud fall gently over the vampire's head and shoulders.


Minor: Charisma check vs. Abyssal Portal: r9 +2 =11/Success; not influenced by portal

Standard: Acrobatic Strike vs. SK O15: shift 1 square from O16 to P15 (to flank w/T); ATK: r5 +9 +2 CA = 16 vs. 16 AC/Hit; SK O15 DESTROYED

Minor: Raven Queen's Shroud: choose a target w/in 10 (Gulthias). G gains Mark of the Raven Queen EoE. On N's turn, can reroll result of 1 Damage Die vs G.

LOCATION: P15
DAMAGE TO ENEMIES: SK O12 DESTROYED
CONDITIONS TO ENEMIES: Gulthias Mark of the Raven Queen EoE
CURRENT HP: 12/24 BLOODIED
CURRENT DE/BUFFS: Resist 5 All UEoMNT (MoG)
SURGES/ACTION POINTS: 2/7; 0 APs remaining

SC Progress: 2 Successes/0 Failures/1 Secondary Skill Available; Disenchant the Magic Circle completed. Deconsecrate the Altar completed.



ROUND FOUR

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Heeding their creator's mental summons, THE SKELETONS cross the center of the chamber, willingly braving the icy terrain surrounding the warden in order to strike at her with their swords. And strike they do, but both blows are stopped by the thin film of rime that coats the Halforc's armor and body.

SK F12: Move: 5 squares F12 to K13; Standard: Charge 6 squares (3 DT) K13 to M15, Longsword ATK vs T, r11+6+1=18 vs 19 AC. Miss.

SK I13: Move 4 squares (1 DT) I13 to K15; Standard: Charge 4 squares (2 DT) K15 to M16, Longsword ATK vs T, r11+6+1=18 vs 19 AC. Miss.

LOCATION: M15, M16
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HP: SK M15 1 HP, SK M16 11 HP
CURRENT DE/BUFFS: SK M15 and SK M16 within Unholy Aura (+5 damage)



As his beautiful metallic flames peter out, JENDI keeps his eye on everything going on around him, strategizing, making plans, ditching plans, taking in everything. Deciding - for better or worse - to focus on the vampire, the warlock swiftly returns to the corner he recently abandoned. Hopefully he will not get trapped here! But it is better to try to keep attention away from Mylistra's actions.

Gifting his Lady's curse to the closest of the remaining skeletons, he generates one of his crackling energy balls of blight to throw at Gulthias. Thinking of the vampire's name causes a moment of distraction as Jendi suddenly remembers the strange reaction the witch showed a few moments ago. His focus returns to his actions as he watches the ball fall harmlessly at the vampire's feet, sizzling in the ice.

That's all right, he thinks to himself, there's more where that came from.


Move: 6 squares from G14 to J20, Triggers Shadow Walk Concealment

Minor: Warlock's Curse on closest enemy: SK M16

Standard: Hand of Blight vs. Gulthias: r7 +4 =11 vs 14 Fort/Miss

LOCATION: J20
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: Gulthias & SK M16 Cursed
CURRENT HP: 26/26
CURRENT DE/BUFFS: Resist 5 ALL UEoMNT MoG; Shadow Walk Concealment UEoJNT
SURGES/ACTION POINTS: 2/8; O APs available



After completing the prayer for the removal of foul and profane blessings on the altar, MYLISTRA repeats her constant prayer of thanksgiving to her Goddess, in particular the protection she is currently showering on them with her silvery light. Then the witch takes the book of rituals into her hands and opens its pages.

Her prayer to Sehanine now becomes a plea for aid in finding her way through the maze of familiar, almost familiar and completely foreign words and declensions and tenses. Her eyes skim the written words, stopping here, extrapolating there, substituting other words several places. <Well, Sehanine, Goddess of Trickery and Moonlight, wish me luck!> she says silently before beginning to carefully sound out the words she recognizes (easily) and those she does not (not easily at all!).

Then somehow, as Mylistra bluffs her way through the text, she finds the rhythm of the words, or at least the rhythm she finds is not discordant with what she hopes to achieve. Another wave of silvery blue light warms her as the witch cocks her head to the side, certain she can hear musical laughter nearby.


Minor: Sustain Moment of Glory

Minor: Pick up ritual book

Standard: Annul the Rite: Primary Skill Bluff check: r18 +8 = 26 vs. 12 Moderate DC/Success - 3 of 4 Successes/0 Failures

LOCATION: A13
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: SC: Annul the Rite: 3 of 4 Successes
CURRENT HP: 21/24
CURRENT DE/BUFFS: Resist 5 ALL UEoMNT
SURGES/ACTION POINTS: 2/7; 0 APs available

SC Progress: 3 Successes/0 Failures/1 Secondary Skill Available; Disenchant the Magic Circle completed. Deconsecrate the Altar completed. Annul the Rite completed.



The vampire's eyes narrow as its servant's attacks ring harmlessly off the ice-encrusted Halforc. GULTHIAS is displeased. It did not account for this, a Primal Guardian, one of the Guardians of the Ruby Spire, no doubt. He had thought them all fools, so easily duped by his pretenses. And yet, could it be mere coincidence that this Guardian is here, so soon after its own reawakening? Did they know?

The necromancer bashes at Toriq with its rod, and bashes again. To no avail. The rimefrost is too strong to penetrate, even for its strength. It struggles to release itself from the icy grasp of the terrain, but fails. Suddenly, an emotion Gulthias has not known for a long time creeps over it: Fear.


Starts turn: Immobilized (SE), Marked by T, Cursed, RQ Shroud. Roll to Recharge Words of Beguilement, r2. Fails to recharge.

Standard: Embolden Undead, Withering Rod x2 vs T, ATK 1, r10+8=18 vs 19 AC. Miss. ATK 2, r3+8=11 vs 19 AC. Miss.

Ends turn: Save vs Immobilized, r5+2=7. Fails.

LOCATION: M14
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 47/84
CURRENT DE/BUFFS: Immoblized (SE), Cursed, Marked by T EoTNT, RQ Shroud, Words of Beguilement and Necromantic Surge on Cooldown



TORIQ senses the now familiar feeling of grim resignation enter her psyche and once again soldiers on. She meets the empty eyesockets of the two skeletons - preparing them for Nature's Wrath, before turning to face Gulthias once again and narrowing her eyes. She sneers at the undead creature who once claimed kinship with the Guardians, her sharp teeth whiter than his own sharp ones.

The warden puts all of her righteous indignation into her swing, but melting ice from her Winter's Herald form gets in her eyes. The blade only glances off his armor, made from some hellborn beast, no doubt. Taking a step away from the vampire's attempt at retaliation, she says to Gulthias, "your armor will adorn my brother before long."


Minor: Charisma check vs. Abyssal Portal: r9 -1 =8 vs. DC 9/Fail

Free Action: Nature's Wrath: all adjacent enemies (SK M15, SK M16, & Gulthias) UEoTNT

Standard: Weight of the Earth vs. Gulthias: TRIGGERS OA from Abyssal Portal: r7 +6 =13 vs 14 Will/Miss; ATK vs. G: r4 +7 =11/Miss

Move: Shift 1 square from N15 to O15

LOCATION: O15
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: Gulthias Immobilized SE
CURRENT HP: 18/30
CURRENT DE/BUFFS: Resist 5 All UEoMNT (MoG); Resist 5 Cold, +1 AC, & squares w/in 2 of T = DT for enemies EoE (FoWH)
SURGES/ACTION POINTS: 2/10; 0 APs available



The young halfling decides caution is the better part of valor and takes a moment to get his second wind. While doing so, NEMO's eyes catch on the statue at the other end of the room. At the same time, Toriq calls out that she has this - this being fighting off three separate opponents, though he supposes she probably does "have this" - and get on with it. He suddenly remembers his other given task, beyond marking the vampire "for later."

At her words urging him onward, and the idea that he might escape from the oppressive atmosphere here before the portal, Nemo feels some of his usual vigor and zest return to him, and he takes off toward the enormous and ugly statue.

He leapfrogs over the bloody streams not once but twice, the final leap sailing so far he impresses even himself, and so he is a little sorry that the twins, Gillifred and Filbert, are not there to witness his glory. As Nemo nails the landing without falling, he knows that they will never believe him. Taking out the case holding his special tools, he thinks of all the stories he finally is gathering to tell them - most of which he thinks they will likely believe ... but sadly not about that magnificent leap.


Standard: Second Wind: Spend Surge for 6 HP

Move: Run 8 squares, including 2 jumps: 1st w/out running steps: r17 +7 =24/2 squares cleared (R13, R12), 2nd w/running steps (S11, S10): r20 +7 =27/5 squares cleared (R9, Q8): beginning P15 and ending P7

Minor: retrieves thieves tools

LOCATION: P7
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 18/24
CURRENT DE/BUFFS: Resist 5 All UEoMNT (MoG); +2 All Defenses (SW) USoNNT; CA and -5 ATKs USoNNT (Run)
SURGES/ACTIONS POINTS: 1/7; 0 APs remaining



SC Progress: 3 Successes/0 Failures/1 Secondary Skill Available; Disenchant the Magic Circle completed. Deconsecrate the Altar completed. Annul the Rite completed.

ROUND FIVE


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The Primal energies of earth are those of life, diametrically opposed to the force that animates THE SKELETONS. So when Toriq unleashes Nature's Wrath upon them, they have no choice but to strike out at her as anathema to their existence. As one, the two step forward slowly across the icy terrain surrounding the warden and lash out with their blades. But Toriq is well protected, by armor and by primal rime.

SK M15: Move: 2 squares (1 DT) M15 to N15; Standard: Longsword vs T, r12+6=18 vs 19 AC. Miss.

SK M16: Move 2 squares (1 DT) M16 to N16; Standard: Longsword vs T, r3+6=9 vs 19 AC. Miss.

LOCATION: N15, N16
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HP: N15 1 HP, N16, 11 HP
CURRENT DE/BUFFS: In Unholy Strength Aura (+5 damage), Marked by T UEoTNT



From the sidelines, JENDI murmurs, "time for teamwork. My turn to save you, Riqqi." Stepping forward into the Portal's insidious influence once more, Jendi fights to hold onto his psyche as he hears whispers of dread power and magnificent and delicious evil. Sweat begins to pour down his brow despite the coolness of being near his sister in wintery form.

Stopping at a safe distance from the vampire and his crew (if not especially a safe distance from the tempting maw of darkness at his back), the young warlock readies his attack. He hears a sweet, melodious voice saying, "stay your hand - my servant is your ally! HIs servants serve you!" and hesitates ... only for a moment.

Then, he sees the shadow of a shadowy shroud undulating around the head and across the shoulders of the vampire: his Duskqueen's shroud. Coming back into himself, Jendi, representative of his Lady, reaches forward his left hand as if to grab Gulthias and his skeletons. The vampire's two servants elude his spectral grasp, but the vampire's body lifts slightly from the ground and is squeezed. This briefly breaks the hold that Toriq's zone of winter has on its feet before the ice reforms, reaching up and wrapping itself around Gulthias's ankles once more.


Move: 4 squares from J20 to L16, enters Portal's aura; TRIGGERS Shadow Walk Concealment UEoJNT

Charisma check vs. Abyssal Portal: r2 +4 =6 vs 9 DC/Fail

Standard: Star Shackles CBU 2/each enemy: Atk vs. G, SKs N15 & N16; TRIGGERS OA from Abyssal Portal: r7 +6 =13 vs. J's Will 15/Fail; ATK: vs. G: r10 +4 =14 vs. 14 Fort/Hit; vs. SK N15: r4 +4 =8 vs. 13 Fort/Miss; SK N16: r1/Automiss; Damage to G: r1 +4 =5 Damage & Gulthias is Grabbed (Escape DC14) & BLOODIED

LOCATION: L16
DAMAGE TO ENEMIES: 5 to Gulthias, BLOODIED
CONDITIONS TO ENEMIES: Gulthias Grabbed & Cursed, SK N16 Cursed
CURRENT HP: 26/26
CURRENT DE/BUFFS: Resist 5 All UEoMNT MoG; Shadow Walk Concealment UEoJNT
SURGES/ACTION POINTS: 2/8; 0 APs available



Watching the situation unfold - it could go either way! - MYLISTRA's murmured thanks to Sehanine feels particularly fervent as the witch steps back around the altar and into the baleful influence of the portal.

It is not that she was hiding behind it - not really - but she does now feel less safe, less brave. Particularly since she has not had a chance to reinforce her will against its - not that she has been particularly successful thus far. Mylistra guiltily looks at the dagger in her hand.

Resolutely, she raises her hand to clasp her pendant and shoves her other hand forward, repulsing one of the skeletons. For a brief moment, she feels the now familiar and insidious voice telling her to throw the dagger, that <this time it will hit the boy truly and deeply, that...> but it melts away - this time she fought it off. Her hand completes the motion, and she can see the silver blue light hit the skeleton's face and shiver over its body.

---

Toriq may be surprised to suddenly be able to discern fear on the bony, skinless skull of the skeleton seemingly desperate to rush past her, but her instincts are fast and true. Her sword hand comes up just as it begins to ease around her, and its movement propels it into the sword. The bisected spinal column falls first, the other bones only a moment later.

---

Mylistra looks back toward Nemo as he begins to climb up the statue.


Minor: Sustain Moment of Glory effect

Move: 6 squares from A13 to E13 (into Abyssal Portal's aura)

Standard: Cause Fear Ranged 10 vs. SK N15: TRIGGERS OA from Abyssal Portal: r7 +6 =13 vs. M's Will 16/Fail; ATK: r15 +4 =19 vs. 13 Will/Hit: SK N15 attempts to run 8 squares to T18 TRIGGERS OA from Toriq vs SK N15: r11 +7 = 18 vs. 16 AC/Hit: SK N15 DESTROYED

LOCATION: E13
DAMAGE TO ENEMIES: SK N15 DESTROYED (by T)
CONDITIONS TO ENEMIES: na
CURRENT HP: 21/24
CURRENT DE/BUFFS: Resist 5 All UEoMNT MoG
SURGES/ACTION POINTS: 2/7; 0 APs available



Lifted from his feet by the magicks fueled by the young warlock's pact with the Lord of Undeath's nemesis, GULTHIAS struggles and squirms against the invisible restraint, bursting free in a display of undead strength. Landing on its feet like a cat, the vampire hisses and unleashes a surge of necrotic energy that washes over the warlock and warden both, draining their lifeforce, dulling their senses and reactions to the external world.

Gulthias smiles. And pulls its feet free from the icy crust that had held them fast. "I am not so easily foiled," the necromancer whispers.


Begins turn: Rolls to Recharge Words of Beguilement, r5. Recharges.

Move: Escape Grab, Acrobatics r19+4=23 vs 14 DC. Succeeds.

Standard: Necromantic Surge (Recharge exhausted) CBL5 L-P/15-19, ATK vs J, r10+6=16 vs 12 Fortitude. Hit. ATK vs T, r11+6=17 vs 15 Fortitude. Hit. r3,1+4-5 Resist All=3 necrotic damage and Dazed (SE). Effect: SK N16 gains 10 THP (doesn't stack).

Ends turn: Save vs Immoblized, r12+2=14. Succeeds.

LOCATION: M14
DAMAGE TO ENEMIES: 3 necrotic to T and J, T BLOODIED
CONDITIONS TO ENEMIES: T and J Dazed (SE)
CURRENT HP: 42/84 BLOODIED
CURRENT DE/BUFFS: Cursed, RQ Shroud, Marked by T UEoTNT, Necromantic Surge exhausted, Words of Beguilement Recharged.



TORIQ delays her turn until after Nemo’s turn



NEMO ignores sounds of combat and taunts going on behind him and focuses on the matter at hand. During his final soaring leap, a feature of the statue of the Undead God caught his eye: the scepter. Releasing the statue’s grasp of it should destroy the “vessel’s” power.

The halfling holds both hammer and chisel in his teeth and begins his ascent (yes, he does remember that is how his brother Thierry broke his jaw. Thanks, Aunt Rubee, for the reminder. No, he is not going crazy and hearing voices in his head. It just helps him to ignore the shouts of pain and cries of surprise and fury behind him. In fact, Nemo would appreciate it if she would. Just. Shut. Up…. at least for now). He chooses carefully his route: a step onto the pedestal, another onto the clawed foot, a careful handhold on a meaty if stony calf here, a pull up onto the meatier thigh, grasping the stone chain around the figure’s waist, across the bulging belly to the left wing, carefully using the wing to climb up the back, onto the arm, and finally resting on the shoulder.

Nemo adds ignoring the open toothy maw of the bull-headed statue to everything else he ignores as he removes his tools from his mouth and sets to work. It proves much easier than he expected: Sehanine and Jendi’s Duskqueen must be doing their parts. The scepter held by the statue – designed from (made from?) the spinal column of some horned beast and topped with the skull of that same creature – easily is released from the figure’s grasp and falls to the floor of the chamber, almost in slow motion.

The scepter shatters as it hits the ground, sending a bright flash of bright silvery blue and brilliant shadow throughout the chamber, briefly stopping all sounds of combat. The halfling looks up to see the Abyssal Portal’s deep tunnel of darkness turn instantly into the flatness of a stone wall, then turns his head to face the furious vampire.

It directs its full ire at the Halfling on the defaced statue. “You think you’ve defeated me, but there are many avenues for bringing the Lord of Undeath into this world. I shall start by using your blood.”

From atop the statue’s shoulder, Nemo grins. “Good luck with that!”


Minor: Stow tools

Move: 5 squares P 7 to N4 (Climb 2 squares): Athletics check: r13 +7 =20 vs. DC 12/Success, 6 squares = 3 squares of movement

Standard: Destroy the Vessel: Primary Skill Thievery check: +12 +2 tools = Autosuccess

LOCATION: N4 (3 squares up)
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: SC: Destroy the Vessel: 4 out of 4 Successes
CURRENT HP: 18/24
CURRENT DE/BUFFS: Grants CA (climbing); Resist 5 All UEoMNT (MoG)

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SC Complete.


TORIQ attributes her ability to quickly throw off Gulthias's mesmerism to the instruction of her various mentors over the years: Dryope teaching of trees drawing strength through their deep roots, Ladak showing her the ancient ice holding within it seeds of the ages, Begnym the Sorrowful mourning the loss of the moon each month despite knowing its inevitable return - these and her other sensei reminding her of patient endurance and mindfulness.

The warden seeks to pass along some of this knowledge, to teach the skeleton of the Weight of Earth, but sadly its bones will not retain the lesson. Its frame remains as light and hollow as that of a bird.

Toriq steps forward, closer to the vampire, ready to defend any of her companions he should threaten.


Starts turn Dazed SE; Font of Life: r12 = no longer dazed

Standard: Weight of Earth vs. SK: r8 +7 = 15 vs. 16 AC/Miss

Move: Shift 1 square from O15 to N15

Free: Nature's Wrath: SK & G Marked UEoTNT

LOCATION: N15
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: Gulthias and SK both marked by T UEoTNT
CURRENT HP: 15/30 BLOODIED
CURRENT DE/BUFFS: Resist 5 All UEoMNT (MoG; Resist 5 Cold, +1 AC, & squares w/in 2 of T = DT for enemies EoE (FoWH)
SURGES/ACTION POINTS: 2/10; 0 APs available



ROUND SIX
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SKILL CHALLENGE COMPLETE


Though Gulthias has regained some equanimity in freedom from its ice bondage and the mental grasp of that warlock to the Interloper, it still recognizes the acute danger of the situation. "Move! Strike her down!" the vampire commands its last remaining skeletal servant.

THE SKELETON takes a few steps to move into a flanking maneuver, but Toriq spins to face her foe. Her ploy worked! She raises her longsword and brings it down upon the animated bones with a brutal show of force. Her blow shatters the skeleton's skull, and the blazing light within dims in its eyesockets as it clatters to the cobbles.


Move: 2 squares (1 DT) N16 to O16, TRIGGERS OA from T, r16+7=23 vs 16 Fortitude. Hit. r8+4=12 damage. SK DESTROYED



JENDI tries to shake the clouds from his eyes. The backlash of having his spell thrown back at him dealt a powerful blow. At least he thinks that's what happened: everything is a bit foggy.

But Gulthias ... Gulthias is still there, in front of him, sadly no longer struggling from an invisible fist of force, nor is he still mired in Toriq's bloody ice. Jendi tried to focus his eyes on the vampire while he forms yet another crackling ball of blight to throw, but he can't figure out which Gulthias to aim at. Perhaps he should aim between the two.

As Jendi shakes his head again, his vision clears ... and he hears the sizzle of the dousing of his ball of energy. Well, at least he can see straight again.


Begins turn: Dazed SE

Standard: Hand of Blight Ranged 10 vs. Gulthias: r9 +4 = 13 vs. 14 Fort/Miss

Ends turn: Save vs. Dazed: r16 = no longer dazed

LOCATION: L16
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: Gulthias Cursed
CURRENT HP: 23/26
CURRENT DE/BUFFS: Resist 5 All UEoMNT MoG; Shadow Walk Concealment ends
SURGES: 2/8



Her prayer of thanksgiving to Sehanine continues as MYLISTRA steps ever closer to the combat. While she is no longer afraid of the now inert portal, the vampire's foul magicks are still potent. But - though they have accomplished the more crucial of their task - they still need to put to rest this creature.

Unfortunately, Gulthias's defenses are as strong as his attacks, and she cannot quite penetrate them to make Her Mark on his forehead. Perhaps the undead ... or at least the more sentient undead ... are immune? But, no: that is not what she has been taught. It is simply that the dark magicks which animate them are so powerful.

And why is his name so familiar?


Minor: Sustain Moment of Glory

Move: 4 squares from E13 to I13

Standard: Gaze of Defiance R 5 vs. Gulthias: r7 +4 =11 vs. 16 Will/Miss

LOCATION: I13
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 21/24
CURRENT DE/BUFFS: Resist 5 All UEoMNT MoG
SURGES: 2/7



The vampire feels his foes closing in around him. Guile has gotten him far. Very far. Perhaps his beguiling words can put an end to this in his favor. "Lay down your sword, your staff," he purrs at the warden and warlock. "If you but give it a chance, service to the Lord of Undeath, Bonelord can reward you with all your earthly desires. And more!"

But GULTHIAS sees only grim determination on his enemies' faces. So it turns and races towards the weak one, the one of its own former kind, the one with fear in her heart and a Goddess already half in shadow.

Toriq tries to stab at the creature as it goes, but this creature is both quick and dead at the same time!


Standard: Word of Beguilement CBL3 L-N/15-17, ATK vs J, r1=Automiss; ATK vs T, r5+6=11 vs 14 Will. Miss.

Move: 4 squares (1 DT) M14 to J13; first square of movement without shifting TRIGGERS OA from T, r1=Automiss.

LOCATION: G13
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 42/84 BLOODIED
CURRENT DE/BUFFS: Cursed, Marked by T UEoTNT, RQ Shroud



Atop the now broken vessel, NEMO keenly observes the action below to see how best he can join.

NEMO Delays his turn until after Toriq's.



TORIQ is keenly aware that her usual combatants have been beasts and unnatural creatures. With sentient beings - unnatural or otherwise, she generally attempts negotiation, persuasion, and threat. The warden is also aware that if she is tired, her little brother and their friends must be doubly so. That said, they have certainly kept up, and their work is ... nearly ... done.

Now, if they could just. Finish. Him. Off!!


Move: 3 squares from N15 to K13.

Free: Nature's Wrath on Gulthias.

Standard: Weight of Earth on Gulthias: r7 +7 =16 vs 17 AC/Miss

LOCATION: K13
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: Gulthias Marked UEoTNT
CURRENT HP: 15/30
CURRENT DE/BUFFS: Resist 5 All UEoMNT MoG; Resist 5 Cold, +1 AC, & Squares w/in 2 of T = DT for enemies EoE FoWH
SURGES: 2/10



NEMO remembers what his older brother Milo always says ... or is it his sister Mazzee? Well, one of them always tells him that a body cannot wait for the perfect moment: they must make the perfect moment. Now is the opening for Nemo to make his perfect moment.

The halfling climbs back down the the statue, avoiding the less savory parts, no matter what kind of better footing they might give. Once again he leapfrogs over streams of blood in his way. Then, taking out the ceremonial dagger, he slides into place next to the witch.

"I am here."


Move: Climb down from statue: Athletics check: 7 +7 =14 vs 12 DC/Success

Move: 6 squares from M6 to H12, including jump: Athletics check: r15 +7 =22 = 2 squares cleared (L7 & K8)

Minor: retrieves "the" dagger

LOCATION: H12
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 18/24
CURRENT DE/BUFFS: Resist 5 All UEoMNT
SURGES: 1/7



ROUND SEVEN
SKILL CHALLENGE COMPLETE.

With the situation looking pretty grim for Gulthias, the only real option here is for him to try to escape once his Mist Form is triggered. That is the only outcome that is still at stake: will he be able to escape before Nemo lands a blow with the ceremonial dagger? And so I offered @Nephis the option of calling off combat here and and switching to a Skill Challenge to resolve that stake, but she declined, preferring to "give it another round of combat."

1704817206872.png


JENDI grits in frustration as his opponent somehow continues to subvert his closing the noose. He forms a ball of crackling energy and hurls it at the foul creature, and ... again! Gulthias avoids the attack.

The warlock backs up enough paces to cover himself with The Duskmaiden's protective shadow and to study the board more closely.


Standard: Hand of Blight R10 vs. Gulthias: r1=Automiss

Move: 3 squares from L16 to J19

LOCATION: J19
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: Gulthias Cursed
CURRENT HP: 23/26
CURRENT DE/BUFFS: Resist 5 All UEoMNT MoG; Shadow Walk Concealment UEoJNT
SURGES: 2/8



As ever, thanking the Blessed Moonlight for its Goddess-given protection of this group of warriors, MYLISTRA quickly considers her options. Her Stygian instincts kick in, and she covers herself with her inherently drawn cloud of darkness, even realizing it might hinder her small companion at her side.

For half a moment she enjoys Gulthias's consternation and confusion as suddenly he is without sight, surely for the first time in possibly a hundred years. Then, she delivers Sehanine's strong and disapproving reprisal with the dagger in her hand.

"This is for attacking my friend through my dagger! Take that!!"

* * *

The vampire feels something jab into its chest, a searing pain and then the cleric's taunt. Wishing to escape with its unlife, Gulthias transforms itself to mist and swiftly rises above the fray and into the perverted Altar of Sacrifice above.


Minor: Sustain Moment of Glory

Minor: CBU 1, Effect: The burst creates a cloud of darkness that remains in place UEoMNT. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded (-5 attack rolls, -10 Perception checks, grant CA, can’t flank) until they exit. M is immune to these effects.

Standard: Sehanine's Reprisal Melee 1 vs. Gulthias: r20 +7 +2 CA = 29/Autohit; Damage 8, and the next attack the target makes before the end of M's next turn takes a penalty to the damage roll equal to M's Charisma modifier (2). TRIGGERS: Mist Form (polymorph) ✦ Encounter; Trigger: Gulthias takes damage while bloodied.; Effect (No Action): Gulthias becomes insubstantial, gains fly speed 6, and can immediately shift up to his fly speed. Gulthias cannot attack in this form and can end this form as a minor action.

G shifts 6 squares J13 to P11 Flying ^7 (1 square above opening in ceiling O-P/11-12, possible cover)

LOCATION: I13
DAMAGE TO ENEMIES: 8 to Gulthias
CONDITIONS TO ENEMIES: Gulthias: -2 to next damage roll UEoMNT
CURRENT HP: 21/24
CURRENT DE/BUFFS: Resist 5 All UEoMNT MoG; Cloud of Darkness
SURGES: 2/7
 
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darkbard

Legend
With Gulthias's turn next, it can take a double move to escape, essentially ending the combat encounter. Thus, I gave @Nephis the option of how to proceed: Skill Challenge to chase down Gulthias before it escapes the Sunken Vault? Skill Challenge to consecrate its grave so that it cannot be used by the vampire? Continuing combat in the upper chamber (Altar of Sacrifice)? Allow Gulthias to escape and set up a recurring villain? Something else?

Nephis opted for continuing the combat encounter. We settled upon the following mechanics: no Short Rest (all expended Encounter and Daily resources are exhausted, same HP/Surge totals as end of round seven), Gulthias refreshes its Mist Form ability (else this would be a simple slaughter) but Nemo's Raven Queen's Shroud, Jendi's Warlock's Curse, and Mylistra's Moment of Glory (all Until End of Encounter Effects) are still in place (but not Toriq's mark, which only lasts UEoYNT). All creatures will roll new initiative results, and we will proceed with this new order.

I've made some small changes to the room's features (1) to reflect the heroes having already passed back into and through the maw and (2) to add a bit of further interest.

Altar of Sacrifice Redux

Dimensions
The ceiling along the periphery of the chamber is 2 squares high. The central nave area (H-Y/5-18) is 4 squares high.

Illumination Squares within 5 of a pillar are brightly lit. Beyond that radius is dim lighting to 10 squares (possible concealment). Beyond that is darkness (possible total concealment).

Rubble These squares of collapsed stone are difficult terrain.

Doors These heavy reinforced doors require a Minor action and a successful Strength check DC 8 to open. They remain open unless closed again with another Minor action. A creature with both hands free (ie, no shield, weapons, or held implements) can choose to open/close both doors with a single action.

Collapsed Doors These battered remnants are difficult terrain and can be stunted with.

The Maw Squares within the light grey square outline drop 6 squares to the chamber below (3d10 falling damage). A creature may make a saving throw to drop prone in the previous square before being force-moved over the edge.

Altar This raised platform is adorned with lifesized plate armor in the shape of Orcus and sacrificial slab. Still stained with Abaddon's blood, Gulthias can spend a Minor Action when adjacent to the altar to drink the remains and regain 1 Surge (21 HP).

Necrotic Pillars These four crystal pillars reach floor to ceiling and are blocking terrain. Each emits light equivalent to a torch (5 square radius) while it is functional. Each emits a field of necrotic energy in adjacent squares. Any living creature that enters or starts its turns in one of these squares takes 2d4+4 necrotic damage.

Countermeasures
✦ Deactivate: Thievery DC 19 (standard action; must be adjacent). Success: The energy field ceases to function. Failure (18 or less): The character takes 2d4 + 4 necrotic damage.[/SPOILER]

Blood Streams Two streams of blood pour down the sacrificial altar, across the floor, and down into the gaping maw below. All squares containing blood streams are an obstacle as below.

Blood Streams Level 1 Obstacle
Hazard XP 100

Hazard: These streams of blood are difficult terrain.
Detect –

Triggered Actions
The blood streams attack when a creature enters or begins its turn in one square of the blood. It also attacks when a creature stands up from prone in one of these squares.

Attack
Opportunity Action Melee
Target: The triggering creature
Attack: +5 vs. Reflex
Hit: 1d6 damage and the target falls prone, ending that action. If the target is already prone, it cannot attempt to stand up from prone again this turn. It can still take the Crawl action.

Countermeasures
✦ Acrobatics DC 8: With a successful check and a move action, a character can move into 1 square of blood without risk of falling. If the check fails or the character moves more than 1 square, the blood stream attacks.

✦ Acrobatics DC 12: With a successful check and a move action, a character can move at its normal speed across a blood stream without risk of falling. (The blood streams are still considered difficult terrain.) If the check fails or the character attempts to run or charge through blood streams, the blood stream attacks.

✦ Acrobatics DC 19: With a successful check, a character can run (move action) or charge (standard action) across blood streams without risk of falling. (The blood streams are still considered difficult terrain.) If the check fails, the blood stream attacks.

Loss Condition: If Gulthias reaches square A11/12, it escapes.



Gulthias crouches like a wounded feral beast beast beside a sputtering crystal pillar. "Yes, yes!" it hisses mockingly. "You probably win this day. But I like my chances of taking out at least one of you with me. Will it be you, champion of the forests? I smell your blood in the air! Or perhaps you, child, impertinent enough to wield my blade?"


1704826911118.png


Place your PCs in squares adjacent to the maw (now outlined with light grey squares) and roll initiative! Don't neglect the small changes I've made to the room's features (altar and necrotic pillars) and the added Loss Condition (above).

Initiative

Nemo, r18+5=23
Mylistra, r19+3=22
Jendi, r15+1=16
Gulthias, r7+4=11
Toriq, r2+1=3

ROUND ONE (ish)
1704834813833.png


NEMO
almost quivers with anticipation but listens to his inner Beppa who says to wait and be patient.

Delays his turn




Despite returning to this room of carnage, MYSLISTRA's prayers of thanksgiving for protection and deliverance continue, as the silvery blue light dancing around her calls witness to. She decides that Juniper's son can handle himself well enough, and so she leaps through space to be on hand to aid her daughter.

Arriving next to the young halfling - but well within reach of helping Toriq, should she so require - she decides to share with little Nemo some of her Lady's luck.


Minor: Sustain Moment of Glory

Move: Shadow Step: from L13 (adj to Jendi) to O12 (adj to Nemo)

Minor: Favor of the Gods on Nemo UEoMNT

LOCATION: O12
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 21/24
CURRENT DE/BUFFS: Resist 5 All UEoMNT MoG
SURGES: 2/7



JENDI stares longingly at the vampire's armor and retreats a few steps, pulling his Queen's dusky shadows around him. Looking at the shadows dancing around him, he smiles and looks up at Gulthias.

The warlock begins to move his arms as he remembers Maestro Aegnor doing in the Green Sirens Hall back in Blackstone. The Maestro would wave his arms and the orchestra's music would swell in reflection: the shadow of Jendi's tentacles provides the music here, and the movement of his arms encourage them to swell over the vampire and squeeze. Then, the Raven Queen's curse squeezes him just a little bit more.

* * *

As the warlock's spell begins to squeeze it, Gulthias resorts to its only means of escape: the vampire transforms into a vaguely humanoid cloud of mist and wafts slowly towards the altar.


Move: 3 squares from K12 to I15, TRIGGERS Shadow Walk Concealment

Standard: Shadow Tentacles ABU 1 w/in 10 vs. Gulthias: r14 +4 =18 vs. 15 Ref/Hit; Damage: r10 +4 + r4 WC = 18 Damage. TRIGGERS: Mist Form: Effect (No Action): Gulthias becomes insubstantial, gains fly speed 6, and can immediately shift up to his fly speed. Gulthias cannot attack in this form and can end this form as a minor action. G Shifts 2 squares S9 to U11 (limited by Slow).

LOCATION: I15, G in U11
DAMAGE TO ENEMIES: 18 to Gulthias
CONDITIONS TO ENEMIES: Gulthias cursed
CURRENT HP: 23/26
CURRENT DE/BUFFS: Resist 5 All UEoMNT MoG; Shadow Walk Concealment UEoJNT
SURGES: 2/8



As soon as NEMO sees the vampire turn into mist, he feels a pull within and falls into it. Turning inside and out, moving through space and time and whatever that just was, the halfling returns to himself next to the vampire's misty form, the ceremonial dagger in his hand.

Without a thought, Nemo stabs into the mist and feels it begin to solidify around the dagger. As the halfling yanks it out, the vampire's body returns, Gulthias holding himself in his stomach and glaring fiercely at the boy, then glancing up at the altar. Nemo instinctively moves to intercept him.


Minor: Raven Queen's Shroud's Daily Power: teleport adjacent to the target that bears the mark of the Raven Queen: Gulthias: teleport to U10

Standard: Sly Flourish Melee vs. Gulthias: r16 +9 +2 CA = 27 vs. 17 AC; damage: r4 +7 +r2,4 SA = 17/2 = 8 Damage to Gulthias

Move: Shift 1 square to V11

LOCATION: V11
DAMAGE TO ENEMIES: 8 to Gulthias
CONDITIONS TO ENEMIES: Gulthias no longer insubstantial
CURRENT HP: 18/24
CURRENT DE/BUFFS: Resist 5 All UEoMNT MoG; Favor of the Gods UEoMNT



It is so close. THE VAMPIRE can taste the blood on its tongue. Right there at the altar. And then the child is before it, stabbing with the ceremonial blade, forcing it back into corporeal form. Interference from the Lord of Undeath's nemesis!

"Stand right there, little one. I have always wanted a son. Join me in darkness, and I shall be unlike any father you have ever known!" But the vampire knows its words fall on deaf ears, that its last moments of unlife will be these pitiful words, uttered to a child half its size in a desperate attempt to save its waning night.

Feebly, it steps towards the altar.


Starts turn: Rolls to Recharge Words of Beguilement, r5. Recharges.

Standard: Word of Beguilement CBL3 V-X/10-12, ATK vs N, r2+6=8 vs 12 Will. Miss.

Move: Shift 1 square, U11 to V12

Ends turn: Save vs Slowed, r9+2=11. Succeeds.

LOCATION: V12
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 8/84 BLOODIED
CURRENT DE/BUFFS: Cursed, Words of Beguilement on cooldown, Necromantic Surge & Mist Form exhausted.




TORIQ thinks to herself, <For Dryope and her grove ... for ALL the guardians of the Ruby Spire ... for everyone.>

As the warden steps toward the vampire, her steps seem inevitable, gradually gaining weight and speed, until she is screaming and running at Gulthias. Her sword cleaves his head from the rest of his body and turns instantly into the skull it should always have been. His body crumples within its armor to the ground.

As the others gather around her and the halfling, both staring down at the armor amidst the pile of ashes and shards of bone, Toriq's brows furrow. She looks up at her brother. "Is this what you came for?"


Move: 6 squares from M10 to S11

Standard: Charge ATK vs. Gulthias: move 2 squares from S11 to U11; ATK: r10 +7 +1 Charge = 18 vs. 17 AC/Hit; Damage: r6 +4 = 10/Gulthias KILLED

LOCATION: U11
DAMAGE TO ENEMIES: 10 to Gulthias/KILLED
CONDITIONS TO ENEMIES: na
CURRENT HP: 15/30
CURRENT DE/BUFFS: Resist 5 All UEoMNT (MoG); Resist 5 Cold, +1 AC, & squares w/in 2 of T = DT for enemies EoE (FoWH)
SURGES: 2/10
 
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darkbard

Legend
Encounter (Combat + Skill Challenge) Successfully Resolved.

Rewards: Combat Encounter:
Gulthias (L3 Elite Controller (Leader)) 300 XP, Abyssal Portal Hazard (L3 Hazard) 300 XP, Grasping Zombie (L1 Brute) 100 XP, 5 Decrepit Skeletons (L1 Minion Skirmishers) 125 XP, Blood Streams (L1 Hazard) 100 XP + Completed Quests Jendi's Minor Quest (recover the Armor of Dark Majesty) 100 XP, Toriq's Minor Quest (Rid Dryope's grove of malevolence) 100 XP= 1125 XP/4 PCs = 281.25 XP/PC, let's call that 280/PC.

Treasure:
Leather Armor of Dark Majesty +1, a Ritual Book containing one 1st level and one 2nd level Ritual (player’s choices), a brass mug with jade inlay (80 gp), and a gold ring set with bloodstones (100 gp) (Parcels 1.2, 1.6, 1.7)

Take a Short Rest. Mylistra has one use of Healing Word remaining from the combat, which you may make use of before this Short Rest.

You've discussed your desire for (1) an Extended Rest and (2) cleansing this corrupted place of its evil taint. Since we've already established that your Extended Rest must be made in the wilderness somewhere, ie before returning to Ravenswood, it makes sense to roll the latter into the former. So the overarching framework will be as follows:

L3 (due to threat level of this location, established by ghoul, deathlock wight, and vampire necromancer) C1 Skill Challenge (4 Successes before 3 Failures, 1 Secondary Skill, DCs 9/13) to establish safe camp/haven in dangerous territory featuring these 4 stock obstacles (and any twists if failures):

✦ Ensure low danger.

✦ Locate/create shelter/concealment.

✦ Locate/create amenities (food/water/fire supply via hunting/foraging/survivalism etc).

✦ Quartermaster/stewardship of supplies/setup.

That first obstacle, however, will itself be an embedded Skill Challenge, L3 C2 (6 Successes before 3 Failures, 1 Hard DC, 2 Secondary Skills, DCs 9/13/21) to ensure low danger in this desecrated place.

Write a short post with mechanical details of Surges, HPs, current XPs and progress towards L2, Ritual choices for Treasure reward (above), etc. and fiction as a transition from combat to the opening of the first obstacle in the SC (how you intend to go about cleansing this place of its evil, specifically: one task to start; I'll take it from there, pending outcomes of your various moves). I will then frame that obstacle for your response.

Consider, too, any additional Quests, Minor or Major, that have emerged for your PCs. Currently outstanding:

✦ Mylistra: Help Elena escape her father (Minor)

✦ Nemo: Free Cousin Beppa from prison (Minor)
 
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