Summer's End Delve (Party 1)

Victim

First Post
[sblock]My position is fine with me.

However, the formation as a whole does leave us A) bunched up and B) vulnerable to rear attacks. Moving the wizard to the middle and adding a row of dead space between each rank might be good.[/sblock]
 

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Charwoman Gene

Adventurer
[sblock=ooc]If you have not read the adventure, Here is a generic intro. Some of you clearly by your IC intros have at least read the setup and that's OK.[/sblock]
Jelendra, a tulani of summer, has gathered a small following of dark fey creatures to help her get revenge against the Highridge Arcane eladrin elders. When they had the nerve to question her interest (they called it “obsession”) in the destructive power of the Wild Hunt, Jelendra flew into a rage and stormed out of the Highridge Arcane. Now, she controls a fane to an ancient spirit of the Wild Hunt.
Not knowing what became of her, the elders ask the adventurers to find Jelendra. “Let her know that she is missed, and we want her to return home,” one elder says.

You have all tracked Jelendra through rumors and eyewitness sighting to an ancient faerie mound. A tunnel leads downward.

The narrow tunnel widens into a staircase of stone that descends into a large, mist-filled chamber. While the floor of the chamber is made of worked stone, the walls and ceiling appear to be hard-packed dirt. Across the chamber, the mist shrouds two large trees.
[sblock=Thom,Lianiad,Aethan]Even though no wind blows, the tree branches occasionally move.[/sblock][sblock=Features]Features of the Area
Illumination: Dim light shines from luminescent mold growing on the walls and ceiling.
Ceiling: The ceiling in this area is 30 feet high.
Cauldron of Mist: Mist spills from the vessel to fill the room.
Rubble: A pile of broken rock on the side of the chamber opposite the cauldron is difficult terrain
and is tall enough to provide cover.[/sblock]

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Entering the chamber, you have an uneasy feeling and feel a rush of wind, but only a few of you have a chance to react.[sblock=Initiative]Thom,Whirlwind,Aethan,Varis,Lianiad,Monsters
(1d20 10=17, 1d20 13=26, 1d20 13=30, 1d20 8=10, 1d20 19=24, 1d20 11=17)

Thom, Aethan, Lianiad beat the Monsters[/sblock]OOC: Thom, Aethan, and Lianiad all have the option to get in a round of actions.
 

Redclaw

First Post
" 'Ware the trees!" With a shout of warning, Thom points his hammer at the nearest one and releases a sharp spear of light at it. The human warrior next to Thom feels the strength of Kord infuse his body with added vitality. Thom steps past the warrior and readies his shield near the pile of rubble.

[sblock=ooc] Standard Action: Assuming the moving trees are a threat, Sacred Flame at the one directly across from Thom, hits AC 35 for 14 damage, and Whirlwind gets 14 temporary hit points.
Move Action: move 3 squares down.[/sblock]
 

Annalist

First Post
Aethan peered cautiously into the mist-enshrouded chamber. What is this place? he wondered. It was eerily silent, except for the sporadic rustling of branches coming from the two trees at the opposite end of the room. He knew that this was supposed to be Jelendra's lair, but it just didn't strike him as an ideal base of operations. A tower is a much better choice, he thought. Of course, he was somewhat biased in the matter.

Redclaw said:
"'Ware the trees!"
Slightly startled by Thom's shout, Aethan shrugged deeper into his Shadowflow Armor allowing its inky tendrils to obscure his presence, and edged a little further into the room. He wasn't particularly brave but he did want to get a better view of things. Ew, gross, he shuddered, finally realizing that the area's source of illumination was glowing mold. Someone needs to blast a hole in the ceiling to let some sunlight in, he scowled. He felt tempted to do it himself, but the thought of tons of earth crashing down atop his head gave him pause. Maybe later.

In any case, it appeared that some trees required blasting instead. Luckily, Aethan was more than up to the task. If shooting first and asking questions later was good enough for the priest, then it was good enough for him. Drawing upon the whirling arcane forces surrounding him, the young Stormbringer unleashed a raging wall of fire across the trees' path.

Not bad, he thought smugly.

[sblock=Round 1]Minor: Gain concealment from Shadowflow Armor until the start of Aethan's next turn.
Move: Move to the yellow square on the map.
Standard: Cast wall of fire all along the red squares on the map.

enc1.jpg
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Nac Mac Feegle

First Post
Even as Thom fires his spear of holy fire, Lianiad's matches it with an arrow of his own, the shaft hitting mere inches from the scorchmark the warrior-cleric left. Not bothering to speak, as it seems like his companions are handling themselves alright, the elf steps smoothly forwards to take up a position behind Thom and fires another trio of arrows with unbelievable speed.

[sblock=OOC]
Immediate Reaction: Combined Fire to attack Thom's target, hit AC 34 for 25 damage.
Move: Move to behind Thom (Phasing bow ignores cover)
Minor: Hunter's Quarry vs. Thom's target
Standard: Triple Shot hits ACs 38, 30, 34 for 33, 20 and 19 damage.
[/sblock]
 


Charwoman Gene

Adventurer
The trees seem to grow faces and pull their too-human hands out of their canopies as they react in fear to the flames. As they do, two creatures which look as if they are twisted mockeries of humans and bird become visible when the concealing branches move. There feathers seem to drip with a watery liquid. You can also see two more fly out of concealed corners of the room. The two harpies that were nestles in the treants branches scream as they feel they pain of passing through the flames. The harpies surround your tight knit party and breathe out a spray of stinging acid. Aethan ducks down, and is unimpeded, Whirlwind takes an unlucky hit that does not much more than rob him of vision, but Thom and Lianiad feel the burning acid all over their bodies.

The harpies are "singing", making a horrible screeching noise and the wind from their breath and their wings has whipped up a huge cloud of acid throughout much of the room.

The Treants lunge forward desperately breaking off burning minor branches. The treants manage to put themselves out before your counter attack.
They both gesture and the floor, walls and ceiling are invaded by huge roots from the forest above, the roots writhe wildly about, attacking you all. The Treants own roots make the area around the hard to navigate as well.

[sblock=Monster Rolls]Harpies spend a move action to move.Harpy Wall of fire h2,h3 (3d6 11=22, 3d6 11=20)
Harpy death cloud
Whirlwind, Aethan, Thom Lianid;Ref 30,31,27,31 (Blinded Save Ends)(there are 16 rolls, 4 from each harpy) (1d20 20=34, 2d8 6=16, 1d20 20=26, 2d8 6=11, 1d20 20=25, 2d8 6=16, 1d20 20=36, 2d8 6 =17, 1d20 20=27, 2d8 6=22, 1d20 20=22, 2d8 6=15, 1d20 20=31, 2d8 6=17, 1d20 20=29, 2d8 6 =12, 1d20 20=23, 2d8 6=16, 1d20 20=25, 2d8 6=14, 1d20 20=39, 2d8 6=13, 1d20 20=40, 2d8 6 =17, 1d20 20=28, 2d8 6=16, 1d20 20=26, 2d8 6=21, 1d20 20=30, 2d8 6=15, 1d20 20=39, 2d8 6 =13)
Whirlwind 1 hit for 16 (Blinded)
Aethan 0 hits
Thom 3 hits for 17+13+15=45 (Blinded)
Lianiad 3 hits for 17+22(crit)+13=52 (Blinded)
1d20 20=34, 2d8 6=16, 1d20 20=26, 2d8 6=11, 1d20 20=25, 2d8 6=16, 1d20 20=36, 2d8 6 =17
1d20 20=27, 2d8 6=22, 1d20 20=22, 2d8 6=15, 1d20 20=31, 2d8 6=17, 1d20 20=29, 2d8 6 =12
1d20 20=23, 2d8 6=16, 1d20 20=25, 2d8 6=14, 1d20 20=39, 2d8 6=13, 1d20 20=40, 2d8 6 =17
1d20 20=28, 2d8 6=16, 1d20 20=26, 2d8 6=21, 1d20 20=30, 2d8 6=15, 1d20 20=39, 2d8 6 =13
The brighter purple is the overlapping acid blasts, the fainter is the aura.

Treants: Move
t1, t2 fire start, fire cross, save against fire (1d6 11=12, 3d6 11=24, 1d20 2=10, 1d6 11=15, 3d6 11=21, 1d20 2=16)both save
Standard: Awaken Forest - area burst 3 at i1 and k1 sustain minor repeats attack
T1 zone i1 1d20 V,W,A,L,T Ref (1d20 21=29, 1d10 7=11, 1d20 21=26, 1d10 7=15, 1d20 21=28, 1d10 7=9, 1d20 21=24, 1d10 7=17, 1d20 21=23, 1d10 7=12)
T2 zone k4 1d20 W,A,L,T Ref (1d20 21=40, 1d10 7=12, 1d20 21=30, 1d10 7=17, 1d20 21=41, 1d10 7=12, 1d20 21=24, 1d10 7=13)
Varis Hit 11
Whirlwind Hit 12
Lianiad Crit 17
Aura 2 On treants, difficult terrain.
[/sblock]
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PC Status: (aura acid damage already applied)
Thom 55/110(55), 8/8(27); Bloodied, Blinded(Save ends); AP 1
Aethan 81/91(45), 7/7, 22; AP 1
Whirlwind 103/141(70), 13/13(35); Blinded(Save ends); AP 1
Lianiad 53/132(67), 8/8(33); Blinded(Save ends), Bloodied; AP 1
Varis 111/132(67), 8/8(33); AP 1

Enemy Status:
Treant 1 hp 186/316; Injured; Hunter's Quarry
Treant 2 hp 280/316; Injured
Harpy 1 hp 118; OK
Harpy 2 hp 96/118; OK
Harpy 3 hp 98/118; OK
Harpy 4 hp 118; OK

[sblock=enemy stats]Treant HP 316(158) AC 32; Fortitude 32, Reflex 27, Will 32 Vulnerable fire (ongoing 5 fire damage[save ends] when damaged by fire).

Windrage Harpies HP 118(59) AC 27; Fortitude 27, Reflex 26, Will 27 Resist 10 acid
Windrage Song (Acid) aura 10; an enemy that starts its turn in the aura takes 10 acid damage (deafened creatures take 5 acid damage).
[/sblock]
 
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Redclaw

First Post
Hissing in pain and suddenly blinded, Thom realizes the seriousness of the situation. He calls on Kord's blessing to hallow the ground beneath them, aiding the strength of his companions as they seek to defeat the treants and harpies. He also uses the healing abilities Kord has granted him to help Lianiad recover from his injuries.

[sblock=ooc] Standard Action: Hallowed Ground. Close Burst 5 zone, +2 to saving throws and all defenses, +3 to attack rolls while in the zone, which persists until the end of the encounter.
Minor Action: Healing Word on Lianiad, +19.
Also, please note that Bloody Tenacity, which kicked in at the beginning of his turn, as that's when the acid damage knocked him to bloodied, gives Thom a +2 bonus to all defenses in addition to Hallowed Ground, as it's untyped.
And Lianiad and Aethan are currently benefiting from Phalanx Warrior, giving them a +1 Shield Bonus to AC.

Saving throw fails[/sblock]
 

Nac Mac Feegle

First Post
Reeling from the waves of acid, Lianiad falls back, accepting an attack from the Harpy to get out of the dangerous middle of the room. Pausing for a moment, he centers himself and looses a single arrow, guided not by his acid-spattered eyes but by his memory of the room and his instincts. He smiles, satisfied as he hears a solid "thunk" and wipes his eyes clear.

[sblock=OOC]
Recover 52hp from Healing Word.

Move: Move to H0 (+2 to AC vs. OAs from Defensive Mobility, +2 from hallowed ground)
Minor: Designate Nearest Harpy as Quarry (may have up to 5)
Standard: Hawk's Talon ignores Concealment (so no penalty from blindness) hits AC 42 for 36 damage.

Save vs. Blindness (1d20=15)
[/sblock]
 
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