The chamberlain, the king, and the dragon (drobe)

Here's my question: Who do the quicklings serve?

As the quicklings whiz by Lucann pays them no heed.
OAs: 1d20+12=16, 1d20+12=16

As the insects and spider bite upon his skin, Lucann grits his teeth. His sights remain firmly on the dryad. Undaunted by Quinn's treachery Lucann spurs into action. Propelled by Sehanine's grace, Lucann moves with such determination and speed that it seems as if he has appeared out of nowhere. He lunges quickly, at his former lover with the unerring accuracy. A tear falls down his cheek as blood trickles down her cheek - evidence of Lucann's spear.

Reaching into his inner reserves and faith in Sehanine, Lucann reels his Spear of Oaths Fulfilled back in and whirls it around in a circular motion. With grace and control he makes a decisive cut to both the dryad and Quinn's midsections, but is careful to ensure the wounds are not mortal.

Touched by Sehanine's warmth the poison spreading through Lucann's veins dissipates. He addresses both Quinn and the dryad: "I care for both of you. Can't you see that the path you walk has diminished you? Please stop this. I don't want to hurt either of you any further."

He turns inward to the forest of his heart: "My lady, if you care for me, watch over my friends. Turn them from this path. I don't think I could bare this life without them."



Angelic Alacrity (standard action) vs. AC:1d20+17=24, 1d20+17=34 He has shifted to F10 prior to the attack.
Elven Accuracy(free action) on Angelic Alacrity: 1d20+17=26, 1d20+17=28 Damage: 2d10+16=34
Defining Cut (action point)
  • vs. Dryad vs. AC: 1d20+17=18, 1d20+17=31 Damage: 3d10+8=27
  • vs. Quinn vs. AC: 1d20+17=33, 1d20+17=36 Damage: 3d10+14=34

    Until the end of my next turn the first time Quinn and the dryad make an attack that is not a basic attack they take 10 damage.
    If Deadly Calm is no longer in effect both Quinn and the Dryad take 6 less damage.

    Save vs. Ongoing Damage: 1d20=19

    Damage Taken: 14+19+5 (Ongoing Poison Damage) = 38
    hp:54/92
    Surges: 7/8
    AP:0

    Dazed until the end of Quinn's next turn.

    Edit: Might have to change. Thought Quinn had pulled Lucann to the swarm.
 
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Here's my question: Who do the quicklings serve?

They would appear to be Unseelie Agents in the service of the Dryad.

Round 2

Everyone is in their same position except Lucann begins in G11, adjacent to Quinn, dazed until the end of Quinn's turn (and will have saved against the poison afterward) but at least away from the deadly stings of the swarm.

Actions:

- Quicklings:

The Quicklings dart out of the knee/thigh high flora again, quick as lightning. The shadowy gloom back there makes their movements and the swaying of the plant-life all but beyond your human sight Quinn. As they emerge, the explode into action, again strafing Lucann. His elven eyes are far too keen and he easily tracks their movements (your passive Perception is sufficient this round but daze equals CA anyway so they have + 2). The torpor of the spell (daze condition) prevents him from bringing to bear his greatspear to parry their daggers and needle-like fangs (and prevents OAs this round). However, his faith is a tangible thing, manifesting in Divine warding that armors him, intercepting the blows *. It may even be more potent in this holy place. They disappear in the gloom and the foliage just as before.

* Quick Cuts @ rolls 9 and 10 + 15 apiece (24, 25) versus AC 30; 2 misses.

- Lucann:

As outlined, however, addendum when you enter F10:

An exposion of foliage from the tree to Lucann's left betrays a disgustingly elongated arm with a grotesque hand on the end of it. The appendage attempts to grasp Lucann by the torso and pull him toward the waiting embrace of the horrible Bramblethorn. Malevolent, predatory eyes stare back at him from the darkness within the tree. Fortunately, his divine-imbued speed foils its angle of pursuit, causing it to grasp nothing but air * .

* Choking Tentacle @ roll 8 + 17 (+ 2 for CA) due to daze = 27 vs 30 AC; miss.

Angelic Alacrity (standard action) vs. AC:1d20+17=24, 1d20+17=34 He has shifted to F10 prior to the attack.
Elven Accuracy(free action) on Angelic Alacrity: 1d20+17=26, 1d20+17=28 Damage: 2d10+16=34
Defining Cut (action point)
  • vs. Dryad vs. AC: 1d20+17=18, 1d20+17=31 Damage: 3d10+8=27
  • vs. Quinn vs. AC: 1d20+17=33, 1d20+17=36 Damage: 3d10+14=34

    Until the end of my next turn the first time Quinn and the dryad make an attack that is not a basic attack they take 10 damage.
    If Deadly Calm is no longer in effect both Quinn and the Dryad take 6 less damage.

    Save vs. Ongoing Damage: 1d20=19

    Damage Taken: 14+19+5 (Ongoing Poison Damage) = 38
    hp:54/92
    Surges: 7/8
    AP:0

    Dazed until the end of Quinn's next turn.

    Edit: Might have to change. Thought Quinn had pulled Lucann to the swarm.

So 61 damage on the dryad, yes?

As to Deadly Calm, it would typically only last until the end of the encounter/scene. However, in the initial Action Scene, it basically just served as background color having no actual mechanical effect. I'm not going to charge you for background color when you didn't invoke it for mechanical effect. Given this is a new scene, however, you would need to spend a minor action to deploy it. Why don't we just assume that you spent your minor action on it in the 1st round rather than Loyal Sanction. LA didn't have any mechanical usage and it seems you were working off the premise that DC was active and didn't require action economy to deploy. Lets just go with that.

FYI @Campbell - Ending your turn within 2 squares of the Dryad costs you 5 HP (necrotic damage) as grotesquely shaped thorns jut out from the creature, dripping with necrotic, black ichor threaten to skewer you. You dodge the worst of it but the pungent aroma of death assaults your senses, the promise of death momentarily taking your morale.

- Dryad:

The Unseelie reels from the elf's assault and is enraged by its solemn tear rather than moved (it failed its save versus your Divine invocation again this round so it continues to take - 2 defenses versus Divine Imp attacks). It screams as its wooden flesh is torn asunder repeatedly, the burning radiance of the last wounds still sizzling on its sickly black, thorn-armored exterior. It grins a sick grin of rage, a mad gleam in its black eyes, uncaring for the destruction it is about to sow and the destruction it will take in turn. As it pulls power directly from its dark patron, the movements of the shadow invocation rend its flesh further where Lucann has opened it (10 damage for non-basic attack). Swarming Shadows engulf the area around Lucann and Quinn, their unnerving howls bringing a chill down the spine of the most hardened warrior. Wanting to feel the warmth of fresh blood spilled on its face, the creature engages Lucann in mortal combat (moves to G9) and unleashes a fury of primal and shadow magic. Simultaneously, one of the hungry swarms moves in for the kill...

Standard Action: Swarming Shadows:

vs Lucann (9 + 15 = 24 vs 23 Will; hit) - 15 cold damage.
vs Quinn (10 + 15 = 25 vs 27 Will; miss)

Effect (Zone): Ranged Burst 2 centered on G11 (5 * 5 around it - I'll update the map next go around). The burst creates a zone until the end of the encounter. Any creature that starts its turn within the zone takes 5 cold damage and is slowed (save ends).

Move Action: Moves 1 square to G9
Action Point: Thorny Vines and Shadow Claws combo + Wrath of Nature Trait (allied enemy takes a standard action - Swarm will move to Lucann's square)

Thorny Vines

vs Lucann (12 + 17 = 29 vs 29 AC; miss)

Shadow Claws

vs Lucann (16 + 15 = 31 vs 21 Ref; hit) 12 cold damage, and Lucann is immobilized and takes a -2 penalty to attack rolls until the end of the dryad’s next turn.

Wrath of Nature

One of the roiling Swarms (S2) crawls over each other, as one, slow death in the way of a thousand bites and stings gathers at Lucan's feet (in F10).

- Venemous Swarms

The Swarms, as a hive mind, move in as one against Lucann. Some sinister, unknowable voice guides them toward their prey.

S2 Standard Action: Fangs and Stingers:

vs Lucann (natural 1)

- The Zone AoE causes S1 to take 15 cold damage (vuln 10 AoE + 5 for starting turn in zone) and it is slowed (save ends).

S1 Move Action to G10 (This will put you in its aura @LostSoul causing you 8 poison damage at the beginning of your turn).

S2 Standard Action: Fangs and Stingers:

vs Lucann (4 + 15 + 2 for CA due to daze = 21 vs 21 Ref; hit) 9 Poison damage and 5 ongoing poison damage (save ends).

- Quinn you are up. Remember, 8 poison from swarm aura, 5 cold damage from Swarming Shadows and slow (save ends).

After you are done, we are going to need to hold until the Action Scene with the King's Fate is worked on. The earliest Thurgon and Theron can arrive is the beginning of round 3 (if 3 things go correct in a row) with the latest being round 5. Pemerton seems a wee bit MIA right now so we may be a few days in wait so just stand by after LostSoul commits to his action here.

FYI for any onlookers, as you can tell, this is an extremely deadly fight. This is a BBEG fight which is the equivalent of a n + 4 level encounter for 3 PCs (Lackey included). Deadly but doable for PCs loaded to bear with most of their dailies, APs, and most of their surges. Given the 1st two rounds (down to 2 PCs, losses in the action economy game and friendly fire!) we may be looking at a TPK! If the King dies upstairs we would have a clean sweep for the bad guys! Maybe Lucann and Quinn can rally or hold out until Thurgon and Theron arrives. Not looking good for the good guys. Maybe Lucann dies and Quinn convinces the dryad to betray the dragon and forgo its onslaught of the city. Stay tuned...
 
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Questions: How much backstory authority to I have? I have an idea to use Visions of Avarice on the dryad to present an image of Sehanine forgiving her. Which might provide us with leverage to turn this fight into a parley. Would that be considered an automatic failure, since I'm targeting the dryad? Could I potentially pull it off if I set it up with another action first? Is it even possible, given that I don't know what she'd see with Visions of Avarice (or perhaps that'd be the result of failure - what I present isn't what she wants)?

Should I even be asking these questions, since they're "metagame", outside of Quinn's knowledge? (The answers to these should help illuminate "indie" play!)

My end goal is pretty similar to Lucann's - I want her to repent, cast aside her patron, and I'll take on her pact responsibilities, if not its boons.
 

Questions: How much backstory authority to I have? I have an idea to use Visions of Avarice on the dryad to present an image of Sehanine forgiving her. Which might provide us with leverage to turn this fight into a parley. Would that be considered an automatic failure, since I'm targeting the dryad? Could I potentially pull it off if I set it up with another action first? Is it even possible, given that I don't know what she'd see with Visions of Avarice (or perhaps that'd be the result of failure - what I present isn't what she wants)?

You certainly have enough to attempt something like this.

Should I even be asking these questions, since they're "metagame", outside of Quinn's knowledge? (The answers to these should help illuminate "indie" play!)

Well, these are the sort of conversations that go on at my table galore in various games (D&D 4e included) so they certainly facilitate the style of "indie" play I'm familiar with. Propositions are made by players or offers are made by GMs. We sort it out mechanically and roll the dice to see what happens!

I think here, your application of Visions of Avarice is pretty awesome. Perhaps Quinn has enough control over his magic to make something like this happen. Here is what I'm thinking and you tell me what you think. You're at 2:1 and you need to be at 6 before you hit 3 failures.

If you want to try to make this happen with your Daily expenditure of Visions of Avarice, how about this proposition; If you are successful at an Arcana check against the Hard DC (28) and then successful at your Attack vs Will (26), you can shape this spell to your liking (as you have devised above) and it won't cause the aggressive effective of VoA. I'll give you 2 successes in this challenge if you can pull it off. If you fail on that Arcana check its basically all bets are off. You're casting the offensive version of VoA and attacking the Dryad. You're KoS just like Lucann in that scenario.

If you are indeed successful, you could expend Emerald Eye as your Minor Action beforehand (+5 Insight and + 2 attacks versus Will). You can then spend an AP for a standard Action and then attempt something else (perhaps Insight + 5...or Suggestion is available again as its a new scene). Successes there would put you at 5 of your required 6 and then next round you could try to resolve the issue peaceably with a final success. Given how escalated are, the severity of what you're asking for, its going to be very difficult for me to imagine anything lower than the Hard DC. So you're pretty much looking at DC 28 from here on out. Let me know your thoughts and make a counter-offer if you'd like.

My end goal is pretty similar to Lucann's - I want her to repent, cast aside her patron, and I'll take on her pact responsibilities, if not its boons.

Yup, I gotcha.
 
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Just ruminating on this mechanically and extrapolating a potential future, I think this would potentially be a future outcome:

1) You're successful in your Skill Challenge and the Dryad's current ethos is shattered. She seeks atonement and exorcism of the dark pact that binds her to this fate.

2) The two holy men (Lucann and Thurgon) would have to perform a successful exorcism and atonement Ritual (another Skill Challenge) to purge her.

3) If there must be a host to take on the parasite of this pact burden, it could be you. We would retcon your Theme to Unseelie Agent and your Paragon Path to Darkwalker, Dark Reckoner or Disciple of Razaundra (or perhaps the Queen of Air and Darkness...or something Llolth-worthy) as you take on this burden.

4) The dryad would be turned into a companion character in the groups' service for a period as the penance/atonement process resolves itself.

5) Then you would have to deal with a very angry Red Dragon that has been betrayed and a loose army (and perhaps a Kingless city!).
 

Sorry all, I've been (and still am) marking exams, and when I get online I've been sucked into the vortex of damage-on-a-miss.

"Leave this place," he says, "and go in peace." He points to a set of stairs at the edge of the gardens; stairs that only exist in his mind.
Ouch! I think it's good that Thurgon didn't see this.

I haven't read the rest of your combat yet, but will do so once I post this.

Pemerton, if you want to compose a princess build Warlord or companion character derivative for Blaine and run it, let me know please.
Blaine is not a companion character. At best he gives a +2 bonus to Diplomacy in courtly circles, and to History checks involving my order and its noble affiliates. (Like the valets and scribes from the back of Mordenkainen's Magnificent Emporium.) My plan is that he not get killed. (Which means, given my skill challenge rolling to date, I hope he's paid for his funeral plan!)

Thurgon finds himself on a battlefield. You appear to be a battle captain in the King's army, embedded in viscious hand to hand combat with a terrible foe. You see the King leading the charge on your flank...but something is...off. Something is terribly wrong here and the battle isn't going in the direction it should be...or some important detail is slightly askew. What is this battle? What is wrong? Why is it so afoul of the real world account? The King is being pressed on all sides. The answer must come and come quickly.
This battle isn't a real battle. It's a battle of the heart. (Like when Lancelot stabs himself while sleeping in John Boorman's Excalibur. Or when Jean Grey "timeslips" under Mastermind's influence.)

This dark fey is trying to change our hopes and memories. Instead of remembering the king's successful charge against the armies of chaos (can they be gnoll armies? I like the idea of this king as a version of Elidyr of Nerath) - which kept the city and its homeland free even though Adir and other marchertowns had fallen - the enemies now want us to remember the Battle of Nine Sons as a defeat. To believe that there never was a time when righteous strength had triumphed.

Luckily my memory is sound. I have the advantage of having heard the old men of the court - who rode alongside the then-young king, and his 8 brothers - speak of the battle when I was a boy. And later I read the chronicles that were preserved in the Iron Tower. I still remember the description of the the bold knights forming a wedge and riding their magnificent chargers through the unruly ranks, driving deep to reach its monstrous heart. [Thanks Robert J Schwalb, Dragon Magazine Annual p 11.]

If I now am living the experience of one of those old men, and facing a great demon before me as I lead my cohort of knights and sergeants in the charge towards the heart of the gnoll army, I will recall those accounts I heard and read and live the truth, not some lie. (History check: +13 skill, +16 on the d20, for 29 vs Easy (? for advantage) DC.) With Honour and Glory (+2 power bonus to attack rolls of adj allies) my men and I will defeat this demon, who was not there when this battle really happened (NB those who flank it with me also gain a +1 power bonus to attack it as I Draw the Eye of Friend and Foe). And having defeated it, we will take our places next to the king and continue on to victory.

Assuming that my History check is successsful, I then want to use my Religion check from earlier, if it's still "alive", to try and cut off the Night Hag's access to these chaotic phantasms, and force her to confront us in the flesh. The Lord of Battles favours open confrontation and scorns those who rely upon subterfuge.

At which point I believe that Theren and I will have the advantage - do you agree [MENTION=27570]sheadunne[/MENTION]?
 

Sorry all, I've been (and still am) marking exams, and when I get online I've been sucked into the vortex of damage-on-a-miss.

A beast far more ghastly than any mere Unseelie Dryad Warlock Assassin and its dark fey minions!

Ouch! I think it's good that Thurgon didn't see this.

I haven't read the rest of your combat yet, but will do so once I post this.

Agree! I'm curious how this will ultimately resolve itself. I'm hoping that Quinn is successful in his efforts.

Blaine is not a companion character. At best he gives a +2 bonus to Diplomacy in courtly circles, and to History checks involving my order and its noble affiliates. (Like the valets and scribes from the back of Mordenkainen's Magnificent Emporium.) My plan is that he not get killed. (Which means, given my skill challenge rolling to date, I hope he's paid for his funeral plan!)

His Life Insurance plan specifically excludes suicide so I think his poor family is going to be penniless after he joined up with you guys.

This battle isn't a real battle. It's a battle of the heart. (Like when Lancelot stabs himself while sleeping in John Boorman's Excalibur. Or when Jean Grey "timeslips" under Mastermind's influence.)

This dark fey is trying to change our hopes and memories. Instead of remembering the king's successful charge against the armies of chaos (can they be gnoll armies? I like the idea of this king as a version of Elidyr of Nerath) - which kept the city and its homeland free even though Adir and other marchertowns had fallen - the enemies now want us to remember the Battle of Nine Sons as a defeat. To believe that there never was a time when righteous strength had triumphed.

Luckily my memory is sound. I have the advantage of having heard the old men of the court - who rode alongside the then-young king, and his 8 brothers - speak of the battle when I was a boy. And later I read the chronicles that were preserved in the Iron Tower. I still remember the description of the the bold knights forming a wedge and riding their magnificent chargers through the unruly ranks, driving deep to reach its monstrous heart. [Thanks Robert J Schwalb, Dragon Magazine Annual p 11.]

If I now am living the experience of one of those old men, and facing a great demon before me as I lead my cohort of knights and sergeants in the charge towards the heart of the gnoll army, I will recall those accounts I heard and read and live the truth, not some lie. (History check: +13 skill, +16 on the d20, for 29 vs Easy (? for advantage) DC.) With Honour and Glory (+2 power bonus to attack rolls of adj allies) my men and I will defeat this demon, who was not there when this battle really happened (NB those who flank it with me also gain a +1 power bonus to attack it as I Draw the Eye of Friend and Foe). And having defeated it, we will take our places next to the king and continue on to victory.

Assuming that my History check is successsful, I then want to use my Religion check from earlier, if it's still "alive", to try and cut off the Night Hag's access to these chaotic phantasms, and force her to confront us in the flesh. The Lord of Battles favours open confrontation and scorns those who rely upon subterfuge.

At which point I believe that Theren and I will have the advantage - do you agree @sheadunne ?

Awesome. You guys are at 11:1. [MENTION=27570]sheadunne[/MENTION] The beast is reeling from its abrupt exorcism from the King's mind and the moralizing of the poor man despite the dark fey's twisted efforts. You have a + 2 from pemerton's support action and advantage. Your effort here is at the easy DC (14 for a skill or 25 for an attack vs AC).

If Theron strikes him down, the king will awake. Will his first action be:

1 - To shout worriedly for the Queen?

or

2 - To roll out of bed and try reflexively to don his armor (fumbling terribly from his condition) calling incoherently for his squire from days gone by?

Either of you tell me what he does and then tell me your collective response.
 

If you want to try to make this happen with your Daily expenditure of Visions of Avarice, how about this proposition; If you are successful at an Arcana check against the Hard DC (28) and then successful at your Attack vs Will (26), you can shape this spell to your liking (as you have devised above) and it won't cause the aggressive effective of VoA. I'll give you 2 successes in this challenge if you can pull it off. If you fail on that Arcana check its basically all bets are off. You're casting the offensive version of VoA and attacking the Dryad. You're KoS just like Lucann in that scenario.

If you are indeed successful, you could expend Emerald Eye as your Minor Action beforehand (+5 Insight and + 2 attacks versus Will). You can then spend an AP for a standard Action and then attempt something else (perhaps Insight + 5...or Suggestion is available again as its a new scene). Successes there would put you at 5 of your required 6 and then next round you could try to resolve the issue peaceably with a final success. Given how escalated are, the severity of what you're asking for, its going to be very difficult for me to imagine anything lower than the Hard DC. So you're pretty much looking at DC 28 from here on out. Let me know your thoughts and make a counter-offer if you'd like.

Tell you what, if you can get to 5 successes through an effort like this (3 successes at the hard DC with Insight involved), and either you or Lucann [MENTION=16586]Campbell[/MENTION] can find a way to truly comfort her for the final success, I will let the final effort be at the Medium DC rather than the Hard.
 

At which point I believe that Theren and I will have the advantage - do you agree [MENTION=27570]sheadunne[/MENTION]?

Agreed.

[MENTION=27570]sheadunne[/MENTION] The beast is reeling from its abrupt exorcism from the King's mind and the moralizing of the poor man despite the dark fey's twisted efforts. You have a + 2 from pemerton's support action and advantage. Your effort here is at the easy DC (14 for a skill or 25 for an attack vs AC).

If Theron strikes him down, the king will awake. Will his first action be:

1 - To shout worriedly for the Queen?

or

2 - To roll out of bed and try reflexively to don his armor (fumbling terribly from his condition) calling incoherently for his squire from days gone by?

Either of you tell me what he does and then tell me your collective response.

I think Theren will confront the hag with a spear thrust. 19+13=32.

The king awakes and attempts to don his armor.

I'll let [MENTION=42582]pemerton[/MENTION] take the reigns for the kings specific actions and our collective response, since he knows the king better than I (from legend and history). I will keep watch over the hag and make sure the room is secure.
 

Well, these are the sort of conversations that go on at my table galore in various games (D&D 4e included) so they certainly facilitate the style of "indie" play I'm familiar with. Propositions are made by players or offers are made by GMs. We sort it out mechanically and roll the dice to see what happens!

Yup, these sorts of questions are a staple of indie play. I find that, as you get more comfortable with the people that you're playing with, you don't need to ask these questions as often.

(This set of rolls is going to be pretty intense! I'll do pretty much what you said - Arcana check for Visions of Avarice (Heroic Effort +4 if I miss), then I'll follow up with an Insight check with the Emerald Eye. Intents are: (Arcana) Make this illusion what she really, truly wants; (Visions of Avarace) Have her come into the pool; (Insight) Reveal what comfort her heart truly needs.)

Under assault from the shadows and with poison in his veins, Quinn speaks a word of power, his orb glowing with a pale white light. He concentrates deeply on the illusion forming in the pool: a beam of moonlight from the heavens coalescing into a beautiful woman clad in white.

"I did not betray you, my child," she says to the dryad. "Put aside your rage and come to me. Be bathed in my light once again."

Arcana; Visions of Avarice; Insight (1d20+19=26, 1d20+18=23, 1d20+21=38)

Looks like I missed that Arcana check by 2...! (The Visions of Avarice will hit if I use Heroic Effort.)

Saving Throw (1d20=18)

Saved against the cold. I'll move 10 feet away from the dryad.

HP: 55/68
Surges: 2 I think... I'll have to go back and check.
 

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