The Slave and Her Sovereign

darkbard

Legend
IBHEA watches as the vendor, as if in slow motion, lifts a finger to point in their direction, the eyes of the Imperial Sentries just lagging the raised appendage. Frantically, he scans the throng of stalls and milling people. His eyes fixate on a large pack drake, eyes closed, resting in the sun beside a sizeable cart, between the Sentries and Snitch and our heroes. Almost without thought, he forms a crackling black sphere of energy in one hand, rolls it across the paving to collide with the rump of the drake.

There is an audible sizzle. The drake emits an ear-shattering shriek, jumps several feet into the air, and then scrambles headlong into the crowd, bowling over some innocents as others scramble to get out of the way. As a result, a chaotic scrum intervenes between the Sentries and our heroes.




Ibhea makes a Primary Skill Bluff check (utilizing Hand of Blight as color but not for mechanical benefit) to create this diversion, r(11) +13 = 24 vs 15 Moderate DC. Success.
 

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1 Successes (0 Hard DC Available)/0 Failures/1 Secondary Skills Available




Considering the calamity before them, the Imperial Sentries lose their quarry and are forced into peace officer roles as various carts and stalls are impacted by the Drake/humanity stampede. Merchants levy complaints while swells of human mass scream at each other for cuts, scrapes, bumps, bruises, and goods lost or pilfered. The sentries have their hands full!

In all the excitement and vacated wares, there is ample opportunity for five-finger-discounts to stuff your packs with provisions and trekking wares if you're willing to risk the consequences (including potential inward turmoil!).

Alternatively, vendors outside of the plaza proper can be courted for provisioning your journey.





MEDIUM DC for pilfering wares or negotiating (or just pay 1/10 of-level magic item to buy a merchants silence along with their goods).

Or are you exiting the market to look for a caravan outside of the city to negotiate passage with them and provision later?
 

darkbard

Legend
With a shrug of his shoulders, IBHEA mutters, "if they're going to treat us as criminals, we might as well act as some" and eyes the wares of the market stall at which they had paused.

Arunny gives the whisky priest a conflicted glance, then rushes off towards the crowd. "I'll distract the merchant as best I can," she begrudgingly consents.

"You, madame, have need of healing, and I have some skill in this regard. Let me help bind your wounds and check you for more serious injury..." she trails off, leading the merchant towards the ad hoc triage station in the plaza.

Qamra blinks innocently and oscillates her head back and forth between her two mentors.

Ibhea sidles back towards the stall and clandestinely begins shuffling the necessary provisions into his travel pack.




Arunny deploys Heal as a Secondary Skill Check, +12 vs 11 Easy DC = autosuccess, for +2 bonus to Ibhea's Primary Thievery Skill Check, r(9) +9 +2 = 20 vs 15 Moderate DC. Success.
 

2 Successes (0 Hard DC Available)/0 Failures/0 Secondary Skills Available




The varying penciled and magically fabricated posters of Arunny and Ibhea have been nailed to posts and exterior walls throughout Bantouk. That much is clear by the time we reach two wards deeper into the grand imperial city. And the reward of 20 coins is more than a little for the locals in these parts.

Qamra finds herself gawking at one such poster on the wall of an eatery in Willow's Rest, so named for its ample deciduous trees and sprawling cemeteries and burial sites. The outdoor pavilion has long lost its name as the sign wore out and failed years upon years ago. The salt-of-the-earth locals just call it "Grub."

The smell of vats of chicken curry, sweet cream, and strawberry shortbread overwhelms the poor girl as she frowns and reaches for her growling tummy. She sighs and points at the incredible pencil-work of the poster that has captured her attention. "That is amazing. I've never seen its like. The artist must be well-renowned."

The captivated voice of Qamra captures the hardened ears of a table of graveyard grounds workers sharing a bowl of food. "Hey. Hey." <tugs on the sleeve of one of the other workers> "Ain't that...?" The worker tugged at puts a finger to lips to shush while gawking at the pair of priests.

This place is so well-regarded that off-duty Imperial Sentries are known to "low themselves" to dine here. A full patrol of five make up a table only fifteen paces away. The graveyard worker grimaces with a combination of reservation and excitement, then looks at them...





MEDIUM DC

What are you guys doing?
 
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Nephis

Adventurer
ARUNNY looks over the crowd casually at first, but Qamra's naïve comment about the dangerous likenesses causes Omthala's Seering Voice to focus more intently on the reactions of any listeners. She hones in particularly on the group of graveyard workers at one table, a couple of whom she recognizes from burials at which she has assisted in the past.

When one particular worker shushes his fellow, then glances at them, she meets his eyes and gives a calm, tranquil smile. She easily recognizes the conflict he is feeling: turn the priests in to the imperious Imperial Sentries who are as likely to spit on them as reward them? Or let these priests - of a religion outside of Imperial control and who have never failed to treat them as the equals they are - leave unscathed? Will money be the greater pull or common decency between equals?

Nonchalantly pulling her hood more closely over her head - as if shielding her wimpled head from the harsh afternoon sun - she heads over to the group. "Samnang," she says, bowing her head gently to the worker who'd met her gaze before bowing to the one who had spoken, addressing him as well, "Phirun. The Lady's blessings be on you both and on your fellows. Would you find it presumptuous for me to offer a formal prayer of intercession, asking our Lady to bless your work and days?"




Arunny uses her Primary Skill Insight to read the emotional struggles of class conflict (with the Imperial Guard), desperate need, and a desire for familiar interaction with a folk hero: +19 vs. 15 Moderate DC = Autosuccess.
 

3 Successes (0 Hard DC Available)/0 Failures/0 Secondary Skills Available




Samnang and Phirun extend a thousand mundane blessings back upon the golden priestess, a combination of penance for their internal struggles and true thankfulness for her divine prayers. They make sure to obscure the Imperial Sentinels table when the fellowship departs Grub for the gates and their exodus into the wild.

<cut to the gates>

Its the season for imports from the network of enclaves all around The Empire. Imports means audits and taxes at the gates. The priests, the blessed, and the scrivener arrive to a mass of exhausted merchants, farmers, artisans, fresh from disembarking their caravan with their beasts of burden and wagons being serviced and cared for by stable hand, farrier, engineer. Auditors and tax collectors, like vultures to a carcass, descend upon them. Imperial Sentries mill through the throng, ever watchful, imposing stares, armor, weaponry creating an intentional mood of fear, acquiescence, and order upon the proceedings. The two stone towers loom with more eyes, the ramparts between them yet more eyes, bows, arrows.

The drawbridge that spans the moat is up. The gatehouse door is locked with an Imperial Guard manning his post there, keys dangling from his belt.





MEDIUM DC

How do you get beyond the soldiers, the wall and its moat, and into the wild?
 

darkbard

Legend
The priests, the blessed, and the scrivener stand, dispirited, before the milling throng inside the Manticore Gate. On the one hand, the Imperial Sentries have their hands full maintaining order over the crowd, keeping tempers from flaring into violence, and overseeing a steady rhythm of coins collected for the coffers of the Empire. So there is little chance their small party will draw too much undue notice. Yet on the other hand, the gatehouse door stands barred; the bridge that would span the moat to allow passage across is raised; and no small amount of time will pass in processing this current multitude before either of the previous obstacles is alleviated in the admission of more importers and artisans from outside the city gate.

"This is not typical," says Xin Mae. "Is this typical? When I traveled here across the Sea of Silt and Sand from Kifu Chanyee, I passed but minutes at the gate. I don't like holdups of any kind. Isn't there something you can do? Surely, there's something you can do," he pleads generally to the priests.

Ibhea explains patiently about the differences between Manticore Gate at import season and the Great Dragon Gate admitting infrequent voyagers from the south, but his discourse does little to assuage the scrivener's frustration.

Meanwhile, Arunny, white basleq drawn over the ivory wimple that shields her golden mane, scans the Imperial Sentries for signs of recognition among them of the now-fugitives. So far, no visible leaflets bearing their images seem to circulate, but for how long?

One Sentry draws her particular attention, his unshaven visage unfamiliar to her ... and yet, there is a ... something ... call it a shadow? a kind of vague outline ... present when he speaks that reminds her of Ibhea somehow. She indicates the Sentry to her fellow with a subtle gesture, "Do you know that man?"

IBHEA's brow creases as he regards the Sentry, and then his eyebrows lift in recognition. "Why, yes, Arunny! In fact, I do!" He throws the hood of his scarlet cape over his golden tunic and pushes his way through the crowd, receiving not a few looks of ill regard at his presumption, despite the robes of office.

In short order, Arunny watches as the Imperial Sentry drops his stoic mask and grasps Ibhea in a full embrace, pounding his back in familiarity. The two men have a brief conversation, and Ibhea points back at their party twice during it. When he returns, Ibhea explains that the Sentry, Kosal, is an old friend from childhood, one who escaped a life of poverty and desperation by enlisting in the The Guard in much the same way that Ibhea had by finding the faith. Kosal can get "the missionary team" through the gate, across the moat, and out of the city when the Manticore Gate is lowered for the next wave of entrants.




Ibhea makes a Primary Skill Streetwise check to find a familiar and useful contact within the assembly, thus identifying Kosal, +14 vs 15 Moderate DC = autosuccess to complete the Skill Challenge.
 

Kosal closes Ibhea's hand around a small stoppered bottle, pulls him in for a combo hug/back-pat, and says, "its good to see you friend...be well out there." The soldier pushes away from the embrace and doesn't look back. He's known far too many who have perished in the wilds north and west of Bantouk. The sound of him loudly "directing traffic" can be heard as the group heads out for their journey.




XP & LOOT

- 250/2 = 125 xp apiece

- One Consumable of level 6 or less given by Kosal for the journey.

- Level Up and include your characters in next entry along with the info requested below.




The first four hours entails the group charting their course (Goal: Qamra as your guide, brave the wild and journey to The Pit.). Do they (1) take the longer, dangerous route in the wild (C2, Level +2 SC) where legs ache from navigating the endless ascending escarpment of long grass, featuring well-trod trails in which hunting cats stalking herds of wild cattle, hillock meadows and wetland gulleys, highwayman sometimes waylay the unsuspecting, and a stray bolt of lightning leads to massive wildfire? Or do they (2) take the direct, extremely dangerous route (C1, level +4 SC) straight through the choking canyon that skirts the southern edge of the Raider's Steppe where feral tribes zealously guard their territory, where their ancient barrows of infamous tribal warriors haunt, and where The Canyon Worm is ever in search of a meal?

Regardless, whose bones and eyes are least weary so they might scout this initial, four hour foray into the wild?
If the course charted is (1), describe the shelter built out in the open grasslands to endure the elements and if course 2 is charted, describe the overhang notched into the canyon wall you hunker down in. Mark provisions and give us a Perception Check. You'll be level 7 now so Medium DC will be 16 and High DC will be 23.

High DC Success: You saw it coming and set an ambush.

* Pick your Encounter Budget (min level +2) and build out the roster with Creature/Hazard keywords (Type, Size, Roles). Describe this group and the battlefield environs.

* Pick an Advantage which is either +2 Initiative all, roll best of 2d20 on one Monter Knowledge Check, a strategically placed/type of Terrain Power (describe it), or strategic Hindering or Challenging Terrain you can take advantage of (describe it).

Medium DC Success: You're able to muster the group in time.

* Pick your Encounter Budget (min level +2) and build out the roster with Creature/Hazard keywords (Type, Size, Roles). Describe this group and the battlefield environs.

Medium DC Failure: Your adversaries set you up and implement a strategem.

* Encounter Budget level +2. I'll build out the roster with Creature/Hazard keywords (Type, Size, Roles), describe this group and the battlefield environs. Take worst of 2d20 on your Monster Knowledge against them.

* I'm going to deploy a wave 2 at the top of round 2.


OF NOTE: This first move directly above isn’t for the SC. It’s basically a Scout/Keep Watch move for this combat to determine framing.

We’ll start the SC after the combat, next day in-fiction terms.
 
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darkbard

Legend
Matters of the Bookkeeping Variety:
  • As a result of the successful Thievery Check to steal provisions, we have outfitted the group with 3 bottles of arak (Ibhea would have included these despite the disapproving look from Arunny), and abstracted the other provisions to Survival Days (see Dark Sun Campaign Setting 123; Price: 5 gp, Weight: 8 lb, Description: A survival day is an abstract representation of the preparations a traveler must make to navigate the wastelands without risk of exposure. Each survival day includes water, food, proper apparel, and common unguents to ward off sunburn.), three per traveler, so a total of twelve, four of which will be ablated during this initial stage of the journey, reducing the tally to two per traveler, or eight.
  • Kosal gifted Ibhea a Potion of Healing (our choice for the L6 or lower Consumable).
  • Nephis rolled a 14 for Arunny's Cast Fortune check post-extended rest, but I don't believe that was ever recorded anywhere. So it is now.
Arunny's Level-up Changes: 54 HPs, E7: Invoker Encounter Attack 7, Tide of the First Storm
Arunny, level 7
Half-Elf, Cleric|Invoker
Eldritch Strike: Eldritch Strike Constitution
Hybrid Cleric: Battle Cleric's Lore
Covenant Manifestation: Manifestation of Preservation
Hybrid Invoker: Hybrid Invoker Fortitude
Hybrid Talent: Channel Divinity (Hybrid Cleric)
Half-Elf Power Selection: Dilettante
Background: Missing Master, Divinely Inspired, Missionary Life (Missing Master Benefit)
Theme: Seer

FINAL ABILITY SCORES
Str 13, Con 19, Dex 8, Int 11, Wis 19, Cha 10.

STARTING ABILITY SCORES
Str 13, Con 16, Dex 8, Int 11, Wis 16, Cha 10.

AC: 23 Fort: 20 Reflex: 15 Will: 20
HP: 54 Surges: 10 Surge Value: 13

TRAINED SKILLS
Perception +15, Insight +19, Heal +12, Endurance +12

UNTRAINED SKILLS
Acrobatics +2, Arcana +3, Bluff +5, Diplomacy +5, Dungeoneering +7, History +3, Intimidate +3, Nature +7, Religion +3, Stealth +2, Streetwise +3, Thievery +2, Athletics +4

FEATS
Level 1: Battle Awareness
Level 2: Hybrid Talent
Level 4: Wary Fighter
Level 6: Mighty Crusader Expertise

POWERS
Channel Divinity (Hybrid Cleric): Favor of the Gods
Dilettante: Eldritch Strike
Hybrid at-will 1: Hand of Radiance
Hybrid at-will 1: Brand of the Sun
Hybrid encounter 1: Thunder of Judgment
Hybrid daily 1: Moment of Glory
Theme utility 1: Cast Fortune
Hybrid utility 2: Divine Call
Hybrid encounter 3: Death Surge
Hybrid daily 5: Silent Malediction
Hybrid utility 6: Stream of Life
Hybrid encounter 7: Tide of the First Storm

ITEMS
Amulet of Protection +2, Supporting Scale Armor +1, Adventurer's Kit, Casque of Tactics (heroic tier), Onatar's Forge +2, Morningstar, Survival Day (2)

Ibhea's Level-Up Changes: 54 HPs, E7: Warlock Encounter Attack E7 Touch of Command, retrain Grasp of the Iron Tower Warlock E1 to Shadow Tentacles Warlock E1
Ibhea, level 7
Human, Warlock
Eldritch Strike: Eldritch Strike Charisma
Eldritch Pact: Sorcerer-King Pact
Human Power Selection: Heroic Effort
Background: Fugitive from a Vengeful Rival, Heretic, Street Urchin (Fugitive from a Vengeful Rival Benefit)
Theme: Ordained Priest

FINAL ABILITY SCORES
Str 8, Con 12, Dex 12, Int 17, Wis 10, Cha 19.

STARTING ABILITY SCORES
Str 8, Con 12, Dex 12, Int 16, Wis 10, Cha 16.

AC: 21 Fort: 16 Reflex: 19 Will: 20
HP: 54 Surges: 7 Surge Value: 13

TRAINED SKILLS
Stealth +10, Streetwise +14, Thievery +9, Bluff +13, Religion +15, Arcana +11

UNTRAINED SKILLS
Acrobatics +4, Diplomacy +7, Dungeoneering +3, Endurance +4, Heal +5, History +6, Insight +5, Intimidate +7, Nature +3, Perception +3, Athletics +2

FEATS
Human: Mindbite Scorn
Level 1: Blade Initiate
Level 2: Cunning Stalker
Level 4: Superior Implement Training (Accurate dagger)
Level 6: Tyrian Bureaucrat

POWERS
Eldritch Blast: Eldritch Strike
Level 1 Ordained Priest Feature: Shining Symbol
Warlock encounter 1: Shadow Tentacles (retrained from Grasp of the Iron Tower)
Warlock daily 1: Crown of Stars
Warlock utility 2: Beguiling Tongue
Warlock encounter 3: Delban's Deadly Attention
Warlock daily 5: Deathly Conduit
Warlock utility 6: Deliverance of Faith
Warlock encounter 7: Touch of Command

ITEMS
Adventurer's Kit, Thieves' Tools, Necklace of Keys +1, Phylactery of Divinity (heroic tier), Holy Symbol, Veteran's Leather Armor +2, Shielding Blade Accurate dagger +1, Bottle of Wine (3), Doctrinal book, Potion of Healing (heroic tier), Survival Day (2)




Once some great waterway must have cut its way ever so slowly through the red rock and ochre sand that make up this vertiginous canyon skirting the southern edge of the Raider's Steppes, but now there is not even a trickle under the relentless heat of Omthala's shining presence in the sky. Thankfully, the pilfered keffiyehs provide sufficient protection from Her Searing Gaze, and as the sun begins to dip below the lip of the west canyon wall, the group knows it is time to find shelter for the coming night, when the shimmering waves of heat give way to a cold stillness under the blinking stars.

For some time now, a large outcropping has captured Arunny's attention, and, as she leads the group toward it, it soon becomes apparent that, while the feature itself, a cantilevered appendage of red stone, is natural enough, the area underneath had once been worked into a settlement of some kind, for crumbled ruins of adobe structures litter the terraced surface beneath the looming overhang.

"Take care, everyone," she whispers, "this is just the sort of place for an ambush of some sort!" For some reason a peppery taste burns her mouth as she scans the ruins.

The four meander through the crumbled half-walls and stairs in the darkening gloom, searching for a good place to settle in, defensible, with a vantage of the canyon floor below.

"I do not like this. Not one bit!" hisses the scrivener, and he jumps, startled, in fact, by his own shadow.

"Don't touch anything," reminds Arunny, just as Qamra runs her fingertips across the etched symbols carved into some kind of foundation stone and, remarkably, mumbles some words in an unknown tongue.

Suddenly, the abandoned settlement shakes slightly, as if under the effect of some earth tremor, and a mighty wind howls down through a natural chimney in the stone with tremendous force! Dessicated figures, long dead corpses, really, seem to rise from the sand, and the ancient bones of some quadrupedal pachyderm begin to animate and assemble themselves into a thing imbued with unlife, scrambling to its feet!

"Qamraaaaa," Ibhea groans.




Clearly, we're choosing your (2) above, the direct, extremely dangerous route! Since the ensuing Skill Challenge begins on the next day, there is the possibility of an Extended Rest should we require it, so let's go for the gusto and make this a L+4 encounter!

We're envisioning the assailants to be an ancient priest (L7 elite controller, medium natural undead, a wight, perhaps) and his guards (L7 standard soldiers x2, medium natural undead, salt zombies or something of that ilk), with the animated skeleton of some great beast (L7 standard brute, large animate natural beast) at their command, with the shadowy hauntings of young sacrificial victims (L7 minion lurkers x4, medium shadow undead) as additional threats. Clearly, the hazard is the gusting wind, a L7 Hazard! Please double check my math on this encounter budget, as it has been quite some time since I've put an encounter like this together.

Nephis rolled a 12 + 15 for Arunny's Perception check, so 27 beats the Hard DC; we're taking the +2 all to initiative, being prepared for exactly this kind of development.

Initiative rolls:
Arunny, r(6) +8 +2 = 16
Qamra, r(11) +7 +2 = 20
Ibhea, r(16) +4 +2 = 22

but Arunny is going to use her Casque of Tactics Daily Free Action Power to swap initiative places with a willing ally, Ibhea.

I'm also making the following Monster knowledge checks: Religion r(18) +15 = 33 vs salt zombies, Religion r(20) +15 = 35 vs shadows, Religion r(13) +15 = 28 vs wight controller, Religion r(14) +15 = 29 vs animated skeletal golem. Wow, those are some great rolls! I believe they all hit the Hard DC for level!
 
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* MONSTER KNOWLEDGE CHECK: Passes all the High DCs so all monsters and hazard below. Quoting for format. Also, see secondary goal below based on this check.

Cursed Undead Priest
Medium shadow humanoid (undead)
Level 7 Elite Controller XP 600
HP 152; Bloodied 76 Initiative +6
AC 21, Fortitude 17, Reflex 19, Will 20 Perception+9
Speed 6 Darkvision
Immune disease, poison; Resist 10 necrotic
Saving Throws +2; Action Points 1

Traits
Radiant Sensitivity
Whenever CUP takes radiant damage, he loses Insubstantial Transformation (No Action) and he cannot use insubstantial transformation until the end of his next turn.

Standard Actions
(⚔) Beshadowed Touch (cold) ✦ At-Will
Attack: Melee 2 (one or two creatures); +12 vs. AC
Hit: 2d8 + 2 cold damage and slides the target 2 squares.

⚔ Blood Drain (healing, necrotic) ✦ Recharge when a creature adjacent to CUP becomes bloodied
Attack: Melee 2 (one creature granting combat advantage to CUP); +10 vs. Fortitude
Hit: 2d12 + 9 necrotic damage, and the target loses a healing surge and is weakened (save ends). CUP regains 42 hit points.

ᗕ Terrifying Shriek (fear, psychic) ✦ Recharge ⚄ ⚅
Attack: Close burst 5 (enemies in the burst); +10 vs. Will
Hit: 3d8 + 2 psychic damage, and the target is immobilized (save ends).

Image of Life (illusion) ✦ Encounter
Effect: CUP disguises himself to appear as a living Medium humanoid until he attacks or is hit by an attack. He gains Combat Advantage on his first attack after reverting to normal form.

Minor Actions
➶ Entrapping Gaze (charm) ✦ Encounter
Attack: Ranged 10 (one creature); +10 vs. Will
Hit: The target is dominated (save ends).

Insubstantial Transformation (polymorph) ✦ At-Will
Effect: CUP becomes insubstantial and gains fly 8 (hover) and phasing until he attacks or he becomes stunned or unconscious.
Insubstantial: CUP takes half damage from all attacks, except those that deal force damage.

Athletics +6


Cursed Undead Justicar x 2
Medium shadow humanoid (undead)
Level 7 Soldier XP 300
HP 80; Bloodied 40 Initiative +8
AC 23, Fortitude 19, Reflex 20, Will 18 Perception+10
Speed 8; phasing Darkvision
Immune disease, poison

Traits
☼ Ill Omen ✦ Aura 2
Any enemy that spends a healing surge while in the aura is slowed until the end of its next turn.

Insubstantial
The CUJ takes half damage from any damage source, except those that deal force damage or radiant damage. In addition, if the CUJ takes radiant damage, it loses the insubstantial trait until the end of its next turn.

Standard Actions
(⚔) Spectral Blade (cold) ✦ At-Will
Attack: Melee 1 (one creature); +12 vs. AC
Hit: 2d8 + 6 cold damage.
Effect: The target is marked until the end of the CUJ's next turn.

ᗕ Glare of Doom (fear, psychic) ✦ Encounter
Attack: Close blast 5 (enemies in the blast); +10 vs. Will
Hit: 2d10 + 6 psychic damage, slides the target 3 squares, and the target is cursed. Until the target is no longer cursed, it takes 3 psychic damage whenever it misses every target with an attack power. At the end of each of the target's extended rests, it makes a DC 16 Religion check to try to end the curse.

First Failed Check: The psychic damage increases to 6.
Second Failed Check: The psychic damage increases to 9.
Third Failed Check: The target dies.

Miss: Half damage.

Triggered Actions
ᗕ Enforce Cursed Dictates (fear, necrotic) ✦ At-Will
Trigger: An enemy within 3 squares of the CUJ and marked by it willingly moves away from it.
Attack (Immediate Interrupt): Close blast 3 (the triggering enemy in the blast); +10 vs. Fortitude
Hit: 2d10 + 4 necrotic damage, and the target grants combat advantage until the end of its next turn.

Athletics +11


The Defiled Beast
Large animate beast (undead)
Level 6 Brute XP 300
HP 100; Bloodied 50 Initiative +4
AC 19, Fortitude 21, Reflex 16, Will 18 Perception+4
Speed 6 Darkvision
Immune disease, poison

Traits
Defiling Backlash (necrotic)
If TDB takes damage from an arcane attack, each creature within 2 squares of TDB takes 5 necrotic damage.

Zombie Weakness
A critical hit automatically reduces TDB to 0 hit points.

Standard Actions
(⚔) Slam ✦ At-Will
Attack: Melee 1 (one creature); +12 vs. AC
Hit: 2d10 + 8 damage, or 3d10 + 8 if the target is grabbed by TDB.

⚔ Grasp of the Dead ✦ Encounter
Attack: Melee 1 (one creature); +12 vs. AC
Hit: 2d10 + 8 damage, and TDB grabs the target (escape DC 23).

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

ᗕ Defiling Explosion (arcane, necrotic) ✦ Encounter
Trigger: TDB is killed by an arcane attack.
Attack (No Action): Close burst 1 (creatures in the burst); +10 vs. Fortitude
Hit: 2d10 + 4 necrotic damage and pushes the target 2 squares.

Athletics +13

Echo of Sacrifice x 4
Medium natural humanoid (undead)
Level 7 Minion Lurker XP 75
HP 1; a missed attack never damages a minion. Initiative +9
AC 21, Fortitude 20, Reflex 19, Will 18 Perception+4
Speed 8, climb 4; phasing Darkvision
Immune disease, poison; Resist 10 necrotic

Traits
☼ Hopelessness (fear) ✦ Aura 2
A living creature in the aura takes a -2 penalty to saving throws.

Standard Actions
(⚔) Draining Moan (necrotic) ✦ At-Will
Attack: Ranged 5 (one creature); +11 vs. Fortitude
Hit: Ongoing 5 necrotic damage (save ends), and the target is slowed until the end of its next turn.

Athletics +6


Frozen Radiant Downdraft (Blue Outline)
The Moon Maiden stares coldly, brightly through a keyhole in the stone
Huge Terrain Level 7 Hazard XP 300

Initiative +8
Immune attacks

Triggered Actions
⚔ Attack ✦ At-Will
Trigger: A creature enters the area of the frozen radiant downdraft
Attack (Opportunity Action): Close burst 2 (creatures in burst); +10 vs. Fortitude
Hit: 1d6 + 2 damage, the target is pushed 4 squares away from central sq and its movement ends.
Miss: Half damage, and the target is pushed 4 squares.
Effect: Undead gain Vulnerable 5 Radiant UtSoTNT. Non-undead gain Vulnerable 5 Cold UtSoTNT.

Countermeasures
✦ Evade (Immediate Reaction; Hit by Hazard): Acrobatics DC 23 Success: The creature takes half damage and is pushed 1 square.

✦ Pray to the Moon Goddess (Standard): Religion DC 16 Success: The target is immune to the Hazard's Effect for the duration of the Encounter.

* SECONDARY GOAL: The Moon Maiden was (or is...its unclear as her touch upon this world hasn't been felt for some time) a deity of the cold, gaze of the moon that distilled the hard truth from the mysteries of the world. A people worshipped her long ago, but their wicked priest interpreted scripture falsely or turned to another, darker power and befouled his people with a fell curse. That curse persists. If the Beshadowed Blade can be wrested from his hands (Standard Athletics DC 23) before he is destroyed it would be made momentarily material. Perhaps it could be consecrated, purified...the curse lifted (a conflict), The Moon Maiden's blessing gained (perhaps a blade...perhaps a blessed temple...perhaps spectral Minions of the Moon?).

* RAZOR ROCKS (GREY OUTLINE): Any creature without phasing who begins their turn adjacent to the Hindering Terrain of the Razor Rocks takes 5 damage.

* DIFFICULT TERRAIN: Firepit, ruined wood.

* ILLUMINATION: The scrivener's lamp dampens due to the curse of the spectral undead of this place. His light is the orange outline. Excpet for the Frozen Radiant Downdraft Hazard squares (blue outline), Outside of that is Partial Concealment.

INITIATIVE

FRD (HAZARD; OA ONLY) = 24
Arunny = 22
Qamra = 20
Minions (EOS) = 19
Justicar 1 & 2= 18
Ibhea = 16
Priest = 15
Beast = 13




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ROUND 1



"Protect us, Radiant Mother … and her Shadowed Son,” calls out Ibhea. “These echoes of the past must be High Priest Eztcoatl, Spiller of Blood, Bloodrinker, and a thousand other damnèd names, who brought ruin to the ancient Teyolía people!” And he shares some quick details of these fallen souls, cursed to haunt the city they brought to ruin.

As ARUNNY's
eyes dart to each of the various shadows and fell beasts appearing around them, she knows she can hear Ibhea's voice, but her mind writes his words onto parchments of paper which blow in the faint breath of wind in the cave and gently slap against her, urging her forward toward the giant, skeletal beast.

As the pieces of parchment evaporate into the nothing of which they always were, having served their purpose, Omthala's Searing Voice turns back toward the priest. Her hand quickly darts forward, snatching the idea of Ibhea out of thin air and close to herself, as Arunny pulls his physical being toward her with her Voice: "Rothmeh'i."

With her mind's eye, the young priestess takes in the placement of chess pieces on the board and calls out to her Lady to position them in their correct location. Arunny can momentarily see the moonlit board, with enormous ethereal fingers gently sliding the young knight around the priest, then sweeping one of the warrior shadows into the radiant downdraft, the corrupted shadow-priest further into the shadows. Omthala's Searing Voice nods with satisfaction. "Thank you, my Lady, we'll take it from here."


* Move Action: move 4 squares to O12, avoiding razor rocks

* Minor Action: Divine Call (encounter): pull Ibhea 3 squares to N10, avoiding razor rocks

* Standard Action: Moment of Glory (daily): CBl 5 (N11 to S11, N7 to S7), Attack vs. Will: J1 [r(18) + 10 vs 18 = hit], J2 [r(5) + 10 vs 18 = miss], P [r(10) + 10 = 20 vs. 19 = hit]; J1 takes 4 fire damage (Omthala's Crucible property Onatar's Forge: the first implement power you hit with during an encounter using this Holy symbol deals extra fire damage equal to your wisdom modifier), is pushed 3 squares to L4 and knocked prone. P pushed 3 squares to T4 and knocked prone.

TRIGGERED ACTION: Frozen Radiant Downdraft: versus any creature entering FRD area: CBu 2 (creatures in burst: J1 and M (N4)): attack vs. Fort: J1: r(11) + 10 = 21 vs. 19 = hit, 4 Damage & pushed 4 squares to H1, Vulnerable 5 Radiant UtSoJ1NT; M: r(11) + 10 = 21 vs. 20 = hit, Destroyed.

Moment of Glory (continued): Effect: Arunny, Ibhea, and Qamra: Resist 5 All UtEoANT (sustain minor)

LOCATION: Arunny: O12; Ibhea: N10; Qamra: O10
DAMAGE TO ENEMIES: J1: 8 Damage; M (N4) destroyed
CONDITION TO ENEMIES: J1: final location = H1 and prone, Vulnerable 5 Radiant UtSoJ1NT; P: final location = T4 and prone
CURRENT HIT POINTS: Current 54/Total 54
CURRENT BUFFS: Arunny, Ibhea and Qamra: Resist 5 All UtEoANT
HEALING SURGES: Current 10/Total 10




QAMRA watches slackjawed as Omthala's Searing Voice, radiant as The Goddess Herself, moves near her side and castigates the risen spirits. Then she blinks twice, jumping into action.

"You will pay if you hurt my friends," she threatens the animated bones, then cartwheels in a semicircle around the Shadowny Justicar in its bone armor, her free hand serving as the pivot point, and strikes the undead abomination an ardent strike with her longsword.


* Minor Action: Ensnaring Sanction vs B, subject to divine sanction (see below).

* Move Action: O10 to R9, avoiding any threatened squares.

* Standard Action: Ardent Strike vs J2, ATK r(12) +12 = 24 vs 23 AC. Hit. r(7) +8 = 15/2 (insubstantial) = 7 damage and B is subjected to Q's divine sanction.

LOCATION: R9
DAMAGE TO ENEMIES: 7 damage to J2
CONDITIONS TO ENEMIES: Divine sanction UEoQNT to J2 (Marked; until the mark ends, the target takes 3 radiant damage the first time each round it makes an attack that doesn't include Q as a target).

Ensnaring Sanction to B (The target remains sanctioned until she uses this power against another target. Until the sanction ends, if the target makes any attack that does not include her as a target, it takes a -2 penalty to the attack roll. If a target sanctioned by this power is within 10 squares of Qamra when it hits with an attack that does not include her as a target, she can use an immediate reaction after the target’s entire attack is resolved to teleport the target to any space adjacent to her. In addition, the target grants combat advantage to all creatures until the end of her next turn. If no unoccupied space exists adjacent to her, she can’t use this immediate reaction, and the target doesn’t grant combat advantage as a result of this effect.).
CURRENT HIT POINTS: 67/67
CURRENT BUFFS: Resist 5 All UEoANT
HEALING SURGES: 12/12




The ECHOES OF SACRIFICE, restless specters of a terrible day long past when their souls were unwillingly torn from their mortal constraints, given up for some fell ritual to a terrible power, float through the air and moan their terrors and regrets into the hero's hearts!

Despite the now heavy hearts of Ibhea and Qamra, Omthala's blessings ward them from the worst of the necrotic assailing!


M (H7)

* Move Action: H7 to I8 (phasing so HT doesn't affect).

* Standard Action: Draining Moan (Ranged 5) vs I Fort; r(10) +11 = 21. Hit; Ongoing 5 necrotic damage (save ends), and I is slowed until the end of its next turn.


M (H4)

* Move Action: H4 to J7 (in light so loses partial concealment).

* Standard Action: Draining Moan (Ranged 5) vs A Fort; r(8) +11 = 19. Miss.


M (Q5)

* Standard Action: Draining Moan (Ranged 5) vs Q Fort; r(13) +11 = 24. Hit; Ongoing 5 necrotic damage (save ends), and Q is slowed until the end of its next turn.


LOCATION: I8, J7, Q5
DAMAGE TO ENEMIES: Ongoing 5 necrotic damage (save ends) to I and Q.
CONDITION TO ENEMIES: I and Q slowed until the end of M's next turn.
CURRENT HIT POINTS: Minions
CURRENT BUFFS: Partial Concealment M in I8 and Q5.




The CURSED UNDEAD JUSTICARs flit through the air toward their marks, but the prayers and wards of Omthala's faithful render utterly impotent their malevolent intent.

J1

* Vuln 5 Radiant ends.

* Move Action: Stand up from prone.

* Move Action: H1 to O7 (in light so loses partial concealment).

J2

* Move Action: Shift Q10 to R10.

* Standard Action: Spectral Blade (Melee 1) vs Q AC; r(1) +12 = Miss. Q is marked by J2 UtEoJ2NT.


LOCATION: J1 in O7. J2 in R10.
DAMAGE TO ENEMIES: NA
CONDITION TO ENEMIES: Q marked by J2 UtEoJ2NT.
CURRENT HIT POINTS: J1 @ 72/80. J2 @ 73/80.
CURRENT DEBUFFS: J2 divine sanction UtEoQ'sNT
CURRENT BUFFS: NA




The whisky priest shudders under the effect of the restless spectres' moans, but Arunny's abjuration protects him from their life-draining effects, even as their chilling power slows his movements.

IBHEA raises an outstretched hand in the direction of the nearest Cursed Justicar and intones, "May the black flames of Delban sear your soul from this realm!" Then he takes a few, difficult steps towards his foe and unleashes an attack.

Flaring points of star-bright light encircle his head. With a gesture, a painful point of blue-white light leaps away in a halo of choking smoke toward the Cursed Justicar, catching the creature full in the face, blinding it and forcing it from its insubstantial form into that of a well-muscled corporeal man in bone armor, face seared from the attack.

Without further ado, Ibhea takes advantage of his moment, a crackling black sphere gathering in his outspread hand, which he flings at his enemy, wreathing it in Delban's dark energy
.

* Beginning of Turn: 5 OG necrotic damage (SE) negated by Moment of Glory, Slowed UEoINT

* Minor: Place Warlock's Curse on J1

* Move: N10 to M8 (in J1's Aura)

* Standard: Crown of Stars (Ranged 10) vs J1, ATK r(20) +9 +2 (Cunning Stalker) +1 (Prime Shot) = CRIT vs 20 Reflex, 24 radiant +5 +6 (Curse) +6 psychic (Mindbite Scorn) +r(5) (crit dice) = 46 radiant and psychic damage (bypasses Insubstantial and loses Insubstantial UEoJ1NT); BLOODIES J1 so J1 is also Blinded UEoINT.

* Action Point for Standard: Hand of Blight (Ranged 5) vs J1, ATK r(12) +9 +2 +1 = 24 vs 19 Fortitude. Hit.

* No Action: Spend Fell Might

r(2) +5 +r(3) (Fell Might) = 10 psychic and necrotic damage.

* End of turn: Save vs OG 5 necrotic, r(3). Fail. Slowed ends.

LOCATION: M8
DAMAGE TO ENEMIES: 56 damage to J1
CONDITION TO ENEMIES: J1 Blinded and Insubstantial negated UEoINT
CURRENT HIT POINTS: 54/54
CURRENT BUFFS: Resist 5 All (Moment of Glory)
HEALING SURGES: 7/7




The CURSED UNDEAD PRIEST EZTCOATL lives up to one of his many namesakes; "Lord of Terror." Despite the disruption of its shadowy form by the Omthalan priestess, the spectral entity gathers up the tendrils of shadowstuff that composes its being and flies in the midst of the heroes. What follows is an otherworldly shriek that transcends time, bringing the fellowship face to face with the horrors of the past "The Bloodrinker" instilled into the poor mortals of the Teyolian people.

Lashing out, the touch of this fell priest's icy blade licks the folds of Ibhea's garb, enough to force the Whisky Priest back and into the sharp rocks that make up much of the ruins.


* Minor Action: Insubstantial Transformation to gain Fly 8 (hover), insubstantial, phasing.

* Move Action: Crawl (still "prone") from T4 to P8.

* Standard Action: Terrifying Shriek (CB5; enemies) vs A, I, Q Will; r(20, 13, 11) +10 -2 (prone) = all hit w/ A Crit. 26 -5 Resist All = 21 psychic damage to A and (6, 4, 4) +2 -5 Resist All = 11 psychic damage to I and Q. A, I, Q immobilized (save ends).

* Action Point for Standard Action: Charge to O10 and MBA w/ Beshadowed Blade (Melee 2, 1 or 2 creatures) vs A, I AC; r(2, 13) +12 +1 (charge) -2 (prone) = Miss A and Hit I. r(4, 5) +2 -5 (Resist 5 All) = 6 cold damage to I and slides 1 square to M10 (adjacent to Razor Rocks).

TRIGGER DIMENSIONAL VORTEX (Immediate Interrupt; Qamra): An enemy hits an ally with a melee attack (Ranged 10).

Dimensional Vortex ✦ Encounter, Divine, Implement, Teleportation
Trigger: An enemy hits an ally with a melee attack
Effect (Immediate Interrupt): Qamra teleports the target 5 squares. The target then makes its melee attack against a creature she chooses. If no creatures are within range of the target, the attack is expended.
Attack: Close Burst 10 (the triggering enemy); +10 vs. Will
Hit: 1d8 +8 radiant damage, and the target is subject to Qamra’s divine sanction until the end of her next turn.

As QAMRA watches the Cursed Priest attack her friends and mentors, she lashes out with her sword, warping space, causing their foe to appear a short distance away and unleash his attack on his already-ravaged guardian.

It is as Arunny foretold, Qamra thinks: "When darkness looms, if Qamra but slice through with her blade, then shadow will do battle with shadow until Omthala's light shine through!"


* Qamra will TP P to P6 and have P's MBA Beshadowed Blade ATK vs J1, r(13) +12 +1 -2 = 24 vs 23 AC. Hit. r(4,5) +2 = 11 cold damage to J1, slide J1 2 to Q7. This negates the 6 HP damage to Ibhea and repositions him back to M8, never adjacent to the razor rocks. Her follow up attack vs P is r(4) +10 +2 (CA) = 16 vs 20 Will. Miss.

TRIGGER: CAST FORTUNE (Free Action): Replace any one attack roll, saving throw, or skill check made by you, an ally, or an enemy with this result (14).

ATK vs P, r(14) +10 +2 (CA) = 26 vs 22 Will. Hit for r(4) +8 = 12 radiant damage, and P is subjected to Q's DS. Insubstantial ends and cannot use Insubstantial Transformation UtEoPNT.

QUAMRA BOOKKEEPING
LOCATION: P in P6, J1 in Q7.
DAMAGE TO ENEMIES: 11 cold damage to J1. 12 radiant damage to P.
CONDITION TO ENEMIES: P Insubstantial ends, subjected to Q's DS.

CURSED UNDEAD PRIEST BOOKKEEPING
LOCATION: P6 (altitude 0)
DAMAGE TO ENEMIES: 21 to A. 11 to I and Q.
CONDITION TO ENEMIES: A, I, Q immobilized (save ends).
CURRENT HIT POINTS: 140/152
CURRENT DEBUFFS: Prone, cannot use Insubstantial Transformation UtEoPNT, subjected to Q's Divine Sanction, Terrifying Shriek on CD.
CURRENT BUFFS: NA




THE DEFILED BEAST's bones crack at their areas of joining as the poor, skeletal creatures animated body circles (as it did in life) to attempt to predate upon Arunny. One of Qamra's prayers of sanction booms with divine runes and a celestial voice of forbiddance, interceding to foil the creature's attack as the animated skeletal beast disappears in a puff of teleportation magic. The creature reappears next to Qamra as it staggers in disorientation.

* Move Action: (circles to avoid OA) Move M14 to O14.

* Standard Action: Slam (Melee 1) vs A AC; r(10) +12 +2 (CA) -2 (Q's mark from Ensnaring Sanction) = 22. Miss.

TRIGGER ENSNARING SANCTION (Immediate Action; Qamra); Teleported to T10 and gives up CA UteoBNT

LOCATION: T10
DAMAGE TO ENEMIES: NA
CONDITION TO ENEMIES: NA
CURRENT HIT POINTS: 100/100
CURRENT DEBUFFS: Ensnaring Sanction (Qamra), gives up CA UtEoBNT
CURRENT BUFFS: NA




P 140/152 prone, cannot use Insubstantial Transformation UtEoPNT, subjected to Q's Divine Sanction, Terrifying Shriek on CD
J1 5/80 blinded, loses Insubstantial UEoJ1NT
J2 73/80 divine sanction UtEoQ'sNT
B 100/100 ensnaring sanction by Q, gives up CA UtEoBNT
M x 3

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ROUND 2




Momentarily staggered by the shriek of the cursed priest, ARUNNY allows herself to be distracted by the symphonic sound made by his beshadowed blade. <The wrong musician is holding that instrument: the melody is off-key,> she thinks to herself. <The gift has been perverted.>

Her eyes dart quickly to the three remaining Echoes of Sacrifice, seeing in the shape of their hands another echo, this time of her earlier vision of her Lady's hands moving the pieces on the board. "Please, Lady, make it somehow possible to save these three of your servants," she quietly implores. "This is not their chosen fight."

Returning her attention to the fight at hand, she breathes in the shadows in the cavern and breathes out moonlight, gathering her strength while also sustaining the resistance protecting herself and her companions. Then, she swings her morningstar in a circular motion over her head, gathering still more shadows to herself (unseen by the eyes of any observers) and flings the gathered energy outward at the foes surrounding her young charge.

Her two-pronged attack utilizing the sound and fury of her Goddess proceeds the doom of one Justicar - who is vaporized - and the large Beast - now seemingly mired in prehistoric muck. Somehow the cursed priest and his now sole fell guard escape her secondary attack (perhaps because the shadows were hesitant).

Arunny takes a moment to catch her breath ... and catches movement out of the corner of her eye as her Lady's fingers gently move the young Knight into place.


* Minor Action: Sustain effect of Moment of Glory: You and each ally in the blast gain resist 5 to all damage until the end of your next turn (sustain minor).

* Minor Action: Healing Word (encounter) on herself: 13 (surge value) + r(6) = 19 HP gained, +2 attack rolls UEoANT (Battle Cleric's Lore)

* Standard Action: Tide of the First Storm (encounter): Area Burst 2 centered on Q8 vs. Reflex: Priest [r(8) + 10 + 2 (HW) = 20 vs. 19 Ref. hit], J1 [r(19) + 10 + 2 (HW) = 31 vs. 20 Ref. hit], J2 [r(17) + 10 +2 (HW) = 19 vs. 20 Ref. hit, 1/2 damage], and Beast [r(11) + 10 + 2 (CA) + 2 (HW) = 25 vs. 16 Ref. hit]; Damage: r(2) + 6 = 8 and Slowed UEoANT (J2 = 4 damage); Effect: slide Qamra 2 squares (TotFS + O'sCP) to Q6

* Free Action to use Action Point for Standard Action: Thunder of Judgment (encounter): vs. Fortitude: Priest [r(1) = automiss], J2 [r(5) + 10 +2 (HW) = 17 vs. 19 Fort. miss], and Beast [r(12) + 10 + 2 (CA) + 2 (HW) = 26 vs. 21 Fort. hit]; Damage: r(2) + 6 = 8 and Dazed UEoANT

* Save vs. Immobilized: r(10) = success!

LOCATION: Arunny: O12; Qamra: Q6
DAMAGE TO ENEMIES: Priest: 8; J1: 8 Damage (destroyed); J2: 4 Damage; Beast: 16 Damage:
CONDITION TO ENEMIES: All UEoANT: Priest: Slowed; J2: Slowed; Beast: Slowed AND Dazed
CURRENT HIT POINTS: 52/54
CURRENT BUFFS: Arunny, Ibhea and Qamra: Resist 5 All UtEoANT
CURRENT DEBUFFS: no longer Immobilized
HEALING SURGES: 9/10




QAMRA's mind reels as Arunny slides her across the battlefield in an exertion of Omthala's will. The glory of The Goddess is almost enough to cut through the terror seizing her heart from the Cursed Priest's spectral shriek.

At the edge of the light cast by the scrivener's lamp--clearly Omthala's presence cutting through the malediction laid upon this place--Qamra faces Eztcoatl, his form given flesh now, huddled on the rocky floor of this place. "I warned you not to hurt my friends," she reminds him, almost sweetly. Then, more fiercely, "Don't do it again, or you'll pay!"

A burst of radiance flashes from her, catching the Cursed Priest full on, though the shadowy form of the victim sacrificed aeons ago, hovering just beyond the lamplight, retreats safely from Omthala's power.

Having been used as a vessel for The Goddess, Qamra feels the fear melt away from her heart, her limbs free to move of their own accord once again. The moans of the sacrificed, however, still assail her heart with sorrow.


* Start of Turn: OG 5 necrotic damage negated by Resist 5 All.

* Minor: Ensnaring Sanction vs P.

* Standard: Radiant Burst Close Burst 1, ATK vs P, r(19) +10 -2 (J2's mark) = 27 vs 19 Reflex. Hit. ATK vs M (Q5), r(1) = automiss. r(2) +7 = 9 radiant damage to P.

* End of Turn: Save vs Immobilize, r(14) -2 (EoS's Aura) = 12. Success. Immobilize ends. Save vs. OG 5 necrotic damage, r(6) -2 = 4. Fails.

LOCATION: Q6
DAMAGE TO ENEMIES: 9 radiant damage to P.
CONDITIONS TO ENEMIES: Ensnaring Sanction on P. Ensnaring Sanction on B ends.
CURRENT HIT POINTS: 56/67
CURRENT DE/BUFFS: Resist 5 All (Moment of Glory sustained UEoANT), OG 5 necrotic
HEALING SURGES: 12/12




The ECHOES OF SACRIFICE, cringing at the light, recoil from its radiant grandeur. Qamra and Ibhea are assailed by the sadness of their moans from a time long removed. Though Omthala's blessings protect them from the worst of it, the penetrating emotions anchor their feet, turning them leaden.

M (Q5)

* Move Action: Shift Q5 to Q4.

* Standard Action: Draining Moan (Ranged 5) vs Q Fort; r(14) +11 = 25. Hit; Ongoing 5 necrotic damage (save ends), and Q is slowed until the end of its next turn.


M (J7)

* Move Action: Move J7 to I7 (back in partial concealment)

* Standard Action: Draining Moan (Ranged 5) vs I Fort; r(2) +11 = 13. Miss.


M (I8)

* Standard Action: Draining Moan (Ranged 5) vs I Fort; r(14) +11 = 25. Hit; Ongoing 5 necrotic damage (save ends), and I is slowed until the end of its next turn.


LOCATION: I8, I7, Q4
DAMAGE TO ENEMIES: Ongoing 5 necrotic damage (save ends) to I and Q.
CONDITION TO ENEMIES: I and Q slowed until the end of M's next turn.
CURRENT HIT POINTS: Minions
CURRENT BUFFS: Partial Concealment all.





The CURSED UNDEAD JUSTICAR can sense the tide of the battle turning against it and the malevolent, spectral priest it has guarded in life and now beyond it. As it would wade into battle physically in life, its spectral form pantomimes it now, moving toward the Omthalan priests and glaring at them with the promise of doom! The promise fulfilled, the Omthalan priests feel a fell curse of hopelessness and terror tug at their heart and soul from within.

J2

* Move Action: R10 to P11.

* Standard Action: Glare of Doom (CBL5; Enemies) vs A and I Will; r(10, 19) +10 = Hit both. r(6, 7) +6 -5 Resist All = 14 psychic damage, slides the target 3 squares, and the target is cursed. Until the target is no longer cursed, it takes 3 psychic damage whenever it misses every target with an attack power. At the end of each of the target's extended rests, it makes a DC 16 Religion check to try to end the curse. A slides to O9 and I slides to P8.


LOCATION: P11
DAMAGE TO ENEMIES: A and I take 14 psychic damage.
CONDITION TO ENEMIES: A and I slide 3 squares to O9 and P8. They're both cursed (see above).
CURRENT HIT POINTS: J2 69/80.
CURRENT DEBUFFS: slowed UtEoANT, divine sanction UtEoQ'sNT
CURRENT BUFFS: NA




Wavering under the combined dread of the Justicar's glare and the draining moans of the Echoes of Sacrifice, IBHEA nevertheless fights off the psychic trauma, even as Eztcoatl's shriek roots him in fear.

"May the black flames of Delban sear your soul from this realm," he curses the Priest. Then he manifests a crackling black sphere of energy and flings it at Eztcoatl, the energies licking like flames across his prone form. For good measure, Ibhea releases against his foe another point of painful blue-white light from the smoking halo encircling his head. The onslaught is a success, and Ibhea feels himself freed from the miring curse of Eztcoatl.


* Begins Turn: OG 5 necrotic damage negated by Resist 5 All (MoG), Immobilized, Slowed, Cursed, regained Fell Might when J1 reduced to 0 HP.

* Minor: Places Warlock's Curse on P.

* Standard: Hand of Blight (Ranged 10) vs P, ATK r(12) +9 -2 (prone) = 19 vs 17 Will. Hit.

* Free Action: Spend Fell Might.

Damage = r(6) +5 +r(2) = 13 necrotic and psychic +r(6) (Curse) +r(2) psychic (Mindbite Scorn) = 21 necrotic and psychic damage (combined damage type bypasses Resist 10 necrotic) and P grants CA UEoINT.

* Minor: Sustain Crown of Stars, ATK (Ranged 10) vs P, r(8) +9 +2 (CA) -2 (prone) = 17 vs 20 Will. TRIGGER: Heroic Action: No Action. Trigger: You miss with an attack or fail a saving throw. Effect: You gain a +4 racial bonus to the attack roll or the saving throw. 17 --> 21 vs 20 Will. Hit for 5 radiant damage and negates Insubstantial UEoPNT.

* Ends Turn: Save vs OG 5 necrotic damage, r(3). Fails. Save vs Immobilized, r(16). Success. Immobilized ends. Slowed ends. Cursed.

LOCATION: P8
DAMAGE TO ENEMIES: 26 damage to P
CONDITION TO ENEMIES: P grants CA UEoINT, Insubstantial negated UEoPNT
CURRENT HIT POINTS: 29/54
CURRENT DE/BUFFS: Resist 5 All UEoANT, OG 5 necrotic damage (SE), Cursed
HEALING SURGES: 7/7




The terrible undead priest EZTCOATL flits its spectral form away from the small Paladin's wrathe. A cold blade forces she and Ibhea fighting desperately to parry and dodge the seemingly insubstantial shadowstuff of the weapon, leaving them both sprawling and spinning away toward the skeletal beast.

A spectral, skeletal fist reaches out to Qamra and a fell voice comes from the recesses of its hood; "Mine..." The poor girl feels her mind recede and her limbs betray her...


* Recharge Terrifying Shriek; 2. Failure.

* Move Action: Stand from prone (Shift 1 sq to O6).

* Standard Action: Beshadowed Blade (Melee 2, 1 or 2 creatures) vs Q and I AC; r(17, 15) +12 = Hit both. r(6, 3) +2 -5 (Resist All) = 6 cold damage to Q and I. IBHEA BLOODIED. Slide Q 2 sq to R8 and slide I 2 sq to R9.

TRIGGER: DELBAN'S DEADLY ATTENTION (IBHEA). An enemy (P) hits Ibhea with a melee attack; Immediate Interrupt (Close burst 4). Target: The triggering enemy in the burst. ATK r(15) +9 +2 (Cunning Stalker; P is in O6 with no adjacent creatures when he makes his attack) = 26 vs 20 Will. Hit for r(5) +5 = 10 necrotic damage (Resists 10 necrotic reduces this to 0) and the target chooses either to deal half damage to you with its melee attack or to take 1d8 extra necrotic damage, r(4). (This extra damage is part of the attack if you choose it, so it would exceed the Resist 10 necrotic threshold.). P will take the 4 necrotic damage.

IBHEA calls A bolt of frigid starlight to shine down and bathe Eztcoatl, causing the undead creature to suffer a spasm of agony just as it attacks Ibhea.

TRIGGER: ENSNARING SANCTION (QAMRA). If a target sanctioned by this power is within 10 squares of Qamra when it hits with an attack that does not include her as a target, she can use an immediate reaction after the target’s entire attack is resolved to teleport the target to any space adjacent to her (P hits I with Beshadowed Blade). In addition, the target grants combat advantage to all creatures until the end of her next turn. Q teleports P to S7 (adjacent to P), P grants CA UEoQNT.

* Minor Action: Entrapping Gaze (Ranged 10; Encounter) vs Q Will; r(9) +10 = 19. Hit. Qamra is dominated (save ends).

TRIGGER: OPPORTUNITY ACTION (QAMRA). P's Ranged 10 attack in melee triggers MBA (Ardent Strike; Melee 1); r(17) +12 = 29. Hit for r(5) +8 = 13 damage and P is subject to Q Divine Sanction UtEoQNT.

QAMRA feels her autonomy succumbing to the mighty will of the Undead Priest. Yet before she falls entirely under its thrall, she has the wherewithal to enforce Omthala's sanction against the creature, teleporting it beside her when it strikes Ibhea and lashing out with a divinity-inspired flurry of bladework against the mighty undead.

LOCATION: S7
DAMAGE TO ENEMIES: 6 to I and Q.
CONDITION TO ENEMIES: Slide Q 2 sq to R8 and slide I 2 sq to R9. Q dominated (save ends).
CURRENT HIT POINTS: 80/152
CURRENT DEBUFFS: Subjected to Q's Divine Sanction UtEoQNT, slowed UtEoANT, ensnaring sanction by Q, Terrifying Shriek on CD
CURRENT BUFFS: NA




The DEFILED BEAST, a mere undead collection of animated bones and primitive will, lacks the coordination and mental means of a sentient being possessed of a working brain: body connection. It attempts to rear and flail a pair of massive boney arms at Ibhea to grasp him in a crushing embrace. The wily priest picks up the tell before the creature can enact its clumsy gambit and easily evades.

* Standard Action: Grasp of the Dead (Melee 1; Encounter) vs I AC; r(4) +12 = 16. Misses.

LOCATION: T10
DAMAGE TO ENEMIES: NA
CONDITION TO ENEMIES: NA
CURRENT HIT POINTS: 84/100
CURRENT DEBUFFS: Dazed & slowed UtEoANT
CURRENT BUFFS: NA




P 80/152 Subjected to Q's Divine Sanction UtEoQNT, slowed UtEoANT, ensnaring sanction by Q, Terrifying Shriek on CD
J2 69/80 Slowed UtEoANT, divine sanction UtEoQ'sNT
B 84/100 Dazed & slowed UtEoANT
M x 3

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ROUND 3




Omthala's Searing Voice is shaken but determined. <Once again the wrong hand is moving the pieces. Nonetheless, despite the heavy weight his warrior has given to our souls, I trust my Player with my heart and my life. She will complete the game of strategy and win us all back.>

Smiling grimly at the image of her Lady's triumph, ARUNNY studies the pieces on the board in front of her. It seems as if the sacrificed maidens are watching carefully as well, their stares seemingly beams of light showing her the next move. The seer nods her head and steps forward, sliding Ibhea out of the way.

"Apologies, dear child, may our Goddess protect you and bring you back to us," she murmurs quietly before silently reciting the word of power which draws the shadows together before releasing them as thunderbolts against the cavern walls.


* Minor: Sustain effect of MoG: resist 5 to all damage UEoANT (sustain minor).

* Move: from O9 to Q7

* Standard: Silent Malediction (daily): [Manifestation of Preservation: slide Ibhea to Q9]: Close Blast 3 (R-S-T x 7-8-9) vs. Fortitude: Beast [r(6 + 10 + 2 CA + 2 BCL = 20 vs. 21 Fort. miss = 1/2 damage], Priest [r(4) + 10 + 2 CA + 2 BCL = 18 vs. 17 Fort. hit], Qamra [r(8) + 10 + 2 BCL = 20 vs. 19 Fort. hit], Damage: r(1,3) + 6 = 10 and Stunned (SE) / Qamra's damage = 10 - 5 Resist All = 5 / Miss = 5 Damage and Dazed UEoANT; Effect: Arunny Dazed UEoANT

PRIEST BLOODIED

* No Action: Supporting Armor (daily): Trigger: An effect dazes or stuns you.
Effect: You make a saving throw against the triggering effect. On a save, the
effect ends. r(16) = no longer dazed

LOCATION: Arunny Q7, Ibhea Q9
DAMAGE TO ENEMIES: Priest: 10 Thunder Damage; B: 5 Thunder Damage; Qamra: 5 Thunder Damage:
CONDITION TO ENEMIES/ALLIES: Priest: Stunned (SE); Qamra: Stunned (SE); B: Dazed UEoANT
CURRENT HIT POINTS: 38/54
CURRENT BUFFS: Arunny, Ibhea and Qamra: Resist 5 All UtEoANT; +2 ATK from BCL ends
HEALING SURGES: 9/10




As Arunny mouths the silent word of power, QAMRA shudders, The Goddess's power turned against her for the first time. Thunder shakes her lithe form, and the exterior vantage on her own actions, imposed by the Cursed Priest's mighty will, suspends itself, along with any consciousness of her surroundings, all receding into silence, stillness for now.

* Begins turn: OG 5 necrotic damage negated by MoG, Slowed, Dominated, Stunned.

* Ends turn: Save vs OG5 necrotic, r(10). Succeeds. OG 5 necrotic ends. Save vs Dominated, r(3). Fails. Save vs Stunned, r(4). Fails. Slowed ends.

LOCATION: R8
DAMAGE TO ENEMIES: na
CONDITION TO ENEMIES: P still subject to Ensnaring Sanction.
CURRENT HIT POINTS: 45/67
CURRENT DE/BUFFS: Resist 5 All UEoANT, Dominated (SE), Stunned (SE).
HEALING SURGES: 12/12




The ECHOES OF SACRIFICE find their incorporeal visages sizzling under the soft glow of the scriveners light as they reflexively move to share their tale of woe with the gathered priests. Though the light causes no harm, they retreat from it nontheless, back into the darkness. However...their moans are momentarily stifled in the light, replaced by something akin to a comforting exale...like a breath that had been held in for centuries?

Arunny is perhaps less assailed by their draining moans and more at the mystery of the duality of the light's comfort and simultaneous censure to these poor souls?


M (Q4)

* Standard Action: Draining Moan (Ranged 5) vs A Fort; r(3) +11 = 14. Miss.


M (I7)

* Move Action: Move I7 to O3 (into the light and back in partial concealment)

* Standard Action: Draining Moan (Ranged 5) vs A Fort; r(12) +11 = 23. Hit; Ongoing 5 necrotic damage (save ends), and A is slowed until the end of its next turn.


M (I8)

* Move Action: Move I8 to N5 (into the light and back in partial concealment)

* Standard Action: Draining Moan (Ranged 5) vs I Fort; r(4) +11 = 15. Miss.


LOCATION: Q4, O3, N5
DAMAGE TO ENEMIES: Ongoing 5 necrotic damage (save ends) to A.
CONDITION TO ENEMIES: A is slowed until the end of M's next turn.
CURRENT HIT POINTS: Minions
CURRENT BUFFS: Partial Concealment all.





The CURSED UNDEAD JUSTICAR wades into melee with the dangerous, armor-clad warrior of the sun faith. All the justicar knows is that the light must be harried. It must be foiled. It sets its will to the task in the way of a cold spectral blade biting at Arunny's life force.

J2

* Move Action: P11 to P7 (circling to avoid OA)

* Standard Action: Spectral Blade (Melee 1) vs A AC; r(14) +12 = 26. Hit; r(2, 4) +6 -5 (Resist All) = 7 cold damage and A is marked by J2 UtEoJ2NT.


LOCATION: P7
DAMAGE TO ENEMIES: A takes 7 cold damage.
CONDITION TO ENEMIES: NA
CURRENT HIT POINTS: J2 69/80.
CURRENT DEBUFFS: NA
CURRENT BUFFS: NA




The whisky priest, blinded by his focus, remains unaware of Arunny's inner struggle to save the Echoes of Sacrifice.

Further, the ferocious assault upon Arunny by Eztcoatl's undead bodyguard throws IBHEA off his game: he is unable to mainifest Delban's searing starlight against the shadowy apparition and reels under the psychic feedback. And so he threads his way past the Defiled Beast and Eztcoatl, both incapacitated by Arunny's word of power, and unleashes an incarnation of Delban's predestined final form: a black hole in space that blasts one of the Echoes of Sacrifice from this realm, a lament of missed redemption and pain escaping her lips before she discorporates, blinds the Justicar with the darkness of a black solar flare, and ripples against his nearby foes with necrotic energies just as Ibhea transcorporates this hole in space across the ruin-strewn battlefield to reappear beyond their grasp.


* Starts Turn: OG 5 necrotic negated by Resist 5 All (MoG)

* Minor: Sustain Crown of Stars, ATK vs J2, r(4) +9 = 13 vs 18 Will. Miss. Take 3 psychic damage (Curse).

* Move: Q9 to T7. No OAs triggered (B dazed, P stunned). Triggers Shadow Walk (Concealment UEoINT).

* Standard: Deathly Conduit, Area Burst 1, centered on O6. ATK vs J2, r(16) +9 = 25 vs 19 Fort. Hit. ATK vs M (N5), r(13) +9 +2 (Cunning Stalker) = 24 vs 20 Fort. Hit. M (N5) destroyed. r(4,1) +5 = 10/2 (half damage) = 5 necrotic damage and Blinded (SE) to J2. 10 necrotic damage to B. 10 + r(6) (WC) +r(2) psychic (Mindbite Scorn) = 18 necrotic and psychic damage to P (combined damage types bypasses Resist 10 necrotic). I teleports to N7 (in J2s aura).

When Ibhea reduces M (N5) to 0 HP, it is within 3 squares of Arunny, which triggers Death Surge.

As the Echo of Sacrifice wails her vanishing lament, ARUNNY is overwhelmed by deep sorrow at her fate. This sorrow manifests, to her eyes, at least, as a ripple of power that emanates from her own form, vengeance wreaked upon the enemies that forced this tragic outcome, and energy that fuels her allies in their grim determination to end this battle.

TRIGGER: DEATH SURGE (ARUNNY); Immediate Reaction: A creature within 3 squares of you drops to 0 HPs. Close burst 3. Target: Each enemy in the burst.
Attack: Wisdom vs. Fortitude Hit: 1d8 + Wisdom modifier psychic damage.
Effect: You and each ally in the burst gain a +2 power bonus to attack rolls until the end of your next turn, and gain 5 temporary hit points.

* Immediate Reaction: Manifestation of Preservation; Slide I N7 to M7.

ATK vs P, r(15) +10 +2 (CA) - 2 (marked) = 25 vs 17 Fort. Hit. ATK vs B, r(8) +10 +2 (CA) -2 (marked) = 18 vs 21 Fort. Miss. r(7) +6 = 13 psychic damage to P. A, I, and Q gain 5 THP and +2 power bonus to attack rolls UEoANT.

* Ends Turn: Save vs OG 5 necrotic, r(18). Succeeds.

LOCATION: I in M7
DAMAGE TO ENEMIES: M (N5) destroyed. 5 necrotic damage to J2. 10 necrotic damage to B. 18 necrotic and psychic damage to P. 13 psychic to P.
CONDITION TO ENEMIES: J2 Blinded (SE).
CURRENT HIT POINTS: 20 +5 THP/54 (Bloodied)
CURRENT BUFFS: Concealment UEoINT, A, I, Q +5 THP, +2 power bonus to attack rolls UEoANT.
HEALING SURGES: 7/7







The terrible undead priest EZTCOATL, perhaps not so terrible after this day, reels from the Arunny's prayer and the thunderous reprisal that comes with it. Mustering his last remnants of potency, he shakes himself free of the effects of the peal of thunder and a final terrifying shriek wells up inside of him...

* Terrifying Shriek Recharge: 5; Recharges.

* End of Turn Saving Throw vs Stunned; r(9) +2 = 11. Success.

LOCATION: S7
DAMAGE TO ENEMIES: NA
CONDITION TO ENEMIES: NA
CURRENT HIT POINTS: 39/152
CURRENT DEBUFFS: Subjected to Q's Divine Sanction UtEoQNT (suspended as Q dominated), ensnaring sanction by Q (suspended as Q dominated)
CURRENT BUFFS: NA




The DEFILED BEAST, staggers at the radiant warrior-priest's thunderclap. Its response is more the last vestiges rummaging through the decrepit bones of its former life. It flails wildly, catching the small, armor-clad Qamra in with a bony thwack!

* Standard Action: Slam (Melee 1; Encounter) vs Q AC; r(14) +12 +2 (CA) = 28. Hit; r(4, 6) +8 -5 (Resist All) = 13 - 5 THP = 8 damage.

LOCATION: T10
DAMAGE TO ENEMIES: 8 damage to Q (loses her 5 THP)
CONDITION TO ENEMIES: NA
CURRENT HIT POINTS: 64/100
CURRENT DEBUFFS: Dazed UtEoANT
CURRENT BUFFS: NA





P 39/152 Subjected to Q's Divine Sanction UtEoQNT (suspended as Q dominated), ensnaring sanction by Q (suspended as Q dominated)
J2 64/80 Blinded (SE)
B 64/100 Dazed UtEoANT
M x 2

1686563701373.png


ROUND 4




Still studying the chessboard in her mind's eye, ARUNNY continues to weave the protective scents of lemon verbena and lavender around herself and her comrades. She spares a moment to pray for the second maiden lost and promises justice for them, deliverance to their sisters, and to remember them always.

The seer then looks down at the rope of purple molecules around her wrist connecting her to the spectral justicar, feeling the echoes of the weight he has put on her soul and that of her fellow priest. Following the line of the molecules to its source, her focus suddenly sharpens. THWACK!! Burning with the harsh radiance of Omthala's righteous fury, her priestess's morningstar hits the warrior square in the face, momentarily causing him to become more substantial.

The power of the blow sends echoes through the chamber toward Qamra, but as the priestess turns to face the girl, the scent of cinnamon tells Arunny that her attempt to pull her out of the corrupted priest's influence has failed. Narrowing her eyes at him and discerning his intent, the priestess becomes the castle as her Goddess moves her to a more advantageous placement on the board. Omthala's Searing Voice lifts her weapon and prepares to continue her battle.


* Begins turn: 5 OG Necrotic Damage negated by MoG (SE), Marked by J2 UEoJ2NT, Slowed UEoMNT, 5THP & +2 ATK via DS

* Minor: Sustain MoG

* Standard: Brand of Sun: ATK vs. J2: r(16) + 10 + 2 (DS) + 2 (CA, Blinded) = 30 vs. 23 AC, Hit, Damage: r(7) + 4 Radiant Damage and Insubstantial Negated UEoJ2NT; Effect: You or one ally within 5 squares of you can make a saving throw: Qamra: Save vs. Dominated: 8 Fail.

* Move: Shift to P8

* Save vs. OG: 18 Success

LOCATION: Arunny: P8
DAMAGE TO ENEMIES: J2: 11 Radiant Damage
CONDITION TO ENEMIES: J2: Insubstantial Negated UEoJ2NT
CURRENT HIT POINTS: 31/54, 5 THP
CURRENT BUFFS: A, I & Q: Resist 5 All UtEoANT; +2 ATK from DS ends, Marked by J2 UEoJ2NT, Slowed UEoMNT
HEALING SURGES: 9/10




The faint caress of power touches QAMRA's cheek, reigniting the girl's will to fight against the foul priest's domination. As she finally is able to shake off his power, there is the curious scent of flowery lemons in the air, reminding Qamra of her earliest days - not too long ago - in happier times.

The young warrior mirrors her mentor's stance, lifting her weapon and preparing to re-enter the fray.


* Begins turn: Resist 5 ALL MoG, Dominated (SE), Stunned (SE).

* Ends turn: Save vs Dominated, r(13). Success, no longer Dominated. Save vs Stunned, r(15). Success, no longer Stunned.

LOCATION: R8
DAMAGE TO ENEMIES: na
CONDITION TO ENEMIES: P still subject to Ensnaring Sanction.
CURRENT HIT POINTS: 37/67
CURRENT DE/BUFFS: Resist 5 All UEoANT.
HEALING SURGES: 12/12




Moans of despair continue to fill the cavern as the tale of woe of the remaining ECHOES OF SACRIFICE weigh upon Omthala's gathered.

M (Q4)

* Standard Action: Draining Moan (Ranged 5) vs A Fort; r(13) +11 = 14. Hit; Ongoing 5 necrotic damage (save ends), and A is slowed until the end of its next turn.


M (O3)

* Standard Action: Draining Moan (Ranged 5) vs Q Fort; r(20) = Crit; Ongoing 5 necrotic damage (save ends), and Q is slowed until the end of its next turn.

LOCATION: Q4, O3
DAMAGE TO ENEMIES: Ongoing 5 necrotic damage (save ends) to A and Q.
CONDITION TO ENEMIES: A and Q are slowed until the end of M's next turn.
CURRENT HIT POINTS: Minions
CURRENT BUFFS: Partial Concealment all.




The sensory perception scheme of a spectral entity has puzzled the mind of Bantouk's academics for centuries! Nonetheless, with its apparatus for sight (whatever it is!) temporarily compromised, the CURSED UNDEAD JUSTICAR loses all technical prowess as it helplessly falls back upon the instincts of a cornered animal, cutting the air blindly with its incorporeal blade...to no avail.

J2

* Standard Action: Spectral Blade (Melee 1) vs A AC; r(12) +12 -5 (Blinded so targets have Total Concealment) = 19. Miss.

* Saving Throw vs Blinded; 13. Passes.


LOCATION: P7
DAMAGE TO ENEMIES: NA
CONDITION TO ENEMIES: NA
CURRENT HIT POINTS: J2 53/80.
CURRENT DEBUFFS: Insubstantial Negated UEoJ2NT
CURRENT BUFFS: NA




Though Arunny has brought Omthala's blessing of protection to Her followers, IBHEA knows power even greater. Drawing deep within himself, he pulls forth the protective might of Delban, the Shadowed Sun, Sorcerer-King!

Striding confidently now across the battlefield, he stands beside Qamra, that most peculiar girl, and whispers, "Good to have you back on our side!"

Then his holy symbol gleams with a brilliant radiance, searing and dazzling for a time Eztcoatl and the skeletal beast. "By Omthala's holy light and the black flames of Delban, feel my wrath for usurping the mind of this young one!"


* Minor: Deliverance of Faith, spend 1 surge, gain 13 THP.

* Move: M7 to R9, avoiding OAs. Triggers Shadow Walk (Concealment UEoINT).

* Standard: Shining Symbol, Close Burst 3 on squares S-T-U x 7-8-9. ATK vs B, r(9) +9 = 18 vs 18 Will. Hit. (No Arcane keyword, so no Defiling Backlash). ATK vs P, r(13) +9 = 22 vs 20 Will. Hit. r(8) +5 = 13 radiant damage and -2 attacks UEoINT to B and P + r(2) (WC) +r(2) (MS) = 4 psychic damage to P.

LOCATION: R9
DAMAGE TO ENEMIES: 13 radiant damage to B, 17 radiant and psychic damage to P.
CONDITION TO ENEMIES: -2 to attacks UEoINT for B and P. P Insubstantial negated UEoPNT. P still Cursed.
CURRENT HIT POINTS: 20 + 13 THP /54
CURRENT BUFFS: Resist 5 All UEoANT. Concealment UEoINT (Shadow Walk)
HEALING SURGES: 6/7




EZTCOATL flits back as a phantom and unleashes another shriek born of raw terror. The collective heros' various bulwarks of faith hold to one degree or another against the psychic assault though Ibhea and Qamra find themselves on unsteady legs.

* Move Action: Shift S7 to S6.

* Standard Action: Terrifying Shriek (CBU5; enemies) vs A, I, Q Will; r(2, 14, 11) +10 -2 (attack penalty Shining Symbol) = Miss A, Hit I, Q. r(5, 3, 4) +2 - 5 (Resist All) = 9 psychic damage and the target is immobilized (SE). Ibhea takes 0 damage, but has only 4 remaining THP. Qamra takes 9 psychic damage and is BLOODIED.

LOCATION: S6
DAMAGE TO ENEMIES: 9 THP lost by I. 9 psychic damage to Q.
CONDITION TO ENEMIES: I and Q immobilized (SE)
CURRENT HIT POINTS: 22/152
CURRENT DEBUFFS: Subjected to Q's ensnaring sanction, -2 to attacks UEoINT, Insubstantial Negated UEoJ2NT
CURRENT BUFFS: NA




The DEFILED BEAST focuses its enmity on the less armored priest of the bunch after Ibhea engages the skeletal creature and brandishes his shining symbol. However, the creature's flailing forelegs are easily turned aside by disorienting radiance and shielding dagger.

* Standard Action: Slam (Melee 1; Encounter) vs I AC; r(10) +12 -2 (attack penalty Shining Symbol) = Miss.

LOCATION: T10
DAMAGE TO ENEMIES: NA
CONDITION TO ENEMIES: NA
CURRENT HIT POINTS: 51/100
CURRENT DEBUFFS: -2 to attacks UEoINT
CURRENT BUFFS: NA




P 22/152 Subjected to Q's ensnaring sanction, -2 to attacks UEoINT, Insubstantial Negated UEoJ2NT
J2 53/80 Insubstantial Negated UEoJ2NT
B 51/100 -2 to attacks UEoINT
M x 2

1686633564503.png


ROUND 5




ARUNNY's mouth tightens with frustration as her comrades seem shaken by the unearthly shriek of the priestly spector. After drawing in a deep breath, Omthala's Searing Voice calls out to her Lady to continue bathing her faithful with her protective Light. The seer ignores the nearby murmured repetition of "and Her Shadowed Sun."

Then the priestess begins rotating her morningstar in ever growing circles above her head, gathering motes of light swirling in its wake. As the circles widen, the wave of radiant motes begins to flow outward, hitting first the corrupted priest, then his warrior, and finally his misshapen beast, each gasping in pain as Omthala pours her burning justice into their being.

Arunny, carefully inspecting the board once more, sees the possible moves to come and the likely dangers. Lifting her morningstar once again, the Bishop moves to protect the Knight.


* Begins turn: 5 OG Necrotic Damage negated by MoG (SE), Marked by J2 UEoJ2NT, Slowed UEoMNT, 5THP (DS)

* Minor: Sustain MoG

* Standard: Hand of Radiance: ATK: vs. P: r(13) + 10 = 23 vs. 19 Reflex (Hit), vs. J2: r(12) + 10 = 22 vs. 20 Reflex (Hit), vs. r(14) + 10 = 24 vs. 16 Reflex (Hit); Damage: r(4) + 6 = 10, and P, J2 = Insubstantial Negated UEoNT, B BLOODIED.

* Move: Shift 1 square to Q8

* Save vs. OG Necrotic: r(15) = Success!

LOCATION: Arunny: Q8
DAMAGE TO ENEMIES: P, J2, B: 10 Radiant Damage
CONDITION TO ENEMIES: P: Insubstatial Negated UEoPNT, J2: Insubstantial Negated UEoJ2NT
CURRENT HIT POINTS: 31/54, 5 THP
CURRENT DE/BUFFS: A, I & Q: Resist 5 All UtEoANT; Marked by J2 UEoJ2NT, Slowed UEoMNT, OG Necrotic ends.
HEALING SURGES: 9/10




QAMRA's young heart is heavy with discouragement at what she sees as her failure to properly serve her Goddess and Her priests. Then the young girl feels a gentle touch raising her chin and lifting her teary gaze. Qamra gasps as she sees, not the specter of the cursed priest, but the body of the man himself, solidifying before her eyes, his own pale blue eyes blazing, lips twisted in scornful sneer, foot lifted to move toward her. But his body ... his body looks sorely wounded indeed, badly burned and still burning in parts.

Glaring back at him and remembering the fear and frustration his domination had poured into her mind, Qamra lifts her sword and - with a loud yell - flings it into his face. As his body erupts in embers, her mouth drops momentarily in astonishment. Then the young warrior gives a cry of triumph and challenge at her remaining opponents.


* Begins turn: 5 OG Necrotic Damage negated by MoG (SE), Slowed (UEoMNT), Immobilized (SE).

* Standard: Sword Flip: Ranged 5/10: vs. Priest: r(19) + 12 = 31 vs. 21 AC; r(8) + 10 = 18 DEADED!!

TRIGGERED ACTION (OA due to Ranged Attack; B): Beast OA: Slam vs. AC: r(5) + 12 - 2 (Shining Symbol) = 15 vs. 23 AC Miss

* Minor: Call of Challenge (Enc): J2, Beast = subject to Divine Sanction UEoQNT

* Ends turn: Save vs OG Necrotic, r(10). Success. Save vs Immobilized, r(14). Success.

LOCATION: R8
DAMAGE TO ENEMIES: P: 18, Dead
CONDITION TO ENEMIES: J2, Beast = subject to Divine Sanction UEoQNT.
CURRENT HIT POINTS: 28/67, BLOODIED
CURRENT DE/BUFFS: Resist 5 All UEoANT, Slowed UEoMNT.
HEALING SURGES: 12/12




Perhaps somewhere deep in the reservoir of emotion that animates these ECHOES OF SACRIFICE, there is a glint of happiness and hope at the terrible priest's dismissal...but they know that this scene and this suffering will play out again...and again...and again...until the curse is formally lifted by way of consecration.

So anguished moan they continue to do.


M (Q4)

* Standard Action: Draining Moan (Ranged 5) vs Q Fort; r(4) +11 = 15. Miss


M (O3)

* Standard Action: Draining Moan (Ranged 5) vs A Fort; r(7) +11 = 18. Miss.

LOCATION: Q4, O3
DAMAGE TO ENEMIES: NA
CONDITION TO ENEMIES: NA
CURRENT HIT POINTS: Minions
CURRENT BUFFS: Partial Concealment all.




Willed by the greater curse and the curse alone, the CURSED UNDEAD JUSTICAR fights on without even acknowledging the fall of the terrible priest it protected in life and continues to do so in (cursed) unlife.

J2

* Move Action: Shift P7 to Q7.

ARUNNY focuses on the foul skeletal beast threatening her young charge, preparing to rush in and thwart a second attempt to slam Qamra. So occupied, she is caught unaware by the swift adjustment on the board of the corrupt priest's Knight. Perhaps it is he, the justicar, who is her opponent's King, not the priest as she'd supposed. Twisting back to face him, the seer swings her battleaxe just a moment too late to interrupt his attack on Qamra.

TRIGGER; BATTLE AWARENESS (ENC) - ARUNNY (Immediate Interrupt): An enemy that is adjacent to you shifts or makes an attack that does not include you as a target. Effect: You make a melee basic attack against the triggering enemy. Eldritch Strike (Enc.): Special: This power counts as a melee basic attack. ATK: r(10) + 10 vs. AC 23 Miss. TRIGGER; Arunny takes 3 psychic damage from Glare of Doom curse.

* Standard Action: Spectral Blade (Melee 1) vs Q AC; r(16) +12 = 28. Hit; r(7, 3) +6 -5 (Resist All) = 11 cold damage and Q is marked by J2 UtEoJ2NT.


LOCATION: Q7
DAMAGE TO ENEMIES: Q takes 11 cold damage. Arunny takes 3 psychic damage.
CONDITION TO ENEMIES: NA
CURRENT HIT POINTS: J2 43/80.
CURRENT DEBUFFS: Insubstantial Negated UEoJ2NT, subject to Divine Sanction UEoQNT
CURRENT BUFFS: NA




Eztcoatl's terrifying shriek imposes a supernatural dread upon IBHEA. He is unable to move away from the flailing skeletal pachyderm. Then his companions banish the Priest to his rest ... for now.

Still rooted in place by terror, Ibhea nevertheless accesses Delban's fell power, first to wreathe himself in a field of force that looks nothing less than flickering black flames. Then he forms a sizzling black sphere in his hand once again, and flings it at Eztcoatl's remaining guard with an oath: "May the black flames of Delban sear your soul from this realm!"

The sphere explodes against the Undead Justicar, wreathing it in the dark energies of the Sorcerer-King, and though the Defiled Beast rears and flails at Ibhea, he is too deep in his patron's shadow for the animate to pin him down.

A flash of dazzling light courses against the beast's form, searing it in holy radiance. "I told you not to hurt my friends," reminds Qamra, serenely.


Begins turn: Immobilized (SE), Concealment UEoINT, Fell Might recharged when P was reduced to 0 HP.

Minor: Swordmage Warding, +3 bonus to AC; Effect: Until the end of the encounter, while you are conscious and wielding either a light blade or a heavy blade, you gain a +1 bonus to AC, or a +3 bonus to AC if you are wielding a blade in one hand and have your other hand free.

* Minor: Curse J2.

* Standard: Hand of Blight (Ranged 10) vs J2.

TRIGGER: I Ranged Attack triggers OA from B (Opportunity Action); Slam, r(6) +12 -2 Concealment, -2 Shining Symbol, -2 Divine Sanction = 12 vs 24 AC (Swordmage Warding). Miss.

TRIGGER: B Divine Sanction violation (Free Action); 3 radiant damage to B.

* Ibhea HoB continued; r(12) +9 = 21 vs 19 Fort. Hit. r(7) +5 +r(6) (WC) +r(3) (MS) + No Action: Spend Fell Might. r(6) = 27 necrotic and psychic damage to J2 and J2 grants CA UEoINT.

* Ends Turn: Save vs Immob, r(19). Success. Concealment ends.

LOCATION: R9
DAMAGE TO ENEMIES: 27 necrotic & psychic damage to J2. 3 radiant damage to B.
CONDITION TO ENEMIES: J2 grants CA UEoINT
CURRENT HIT POINTS: 20/54 +4 THP
CURRENT BUFFS: SM Warding EoEnc
HEALING SURGES: 6/7




The DEFILED BEAST rages at all that it must abide; the terrible priest that raised it, the infinite loop of the curse forcing it to play out this sequence forever, the radiant sting of the small Paladin. Unfocused, skeletal wrath hammers the shield and armor of the small form of Qamra, her teeth gritting and brow furrowing as she takes rather futile cover behind the refuge of her relentless bladework. Brought to a knee by the battering, the hand guiding her blade’s parries works on rote technical prowess to save her from certain death.

* Standard Action: Slam (Melee 1; Encounter) vs Q AC; r(17) +12 +2 (CA with J2) = 31; Hit. r(9, 9) +8 -5 (Resist All) = 21 damage.

TRIGGER: QAMRA UNCONSCIOUS CONDITION AND PRONE; -4 HP

LOCATION: T10
DAMAGE TO ENEMIES: 21 damage to Q; UNCONSCIOUS
CONDITION TO ENEMIES: NA
CURRENT HIT POINTS: 38/100
CURRENT DEBUFFS: Subject to Divine Sanction UEoQNT (suspended due to Q Unconscious condition)
CURRENT BUFFS: NA





J2 16/80 Subject to Divine Sanction UEoQNT (suspended due to Q Unconscious condition), grants CA UEoINT
B 38/100 subject to Divine Sanction UEoQNT (suspended due to Q Unconscious condition)
M x 2

1686749020090.png


ROUND 6




Fighting to hold onto her Lady's glorious energies protecting them all, ARUNNY struggles against a feeling of hopeless doom when she fails in stopping the beast's attack and the young Knight falls.

As bitter tears well up and blur her vision, the seer again lifts her morningstar, pulling the shadows to her once more and releasing the energy, hitting the justicar but sadly missing the profane best. However, her vision suddenly clears, offering a window into the future, and Arunny sees a vision of radiant energy flowing into young Qamra and healing some of her wounds.

Omthala's Searing Voice understands the price she must pay for this miracle and smiles, weeping in gratitude."


* Minor: Sustain MoG

* Standard: Hand of Radiance: ATK: vs. J2: r(12) + 10 + 2 = 24 vs. 20 Reflex (Hit), vs. B: r(2) + 10 = 12 vs. 16 Reflex (Miss); Damage to J2: r(2) + 6 = 8, and Insubstantial Negated UEoJ2NT

* Minor: Stream of Life (daily): Effect: You take ongoing 5 damage (save ends). This damage can’t be reduced in any way. At the end of your turn, you can choose not to make a saving throw against this ongoing damage. Whenever you take the ongoing damage, an ally within 5 squares of you regains 15 hit points.

* Save vs. OG Damage: chooses not to save

LOCATION: Q8
DAMAGE TO ENEMIES: J2: 8 Radiant Damage
CONDITION TO ENEMIES: J2: Insubstantial Negated UEoJ2NT
CURRENT HIT POINTS: 31/54, 2 THP
CURRENT DE/BUFFS: A, I & Q: Resist 5 All UtEoANT, Slowed UEoMNT, 5 OG Damage (Stream of Life) (SE)
HEALING SURGES: 9/10




QAMRA opens her eyes in confusion. She was in a dark cave with her friends, fighting those ghosts and that scary beast, but where is she now? At first glance, it looks very familiar, a desert similar to where she used to live. The searing light of the sun ... does not sear her eyes. The dry heat does not cause thirst. She looks around herself in astonishment.

Then, a deep female voice gently speaks: you have done well, my young Knight, I am pleased. We have yet need of your service: take but a moment to catch your breath, for shortly you will re-enter the Game.

The young girl turns to gaze solemnly at the Haze from which the Voice emanates and at the swirling shape nearby. Then she lifts her chin and nods.


* Save vs. Dying: 5 Fails 1st Death Saving Throw

LOCATION: R8
DAMAGE TO ENEMIES: na
CONDITION TO ENEMIES: J2, Beast = subject to Divine Sanction UEoQNT (suspended while Qamra is Unconscious/Dying)
CURRENT HIT POINTS: -4/67, Unconscious
CURRENT DE/BUFFS: Resist 5 All UEoANT, Dying SE, Prone.
HEALING SURGES: 12/12




Carried away on misery and the will of the curse, the ECHOES OF SACRIFICE tug at the life force and the will of Arunny.

Misery loves company.


M (Q4)

* Standard Action: Draining Moan (Ranged 5) vs A Fort; r(7) +11 = 18. Miss


M (O3)

* Standard Action: Draining Moan (Ranged 5) vs A Fort; r(13) +11 = 24. Hits; Ongoing 5 necrotic damage (save ends), and A is slowed until the end of its next turn.


LOCATION: Q4, O3
DAMAGE TO ENEMIES: Ongoing 5 necrotic damage (save ends) to A.
CONDITION TO ENEMIES: A is slowed until the end of its next turn.
CURRENT HIT POINTS: Minions
CURRENT BUFFS: Partial Concealment all.




Circling back to Arunny's left, the CURSED UNDEAD JUSTICAR perhaps senses a weakness in her defenses there or works to set up a future attack. Whatever the reason, the armor-clad warrior-priest ferociously defends the justicar's probing attacks.

J2

* Move Action: Shift Q7 to P8.

* Standard Action: Spectral Blade (Melee 1) vs Q AC; r(4) +12 = 16. Miss.


LOCATION: P8
DAMAGE TO ENEMIES: NA
CONDITION TO ENEMIES: NA
CURRENT HIT POINTS: 8/80.
CURRENT DEBUFFS: Insubstantial Negated UEoJ2NT, subject to Divine Sanction UEoQNT (suspended)
CURRENT BUFFS: NA




IBHEA cannot believe this turn of events, Qamra lying unconscious on the rocky ground, dying, perhaps dead! Their young charge, entrusted to them by the designs of The Radiant One! Arunny did not foretell this!

And so he does what any self-respecting Servant of Her Lady's will, even one as broken by past trauma as he, would do: he draws the attention of the malevolent force animating the Defiled Beast away from his fallen comrade, shouting, "Here! Attack me, you beast!" as he circles the creature. And it happily obliges, connecting, finally and resoundingly, with a slam of its forelimbs.

Reeling, nearly unconscious now himself from the mighty blow, he reaches out with his mind, the power bestowed upon him by Delban, Sorcerer-King: "Your will is no longer yours but mine!" he relishes. Then, for good measure, he curses the beast: "May the black flames of Delban sear your soul from this realm!"

Finally, the whisky priest, with perhaps his last action in this realm, unleashes a crackling sphere of energy at the remaining Justicar, obliterating it in a cascade of glittering embers.


* Move: R9 to T11 (flanks B with Q when she regains consciousness), triggers Shadow Walk.

TRIGGERS: OA from B, Slam, r(16) +12 -2 Concealment = 26 vs 24 AC. Hit. r(6,5) +10 -5 (Resist 5 All) = 12 + 4 THP damage to I.

TRIGGERS: Touch of Command, Ibhea (IR), Trigger: An adjacent enemy attacks you. r(9) +9 = 18 vs 18 Will. Hit. B is dominated UEoBNT.

* Minor: Warlock's Curse on B.

* Standard: Hand of Blight (Ranged 10) vs J2, r(9) +9 +2 CA (Hand of Blight debuff from Rd 5) = 20 vs 19 Fort. Hit. r(1) +5 +r(1) WC +r(6) MS = 13 necrotic and psychic damage. J2 destroyed.

LOCATION: T11
DAMAGE TO ENEMIES: 13 necrotic and psychic damage to J2. J2 Destroyed.
CONDITION TO ENEMIES: B dominated UEoBNT.
CURRENT HIT POINTS: 8/54
CURRENT BUFFS: Concealment UEoINT, Resist 5 All UEoANT
HEALING SURGES: 6/7




META: Yeah...that is basically a "finisher." Calling the combat. However, @darkbard did update with subsequent turns so I'll attach below:




B:
Move T10 to M6 (one of these squares of movement is caused by Ibhea's triggered slide on his attack).

TRIGGERS: OA Eldritch Strike from I, r(6) +11 +2 CA = 19 vs 19 AC. Hit. r(4) +5 +r(3) WC +r(3) MS = 15 psychic damage to B and B slides R11 to Q10.

TRIGGERS: Defiling Backlash on I, Q, A but 5 necrotic damage negated by Moment of Glory Resist 5 All.

TRIGGERS: OA MBA from A, r(2) +7 +2 CA = 11. Miss.

TRIGGERS: Frozen Radiant Downdraft (entering M6), r(6) +10 = 16 vs 21 Fort. Miss. Half damage on miss. r(6) +2 = 8 / 2 = 4 damage, pushed 4 to Q6 and gains Vulnerable 5 radiant USoBNT.

LOCATION: Q6
DAMAGE TO ENEMIES: na
CONDITION TO ENEMIES: na
CURRENT HIT POINTS: 19/100 (15 damage from I, 4 damage from FRD)
CURRENT DEBUFFS: Vulnerable 5 radiant USoBNT

A:
Starts turn: Takes 5 ongoing damage. Qamra regains 15 HP and is no longer Unconscious or Dying.

Minor: Sustain Moment of Glory

Standard: Hand of Radiance (Ranged 10) vs B, r(18) +10 = 28 vs 16 Reflex. Hit; vs M (O3), r(11) +10 = 21 vs 19 Reflex. Hit; vs M (Q4), r(3) +10 = 13 vs 19 Refex. Miss. r(2) +6 = 8 radiant damage (+5 to B Vulnerable 5 radiant = 13). M (O3) released. 13 radiant damage to B.

Ends turn: forgoes Save vs OG damage 5, Slowed ends.

LOCATION: Q8
DAMAGE TO ENEMIES: 13 radiant damage to B, M (O3) destroyed.
CURRENT HIT POINTS: 28/54
CURRENT DE/BUFFS: A, I & Q: Resist 5 All UtEoANT (MoG), 5 OG Damage (Stream of Life) (SE)
HEALING SURGES: 9/10

Q:
Move: Stand up from Prone, Shift R8 to S7.

Minor: Ensnaring Sanction on B.

Standard: Sword Flip (Ranged 5/10) vs B, r(4) +12 = 16 vs 19 AC. Miss.

LOCATION: S7
CURRENT HIT POINTS: 15/67
CONDITIONS TO ENEMIES: Ensnaring Sanction on B
CURRENT DE/BUFFS: Resist 5 All (MoG).


 
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Ok, going to fold Loot + XP into the follow-on conflict below as you've decided to attempt to consecrate the site/remove the curse immediately. We're going to include the fell priest, Ezcoatl's, beshadowed blade as a conduit for this despite. However, because you weren't able to pull off the standard action "disarm the priest of his beshadowed blade" move during the combat, this is going to be extremely danger, as follows:

* Ezcoatl's smoking shadow blade is momentarily not shunted from this world and part of the consecration ritual will be attempting to grasp it and render it corporeal before it “poofs.” This place is very dangerous to your present curse so Micro-failures in the SC will increase all curse-afflicted Religion checks to recover from the Justicar's curse by 2.

Goal
: Render Ezcoatl's beshadowed blade corporeal (2 successes), consecrate the site and remove the curse (final 4 successes).

Complexity 2, Level +2 Challenge (DCs 12, 17, 25 and vs NAD 21, vs AC 23)

2 Secondary Skill, all DCs Easy

0 Successes (1 Hard DC Available)/0 Failures/2 Secondary Skills Available

Alright, take a Short Rest, vignette Qamra recovering from her hardship, and let's do this.




The smoking beshadowed blade spilled from the hands of the fell priest Ezcoatl, eerily soundless and the freezing, necrotic mist flits about its hilt and edge. The phantom's hand curls like a spider's death throes and slowly disappears.

The blade's lack of substance increases with each passing moment. In short order it will be gone from this world, returning only when the curse manifests again, dragging with it the misery and horror of those eternally chained to it.

Even from a few paces away, you can feel the terrible power of the thing; straight from some terrible dark depth of this world or the very Abyss itself. The curse within you seems to call to it...and it call to your curse. It begs for your touch...daring you to grasp it. Despite its foul will, you know there is no other way to lift the curse of this place and free these poor souls forever...





HARD DC

How do you deal with the terrible necrotic freeze of the beshadowed blade? You have to handle it to render it corporeal for the consecration ritual.
 
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darkbard

Legend
Ibhea commands THE DEFILED BEAST to "seek the light," causing it to shamble without volition of its own towards the Radiant Downdraft. As it moves past him, Ibhea strikes the creature a wicked blow with his enchanted blade. And the creature reflexively unleashes necrotic energy upon the whisky priest, but Omthala's blessing holds true, and it does him no harm. The beast enters the shaft of light and is immediately expelled with propulsive force, glowing faintly, beside one of the remaining Echoes of Sacrifice.

ARUNNY shows signs of the sacrifice she has taken on to heal her fallen charge: slight fissures open up on her face and exposed hands, spilling brilliant radiance into the chamber. Qamra's eyes blink, and it is clear the Blessed is still among the living. And so Omthala's Searing Voice unleashes several blasts of radiant energy, one striking the Defiled Beast a staggering blow, another releasing one of the Echoes of Sacrifice from its torment, freed to another realm with a sigh.

QAMRA finds herself once again in the dark cavern, no longer inexplicably in that other place. She clears her eyes and stands, takes in the continuing battle around her, takes a step, and launches her sword at the beast. The sword deflects off its ancient bones and returns to her hand, no visible damage inflicted but the creature's unnatural life clearly on a short leash.

The ancient necromancy that animates the Defiled Beast’s bones begins to fail, and in short order ARUNNY invokes Omthala’s radiance once again, to sever any connection between the spiritual animating the material; and to release the last Echo of Sacrifice from the burden of her existence. For now.

Light ceases to pour from the fissures in Arunny’s skin, which close up as supernaturally as they began.

When the battle is finished, the assembled know their task is not finished. But more immediate concerns take precedence. Xin Mae rushes to Qamra’ side, holding his lamp up high. “Are you quite all right, girl? I simply knew something like this was bound to happen!” he reprimands the two priests.

“All right?” Qamra asks. “Yes, I think I am all right. I might have visited the Goddess for a time. I feel nearer to her. Something calls me to her side” she finishes mysteriously.

Ibhea, head still spinning from the dizzying blow from the Beast, raises an eyebrow. Arunny blanches.

Omthala’s Searing Voice pronounces, “Let us give thanks to Her Radiant Majesty for our victory over these malevolent echoes of the past. Bow your heads. Let us prepare for what is to come.” And as she continues to intone her prayer, a soothing cool light diffuses the congregation, healing their physical wounds … if not the deeper impressions upon their psyche made by this brush with pure evil.





Bookkeeping matters: Short Rest = all encounter resources refresh. No APs. No Dailies.

From the fiction and for the purposes of math, I’m assuming one more round beyond what’s depicted of Arunny taking the 5 OG damage at the beginning of her turn and Qamra healing 15 HP.

Ibhea receives Healing Word from Arunny, r(2) + spend Surge (13); Ibhea spends 2 more Surges (26). 8 HP + 15 + 26 = 54/54 HP and 3/7 Surges remaining.

Arunny spends 3 surges (39). 23 HP + 39 = 54/54 HP and 6/10 Surges remaining.

Qamra spends 3 surges (48). 30 HP + 48 = 67/67 HP and 9/12 Surges remaining.
 

Nephis

Adventurer
Omthala's priests exchange a quick wide-eyed glance, each recognizing that time is of the essence in the problem at hand. Ibhea nods his head in silent agreement before begining an invocation of the religious rite of their Lady's Control of the Heavenly Spheres and Their Cycles, appealing to Her to give them time to complete this quest.

Hearing the murmurs of her companion priest behind her, ARUNNY allows her steps to lead her forward, answering the pull from the spectral blade. Omthala's Searing Voice is aware that their Goddess has given her the physical and psychic strength to withstand its cursed power, but the seer still has fear in her heart.

Quickly Ibhea completes his invocation of the religious rite. Then he lifts his shiny semisphere high into the radiant Moonlight, bending that Light to strike the dagger, thus offering some protection to the seer.

Time seems to slow, even Arunny's heartbeats. They become slow, steady drum beats, accompanying the silver trill of the radiance. The priestess walks within the beats and reaches her hand forward to grasp the almost vanished blade. As her fingers close around its handle, the melody of the light becomes briefly dissonant, before transitioning into a minor key as the necrotic power - attempting to chill her soul - moves through her body into the cavern floor.




* Ibhea uses a Secondary Skill Religion check (+15 = Autosuccess vs. 12 Easy DC) to use a prayer of Omthala to invoke her power of time (giving Arunny time to reach the dagger) + 2 Secondary Skill bonus and his Encounter Power (Shining Symbol) to lessen the dagger's Necrotic power against Arunny for + 2 Power Bonus to

* Arunny's Primary Skill Endurance check to grasp and Endure holding the cursed blade: r(10) + 12 + 2 (SS) + 2 (Power Bonus) = 26 vs. 25 Hard DC. Success.
 
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1 Successes (0 Hard DC Available)/0 Failures/1 Secondary Skills Available




The cold and the rotting touch of the blade might register as a placebo to the mind, but Arunny's hands feel a trace of neither.

In her mind spawns a shimmering image of days long past. She is mentally thrust to history on the day when the ritual was performed to turn an ordinary steel edge into an implement of horror. The awfulness cannot be contained in a singular mind so it spills out into the world like a projection where Ibhea, Qamra, and the scrivener behold the same.

A typical forge.

A typical blacksmith.

A very atypical quenching vessel rimed with ice and filled with foul rot, decay and putrescence.

The blacksmith pulls the glowing blade from the burning forge and prepares to quench with Ezcoatl standing over the unholy repository preparing words of power.





How do you unbind the beshadowed blade from this binding ritual of shadow?

Medium DC (here on out)
 

darkbard

Legend
IBHEA’S invocation of the Rites of Control of the Heavenly Spheres and Their Cycles is no mild intervention. Calling upon The Goddess to alter her governing of time, even for a short period, is a miracle of grand proportion!

And it does not come without consequence. Time itself is disjointed for a moment, the aeons-old scene of the terrible ritual performed in this place coincident with the present moment. It is impossible to discern whether Omthala’s followers have been transported back in time or whether the past intrudes here upon the present—or whether any of this is an externality at all or playing out exclusively within the mindscape of The Searing Voice.

Regardless, the whisky priest observes Eztcoatl; the smith; the glowing blade; the viscera-smeared quenching tank, befouled by fell rituals and palpable emanating waves of arcane energy. Ibhea conjures forth the power granted him by Delban, Sorcerer-King, into a basic spell of unbinding upon the vessel, disrupting its magicks before Eztcoatl can imbue the blade with necrotic power.




Ibhea makes a Primary Skill Arcana check to disrupt the ritual, r(2) +11 = 13 vs 17 Moderate DC. Failure.

Wowzers. Didn’t see that coming!
 
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1 Successes (0 Hard DC Available)/1 Failures/1 Secondary Skills Available

* Ibhea takes +2 DC to all Religion checks to recover from Doom's Curse.





The blade itself intervenes. It knows.

In this reality and timeline, the terrible object that Arunny holds clasps the astral strings of the curse that is embedded deep in Ibhea's psyche...and pulls. As it plays on Ibhea's curse and temporarily rebuffs the magics of his arcana through time, it attempts to pull free of Arunny's grasp. Like a deranged animated object it twists in her hand, attempting to wrest control and impale herself on its pointed edge!

If control can be regained of the object in this world, then Ibhea's magics of undoing will work in the alternate timeline!





MEDIUM DC
 

Nephis

Adventurer
Beads of sweat begin to appear on ARUNNY's forehead as her hands twist this way and that, while struggling with a shadowy dagger, appearing and disappearing in her grasp. Qamra watches her mentor's face intently and is startled when Arunny's eyes suddenly flick upward to stare briefly into her own. "Help me, child," she compels. The young warrior feels a tug in her ribcage and follows her compulsion forward to join her mistress. Then Qamra lays her hands upon Arunny's, lending her strength.

The Searing Voice returns her inner and outer attention to her struggle with the wily blade. Qamra's hands on her own center her concentration and allow her to deepen her physical stance into the stone floor and to thread iron throughout her mental will. The seer is finally able to mentally reach into both realities and all times, channeling her Goddess's power to wrest control of the astral strings from the dagger.




* Arunny utilized Divine Call to gain Qamra's aid and a +2 Circumstance Bonus to

* her Primary Skill Endurance check (training expended) to wrest back control of the dagger: r(11) + 7 + 2 (CB) = 20 vs. 17 Medium DC. Success! Phew!
 

2 Successes (0 Hard DC Available)/1 Failures/1 Secondary Skills Available

Render Ezcoatl's beshadowed blade corporeal (2 successes) attained. Pending: Consecrate the site and remove the curse (final 4 successes).





Despite the blade's visceral protest, it is bent to the will of the holy collective. By the hilt Arunny holds a physical blade, wreathed in shadow and rime; a tangible thing of this world.

A sound starts low in both frequency and volume but grows in both. A wail. No two. No ten.

Voices connected to suffering, to sacrifice. One of those voices Arunny recognizes as that of one of the young maidens who made up the Echoes of Sacrifice. Now they see her. She is protesting against an abbot and his crucible of knights that stand between the girl and her children. Her children are being taken from her hovel for some fell purpose.

She is dragged away...a choir of sobs, laments, outrage (1)...and a curse through clenched teeth and venomous spittle that she levels upon those layfolk gathered who do not intercede on behalf of her or her children. (2)





Rewrite these wrongs; the tale of this tragedy (1).

Does the woman's own curse need undoing? Was her plea heard from an even worse power? Was that perhaps Eztcoatl's plan all along (to corrupt her...to exsanguinate her of her own righteous and get her to do his work for him?) (2)

MEDIUM DC
 

darkbard

Legend
IBHEA can no longer just watch as this scene of desperation, despair, and malice plays out over and over again, a congeries of ills with such potency as to echo its wicked force across the ages. And so, when the scene "reboots" and begins to play out once again--the abbot with his uncaring threats; the knights with weapons and might to back them up; the gathered layfolk, unwilling to intercede--he steps forward and speaks.

"Good Teyolían People," he cries out, "can you not see the vile designs your spiritual leader intends? Are you so weak and cowed by the authority of the unjust that you will stand by to allow the wicked free reign to work their evil upon the innocent? You outnumber these warriors ten to one, and yet you see yourselves as powerless, a collection of impotent individuals instead of a community united to protect one of their own!"

Ibhea looks up, and Arunny gives him a genuine smile, one that fills him further with confidence.

"The Radiant Goddess Omthala can be a cruel mistress at times, the magnitude of her light brooking no shadows in which to hide from responsibility. But that very light does also sear away the darkness that besets those without fear to do what is right. Resist these messengers of false spirits! Stand by your fellow, and save her children!"




Ibhea is utilizing Beguiling Tongue (Encounter Power; +5 to next Bluff, Diplomacy, or Intimidate check) and is further bolstered by Arunny's Group Diplomacy racial feature (+1 to ally Diplomacy checks within 10 squares) for his Primary Skill Diplomacy check (untrained!), r(6) +7 +5 +1 = 19 vs 17 Moderate DC. Success.
 

3 Successes (0 Hard DC Available)/1 Failures/1 Secondary Skills Available




The gathered layfolk rise up against the abbot and his sentinels, tear the mother free of their grasp, and commit themselves to rising up against those absconding with her children.

As the image shimmers, the curse weakens.

Despite his momentary departure from this world, from afar the ruinous spirit of The Blood Drinker, High Priest Eztcoatl, senses your intercession in his eternal designs. His backlash is swift and fierce. From a pool of darkness, a sinewy shadow takes shape in the form of one of his terrible Justicars. Its malevolent eyes brim with infectious curse; Glare of Doom will attack you all if his form is given allowance to accrete to fullness.

You have but a moment...





What do you do?

MEDIUM DC

Failure and everyone is attacked by the Glare of Doom curse; +10 vs Will. On a hit, you're cursed if not already afflicted and the already afflicted takes +2 to DC of all Religion checks to resolve the curse.
 

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