9 Successes (1 Hard DC Available)/0 Failures/2 Secondary Skills Available/2 Advantages Available)
As each climber spills over the lip to the landing before them, a cheer nearly erupts from their grateful lungs...but each one stifles the reflex due to what is before them.
The predator in the mists reveals itself. Amidst the whooshing sound of snow flurries and subtle alien whispers, a creature that looks to be an aberrant version of a large, scaly Komodo Dragon with the long, leathery wingspan of the Wyvern that egressed them to Chomrok is enjoying a meal of mountain goat on a 30 ft tall frozen butte. Its eyes slowly regard the fellowship while it enjoys its meal. Its massive hind legs reveal that its going to spring for a helping of the dessert that has just stumbled into its lair...
Frozen mists and icy tendrils spill out of some unseen pit/maw on the northwestern portion of the lair.
Strange, rime-covered, lithe...formations of mutant flesh, rock, and ice sway in the cold breeze...seemingly probing the air.
*
Discover a dangerous opportunity and be prepared. There are 2 x Uncommon magic items of level 8 (or lower, player choice) in the lair of a powerful denizen along the way. Use all 4 characters (both PCs and both Companions) and face a level 4 Solo in its lair with an encounter budget of 875 + 350 + 176 = 1401; Level +4. Take +2 Initiative.
MECHANICS
* The northwest pit part of the lair is an
Icemaw Pit:
Icemaw Pit Level 4 (Aberrant) Obstacle 175 xp
The frozen maw from another world hungers...
Triggered Actions
⚔ Icy Tendrils (cold) ✦ At-Will
Trigger: A creature that lacks the cold or aberrant keywords enters or starts its turn within 2 squares of the pit but not inside it.
Attack (Opportunity Action): Melee 2 (the triggering creature); +7 vs. Fortitude
Hit: The target is pulled into the pit, takes 1d10 damage, takes ongoing 5 cold damage and is immobilized (save ends both), and falls prone.
Countermeasures
✦ Proctive Foil: Dungeoneering or Nature DC 10 (Move Action): Success: The character ascertains that the frozen tendrils are of a creature not of this world and makes itself an unsatisfying morsel for the Far Realm entity UtEoYNT.
✦ Reactive Foil: Dungeoneering or Nature DC 14 (Immediate Action; Trigger- when attacked by Icy Tendrils): Success: The character ascertains that the frozen tendrils are of a creature not of this world and makes itself an unsatisfying morsel for the Far Realm entity. The character takes 5 ongoing cold damage (save ends) and is hanging onto the edge of the pit.
✦ Avoid Falling: Requirement: A character pulled into the pit can make a saving throw to avoid falling in. Success: The character falls prone at the edge of the pit and takes none of the other effects of a normal hit.
✦ Leap: Athletics DC 14 (3 sq) or 21 (3+ sq) to jump. Success: The character moves over the pit's space but is not attacked by Trigger UtBoYNT
✦ Climb: Athletics DC 14 to scale the pit's walls (15 ft).
* The eastern, elevated and light blue portion of the lair is
Treacherous Ice:
Treacherous Ice Level 4 Obstacle 175 xp
A slick sheet of ice creates a hazardous obstacle.
Hazard: This sheet of ice fills contiguous squares, turning them into difficult terrain.
The ice attacks when a creature enters or begins its turn in a square of treacherous ice. It also attacks when a creature stands up from prone in a square of treacherous ice.
Attack
Opportunity Action Melee
Target:Every creature on the ice
Attack:+7 vs. Reflex
Hit:1d6+3 damage and the target falls prone. If the target is already prone, it takes no damage but its turn ends immediately.
Countermeasures
✦ Creature can crawl normally on the ice.
✦ Acrobatics DC 14: With a successful check and a move action, a character can move at its normal speed across treacherous ice without risk of falling. (The ice is still considered difficult terrain.) If the check fails or the character attempts to run or charge through treacherous ice, the ice attacks.
✦ Acrobatics DC 21: With a successful check, a character can run (move action) or charge (standard action) across treacherous ice without risk of falling. (The ice is still considered difficult terrain.) If the check fails, the ice attacks.
*
TERRAIN
- The butte the IF is on is 40 ft tall. The butte directly below it is 20 ft tall. They are both climbable via DC 21 Athletics Check if you are in an adjacent square. If you fail the check, you fall from your height or you fall prone, and lose your Move Action. You can access the tall butte via the frozen formations on the treacherous ice (see above) in the east of the lair. Climbing onto a 5 ft tall frozen formation is DC 10 Athletics.
- All squares with rocks are Difficult Terrain.
- Each square of the gloopy frozen rock and ice to reach the treacherous ice in the east of the lair is Challenging Terrain; DC 14 Athletics check or Difficult Terrain when entering a square.
*
Advanced Id Fiend (Level 4 Solo Controller): 224 HP, AC 18, Fortitude 16, Reflex 15, Will 16
*
Living Lashes x 4 (Level 4 Minion Controller): 1 HP, AC 18, Fortitude 17, Reflex 15, Will 16
INITIATIVE
LL 25
CHANVATI 15
BITA-BUSSEH 11
PA'AVU 11
HAZARD 7
AIF 7
ROUND 1
CHANVATI MONSTER KNOWLEDGE (NO ACTION)
Dungeoneer vs
Advanced Id Fiend r(10) +6 = 16 (Moderate DC): Speed 6 Fly 6 (icewalk), Darkvision. Resist 5 cold, psychic. Saving Throws +5; Action Points 2. Aura 2, Cold, Fear, Illusion, Psychic
Dungeoneer vs
Living Lashes r(15) +6 = 21 (Hard DC):
Living Lashes x 4
Medium aberrant beast
Level 4 Minion Controller XP 44
HP 1; a missed attack never damages a minion. Initiative +5
AC 18, Fortitude 17, Reflex 15, Will 16 Perception+9
Speed 6, climb 5 (icewalk) Darkvision
Resist 5 cold, psychic
Standard Actions
(⚔) Lash ✦ At-Will
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 4 damage and the target is pulled 1 square
(➶) Flung Frost Spike ✦ At-Will
Attack: Ranged 10 (one creature); +7 vs. Reflex
Hit: 4 cold damage, and the target is slowed until the end of the lash's next turn.
➶ Toppling Frost Spike ✦ Encounter
Attack: Ranged 10 (one creature); +7 vs. Reflex
Hit: 4 cold damage, and the target slides 1 square and falls prone.
The LIVING LASHES fling their mutant, rocky, frost-flesh at the intruders, forcing them to slip, slide, topple, and draw ever-nearer to the frozen and hungry maw.
<Starting from Top Left>
L1
Standard Action: Flung Frost Spike (Ranged 10) vs P Reflex. r(13) +7 = 20. Hit. 4 cold damage, and the P is slowed until the end of the lash's next turn.
L2
Standard Action: Toppling Frost Spike (Encounter - Ranged 10) vs P Reflex. r(3) +7 = 10. Miss.
L3
Standard Action: Toppling Frost Spike (Encounter - Ranged 10) vs P Reflex. r(18) +7 = 25. Hit. 4 cold damage, and P slides 1 square (C3) and falls prone.
L4
Standard Action: Flung Frost Spike (Ranged 10) vs H Reflex. r(13) +7 = 20. Hit. 4 cold damage, and the H is slowed until the end of the lash's next turn.
CHANVATI delays until after Bita-Bousseh.
The panic in the constricted space of the Breathless Chimney was real, an inescapable force from deep with her. But that was nothing compared to what BITA-BOUSSEH feels now when seeing the large winged reptile atop the tiered butte. Chanvati had forewarned her about the creature when he proposed looting its lair of magical artifacts en route to his slave's destination atop the mountain. But there was no preparation for this, the slow flapping of those great leathery wings, the wicked and intelligent gleam of madness in the creature's eyes, that broad maw with rows of teeth like daggers. It is a creature of nightmare and insanity. It is no foe for her.
But these alien tendrils of living rock: these she can handle. Whispered promises of infernal reward urge the Living Lash atop the lower butte to tumble to its demise, crashing against the stone surface below. Bita-Bousseh shuffles to shield herself behind the great hound and glares, splayed fingers spread in menace, at another of the creatures with the full might of her heritage, and whatever force animates the mutated stone perishes.
* Minor Action: Hell's Dark Promise on LL (J7), r(11) +7 = 18 vs 16 Will. Hit. Slides the creature 2 squares off the butte.
Living Lash: No Action: Save vs Forced Movement into Hindering Terrain. r(7). Fails Save. Slid 2 squares and
Lash slain.
* Move Action: B2 to E1
* Standard Action: Infernal Glower on LL (M3), r(12) +7 = 19 vs 16 Will. Hit for r(6) +6 = 12 damage & slide 2.
Lash slain.
Holding himself back momentarily to assess the situation, CHANVATI watches with admiration as the barrister proves herself to be far more formidable a combatant than he could have imagined. And she has the right idea of things: taking out these weird tendrils of living rock and ice before they can draw one of the fellowship into the icy maw.
With what is now a routine, if uncanny, crumpling of space, he distorts the field between the two creatures at the edge of the icemaw pit and the distortion shatters their forms into thousands of constituent parts.
"Scatter, friends!" he calls, "and do not let this Id Fiend get too close! Beware its aura, I say!" Then he dashes off to his right, past Bita-Bousseh and opening up some space between him and his allies.
* Free Action: Staff of the Warmage Daily Property to increase burst of Dimensional Scramble to A Bu2.
* Standard Action: Dimensional Scramble centered on E10. ATK vs LL (C10), r(10) +8 = 18 vs 17 Fort. Hit. ATK vs LL (G11), r(12) +8 = 20 vs 17 Fort. Hit. r(1) +5 = 6 damage.
Both Lashes slain.
* Move Action: C1 to I2.
PA'AVU carefully gets up from her prone position and moves further away from the others, heeding her gosb'tar's admonition that the lizard-demon-beast above them has what Chanvati calls an "aura." Translation: don't be too close together or we'll all be affected.
She snaps her fingers to get Hazard's attention, nodding her chin forward and pointing to the foot of the butte. That should put her Hound a good space from the tiefling, at least, although the poor thing looks as zapped of energy as she feels and won't get as far as any of them would prefer.
Nor will she, but she does take two staggered steps in the direction those icy, disgusting, perverse fronds of otherworldly fungus were dragging her, feeling slightly safer now that they have been taken care of.
The goliath is still stunned by how quickly her gosb'tar and his partner took them down - and grateful. Those things should not have been here, feeding off sacred ground. Beginning to feel slightly less staggered, Pa'avu breathes deeply into her l'pabh'gin for the protection it will give her skin, as she lifts her sword ready for the chance to attack.
* begins her turn slowed (UEoLLNT) and prone
* Move Action: stand up from prone
* Move Action (slowed): move from C3 to D5
* Minor Action (enc.): Stone's Endurance: Resist 5 All (UEoPNT)
41/49 HP; 11/11 Surges remaining; 1 AP remaining
HAZARD, still reeling from the attack of the strange icy grasses, gingerly makes his way as his Giant suggested, looking back at her a few times, hoping not to be so far away. This place is strange and unnatural and makes him uneasy.
* begins his turn Slowed (UEoLLNT)
* Move Action (slowed): move from E2 to G4
* Move Action (slowed): move from G4 to I4
64/68 HP; 11/11 Surges remaining
Without so much as a roar or any signifier of protest at having its meal upset or its lair violated, the aberrant ADVANCED ID FIEND swoops from its frosty perch, leaving the remnants of the freezing goat carcass to "ca-thunk" on the rime-covered ground of the high butte. It flies to within ten feet of the ground and launches a terrible mind-altering attack from its foes...some horrible, illusory visage conjured from their worst nightmares from the material world or The Far Realm.
Hazard and Bita-bousseh, so stricken by these terrible manifestations, recoil and stumble this way and that, fighting off horrifying visions that are not truly there.
The apex predator takes advantage of this to draw the infernal barrister into its clutches, squeezing her body and mind, and flying toward the ICEMAW on the north end of its cavern...to tenderize and entomb her in frost as a later meal. The freezing tendrils of the maw reach out and attempt to entwine the Tieflings legs, but her wild trashing from fighting off the fearful images in her head save her...for the moment...
* Move Action: Fly down (no additional cost for movement) 6 sq (10 ft up but Melee 2) to H6.
* Standard Action: Manifest Fear (CLBU5 Enemies from G5) vs B, C, P, H Will. (r)18 +7 = 25. Hit B. (r)19 +7 = 26. Hit C. (r)5 +7 = 12. Miss P. (r)7 +7 = 14. Hit H. B, C, and H are dazed and slowed UtEoYNT.
ᗕ Manifest Fear (fear, illusion) ✦ Recharge ⚃ ⚄ ⚅
Attack: Close burst 5 (enemies in the burst); +7 vs. Will
Hit: The target is dazed and slowed until the end of the id fiend's next turn.
TRIGGER - INFERNAL WRATH (FREE ACTION - B): Trigger: An enemy within 10 squares of Bita-Bousseh hits her with an attack. Effect: IF takes r(3) +3 = 6 fire damage and grants CA UEoIFNT.
As the Id Fiend launches itself in her direction, great wings buffeting her with waves of cold wind, BITA-BOUSSEH feels reality distort. The walls of ice and stone constrict around her--it's almost like she is back in the Breathless Chimney again, but suffocating this time in the thin air as the walls become alive with mutant cilia wriggling against her bare flesh! Reflexively, she lashes out, singeing the freak creature responsible for this horror with an eruption of flame.
* Minor Action: Fearful Torment (R10 from 10 ft up so no OA for H...who is also dazed so no OAs for H) vs B (dazed) and H (dazed) Will; (r)11 +7 +2 (CA) = 20. Hit B. (r)9 +7 +2 (CA) = 18. Hit H. r(4) +7 = 11 psychic damage to B, H. B slides 2 sq to E3 and H slides 2 sq to K3. Both immobilized UtEoTNT.
➶ Fearful Torment (psychic) ✦ At-Will 1/round
Attack: Ranged 10 (one or two dazed creatures); +7 vs. Will
Hit: 1d8 + 7 psychic damage, and the target slides 2 squares and is immobilized until the end of its next turn.
* Action Point (Free Action for Standard Action): Double Attack (Melee 2) vs B. Psychic Talons vs B Fort. Slides B 1 square to F4; r(19) +7 +2 (CA) = 28. r(3, 2) +3 = 8 psychic damage and B is grabbed (Escape 16), and the AIF shifts 2 sq with B to H8 and B is in F6.
B IS BLOODIED. Jaws Rush vs B AC. Shifts 2 squares to H10 and B is in F8; r(11) +9 +2 (CA) = 22. r(3) +5 = 8 damage and the AIF shifts 2 sq with B to H12 and B is in F10.
⚔
Double Attack ✦ At-Will
Effect: The id fiend uses psychic talons and jaws rush.
(⚔)
Psychic Talons ✦ At-Will
Effect: Before the attack, the id fiend slides the target 1 square.
Attack: Melee 2 (one creature); +7 vs. Fort
Hit: 2d6 + 3 psychic damage and the id fiend grabs the target (Escape 16) and shifts 2 squares with the grabbed creature (which can be flight)
(⚔)
Jaws Rush ✦ At-Will
Effect: Before the attack, the id fiend shifts 2 squares (which can be flight and with a grabbed creature).
Attack: Melee 2 (one creature); +9 vs. AC
Hit: 1d8 + 5 damage and the id fiend shifts 2 squares (which can be flight and with a grabbed creature).
TRIGGER (OPPORTUNITY ACTION) ICEMAW HAZARD; CREATURE WITHOUT COLD OR ABERRANT KEYWORD ENTERS MELEE 2 OF HAZARD. HAZARD ACTIVATES.
Trigger: A creature that lacks the cold or aberrant keywords enters or starts its turn within 2 squares of the pit but not inside it.
* Opportunity Action: Icemaw attack Icy Tendrils vs B Fort; r(3) +7 +2(CA) = Miss.
* B is in Mind Freeze Aura (see below):
Aura 2 - Mind Freeze (cold, psychic)
Enemies within the aura take 5 cold and psychic damage at the beginning of their turn.
B: Grabbed DC 16, dazed, slowed, immobilized UEoNT, in Mind Freeze Aura (5 cold and psychic at beginning of their turn)
C: Dazed, slowed UEoNT
P:
H: Dazed, slowed, immobilized UEoNT
AIF: 10 FT UP, 218/224 Grants CA UEoNT
ROUND 2
CHANVATI staggers as the Id Fiend swoops in and grabs the barrister in his clutches and wings her away to the precipice of the icy maw. Panic. He knew she would die here. That it would be his fault. This is why he never lets people close.
Performing the only act that he can conjure to save her--the very act that might kill her, he centers her paralyzed body, clutched in the wicked limbs of the Id Fiend, and scrambles space around her and the creature.
It works. Though the teleportation wrenches her very being, she is freed from the clutches of the beast, and the beast is grounded--enough paces away to not be an immediate threat. For now.
Start of turn: 28/36 HP after Manifest Fear attack, dazed, slowed UEoIFNT.
* Free Action: Adept's Insight Aug1 on Dimensional Scramble attack vs BB. r(3) +1 = +4 attack.
* Standard Action: Dimensional Scramble A Bu1 centered on F10. ATK vs BB, r(10) +8 +4 = 22 vs 16 Fort. Hit. ATK vs IF, r(6) +8 +2 (CA) = 16 vs 16 Fort. Hit. r(2) +5 = 7 damage to BB and IF, BB teleported to D8, IF teleported to H8 at 0 altitude.
End of turn: 28/36 HP, dazed, slowed UEoIFNT.
"This is the last time I listen to that Merchant and his hare-brained schemes," BITA-BOUSSEH thinks to herself, ironically, as she sees death looming before her. Then every atom of her being tingles and she feels herself wrenched, nauseatingly, out of the Id Fiend's grasp and away from the icy maw. She feels her lifeforce, ravaged by the harrowing of the Id Fiend, flag.
No! Her lust for life perseveres, and she wills herself back into the battle.. Alive. For now.
Start of turn: Recharge Infernal Wrath, r(4), Fail. Has taken 27 points of damage, dazed, slowed from IF, takes 7 points of damage from C = 3 HP remaining.
* Standard Action: Second Wind: BB spends 1 Healing Surge (9 HP) and gains a +2 bonus to all defenses USoNT.
End of turn: 12/37 HP (bloodied), 7/8 Surges remaining, prone, dazed, slowed, immobilized UEoIFNT.
PA'AVU takes in the chaos of the battlefield, her companions somewhat worse for wear and scattered across the floor of the cave, her gosb'tar collecting his senses enough to free the tiefling and deliver the fiend to where Pa'avu can - finally - attack him. Activating her wonderful, loud armor, the goliath carefully makes her way around the badly wounded tiefling to best position herself against their formidable foe, then, herself in duet with her screaming armor, she charges the fiend, hopefully before it notices her.
Unfortunately, the fiend's senses are acute and its wing hits her squarely in the side and knocking her to the ground. Furious and embarrassed to have been knocked down again, the goliath scrambles forward nonetheless and gets in her own set of solid blows, finally ending in a ferocious roar which pushes the fiend away a few paces. Then, not taking the time to even get up, Pa'avu scrambles forward again, Velmech'ti getting another taste of the fiend's flesh.
Pa'avu begins turn with Stone's Endurance still in effect (Resist All 5)
* Minor Action (Enc): Screaming Armor vs AIF: -2 ATK UEoPNT
* Move Action: Move to D9
* Standard Action: Howling Strike as a Charge action: Move to F9 (enough Speed to navigate Crawl, 1/2 Speed, for last square); ATK: r(19) +10 +1 (charge) +2 (CA) -2 (prone) = 30 vs 18 AC Hit; Damage: r(6) + r(6) +5 + r(4)(Vanguard) = 21 HP;
TRIGGER - IMMEDIATE INTERRUPT; WING BUFFET ON P; r(14) +9 -2 (Screaming Armor) = 21. Hit. r(5) +6 -5 (DR) = 6 damage and P is prone 2 sq from AIF.
Triggered Actions
⚔
Wing Buffet ✦ At-Will
Trigger: An enemy moves without teleporting to a square within 2 squares of the id fiend.
Attack (Immediate Interrupt): Melee 2 (the triggering enemy); +9 vs. AC
Hit: 1d10 +6 damage, and the target falls prone.
* No Action (Enc, trigger: hit w/attack): Iron Soul Flurry of Blows: +5 damage, and target cannot Shift USoPT;
* No Action (Enc, trigger: hit w/charge): Iron Wolf Charge: + r(2) damage, and 2nd ATK: 11 + 7 - 2 (prone) = 16 vs 16 Will Hit; target is pushed 2 sq (to H6) and - 2 ATK (UEoPNT)
* Free Action (AP for Standard Action): Howling Strike as Charge: Move to F7; ATK: r(20) + 10 +1 +2 (CA) - 2 (prone)= Critical Hit; Damage: 10 + 6 + 5 + 8 (Vanguard) + r(3) (Vanguard on Critical) = 32 HP
* No Action (trigger: score critical on barbarian ATK power): Ramage: ATK: r(18) + 10 + 2 (CA) - 2 (prone) = 28 vs 18 AC Hit; Damage: r(10) + 5 = 15 HP
* Total HP dmg to AIF: 75 HP!!!!
Pa'avu: 35/49 HP; 11/11 surges remaining; Stone's Endurance ends; effects against AIF: USoPNT: cannot shift; UEoPNT: -4 ATK (Iron Wolf Charge and Screaming Armor).
HAZARD shakes his head, trying to clear the fog and fright from his brain. He is uneasy and terrified, two emotions he hasn't felt since belonging to his Giant, and he hunkers close to the ground for protection.
* Standard Action: Total Defense: +2 all defenses USoNT.
Hazard: 53/68 HP; 11/11 surges remaining; Dazed, Slowed, Immobilized UEoAIFNT
The ADVANCED ID FIEND is under siege and the alien, frozen mind of the predator registers it. It reaches into its Far Realm-imbued reservoirs and unleashes a tidal wave of its enemies worst fears. The Tiefling and the Psion are unfazed while barbarian and hound flinch but to do not recoil due to the Goliath's ferocious onslaught.
The creature beats its wings once as if to attempt to take to the air, but it cannot fully escape the harrying clutches of the Barbarian's blows.
* Manifest Fear Recharge; 4. RECHARGES.
* Standard Action: Manifest Fear (CLBU5 Enemies from H6) vs B, C, P, H Will. r(10) +7 +2 (CA) -4 (SA & IWC) = 15. Miss B. r(8) +7 -4 (SA & IWC) = 11. Miss C. r(18) +7 -4 (SA & IWC) = 21. Hit P. r(17) +7 +2 CA -4 (SA & IWC) = 22. Hit H. P and H are dazed and slowed UtEoYNT.
* Minor Action: Fearful Torment (R10, no OA for P due to dazed) vs B (dazed) and H (dazed) Will; r(8) +7 +2 (CA) -4 (SA & IWC) = 13. Miss P. r(7) +7 +2 (CA) -4 (SA & IWC) = 12. Miss H.
* Move Action: (no OA as P is dazed) H6 to H9 and fly 10 ft up.
* P is in Mind Freeze Aura (see below):
Aura 2 - Mind Freeze (cold, psychic)
Enemies within the aura take 5 cold and psychic damage at the beginning of their turn.
AIF 142/224 -4 Hit (Screaming Armor and Iron Wolf Charge), can't shift (Iron Soul Flurry of Blows). AIF is 10 ft up.
ROUND 3
CHANVATI delays.
On her hands and knees, BITA-BOUSSEH watches in astonishment as Chanvati's slave enacts a fiersome assault against the Id Fiend.
She scrambles to her feet, whispering dark promises of eternal torment in the fiery pits of hell, and then unleashes her own wave of fear upon the aberrant reptile to ground it near Pa'avu one more.
Start of Turn: Roll to recharge Infernal Wrath, r(3), fails to recharge; daze, slowed, immobilized ended at EoAIFLT; prone.
* Move Action: Stand up from prone.
* Minor Action: Hell's Dark Promise vs AIF, ATK r(7) +7 = 14 vs 16 Will. Miss.
* Standard Action: Infernal Glower vs AIF, ATK r(15) +7 = 22 vs 16 Will. Hit for r(1) +6 = 7 damage and slides AIF to H7 at 0 altitude.
End of turn: 12/37 HP, 7/8 Surges remaining.
As the uncanny reptile is slid into place in front of her once again, PA'AVU smiles with grim satisfaction despite still being dazed from its last attack and the sharp icy pain with which the return of its presence pierces her mind. Her many experiences of her gosb'tar's psionic incursions therein have given her practice in better ignoring the slithery weirdness of such personal invasion, although his are not generally this painful. "Thank you, Zel’kisstr’ Tiefling, for returning Velmech'ti's prey so conveniently to our reach."
Breathing in deeply, the goliath allows the pain to ignite and strengthen her ever present rage. Her face contorts into a furious grimace, as Pa'avu gives an unearthly scream with her voice and a ferocious swing with her greatsword. Her eyes squarely meet those of the otherworldly lizard, and she watches its pupils dilate in stunned surprise as Velmech'ti once again cuts into its hide, almost drawing blood this time.
* Start of turn: ISFoB vs AIF ends; Pa'avu Dazed, Slowed UEoAIFNT; w/in Mind Freeze Aura: takes 5 Cold/Psychic Damage
* Standard Action (daily): Tyrant's Rage vs AIF: r(9) + 10 = 19 vs 16 Will Hit; Damage r(8) + r(3) + 5 = 16 HP and AIF is Dazed (save ends). * End of turn: SA/IWC vs AIF end;
Pa'avu: 36/49 HP, 11/11 surges remaining, Dazed/Slowed UEoAIFNT
CHANVATI watches with pride as Pa'avu unleashes a mighty blow and roar against the Id Fiend. Confident, almost arrogant, now, he circles the melee like a predator. "Barrister," he calls out, "fine work, that!" in an instance of rare praise; Bita-Bousseh seems visibly renewed by his confidence in her.
With an exertion of telekinetic effort, he flings the Id Fiend against the wall of the butte, causing the creature some damage of his own as the wall partially collapses in a cascade of broken rock. He deposits the lizard amidst the debris, setting up Hazard for a quick and ferocious attack.
* Start of Turn: Dazed effect ended with AIF's turn.
* Move Action: I2 to G3.
* Free Action: Action Point for Minor Action: Inspiring Word on Bita-Bousseh for Surge (9) + r(3) = 12 HP; BB now 24/37 HP, 6/8 Surges remaining.
* Standard Action: Living Missile vs AIF, r(11) +8 +2 (CA from dazed) = 21 vs 16 Fort. Hit. AIF Immobilized (SE).
* Minor Action: Terrain Stunt in lieu of Living Missile Attack to slide AIF into butte as an attack;
Check: Arcana check (Hard DC) to topple the lower butte (Take +2 circumstance bonus to Arcana for Living Missile)
Success: The lower butte collapses.
Target: Each creature in a close blast 3 in the direction the wall fell. Attack: Level +3 vs Reflex
Hit: 1d10 + one-half level damage, and the target is knocked prone.
Miss: Half damage.
Effect: The space the lower butte covered and the area of the blast become difficult terrain.
Arcana r(10) +11 +2 = 23 vs 21 Hard DC = Success. Collapses butte in CL BL 3 (F-G-H/4-5-6), ATK vs creatures in the blast (AIF) = r(10) +7 +2 (CA) = 19 vs 15 Reflex. Hit for r(8) +2 = 10 damage and AIF knocked Prone.
AIF BLOODIED.
The aura of frozen flurries and alien whispers surrounding the ADVANCED ID FIELD explodes omnidirectionally, increasing in intensity, begging the heroes to surrender to the bitter cold and the nightmares locked deep in their minds!
TRIGGER - AIF FROZEN MADNESS (ENCOUNTER)
Frozen Madness ✦ Encounter
Trigger (Free Action): The id fiend first becomes bloodied.
Effect: AIF's Mind Freeze Aura extends to Aura 5 and deals 12 cold and psychic damage until the end of the encounter.
* Chanvati Finish Living Missile Attack: Slide AIF to H6 in DT. AIF takes 10 damage, is immobilized (SE) and prone in DT.
Chanvati: 28/36 HP, 7/7 Surges remaining, 2 PPs remaining, 0 APs remaining.
Despite the blast of something like an icy needle piercing into his brain, HAZARD takes heart in the changing tide in this battle against this strange unnatural creature. He watches as it is sliced by his Beloved Giant and slammed this way and that by her two companions and is finally thumped down within his grasp. Pulling his forces together (mentally and physically) the Hound charges forward and savages the winged lizard. At the cheer of bloodthirsty satisfaction from the one his Giant calls "gosb'tar" Hazard's teeth dig deeper into the alien flesh.
* Start of turn: Dazed, Slowed UEoAIFNT; w/in Frozen Madness (Aura 5): takes 12 cold/psychic damage
* Standard Action: Charge ATK vs AIF: move to I4 (AIF WING BUFFET CANNOT TRIGGER DUE TO DAZED); ATK: r(16) + 9 + 2 (CA) = 27 vs. 18 AC; Damage: r(9) + 10 (Chanvati w/in 2 squares) = 19 HP
* End of turn: Hazard: 52/68 HP, 11/11 surges remaining, Dazed/Slowed UEoAIFNT
Desperate and flailing, the ADVANCED ID FIEND lashes out with the last remnants of fury it can muster.
* Manifest Fear Recharge; 2. FAILS TO RECHARGE.
* Standard Action: Double Attack (Melee 2) vs P. Psychic Talons vs P Fort (no slide); r(1) +7 -2 (prone) = Miss. Jaws Rush vs P AC. (IMMOBILIZED SO CANNOT SHIFT); r(8) +9 -2 (prone) = 15. Miss.
* Action Point (Free Action for Standard Action): Double Attack (Melee 2) vs P. Psychic Talons vs P Fort (no slide); r(15) +7 -2 (prone)= 20. Hit; r(6, 2) +3 = 11 psychic damage and P is grabbed (Escape 16), and AIF CANNOT SHIFT DUE TO IMOBILIZED. Jaws Rush vs P AC. AIF CANNOT SHIFT DUE TO IMOBILIZED; r(14) +9 -2 (prone) = 21. Hit; r(4) +5 = 9 and AIF CANNOT SHIFT DUE TO IMOBILIZED.
* END OF TURN; Save vs Dazed r(7) +5 = 12. SUCCESS. Save vs Immobilized r(13) +5 = 18. SUCCESS. B, C, H, P are in Mind Freeze Aura.
AIF 80/224 Prone
BLUE OUTLINE IS DIFFICULT TERRAIN FROM BUTTE COLLAPSE. LIGHT BLUE IS FORMER BUTTE.
ROUND 4
BITA-BOUSSEH staggers under the Id Fiend's psychic assault, as waves of frost radiate out from the cold-blooded reptile. It is as if this rime-frosted landscape conforms to the distorted will of the beast, lancing her with needles that gnaw at her flesh, an icy blue network of veins spreading across the surface of her skin!
Clutching her horned head in her hands, she shakes the fear that she is freezing solid, to her death, here on the promontory, and skirts the battle. With what might be her last reserve of energy, she menaces the Id Fiend with a hells-tinged glower, sending it scrambling across the rocky debris of the fallen butte.
* Start of Turn: Begins in Frozen Madness aura for 12 points of cold + psychic damage; 12/37 HP.
* Move Action: D8 to A2 (outside aura).
* Standard Action: Infernal Glower vs AIF, ATK r(18) +7 -2 (prone) = 23 vs 16 Will. Hit for r(4) +6 = 10 damage and slides AIF H6 to J8, breaks grab.
* Minor Action: Hell's Dark Promises vs AIF, ATK r(8) +7 -2 = 13 vs 16 Will. Miss.
* End of Turn: 12/37 HP, outside Frozen Madness aura.
The bizarre whispers of some alien tongue fill CHANVATI'S brain with inchoate but frightful images just as the biting cold cuts through the folds of his thick qaba. Fighting past these obstacles, the merchant prince unleashes as much psionic energy as he can muster to fold space around the Id Fiend and to shunt it back in the direction of his melee allies.
Then he backs away from the scrum, in the direction of the barrister, and shrouds his presence from the alien lizard's perception.
* Start of turn: Within Frozen Madness aura, takes 12 cold and psychic damage, 28 -> 16 HPs.
* Standard Action: AUG2 Dimensional Scramble centered on J9, ATK r(13) +8 -2 (prone target) = 19 vs 16 Fort. Hit, r(5,6) +5 = 16 damage and teleports AIF to J7.
* Move Action: G3 to A7.
* Minor Action: Mind Shroud.
* End of Turn: 16/36 HPs, 7/7 Surges, 0 PPs, 0 APs, Slowed and Superior Cover UEoCNT
HAZARD, growing more used to the Man's strange powers, eagerly leaps forward to protect his Giant. He hopes to distract the weird lizard from Her with his snarls and snaps, and his teeth do some damage at least. Perhaps she will be able to land a solid blow!
* Start of turn: Hazard: 52/68 HP: Within Frozen Madness aura, takes 12 cold and psychic damage --> 40 HPs.
* Minor Action (Enc.): Savage Protector: +2 AC, Hazard marks the target until the end of Hazard’s next turn (Reminder: Immediate Reaction: Trigger: An enemy that is marked by Hazard and is adjacent to it shifts or makes an attack that doesn’t include it as a target.)
* Move Action: Shift 1 sq to I5 [possible immediate interrupt]:
* Standard Action: Snarl and Snap ATK vs. AIF: r(9) + 9 + 2 (CA) = 20 (18, if prone from Wing Buffet) vs. 18 AC = Hit; damage: r(4) + 9 = 13 HP and the AIF is marked UEoHNT
* End of turn: 40/68 HP; 11/11 surges remaining
Looking very much worse for wear after her tussle with the unearthly lizard, PA'AVU bares her teeth at it and snarls, "Ob’ranzj’sk'k’jkar,*
you will not triumph! We will rid this world of your foul and unnatural essence!!" As her hound leaps into action, the goliath takes a moment to allow her l'pahb'gin heal much of her wounds. Then she holds Velmech'ti aloft so that bright light of the greatsword can embolden the hearts (and attacks) of her allies. Then, howling wildly, she charges forward with all her might against the beast.
* Ob'ranzj'sk: foul (smelling) in Giantish; K'jkar: lizard in Giantish.
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* Pa'avu: 36/49 HP - 20 (grabbed, etc.) - 12 (w/in Frozen Madness Aura 5) 4 HP, Bloodied; 11/11 surges remaining
* Minor Action (Enc.): Iron Resurgence: lose 1 surge/spend 2: +24 HP, 6 THP
* Minor Action (Daily): Vanguard Power vs. AIF: when charging: if hit, allies w/in 10 = +1 ATK USoPNT
* Standard Action: Howling Strike as a charge: Move: to H7 (Pa'avu's Speed while Raging is 8 on a charge), [possible immediate interrupt; if so, followed immediately by Hazard's immediate reaction] * ATK: r(12) + 10 + 1 (charge) + 2 (CA) = 25 (23 if prone) vs. 18 AC = Hit!; damage: r(1) + r(1) + 5 + 2(GoB) + r(8)(VW) = 17 HP
* Pa'avu: 28/49 HP (6 THP); 8/11 Surges remaining; 0 Action Points remaining
The ADVANCED ID FIELD is a predator and predators instinctively know when the fight has turned against them. There are more high mountain lairs out there to dominate, but the creature has only one beating heart to pump blood through its body.
It beats its mighty wings and takes to the air (and likely sends an alien prayer to whatever patron sponsors it!).
* Eschewing taking Immediate Action from Wing Buffet (and the OA from Hazard that would come with it!) to try to get the hell out of here!
* Move Action: Fly up and away 6 squares.
TRIGGER - OA FROM P & H. IF IT SURVIVES IT...
* Move Action: Fly up and away 6 squares...and escapes.