The Slave and Her Sovereign

XP

* SKILL CHALLENGE RESOLVED (Ascend to Stoneroot’s Perch) = 1000 -48 (B-B’s pivotal Stealth)/2 = 476.

LOOT

* 140 Gold.

* 3 gems worth 100 Gold apiece.




Decide whether you guys want to Make Camp (Level +2 C1 SC as we’ve discussed prior) at Stoneroot's Perch and perform the Spiritual Sojourn ritual the following day or if you want to do it now. The Spiritual Sojourn ritual is going to be a very difficult/dangerous SC (Level +3, C3) with a dangerous combat (Level +4) on a failure. It costs 1 Healing Surge to crossover into The Spirit Realm (on top of a required successful Primary Check).

If it is indeed a Make Camp Skill Challenge for an Extended Rest, here are the details:


MAKE CAMP (Level 6, Complexity 1 Skill Challenge. 1 Secondary Skill. DCs 11/15 and 18/20 for NAD/AC). Resolve a successful Primary Check for each of the 4 obstacles below. See the obstacles, constraining fiction, consequence of failure:


1) Ensure low danger.

* lurking denizens, caustic fumes, unstable floor/ceiling

FAILURE: Lose 1 Healing Surge due to fighting off a swarm of creatures or resolving a hazard and take Hard DC forward to next attemp.

2) Locate/create shelter/concealment.

* exposure, drip-drip-drip-drip, dampness everywhere

FAILURE: Whoever attempts this Primary Check and one other Character (or all if Group Check) is attacked by Altitude Sickness.

Altitude Sickness - Level 4 Disease

Dizziness assaults, fatigue takes you, hunger never comes.

Attack: +7 vs Will
Stage 0: The target recovers from the disease.
Stage 1: Initial Effect: The target's speed is reduced by 1 until cured.
Stage 2: The target takes -1 All Defenses and Skill Checks.
Stage 3: Final State: The target is slowed.
Check: At the end of each extended rest, the target makes an Endurance check if it is at stage 1 or 2.
17 or lower: The stage of the disease increases by one.
18-22: No Change
23 or higher: The stage of the disease decreases by one

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

* befouled water basin, drafty, volatile flora

FAILURE: Whoever attempts this Primary Check and one other Character (or all if Group Check) is attacked by The Shakes.

The Shakes - Level 4 Disease

Involuntary twitches and tremors that grow progressively worse.

Attack: +7 vs Fort
Stage 0: The target recovers from the disease.
Stage 1: Initial Effect: The target loses 1 healing surge and takes -2 Fort until cured.
Stage 2: The target takes -2 All Defenses.
Stage 3: Final State: Roll 1d6 at beginning of turn. On a 5/6, the character is dazed UtEoYNT.
Check: At the end of each extended rest, the target makes an Endurance check if it is at stage 1 or 2.
17 or lower: The stage of the disease increases by one.
18-22: No Change
23 or higher: The stage of the disease decreases by one

4) Quartermaster/stewardship of supplies and spirits/setup camp (including consume 1 ration per).

* hungry bellies, moodiness, exhaustion

FAILURE: Misery. All PCs recover 25 % less than their max Healing Surges from their next Extended Rest.
 
Last edited:

log in or register to remove this ad

Nephis

Adventurer
“Gosb’tar, I think there is a way,” PA’AVU says hesitantly. She approaches the bedrock, kneels, and takes in a voluminous breath. Exhales. Inhales again, then, breathing out, strikes the stone with her iron palm. A crack opens. Pa’avu scrambles to her feet. The stone crumbles into a thousand pieces, revealing a dark stair carved into the very rock, descending deep below the surface.

“Well done, Pa’avu,” the psion acknowledges, “we have found the way to StoneROOT’s perch!”

"Gosb'tar, this ritual will be dangerous, and we will need to regain our strength before undertaking it and continuing our journey."

"We will secure a camp and make our rest below," the psion decides.




Make Camp atop Stoneroots Perch Skill Challenge

1) Ensure low danger.


“You would be surprised how often a barrister needs to assure herself she has left no trace,” BITA-BOUSSEH murmurs, as she uses the branch of a long-needled pine to brush much of the evidence of their footsteps out of the patchy snow. She pauses and glances briefly at the enormous goliath who gazes steadily back. “Or perhaps you wouldn’t!” Chanvati’s slave turns to continue gathering more pine branches and birch limbs as well. The barrister looks at her own handiwork – their footprints erased for the most part (particularly the gigantic ones of Pa’avu), the hound’s left in place, hopefully resembling wolf tracks. Bita-Bousseh moves on to her next task, concealing their entry into the earth with the additional branches, the goliath handing them to her when requested. Then they join the merchant-prince and the hound awaiting them on the stairs.

CHANVATI lights one of his sunrods and heads cautiously down the stairs, his consort at his side, his slave and her hound following behind. As he suspected it would, the stairs terminate in a large natural cavern. He can hear Pa’avu at work behind him while he carefully studies the walls and ceiling of the cavern, examining them for cracks or other signs of structural weakness. Remembering his study of old buildings and ancient ruins, he also looks for other kinds of dangers, now monitoring the flare of the sunrod for any evidence of noxious gases, now checking the chamber’s walls and floor for droppings or dangerous molds.


* Bita-Bousseh makes a Secondary Skill Stealth check to hide the traces of their passage: r(6) + 6 = 12 vs. 11 Easy DC = Success = +2 bonus to

* Chanvati makes a Primary Skill Dungeoneering check: r(9) + 6 + 2 = 17 vs. 15 Moderate DC Success



2) Locate/create shelter/concealment.

As Chanvati begins his examination of their proposed bedchamber, PA’AVU lays down her bundles and prepares two soft “pillows” of the pine and hemlock browse close together. With the bedrolls, these should suffice for her gosb’tar and the barrister. Neither she nor her Hound have need of such bedding. Hers has generally been the floor outside Chanvati’s bedroom: she knows how to endure.

*
Pa'avu makes a Primary Skill Endurance check to transform the inhospitable space to something more amenable: r(11) + 9 = 20 vs. 15 Moderate DC Success



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

As he follows his Giant and her companions down the stairs, HAZARD sniffs his surroundings with great interest. There is a lot of dust along the way – and he sneezes more than once (immediately hush!-ed by his Beloved Friend). The Hound gives a great sigh: he is hungry and thirsty and tired.

Then they reach the bottom of the stairs and enter the Great Room: more smells! Some kind of lizardy beast crawled through here long, LONG ago – the Hound can just smell traces of it. And … YES! Hazard hurries into the passageway beyond, following his nose, finding … WATER!! He slows down at the pool and looks in, looking for monsters (today’s battle has made him a bit more cautious of the dark) and daring a taste. Ambrosia! He begins to lap up the water in earnest, the sounds of which draw the attention of the horned one.


* Hazard makes a Primary Skill Perception check to find potable water: r(11) + 9 = 20 vs. 15 Moderate DC Success



4) Quartermaster/stewardship of supplies and spirits/setup camp (including consume 1 ration per).

Having ascertained that the hound has indeed found potable water, BITA-BOUSSEH feels her spirits buoyed and returns to the large chamber to gather all of their near-empty waterskins. Glancing around before returning to the Hound and the pool, she witnesses Pa’avu’s efforts with great satisfaction: tonight’s bed might be the most comfortable since they have left civilization!

Later, as they all sit together, dining on lentil wafers and smoked dactyl, Bita-Bousseh gives sustenance to their spirits just as the food replenishes their bodies by regaling them with the surely highly exaggerated story of Peta-Rivan’s cousin, a duel of honor at the Popular Assembly, a poisoned blade, a trail of loose-lipped servants, and a garden of rare and toxic plants.


* Bita-Bousseh makes a Primary Skill Bluff check to raise the spirits of the fellowship: r(8) + 11 = 19 vs. 15 Moderate DC Success


Skill Challenge complete: 4 Successes/0 Failures



Bookkeeping matters:

* With the switch from Brooch of No Regrets +1 to Choker of Eloquence +2, Chanvati's NADs rise to Fort 16, Ref 19, Will 20, and his Bluff and Diplomacy bonuses rise to +12.

* Pa'avu's Weapon and Implement attacks go up by +1 due to Rain of Hammers Ki Focus +2, unless she is using the Vanguard property of her Weapon for extra damage on a Charge attack; then, she uses that weapon's property instead of the Ki focus's.

* Current Loot totals (not counting the 15 GP Pa'avu has left over from CharGen): 200 GP residuum to use, 881 GP, 100 GP gems (3), jade hairpin (250 GP).
 
Last edited:

SKILL CHALLENGE - MAKE CAMP

XP


* 250 - 88 (Hazard and B-B) = 162/2 = 81 apiece (go ahead and level up)

LOOT

* 80 Gold




Skill Challenge Goal: Sojourn to the Spirit Realm, locate the Elder Spirit of the Earth, Stoneroot, and receive his blessing (6 Successes). Then find your way back (2 Successes - This part should include at least 1 move for whomever is remaining in the material world to help guide the spirit back into the body and revitalize whoever sojourns).

Level +3, Complexity 3 (DCs will be for level 8 so 12, 16, 24 while ATK vs NAD is 20/21 and vs AC is 22/24)

ADVANTAGE USES (1 extra, 3 total, due to Pa'avu prior earned):


✦ (wagered before roll) A success against a hard DC counts as two successes: a success against both a hard DC and a moderate DC.

✦ Refresh Skill Training Exhaust status.

✦ Remove a Complication (like Healing Surge loss or -2 Skill/AC forward) on a Failure.

✦ Reroll a Failure but at +5 DC.


0 Successes (2 Hard DC Available)/0 Failures/3 Secondary Skills Available/3 Advantages Available)




The "burial mounds" Gae'al referred to are more "mud fountain-baths" than what would typically be signified by the term. Some admixture of warm, flowing clay and earth burble up from some reservoir within the mountain. These flows meander to form basins when they empty into deep, concave features hewn or naturally eroded into the ritual chamber floor.

The chamber itself is cathedral-like, with a ceiling large enough to support three goliaths, each on the shoulders of the one below it. Huge stanchions support massive torches that seem to burn with eternal volition. Runic dictates around the "mud fountain-baths" are inscribed in the ancient alphabet of galeb duhrs, Davek, which bears a resemblance to Old Dwarvish.

A warning in goliath is scrawled in chalk on the wall; "communion requires death...but it does not promise life...your way back is your own."





At least one person must stay in the mortal realm to help guide back the individual(s) sojourning and ward off any interceding forces, Primordial (the enemies of the Elder Spirits), natural, or...other.

Anyone transitioning to The Spirit Realm must sacrifice 1 Healing Surge (and a move must be made to get there).

MEDIUM DC
 
Last edited:

Nephis

Adventurer
LEVEL UP

PA'AVU

Pa'avu, level 5
Goliath, Barbarian
Feral Might: Thunderborn Wrath
Background: Wandering Duelist (Wandering Duelist Benefit), Feral Raider, Nobel's Guard
Theme: Iron Wolf Warrior

FINAL ABILITY SCORES
Str 18, Con 16, Dex 14, Int 8, Wis 13, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 14, Dex 14, Int 8, Wis 13, Cha 10.

AC: 19 Fort: 19 Reflex: 16 Will: 15
HP: 55 Surges: 11 Surge Value: 13

TRAINED SKILLS
Perception +12, Endurance +9, Athletics +12, Heal +8, Intimidate +11

UNTRAINED SKILLS
Acrobatics +3, Arcana +1, Bluff +2, Diplomacy +2, Dungeoneering +3, History +1, Insight +3, Nature +9, Religion +1, Stealth +3, Streetwise +2, Thievery +3

FEATS
Level 1: Monastic Disciple (retrained at Level 4 from Warrior of the Wild)
Level 2: Monastic Adept (retrained at Level 5 from Skill Training: Heal)
Level 4: Wasteland Wanderer

POWERS
Barbarian at-will 1: Howling Strike
Barbarian at-will 1: Pressing Strike
Monastic Adept: Crane's Wings
Monastic Disciple: Iron Soul Flurry of Blows
Barbarian encounter 1: Resurgent Strike
Iron Wolf Warrior encounter: Iron Wolf Charge
Barbarian daily 1: Tyrant's Rage
Barbarian utility 2: Iron Resurgence
Barbarian encounter 3: Thundering Howl
Barbarian daily 5: Rage of the Crimson Hurricane

ITEMS
Adventurer's Kit, Climber's Kit (2), Crowbar, Grappling Hook, Hunter's Kit, Trail Rations (20), Screaming Hide Armor +1, Vanguard Greatsword +1, Rain of Hammers Ki Focus +2, Boots of Free Movement (heroic tier), Gauntlets of Blood (heroic tier), Badge of the Berserker +1, Antivenom (heroic tier), Javelin (3)

CHANVATI
Chanvati, level 5
Human, Psion|Warlord
Discipline Focus (Hybrid): Telepathy Focus (Hybrid)
Warlord Leadership: Canny Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Will
Psionic Augmentation (Hybrid): Hybrid Encounter Power
Human Power Selection: Bonus At-Will Power
Background: Tyr - Embedded Spy, Nibenay - Walker of the Exalted Path, Merchant Prince (Merchant Prince Benefit)
Theme: Noble Adept

FINAL ABILITY SCORES
Str 8, Con 12, Dex 12, Int 19, Wis 12, Cha 16.

STARTING ABILITY SCORES
Str 8, Con 12, Dex 12, Int 16, Wis 12, Cha 15.

AC: 19 Fort: 16 Reflex: 19 Will: 20
HP: 40 Surges: 7 Surge Value: 10

TRAINED SKILLS
Arcana +11, Insight +12, History +11, Diplomacy +12, Bluff +12

UNTRAINED SKILLS
Acrobatics +7, Dungeoneering +6, Endurance +6, Heal +6, Intimidate +8, Nature +6, Perception +8, Religion +9, Stealth +6, Streetwise +8, Thievery +6, Athletics +4

FEATS
Bardic Ritualist: Ritual Caster
Human: Bardic Ritualist
Level 1: Staff Expertise
Level 2: Unarmored Agility
Level 4: Bard of All Trades

POWERS
Bonus At-Will Power: Mind Thrust
Hybrid at-will 1: Commander's Strike
Hybrid at-will 1: Dimensional Scramble
Hybrid Encounter Power: Vengeance is Mine
Adept's Insight
Hybrid daily 1: Living Missile
Hybrid utility 2: Mind Shroud
Hybrid daily 5: Create Opportunity

ITEMS
Ritual Book, Adventurer's Kit, Alchemical Reagents (Arcana) (10), Zills, Ceramic hand, Staff of the War Mage +1, Writing case, Jade hairpin, Brooch of No Regrets +1, Residuum (Any) (200), Battle Harness Cloth Armor (Basic Clothing) +1, Disguise, Acrobat Boots (heroic tier), Choker of Eloquence +2, Byeshk Dagger +1, 3 gems, Bracers of Mental Might (heroic tier)

RITUALS
Glib Limerick, Unseen Servant, Hold Portal, Animal Messenger

HAZARD THE DOG (H'Z'LAHTO)
A Dog Named Hazard
Medium natural beast
Level 5 Brute XP 200
HP 78, Bloodied 39, Surge 19, Surges per day 11; Initiative +4
AC 18, Fortitude 18, Reflex 16, Will 15 Perception+49
Speed 6

Standard Action
(
⚔
) Bite ✦ At-Will
Special: Hazard cannot use this attack while Savage Protector is enabled
Attack: Melee 1 (one creature); +10 vs. AC.
Hit: 1d10 + 6 damage, or 1d10 + 11 damage while the dog is within 2 squares of an ally.

Minor Actions
Savage Protector ✦ Encounter
Effect: Hazard gains +2 Armor Class, cannot use Bite, gains Snarl and Snap and Harrier. This Effect can be ended with a Minor Action.

Standard Actions
(
⚔
) Snarl & Snap ✦ At-Will
Special: Hazard must enable this power through Savage Protector
Attack: Melee 1 (one creature); +10 vs. AC.
Hit: 1d8 + 6 damage
Effect: Hazard marks the target until the end of Hazard’s next turn.

(
⚔
) Harrier ✦ At-Will
Special: Hazard must enable this power through Savage Protector
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.
Attack (Immediate Reaction): Melee 1 (the triggering enemy); +9 vs. AC
Hit: 1d8 +5 damage, and Hazard slides the target 1 square.

Skills Athletics (Escape) +11, Perception +9
S 18 (+6) D 14 (+4) W 14 (+4)
C 14 (+4) I 10 (+2) C 11 (+2)

Equipment: Sigil of Companionship (Heroic Tier)

BITA-BOUSSEH
Bita-Bousseh
Medium natural humanoid, tiefling
Level 5 Controller (Leader) XP 200
HP 41, Bloodied 20, Surge 10, Surges per day 8; Initiative +4
AC 20, Fortitude 17, Reflex 17, Will 19 Perception+4, Low-light vision
Speed 6
Resist 7 Fire (5 + 1/2 L)

Infernal Glower (At-Will), Fear
Ranged 10, Target: one creature
Attack: +8 vs Will
Hit: 1d8 +7 damage, and Bita-Bousseh slides the target 2 squares

Hell's Dark Promise (At-Will), Charm
Minor Action
Attack: Ranged 10 (one creature), +8 vs Will
Hit: Bita-Bousseh slides the creature 2 squares.

Infernal Wrath (Recharge 5,6), Fire
Free Action Close burst 10
Trigger: An enemy within 10 squares of her hits Bita-Bousseh.
Target: The triggering enemy in the burst
Effect: The target takes 1d6 + 4 fire damage, and the target grants combat advantage until the end of its next turn.

There Will Be Order
Immediate Reaction (Encounter)
Trigger: Bita-Bousseh or an ally within 5 squares of Bita-Bousseh is bloodied or knocked unconscious.
Effect: Bita-Bousseh or the ally spends a healing surge and saves against 1 effect that a save can end.

Lawyer's Dodge
Move Action (Encounter)
Effect: Bita-Bousseh shifts 3 squares and can shift through difficult terrain until the end of her next turn.

Languages Common, Supernal
Acrobatics +4 (Escape), Bluff +11, Insight +9, Stealth +6
S 11 (+2) D 14 (+4) W 14 (+4)
C 12 (+3) I 16 (+5) C 14 (+4)



The "burial mounds" Gae'al referred to are more "mud fountain-baths" than what would typically be signified by the term. Some admixture of warm, flowing clay and earth burble up from some reservoir within the mountain. These flows meander to form basins when they empty into deep, concave features hewn or naturally eroded into the ritual chamber floor.

PA'AVU stares at the basins of mud for a long, thoughtful moment. Then, she lifts her gaze up to meet Chanvati and nods her head in acceptance. His face unusually solemn, her gosb'tar nods back: without words, interior or aloud they both recognize what she must do. She carefully steps over the rim and lowers herself into one of the basins, lying back and resting her head on a slight indent there. Chanvati kneels behind her and places both of his hands in the ki field around her head.

<Can you hear me, sahtree?> <yes.>

As the goliath gradually slows her breathing, she can feel the thick mixture of mud and earth gently but steadily flow over her, covering her, filling her ears, her eyes, her nostrils, entering her mouth. She follows its journey down into her being, her l'pahb'gin: she is almost there. She senses sounds in the chamber - murmuring voice of the tiefling, an answer from her gosb'tar, anxious whines from her Hound with the golden eyes, her H'z'lahto - but these sounds are slowly drifting away from her concern, growing more distant.

Suddenly, she is momentarily brought back by a surge in her bath of mud and clay. She can feel her Hound's nose poke at her hand, and she places that hand upon his head to calm him. Immediately, she feels her own sense of calm and distance seem to enter H'z'lahto, and she mentally brings him with her on her journey.

<Can you hear me, sahtree?> a doubled voice answers <yes.>




Group Primary Skill Endurance check for Pa'avu and Hazard to pass over into the Spirit Realm:
  • Pa'avu: r(20) + 9 = 29 vs. 16 Moderate DC Success
  • Hazard: r(3) + 2 = 5 vs. 16 Moderate DC Fail; 1 out of 2 Success in group check = Success

Pa'avu: 55/55 HP; 10/11 Surges remaining
Hazard: 78/78; 10/11 Surges remaining
 
Last edited:

1 Successes (2 Hard DC Available)/0 Failures/3 Secondary Skills Available/3 Advantages Available)




This new place is dim, ghostly. Images swirl, fuse, split, furl, unfurl, retreat.

Mastering your body takes a moment that seems to stretch on for far too long. Interacting with this realm takes longer still.

Iridescent scales cover a serpentine body that entwines an impossibly vast harp that takes on the shape of a gate. As Pa'avu and Hazard register the entity before them in their attempts to gain mastery over their new forms, a voice slithers from The Soul Serpent.

"An entrant must play its purpose upon the strings and it must play them well." (1)

In the mortal realm, Chanvati can vaguely hear the whispers as his eyes involuntarily flit across the Davek runes that cover the chamber. Within them must be some secret for her transit back, forth, or her journey in-between. (2)

As he tries to process all of these disparate inputs, Bita-Bousseh's voice comes to him like a dream. Despite the obscured entrance, she is at the stair looking up and out.

"I sense something...a terrible heat...and look." She points to a layer of molten rock trundling down the steps into the ritual chamber. (3)





Pa'avu must engage with 1. HARD DC

Discretionally, 2 can be engaged with to assist her as a Secondary Skill or Advantage deployment (or both).

Chanvati and/or Bita-Bousseh will ultimately have to deal with 3 (MEDIUM DC) at some point and in some way. Success there will be toward the final two Successes to help Pa'avu and Hazard on their return journey home (or complicate it with a Failure).
 
Last edited:

Nephis

Adventurer
CHANVATI holds his palms splayed above the burbling mud where Pa’avu’s giant head is submerged. Though faint through the intervening muck—and more significantly, her spirit’s transit to another plane—Pa’avu’s thoughts are still accessible to him, communication possible through the lingering traces of her ki force.

As the image of the Spirit Serpent and the harp-like gate flood his consciousness through this connection, Chanvati’s eyes open briefly in the mortal world, truly taking in the lineated runes scribed around the sacred mud-baths for the first time: they are swaras, notes on a musical scale! This inscription is the information Pa’avu needs to complete her ritual in the Spirit Realm.

<Sahtree, hear me: follow my instruction and pluck the bars of the gate as strings in the order I show you!>


As PA'AVU learns the new weight, shape, and movement of her body in this realm, she studies the colossal instrument while considering the instruction given her that she must play her purpose upon its strings and play them well. The goliath understands that it is clearly the entrance to a sacred space through which she and her H'z'lahto must travel. Her gosb'tar has spoken at times of symbols standing in for material items - and she has surely left the materiel world: this must be evidence of such a thing.

She is hesitant, for while she has seen such instruments through association with Chanvati - and even heard one played a time or two - she has never played one herself. She sends the images of what she sees back to him through their connection and receives this reply:

<sahtree, hear me: follow my instruction and pluck the bars as strings in the order I show you.>

At first he attempts to use words to convey the needed information, then he seem to recognize that images are more direct and less filtered through linguistic translation. Pa'avu closes her eyes and allows the picture to grow into understanding until she Knows what Must be done.

Opening her eyes, the goliath quickly "leaps" through the limitless space, catching hold of one of the larger strings - for strings, they are, not bars. She allows the weight of her leap to pull it back, before letting it go with a deep resonant tone. Then, using her hands to hold another large string, she quickly "climbs" up a number of the smaller ones, causing a cascade of liquid sound in a tonal scale. Still holding that one string, she allows her body to swing around, feet slamming into one of the largest strings, causing a deep reverberant "bell" sound to resound and reverberate. Finally, silently climbing to the thinnest part of the harp, Pa'avu strokes the smallest strings over and over, getting quieter and quieter, until only the vibrations of the echoes can still be heard.




We are engaging 2 as both a Secondary Skill and Advantage deployment wagered for 2 Successes.

* Chanvati makes a Secondary Skill Religion check to interpret the sacred music to communicate the notes to Pa’avu, r(5) +9 = 14 vs 12 Easy DC = Success, +2 forward

* Pa'avu makes a Primary Skill Athletics check (Powerful Athlete) to climb and jump on/between the Harp's strings: r(11, 17) + 12 + 2 (SS) = 25/31 vs. 24 Hard DC = 2 Successes

* We will hold off on making a move against the threat of the encroaching lava ... for now!
 

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




The serpent uncoils from the instrument of your entrance into the Spirit Realm. The gate shimmers and fades and the serpent fades with it.

A massive quake tears the ground from the feet of the spirit of Pa'avu and her trusted hound. They fall or float or fly...its impossible to tell. For some time it continues this way until their feet find shaky purchase amidst a nigh-impenetrable haze. Gathering themselves, they stand on shifting earth before two paths as the haze midly clears:

One spirals low into the bowels of the mountain where hissing vents, burning heat, and the crushing grind of stone on stone reside. There, the Primordial Vezzuvu, the ancient elemental enemy of Stoneroot, haunts the earth...and through it, can extend its deific-transcending power into The Spirit Realm despite the Elder's best attempts to keep The Power at bay. (1)

The other ascends gradually and is haunted by the tracks of a predator so large and so savage that it can be but one thing. A snarl so mighty that it shakes the ground is emitted from somewhere above in the misty realm. The Primal Beast is on the prowl for its next meal. The mighiest of hunters has no pity for mortals...perhaps especially for mortals who are apex predators of their own in the material world... (2)

Which course will Pa'avu and Hazard chart and how will they attempt to evade the mighty opposition in their way?

In the mortal realm, Bita-Bousseh is forced to draw back...the burning sludge slowly spills into the room, ankle deep, animated by a terrible elemental power. The flow crackles and hisses...like a language...a promise of destruction. Despite the distraction, Chanvati can sense something of what Pa'avu senses and he knows the terrible dangers aligned against her...





HARD DC
 

darkbard

Legend
CHANVATI feels Bita-Bousseh tugging urgently at his kolija. "We have a problem. A real problem!" she hisses as she pulls him out of his trance-connection with the Half-giant. A flow of crackling lava embued with elemental malice flows down the steps. He shakes the mists of the Spirit World from his head and takes a few steps forward, in the direction of the stone stairs. Then the Merchant Prince unleashes a blast of telekinetic force, hoping to shunt the lava whence it came.




Primary Skill Check Arcana to blast back the lava flow to a place where it is no longer an immediate threat, r(3) +11 vs 16 Moderate DC. Failure.
 

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




@Nephis @darkbard , out for much of the day, so can’t put stuff up just yet, but wanted to catch you before your next move:

1) This Failure is going to put C & B-B into a level +1 combat (they were going to be in one anyway if they didn’t respond) for the two of them; so 3 Standards worth of encounter budget.

2) Pa’avu and Hazard’s complication is -2 forward to Primary Check for their next move. Let’s say “the spiritual waves at the severing of connection with Chanvati are disorienting.” You can remove that complication with an Advantage if you’d like. If you do, let us know how its done.

3) Later this evening I’ll get the battlemap up and relevant mechanics for C & B-B. I’ll be using this post.




Magma seeps down into sacred ritual chamber. The forces of the Primordial Vezzuvu emerge like sentient fire and rock from the flow, intent on defiling the chamber and laying low the allies of Stoneroot, the ancient enemy of the Primordial from the Dawn War.




MECHANICS

Seeping Lava -
This is the orange outline at stair. This will continue to spread into the room at the beginning of each round, 1 sq in every direction, so long as there are enemies remaining. This is Hindering Terrain. Any creature without lava walk that starts its turn in a square of Seeping Lava, takes 5 fire damage.

Torch and Stanchion - Yellow outline in F8. If the burning magma gets to this square, the ritual chamber will be shrouded in darkness as the stanchion melts and the mighty torch snuffs.

Ritual Mud Baths - Brown squares. Any creature without earth walk AND primal keyword attacks that starts its turn in a square of Mud Bath is slowed (save ends).

Camp - Bottom right. Squares 5, 6, 7 to access this area Challenging Terrain as it is a steep decline of scree. Either treat as Difficult Terrain or attempt an Acrobatics Easy DC or Athletics Medium DC to traverse; failure = fall prone. The pool is blue, the cooling embers of your fire are orange.

Sacred Runes (Blessing of Stoneroot) - The lavender square are the sacred runes to Stoneroot. A character within this space may spend a Standard Action to activate Terrain Power (Encounter): Blessing of Stoneroot. All 4 characters gain 5 THP, +2 Power Bonus to hit/defenses and +5 Power Bonus to damage UtEYNT.

Waves & Disempower Aspects of Vezzuvu (see Pa'avu and Hazard's combat below) - Wave 1 = 4 Minions. Wave 2 = Standard. Wave 3 = 4 Minions. After defeating the force of any given wave, the Aspects of Vezzuvu in the Spirit Realm suffer Vulnerable 5 all damage and -2 to hit UtEoYNT.

Vezzuvu Thrall (Minions) - HP 1; a missed attack never damages a minion. AC 17, Fortitude 18, Reflex 17, Will 17

Vezzuvu Magma Strider (Standard) - HP 63; Bloodied 31 AC 19, Fortitude 18, Reflex 18, Will 15

INITIATIVE

Vezzuvu Thralls (Minions 1-4) 20
Bita-Bousseh 16
Chanvati 12
Magma Strider 7




1678585532427.png


ROUND 1




CHANVATI MONSTER KNOWLEDGE (NO ACTION)

Arcana: r(7) + 11 = 18 Arcana = Moderate DC.

Vezzuvu Thrall: Medium elemental (fire, earth). Speed 4 (earth walk, lava walk), burrow 4. Tremorsense 5. Immune fire, petrification, poison. Attacks: fire.

Vezzuvu Magma Strider: Medium elemental (fire, earth). Speed 4 (earth walk, lava walk), burrow 4. Tremorsense 5. Immune fire, petrification, poison. Attacks: fire.




The magma seeps inexorably into the ritual chamber.

No words are exchanged. No attempt at foreign, guttural sounds. The elemental VEZZUVU THRALLS glide across the earth with an ease that would be beautiful if not for their fell purpose and the ground explodes beneath the feet of Chanvati and Bita-bousseh in fiery eruptions.


1

* Move Action: D11 to E10

* Standard Action: Charge to I11. Earthburn Eruption vs C's Ref; r(15) +8 +1 (charge) = 24. Hit. 4 fire damage and J10 becomes difficult terrain.

Earthburn Eruption ✦ At-Will
Attack: Melee 2 (one creature); +8 vs. Ref
Hit: 4 fire damage.
Miss: 2 damage.
Effect: The target's square becomes difficult terrain.

TRIGGER (CHANVATI) - IMMEDIATE REATCTION; VENGEANCE IS MINE (ENCOUNTER)

As the elemental agents of the malevolent Primordial flow in slow tumbling actions towards him, CHANVATI gathers and unleashes a psychic assault against one of the creatures, disanimating whatever force lends it life.

* Immediate Reaction: Vengeance Is Mine; Trigger: An enemy hits you. Effect: You make a basic attack against the triggering enemy, and one ally within 5 squares of you can move his or her speed and make a melee basic attack against the triggering enemy as a free action. Mind Thrust vs VT1, r(9) + 8 = 17 vs 17 Will. Hit. Destroyed.

2

* Move Action: B11 to D10

* Standard Action: Charge to I9. Earthburn Eruption vs C's Ref; r(1) +8 +1 (charge) = Auto-Miss. 2 fire damage and J10 becomes difficult terrain.

3

* Move Action: B8 to B6

* Standard Action: Earthburn Eruption vs B's Ref; r(2) +8 = 10. Miss. 2 fire damage -2 (7 Resist Fire) = 0 damage and C6 becomes difficult terrain.

4

* Move Action: D8 to D6

* Standard Action: Earthburn Eruption vs B's Ref; r(2) +8 +2 (CA) = 12. Miss. 2 fire damage -2 (7 Resist Fire) = 0 damage and C6 becomes difficult terrain.




Two of the lava creatures glide in viscous movement across the chamber floor to surround BITA-BOUSSEH, but the heat they exude is as nothing to the Tiefling. Utilizing a trick she learned many years ago in hounding evasive judges across crowded courtroom chambers, she shifts past the threat of reprisal blows from the Vezzuvu Thralls just as she would the warding truncheon of an ill-tempered bailiff, in the direction of the Goliath-sized torch and stanchion.

She directs her Infernal Glower at the closest creature, but its atavistic mind seems unaffected by the power of her domineering will. Instead, she whispers promises of eternal torment in the icy clutches of Stygia, and this seems to strike fear into its primordial being, and it oozes and flows away from the barrister ... for now.


* Start of Turn: reduces 2, 2 fire damage to 0, 0 because of Resist 7 fire.

* Move Action: Lawyer's Dodge (Encounter Power): Shift C6 to F7.

* Standard Action: Infernal Glower vs VT4, r(8) +8 = 16 vs 17 Will. Miss.

* Minor Action: Hell's Dark Promise vs VT4, r(17) +8 = 25 vs 17 Will. Hit. Slides VT4 D6 to B8.




Though the barrister may laugh off the burning heat and flames of Vezzuvu's minions, CHANVATI is forced to tamp out the flames singeing his kolija with a free hand. Observing that the barrister has retreated under the assault of her foes, the Merchant Prince distorts space in the far edge of the cavern, catching one of the Thralls in its uncanny unfolding so that the molecules of its form are scattered towards the interior of the chamber and it exists no more. He takes a cautious step in retreat towards the stanchion, one eye on the remaining nearby minion of Vezzuvu, and retrieves a sunrod from his satchel, bathing the whole chamber in dazzling blue-white radiance.

* Standard Action: Dimensional Scramble centered on square A7. ATK vs VT4, r(11) +8 = 19 vs 18 Fort. Hit. Destroyed. ATK vs VT3, r(4) +8 = 12 vs 18 Fort. Miss.

* Move Action: Shift J10 to I9.

* Free Action (Battle Harness Cloth Armor): Retrieve a stowed item, sunrod.

* End of Turn: 34/40 HP, 7/7 Surges, 3 PPs, 1 AP remaining.




2 & 3 are up. Once destroyed, the Aspects in the Spirit Realm are Disempowered UtEoYNT.

Magma Strider appears and rolls Initiative.

The Lava Seeps 1 sq further.

1678650438815.png


ROUND 2




The pair of remaining VEZZUVU THRALLS slide across the scree and stone, a sizzling sound accompanying their passing. Whatever sentience they possess registers the abyssal heritage of the Tiefling so they direct their attacks on the human, ground eruptions and fiery conflagration all around him.

2

* Standard Action: Charge to I9. Earthburn Eruption vs C's Ref; r(7) +8 = 15. Miss. 2 fire damage and I9 becomes difficult terrain.

3

* Move Action: B6 to D6

* Standard Action: Charge to H7 (B-B does not have an MBA for OA). Earthburn Eruption vs C's Ref; r(7) +8 +1 (charge) = 16. Miss. 2 fire damage and I9 becomes difficult terrain.




BITA-BOUSSEH laughs disdainfully as Vezzuvu's minions flow across the chamber away from her. "Aye, the prospect of an eternity frozen solid in Stygia's grasp is enough to cool even your molten hearts, eh?" She redirects her ire to the Magma Strider rising from the lava flow and whispers the arcane words of a similar fate. But rather than daunted at the prospect, this new foe seems to deem this a challenge, advancing further into the chamber. "Perfect. So easy to manipulate these mindless elementals," the barrister thinks.

She stoops down, running her hands across the blazing glyphs etched into the cavern floor. "Stoneroot, hear me, for the sake of your Goliath follower!" she intones. "Lend us the strength and fortitude of your power to lay low your enemies, I beseech you!" The glyphs flare and the fellowship, both in the mortal and spirit realms, feel themselves imbued with the protection and power of the great primal spirit of earth.

Her work within the sacred circle complete, the Tiefling darts past towards and past Chanvati, to the far end of the chamber.


* Minor Action: Hell's Dark Promise vs MS, ATK r(15) +8 = 23 vs 15 Will. Hit. Slides MS from D10 to F10.

* Standard Action: Terrain Power: activate the Sacred Runes for the Blessing of Stoneroot (Encounter): all 4 of the fellowship gain 5 THP, +2 power bonus to hit/all defenses, +5 power bonus damage UtEoYNT.

* Move Action: Move F7 to K8, avoiding DT and OA from VT3.

End of Turn: 5 THP, +2 Power Bonus to hit/defenses and +5 Power Bonus to damage UtEYNT.




The earth erupts at CHANVATI'S feet, cracking in thick shards from the heat released by Vezzuvu's thralls. They may seek to prevent him from escaping their molten grasp, but he can ward himself from their attacks. In a blur of psionic energy, his form seems to shimmer and disappear.

Drawing upon the potent energy of his staff, he directs his Dimensional Scramble in an enlarged burst that catches all three foes and himself within its circuit. The two thralls discorporate in a blast of quantum matter, and the Magma Strider is folded and shunted against the north wall of the chamber, but the protective sphere with which he wards himself prevents any injury to his own body. As the last of Vezzuvu's thralls is destroyed, Chanvati feels a rippling of power, from material into the spirit realm.

Still charged with the power of Stoneroot's Blessing, Chanvati unleashes a thrust of psionic energy at the Magma Strider, and it staggers under the mental assault.


Start of Turn: In DT, 4 more fire damage = 30/40 HP + 5 THP

* Minor Action: Mind Shroud. Slowed and Superior Cover UEoCNT.

* Free Action: Staff of the Warmage Daily Power to increase size of burst by 1.

* Standard Action: Dimensional Scramble Area BU 2 AUG 1 centered on H9. ATK vs MS, r(13) +8 +2 (Stoneroot's Blessing) = 23 vs 18 Fort. Hit. ATK vs VT2, r(8) +8 +2 = 18 vs 18 Fort. Hit. ATK vs VT3, r(16) +8 +2 = 26 vs 18 Fort. Hit. Damage = r(5) +5 +5 (Stoneroot's Blessing). VT2 & VT3 destroyed. MS takes 15 damage and is teleported to G11.

TRIGGER: VT2 & VT3 destroyed, so Wave1 defeated. Waves & Disempower Aspects of Vezzuvu (R2, INITIATIVE 12 BOTH COMBATS): After defeating the force of any given wave, the Aspects of Vezzuvu in the Spirit Realm suffer Vulnerable 5 all damage and -2 to hit UtEoYNT.

* Free Action (Action Point for Standard Action): Mind Thrust vs. MS, r(12) +8 +2 = 22 vs 15 Will. Hit. r(9) +5 +5 = 19 damage. MS takes 34 total damage, BLOODIED.

End of turn: 30/40 HP +5 THP, +7 all defenses, Slowed, in DT. 2 PPs, 0 AP, remaining.




Having been flung across the sacred ritual chamber via the folding of space and time, the VEZZUVU MAGMA STRIDER fixates on Chanvati via its tremorsense and burns across the battlefield toward him. However, the triangulation of Chanvati's position is rendered strangely amiss, by the estimation of the perceptive faculties of the elemental creature. Chanvati's magic, shifting him subtly from his actual location, does its work as the fiery slam of the strider's swat goes wide of the mark.

* Move Action: G11 to H9

* Standard Action: Blaze vs C's Ref; r(12) +8 -5 (Total Concealment) = 15. Miss.

Standard Actions
(⚔) Blaze ✦ At-Will
Attack: Melee 1 (one creature); +8 vs. Ref
Hit: 1d10 + 6 fire damage.




Wave 3 appears; 5, 6, 7, 8

MS 29/61 Bloodied

1678704887415.png


ROUND 3

The interminable lava seep washes further into the ritual chamber, taking the torch-bearing stanchion from its moorings and snuffing the light. Beating back the darkness, the sacred runes provide a faint glow along with Chanvati's sunrod.

From the burning wash of liquified rock emerge four new elementals to join the fray!





Carried forth on a wave of lava and the dictates of their Primordial master, VEZZUVU'S THRALLS rush the fleshy human like a hive-mind, earth and fire erupting all around him!

5

* Move Action: D10 to G10

* Standard Action: Earthburn Eruption vs C's Ref; r(20) +8 -5 (TC) = CRIT. 4 fire damage (I9 already difficult terrain).

6

* Move Action: D8 to G8

* Standard Action: Earthburn Eruption vs C's Ref; r(11) +8 -5 (TC) = 14. Miss. 2 fire damage (I9 already difficult terrain).

7

* Move Action: B10 to D10

* Standard Action: Charge to H10 and Earthburn Eruption vs C's Ref; r(14) +8 -5 (TC) + 1 (charge) = 18. Miss. 2 fire damage (I9 already difficult terrain).

8

* Move Action: B8 to D8

* Standard Action: Charge to H8 and Earthburn Eruption vs C's Ref; r(12) +8 -5 (TC) + 1 (charge) = 16. Miss. 2 fire damage (I9 already difficult terrain).




BITA-BOUSSEH delays her turn until after Chanvati, which causes the bonuses from the Blessings of Stoneroot to expire, unused by her.




CHANVATI is under siege; new thralls of Vezzuvu rise up from the lava, joining the Magma Strider in their assault against him, the very earth beneath his feet a heaving, steaming pile of broken earth and stone.

With the confidence and poise befitting his station, the Merchant Prince upends space between his new foes and the Strider, three of the thralls discorporating in the distortion.

"Well done," he commends himself, swelling with renewed purpose.


* Start of turn: additional 10 fire damage = -5 THP, -5 HP, 25/40 HP, Slowed, +5 defenses UEoT

* Standard Action: Dimensional Scramble Area Bu 1 centered on G9. ATK vs VT5, r(10) +8 = 18 vs 18 Fort. Hit. ATK vs VT7, r(7) +8 = 15 vs 18 Fort. Miss. ATK vs MS, r(2) +8 = 10 vs 18 Fort. Miss. ATK vs VT8, r(10) +8 = 18 vs 18 Fort. Hit. ATK vs VT6, r(10) +8 = 18 vs 18 Fort. Hit. VT5, VT8, VT6 destroyed.

* Minor Action: Inspiring Word on self, Heal Surge (10) + r(5) = 15 HP.

* End of turn: 40/40 HP, 6/7 Surges, 2 PPs remaining. In DT




BITA-BOUSSEH sees the lava-forms attacking the Psion and will not abide it. With both long-fingernailed hands extended, she unleashes the full fury of her infernal heritage at the remaining thrall, and it dissolves into its constituent components, ravaged by the fear of her threats back whence it came. So powerful is her threat, that the echoes of it transcend planar boundaries, shaking Pa'avu and Hazard's foes in the spirit realm.

Then the barrister's voice grows low and throaty. "Come to me, my Prince. Escape the reach of your foes. Come to me!" But alas, Vezzuvu's will works strong against hers in the battle for her lover's body, and Chanvati remains, rooted in the broken earth and stone.


* Standard Action: Infernal Glower on VT7, ATK r(12) +8 = 20 vs 17 Will. Hit. r(5) +7 = 12 damage. VT7 destroyed.

TRIGGER: WAVE 3 DESTROYED; DISEMPOWER VEZZUVU'S ASPECTS IN SPIRIT REALM. After defeating the force of any given wave, the Aspects of Vezzuvu in the Spirit Realm suffer Vulnerable 5 all damage and -2 to hit UtEoYNT.

* Minor Action: Hell's Dark Promise vs Chanvati, ATK r(5) +8 = 13 vs 20 Will. Miss.




The VEZZUVU MAGMA STRIDER slams the Psion with a fiery appendage then streaks to the Tiefling and slams her just the same, her infernal heritage absorbing the worst of the blaze.

* Move Action: G11 to H9

* Standard Action: Blaze vs C's Ref; r(17) +8 = 25. Hit; r(8) +6 = 14 fire damage.

* Free Action: Burn Across the Battlefield. Charge to J8 and Blaze vs B's Ref; r(14) +8 +1 (charge) = 23. Hit; r(5) +6 = 11 -7 (Fire Resist) = 4 fire damage.

Free Actions
Burn Across the Battlefield ✦ Recharge 3, 4, 5, 6
Requirement: A creature is hit by Blaze
Effect: Charge another target and make a Blaze attack. If a creature hits you with an Opportunity Attack, they take 5 ongoing fire damage (save ends).

TRIGGER - OPPORTUNITY ATTACK; MBA FROM C

As the creature of magma and malice charges past him, towards the barrister, CHANVATI bashes it with his crystal staff, the etched runes on his bracers glowing and embuing the strike with significant force. Unfortunately, the intense heat causes the sleeve of his kolija to burst into flame!

* OA: MBA (Free Action: activate Bracers of Mental Might Encounter Power), r(14) +10 = 24 vs 19 AC. Hit for r(8) damage.

Effect: C takes 5 OG fire damage.

TRIGGER - FREE ACTION; INFERNAL WRATH FROM B-B

The Magma Strider barrels into Bita-Bousseh with the full force of its molten bulk, the primordial heat of its being so intense it leaves the barrister wobbling on her feet. She calls upon the hellfire burning within her soul, unleashing it upon her foe, perhaps not enough to damage it, but at the least the primordial foe is distracted as it is engulfed in a halo of blue flames.

Trigger: BITA-BOUSSEH is hit by an enemy within 10 squares.

* Infernal Wrath (Recharge 5,6), Fire Free Action Close burst 10 Trigger: An enemy within 10 squares of her hits Bita-Bousseh. Target: The triggering enemy in the burst Effect: The target takes 1d6 + 4 fire damage (IMMUNE), and the target grants combat advantage until the end of its next turn.




CHANVATI can feel too much time has passed since his connection with Pa'avu in the Spirit Realm was severed. She and her hound must have run into similar difficulty there.

So with determination to end this fight as quickly as possible and reestablish that connection, the Merchant Prince unleashes a mental assault upon the Magma Strider. An explosion of psionic power bursts across the creature's brain, neurons firing wildly in an instantaneous overload, producing pain that evokes from the creature such a high-pitched groan, like the skittering fall of scree down a precipitious slope, that the Psion winces in response.

Collecting himself, he tamps out the flames singeing his kolija and hopes the barrister can finish the creature.


* Start of turn: -14 HP fire damage from MS Blaze, -5 HP OG fire damage = 21/40 HP.

* Standard Action: Mind Thrust vs MS, ATK r(19) +8 +2 CA = 27 vs 15 Will. Hit. r(10) +5 = 15 psychic damage.

* End of turn: Save vs OG fire damage, r(19). Save successful. 21/40 HP, 6/7 Surges, 2 PPs remaining.




BITA-BOUSSEH witnesses Chanvati's staggering of the Magma Strider and takes a moment to redirect her focus against Vezzuvu's will and draw the Psion out from the shattered earth and flow of the encroaching lava. But still, the Primordial's will holds strong, and its servant has an opening to launch an attack upon her.

In quick response, however, the barrister looses the fearful powers of hell in a dread glower so potent the force animating the Strider withdraws to whatever plane it calls home, destroying the creature.


* Start of turn: 4 fire damage from MS Blaze, 37/41 HP.

* Minor Action: Hell's Dark Promise vs Chanvati (provokes OA from MS), r(10) +8 = 18 vs 20 Will. Miss.

TRIGGER - RANGED ATTACK IN MELEE: OA BLAZE BY MAGMA STRIDER VS B-B REF:

* OA Blaze vs B-B Ref: r(7) +8 = 15; MISS.

* Standard Action: Infernal Glower vs MS, r(14) +8 +2 = 24 vs 15 Will. Hit. r(7) +7 = 14 damage. MS destroyed. Trigger: MS (Wave 2) destroyed: Waves & Disempower Aspects of Vezzuvu: After defeating the force of any given wave, the Aspects of Vezzuvu in the Spirit Realm suffer Vulnerable 5 all damage and -2 to hit UtEoYNT.

* End of turn: 37/41 HP, 8/8 Surges remaining.




MATERIAL WORLD COMBAT RESOLVED
 
Last edited:

Nephis

Adventurer
A massive quake tears the ground from the feet of the spirit of Pa'avu and her trusted hound. They fall or float or fly...its impossible to tell. For some time it continues this way until their feet find shaky purchase amidst a nigh-impenetrable haze. Gathering themselves, they stand on shifting earth before two paths as the haze mildly clears:

One spirals low into the bowels of the mountain where hissing vents, burning heat, and the crushing grind of stone on stone reside. There, the Primordial Vezzuvu, the ancient elemental enemy of Stoneroot, haunts the earth...and through it, can extend its deific-transcending power into The Spirit Realm despite the Elder's best attempts to keep The Power at bay.

The other ascends gradually and is haunted by the tracks of a predator so large and so savage that it can be but one thing. A snarl so mighty that it shakes the ground is emitted from somewhere above in the misty realm. The Primal Beast is on the prowl for its next meal. The mightiest of hunters has no pity for mortals...perhaps especially for mortals who are apex predators of their own in the material world...

PA'AVU gazes longingly up the ascending path, her l'pahb'gin pulled sympathetically toward the call of the Primal Beast. However, her protective nature gives an even stronger pull toward the downward spiraling path where she can see rising steam and smoke. She extends her spiritual body into the earth in order to draw strength and power from it, swelling her spiritual persona into a goliath of ... err ... GOLIATH proportions. If the Spirit Realm needs her protection, she feels bound to heed the call.

Then her concentration stutters.


HAZARD, sensing her intent, bristles his thick fur and begins to froth at the mouth, snarling and snapping, to reinforce the ferocity of a Warrior able to tame Him. The Hound also senses something off about his Beloved Friend: she seems too distracted to be as intimidating a presence as usual.




* Encounter Power Savage Protector from Hazard to give a +2 bonus to

* Primary Skill Intimidate check to make clear to the Primordial Vezzuvu that the Spirit Realm is not unprotected: r(4) + 11 + 2 (SP) - 2 = 15 vs. 24 Hard DC. Failure.
 

Remove ads

Top