The Slave and Her Sovereign

With instincts manifested through life in the beforetimes with her clan and further honed into sharpness through the adventures in the nowtimes with her gosb'tar and their various companions, PA'AVU immediately understands the impending danger. For the Remorhaz to escape upwards would be disastrous: it would negate all they have been doing to protect the city of Chanvati and Yazdan. There is no time for careful--albeit quick--statistical analysis, and Stoneroot's warrior steps forward to engage their latest threat.

The Death Spirit of the venerable K’mniich’ still rages through His Stoneblessed Goliath, and through the roiling of her blood, the touch of stone at her feet--through all her natural senses, in fact--Pa'avu instantly sees the solution. The great beastmother merely wants to escape danger (as do they all) and protect her young (as do they desire protection for the city): she needs an escape route, and Stoneroot has informed his Chosen what that route can be, if the Remorhaz can be brought to "find" it. A ring of Stone--newly formed on her left hand--burns with the ice of deep caverns and reveals a thinness to the stone, something the beastmother can best use for passage away ... from them, from the results of Nerull's fury, and--most importantly--away from the city.

The goliath swells to her full height--and then some-- and strides around the beastmother, forcing her to turn away from the tunnel heading upward toward Bantouk, keeping Pa'avu in sight. The warrior gives a great yell, raising her huge arms above her head in a thunderous clap. The Remorhaz--obviously choosing the better part of valour and protection for her young--turns around and crashing through the wall and downward, to safety.

As the beastmother's tail disappears through its new tunnel and Pa'avu's companions hustle toward the upward tunnel, Pa'avu gives a thoughtful glance down at the new lithoderm she now wears. Then, her blood beginning to cool somewhat, she stalks forward, quickly catching up to maintain the rear guard.




* Pa'avu makes a Secondary Skill Nature check to sense an alternative escape route--a thinner stone wall of the cavern--for the Remorhaz (r14+14=28 vs 16 Easy DC) to give a +2 bonus to her Primary Skill Intimidate check to scare the Remorhaz into breaking through that thinner wall: r4+16+2 SS =22 vs 22 Moderate DC. Success. Phew!
 
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With this Skill Challenge to escape from beneath Bantouk to the surface of the city complete, we think it might be interesting to delay resolving these many pending threads for Chanvati and Pa'avu and instead switch to the goings on of Ibhea and Arunny. This provides us with a dramatic cliffhanger for the aforementioned pair and allows the game developments of the latter two to inflect what may happen in Bantouk as a result of their actions.

With the XP reward of the above SC, the four PCs are now at 41,450, about 1/4 of the way to 14th level. After discussion, we've agreed it's time to promote Xin Mae to a full-fledged Companion Character. Gan "lives on" in the Skeletal Warrior conjured by Ibhea's Girdle of Skulls.

IBHEA
Ibhea, level 13
Human, Warlock, Master of Flame
Eldritch Strike: Eldritch Strike Charisma
Eldritch Pact: Sorcerer-King Pact
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Rod)
Human Power Selection: Heroic Effort
Background: Fugitive from a Vengeful Rival, Street Urchin, Heretic (Fugitive from a Vengeful Rival Benefit)
Theme: Ordained Priest
Paragon Path: Master of Flame

FINAL ABILITY SCORES
Str 9, Con 13, Dex 13, Int 19, Wis 11, Cha 21.

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

AC: 26 Fort: 23 Reflex: 28 Will: 28
HP: 85 Surges: 7 Surge Value: 21

TRAINED SKILLS
Arcana +15, Thievery +12, Stealth +15, Streetwise +18, Bluff +20, Religion +19

UNTRAINED SKILLS
Acrobatics +7, Diplomacy +11, Dungeoneering +6, Endurance +7, Heal +8, History +10, Insight +8, Intimidate +14, Nature +6, Perception +6, Athletics +5

FEATS
Human: Arcane Prodigy
Level 1: Mindbite Scorn
Level 2: Superior Implement Training (Accurate dagger)
Level 4: Cunning Stalker
Level 6: Tyrian Bureaucrat
Level 8: Novice Power
Level 10: Path of the Scarred
Level 11: Versatile Expertise
Level 12: Improved Defenses

POWERS
Eldritch Blast: Eldritch Strike
Level 1 Ordained Priest Feature: Shining Symbol
Warlock encounter 1: Shadow Tentacles
Warlock daily 1: Decree of Khirad
Warlock utility 2: Beguiling Tongue
Warlock encounter 3: Flame Spiral
Warlock daily 5: Deathly Conduit
Warlock utility 6: Deliverance of Faith
Warlock encounter 7: Lure of Loyalty
Warlock daily 9: Command Insanity
Warlock utility 10: Mirror Darkly
Master of Flame encounter 11: Fanning the Flames
Master of Flame utility 12: Burning Transformation
Warlock encounter 13: Devouring Dark (replaces Shadow Tentacles)

MBA: Eldritch Strike +19 vs AC, 1d4+8 damage, Slide 1

ITEMS
Adventurer's Kit, Bottle of Wine (3), Doctrinal book, Thieves' Tools, Gloves of Eldritch Admixture (heroic tier), Boots of Elvenkind (heroic tier), Phylactery of Divinity (heroic tier), Obsidian Steed (heroic tier), Shielding Blade Accurate dagger +1, Symbol of Victory +2, Inix Leather Armor of Dark Majesty +3, Necklace of Keys +3, Girdle of Skulls, 800 gp

XIN MAE
Xin Mae Level 13 Companion Character (Princess Build Leader)
Medium natural humanoid (human)
HP 82; Bloodied 41; Surge 20; Surges per day 7; Initiative +6
AC 28, Fortitude 24, Reflex 26, Will 28; Perception +8
Speed 6

Traits
☼ Distracting Monologue ✦ Aura 2
Enemies within the aura grant Combat Advantage.

Standard Actions
(⚔) Tome Bash ✦ At-Will
Attack: Melee 1; +17 vs. AC
Hit: 1d8 +6 damage.

(➶) Hurled Invective ✦ At-Will
Attack: Ranged 10; +17 vs. Will
Hit: 1d4 +4 damage, and Slide the target 2 squares.

Smite Our Foe! ✦ At-Will
Standard Action Ranged 5
Target: One ally
Effect: The target makes a basic attack as a free action against an enemy of your choice that you can see and is within 10 squares of you.

Minor Actions
Defensive Lore ✦ Daily
Close burst 2
Effect: The burst creates a zone that lasts until the end of your next turn. Choose aberrant, fey, elemental, immortal, natural, or shadow. Until the end of your next turn, creatures of that origin take a -2 penalty to attack rolls and to all defenses while in the zone, and attacks by such creatures deal only half damage to targets inside the zone.
Sustain Minor: The zone persists until the end of your next turn.

Pedantic Dissertation ✦ Encounter
Close burst 5
Target: You and each ally in the burst
Effect: Choose a skill. Until the end of the encounter, each target gains a +2 power bonus to his or her next check using that skill.

Learning Begets Rejuvenation (Healing) ✦ Encounter
Close burst 5
Target: One ally in the burst
Effect: The target can spend a healing surge.
Special: Xin Mae can use this power twice per encounter.

Triggered Actions
Look Out! ✦ Encounter
Immediate Interrupt Ranged 10
Trigger: An ally within 10 squares of you is hit by an enemy's attack.
Target: The triggering ally
Effect: The target can make a basic attack against the attacking enemy as a free action, dealing 1d8 extra damage on a hit.

Mind Our Enemies, Now ✦ Encounter
Immediate Reaction Ranged 10
Trigger: An ally within 10 squares of you ends his or her turn without having made an attack.
Target: The triggering ally
Effect: The target can either make a basic attack or charge an enemy as a free action, even if the target is dominated or stunned. If the attack hits, it deals 1d10 extra damage.

Historical Revelation ✦ Daily
Immediate Reaction
Close burst 5
Trigger: An ally in the burst makes a knowledge check and dislikes the result
Target: The triggering ally in the burst
Effect: The target rerolls the knowledge check and uses either result.

Skills History +15, Religion +15
Str 10 (+0) Dex 11 (+0) Wis 14 (+2)
Con 10 (+0) Int 18 (+4) Cha 8 (-1)
Equipment: tome, cloth armor

As a reminder for where we left off with Arunny and Ibhea (since it's been ... quite some time), quoting from post 413 here: "Arunny, Omthala's Searing Voice and Maba's Piercing Eye, having satisfied herself as to her family's fates, received a most startling portent, "a vulture feasting with relish on a bloody, mammalian heart ... a valley with unusually heavy purple clouds that sting the eyes of anyone looking at them ... a seemingly solid ancient tree slowly rotting inside...." She knows this is a scene of the past, when Nerull's Cult held sway in ancient times and Caiphon was making its first incursions into the mortal realm, or so it is told. With Qamra and Uzmehr, she hastens back to Dolg Hana, to reconvene with Ibhea to investigate how they may take their struggles against Nerull into the timescape.

Ibhea, though sober and strangely penitent in some aspects post-battle and injury, has become megalomaniac in his belief that he is Delban's Black Flame given life. Further, he has taken a villainous turn, reclaiming Poor Gan's bones from the funeral pyre for use in the consecration of an item of power: the Girdle of Skulls. He has abandoned any practical management of the temple construction to Xin Mae, who also coordinates oversight of the faith's growth across the Dolgs, and beyond. Though the scrivener is delighted to be not only witness to but instrument of history, he no doubt fears for his comrade's sanity."

Originally, @Nephis conceived of Uzmehr being part of this journey, but that has changed, as you will see below in the ensuing post.

Ibhea Major Quest: Return to a time and place (Itirilimish before its destruction) when Delban’s religion flourished in the land in order to learn from past practitioners the magic necessary to destroy his bitter enemies, the Legion of Ruth. (It is distinctly possible that such a time also saw a flourishing of the worship of Nerull.)

Ibhea Minor Quest: Destroy the guerrilla spies of the Legion of Ruth who harrass travelers of the Dolgs and send reports of the Great Revival of Delban's faith in the Dolgs to Bantouk (where, incidentally, the Church of Omthala sees Delban's rise as a great threat).
 
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ARUNNY
Arunny, level 13
Half-Elf, Cleric|Invoker, Divine Oracle
Eldritch Strike: Eldritch Strike Constitution
Hybrid Cleric: Battle Cleric's Lore
Covenant Manifestation: Manifestation of Preservation
Hybrid Invoker: Hybrid Invoker Will
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 14, Con 21, Dex 9, Int 12, Wis 21, Cha 11.

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

AC: 30 Fort: 26 Reflex: 19 Will: 28
HP: 80 Surges: 11 Surge Value: 20

TRAINED SKILLS
Perception +19, Insight +23, Heal +16, Endurance +16

UNTRAINED SKILLS
Acrobatics +5, Arcana +7, Bluff +8, Diplomacy +8, Dungeoneering +11, History +7, Intimidate +6, Nature +11, Religion +7, Stealth +5, Streetwise +6, Thievery +5, Athletics +8

FEATS
Level 1: Battle Awareness
Level 2: Wary Fighter
Level 4: Hybrid Talent
Level 6: Mighty Crusader Expertise
Level 8: Superior Will
Level 10: Improved Initiative
Level 11: Versatile Master
Level 12: Superior Fortitude

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
Seer daily 1: Cast Fortune
Hybrid encounter 1: Thunder of Judgment
Hybrid daily 1: Moment of Glory
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
Hybrid daily 9: Fourfold Invocation of Doom
Hybrid utility 10: Word of Vigor
Hybrid encounter 13: Awakening Sun (replaces Tide of the First Storm)

MBA: Eldritch Strike: +18 vs AC, 1d10+8 Damage, Slide 1

ITEMS
Adventurer's Kit, Lucky Charm +2, Boots of the Fencing Master (heroic tier), Casque of Tactics (heroic tier), Crest of Vigilance Eternal (paragon tier), Reflexive Wyvernscale Armor +3, Unforgettable Cudgel Morningstar +3, Solitaire (Quartz Lens) (heroic tier) (2), Sehanine's Mark of the Dark Moon (level 8)

QAMRA
Qamra Level 13 Companion Character (Defender, Soldier)
Medium natural humanoid (human)
HP 103; Bloodied 51; Surge 25; Surges per day 12; Initiative +9
AC 30, Fortitude 26, Reflex 28, Will 24; Perception +8
Speed 6

Traits
☼ Keep Their Attention ✦ Aura 2
The aura is difficult terrain for your enemies.

Divine Sanction
Until the mark ends, the target takes radiant damage equal to 3 the first time each round it makes an attack that doesn't include her as a target. The damage increases to 6 at 11th level and 9 at 21st level.

Standard Actions
(
⚔
) Ardent Strike (divine, weapon) ✦ At-Will
Attack: Melee 1; +18 vs. AC
Hit: 3d6 +10 damage, and the target is subject to Qamra’s divine sanction until the end of her next turn.

(➶) Sword Flip (divine, weapon) ✦ At-Will
Attack: Ranged 10; +18 vs. AC
Hit: 3d6 +10 damage and the blade returns to Qamra.

⚔
Radiant Burst (divine, radiant) ✦ At-Will
Attack: Close burst 1 (each creature in burst); +16 vs. Reflex
Hit: 3d6 +8 radiant damage.

Warding Flame (divine, zone) ✦ Daily
Area burst 2 within 10 squares
Effect: The burst creates a zone of silver flame that lasts until the end of your next turn. You and each ally within the zone gain resist 10 fire, resist 10 radiant, and a +2 power bonus to all defenses. Each enemy within the zone gains vulnerable 5 fire and vulnerable 5 radiant, and takes a -2 penalty to all defenses.
Sustain Minor: The zone persists.

Minor Actions
Call of Challenge (divine) ✦ Encounter
Close burst 3
Target: Each enemy in the burst
Effect: Each target is subject to your divine sanction until the end of your next turn.

Virtue
Encounter (Personal) ✦ Divine
Effect: You spend a healing surge but regain no hit points. You instead gain temporary hit points equal to your healing surge value.

Triggered Actions
Dimensional Vortex (Divine, Teleportation) ✦ Encounter
Immediate Interrupt Ranged 10
Trigger: An enemy hits an ally with a melee attack
Target: The triggering enemy
Attack: Intelligence vs. Will
Hit: You teleport the target 5 squares. The target then makes its melee attack against a creature you choose. If no creatures are within range of the target, the attack is expended.

Skills Acrobatics + 15, Athletics + 11, Endurance +15
Str 8 (-1) Dex 16 (+3) Wis 12 (+1)
Con 16 (+3) Int 12 (+1) Cha 10 (+0)
Equipment: scimitar, leather armor

Arunny holds her conviction with absolute certainty: where they must go is not just a place but a time. Itirilmish! That city lost to time and only recently rediscovered in its fallen state by traders and relic hunters. Ibhea spoke of the place—its crumbling wonders of golden pagodas and overrun hanging gardens; its thirteen levels terraced into the mountainside; the titanic face of a god carved into the peak above, overseeing all—too often, at mealtime, as a way of breaking the tedium of travel, whenever an awkward pause in conversation required a pleasing diversion, for there to be any doubt. But this image in her mind was of a living, indeed thriving, metropolis, not the broken place of Ibhea’s telling.

To get there, she and her companions (once they have retrieved Ibhea) must follow portents to the Henge of Time she was shown in her dreams: beautiful and delicate-seeming alpine flowers humming their way through patchy snow, their song dancing around ancient, roughly hewn pillars of stone. This way will be their passage to the city lost to time, this will be how they travel to the living metropolis that once was Itirilmish (and still is, in that past-still-present time): they must follow the song of the flowers into that still-present past.

Though she is loath to do so, she leaves Uzmehr behind at Moonrise —after they have but lately and too briefly been reunited—to complete the tasks that brought him there to begin with and to begin his stewardship of the reconsecrated temple. Before they depart, the three of them, her father together with Arunny and Qamra—surely a mortal echo of the tripartite divinity—perform the Crepuscular Orison, a prayer for safekeeping in their journey, their transition from darkness to light, or light to darkness, whichever it may be.

The journey across the desert to Dolg Hana is perilous. They battle the scorching trial of Omthala’s gaze, a trial to judge the worthiness of all travelers, pious or no; the thirst of heat; and sand whipped up to abrade skin. But worst of all is the demon vultures. They are no accident. Something knows of their journey and wishes to put it to an unceremonious end. Yet the blessing of Moon and Sun together prove sufficient to weather all challenges, and the pair arrive in Dolg Hana with news that fits nicely with Ibhea’s own designs. For it is in the flourishing Itirilmish of the past that he shall discover the power to best his enemies, incinerate them like moths in flame!


Arunny Major Quest: Elevate Maba, the Moon Maiden, to a place of veneration and worship within Hageri society.

Arunny Major Quest: Root out and destroy the Cult of Nerull.

Arunny Minor Quest: Find entrance to the Henge of Time on a mountain top, the image of which she was sent in a dream.

Arunny (Daily Utility) Cast Fortune: (Daily * Divine * Standard Action * Personal): after an extended rest: Effect:
Roll a d20 when you use this power, and note the result. Before your next extended rest, as a Free Action, you can replace any one attack roll, saving throw, or skill check made by you, an ally, or an enemy with this result.
Level 11: The d20 fortune result can be moved up or down 1. This new result can count as a natural 1 or 20: r13
 
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* Below is the pending consequence for the last violation of temporal continuity.

Its late in the evening and a Dolg Hana thriving (aqueduct, flowing river, planted date palms, wall w/ parapets; the works) under XIN MAE's stewardship is taking in a beautiful desert evening post-celebration after the arrival of old companions. Xin Mae is out on a walk among those date palms, beyond the wall, listening to the sounds of the river he worked so hard to dam and fork to deliver water in outlying communities that the aqueduct will not reach. The wall he worked so hard in getting erected that now features a pair of ballistae and mostly capable teams of artillerists to deploy them.

He takes it all in.

A cold breeze...and ill wind...something stirs near him and its more than the date palm's fronds...





* ILLUMINATION: Fully illuminated from rows 8 to 16. Partial Concealment from rows 1 to 7.

* DATE PALM TREES: Squares that are 50+ % illustrated are difficult terrain and grant Partial Concealment due to light foliage. Partially illustrated squares are only color.

* BALLISTAE (F14, W14): Xin Mae Standard Action. If an enemy creature damages a ballista sq (AC 27, NADs 25), that artillerist team is defeated for the encounter and the ballistae is inert.

Ballistae ✦ Recharge 6
Attack: Ranged 20 (one creature); +16 vs. Ref
Hit: 3d6 + 6 damage
Effect: Xin Mae gains +2 power bonus to defenses UEoNT.

* Pool of Timeless Death (purple squares) Level 13 Hazard (Lurker) XP 800
The oily, swirling waters of this dark pool are disturbingly alluring.

Initiative: NA
Trigger: A living creature comes within 3 squares of the pool.

Attack
Opportunity Action Close burst 2
Target:The triggering creature
Attack:+16 vs. Will
Hit:The target is affected by a compulsion to enter the pool (SE). It moves to the nearest space within the pool as a free action. While under the compulsion, the target remains in the pool and can take no action. Any creature that starts its turn in a pool square takes 10 OG necrotic and cold damage (SE).

Countermeasures
✦ Arcana, Nature, Religion DC 20: Standard action (Ranged 3); the character suppresses the compulsion effect of the pool USoNT, allowing any affected creatures to make a saving throw. If a creature saves, they can move half their speed as a free action.

* MOON MAIDEN'S COLD RADIANCE (orange squares, exhausts): A living creature in the sq is immune to the Pool of Timeless Death's attack and gains a +2 power bonus to defenses against the nightwalker or shadow replicant's attacks. A living creature in or adjacent to the sq can spend a minor action to grant their attacks the radiant keyword UtEoNT; this use will exhaust the sq for the encounter.

* WATER/CLIFF (blue; Hindering Terrain): Any creature who falls in the water must Climb (Medium DC 20) 4 squares to reach the top (20 ft).

* PARAPET: 20 feet tall, accessible by stairs.

* Nightwalker (N) (Large shadow humanoid, undead, lurker, solo): HP 516, AC 27, Fortitude 24, Reflex 26, Will 24, Init +14

* Shadow Replicant (M) x 4 (Medium shadow humanoid, undead, soldier, minion): 1 HP, AC 29, Fortitude 26, Reflex 24, Will 25, Init +11

* Place Heroes in any square of rows 15 or 16. Arunny R15, Ibhea K15, Qamra Q16.

INITIATIVE

Nightwalker Instinctive Relocation: 30
Arunny (A): 30
Shadow Replicant (M): 21
Nightwalker (N): 20
Qamra (Q): 13
Xin Mae (X): 9
Ibhea (I): 8


1720311037819.png


ROUND 1




* Ibhea (No Action) Monster Knowledge

vs vs N, Religion r4 +19 =23.

Nightwalker
Large shadow humanoid (undead)
Level 13 Solo Lurker XP 4000
HP 516; Bloodied 258 Initiative +14
AC 27, Fortitude 24, Reflex 26, Will 24 Perception+15
Speed 8, fly 10 Darkvision
Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 10 radiant
Saving Throws +5; Action Points 2
Keywords: Cold, Illusion, Necrotic, Psychic, Teleportation

Trait
Instinctive Relocation (teleportation)
On an initiative of 10 + its initiative check, nightwalker teleports up to 5 squares, becomes invisible, and uses death's flurry as a free action. It then becomes visible. If it cannot use free actions due to a dominating, stunning, or unconscious effect, then that effect ends instead.

Void Chill (cold, necrotic) ✦ Aura 2
If nightwalker is not invisible, any enemy that starts its turn in the aura takes 7 cold and necrotic damage.

Standard Actions
(⚔) Frozen Claw (cold) ✦ At-Will
Attack: Melee 2 (one creature); +18 vs. AC
Hit: 2d6 + 5 damage plus 1d6 + 6 cold damage.

Death's Flurry ✦ At-Will
Requirement: Nightwalker must be invisible.
Effect: Nightwalker uses frozen claw twice.

Minor Actions
Elusive Invisibility (illusion) ✦ At-Will (1/round)
Effect: Nightwalker becomes invisible until the end of its next turn or until it hits or misses with an attack.




vs M, Religion r12 +19 =31

Shadow Replicant
Medium shadow humanoid (undead)
Level 13 Minion Soldier XP 200
HP 1; a missed attack never damages a minion. Initiative +11
AC 29, Fortitude 26, Reflex 24, Will 25 Perception+10
Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 10 radiant
Speed 6 Fly 6 Darkvision

Standard Actions
(⚔) Claw (necrotic) ✦ At-Will
Requirement: The replicant must have no creature grabbed.
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 10 necrotic damage, and the replicant grabs the target (escape DC 20).

Lifedraw (necrotic) ✦ At-Will
Effect: Melee 1 (one creature grabbed by the replicant); the target takes 15 necrotic damage.




INSTINCTIVE RELOCATION INIT 10+

Though the agent of the dark lord of time and death is governed by its own will, the NIGHTWALKER's malign state of being is one that exists exclusively for such grisly affairs.

It sees the man enjoying a peaceful evening. It assumes a shroud of darkness. Its claws nearly lay the mark low before he even realizes that death is upon him.

When the visage of the terrible shade looks at him absently, a specter of monstrous darkness, quiet glee wells up in the awful creature at the terror in the eyes of the pathetic fleshling.


* Instinctive Action: Instinctive Relocation (teleportation). The nightwalker teleports up to 5 squares, becomes invisible, and uses death's flurry as a free action on Xin Mae It then becomes visible. Frozen Claw (M2, cold) vs X's AC: r(20, 3) + 18 +2 (CA) = CRIT, 25. Crit and Miss. 17 damage + 12 cold damage = 29 damage to X. Nightwalker becomes visible.

(⚔) Frozen Claw (cold) ✦ At-Will
Attack: Melee 2 (one creature); +18 vs. AC
Hit: 2d6 + 5 damage plus 1d6 + 6 cold damage.

Death's Flurry ✦ At-Will
Requirement: Nightwalker must be invisible.
Effect: Nightwalker uses frozen claw twice.


LOCATION: Q3.
DAMAGE: 29 damage to X
CONDITIONS TO ENEMIES: X in Void Chill Aura (see above)
CURRENT HP: 516/516
CURRENT DE/BUFFS: na.




As ARUNNY and Qamra follow Ibhea down the path leading to the river to join Xin Mae in his evening stroll, the young Seer can feel a buzz of icy warning in the night air. The discomfort this chill causes in her gut echoes an uneasiness she has been feeling since their arrival at Dolg Hana and her witnessing the wild shadows in the Priest's eyes. The influence of Delban? Or something more sinister? And whose bones does he now wear as girdle, whose skull do Ibhea's fingers unconsciously but gently caress from time to time? Arunny also noticed Xin Mae's gaze mirror her own uneasiness when it fell upon their companion.

Arriving at the river and hyper alert to any dangers, Maba's Piercing Eye immediately sees the dire situation the Scholar has suddenly found himself mired in and recognizes his opponent as a servant of her nemesis, a Nightwalker of Nerull. Reading the strands of power in the atmosphere, Arunny steps confidently forward, raising her arms and wrapping some of those strands around her fingers, the strands clearly belonging to the Lady. The Priestess then throws the radiant tendrils at the minions of the Nightwalker, Shadow Replicants she vaguely recognizes as distorted images of the scholar and her own disciple as their misty bodies are discorporated by the radiant lunar energies.

The third of these--she realizes while turning to face it--is the spitting image of Ibhea, an image much closer to the actual living being standing behind her than were the others. This one smiles wickedly at her as she attempts several times to force the tendrils around its incorporeal body. The wild shadows in its eyes are the same--not mirrors--of those that lurk in Ibhea's eyes. Her battle instincts kick into action while her thoughts dance in agitated dismay, and she sings out a word of Power to bring Xin Mae closer to her, closer to protection.

With grim determination Arunny wraps strands of Maba's divine power around her fingers once again. Once again, she throws the tendrils at their common enemies. This time the tendrils prove to be more tenacious, rebuking the Nightwalker in his impudence while destroying its minion.

Out of the corner of her eye, she catches the movement of yet another of these shadowy minions. Turning, she is repulsed to recognize herself made out of smoke, sharing the smile she lately saw on the false Ibhea shadow.


* Move: 5 squares to R10.

* Standard: Hand of Radiance (R10, Divine, Implement, Radiant): ATK vs 3 targets/Ref 24: M(J10): R9+16=25/Hit; M(R9): r12+16=28/Hit; M(Z14): r4+16=20/Miss, TRIGGERS: Lucky Charm Daily Power: miss w/attack or fail a SC roll, or saving throw. Effect: Roll a d6 and add the result: +r3=23/Miss. M(J10) & M(R9) KILLED.

* Minor (Enc): Divine Call on Xin Mae: R10; Effect: pull Xin Mae 3 sq to Q7.

* AP for Standard: Hand of Radiance: ATK vs Nightcrawler: r10+16=26 vs 26 Ref/Hit; M(Z14): r15+16=31 vs 24 Ref/Hit; Damage: r3+8+10 Vul Radiance = 22 Damage to N, and M(Z14) KILLED. Use of AP TRIGGERS Prophetic Action: Gain a move action that A can use on a different turn of hers during this encounter.

LOCATION: R10
DAMAGE: 22 damage to N; M(J10), M(R9), & M(Z14) KILLED.
CONDITIONS TO ENEMIES: na
CURRENT HP: 80/80
CURRENT DE/BUFFS: Prophetic Action (extra Move Action this encounter)
SURGES: 11/11; AP: 0/0 available
DAILIES EXPENDED: Lucky Charm




The SHADOW REPLICANT menaces the pair of artillerists manning the balista, but quickly changes tack as it takes to the air and charges Delban's priest with a pair of claws dripping with black necrosis. The pair become entangled in a vicious melee, a sneer bordering on a laugh taking in Ibhea's face as this pathetic creature is no match for he and The Shadowed Sun!

M (D14)

* Move: Fly and land in sq to H15.

* Standard Action: Charge to J15 and MBA Claw (M1, necrotic) vs I's AC: r(13) +18 +1 (charge) = 32. Hit.: 10 necrotic damage, and the replicant grabs I (escape DC 20).


LOCATION: J15
DAMAGE: 10 necrotic damage to I.
CONDITIONS TO ENEMIES: I is grabbed (escape DC 20).
CURRENT DE/BUFFS: na




The moon tries to illuminate Nerrul's monstrous assassin, but the NIGHTWALKER evade's the light, turning invisible in a cascade of swirling darkness. It stalks in and terrorizes Xin Mae as it explodes from impenetrable shadows with another flurry, nearly laying the scrivener-turned-steward low!

* Minor: Elusive Invisibility (Illusion); Nightwalker becomes invisible until the end of its next turn or until it hits or misses with an attack.

Elusive Invisibility (illusion) ✦ At-Will (1/round)
Effect: Nightwalker becomes invisible until the end of its next turn or until it hits or misses with an attack.

* Move: 3 sq to R6.

* Standard: Death's Flurry on X. Frozen Claw (M2, cold) x 2 vs AC (first attack has CA and then N becomes visible): : r(10, 9) + 18 (+2 for CA on 1st attack) = 30, 27. Hit (and N becomes visible) and Miss. TRIGGERS QAMRA'S IMMEDIATE INTERRUPT (Enc): Dimensional Vortex (Divine, Teleportation, R10): Trigger: An enemy hits an ally with a melee attack; Target: The triggering enemy (Nightwalker); ATK: Intelligence vs. Will: r7+16+2 CA (Distracting Monologue/Xin Mae) -5 Total Concealment = 20 vs. 24 Will/Miss TRIGGERS ARUNNY'S FREE ACTION (Daily): Cast Fortune: Effect: Roll a d20 when you use this power, and note the result (r13). Before your next extended rest, as a Free Action, you can replace any one attack roll, saving throw, or skill check made by you, an ally, or an enemy with this result. Level 11: The d20 fortune result can be moved up or down 1. This new result can count as a natural 1 or 20: r13+1+16+2 CA (DM) -5 Total Concealment = 27 vs 24 Will/Hit; Q teleports Nightwalker 5 squares to W10. TELEPORT INTO HINDERING TERRAIN TRIGGERS N's SAVING THROW FOR PRONE IN V7; r(9) +5 = 14. SUCCEEDS. PRONE IN N7. No creatures are w/in range, so the attack that hits is negated. r(6, 1) +5 = 12 damage + r(2, 5) = 7 cold damage = 19 damage to X (BLOODIED); ALL NEGATED. N IS STILL INVISBILE DUE TO INTERRUPT.

ARUNNY
's eyes widen as a silver orb appears before her eyes. Within it is contained the immediate future without intervention: the Nightwalker stalking Xin Mae despite her own attempt to pull him to safety, QAMRA attempt to forestall its attack but failing to do so, being unable to find her target in the gloom.

"Not today," the Seer thinks to herself. Ignoring the Scrivener's ceaseless cries of "Oh, my, oh, my, oh, my...," she closes her eyes, follows the song of Qamra's energy signature, and--using her own apprehension of possible outcomes--refocuses the developing vortex to ensnare the Nightwalker and teleport it away into the water. Opening her eyes, she turns to face the Nightwalker, noting that--a short distance away--Qamra does the same.


LOCATION: N7.
DAMAGE: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 494/516
CURRENT DE/BUFFS: Prone in N7. Invisible so Total Concealment.




QAMRA walks forward a few paces, keeping her focus on where she believes the Nightwalker to be. When she senses the fell creature near the cliff's edge, she wraps herself in the virtue of her Goddess and charges forward to do battle.

* Move: 6 sq to Q10

* Minor (Enc): Virtue: Effect: Q spends a healing surge but regain no hit points. She instead gains temporary hit points equal to her healing surge value (25).

* Standard: Ardent Strike as a Charge: Move 4 total sq (2 + 1 DT) to T7; ATK vs N: r6+18+1 Charge +2 CA (Prone) -5 Total Concealment = 22 vs 27 AC/Miss

LOCATION: T7
DAMAGE: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 103/103 25 THP
CURRENT DE/BUFFS: na
SURGES: 11/12
DAILIES EXPENDED: na




XIN MAE halts his panicked monologue momentarily when he feels the divine intervention funneled by his allies remove his invisible assailant from a position where it can rake him with its wicked claws and their frozen touch.

Racing to intercede the Golden Priestess in her shining armor between himself and the creature of shadow, the scrivener raises his head for a moment above Arunny's left shoulder to call out a quick command to the team manning one of the ballistae: "By the child warrior! By the child warrior! Let fly!"

And the artillery does, a great bolt launched into the twilight and somehow, impossibly, resounding into the still invisible creature with a thud!

"Oh, my stars and comets!" he continues, ducking behind Arunny once again. "A creature of pure shadow and night! Stay by my side, dear! The ancient word from the Annals of Mei Lun will provide us some protection!" And then he pronounces some incomprehensible syllables, and a shimmering aurora of silver radiates like a crown from his head.


* Move: 3 sq to Q10

* Standard: Ballistae R20 vs N, r19+16 - 5 Conceal -2 Prone = 28 vs 26 Reflex. Hit. r4,6,5+6=21 damage and X gains +2 all DEF UEoXNT.

* Minor: Defensive Lore (shadow); C Bu 2 on Q10; Effect: The burst creates a zone (yellow square) that lasts until the end of your next turn. Choose aberrant, fey, elemental, immortal, natural, or shadow. Until the end of your next turn, creatures of that origin take a -2 penalty to attack rolls and to all defenses while in the zone, and attacks by such creatures deal only half damage to targets inside the zone. Sustain Minor: The zone persists until the end of your next turn.

LOCATION: Q10
DAMAGE: 21 to N
CONDITIONS TO ENEMIES: M & N possibly subject to Defensive Lore Zone
CURRENT HP: 53/82
CURRENT DE/BUFFS: +2 all DEF UEoXNT
SURGES: 7/7
DAILIES EXPENDED: Defensive Lore




This twisted shadow that grapples IBHEA in its tendril arms bears far too much resemblance to Arunny for the priest's liking--but a dark and glowering creature where she is all golden light.

"You wish to snuff my life, shadow?!?" the priest snarls. "Your blackness is as nothing to the black flames of Delban. This black flames chide your blackness!" And he reaches out his own hand, crackling with energies necrotic and psychic to grasp the creature by the throat. The shadow replicant puts up a brief struggle but eventually succumbs, dissolving beneath his withering clutch.

Wrapping himself in the twilight shadows, Ibhea races across to his imperiled companions. Then, beside Arunny a shadowy double of Ibhea manifests, each gesture or movement doubled from one to the other. At first, Arunny must think herself beset again by Ibhea's shadowy replicant, but she quickly realizes this must be some new power bestowed upon her ally by his patron.


* Standard: Hand of Blight M touch vs M, r6+17=23 vs 26 Fort. Miss. TRIGGERS: Heroic Effort (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. r6+17+4=27 vs 26 Fort. Hit. r4+6=10 necrotic and psychic damage (bypasses Resist necrotic). M DESTROYED.

* Move: 6 sq to Q15, activates Shadow Walk.

* Minor: Mirror Darkly R5 on S10. Effect: You conjure a shade in an unoccupied square within range. The shade occupies its square and lasts until the end of your next turn. The shade can be attacked. It uses your defenses, and it is destroyed if it takes any damage. While the shade persists, you are insubstantial and you can use your space of the shade’s space as the origin of your attacks.
Aftereffect: You can teleport to a square formerly occupied by the shade.

LOCATION: Q15, double in S10 (white)
DAMAGE: M DESTROYED
CONDITIONS TO ENEMIES: na
CURRENT HP: 75/85
CURRENT DE/BUFFS: Concealment (Shadow Walk), insubstantial UEoINT
SURGES: 7/7




N 473/516 prone

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ROUND 2




INSTINCTIVE RELOCATION INIT 10+

Its prey having survived and escaped its initial onslaught the NIGHTWALKER's reconsiders its options. An ambush predator doesn't deviate from its strategy. It considers the escape route of the sky as it lays into the small warrior in front of it with claws of ice!

* Instinctive Action: Instinctive Relocation (teleportation). The nightwalker teleports to U6, remains invisible, and uses death's flurry as a free action on Q It then becomes visible. Frozen Claw (M2, cold) vs Q's AC: r(18, 4) + 18 +2 (CA) -2 (prone) - 2 (minor concealment trees) = 34, 20. Hit and Miss. r(5, 4) +5 = 14 damage + r(3, 4) +6 = 13 cold damage = 27 damage - 25 THP = 2 damage to Q. Nightwalker becomes visible.

LOCATION: U6.
DAMAGE: 2 damage to Q
CONDITIONS TO ENEMIES: Q in Void Chill Aura (see above)
CURRENT HP: 473/516 prone
CURRENT DE/BUFFS: Minor concealment of trees.




Ignoring the shiver of uneasiness this new shadow of her companion instills in her, ARUNNY stalks past it and forward toward the Nightstalker. But that uneasiness clearly affects her: her unforgettable morningstar "forgets" to make contact, and her blow floats through branches above the prone creature.

No matter. She is still able to accomplish much of what she intended. Omthala slides Her Radiant Shamshar within Xin Mae's safe zone. Then Her Searing Voice follows and shifts back into place, within the same zone, and stands protectively in front of the target of the Nightstalker's attacks, and finally Maba lends the silver light of Her own protections to all three allies within the zone.


* Move: 3 sq to S7

* Standard (Enc): Awakening Sun vs Nightstalker: r2+18+2 CA (prone) -2 Partial Concealment = 20 vs 27 AC/Miss; Effect: A & each ally w/in 5 sq of her (Q & X) gain 10 THP & can make a saving throw. TRIGGERS: Manifest Preservation Benefit: When A uses a divine encounter or daily attack power on her turn, A can slide an ally w/in 10 sq of her 1 square: Slides Q to S8 (within X's Defensive Lore Zone)

* Minor (Enc): Boots of Fencing Master Power: Shift 2 sq to R9

LOCATION: A: R9, Q: S8
DAMAGE: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 80/80 10 THP
CURRENT DE/BUFFS: Prophetic Action (extra Move Action this encounter); within Defensive Lore Zone (DLZ); 10 THP to Q & X
SURGES: 11/11; AP: 0/0 available
DAILIES EXPENDED: Lucky Charm




Hidden amongst the trees and the depth of twilight shadows, the NIGHTWALKER fully assumes the mantle of darkness, disappearing from sight only to reappear and unleash a terrible vision onto all heroes on the bridge. Being unable to avert their gaze, they see the true awfulness, the emptiness of The Void...without and within. Their legs buckle as they desperately try to prevent falling off the bridge and into the water below. Only Arunny's blessings from Omthala fully hold.

A terrible miasma of death is left behind as Xin Mae's desperate scramble leaves him right in the clutches of the Nightwalker. Somehow, he fends off its ferocious assault!


* Minor: Elusive Invisibility (Illusion); Nightwalker becomes invisible until the end of its next turn or until it hits or misses with an attack.

* Move: Stand from prone.

* Standard: ᗕ Void Gaze (ClBl5; creatures, necrotic, psychic) vs X, Q, A Reflex: r(11, 14, 1) +16 +2 (CA) = Hit X and Q and Miss A. TRIGGERS A's Divine Deliverance: Immediate Interrupt (Personal); Trigger: Arunny is hit by a charm or a psychic attack. Effect: A gains Resist 10 psychic UEoANT. Also, A gains a +2 bonus to saving throws against charm and psychic effects UEoANT. r(6, 6, 4) +12 = 28/2 (zone) = 14 psychic damage - 10 THP = 4 psychic damage to X and Q, 7 -10 = 0 psychic damage to A (half again on miss), and I's shade is destroyed ("if it takes any damage"; takes automatic damage from this attack)...nightwalker slides A 1 sq to Q10, slides X 3 sq to S7, slides Q 2 sq to S10 and then 1 sq to T10 into hindering terrain (off bridge to water below); TRIGGERS Q SAVING THROW VS HINDERING TERRAIN FOR PRONE IN S10; r(12). SUCCEEDS. Q PRONE S10.

Effect: Nightwalker creates a zone (purple) until the start of its next turn. Any living creature that starts its turn in the zone takes 5 necrotic damage and is slowed UtEoT.

* Free (Action Point for Standard): Death's Flurry on X. Frozen Claw (M2, cold) x 2 vs X's AC: r(7, 11) + 18 = Miss x 2.

LOCATION: U6.
DAMAGE: I's Mirror Darkly duplicate DESTROYED, X and Q take 4 psychic damage.
CONDITIONS TO ENEMIES: X moved out of protective Zone to S7, and into both Void Gaze zone and Void Chill aura. A slid to Q10 and in Void Gaze zone. Q slid to S10 and prone in Void Gaze zone.
CURRENT HP: 473/516
CURRENT DE/BUFFS: 1/2 APs, Void Gaze on cooldown, Partial Concealment from trees and light.




Acting quickly without conscious thought has become second nature to young QAMRA: her body may be numb from the zone newly created by the Nightwalker, but she cannot let it win. Without standing up and clasping her scimitar in her hand, she crawls forward as quickly as possible toward their scrivener friend, slithering around Xin Mae's legs to get a better angle for her attack.

* Starts turn in Void Gaze zone: Qamra takes 5 necrotic damage and is slowed UtEoNNT.

* Move: crawls 2 sq

* Standard: Ardent Strike as Charge Attack: Move: 2 sq to S6, avoiding OAs; ATK vs. Nightwalker: r7+18+1 Charge -2 Prone +2 CA (Distracting Monologue Aura2) -2 Partial Concealment = 24 vs 27 AC/Miss.

LOCATION: S6
DAMAGE: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 92/103 0 THP
CURRENT DE/BUFFS: Prone; in Void Chill Aura
SURGES: 11/12
DAILIES EXPENDED: na




Proximity to the Nightwalker numbs the scrivener, the cold so bitter it almost burns. He tries to call out commands to the artillery teams manning the ballistae, but his tongue and lips won't accommodate. Ever so slowly, XIN MAE forces his legs to retreat from the creature of shadow, back into the protective zone his word of power conjured earlier. Then, with all the energy his body can muster through the numbing frost, he calls out to Qamra, "Smite our foe! Now, girl!"

Surely, his words provide the necessary distraction, for she complies, striking from her knees, and her blow rings true. His last utterance for now is a mere whisper, the word of power repeated, the zone of protection sustained.


Starts turn: Takes 7 cold & necrotic damage + 5 cold damage (BLOODIED) + Slowed UEoNNT. Rolls to Recharge Ballistae, r3. Fails.

* Move: Shift 1 sq to R8 (in Defensive Lore Zone).

* Standard: Smite Our Foe! R5 on Qamra, TRIGGERS Ardent Strike vs N, r17+18 -2 Concealment -2 Prone=31 vs 27 AC. Hit. r2,5,3+10=20 damage & N subject to Q's Divine Sanction UEoQNT.

* Minor: Sustain Defensive Lore Zone.

LOCATION: R8
DAMAGE: 20 to N
CONDITIONS TO ENEMIES: N subject to Q's Divine Sanction UEoQNT
CURRENT HP: 37/82
CURRENT DE/BUFFS: in Defensive Lore Zone, in Void Gaze Zone, possibly in Void Chill Aura
SURGES: 7/7
DAILIES EXPENDED: Defensive Lore




Wreathed in the black flames of Delban, IBHEA flits across the battlefield to take up position behind Xin Mae, his form more a creature of shadow than corporeal build. "Scrivener," he seethes with a barely contained rage, "fear not, for through the power of Omthala and Delban both shall this creature be incinerated!

"Hear that, foul stalker of death? The black flames of Delban will burn you from this realm! And Omthala's radiant light will abet your end!"

The warlock raises his dagger, which shines with a most unholy light, radiance and flame doing battle for supremacy in the psychic assault unleashed on the creature.

Xin Mae shields his eyes with both hands.


* Move: 6 sq to R9, activates Shadow Walk

* Minor: Warlock's Curse on N

* Standard: Shining Symbol Cl Bl 3 S-U/6-8, ATK vs N, r9+17=26 vs 24 Will. Hit. r4,7+9 fire and radiant (+10 Vulnerable radiant) damage + r5,6 +r1 Warlock's Curse + Mindbite Scorn = 12 psychic damage + FREE ACTION Expend 2 Charges Gloves of Eldritch Admixture r2,1+1 (Path of the Scarred)=4 fire damage + NO ACTION Arcane Prodigy +3 damage = 49 radiant, fire, and psychic damage and N takes -2 attacks UEoINT (Shining Symbol)

LOCATION: R9
DAMAGE: 49 to N
CONDITIONS TO ENEMIES: N -2 attacks UEoINT, N Cursed
CURRENT HP: 75/85
CURRENT DE/BUFFS: Concealment (Shadow Walk), in Defensive Lore Zone, in Void Gaze Zone
SURGES: 7/7
DAILIES EXPENDED: 2 charges Gloves of Eldritch Admixture.




N 404/516 1/2 APs, subject to Q's Divine Sanction UEoQNT, -2 attacks UEoINT, Warlock Cursed

1720434730269.png


ROUND 3




INSTINCTIVE RELOCATION INIT 10+

If the NIGHTWALKER's must slaughter the other meatsacks to claw itself to its intended prey...so be it. One at a time.

The clash with small Qamra is vicious.


* Instinctive Action: Instinctive Relocation (teleportation). The nightwalker teleports to R7, becomes invisible, and uses death's flurry as a free action on Q It then becomes visible. Frozen Claw (M2, cold) vs Q's AC: r(6, 14) + 18 +2 (CA) -2 (SS) = 24, 32. Miss and Hit. r(1, 6) +5 = 12 damage + r(5, 1) +6 = 12 cold damage = 24 damage to Q. Nightwalker becomes visible.

LOCATION: R7.
DAMAGE: 24 damage to Q
CONDITIONS TO ENEMIES: I, Q, and X in Void Chill Aura (see above)
CURRENT HP: 404/516
CURRENT DE/BUFFS: 1/2 APs, subject to Q's Divine Sanction UEoQNT, -2 attacks UEoINT, Warlock Cursed, minor concealment to any without LL vision.




ARUNNY feels her frustration growing as their efforts to keep Xin Mae safe are constantly frustrated by the Nightcrawler. She expels it by prophesying doom upon this most troublesome of Nerull's servants: May the harsh Sunlight of Omthala and piercing Moonlight of Maba burn away the corruption of your existence!"

Chilled by the void zone created by this creature, the Seer carefully makes her way toward the stricken Xin Mae and her stallwart Qamra. As her feet gingerly find solid ground, Arunny tries not to be distracted by empty spaces in the landscape, afraid of falling through to ... where?

She makes it through the holes and reaches out to her companions to share the vigor of the Triune of Light: "be well!" she calls out in Omthala's Searing Voice.


* Starts turn in Void Gaze & Defensive Lore zones: 5 Necrotic Damage (halved to 2) & Slowed UEoNNT) = 2 Nec - 10 THP = 8 THP remaining

* Standard (Enc): Prophecy of Doom (R5) on Nightcrawler: Effect: A or an ally who hits the target w/attack can make the attack a crit hit. Lasts UEoANT or until A or ally uses it. TRIGGERS Manifestation of Preservation: Slide Q 1 sq to S7

* Move (Slowed): 2 sq to S8

* Minor (Enc): Word of Vigor CBu1: Target: You & each ally in the burst (everyone); Effect: Each target can spend a surge & regain 2d6 additional hit points. The targets gain a +2 bonus to attack rolls UEoANT: additional r1,4 HP: Xin Mae: 20+5=25 HP; Qamra: 25+5=30 HP; Arunny does not spend a surge; Ibhea TBD; all gain +2 bonus ATK UEoANT

* End of turn: Resist 10 Psychic ends

LOCATION: A: S8, Q: S7
DAMAGE: na
CONDITIONS TO ENEMIES: Prophecy of Doom on Nightcrawler: A or an ally who hits target w/ATK can choose to make it a Crit UEoANT (or expended)
CURRENT HP: 80/80 8 THP
CURRENT DE/BUFFS: Prophetic Action (extra Move Action this encounter); within Defensive Lore Zone (DLZ); +5 HP to Q & X (I TBD); All: +2 ATK UEoANT; Prophecy of Doom
SURGES: 11/11; AP: 0/0 available
DAILIES EXPENDED: Lucky Charm




In the throes of the ebb and flow of the clash, the NIGHTWALKER senses an opening and again disappears fully from sight only to reappear and assault the small, lightly armored knight before it. Delban The Shadowed Son, Omthala, the Moon Maiden, and her battle prowess see Qamra through the shadow monster's assault...one that would lay low a small legion of lesser warriors.

* Start of Turn: Void Gaze recharge; r(2) Fails.

* Minor: Elusive Invisibility (Illusion); Nightwalker becomes invisible until the end of its next turn or until it hits or misses with an attack.

* Standard: Death's Flurry on Q. Frozen Claw (M2, cold) x 2 vs Q's AC: r(6, 19) + 18 (+2 CA for first attack) -2 (SS) = 24, 35. Miss and hit. r(3, 1) +5 = 9 damage + r(4, 4) +6 = 14 cold damage = 23 damage to Q

* Free (Action Point for Standard): Death's Flurry on Q. Frozen Claw (M2, cold) x 2 vs Q's AC: r(13, 10) + 18 -2 (SS) = 29, 26. Miss x 2.

LOCATION: R7.
DAMAGE: 23 damage to Q
CONDITIONS TO ENEMIES: All heroes in both Void Gaze zone and Void Chill aura.
CURRENT HP: 404/516
CURRENT DE/BUFFS: 0/2 APs, Void Gaze on cooldown, subject to Q's Divine Sanction UEoQNT, -2 attacks UEoINT, Warlock Cursed, Partial Concealment due to light.




An inner flame of Searing Light warms QAMRA despite the chill sinking into her bones and slowing her steps and thoughts. But clearly Another is in control as Omthala's Radiant Shamshar stands up to face their adversary and flings out her arms with authority. Her eyes glow with that inner Searing Light, and--as she opens her mouth--Radiance flows out of her, washing harmlessly over Xin Mae, but splashing burning light against Arunny--who tries to duck away in startled dismay--and causing great clouds of shadowy steam to rise from the cowering body of the Nightwalker who seems unable to look away from her luminescence.

* Starts turn in Void Gaze zone & Void Child aura: takes 7 aura & 5 zone damage.

* Move: Stand up from Prone

* Minor (Enc): Call of Challenge (CBu3): Target: Each enemy in the burst; Effect: Each target is subject to Q's divine sanction UEoQNT.

* Standard: Radiant Burst (CBu1, each creature in burst): ATK: N: r16+16+2 CA (X's DM) +2 WoV = 37 vs 26 Ref/Hit; A: r19+17+2 WoV = 38 vs 19 Ref/Hit TRIGGERS Maba’s Mark of the Dark Moon Power (Teleportation, Immed. Reaction): Trigger: A takes damage; Effect: A teleports 3 squares & can make a Stealth check as a free action to hide if she ends this teleport in cover or with concealment: A teleports to P6, Stealth Check: r16+5=21; X: r3+16+2 WoV = 21 vs 26 Ref/Miss; Damage: r4,5,6 + 8 Radiant = 23 damage to Arunny (23-8 THP = 15 damage); Nightwalker: + 10 Vulnerable Radiance = 33 damage to Nightwalker

LOCATION: Q: S7, A: P6
DAMAGE: 33 Radiant damage to Nightwalker; 15 damage to Arunny (23-8 THP)
CONDITIONS TO ENEMIES: Nightwalker subject to Q's Divine Sanction UEoQNT
CURRENT HP: 63/103 0 THP
CURRENT DE/BUFFS: In Void Chill aura & Void Gaze zone; +2 ATKs UEoANT
SURGES: 10/12
DAILIES EXPENDED: na




The frantic, repeated chant of the word of power from The Annals of Mei Lun is almost comical as XIN MAE's voice rises to a screech, fighting past the cold, the draining energies emitted by this creature of night. There is something in the way the nightwalker looks at him that saps his very essence, his vitality. If he were just to allow himself to slip away into the emptiness...

"No! We can do this. We must do this. My story will not end here. I have innumerable impossible events to record, the actions of heroes, sensational tidings, the movements of the very planes, let alone planets, stars, the great wanderers of the sky..." Xin Mae's voice trails off weakly as he shuffles beside Ibhea, fighting off numbness, his lips frosted in rime.

"Arunny! Golden Prophet!" his voice is somewhat renewed in vigor as Arunny's healing magic takes its effect, "Strike the creature now, with all the holy might you channel!" And she does. Stepping from the shadowy undergrowth, Arunny lifts her cudgel and brings it down, two-handed, upon the creature of blackness. The creature is propelled backwards, away from its primary prey.


* Starts turn: In Defensive Lore Zone, Void Gaze Zone, & Void Chill Aura. Rolls to Recharge Ballistae, r3. Fails. Takes 7/2=3 cold and necrotic damage, 5/2=2 cold damage (5 total) & Slowed UEoNNT.

* Minor: Sustains Defensive Lore Zone.

* Move: Shift 1 sq to S9.

* Standard: Smite Our Foe! R5 on A vs N, Eldritch Strike r11+18 +2 Word of Vigor +2 CA=31 vs 27 AC. Hit --> Autocrit (Prophecy of Doom). 18 +r4,2,2 = 26 damage & Slide 1 to R6.

LOCATION: S9, N in R6
DAMAGE: 26 to N
CONDITIONS TO ENEMIES: N possibly subject to Defensive Lore Zone
CURRENT HP: 57/82
CURRENT DE/BUFFS: In Defensive Lore Zone, In Void Gaze Zone, Slowed UEoNNT
SURGES: 6/7
DAILIES EXPENDED: Defensive Lore




"Yes, the radiant light! It fears the light!" IBHEA shouts, pulling a sunrod from a holster on the side of his back satchel and igniting it to flood the surrounding area with a sparkling blue-white light as he backs away from the nightwalker, leaving Xin Mae to fend for himself.

But his retreat is not cowardice. No, it is to prevent the scrivener from hearing Gan's gentle voice calling from the skull at his waist, "Release me, Ibhea. Let me do battle with your enemies, like before. Release me..." Surely this is audible to anyone nearby. Ibhea cannot risk that! Not yet.

Instead, Delban's faithful servant gestures in the direction of the nightwalker, and a sphere of darkness explodes with tentacles, lashing out with a combination of fiery black flames and crippling cold that drains life and unlife alike. "Yes," the warlock shouts now, "let Delban's black flames take you!" His words resonate with psychic power to assault the nightwalker further.


* Starts turn: In Defensive Lore Zone, Void Gaze Zone. Takes 5/2=2 cold damage & Slowed UEoNNT.

* Minor: Retrieve Stowed Item: Sunrod. This minor magic item sheds bright light to a radius of 20 squares for 4 hours before burning out. Negates Concealment from dim light.

* Move: 2 sq to Q11.

* Standard: Devouring Dark ABu1 on R4, ATK vs N, r12+17+2 Word of Vigor=31 vs 26 Reflex. Hit. r3,9,2+9 cold, fire, and necrotic damage + r6, 3, 3 psychic damage Warlock's Curse = 35 cold, fire, necrotic, & psychic damage. Effect: The burst creates a zone that lasts until the end of your next turn. Creatures grant combat advantage while in the zone.

LOCATION: Q11
DAMAGE: 35 to N
CONDITIONS TO ENEMIES: N possibly subject to Devouring Dark Zone
CURRENT HP: 83/85
CURRENT DE/BUFFS: In Defensive Lore Zone, In Void Gaze Zone, Slowed UEoNNT
SURGES: 6/7
DAILIES EXPENDED: na; 1/1 AP remaining




The NIGHTWALKER sees its opportunity to slaughter the steward of Dolg Hand, Xin Mae, slip through its fingertips. His allies have rallied and, as one, their defenses are too impregnable.

Its white eyes, set into monstrous, horned head of utter darkness, narrow to a slit. It says nothing (if it can even speak?) but merely takes to the sky and vanishes into the depths of that darkness.

The heroes have won the day, but they know for sure that this threat looms out there and will haunt them in the future. They can only hope they are similarly able to rally to the poor soul besieged by this terrible creature of darkness.


CALLING IT A COMBAT HERE. TEAM PC IS TOO WELL-DEFENSED AND POSITIONED AT THIS POINT. NEARLY BLOODIED AND THERE IS LITTLE HOPE TO SLAY XIN MAE OR ANYONE ELSE. KEEPING THE NIGHTWALKER "ON THE BOARD" FOR ANOTHER SUCH CONSEQUENCE IN THE FUTURE.

WE WILL CUT TO A PLAYER VIGNETTE ABOUT THE REUNION, THEIR CONSIDERATION OF RECENT EVENTS, THE EVENTS THAT JUST BEFALL THEM, AND WHAT FOLLOWS FROM THIS.

XP/LOOT


* 4000 + 800 + 800 - 1600 (Q and X) = 4000/2 = 2000 xp apiece

* 2 gems worth 1000 coin apiece...the hardened, crystalline residue of this creature's shadowstuff left behind.
 
Last edited:

Okay, bookkeeping matters first. All PCs are now at 43,450/47,000 XP needed for L14. Arunny has 960 gp, 1000 gp gem wealth in addition to her listed items above; Ibhea 435 gp, 1000 gp gem. Also, @Nephis realized that Divine Deliverance Boon is not listed on her character summary above because it's a custom reward. But it's still there unless we hear otherwise.

Divine Deliverance Divine Boon
The radiance of the sun and moon drive out the presence of insidious entities from your mind.
Daily Divine
Immediate Interrupt
Personal
Trigger:
You are hit by a charm or a psychic attack.
Effect: You gain resist 5 psychic until the end of your next turn. Also, you gain a +2 bonus to saving throws against charm and psychic effects until the end of your next turn.
Level 11: Resist 10 psychic.
Level 21: Resist 15 psychic.

The PCs all take an Extended Rest, so all HPs, Surges, and Daily Resources are refreshed.



The coffehouse servant, his face concealed behind a white yasmak, delivers small, delicate cups of sweetened brew.

"Is this supposed to be relaxing?" Xin Mae asks. "I don't feel relaxed. I feel like I've nearly been killed by a giant assassin from the Plane of Shadow! There's nothing relaxing about a hot beverage that can salve that. Not at all, no!"

"Calm yourself, friend," IBHEA chides. "If the Fates wished you dead, none of us would be here sipping coffee together. Isn't that right, Arunny?" Ibhea blows gently at his cup and sips, looking up afterwards to meet his fellow priestess's gaze. Strange how she arrived here just as Nerull's assassin was about to make its attempt on Xin Mae's life.

"None of us can see entirely, with certainty, what is fated. But it is true that I did not foresee your death, Xin Mae. Yet it worries me nonetheless that my arrival here coincided with this assault. I fear all of us are targets for the agents of Nerull until we reach the point where even a god dare not challenge us."

Ibhea smiles. "On that note, tell me more of this vision of yours."

* * *

While Arunny speaks, Ibhea's mind flashes back to her arrival with Qamra, hours ago, the two travelers haggard from their travails in the harsh desert. The Golden Priestess embraced him as a friend, but he noticed her eyes linger on the skull worn at his belt. Best not speak of such things now. Not yet.

"You have heard they excommunicated you?" she asked him almost immediately. "The Delbanian Heresy they call it."

"Yes, the fools. But the glory of Her Son will burn through the ignorance that clouds their vision. Of this, I am certain! The Dolgs are alive, rejuvenated by the faith. It is only a matter of time before Bantouk, all Hageri, embraces Son and Mother together."

"And consort, too," Arunny spoke, almost under her breath.

"Yes. Of course. Maba, Queen of Moonlight be praised!" He hoped she found that genuine. But his is a larger Mission, focused as the spark to tinder.

They spoke of the fall and occupation of Bantouk to the reviled Legion of Ruth. Ibhea had heard that his old friend Chanvati played some role in brokering a peaceful detente. Disgraceful! Those mutant freaks need all be burned from this plane of existence! So where Chanvati's power failed, his shall rise and see it done.

With delight, he related to Qamra the Reunion of the Blessed Ten and the salvation of the Dolgs. "Surely you felt it? Did not the black flames rise up in your breast in sympathy?"

He spoke with deep and sincere sorrow about the fall of Gan, ommitting all details of that hero's continued service. He praised the efforts of Keldan, in Dolg Olsolis, of Xin Mae, here in Dolg Hana, in building out the society and infrastructure of a lasting faith. Of missionaries being trained, temples raised, inspired sermons exegeting passages of The Shadowed Sun.

And then they forayed beyond to the walls of the Dolg to complete the reunion with Xin Mae, just in time to save the scrivener from certain death.

* * *

When Arunny is finished sharing her vision--and plans--Ibhea is legitimately dumbstruck.

"Foresight is too much with you, Searing Voice! For it is to Itirilmish's past I must travel if I, we, are to gain the necessary power to defeat the Legion of Ruth, the cowards who claim leadership of our church, even the God of Death himself! The ancient priests of Delban inscribed secret rituals in The Shadowed Sun--rituals of great power--but without the Monocle of Flame, these pages are indecipherable to me. With them, with the Monocle, I shall be not only Master of Delban's Flames but His Raging Inferno! Then we shall see who dares stand against us in raising up the Triune of Light!"

There. He hopes that last sounds as sincere as the rest.




Ibhea's new Minor Quest, adding to/inflecting the earlier post: Retrieve the Monocle of Flame, with which to incinerate his enemies.
 

ARUNNY thoughtfully drinks her qahveh, thinking through their journey and arrival to this place, to these two very different men, the Scrivener as verbose as the halveh they have been served, the Priest as laconic as the bitter taste of her drink. That flavor holds her firmly in the here and now, allowing her reflections to be simply that: reflections. That way she can examine the dreams of the past week with a clear-mind, the symbols of which vibrate against various conversations she has had along the way.

Glancing across the table to Ibhea now, as he listens almost impatiently to Xin Mae's rather theatrical exclamations of almost prideful terror, Arunny is struck once again by the shadow replicant that mirrored his face. Unlike the two reflecting Qamra and Xin Mae--the ones that were so clearly Other--she can still see the disturbing resemblance that shade had to her friend and fellow follower of the Radiant Sun. In her most recent dreams, she has been visited by images of Omthala's Son, the so-called Dark Sun. At times she understood clearly these were indeed portents of Delban or at least echoes of his past. However, there were dreams where "Delban" stood for something ... or someone ... else. Ibhea, perhaps? Several mornings she awoke with a sense of certainty slipping through the fogs of sleep: Delban or Ibhea? Priest or God?

The dream of the vulture feasting on the mammalian heart: she remembers waking suddenly with a certainty that the heart was Delban's. Then--after breaking their fast--her certainty shifted: it was surely Ibhea. The cloud? Another reflection: Nerull's influence in both the past and the present. Yes, she grows more certain that they must travel to the past. A seed was planted by His fell influence and must be rooted out. Can Ibhea be convinced to travel back there with her? There is only one way to tell: she must tell him her other dream, the one about the Time Henge, and about Maba sending her visions to return to Itirilmish in its past glory.


* * *

The soft and plaintive cry from her forearm asks for her to scratch the healing scar upon it. Those demon vultures attempting to slow their passage here were most certainly sent by the Reaper so that they would not arrive in time to save poor and beleaguered Xin Mae. Vultures, like the larger one feeding on the heart, undoubtedly connected. And the Scrivener is not the only one in danger: other portents sent in dreams along their journey--hers and Qamra's--became clear in shared conversations with Omthalan authorities in various villages where they broke that journey.

Carefully listening to the confirmation of her suspicions--that Ibhea is no longer welcomed by the "proper" church due to his embracing of a dangerous heresy, Arunny held her silence about her own heresy, her embracing of the True Faith, that of the Triune of Light. She is glad to have done so, for these conversations had much to reveal, including a plot to assassinate her friend and fellow priest of the Light, by those who only theoretically share their beliefs. Is her reading between the lines of vague rumors and threats correct? Have they attempted to raise a revenant as assassin? Have they made any further attempt? If this is true, how can they possibly justify such actions? This is further confirmation to Maba's Piercing Eye that her present path is the correct one, confirmation that her dreams are True.

In these dreams, these men--and few women--expelled a being that at times revealed himself as Delban, others as Ibhea--thus cementing her growing belief (and understanding) that the two are intricately connected. Confusingly, these people often shared faces with those she trusted--albeit obviously false reflections of her trusted ones--not only the faces of Xin Mae and Qamra, but those of her father and beloved Ahaan as well. Never of her mother. But now, given what she just saw in their recent skirmish with Nerull's fell Nightwalker, she understands that not only were they portents of this battle but also of the corruption within the church of Omthala itself.

The Tree revisited her in these dreams as well, giving still more puzzles to solve, tangles to unravel. Was the Tree an ancient and sacred object? Something being devoured from within by rot? Or was it in fact something like that treacherous object in a tale told her long ago, a beautiful and hollow gift with something treacherous within? Something placed there by Nerull himself? Something dangerous. They must travel back there, but they must be wary of traps and subterfuge. That much is obvious.

As Ibhea rants about the Legion of Ruth, Arunny studies again the skull at his waist. Enemy or ally? Friend or foe? The eyes of the skull seem to glow and stare at her when the priest tells of Gan's sacrifice at the hand of the bladelings. Arunny's eyes widen in horror at her sudden understanding of just to whom the skull once belonged. At least Ibhea's strange but gentle caresses of the object are--slightly--easier to understand, but still! The priest's description of the object he seeks--the Monocle of Flame--causes her suddenly be assaulted by the strong and pungent odor of burning flesh and tainted corruption. Struggling to hide her intensely negative reaction to his revelation, she swallows any cry of dismay. Nevertheless, she recognizes this object for what it is: treachery! This "treasure" is from Nerull, not Delban.

Does Ibhea misunderstand? Surely Ibhea recognizes that the Fire and Light within Delban is not a raging inferno: it is the cold fire of Starlight. The Darkness of the Sun allows the Light of the Star to be visible: this is the understanding that Maba has sent her. Omthala the Searing Sun, Maba the Piercing Moonlight, and Delban the Starlight Revealed. If she is Omthala's Searing Voice and Maba's Piercing Eye, then he is Delban's Umbral Flame of Revelation. But, no: Ibhea clearly does not understand: he does not yet believe, although his words say otherwise.

Arunny cannot not allow passage of that fell object into the present. It must remain--destroyed--in the past, or Delban and Ibhea will both be lost.




Arunny's new Minor Quest: Stop the retrieval of Nerull's Monocle of Flame and destroy it if possible.
 
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Complexity 5 SC, Level 16 (DCs 16/22/31)
Goal: Locate The Henge of Time and face the perilous journey there in order to return to Itirilimish before its destruction to either retrieve (Ibhea) or destroy (Arunny) the Monocle of Flame.
0/12 Successes/0 Failures/4 Hard DC Available/5 Secondary Skills Available/6 Advantages Available




The matter of actually researching the existence and location of The Henge of Time is of course a precursor to the heroes' journey. However...first things first...

Security for and stewardship of the Dolgs while Ibhea and Xin Mae are away along with outfiting/provisioning for the journey to come:

* There are rumors of an Omthalan Revenant campaign to chase Ibhea to the ends of the mortal world and wipe he and his heresy from it. That may beset them on the road or it may beset the Dolgs.

* What of the demon vultures? Are they borne of some terrible bargain with the Omthalan-faith and perhaps the Demon Lord Memnon who played a key role in sponsoring this era's Legion of Ruth conquest? Whatever it is, they are out there and their threat persists to both those journeying and the Dolgs themselves.

* Nerull is ever-present and his monstrous assassin is out there...lurking in the night.

* No matter these threats, the body hungers, it thirsts, it demands nightly respite, and the land and way (no matter which) are both hard and unforgiving. Provisions, porters, pack animals, mounts must be secured for the way (again...wherever) and there must be more than enough because of the lurking variable of "wherever."

So how does Ibhea muster the needs of their journey? How does he marshal the will and fortitude of the people of the Dolgs in the absence of he and Xin Mae (and Gan and Keldan, of course)?

1) Does he inject a political pressure campaign by-proxy (Streetwise)?

2) Does he seize by force, levy taxation, conscription, or "voluntary" service (Intimidate)?

3) Does he draw upon his own resources to for provisioning, for pack animals/porters, for hirelings, and travelling mercenaries to reinforce and bulwark the Dolg's defenses? (1/10 level 13 magic item so 1700 coin for 1 x Medium DC success; this will outfit the entire journey and ensure the Dolgs stay safe, and gain 10 speed mounts for nested evasion/chase/combat conflicts)?

4) After 1, 2, 3 are resolved (presuming success), does he perform ceremony in the name of Delban or all of Delban (first!), Omthala, and the Moon Maiden? Does Arunny interject or aid?

5) Finally, what course is the group charting to research The Henge of Time? A stealth operation to the ancient library of Bantouk while its occupied? The Moon Maiden shrine in the Hinterlands? The Ritual Chamber with the ancient Elder Spirit of Stoneroot, whose bedrock transcends the "here" to the "there" and "there" and "there again?" Somewhere else?





We'll talk elsewhere about DCs and consequences for 1/2/4 above and perils/opportunities in 5. Or, if alternative action declarations/courses, we'll discuss those.
 
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Their conversations with Chanvati and, especially, Pa'avu in the desert around the time of the battle against the mutant freaks of the Legion of Ruth in the sandstorm revealed to Arunny where they must seek knowledge of the Henge of Time: The Primal Spirit the Goliath reveres, Stoneroot, the Sleeping Rock, whose connection to all the stone formations of the mortal realm is eternal, both their source and downstream incarnation. They must travel to the Ritual Chamber where the Golden Priestess can undergo the Ritual of Mud, her spirit traveling to the Spirit Realm for consultation.

But first, affairs must be ordered and requisitions made for their journey.

Ibhea knows that, as spiritual leader of Dolg Hana, he occupies a place of ultimate political authority. He could just take what the travelers need for their perilous journey and depart. Or he could pay the merchants of the village with coin and gemstones with which to replenish their wares by means of the next trade caravan, then allow the citizens to fare on their own the best they can.

But Ibhea spent enough time amid the squalid downtrodden of Bantouk as a child to know either tack would build resentment among the bulk of the population--a rich and powerful man taking or buying what he wants in a way none of them ever could. No, instead, he will spend the time to work the relationships with the commonfolk he has established in his ministry. He will speak with Achariya, the destitute washerwoman who has the ear and respect of many young mothers of the village; with Potum, a sergeant who fought bravely in the defense of the Dolgs; with Jopheus, the potter who was a friend to Gan. These and others will be entrusted with the true secret of governance of a tight-knit community such as this: the popular will of the people. Consent in such a community is rarely driven by top-down dynamics. No, it is the common people who shape opinions, manufacture cohesion, resist the turning fortunes of the few who claim power.

This is the message IBHEA spreads among the people: that though its governors prepare to journey away from the Dolg for a time, the village has never been better positioned to take the reins of government upon itself, fortified and trained by the engineers, systems, and infrastructure Xin Mae helped them establish in these months. Dolg Hanans, one and all, will continue the work of Delban's mission.




Ibhea makes a Primary Skill Streetwise check to prepare the Dolg for the absence of its rulers by identifying those among the population who hold reputations of respect and influence among their neighbors, seeding the social cohesion necessary for the community to govern itself in their absence, r12 +18 = 30 vs 22 Moderate DC. Success.
 

Complexity 5 SC, Level 16 (DCs 16/22/31)
Goal: Locate The Henge of Time and face the perilous journey there in order to return to Itirilimish before its destruction to either retrieve (Ibhea) or destroy (Arunny) the Monocle of Flame.
1/12 Successes/0 Failures/4 Hard DC Available/5 Secondary Skills Available/6 Advantages Available

With Dolg Hana and its member communities reinforced and stewarded in the absence of its leadership + the expeditioners provisioned, the fullness of this journey and adventure will entail:

* 2 x Extended Rests rationed at player option.

* The northern approach (the prior was southern) to Stoneroot's Perch.

* The Ritual of Mud and a nested conflict of sojourning into the Spirit Realm to consult the Elder Spirit.

* The follow-on results of the above which will entail some kind of journey to The Henge of Time and its ritual activation.

* The adventure in the ancient city of Itirilimish, at a time before its ruination, and the retrieval or destruction of The Monocle of Flame.




The northern approach to Stoneroot's Perch is a very different ordeal than the mixed-face climb from the southern approach. But to travel the distance from the Dolgs, all the way around to the southern approach, would take a week or more...and there is little time.

The proximity to a hidden Feygrove that accesses the dire, otherworldly lands of The Winter Fey and The Vale of The Long night creates localized climate and conditions in the material world that were only seen in the Hageri Empire thousands of years ago. (1) A snaking glacier that climbs a pair of ridges, plummeted temperatures, freezing flurries, blankets of deep snow, dangerous cornices, the ominous threat of avalanche, and a long trek through a minefield of hidden crevasses.

...all to empty out in the domain of, likely...or at least potentially, hostile Frost Giants. Perhaps their jarl can be bargained with or placated with gift? Perhaps not.

Alternatively, (2) there is the ancient lift of the Stone Giant Runecarver, its name seemingly lost to history, who first established the ritual chamber at Stoneroot's Perch above well before the beginnings of the Hageri Empire. It would host pilgrims from far-flung lands, offering road-weary travelers an easier route to commune with the spirits. But this magically-fortified lift hasn't been serviced in years beyond counting, the ropes and wood of the platform and hoist long-weathered and ice-covered.

The bundled travelers stare at it, trying to catch a glimpse of the state of the vertical ropes, but the fog, mist, and sleet obscures it. Is it activatable? Will it hold?

Which of these prospects could be worse?...

Well, I suppose (3) locating the Feygrove, using it to cross over to The Vale of the Long Night, transiting to the top of the mountain there via a Winter Fey guide, and using another Feygrove at the top to return to the material world? That could be worse? Could be better...could be worse...





The first step of each of these three prospective charted courses entails a HARD DC
 
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With @Nephis 's blessing, I am acting here as crafter of what's going on in the shared imagined space after our discussion of which approach we will take.



Ibhea's long stare alternates between the glacial climb and the ancient lift.

"Delban has gifted me with the power of flame, Arunny. And flame is not a subtle or versatile tool. I like not these choices before us."

XIN MAE steps forward and clears his throat. The two priests--and Omthala's Radiant Shamshar--turn to face the scrivener.

"Long before the advent of Empire, before even the world went hot, this was a place known as the Vale of the Long Night. The giants were in the infancy of their rise, and the frozen peaks, snow-choked valleys, and swaths of coniferous growth were ruled by the Winter Fey from their minarets of ice.

"Surely you notice that such an environment is unnatural, yes? The effect of lingering magic? Even the nighttime coolth of the desert could not produce the temperatures necessary for this glacier. To say nothing of the required moisture. It's simple logic! In any event, there was a magical conflict--there always is--if you're lucky, one day I will expound upon scholarly speculations on the subject, for they are profoundly interesting--but the short of it is that the giants prevailed, to a degree, and the realm of the Winter Fey faded away to The World Outside of Time.

"Except not completely. As you can see with your own eyes, I hope. The Vale of the Long Night is Elsewhere, Elsewhen--I'm not sure there's a difference, to be frank--but there is bleed between that realm and ours, responsible for the environmental factors we have set before us. Were we to gain access to that land, I am sure our antagonists would not, could not follow. Nor could they even anticipate such a move, its sheer brazen nature!"

There is silence for a time.

"These Winter Fey: they are ancient ancestors of my mother's people," Arunny notes. "I do not know much Elvish history, but I was told stories of how the elves came to our mortal world in aeons past, descended from these true Fey. If we treat them with respect and humility, they are sure to honor the needs of one of their own, so to speak." Her face belies no lack of certainty in her words.

"And if they are my people and my need is great--and it is!--then I should be able to read the necessary signs of the landscape and the leylines underlying to to transit from our world to theirs--the Vale of the Long Night."

The tall, gold-haired priestess strides from beneath the relic lift. She places one hand on a towering fir. Runs her hand along its trunk. Shaking her head, she crosses to another tree, walking a deliberate pattern. Puffs of frigid breath billow forth from her exertions as she strides between the conifers, peering at roots structures amid the snow, casting her gaze upward into the tangles of branches at their crowns.

"Maba, lend me your sight, the silver and cold light that would have appealed to my ancestors here in this place, to pierce through the veils they left behind to hide the portal to their world," ARUNNY intones. "Let me be your Piercing Eye, seeing all there is and all that is not!"

As if on cue, a silvery threshhold reveals itself, shimmering amidst the snowy backdrop of the landscape.




Xin Mae is making a Secondary Skill History check (+15 vs 16 Easy DC = autosucces for +2 bonus) to reveal pertinent details from the place's past to aid in Arunny's Primary Skill Perception check. She rolls twice on Perception checks due to the Divine Oracle Feature Foresight, and is using the Advantage of her heritage here in wagering for 2 Successes if she succeeds: r15, 7 +19 +2 SS = 36 vs 31 Hard DC for 2 Successes in the Skill Challenge!

Furthermore, though it's possible I just missed it, I don't see Arunny's new Cast Fortune roll post-Extended Rest, so I will roll that and note the result here, pending correction: r14.

Effect: Roll a d20 when you use this power, and note the result. Before your next extended rest, as a Free Action, you can replace any one attack roll, saving throw, or skill check made by you, an ally, or an enemy with this result.

Level 11: The d20 fortune result can be moved up or down 1. This new result can count as a natural 1 or 20.
 
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