The Slave and Her Sovereign

Complexity 5 SC, Level 14 (DCs 15/21/30)
Staged Goals:
1) (4 successes) Locate and ingress into the subterranean bowels of the earth where Vezzuvu's volatile magma chambers threaten Bantouk and the Duchess of Cinder Lairs. Upon 3rd success, trigger combat against the gatekeepers (for 4th success).
2/12 Successes (4 Hard DC available)/0 Failures/5 Secondary Skill Available/6 Advantages available)




Seethewater River.

The shaft beneath the ancient cathedral winds into the stone like a Remorhaz had hewn it centuries upon centuries ago...perhaps it did. Regardless, it empties out on an earthen landing that serves as small shore to the raging, roiling, heat-filled river.

Upstream it rushes away from the lair of some ancient beast who has called this place home for much of Bantouk's records, ash and molten bio-material precipitating downward from the domain at speed. Accompanying the rush of superheated water is the dichotomy of a cold wind, though no fog, and the palpable feeling of mournful sorrow.

Downstream it empties out into a lake; The Boil. Somehow the waters maintain their liquid form despite the supernatural temperatures. What lies there are Vezzuvu's guardians, no doubt.





Which way do you trek; upstream (HARD DC), downstream (MEDIUM DC)?

How do you manage the tempestuous, hazard-fraught waters? If you Fail, you find yourself in your follow-on encounter in fraught circumstances; 1 PC is down 1 HS worth of HPs and the other takes -2 Initiative.

If you want to make a Secondary Skill lore check to buff your move and inform your decision about what awaits you, make it at the LOW DC as per normal. However, if you want to step that up to MEDIUM DC (and risk a -2 forward on failure), I'll give you the encounter budget you face and you can take +2 to the Monster Knowledge check in the coming conflict. History for upstream, Arcana for downstream.
 
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darkbard

Legend
Standing on the narrow shore, CHANVATI seems lost in thought. "Gosb'tar, are you okay?" asks Pa'avu with concern.

"I've seen this river," replies the Psion.

"That cannot be, gosb'tar. We have not been here. Unless you mean as a child, before I entered your House's service?"

"No, Pa'avu," the Psion replies after a time. "I do not mean that I have been here physically. I mean I have visited this river in my studies, during my time at Xerxes's examining ancient history. This place was once pivotal to the ancients who inhabited Bantouk. This way," he gestures right, to the river's frothing, churning downstream, "lies the Scoria Parition, the last front in the battle against the Salamander Empire that once threatened to rise up and devour the city in its burning flames and molten death. The Barrenguard defeated them, though at great cost."

"Upstream," Chanvati gestures to the source of the seething river and eerie, frigid airflow, "is a place of great sadness. It is known as Wyrmsorrow. It is said that the rulers of Bantouk would appease a great dragon that resided deep beneath the city, offering up one of their own every ten years in tribute. The last known sacrifice was hundreds of years ago: a mother and her swaddling infant. Something went amiss after ... the offering. Her grief, perhaps, was too great, her rage too fiery. And so it is said that the dragon commanded no tribute after that day. Yet something ... malevolent, and powerful beyond words ... lingers still."

"Friends, the Duchess of Cinders will no doubt expect us to take the downstream route, for Bantouk's forces already once routed the Salamanders, Vezzuvian allies. She would expect whatever lurks still upstream to be ... guardian enough. Let us foil her expectations, be bloody, be bold, be resolute! Let us struggle against the flow in every meaning of the word and demonstrate our prowess!"

Rietka and Yazdan exchange skeptical looks. Pa'avu seems inspired to "straighten" the uncanny legacy of ritual slaughter. Hazard wags his tail, eager for a swim.

"It is said," Chanvati adds, "that those who face a dragon with purpose and determination in their hearts cannot be stopped by mere natural effects, for the supernatural force of such a spirit supersedes bald nature. Use that purpose, and the safeguard of my ritual, to see you through this test.

The heroes plunge into the torrent, Chanvati's ritual protection warding them from the worst of its ravages. Nevertheless, the heat against their skin, permeating their clothes, is immense, and the current is akin to battling a hurricane head on, but in liquid form. Almost immediately, Chanvati feels himself being pulled downstream and under and so activates his magic bracers, infusing his limbs with unnatural strength and vigor. Beside him, Pa'avu struggles to aid her trusty hound--and even The Wardenguard--in this riverine challenge. Recognizing that without the Pa'avu's strength they stand no chance of surmounting the current, the Psion reaches out with his mind, funneling psionic energy into the Goliath's body, unleashing a torrent of ki to act upon those gigantic muscles with which to pull their allies along with her mighty, one-armed stroke.




First, we're making a Secondary Skill check to inform our decision:

Chanvati makes a Secondary Skill History check vs Upstream, r14+19=35 vs 21 Moderate DC. Success. Chanvati makes a Secondary Skill Arcana check vs Downstream, r10+19=29 vs 21 Moderate DC. Success.

Per @Manbearcat :
Upstream:

Fiction: Centuries or longer ago, the royal family or the state religion (or perhaps both) commissioned decadal tribute to the Adult Dragon that laired beneath the cathedral. There once was a waterfall that fed directly into its lair, merging with Seethewater River at its apex. They would cast their tribute from that perch, placating the dragon (and perhaps as importantly, the deity Mavi-ishiq), for another ten years.

However, the last recorded tribute was a mother...a mother with her babe swaddled in her arms. So great was the grief of her loss, so tremendous her rage in death, that she remained restless in undeath because of it...fortified by her enmity and her eternal task of looking for her lost babe as her mind was taken by the madness of undeath.

The dragon never emerged from its lair again...perhaps destroyed or turned by the mother and her curse.

Mechanics: Encounter Budget 3500 (Deathbringer Dracolich Solo) + 700 (Wailing Banshee Standard) + 1400 (2 x Hazards). Level +4 Encounter.

Alternative Win Cons:

1) Relieve Her Burden: Find the Mother's Babe (Multiple locations on the map might have it, interact with each until you locate) + Religion Medium DC once she is Bloodied and she and her child pass on. The Mother will be given an exemption by her deity to aid you in your battle against the Duchess of Cinders.

2) Enter the Chronotope and Rewrite the Timeline: Nested, intracombat SC to go back in time the day before the last tribute and either (a) destroy the dragon as it was in life or (b) route it (Intimidate Hard DC while Bloodied). If you perform the latter, the Dragon will still be alive today and will come aid you in the battle against the Duchess of Cinders.

However, altering the timeline always comes with consequences...
Downstream:

Fiction: A long lost Salamander Empire, servants of Vezzuvu, the scourge of the underworld, once rose up against Bantouk from beneath. They were barely routed in that age...perhaps not this time...

Mechanics: Encounter Budget 1400 (2 x Salamander Whip Standard; Soldiers) + 1400 (2 x Salamander Sparkbow Standards; Artillery) + 875 (5 x Fire Elemental Minions: Controllers) + 700 (Hazard). Level +2.25 encounter.

We are making a Group Primary Skill Athletics Check against the Hard DC (utilizing our intricate houserules for Group Skill checks) to navigate the roiling, forceful waters of the Seethewater. Chanvati further aids Pa'avu's check through use of Adept's Insight, r2+1=+3 to her roll.

Chanvati, r15+14 with Bracers of Mental Might (Encounter Augment) +2 SS=31 vs 30 Hard DC. Success.
Hazard, r3+15+2 SS=20 vs 30 Hard DC. Fail.
Pa'avu, r10+17+2 SS +3 Adept's Insight=32 vs 30 Hard DC. Success.
The Wardenguard, r5+10+2 SS=17 vs 30 Hard DC. Fail.

2/4 Successes in Group skill check=Succeeds in overall check. Whew! I was sure The Wardenguard were trained in Athletics before we conferred and made this decision. Nope! Acrobatics instead!
 

Staged Goals:
1) (4 successes) Locate and ingress into the subterranean bowels of the earth where Vezzuvu's volatile magma chambers threaten Bantouk and the Duchess of Cinder Lairs. Upon 3rd success, trigger combat against the gatekeepers (for 4th success).
3/12 Successes (3 Hard DC available)/0 Failures/4 Secondary Skill Available/6 Advantages available)




NOTE: Players unavailable for this week. GM out of town for following week so updates/interactions will be infrequent for coming weeks.

Light spills into the cavern from the luminous Seethewater River and permeates the back right (characters PoV) of the cavern due to a mass that gives off stupendous light.

The stench of corruption, decay, loss and longing pervades the air.

The filthy water promises cover but unnatural defilement.

Something very large unfurls...stirring in the murk just beyond the sanctuary of the light.

A soft wail reverberates off the acoustics-amplifying walls as a spectral, phasing silhouette sways like a discordant pendulum.





* SPECIAL: Choose one of the two SCs directly below to engage with or choose neither.

* Relieve Her Burden (Skill Challenge Level 12, Complexity 1, DCs 14/20, 1 Secondary Skill @ Minor Action, Resolve 2 Actions Below):

1) Find the Mother's Babe: One of locations B2, P2, W5 on the map are bonepiles which will possess the infant's bones. Interact (Minor Action; adjacent) with each until you locate the bones.

2) Come into the Light (Religion Check, Standard Action, Ranged 5, Medium DC 20) once Wailing Banshee is Bloodied and she and her child pass on. You and all allies in a CBu3 attacks gain the Radiance keyword UtEoYNT and The Mother (Wailing Banshee) will be given an exemption by her deity to aid you in your battle against the Duchess of Cinders.

* Enter the Chronotope and Alter the Past (Skill Challenge Level 12, Complexity 1, DCs 14/20, 1 Secondary Skill @ Minor Action, Resolve 2 Actions Below):

1) Map the Temporal and Spatial Realm (Move Action; Prerequisite made as part of a Move Action after 20 unique squares are traversed by the character): History DC 20

2) Enter the Chronotope (Standard Action - Close Burst 5; Allies): Arcana (Timebender) DC 20

Special: Enter this place in the past where the the mother and child have not perished and the dragon has therefore not succumbed to The Wasting Curse of the Wailing Banshee's rage and despair. Either (a) slay the dragon to ensure the creature has not aged/gained in power and is gone from the present timeline or (b) route the dragon (Intimidate Hard DC while Bloodied) and it will come aid you in the battle against the Duchess of Cinders but it still be alive today in the present timeline.

Consequence: There is always a consequence for effing with the timeline...no matter the course you choose.

* Ossuary (Hazard) Level 12 Large Lurker XP 700 (sq LM/12-13)
The ossuary avalanches, unleashing a wave of bones.

Trigger
A character enters an ossuary square (difficult terrain) or starts its turn adjacent to the ossuary

Attack
Opportunity Action Close blast 2
Targets: Creatures in blast
Attack:+16 vs. Reflex
Hit: 2d8+5 damage, 5 OG damage, and immobilized (save ends)
Miss: Half damage and slowed UtEoYNT.

Countermeasures
✦ Acrobatics DC 20 or Athletics DC 28: With an Acrobatics/Athletics check made as part of a move action, a character can enter the ossuary's space without triggering an opportunity attack. These squares are still difficult terrain.

* Bioluminous Mass (Hazard) Level 12 Large Blaster XP 700 (sq HI/3-4)
A glowing elemental biomass pulses randomly, consuming and releasing lances of energy.

Hazard: The mass occupies 2x2 squares and deals fire, force, lightning, or radiant damage (choose one or roll a d4). Its energy is attracted to moving bodies within range. Creatures can enter the mass's space. Hazard possesses Blindsight.

Initiative +6

Trigger
When a creature enters a square within 7 squares of the mass's space, the hazard rolls initiative. The hazard also makes an opportunity attack against a creature that enters or starts its turn in the mass's space.

Attack
Standard Action or Opportunity Action Ranged 7
Target: One creature or the triggering creature
Attack:+16 vs. Reflex
Hit: 2d8 + 7 damage of a type from the following list, and an effect determined by that type.
Fire: 1d8 extra fire damage, and the target gains vulnerable 5 fire (save ends).
Force: The target is pushed 2 squares, knocked prone, and slowed (save ends).
Lightning: The target is dazed (save ends).
Radiant: The target is blinded (save ends).
Miss: Half damage.

Countermeasures
✦ Acrobatics DC 20: With an Acrobatics check made as part of a move action, a character can enter the mass's space without triggering an opportunity attack.
✦ Arcana DC 14: A character adjacent to or within the mass's space can attempt an Arcana check as a move action. If the check succeeds and the mass's next attack hits, treat the attack as a miss. If check succeeds and the mass's next attack misses, the attack deals no damage.
✦ Arcana DC 20: A character within the mass's space can attempt an Arcana check as a move action. Results are as for an Arcana check as above. In addition, three successful checks cause the mass to dissipate, eliminating the hazard.
✦ Arcana DC 28: A character within the mass's space can attempt an Arcana check as a standard action. Results are as for an Arcana check as above. In addition, a character who makes a successful check can force the mass to attack any target in range.

* Illumination: The outlined yellow squares at the top and bottom of the map are illuminated fully by the luminescent Seethewater River and the Bioluminous Mass (Hazard). All other squares are lightly obscured and provide Partial Concealment to creatures unless the perceiver has Low Light Vision, Darkvision, or Blindsight.

* Corrupted Water: Provides Cover and is Difficult Terrain for Medium Creatures. Living creatures that start their turn in a sq of corrupted water suffer -2 to saving throws UtEoTNT.

* Islands/Elevated Terrain: Climbing from the water onto these surfaces requires navigating the slippery holds. Extra square of movement and Athletics DC 19 (14 +5) as part of a move action; Failure = move action is lost and creature is where they started.

* Fallen Pillar and Bases: Bottom left corner of the map. These can be leaped to following the jumping rules. However, these surfaces are slippery and require interacting with Balance (see Acrobatics entry) DC 18.

* Purified Surface Waterfall (top left): Entering any square of the waterfall and runoff to gain a special buff. You're protected from the corrupting aspects of the corrupted water. If you're in a square of the Corrupted Water, make a Saving Throw at End of Turn; Success and the Purified Waterfall buff holds...Failure and the Corrupted Water washes it away.

* Deathbringer Dracolich (Large, natural, magical beast, undead, dragon, Controller, Solo) = HP 492, AC 26, Fortitude 26, Reflex 24, Will 24

* Wailing Banshee (Medium, shadow, humanoid, undead, Contoller, Standard) = HP 81, AC 24, Fortitude 23, Reflex 23, Will 24

* Place C, H, P, W in any of the 24 row, columns J-R and roll initiative! Don't forget to take +2 to Monster Knowledge Checks!

* Initiative & Starting Squares

Chanvati (C) r20+12=32 (Loan from the Past roll: 9 (once during encounter can replace an attack roll, a skill check, an ability check, or a saving throw with that roll)
Wardenguard (W) r15+12=27 (Ambush Leader not needed)
Pa'avu (P) r14+11=25
Dracolich (D) = 24
Banshee (B) = 18
BLM = 13
Hazard (H) r2+8=10

Starting squares: C N24, H K24, P M24, W Q24. As a reminder, The Wardenguard has low-light vision (thanks, Rietka!)

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ROUND 1




Alright, all the vacations have resolved. Back to doing stuff!




Monster Knowledge (No Action) checks:
  • Chanvati Arcana (Shadow, Undead) vs Banshee, r13+19 +2 (buff) =34; Passes High DC
  • Chanvati Religion (Natural, Undead) vs Dracolich, r19+15 +2 (buff) =36; Passes High DC

Deathbringer Dracolich
Large natural magical beast (dragon, undead)
Level 12 Solo Controller XP 3500
HP 492; Bloodied 246 Initiative +10
AC 26, Fortitude 26, Reflex 24, Will 24 Perception+14
Speed 6, fly 8 (clumsy) Darkvision
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant
Saving Throws +5; Action Points 2

Traits
Action Recovery
Whenever the dragon ends its turn, any dazing, stunning, or dominating effect on it ends.

Instinctive Domination
On an initiative of 10 + its initiative check, the dragon can use a free action to use mesmerizing glance. This attack does not provoke opportunity attacks. If the dragon cannot use a free action to make this attack due to a dominating or stunning effect, then that effect ends instead of the dragon making the attack.

Standard Actions
(⚔) Bite (necrotic) ✦ At-Will
Attack: Melee 2 (one creature); +17 vs. AC
Hit: 2d10 + 9 damage, and ongoing 10 necrotic damage (save ends).

Claws ✦ At-Will
Attack: Melee 2 (one or two creatures); +17 vs. AC. If the dragon targets only one creature, it can make this attack twice against that creature
Hit: 3d6 + 9 damage.
Effect: The dracolich slides the target up to 2 squares.

Breath Weapon (necrotic) ✦ Recharge ⚄ ⚅
Attack: Close blast 5 (enemies in the blast); +15 vs. Reflex
Hit: 3d12 + 8 necrotic damage, and the target is weakened (save ends).
Miss: Half damage, and the target is weakened until the end of its next turn.

Minor Actions
Mesmerizing Glance (charm, psychic) ✦ At-Will (1/round)
Attack: Ranged 10 (one creature); +15 vs. Will
Hit: The target is dominated (save ends).
Miss: If the target willingly moves to a square nearer to or adjacent to the dracolich before the end of its next turn, it takes 15 psychic damage.
Effect: The dracolich slides the target up to 2 squares.

Triggered Actions
Bloodied Breath ✦ Encounter
Trigger: The dragon is first bloodied.
Effect (Free Action): Breath weapon recharges, and the dragon uses it.

Athletics +12, Insight +14

=============================

Wailing Ghost (Banshee)
Medium shadow humanoid (undead)
Level 12 Controller XP 700
HP 81; Bloodied 40 Initiative +8
AC 24, Fortitude 23, Reflex 23, Will 24 Perception+13
Speed 0, fly 6 (hover); phasing Darkvision
Immune disease, poison

Traits
Insubstantial
The ghost takes only half damage from any damage source except those that deal force damage.

Standard Actions
(⚔) Spirit Touch (necrotic) ✦ At-Will
Attack: Melee 1 (one creature); +15 vs. Reflex
Hit: 2d10 + 5 necrotic damage.

Death's Visage (fear, psychic) ✦ At-Will
Attack: Ranged 5 (one creature); +15 vs. Will
Hit: 3d6 + 9 psychic damage.
Effect: The target takes a -2 penalty to all defenses (save ends).

Terrifying Shriek (fear, psychic) ✦ Recharge ⚄ ⚅
Attack: Close burst 5 (enemies in the burst); +15 vs. Will
Hit: 2d8 + 6 psychic damage, the banshee pushes the target up to 5 squares, and the target is immobilized (save ends).

Athletics +8, Stealth +13




INSTINCTIVE DOMINATION INIT 10+

Bones welded by supernatural influence form a terrible silhouette in the shadows. The hateful mind of the DEATHBRINGER DRACOLICH reaches out instinctively at the minds of prey who dare enter its long-forgotten lair. The Wardenguard reels, flailing while the pair grab their heads...but they do not succumb.

* Instinctive Action: Mesmerizing Glance (R10, charm, psychic; does not grant OA as an IA) on W's Will: r(4) +15 = 19. Miss. If W willingly moves to a square nearer to or adjacent to the dracolich before the end of its next turn, W takes 15 psychic damage. Effect: The dracolich slides W 2 squares to Hindering Terrain of S24. TRIGGERS SAVING THROW OPTION FOR PRONE IN R24. PLAYER OPTS-OUT. W in Corrupted Water.

LOCATION: D in 14S, W in S24
DAMAGE: na
CONDITIONS TO ENEMIES: W in Corrupted Water.
CURRENT HP: 492/492
CURRENT DE/BUFFS: na




Opening his mind to echoes and disturbances in the Chronotope, CHANVATI does not fail to take in the gravity of the situation. An undead dragon! If he is to undo this ancient trauma, he must avoid one of his own in the present. And so he binds the creature to his telekinetic will, hurling it against the ghostly remnant of the grieving mother and into the vicinity of the bioluminescent mass, which pulses alive in response, lightning crackling from its bulk.

Then the Psion moves abruptly to his right, be it to avoid the dragon's wrath or in search of some keyhole to the Chronotope is anyone's guess.


* Standard: Living Missile Daily R10 vs D, ATK r11+17+2 Cunning Stalker=30 vs 26 Fort. Hit. D Immobilized (SE). Effect: While the target is immobilized or slowed by this power, you can use the Living Missile Attack power once per round.

* Minor: Living Missile Attack R10 vs D, Effect: Before the secondary attack, you slide the primary target 10 squares. Slides D S14 to P4 via Q7. Secondary ATK vs B, r14+17=31 vs 23 Ref. Hit. r(4,1)+8=13 damage. 13/2=6 damage (not Force) to B and B falls Prone. Half damage (6) to D. D's movement TRIGGERS BLM INTIATIVE AND OA VS D, r7+6=13. ATK vs D, r16+16=32 vs 24 Ref. Hit. r(1, 7)+7=15 damage and D Dazed SE (lightning)

* Move: 6 sq N24-M23-L23-K23-J23-I24-H23; 6 sq towards 20 necessary for Enter the Chronotope

LOCATION: C in H23, D in P4
DAMAGE: 21 to D, 6 to B
CONDITIONS TO ENEMIES: D Immobilized SE, Dazed SE, B Prone
CURRENT HP: 69/69
CURRENT DE/BUFFS: BLM activates Initiative 13.
SURGES: 7/7
CURRENT PP: 9/9




THE WARDENGUARD are seasoned warriors both. They can feel the psychic weight of this awful place; hate, loss, hunger in many forms. Yazadan and Rietka carefully pull themselves from the corrupted pool that pervades the place and assume a collective defensive thicket of spears.

* Starts Turn: In Corrupted Water; suffers -2 saving throws UtEoWNT. If moves nearer to D, takes 15 psychic damage.

* Move: 1 sq out of HT to R24.

* Standard: Total Defense; +2 all defenses UtBoWNT.

LOCATION: R24
DAMAGE: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 116/116
CURRENT DE/BUFFS: CW; suffers -2 saving throws UtEoWNT. Total Defense; +2 all defenses UtBoWNT




PA'AVU cocks her head momentarily, listening to the whisper in her mind's ear from her gosb'tar, a hasty plea to distract the ghostly mother and cursed dracolich while he finishes his "task"--a task which takes him away from combat. With a low grunt to her Beloved Hound, the goliath jerks her chin toward Chanvati, trusting that Hazard will correctly interpret this gesture as her usual "protect the squishy one" command.

Then, she takes a deep breath and takes off, heading toward the stone wall on the opposite side of the cavern, away from Chanvati and the others. At the water's edge (water she would much rather not enter, if at all possible), she takes flight, landing on that stone wall. Retrieving one of her javelins, she peers into the gloom at the lost dragon, takes as careful aim as she is able, and lets the weapon go. She grimaces as it flies through a shadow cast by the creature's head, as dark as the creature but sadly only an illusion.


* Move: 5 squares from M24 to P19

* Move: Crane Wing [Movement Technique] (Enc): Effect: P makes an Athletics check (twice: Power Athlete) to jump with a +5 power bonus. P is considered to have a running start, and the distance of the jump isn't limited by her speed: r(5,2)+17+5=27 --> 5 squares cleared: P lands at V13, atop the stone wall.

* Minor: retrieves javelin

* AP: RBA vs. Dracolich: r(6)+19+2 Cunning Stalker -2 Partial Concealment = 25 vs 26 AC= Miss; Stonehide Action: gain +2 bonus to AC UEoPNT

LOCATION: V13
DAMAGE: NA
CONDITIONS TO ENEMIES: NA
CURRENT HP: 98/98
CURRENT DE/BUFFS: +2 AC UEoPNT.
SURGES: 11/11




Staggered by the combined assault of Chanvati and the Bioluminous Mass, the DEATHBRINGER DRACOLICH turns its ire to the living entity that dared draw near it. Pa'avu hears ancient whispers and feels inexorably drawn to the picture they paint. The clouding of her mind is a curiosity...a fog that feels impossible to penetrate...

Vaguely, from far away, the mind of the Stoneblessed realizes she is being pulled into the corrupt water and that the dracolich has her as she has seen in marionette shows past. She steels herself against the mind influence as best she can. The Stonefather will deliver her.

Back in the material world, the bone dragon wrenches itself free of the lightning and psionic restraints.


* Starts Turn: Dazed, Immobilized, Prone.

* Standard Action: Mesmerizing Glance (R10, charm, psychic) on P's Will: r(16) +15 = 31. P is dominated (save ends). Effect: P slides 2 sq into Hindering Terrain T15. TRIGGERS SAVING THROW FOR PRONE IN V13. PLAYER OPT-OUT TO PRESERVE MARK OF THE BLESSED. P SUFFERS -2 SAVING THROWS UTEOPNT.

* End Turn: Action Recovery automatically ends Dazed. Saving Throw vs Immobilized; r(8) +5 = 13. Succeeds.

LOCATION: D in P4, P in T15
DAMAGE: na
CONDITIONS TO ENEMIES: P is dominated (SE) and in Corrupted Water.
CURRENT HP: 471/492
CURRENT DE/BUFFS: Prone.




The WAILING BANSHEE senses life; as it once was before a thousand agonies were delivered upon it. It reveals itself to Pa'avu; its suffering, its hideousness. Her mind, careening through corridors and down chutes, shunts away the visage of the undead mother...but it leaves a momentary scar on our Goliath heroine.

* Move: Fly (hover, phasing) 6 sq to R12.

* Standard: Death's Visage (R5, fear, psychic) vs P's Will; r(5) +15 +2 (CA) = 20. Miss. Effect: P takes a -2 penalty to all defenses (save ends).

LOCATION: R12
DAMAGE: na
CONDITIONS TO ENEMIES: P takes a -2 penalty to all defenses (save ends).
CURRENT HP: 76/81
CURRENT DE/BUFFS: Phasing, hover, insubstantial.




The BIOLUMINOUS MASS senses movement (prey?) and activates. It unfurls and pulses a coronal flare of radiant light, lashing the dracolich, which recoils as its supernatural senses singe.

* Standard: Bioluminous Attack (R7, r(4) = radiant) vs D's Reflex: r(12) +16 = 28. Hit. r(5, 4) +7 radiant damage +10 Vuln radiant = 26 radiant damage to D and D is blinded (SE).

DAMAGE: 26 radiant damage to D.
CONDITIONS TO ENEMIES: D is blinded (SE)
CURRENT: 0/3 Arcana Checks.




HAZARD takes a few steps forward, watching his Beloved fall into the water and whining anxiously. Then, with the resolution of being Her Hound, he prepares to protect his charge, despite his desire to swim across the fetid water to aid Her.

* Move: 4 Squares from K24 to L20

* Minor: engages Savage Protector mode: +2 AC, cannot use Bite, gains Snarl & Snap and Harrier attacks.

* Standard: Ready an Action: will use Snarl & Snap on first enemy who enters within Melee range

LOCATION: L20
DAMAGE: NA
CONDITIONS TO ENEMIES: NA
CURRENT HP: 95/95
CURRENT DE/BUFFS: Savage Protector (+2AC); Readied Action (Snarl & Snap)
SURGES: 11/11




D 445/492 Blinded (SE)
B 75/81
Enter the Chronotope and Alter the Past: C has 6 sq towards 20 necessary

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ROUND 2




INSTINCTIVE DOMINATION INIT 10+

<NO TARGETS IN RANGE>




The Psion opens his mind fully to the ectoplasmic reverberations that indicate a rending in the Chronotope. CHANVATI knows it is here somewhere! The key he must unlock to enter spacetime and undo the wrongs that echo in this place. Ignoring the snarling hound, the Wardenguard futilely struggling at the corrupted water's edge, faithful Pa'avu--currently fallen into thralldom to the wicked forces contaminating this place--the Psion carefully traces his steps toward the periphery of the purified waterfall. Surely those pellucid waters are a sign of lingering benevolence!

* Move: 6 sq H23-G23-H22-G22-G21-F22-F23; 12 sq towards 20 necessary for Enter the Chronotope

* Move: 6 sq F23-E23-E22-D-22-D21-E21-D20; 18 sq towards 20 necessary for Enter the Chronotope

LOCATION: D20
DAMAGE: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 69/69
CURRENT DE/BUFFS: na
SURGES: 7/7
CURRENT PP: 9/9




THE WARDENGUARD are seasoned warriors both, and they push ahead out of the brackish water without hesitation. Rietka regards Pa'avu and her stricken state as she looks over at Yazdan. The graying hoplite nods in unspoken comprehension despite being out of his element. He looses a javelin from his back quiver, takes aim, and hurls it across the cavern in the direction of the Banshee, now scrambling to regain its feet after being assaulted by the flung dracolich. The shot goes wide. Yazdan's head lowers, eyes downcast. Rietka displays the faintest trace of a grimace across her otherwise steely face.

They prepare themselves for as benign an exchange as possible with the mind-influenced Pa'avu if it comes to it.


* Starts turn: In Corrupted Water; -2 Saving Throws UEoWNT.

* Move: 3 sq to R21.

* Standard: Javelin R15 vs B, ATK r5+17=22 vs 26 AC (buffed from Prone). Miss.

LOCATION: R21
DAMAGE: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 116/116
CURRENT DE/BUFFS: In Corrupted Water (DT), -2 Saves UEoWNT




<DOMINATED SO GM TAKES TURN W/ SINGLE AT-WILL>

The fog in PA'AVU's mind is unfamiliar to the goliath who--despite her living as a slave-servant to the Audaseie family--has always had control over herself, if nothing else. This cloud is thick and as fetid as the water in which she stands, and the foreign presence of reptilian thoughts chills her stoneskin. She understands that It is in control, not Pa’avu.

Unable to move under her own power, the goliath is at least thankful that her allies are all too far away from her ... and harm. But, then she hears a chuckle in her mind's ear, and her muscles tense in readiness as her arms lift Velmech'ti high.

<Stop!!> she silently screams.

In the material world, the wardenguard breathe a sigh of relief that Pa'avu is able to stagger akwardly and regain her senses before a melee clash takes place!


* Starts turn: In Corrupted Water; -2 Saving Throws UEoWNT.

* Dominated Action: No creatures in charge range or melee at-will and would have to draw a javelin to heave it (which would be her action). Therefore, move action toward W. 3 sq (Difficult Terrain) to R18.

* End of Turn: Saving Throw vs Dominated. Mark of the Blessed 2d20 (-2 each for Corrupted Water); r(10, 15) -2 = succeeds. Saving Throw vs Banshee's Death's Visage; r(18) -2 = 16; succeeds.

LOCATION: R18
DAMAGE: NA
CONDITIONS TO ENEMIES: NA
CURRENT HP: 98/98
CURRENT DE/BUFFS: Corrupted Water -2 Saving Throws UEoPNT.
SURGES: 11/11




The DEATHBRINGER DRACOLICH's supernatural senses scatter, confounded by the radiant onslaught of the glowing mass in its lair. For century upon century, the undead dragon has given the odd, dangerous creature a wide berth due to just such an interaction so very long ago.
Furious and single-minded, the dragon fixates on punishing the damnable mortal that flung the dragon into the glowing mass with its mind-magic. It flies toward its vague sense of the creature, hears the growls of the dog and attempts to beguile it. The menacing growls of the canine as it staggers this way and that to assert its trusted service to that of its beloved master, Pa'avu, tells the dragon that the stubborn mutt will not become thrall.
No matter...the human mind-mage will pay. Flying akwardly, it lands hard on the elevated area of the cave where the waterfall ponds and flows downward. Savagely flinging its rotted jaws this way and that, it finds nothing by air for a meal...


* Starts Turn: Blinded (SE), Prone.

* Move: Stand from prone.

* Standard: Action: Fly 8 sq and land in H12.

* Minor Action: Mesmerizing Glance (R10, charm, psychic) on H's Will: r(10) +15 -5 (Total Concealment from Blind) = 20. Miss. Miss: If H willingly moves to a square nearer to or adjacent to the dracolich before the end of its next turn, H takes 15 psychic damage. Effect: The dracolich slides the target up to 2 squares to N18.

* (Free Action) Action Point for Standard Action: Charge (Fly 7 sq and then land) to E19 and MBA (Bite; M2, necrotic) vs C's AC: r(3) +17 -5 (Total Concealment from Blind) -4 (clumsy) +1 (charge) = 12. Miss.

* End Turn: Saving Throw vs Blinded; r(13) +5 = 18. Succeeds.

LOCATION: D in Q16, H in N18
DAMAGE: na
CONDITIONS TO ENEMIES: If H willingly moves to a square nearer to or adjacent to the dracolich before the end of its next turn, H takes 15 psychic damage.
CURRENT HP: 445/492
CURRENT DE/BUFFS: 1/2 APs exhausted.




So much exquisite lifeforce...to extinguish...just as its own life, and that of its child, was unceremoniously extinguished in this terrible place...

The WAILING BANSHEE flits phantom-like amidst the heroes. A reservoir of centuries-long torment is unleashed in a wail of such tortured sadness, such woe that Hazard, Yazdan, and Rietka find their minds and feet desperate to achieve distance from this terrible, tormented spirit.

Pa'avu, unflinching, only winces...perhaps drawing upon an experience with just such a haunted creature in the past to withstand the suffering-infused scream?


* Move: Fly (hover, phasing) 6 sq to P18.

* Standard: Terrifying Shriek (CBu5; enemies, fear, psychic) vs W/P/Hs' Will: r(10, 7, 20) +15 = Miss P, Hit W, and Crit H. (r7, 3) +6 = 16 psychic damage to W, 22 psychic damage to H and the banshee pushes the target up to 5 squares, and the target is immobilized (save ends). TRIGGERS SAVING THROWS FOR PRONE BEFORE ENTERING HINDERING TERRAIN OF CORRUPTED WATER. HAZARD r(14) SUCCEEDS. PUSHED TO K18 AND PRONE THERE BEFORE ENTERING CORRUPTED WATER. WARDENGUARD r(2) FAILS. PUSHED TO U24 INTO CORRUPTED WATER.

LOCATION: B in P18, H in K18, W in U24
DAMAGE: 16 psychic damage to W, 22 psychic damage to H
CONDITIONS TO ENEMIES: H pushed to K18, prone, and immobilized (save ends). W pushed to U24, immobilized (save ends), and in Corrupted Water.
CURRENT HP: 75/81
CURRENT DE/BUFFS: Phasing, hover, insubstantial, Terrifying Shriek on cooldown.




With no prey nearby, the BIOLUMINOUS MASS pulses and quivers futilely.

<NO TARGET>

DAMAGE: na
CONDITIONS TO ENEMIES: na
CURRENT: 0/3 Arcana Checks.


 
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