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<blockquote data-quote="Manbearcat" data-source="post: 9317441" data-attributes="member: 6696971"><p>Alright, last two scenes of our game here!</p><p></p><p>Now that "Team PC" is kitted out to equal 2.5 worth of PC budget (1 PC, 1 Standard Monster/NPC, 2 x Minions), we're going to use of-level Monsters/NPCs (so level 9) for our encounter budget. This encounter features Level +1.5 Encounter Budget (2 x Standard Soldiers = S1/2, 1 x Standard Controller/Leader = DA, 4 x Minion Soldiers = M). But they are just obstacles to the Win Con (see below)</p><p></p><p><em>Night has settled in on Easthill and, in the natural auditorium within the cavernous features of the hamlet's boundary with the feral Briar Hills, the cultist orchestra is about to set upon the gathered with a profane piece that will render them hosts to a team of demonic Dretches. The corrupted spirit of the Rakshasa will conducting the ritual and, upon success, conducting the Dretches' search for Osian.</em></p><p><em></em></p><p><em>The cavernous entrance chamber is cut right into the towering mesa of Easthill's boundary with the wild. A series of ladders and ropes leads the way to the tiny entrance chamber of the huge amphitheater where a sudden collapse sinkhole opened up a large, stoney bowl formation in the upper elevations of the mesa long ago. Before Valak, the children, and Adalbar is a series of armed cultists (blade & shield, sling, and twisted blood magic) masquerading as stewards and ushers for the night's festivities. </em></p><p><em></em></p><p><em>The high point in the entrance chamber (I1 on map) is the access point to the auditorium's low-roofed, claustrophobic entrance tunnel. How to get there without creating a terrible stir though...</em></p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>MECHANICS</em></strong></p><p></p><p>* <strong>LADDERS</strong>: Each elevated area is 20 ft higher than the next (so L11 is 20 ft up while I1 is 40 ft up). Therefore, each ladder is 20 ft and costs 1 extra sq of movement to traverse per Climbing (but doesn't require an Athletics Check). The Taking Damage While Climbing rules generate a DC 6 (DC 1 +5) Free Action check to Catch Hold (or Fall suffering either 1d10 or 2d10 pending height)); if the target is Bloodied by the attack, increase the DC by +5 again (to DC 11). Normal Acrobatics (with Training) applies to reduce Fall damage.</p><p></p><p>* <strong>WALLS</strong>: Everywhere the walls are brutal hand and footholds for climbing; High DC 25. However, there is one location that has a good, hospitable line for ascending the 20 ft; sq A5. There the DC is Medium 12. <u>If you can silently get all party members to that square, you can attempt a Group Athletics Check at Low DC of 12</u>.</p><p></p><p>* <strong>GROUP CHECKS</strong>: Except for the underlined exception directly above, all Group Checks (Stealth/Athletics/Acrobatics) of even number members (2 or 4) = at typical DC. If odd number members (3), step down DC by one.</p><p></p><p>* <strong>BRIDGE</strong>: The bridge is Unstable. Any creature crossing must make a Medium DC 17 Balance check (Acrobatics; see table) or suffer 1 sq extra movement per sq. Failure by 4 or more = Move Action lost. Failure by 5 or more = prone. Same for Taking Damage While Balancing.</p><p></p><p>* <strong>LIGHT/BLOCKING TERRAIN</strong>: The boundary squares next to the entrance and the northern & western walls are fully dark and offer Total Concealment (therefore Stealth can be initiated there). Further, the structures on the northern section of the cavern that look like Blocking Terrain are, in fact (floor to ceiling natural stone pillars). They confer complete line of sight/effect obstruction. Normal stealth rules apply (eg moving more than 2 sq in a single action confers -5 penalty to Stealth).</p><p></p><p>The rest of the cavern is dimly lit and confers Partial Concealment.</p><p></p><p>* <strong>WIN CON/LOSS CON</strong>: All party members get to square I1 before the end of round 5 (<u>rounds accrue once Initiative is rolled; actions before that do not count against timer</u>) and one party member spends a Minor Action for Athletics DC 12 to pull the ladder up (to prevent pursuit). Failure to achieve this means that the security force in the auditorium is bulwarked and they are ready; Enemy encounter budget increases from Level +3 to Level +4. Succeed and Encounter Budget stays at Level +3 and you gain +4 Initiative to final conflict.</p><p></p><p>* <strong>STARTING CONDITIONS</strong>: You can either sieze the advantage and take +2 Initiative (put your characters P3 - P6) or you can attempt to Stealth/Athletics (etc) around the cavern individually or as a Group Move vs DC 14/19 (Passive Perception 19 throttled down due to Group Move if at 3 members) and consider the collective starting square P5). Remember if any Move Action is greater than 2 squares, include a -5 to all 4 of the PC checks. If a Group Move fails, we'll start the combat where the PCs are and Team Monster will have a +2 to Initiative as the advantage you could sieze upon will be lost.</p><p></p><p>*<strong> Dark Cultist</strong> (Medium, Natural, Humanoid, Minion) = HP 1, AC 25, Fortitude 22, Reflex 20, Will 21</p><p></p><p>* <strong>Cult Dark Adept </strong>(Medium, Natural, Humanoid, Standard, Controller, Leader) = HP 85, AC 23, Fortitude 20, Reflex 20, Will 22</p><p></p><p>* <strong>Cult Sentry</strong> (Medium, Natural, Humanoid, Standard, Soldier) = HP 96, AC 25, Fortitude 23, Reflex 21, Will 20</p><p></p><p>* <strong>INITIATIVE</strong></p><p></p><p>Pending player action declaration and resolution</p><p></p><p>Valak (V) 24</p><p>Osian (O) 24</p><p>Adalbar (A) 18</p><p>Sentry (S2) 17</p><p>Dark Adept (DA) 15</p><p>Cultists (M) 15</p><p>Carys (C) 12</p><p></p><p>[ATTACH=full]358102[/ATTACH]</p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>ACTION 1</em></strong></p><p></p><p><em>With a surreptitious gesture and a raised eyebrow, Adalbar conveys the question of a stealthy approach - trying to at least get to the advantageous position to ascend through some means. Valak nods, gesturing for the children to stay between him and Adalbar as they all stick to the shadows and creep forward.</em></p><p><em>__________________________</em></p><p></p><p>Group Stealth to move towards the northern wall; O7</p><p></p><p>Valak: r10+9 = 19. Osian r14+9 = 23. 2/4 success vs DC 19 = <strong>SUCCESS</strong></p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>ACTION 2</em></strong></p><p></p><p><em>Valak makes a "come along" gesture and points at the ladder ahead on the north wall. Getting up there will drive things towards active engagement, but on more favorable terms then being stuck in a ravine.</em></p><p>_____________________</p><p></p><p>Group Stealth to move to M9.</p><p></p><p>Valak: r18+9 = 27, Carys: r13 + 9 = 22. 2/4 success vs DC 19 = <strong>SUCCESS</strong></p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>ACTION 3</em></strong></p><p></p><p><em>The ladder looms above them, quite the climb but Valak judges it worth the risk.</em></p><p>__________________________</p><p></p><p>Group Stealth to move to L10 to interact with the ladder and begin ascent next turn.</p><p></p><p>V: r6 + 9 = 15, C: r4 + 9 = 13 (uh oh). O: r13+9=22. A: r18+9 = 27. 2/4 success vs DC 19 = <strong>SUCCESS</strong></p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>ACTION 4</em></strong></p><p></p><p><em>Knowing that they're exposed on the ladder, he starts climbing faster here, and the 3 following behind pick the pace up as well. Osian starts to slide back a bit, but Adalbar catches him and they spend a tense moment waiting while the sentries up top mutter back and forth before they seem to shrug and return to observing.</em></p><p>____________________________</p><p></p><p>Group Stealth to move at normal speed (-5 Stealth penalty and each ladder sq costs 2 sq) up the ladder @ L10. 20 ft ladder costs 4 sq of movement. Speed 6 sq/2 = 3 sq. 1 sq of ladder remaining.</p><p></p><p>V: r17+9-5=21. C: r12+9-5=16. O: r1+9-5=5. A: r17+9-5=21. 2/4 success vs DC 19 = <strong>SUCCESS</strong></p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>ACTION 5</em></strong></p><p></p><p><em>Nearing the top the ladder, Valak looks down at the faces peering up at him and gestures to the cultist to his left, facing away from their ascent, and makes a slow dramatic throat-slashing gesture. He then points at the three below him and off to his right emphatically before continuing to climb.</em></p><p><em>_______________________________________</em></p><p></p><p>Group Stealth to the top square (1 sq of ladder costs 2 sq of movement) of the ladder at L11.</p><p></p><p>V: r14 +9 = 23. C: r9+9 = 18. O: r15+9 = 24. A: r8+9 = 17. 2/4 success vs DC 19 = <strong>SUCCESS</strong></p><p></p><p>[HR][/HR]</p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>ACTION 6</em></strong></p><p></p><p><em>Pulling himself up over the edge while staying as low as possible and moving slowly, Valak reaches a hand up to the hilt of his falchion, preparing to lash out at the figure by the ladder. Managing to avoid attention, he draws and slashes in one fluid motion, cutting in with a tremendous cross-body slash. However, as the form topples down over the side of the ravine, it lets out a choked gasping cry that draws the attention of the other cultists in the area. As they realize intruders are in their midst, the other three members of Valak's party finish their ascent and take ready positions.</em></p><p><em>________________________________________</em></p><p></p><p>Final Actions:</p><p></p><p>Valak individual Sealth to move 2 squares from ladder top to J12 to Minionize and assassinate S1.</p><p></p><p>Stealth: r16+9 = 25 vs DC19. <strong>SUCCESS. </strong>MBA: r13+15=28 vs AC23. <strong>HIT. S1 MINIONIZED AND SLAIN. COMBAT BUT WE'RE UNSPOTTED SO NO COMPLICATION FOR US.</strong></p><p></p><p>3 others Group Stealth to stay unnoticed as they don't have any cover that obstructs line of sight and are just in Partial Concealment of shadows. 3 members so Group Check is stepped down to 14.</p><p></p><p>C: r12+9 = 21, O: r15+9 = 24. 2/3 success vs DC 14 = <strong>SUCCESS</strong></p><p></p><p>[HR][/HR]</p><p></p><p>Rest of party squares:</p><p>C at L12, O at K12, A at M12.</p><p></p><p>Init:</p><p>V: r13+11= 24</p><p>C: r3+9=12</p><p>O: r15+9=24</p><p>A: 9+9=18</p><p></p><p><em>The entry hall comes alive as the sentry is slain. A hiss from the Dark Adept on the other side of the bridge rings out in the accoustics of the cave; "they've come! Slay them for The Befouler before they can interfere!"</em></p><p></p><p>[ATTACH=full]358483[/ATTACH]</p><p></p><p><strong><em>ROUND 1</em></strong></p><p></p><p>[HR][/HR]</p><p></p><p>Knowledge Check (No Action)</p><p></p><p>Adalbar, Nature vs remaining Sentry (S1): r18+11=29 (<strong>SUCCEEDS VS HIGH DC</strong>). The Adept and Cultists are already known from prior combat.</p><p></p><p><strong>Cult Dark Adept</strong></p><p>Medium natural humanoid, human</p><p>Level 9 Controller (Leader) XP 400</p><p>HP 85; Bloodied 42 Initiative +8</p><p>AC 23, Fortitude 20, Reflex 20, Will 22 Perception+7</p><p>Speed 6</p><p></p><p>Standard Actions</p><p>(⚔) <strong>Dark Dagger (fire, necrotic, weapon)</strong> ✦ At-Will</p><p>Attack: Melee 1 (one creature); +12 vs. Reflex</p><p>Hit: 2d6 + 5 fire and necrotic damage, and the target gains Vulnerable 5 All UtEotCDANT.</p><p></p><p>ᗕ <strong>Boiling Blood of the Abyss</strong> ✦ Encounter</p><p>Attack: Close burst 1 (enemies in the burst); +13 vs. Fortitude</p><p>Hit: 3d8 + 5 fire damage, and the target takes 7 ongoing fire damage (save ends).</p><p></p><p>Minor Actions</p><p><strong>Dark Imperative</strong> ✦ Recharge when first bloodied</p><p>Effect: Close burst 5 (one ally in the burst). The dark adept slides the target up to 3 squares, and the target gains 10 temporary hit points. Until the target has no temporary hit points, its melee attacks deal 4 extra necrotic damage.</p><p></p><p>Skills Arcana +12, Religion +12</p><p></p><p>========================</p><p></p><p></p><p><strong>Cult Sentry</strong></p><p>Medium natural humanoid (human)</p><p>Level 9 Soldier XP 400</p><p>HP 96; Bloodied 48 Initiative +8</p><p>AC 25, Fortitude 23, Reflex 21, Will 20 Perception+9</p><p>Speed 6</p><p></p><p>Standard Actions</p><p>(⚔) <strong>Mace </strong>✦ At-Will</p><p>Attack: Melee 1 (one creature); +14 vs. AC</p><p>Hit: 2d8 + 8 damage.</p><p>Effect: The target is marked until the end of the sentry's next turn.</p><p></p><p>⚔ <strong>Avenging Mace </strong>✦ Recharge when the sentry's adept is first bloodied.</p><p>Attack: Melee 1 (one creature); +12 vs. Fort</p><p>Hit: 2d8 + 6 damage, the sentry slides the target 1 square and the target is dazed until the end of the sentry's next turn.</p><p></p><p>Minor Actions</p><p><strong>Guard the Adept</strong> ✦ At-Will</p><p>Effect: The sentry shifts up to 2 squares toward the Adept and can shift through enemy spaces.</p><p></p><p>Triggered Actions</p><p><strong>Take the Blow </strong>✦ At-Will</p><p>Requirement: The sentry must be adjacent to the adept.</p><p>Trigger: The sentry's adept takes damage.</p><p>Effect (Immediate Interrupt): The sentry takes the damage instead of the adept.</p><p></p><p>Athletics +13</p><p></p><p>============================</p><p></p><p><strong>Dark Cultist</strong></p><p>Medium natural humanoid human , human</p><p>Level 9 Minion XP 100</p><p>Initiative +8 Senses Perception +7</p><p>HP 1; a missed attack never damages a minion.</p><p>AC 25; Fortitude 22, Reflex 20, Will 21</p><p>Speed 6</p><p></p><p>Trait</p><p><strong>United in Dark Designs</strong></p><p>A human cultist gains a +2 power bonus to all defenses while at least two other human cultists are within 5 squares of it.</p><p></p><p>Standard Action</p><p>(⚔) <strong>Wicked Blade</strong> (standard, at-will) ✦ Weapon</p><p>+13 vs AC; 6 damage.</p><p></p><p>Athletics +13</p><p></p><p>[HR][/HR]</p><p></p><p><em>Swift and deadly, <strong>VALAK </strong>steps onto the bridge, his feet unerringly navigating the swaying unstable surface. He picks up speed as he nears the halfway point, his sword singing free of its scabbard and pointed at the cultist adapt. The target fixes in his vision and his lips peel back in a snarl - yet another barrier before his objective, and one that will not stand for long.</em></p><p><em></em></p><p><em>The pressure from Valak's aggression and divine bladework sends the Dark Adept sprawling prone, grasping onto the rope bridge's rigging to prevent a full tumble.</em></p><p></p><p>* Move: Walk to H8, Acrobatics r6+14=20 vs DC17 <strong>SUCCESS. Grants CA while on Unstable surface of bridge.</strong></p><p></p><p>* Minor: Oath of Emnity on DA.</p><p></p><p><em>* </em>Standard: Charge to F5, substituting Sohei Advance (encounter) for MBA. Oath of Enmity target, nobody adjacent, r(5,16) +15+1 = 32 vs AC23 <strong>HIT. </strong>Damage: 4d4+7+2=<strong>23. TRIGGER DA FREE ACTION BALANCE CHECK FOR DAMAGE WHILE ON UNSTABLE SURFACE; r(13)+6 = 19. SUCCESS.</strong></p><p></p><p>*Free Action: Sohei Flurry (encounter) on DA: r15,r6 +15 = 30. <strong>HIT </strong>Damage: 2d4+2+2=<strong>20 (DA BLOODIED). TRIGGER DA FREE ACTION BALANCE CHECK FOR DAMAGE WHILE ON UNSTABLE SURFACE; r(8)+6 = 14. FAILS AND FALLS PRONE.</strong></p><p></p><p>LOCATION: F5</p><p>DAMAGE TO ENEMIES: 43 damage to DA (<strong>BLOODIED</strong>)</p><p>CONDITIONS TO ENEMIES: Oath of Censure on DA. DA Prone.</p><p>CURRENT HIT POINTS: 70/70</p><p>CURRENT DE/BUFFS: Invigorating Pursuit (+2 AC/Dmg UENT), Granting CA.</p><p>SURGES: 9/9</p><p></p><p>[HR][/HR]</p><p></p><p><em><strong>OSIAN</strong> draws his father's knife, handed down from Carys now that she has an heirloom sword. His eyes dart around, but then he steels himself and makes for the sentry on the edge of the cliff nearby.</em></p><p><em></em></p><p><em>* </em>Standard: Charge to O10 & MBA. r6+14+1=21 vs AC25 <strong>MISS</strong></p><p></p><p>LOCATION: O10</p><p>DAMAGE TO ENEMIES: None</p><p>CONDITIONS TO ENEMIES: None</p><p>CURRENT HIT POINTS: 1</p><p>CURRENT DE/BUFFS: None</p><p>SURGES: NA</p><p></p><p>[HR][/HR]</p><p></p><p><em><strong>ADALBAR </strong>calmly takes in the situation and looses a pair of quick arrows, one at the Adapt beside Valak and one at the cultist Osian just missed. </em>"Try that again son" he drawls. <em>His arrows sing out, taking the two cultists off guard. Valak takes the opportunity to make another quick attack, while Osian, smarting from the rebuke, stabs deep and once again watches a man's life end in front of him.</em></p><p></p><p>* Standard: Distracting Volley (encounter) vs DA, M(O9). r18+12=30v20; r18+12=30v20 BOTH HIT. Grants CA (SE). Effect: One ally adjacent to target may shift 3, or make a MBA against target.</p><p></p><p>V MBA vs DA: r10,r16+15+2=33 vs AC 23 <strong>HIT</strong> damage 2d4+2+2=10.</p><p>O MBA vs M(O9): r20+14+2=36 & crit: <strong>SLAIN</strong></p><p></p><p>LOCATION: M12</p><p>DAMAGE TO ENEMIES: 10 to DA, <strong>M(O9) SLAIN</strong>.</p><p>CONDITIONS TO ENEMIES: DA grants CA (SE)</p><p>CURRENT HIT POINTS: 85/85</p><p>CURRENT DE/BUFFS:</p><p></p><p>[HR][/HR]</p><p></p><p><strong>SENTRY </strong>DELAYS UNTIL AFTER DARK ADEPT</p><p></p><p>[HR][/HR]</p><p></p><p><em>The <strong>DARK ADEPT</strong> pulls itself back to solid footing on the unsteady rope bridge and flashes its deadly burning, rotted blade at the priest. Several parries later and Valak finds his form suffused with the fiery rot of the adept's Befouler. </em></p><p><em></em></p><p><em>"BRING THE BOY TO ME. ALIVE!!" </em></p><p><em></em></p><p><em>Inspired by the profane display of its leader and its emotion-infused dictates, one of the adept's lackeys rushes toward the ladder, intent on climbing, capturing Osian, and slaying the cult's enemies!</em></p><p></p><p>* Move: Stand up from Prone.</p><p></p><p>* Standard: Dark Dagger (M1) vs V's Ref; r(8) +12 +2 (CA) = 22. Hit. r(3, 2) +5 = 10 fire and necrotic damage and V gains Vulnerable 5 UtEotCDANT.</p><p></p><p>* Minor: Dark Imperative (CBu5; 1 target). The dark adept slides M (H6) 3 sq to J9, and M (H6) gains 10 temporary hit points. Until M (H6) has no temporary hit points, its melee attacks deal 4 extra necrotic damage.</p><p></p><p>* End of Turn: Saving throw vs CA (SE); r(13). Succeeds.</p><p></p><p>LOCATION: E4</p><p>DAMAGE TO ENEMIES: 10 fire and necrotic damage to V.</p><p>CONDITIONS TO ENEMIES: V gains Vuln 5 UtEotCDANT.</p><p>CURRENT HIT POINTS: 85/85</p><p>CURRENT DE/BUFFS: Dark Imperative exhausted, grants CA while on Unstable surface of bridge, M (H6) (now M+) slides to J9, gains 10 THP and 4 extra necrotic damage while it has THP.</p><p></p><p>[HR][/HR]</p><p></p><p><em>Sensing its moment to serve its dark master, the cult <strong>SENTRY </strong>rushes to the cliff face and pulls off the difficult ascent to the top of the crag. Now next to the adept, it readies its mace and shield to interpose any blow.</em></p><p></p><p>* Move: Run Action (Speed +2 but Grants CA and -5 to Atk USoSNT) to D5.</p><p></p><p>* Move: Run Action (Speed +2 but Grants CA and -5 to Atk USoSNT) Climb of 4 sq (x2 = 8 sq) cliff; r(16) +13 vs DC 25 = success. 8 sq climbed. Ends in D4, adjacent to DA.</p><p></p><p>LOCATION: D4</p><p>DAMAGE TO ENEMIES: na</p><p>CONDITIONS TO ENEMIES: na</p><p>CURRENT HIT POINTS: 96/96</p><p>CURRENT DE/BUFFS: Grants CA and -5 to Atk USoSNT</p><p></p><p>[HR][/HR]</p><p></p><p><em>The <strong>DARK CULTIST MINIONS</strong> charge into action, rushing the ladder in attempt to capture Osian, another attempting to destroy the rope bridge, and a third attempting to climb the north face to flank their enemies!</em></p><p></p><p><strong><em>M+ (J9)</em></strong></p><p></p><p>* Move: 6 sq to halfway up ladder (2 sq of 4).</p><p></p><p>* Standard: Charge 4 sq (2 sq of ladder) to L11 and MBA Wicked Blade (M1) vs C's AC: r(8) +13 +1 = 22. Miss.</p><p></p><p><strong><em>M (D7)</em></strong></p><p></p><p>* Move: 6 sq to H10.</p><p></p><p>* Move: Run Action (Speed +2 but Grants CA and -5 to Atk USoSNT) Climb of 4 sq (x2 = 8 sq) cliff; r(11) +13 vs DC 25 = Fail by 4 or less. Cannot Climb this action.</p><p></p><p><strong><em>M (K3)</em></strong></p><p></p><p>* Move: 6 sq to E2.</p><p></p><p>* Standard: MBA vs Bridge Wood Stanchions and Anchoring Ropes (AC 5, 20 HP); r(5) +13 = 18. Hit. 6 damage.</p><p></p><p>LOCATION: M+ in L11, H10, E2</p><p>DAMAGE TO ENEMIES: na, but 6 damage (out of 20 HP) to Rope Bridge. <strong>If Rope Bridge destroyed, it collapses.</strong></p><p>CONDITIONS TO ENEMIES: na</p><p>CURRENT HIT POINTS: M+ = 10 THP</p><p>CURRENT DE/BUFFS: M+ grants CA while on ladder (fall rules apply), M (I10) grants CA and -5 to Atk USoMNT</p><p></p><p>[HR][/HR]</p><p></p><p><em><strong>CARYS </strong>slashes downward at the cultist trying to rush her and then move on to her brother. Her father's sword strikes true, and with a despairing cry the figure plummets off the ladder to his death.</em></p><p><em></em></p><p><em>* </em>Standard: With Her Father's Sword (encounter). r10+14 +2 =26. 4+4+5=13 damage<strong> Hit and Slain through THP.</strong></p><p></p><p>* Move: to J12.</p><p></p><p>LOCATION: J12</p><p>DAMAGE TO ENEMIES: <strong>13 to M+ L11, SLAIN</strong>.</p><p>CONDITIONS TO ENEMIES: None</p><p>CURRENT HIT POINTS: 1</p><p>CURRENT DE/BUFFS: None</p><p>SURGES: NA</p><p></p><p>[HR][/HR]</p><p></p><p><strong>S2</strong> 96/96</p><p><strong>DA </strong>32/85 Dark Imperative exhausted, grants CA while on Unbalanced bridge.</p><p><strong>Bridge </strong>6/20 Will collapse if destroyed</p><p><strong>4 ROUNDS FROM LOSS CON AND REINFORCED FOLLOW-ON COMBAT</strong></p><p></p><p>[ATTACH=full]358928[/ATTACH]</p><p></p><p><strong><em>ROUND 2</em></strong></p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>Valak </em></strong><em>delays his turn until after <strong>Adalbar</strong> acts.</em></p><p><em></em></p><p><em>"</em>Adalbar, open some space for me!"</p><p></p><p>[HR][/HR]</p><p></p><p><em><strong>OSIAN </strong>steps gingerly forward towards his sister, readying his blade in case one of the other cultists gets close enough.</em></p><p></p><p>* Move: to L12</p><p></p><p>* Standard: Ready a Charge if an enemy gets in charge range.</p><p></p><p>LOCATION: L12</p><p>DAMAGE TO ENEMIES: NA</p><p>CONDITIONS TO ENEMIES: None</p><p>CURRENT HIT POINTS: 1</p><p>CURRENT DE/BUFFS: None</p><p>SURGES: NA</p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>ADALBAR </em></strong><em>hears Valak's direction and draws an arrow all the way, siting in carefully on the cultist readied to ward its adapt leader. His arrow sings out, and while the braced shield is enough to stop the blow, they still stumble backwards a few feet - leaving the adapt open to attack.</em></p><p></p><p>* Start of Turn: r5: Distracting Volley recharges.</p><p></p><p><em>* </em>Standard: Forceful Shot (at-will) vs S2 Fort. r2 +12+2 = 16 vs Fort23. MISS, slide S2 1 sq to C3.</p><p></p><p>* Move: to K12.</p><p></p><p>LOCATION: K12</p><p>DAMAGE TO ENEMIES: na</p><p>CONDITIONS TO ENEMIES: Slide S2 to C3.</p><p>CURRENT HIT POINTS: 85</p><p>CURRENT DE/BUFFS: None</p><p>SURGES: NA</p><p></p><p>[HR][/HR]</p><p></p><p><em><strong>VALAK's </strong>form seems to blur slightly as he steps either around or over or something else slightly impossible through the adapt's space, coalesinng back to a firm form behind him and striking out with another lick of his massive blade held almost toy-like. More blood rains down through the slats of the bridge from where the Adept stands.</em></p><p><em></em></p><p><em>* </em>Standard: Inexorable Pursuit (encounter). Gain phasing (can move through DA). Shift up to 4 sq to D3 (Acrobatics vs Unstable; r(5) +14 = 19; success) and attack DA. r14+15 +2 =31. 4d4+7+2=21 damage to DA<strong>. </strong></p><p></p><p>*Minor: Deliverance of Faith (encounter): Gain 19 THP.</p><p></p><p>LOCATION: D3</p><p>DAMAGE TO ENEMIES: 21 to DA.</p><p>CONDITIONS TO ENEMIES: None</p><p>CURRENT HIT POINTS: 66 + 19 THP</p><p>CURRENT DE/BUFFS: Vuln 5 all.</p><p>SURGES: 8/9</p><p></p><p>[HR][/HR]</p><p></p><p><em>The <strong>DARK ADEPT</strong> hisses to the Cult stooge nearby; "BRING DOWN THE BRIDGE. GIVE THE MASTER TIME TO PREPARE!" </em></p><p><em></em></p><p><em>The burning blade ignites the rope and wood. The sound of the stanchion and bracing failing, the rope, tearing, the buckling planks...the whole of the bridge collapses to the earthen floor below.</em></p><p></p><p>* Move: Shift 1 sq to D4 (Acrobatics vs Unstable Bridge; r(14 +5 = 19. Success).</p><p></p><p>* Standard: Dark Dagger (M1) vs Bridge's Ref; r(4) +12 = 16. Hit. r(3, 5) +5 +5 (Wood 5 Vuln fire) = 18 fire and necrotic damage. <strong>BRIDGE COLLAPSES</strong>.</p><p></p><p>* End of Turn: Saving throw vs CA (SE); r(13). Succeeds.</p><p></p><p>LOCATION: D4</p><p>DAMAGE TO ENEMIES: na</p><p>CONDITIONS TO ENEMIES: Bridge collapsed (Red Grid)</p><p>CURRENT HIT POINTS: 11/85</p><p>CURRENT DE/BUFFS: Dark Imperative exhausted.</p><p></p><p>[HR][/HR]</p><p></p><p><em>The cult's <strong>SENTRY </strong>brings his mace up on high to slam into Valak. As he does, Adalbar unleashes a barrage of arrows, spinning the Sentry like a top and over the edge of the cliff face. With a grown, the defender of The Befouler scrambles to his feet after the brutal fall.</em></p><p></p><p>* Standard: Avenging Mace (M1) vs V's Fort; r(9) +12 = 21. Hit. <strong>TRIGGERS ADALBAR Take an Arrow to the Knee (weapon) ✦ Encounter</strong></p><p><strong></strong></p><p><strong>Trigger: An ally within range is attacked by a creature.</strong></p><p><strong>Effect (Immediate interrupt): Use Forceful Shot.</strong></p><p><strong>Special: If the ally is no longer in melee range, the triggering attack misses.</strong></p><p><strong></strong></p><p><strong>Adalbar Forceful Shot (R20) vs S2's Fort: r(19) +12 = 31. Hit. r(1, 2) +10 = 13 damage and Adalbar slides S2 2 squares to B4 and then Hindering Terrain (fall) of B5. Saving Throw for prone in B4 vs falling and prone in B5; r(4) fails. S2 falls 20 ft to B5 and is prone; r(8, 3) = 11 damage. S2 Avenging Mace misses as V is no longer legal target.</strong></p><p></p><p>* Move: Stand up from prone.</p><p></p><p>LOCATION: B5</p><p>DAMAGE TO ENEMIES: na. 24 incoming damage to S2.</p><p>CONDITIONS TO ENEMIES: None</p><p>CURRENT HIT POINTS: 72/96</p><p>CURRENT DE/BUFFS: Avenging Mace exhausted.</p><p> </p><p>[HR][/HR]</p><p></p><p><em>The <strong>DARK CULTIST MINION</strong> nearest Valak, circles left to flank him and flashes his wicked blade at Avandra's immortal priest. The sounds of the collapsing bridge muffle the violent exchange, but both are left standing after the clash, Avandra be praised.</em></p><p><em></em></p><p><em>With the bridge collapsed, the other cultist need not pursue the children and Adalbar, they'll have to come to The Befouler's collective. They rush to join the fray in the other side of the cave.</em></p><p></p><p><strong><em>M (E2)</em></strong></p><p></p><p>* Move: Shift 1 sq to D2.</p><p></p><p>* Standard: Wicked Blade (M1) vs V's AC: r(20) = Crit. 6 damage to V. 19 THP - 6 damage = 13 THP remaining.</p><p></p><p><strong><em>M (H10)</em></strong></p><p></p><p>* Move: Run Action (Speed +2 but Grants CA and -5 to Atk USoSNT) 8 sq to A5; Medium Climbing DC at this sq.</p><p></p><p>* Move: Run Action (Speed +2 but Grants CA and -5 to Atk USoSNT) Climb of 4 sq (x2 = 8 sq) cliff; r(9) +13 vs DC 22 Succeeds; in A4</p><p></p><p></p><p>LOCATION: D2, A4</p><p>DAMAGE TO ENEMIES: 6 damage to V; 13 THP remaining.</p><p>CONDITIONS TO ENEMIES: na</p><p>CURRENT DE/BUFFS: United in Dark Designs (both) as 2 cultists w/in 5 sq; +2 Power Bonus to all defenses.</p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>CARYS </em></strong><em>sees Valak being mobbed by cultists with a downed bridge between her and that fracas and snaps: "</em>Follow me over there, we can climb up and get to the way out!" <em>She gestures at a spot on the wall nearly straight across the ravine, and takes off down the ladder to hustle in that direction.</em></p><p><em></em></p><p><em>* </em>Standard: Convert to Move action, Run (+2 move, -5 to attack, grants CA UBoCNT). Move down ladder to L10, 1 space up.</p><p></p><p>* Move: Run to L4</p><p></p><p>LOCATION: L4</p><p>DAMAGE TO ENEMIES: NA</p><p>CONDITIONS TO ENEMIES: None</p><p>CURRENT HIT POINTS: 1</p><p>CURRENT DE/BUFFS: Granting CA, -5 to atk.</p><p>SURGES: NA</p><p></p><p>[HR][/HR]</p><p></p><p>S2 72/96</p><p>DA 11/85 Dark Imperative exhausted</p><p><strong>BRIDGE DESTROYED</strong></p><p></p><p>[ATTACH=full]359222[/ATTACH]</p><p></p><p><strong><em>ROUND 3</em>. Before End of Round 5, all PCs must get to I1 and one character must make successful Minor Action, Low DC Athletics check to pull ladder up.</strong></p><p></p><p>[HR][/HR]</p><p></p><p><em><strong>OSIAN </strong>follows his sister's lead, scampering down the ladder and across the floor of the ravine, shooting wary eyes at the cultist with a shield up the way.</em></p><p><em></em></p><p><em>* </em>Standard: Convert to Move action, Run (+2 move, -5 to attack, grants CA UBoONT). Move down ladder to L10.</p><p></p><p>* Move: Run, to M4</p><p></p><p>LOCATION: M4</p><p>DAMAGE TO ENEMIES: NA</p><p>CONDITIONS TO ENEMIES: None</p><p>CURRENT HIT POINTS: 1</p><p>CURRENT DE/BUFFS: Granting CA, -5 to atk.</p><p>SURGES: NA</p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>ADALBAR </em></strong><em>sighs wearily, but prepares to follow the kids. </em>"I'm not so sprightly these days" <em>he grumbles as he slowly climbs down the ladder.</em></p><p><em></em></p><p><em>* </em>Standard: Convert to Move action, Run (+2 move, -5 to attack, grants CA UBoANT). Move down ladder to L10.</p><p></p><p>*Move: Run, to K4</p><p></p><p>LOCATION: K4</p><p>DAMAGE TO ENEMIES: NA</p><p>CONDITIONS TO ENEMIES: None</p><p>CURRENT HIT POINTS: 1</p><p>CURRENT DE/BUFFS: Granting CA, -5 to atk.</p><p>SURGES: NA</p><p></p><p>[HR][/HR]</p><p></p><p><em><strong>VALAK </strong>curses the Adept as he surveils the wreckage of the bridge. </em>"That shall avail you nothing!" <em>His sword slides smoothly through the chest of the cultist before he can respond, his corpse toppling over the edge to land with a thump in front of the sentry down there as a final taunt. Seeing the other's plan, he smoothly steps aside from the adept's minion and takes up a guard position closer to the ladder leading further up.</em></p><p><em></em></p><p><em>* </em>Standard: Shielded by Faith (encounter) on DA. r19+15 =34 . 4d4+7=21 damage<strong> to DA. DA SLAIN.</strong></p><p></p><p>* Move: Shift to F2 (free action: Radiant Temple Uniform power, +1 shift)</p><p></p><p>LOCATION: F2</p><p>DAMAGE TO ENEMIES: 21 to DA. <strong>DA SLAIN.</strong></p><p>CONDITIONS TO ENEMIES: None</p><p>CURRENT HIT POINTS: 66 + 13 THP</p><p>CURRENT DE/BUFFS: +2 Def vs everything but DA.</p><p>SURGES: 8/9</p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>CULTIST SENTRY</em></strong> delays until after <strong><em>DARK CULTIST MINIONS</em></strong></p><p></p><p>[HR][/HR]</p><p></p><p><em>Intent on manning the ramparts like they're repelling a siege to a castle, the <strong>DARK CULTIST MINIONs</strong> rush heedlessly by Valak. One of the pair is laid low by the priest-warrior's blade, but one remains, cruel blade ready to assail those below. </em></p><p><em></em></p><p><em>When you're a mere mortal attempting to bring The Befouler into this world, your leader has programmed you to accept any and all sacrifice...and the Raskshasa has done his job very well. </em></p><p></p><p><strong><em>M (A4)</em></strong></p><p></p><p>* Move: 6 sq to G2. <strong>TRIGGERS OA MBA FROM VALAK; r9+15=24. MISS.</strong></p><p></p><p>* Move: 4 sq to K3. <strong>THIS POSITIONING WILL TRIGGER OA AGAINST EACH CHARACTER FOR CLIMBING UP INTO L3.</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong><em>M (D2)</em></strong></p><p></p><p>* Move: 6 sq to G2. <strong>TRIGGERS OA MBA FROM VALAK; r17+15=32. HIT. M(D2) SLAIN.</strong></p><p></p><p></p><p>LOCATION: K3</p><p>DAMAGE TO ENEMIES: na, <strong>M (D2) SLAIN</strong>.</p><p>CONDITIONS TO ENEMIES: POSITIONING WILL TRIGGER OA AGAINST EACH CHARACTER FOR CLIMBING UP INTO L3.</p><p>CURRENT DE/BUFFS: na</p><p></p><p>[HR][/HR]</p><p></p><p><em>All that is left to do is delay the cult's enemies from getting to the auditorium for the remaining moments necessary to get a runner to those there so they can make preparations to repel The Befouler's enemies. With that in mind, the <strong>CULT SENTRY</strong> scrambles up the face and rushes to the base of the ladder, eating an elbow in a brief melee clash with Valak for its trouble.</em></p><p><em></em></p><p><em>But at the ladder the sentry mans its post...and there it shall fill its duty.</em></p><p></p><p>* Move: Run Action (Speed +2 but Grants CA and -5 to Atk USoSNT) Climb of 4 sq (x2 = 8 sq) cliff; r(14) +13 vs DC 27 Succeeds; in A4.</p><p></p><p>* Move: Run Action (Speed +2 but Grants CA and -5 to Atk USoSNT) 8 sq to I2. <strong>TRIGGERS OA MBA FROM VALAK; r13+15 +2 (CA) =30. HIT. R(3, 2) +7 = 12 RADIANT DAMAGE TO S2.</strong></p><p></p><p></p><p>LOCATION: B5</p><p>DAMAGE TO ENEMIES: na. 12 incoming damage to S2.</p><p>CONDITIONS TO ENEMIES: None</p><p>CURRENT HIT POINTS: 60/96</p><p>CURRENT DE/BUFFS: Avenging Mace exhausted, grants CA and -5 to attack UBoSNT</p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>CARYS </em></strong><em>gets ready to climb, looking over at Adalbar and pointing to the cultist looming over them - daggers at the ready. </em>"Hey old man, can ya do something 'bout him?"</p><p></p><p><em>* </em>Standard: Ready a group move Run Action (grant CA and -5 ATK UBoNT) Athletics(climb) check to scramble up to the top. r17+10 = 27 vs DC 17</p><p></p><p>LOCATION: L4</p><p>DAMAGE TO ENEMIES: NA</p><p>CONDITIONS TO ENEMIES: None</p><p>CURRENT HIT POINTS: 1</p><p>CURRENT DE/BUFFS: Readying Group Athletics Move Action, grant CA and -5 ATK UBoNT</p><p></p><p>[HR][/HR]</p><p></p><p>S2 60/96 Avenging Mace exhausted</p><p><strong>BRIDGE DESTROYED</strong></p><p></p><p>[ATTACH=full]359580[/ATTACH]</p><p></p><p><strong><em>ROUND 4</em>. Before End of Round 5, all PCs must get to I1 and one character must make successful Minor Action, Low DC Athletics check to pull ladder up.</strong></p><p></p><p>[HR][/HR]</p><p></p><p><em><strong>OSIAN </strong>places his hands on the rocks, ready to try and scamper up if the way is clear.</em></p><p><em></em></p><p><em>* </em>Standard: Ready a group move Run Action (grant CA and -5 ATK UBoNT) Athletics(climb) check to scramble up to the top. r11+10 = 21 vs DC 17</p><p></p><p>LOCATION: M4</p><p>DAMAGE TO ENEMIES: NA</p><p>CONDITIONS TO ENEMIES: None</p><p>CURRENT HIT POINTS: 1</p><p>CURRENT DE/BUFFS: Readying Group Athletics Move Action, grant CA and -5 ATK UBoNT</p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>ADALBAR </em></strong><em>squints upward, pulling his bow back to loose an arrow. It's a near thing, but it thunks home in the cultist's chest, toppling him backward, clearing the way for him to tuck the bow away and start to climb with the children.</em></p><p><em></em></p><p><em>* </em>Standard: Forceful Shot (at-will). r8+12+2=22 vs Fort22. Hit & Slain</p><p></p><p>* Move: Group move Run Action (grant CA and -5 ATK UBoNT) Athletics(climb) check to scramble up to the top. r1+5 =6 vs DC 17. <strong>GROUP ATHLETICS ACTION SUCCESS; 2/3. ADALBAR K3, OSIAN L3, CARYS L2</strong></p><p></p><p>LOCATION: A in K3, O in L3, C in L2</p><p>DAMAGE TO ENEMIES: NA</p><p>CONDITIONS TO ENEMIES: None</p><p>CURRENT HIT POINTS: 85/85</p><p>CURRENT DE/BUFFS:</p><p>SURGES: NA</p><p></p><p>[HR][/HR]</p><p></p><p><em><strong>VALAK </strong>approaches the sentry and tries some fancy footwork to maneuver him out of position from the ladder.</em></p><p></p><p>* Minor: Oath of Enmity on S2.</p><p></p><p>* Move: 2 sq to H2.</p><p></p><p><em>* </em>Standard: Overwhelming Strike (at-will) on S1. r11,r11+15+2=28 vs AC25 2d4+7=13 damage (<strong>BLOODIED</strong>) to S2, V shifts 1 sq to G1 and slides S2 to H2.</p><p></p><p>LOCATION: G1</p><p>DAMAGE TO ENEMIES: 13 to S2; <strong>BLOODIED</strong>.</p><p>CONDITIONS TO ENEMIES: None</p><p>CURRENT HIT POINTS: 66 + 13 THP</p><p>CURRENT DE/BUFFS: OoE on S2</p><p>SURGES: 8/9</p><p></p><p>[HR][/HR]</p><p></p><p><em>The <strong>CULT SENTRY</strong> , intent on fulfilling its duty while delivering a profane blow for the Defouler, hammers at the Avandran faithful with repeated blows. Armor absorbs or parries deflect or head movement dodges when suddenly, a flash of light overwhelms the melee. The priest's setup works as a divine escape sees him emerge from the flash at the base of the ladder.</em></p><p><em></em></p><p><em>The Sentry cannot man his post now!</em></p><p></p><p>* Standard: Mace (M1) vs V's AC; r(20) CRIT. 8,8 +8 = 24 damage - 13 THP = 11 damage and marked UtEoSNT. <strong>TRIGGERS RESONANT ESCAPE (ENCOUNTER; IMM REACTION. TRIGGER: An enemy hits or misses you with a melee attack) FROM VALAK; TELEPORT UP TO 3 SQ TO I2</strong></p><p></p><p>LOCATION: H2, V Teleport to I2.</p><p>DAMAGE TO ENEMIES: -13 THP and 11 damage to V.</p><p>CONDITIONS TO ENEMIES: V marked UtEoSNT.</p><p>CURRENT HIT POINTS: 47/96</p><p>CURRENT DE/BUFFS: Avenging Mace exhausted, Oath of Enmity (V)</p><p></p><p>[HR][/HR]</p><p></p><p><em><strong>CARYS </strong>delays her turn until after <strong>Adalbar</strong> goes.</em></p><p></p><p>[HR][/HR]</p><p></p><p><strong>S2</strong> 47/96 Avenging Mace exhausted</p><p><strong>BRIDGE DESTROYED</strong></p><p></p><p>[ATTACH=full]359724[/ATTACH]</p><p></p><p><strong><em>ROUND 5</em>. Before End of Round 5, all PCs must get to I1 and one character must make successful Minor Action, Low DC Athletics check to pull ladder up.</strong></p><p></p><p>[HR][/HR]</p><p></p><p><strong>OSIAN </strong><em>delays his turn until after <strong>Adalbar </strong>goes.</em></p><p></p><p>[HR][/HR]</p><p></p><p><em><strong>ADALBAR</strong> gets his breath back and raises his bow, yelling at the children to make for the route inward as his arrow sings out and the barrage forces the sentry back as it huddles behind its shield.</em></p><p><em></em></p><p><em>* </em>Standard: Forceful Shot (at-will). r17+12=29 vs Fort23. <strong>Hit</strong>, 18 damage, slide 2 to G2</p><p></p><p>* Move: Run to ascent ladder at I1.</p><p></p><p>LOCATION: I1</p><p>DAMAGE TO ENEMIES: 18 damage to S2</p><p>CONDITIONS TO ENEMIES: None</p><p>CURRENT HIT POINTS: 85/85</p><p>CURRENT DE/BUFFS: Granting CA, -5 atk.</p><p>SURGES: NA</p><p></p><p>[HR][/HR]</p><p></p><p><em><strong>Carys </strong>and <strong>Osian </strong>scramble up the ladder to I1 as well and look down at Valak, who quickly ascends.</em></p><p><em></em></p><p><em>All, move actions to I1. Valak, r14+5=19 Athletics Minor Action to pull the ladder up and scamper away.</em></p><p></p><p>[HR][/HR]</p><p></p><p>Narrow victory! Alright, the heroes pull up the ladder and scamper away before the cult's forces in the ampitheater can be alerted to the coming assault on their profane ritual!</p><p></p><p>I'll get the final conflict of this game up either tonight or tomorrow where we find out if the crowd is saved from becoming Dretches, if Osian is saved from his terrible fate as host to The Befouler, and if the Rakshasa is slain sans purification of his corrupt soul or if his corruption is purged by the blessings of Avandra and her priest in this world!</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9317441, member: 6696971"] Alright, last two scenes of our game here! Now that "Team PC" is kitted out to equal 2.5 worth of PC budget (1 PC, 1 Standard Monster/NPC, 2 x Minions), we're going to use of-level Monsters/NPCs (so level 9) for our encounter budget. This encounter features Level +1.5 Encounter Budget (2 x Standard Soldiers = S1/2, 1 x Standard Controller/Leader = DA, 4 x Minion Soldiers = M). But they are just obstacles to the Win Con (see below) [I]Night has settled in on Easthill and, in the natural auditorium within the cavernous features of the hamlet's boundary with the feral Briar Hills, the cultist orchestra is about to set upon the gathered with a profane piece that will render them hosts to a team of demonic Dretches. The corrupted spirit of the Rakshasa will conducting the ritual and, upon success, conducting the Dretches' search for Osian. The cavernous entrance chamber is cut right into the towering mesa of Easthill's boundary with the wild. A series of ladders and ropes leads the way to the tiny entrance chamber of the huge amphitheater where a sudden collapse sinkhole opened up a large, stoney bowl formation in the upper elevations of the mesa long ago. Before Valak, the children, and Adalbar is a series of armed cultists (blade & shield, sling, and twisted blood magic) masquerading as stewards and ushers for the night's festivities. The high point in the entrance chamber (I1 on map) is the access point to the auditorium's low-roofed, claustrophobic entrance tunnel. How to get there without creating a terrible stir though...[/I] [HR][/HR] [B][I]MECHANICS[/I][/B] * [B]LADDERS[/B]: Each elevated area is 20 ft higher than the next (so L11 is 20 ft up while I1 is 40 ft up). Therefore, each ladder is 20 ft and costs 1 extra sq of movement to traverse per Climbing (but doesn't require an Athletics Check). The Taking Damage While Climbing rules generate a DC 6 (DC 1 +5) Free Action check to Catch Hold (or Fall suffering either 1d10 or 2d10 pending height)); if the target is Bloodied by the attack, increase the DC by +5 again (to DC 11). Normal Acrobatics (with Training) applies to reduce Fall damage. * [B]WALLS[/B]: Everywhere the walls are brutal hand and footholds for climbing; High DC 25. However, there is one location that has a good, hospitable line for ascending the 20 ft; sq A5. There the DC is Medium 12. [U]If you can silently get all party members to that square, you can attempt a Group Athletics Check at Low DC of 12[/U]. * [B]GROUP CHECKS[/B]: Except for the underlined exception directly above, all Group Checks (Stealth/Athletics/Acrobatics) of even number members (2 or 4) = at typical DC. If odd number members (3), step down DC by one. * [B]BRIDGE[/B]: The bridge is Unstable. Any creature crossing must make a Medium DC 17 Balance check (Acrobatics; see table) or suffer 1 sq extra movement per sq. Failure by 4 or more = Move Action lost. Failure by 5 or more = prone. Same for Taking Damage While Balancing. * [B]LIGHT/BLOCKING TERRAIN[/B]: The boundary squares next to the entrance and the northern & western walls are fully dark and offer Total Concealment (therefore Stealth can be initiated there). Further, the structures on the northern section of the cavern that look like Blocking Terrain are, in fact (floor to ceiling natural stone pillars). They confer complete line of sight/effect obstruction. Normal stealth rules apply (eg moving more than 2 sq in a single action confers -5 penalty to Stealth). The rest of the cavern is dimly lit and confers Partial Concealment. * [B]WIN CON/LOSS CON[/B]: All party members get to square I1 before the end of round 5 ([U]rounds accrue once Initiative is rolled; actions before that do not count against timer[/U]) and one party member spends a Minor Action for Athletics DC 12 to pull the ladder up (to prevent pursuit). Failure to achieve this means that the security force in the auditorium is bulwarked and they are ready; Enemy encounter budget increases from Level +3 to Level +4. Succeed and Encounter Budget stays at Level +3 and you gain +4 Initiative to final conflict. * [B]STARTING CONDITIONS[/B]: You can either sieze the advantage and take +2 Initiative (put your characters P3 - P6) or you can attempt to Stealth/Athletics (etc) around the cavern individually or as a Group Move vs DC 14/19 (Passive Perception 19 throttled down due to Group Move if at 3 members) and consider the collective starting square P5). Remember if any Move Action is greater than 2 squares, include a -5 to all 4 of the PC checks. If a Group Move fails, we'll start the combat where the PCs are and Team Monster will have a +2 to Initiative as the advantage you could sieze upon will be lost. *[B] Dark Cultist[/B] (Medium, Natural, Humanoid, Minion) = HP 1, AC 25, Fortitude 22, Reflex 20, Will 21 * [B]Cult Dark Adept [/B](Medium, Natural, Humanoid, Standard, Controller, Leader) = HP 85, AC 23, Fortitude 20, Reflex 20, Will 22 * [B]Cult Sentry[/B] (Medium, Natural, Humanoid, Standard, Soldier) = HP 96, AC 25, Fortitude 23, Reflex 21, Will 20 * [B]INITIATIVE[/B] Pending player action declaration and resolution Valak (V) 24 Osian (O) 24 Adalbar (A) 18 Sentry (S2) 17 Dark Adept (DA) 15 Cultists (M) 15 Carys (C) 12 [ATTACH type="full" alt="1713145287500.png"]358102[/ATTACH] [HR][/HR] [B][I]ACTION 1[/I][/B] [I]With a surreptitious gesture and a raised eyebrow, Adalbar conveys the question of a stealthy approach - trying to at least get to the advantageous position to ascend through some means. Valak nods, gesturing for the children to stay between him and Adalbar as they all stick to the shadows and creep forward. __________________________[/I] Group Stealth to move towards the northern wall; O7 Valak: r10+9 = 19. Osian r14+9 = 23. 2/4 success vs DC 19 = [B]SUCCESS[/B] [HR][/HR] [B][I]ACTION 2[/I][/B] [I]Valak makes a "come along" gesture and points at the ladder ahead on the north wall. Getting up there will drive things towards active engagement, but on more favorable terms then being stuck in a ravine.[/I] _____________________ Group Stealth to move to M9. Valak: r18+9 = 27, Carys: r13 + 9 = 22. 2/4 success vs DC 19 = [B]SUCCESS[/B] [HR][/HR] [B][I]ACTION 3[/I][/B] [I]The ladder looms above them, quite the climb but Valak judges it worth the risk.[/I] __________________________ Group Stealth to move to L10 to interact with the ladder and begin ascent next turn. V: r6 + 9 = 15, C: r4 + 9 = 13 (uh oh). O: r13+9=22. A: r18+9 = 27. 2/4 success vs DC 19 = [B]SUCCESS[/B] [HR][/HR] [B][I]ACTION 4[/I][/B] [I]Knowing that they're exposed on the ladder, he starts climbing faster here, and the 3 following behind pick the pace up as well. Osian starts to slide back a bit, but Adalbar catches him and they spend a tense moment waiting while the sentries up top mutter back and forth before they seem to shrug and return to observing.[/I] ____________________________ Group Stealth to move at normal speed (-5 Stealth penalty and each ladder sq costs 2 sq) up the ladder @ L10. 20 ft ladder costs 4 sq of movement. Speed 6 sq/2 = 3 sq. 1 sq of ladder remaining. V: r17+9-5=21. C: r12+9-5=16. O: r1+9-5=5. A: r17+9-5=21. 2/4 success vs DC 19 = [B]SUCCESS[/B] [HR][/HR] [B][I]ACTION 5[/I][/B] [I]Nearing the top the ladder, Valak looks down at the faces peering up at him and gestures to the cultist to his left, facing away from their ascent, and makes a slow dramatic throat-slashing gesture. He then points at the three below him and off to his right emphatically before continuing to climb. _______________________________________[/I] Group Stealth to the top square (1 sq of ladder costs 2 sq of movement) of the ladder at L11. V: r14 +9 = 23. C: r9+9 = 18. O: r15+9 = 24. A: r8+9 = 17. 2/4 success vs DC 19 = [B]SUCCESS[/B] [HR][/HR] [HR][/HR] [B][I]ACTION 6[/I][/B] [I]Pulling himself up over the edge while staying as low as possible and moving slowly, Valak reaches a hand up to the hilt of his falchion, preparing to lash out at the figure by the ladder. Managing to avoid attention, he draws and slashes in one fluid motion, cutting in with a tremendous cross-body slash. However, as the form topples down over the side of the ravine, it lets out a choked gasping cry that draws the attention of the other cultists in the area. As they realize intruders are in their midst, the other three members of Valak's party finish their ascent and take ready positions. ________________________________________[/I] Final Actions: Valak individual Sealth to move 2 squares from ladder top to J12 to Minionize and assassinate S1. Stealth: r16+9 = 25 vs DC19. [B]SUCCESS. [/B]MBA: r13+15=28 vs AC23. [B]HIT. S1 MINIONIZED AND SLAIN. COMBAT BUT WE'RE UNSPOTTED SO NO COMPLICATION FOR US.[/B] 3 others Group Stealth to stay unnoticed as they don't have any cover that obstructs line of sight and are just in Partial Concealment of shadows. 3 members so Group Check is stepped down to 14. C: r12+9 = 21, O: r15+9 = 24. 2/3 success vs DC 14 = [B]SUCCESS[/B] [HR][/HR] Rest of party squares: C at L12, O at K12, A at M12. Init: V: r13+11= 24 C: r3+9=12 O: r15+9=24 A: 9+9=18 [I]The entry hall comes alive as the sentry is slain. A hiss from the Dark Adept on the other side of the bridge rings out in the accoustics of the cave; "they've come! Slay them for The Befouler before they can interfere!"[/I] [ATTACH type="full" alt="1713369379574.png"]358483[/ATTACH] [B][I]ROUND 1[/I][/B] [HR][/HR] Knowledge Check (No Action) Adalbar, Nature vs remaining Sentry (S1): r18+11=29 ([B]SUCCEEDS VS HIGH DC[/B]). The Adept and Cultists are already known from prior combat. [B]Cult Dark Adept[/B] Medium natural humanoid, human Level 9 Controller (Leader) XP 400 HP 85; Bloodied 42 Initiative +8 AC 23, Fortitude 20, Reflex 20, Will 22 Perception+7 Speed 6 Standard Actions (⚔) [B]Dark Dagger (fire, necrotic, weapon)[/B] ✦ At-Will Attack: Melee 1 (one creature); +12 vs. Reflex Hit: 2d6 + 5 fire and necrotic damage, and the target gains Vulnerable 5 All UtEotCDANT. ᗕ [B]Boiling Blood of the Abyss[/B] ✦ Encounter Attack: Close burst 1 (enemies in the burst); +13 vs. Fortitude Hit: 3d8 + 5 fire damage, and the target takes 7 ongoing fire damage (save ends). Minor Actions [B]Dark Imperative[/B] ✦ Recharge when first bloodied Effect: Close burst 5 (one ally in the burst). The dark adept slides the target up to 3 squares, and the target gains 10 temporary hit points. Until the target has no temporary hit points, its melee attacks deal 4 extra necrotic damage. Skills Arcana +12, Religion +12 ======================== [B]Cult Sentry[/B] Medium natural humanoid (human) Level 9 Soldier XP 400 HP 96; Bloodied 48 Initiative +8 AC 25, Fortitude 23, Reflex 21, Will 20 Perception+9 Speed 6 Standard Actions (⚔) [B]Mace [/B]✦ At-Will Attack: Melee 1 (one creature); +14 vs. AC Hit: 2d8 + 8 damage. Effect: The target is marked until the end of the sentry's next turn. ⚔ [B]Avenging Mace [/B]✦ Recharge when the sentry's adept is first bloodied. Attack: Melee 1 (one creature); +12 vs. Fort Hit: 2d8 + 6 damage, the sentry slides the target 1 square and the target is dazed until the end of the sentry's next turn. Minor Actions [B]Guard the Adept[/B] ✦ At-Will Effect: The sentry shifts up to 2 squares toward the Adept and can shift through enemy spaces. Triggered Actions [B]Take the Blow [/B]✦ At-Will Requirement: The sentry must be adjacent to the adept. Trigger: The sentry's adept takes damage. Effect (Immediate Interrupt): The sentry takes the damage instead of the adept. Athletics +13 ============================ [B]Dark Cultist[/B] Medium natural humanoid human , human Level 9 Minion XP 100 Initiative +8 Senses Perception +7 HP 1; a missed attack never damages a minion. AC 25; Fortitude 22, Reflex 20, Will 21 Speed 6 Trait [B]United in Dark Designs[/B] A human cultist gains a +2 power bonus to all defenses while at least two other human cultists are within 5 squares of it. Standard Action (⚔) [B]Wicked Blade[/B] (standard, at-will) ✦ Weapon +13 vs AC; 6 damage. Athletics +13 [HR][/HR] [I]Swift and deadly, [B]VALAK [/B]steps onto the bridge, his feet unerringly navigating the swaying unstable surface. He picks up speed as he nears the halfway point, his sword singing free of its scabbard and pointed at the cultist adapt. The target fixes in his vision and his lips peel back in a snarl - yet another barrier before his objective, and one that will not stand for long. The pressure from Valak's aggression and divine bladework sends the Dark Adept sprawling prone, grasping onto the rope bridge's rigging to prevent a full tumble.[/I] * Move: Walk to H8, Acrobatics r6+14=20 vs DC17 [B]SUCCESS. Grants CA while on Unstable surface of bridge.[/B] * Minor: Oath of Emnity on DA. [I]* [/I]Standard: Charge to F5, substituting Sohei Advance (encounter) for MBA. Oath of Enmity target, nobody adjacent, r(5,16) +15+1 = 32 vs AC23 [B]HIT. [/B]Damage: 4d4+7+2=[B]23. TRIGGER DA FREE ACTION BALANCE CHECK FOR DAMAGE WHILE ON UNSTABLE SURFACE; r(13)+6 = 19. SUCCESS.[/B] *Free Action: Sohei Flurry (encounter) on DA: r15,r6 +15 = 30. [B]HIT [/B]Damage: 2d4+2+2=[B]20 (DA BLOODIED). TRIGGER DA FREE ACTION BALANCE CHECK FOR DAMAGE WHILE ON UNSTABLE SURFACE; r(8)+6 = 14. FAILS AND FALLS PRONE.[/B] LOCATION: F5 DAMAGE TO ENEMIES: 43 damage to DA ([B]BLOODIED[/B]) CONDITIONS TO ENEMIES: Oath of Censure on DA. DA Prone. CURRENT HIT POINTS: 70/70 CURRENT DE/BUFFS: Invigorating Pursuit (+2 AC/Dmg UENT), Granting CA. SURGES: 9/9 [HR][/HR] [I][B]OSIAN[/B] draws his father's knife, handed down from Carys now that she has an heirloom sword. His eyes dart around, but then he steels himself and makes for the sentry on the edge of the cliff nearby. * [/I]Standard: Charge to O10 & MBA. r6+14+1=21 vs AC25 [B]MISS[/B] LOCATION: O10 DAMAGE TO ENEMIES: None CONDITIONS TO ENEMIES: None CURRENT HIT POINTS: 1 CURRENT DE/BUFFS: None SURGES: NA [HR][/HR] [I][B]ADALBAR [/B]calmly takes in the situation and looses a pair of quick arrows, one at the Adapt beside Valak and one at the cultist Osian just missed. [/I]"Try that again son" he drawls. [I]His arrows sing out, taking the two cultists off guard. Valak takes the opportunity to make another quick attack, while Osian, smarting from the rebuke, stabs deep and once again watches a man's life end in front of him.[/I] * Standard: Distracting Volley (encounter) vs DA, M(O9). r18+12=30v20; r18+12=30v20 BOTH HIT. Grants CA (SE). Effect: One ally adjacent to target may shift 3, or make a MBA against target. V MBA vs DA: r10,r16+15+2=33 vs AC 23 [B]HIT[/B] damage 2d4+2+2=10. O MBA vs M(O9): r20+14+2=36 & crit: [B]SLAIN[/B] LOCATION: M12 DAMAGE TO ENEMIES: 10 to DA, [B]M(O9) SLAIN[/B]. CONDITIONS TO ENEMIES: DA grants CA (SE) CURRENT HIT POINTS: 85/85 CURRENT DE/BUFFS: [HR][/HR] [B]SENTRY [/B]DELAYS UNTIL AFTER DARK ADEPT [HR][/HR] [I]The [B]DARK ADEPT[/B] pulls itself back to solid footing on the unsteady rope bridge and flashes its deadly burning, rotted blade at the priest. Several parries later and Valak finds his form suffused with the fiery rot of the adept's Befouler. "BRING THE BOY TO ME. ALIVE!!" Inspired by the profane display of its leader and its emotion-infused dictates, one of the adept's lackeys rushes toward the ladder, intent on climbing, capturing Osian, and slaying the cult's enemies![/I] * Move: Stand up from Prone. * Standard: Dark Dagger (M1) vs V's Ref; r(8) +12 +2 (CA) = 22. Hit. r(3, 2) +5 = 10 fire and necrotic damage and V gains Vulnerable 5 UtEotCDANT. * Minor: Dark Imperative (CBu5; 1 target). The dark adept slides M (H6) 3 sq to J9, and M (H6) gains 10 temporary hit points. Until M (H6) has no temporary hit points, its melee attacks deal 4 extra necrotic damage. * End of Turn: Saving throw vs CA (SE); r(13). Succeeds. LOCATION: E4 DAMAGE TO ENEMIES: 10 fire and necrotic damage to V. CONDITIONS TO ENEMIES: V gains Vuln 5 UtEotCDANT. CURRENT HIT POINTS: 85/85 CURRENT DE/BUFFS: Dark Imperative exhausted, grants CA while on Unstable surface of bridge, M (H6) (now M+) slides to J9, gains 10 THP and 4 extra necrotic damage while it has THP. [HR][/HR] [I]Sensing its moment to serve its dark master, the cult [B]SENTRY [/B]rushes to the cliff face and pulls off the difficult ascent to the top of the crag. Now next to the adept, it readies its mace and shield to interpose any blow.[/I] * Move: Run Action (Speed +2 but Grants CA and -5 to Atk USoSNT) to D5. * Move: Run Action (Speed +2 but Grants CA and -5 to Atk USoSNT) Climb of 4 sq (x2 = 8 sq) cliff; r(16) +13 vs DC 25 = success. 8 sq climbed. Ends in D4, adjacent to DA. LOCATION: D4 DAMAGE TO ENEMIES: na CONDITIONS TO ENEMIES: na CURRENT HIT POINTS: 96/96 CURRENT DE/BUFFS: Grants CA and -5 to Atk USoSNT [HR][/HR] [I]The [B]DARK CULTIST MINIONS[/B] charge into action, rushing the ladder in attempt to capture Osian, another attempting to destroy the rope bridge, and a third attempting to climb the north face to flank their enemies![/I] [B][I]M+ (J9)[/I][/B] * Move: 6 sq to halfway up ladder (2 sq of 4). * Standard: Charge 4 sq (2 sq of ladder) to L11 and MBA Wicked Blade (M1) vs C's AC: r(8) +13 +1 = 22. Miss. [B][I]M (D7)[/I][/B] * Move: 6 sq to H10. * Move: Run Action (Speed +2 but Grants CA and -5 to Atk USoSNT) Climb of 4 sq (x2 = 8 sq) cliff; r(11) +13 vs DC 25 = Fail by 4 or less. Cannot Climb this action. [B][I]M (K3)[/I][/B] * Move: 6 sq to E2. * Standard: MBA vs Bridge Wood Stanchions and Anchoring Ropes (AC 5, 20 HP); r(5) +13 = 18. Hit. 6 damage. LOCATION: M+ in L11, H10, E2 DAMAGE TO ENEMIES: na, but 6 damage (out of 20 HP) to Rope Bridge. [B]If Rope Bridge destroyed, it collapses.[/B] CONDITIONS TO ENEMIES: na CURRENT HIT POINTS: M+ = 10 THP CURRENT DE/BUFFS: M+ grants CA while on ladder (fall rules apply), M (I10) grants CA and -5 to Atk USoMNT [HR][/HR] [I][B]CARYS [/B]slashes downward at the cultist trying to rush her and then move on to her brother. Her father's sword strikes true, and with a despairing cry the figure plummets off the ladder to his death. * [/I]Standard: With Her Father's Sword (encounter). r10+14 +2 =26. 4+4+5=13 damage[B] Hit and Slain through THP.[/B] * Move: to J12. LOCATION: J12 DAMAGE TO ENEMIES: [B]13 to M+ L11, SLAIN[/B]. CONDITIONS TO ENEMIES: None CURRENT HIT POINTS: 1 CURRENT DE/BUFFS: None SURGES: NA [HR][/HR] [B]S2[/B] 96/96 [B]DA [/B]32/85 Dark Imperative exhausted, grants CA while on Unbalanced bridge. [B]Bridge [/B]6/20 Will collapse if destroyed [B]4 ROUNDS FROM LOSS CON AND REINFORCED FOLLOW-ON COMBAT[/B] [ATTACH type="full" alt="1713568172842.png"]358928[/ATTACH] [B][I]ROUND 2[/I][/B] [HR][/HR] [B][I]Valak [/I][/B][I]delays his turn until after [B]Adalbar[/B] acts. "[/I]Adalbar, open some space for me!" [HR][/HR] [I][B]OSIAN [/B]steps gingerly forward towards his sister, readying his blade in case one of the other cultists gets close enough.[/I] * Move: to L12 * Standard: Ready a Charge if an enemy gets in charge range. LOCATION: L12 DAMAGE TO ENEMIES: NA CONDITIONS TO ENEMIES: None CURRENT HIT POINTS: 1 CURRENT DE/BUFFS: None SURGES: NA [HR][/HR] [B][I]ADALBAR [/I][/B][I]hears Valak's direction and draws an arrow all the way, siting in carefully on the cultist readied to ward its adapt leader. His arrow sings out, and while the braced shield is enough to stop the blow, they still stumble backwards a few feet - leaving the adapt open to attack.[/I] * Start of Turn: r5: Distracting Volley recharges. [I]* [/I]Standard: Forceful Shot (at-will) vs S2 Fort. r2 +12+2 = 16 vs Fort23. MISS, slide S2 1 sq to C3. * Move: to K12. LOCATION: K12 DAMAGE TO ENEMIES: na CONDITIONS TO ENEMIES: Slide S2 to C3. CURRENT HIT POINTS: 85 CURRENT DE/BUFFS: None SURGES: NA [HR][/HR] [I][B]VALAK's [/B]form seems to blur slightly as he steps either around or over or something else slightly impossible through the adapt's space, coalesinng back to a firm form behind him and striking out with another lick of his massive blade held almost toy-like. More blood rains down through the slats of the bridge from where the Adept stands. * [/I]Standard: Inexorable Pursuit (encounter). Gain phasing (can move through DA). Shift up to 4 sq to D3 (Acrobatics vs Unstable; r(5) +14 = 19; success) and attack DA. r14+15 +2 =31. 4d4+7+2=21 damage to DA[B]. [/B] *Minor: Deliverance of Faith (encounter): Gain 19 THP. LOCATION: D3 DAMAGE TO ENEMIES: 21 to DA. CONDITIONS TO ENEMIES: None CURRENT HIT POINTS: 66 + 19 THP CURRENT DE/BUFFS: Vuln 5 all. SURGES: 8/9 [HR][/HR] [I]The [B]DARK ADEPT[/B] hisses to the Cult stooge nearby; "BRING DOWN THE BRIDGE. GIVE THE MASTER TIME TO PREPARE!" The burning blade ignites the rope and wood. The sound of the stanchion and bracing failing, the rope, tearing, the buckling planks...the whole of the bridge collapses to the earthen floor below.[/I] * Move: Shift 1 sq to D4 (Acrobatics vs Unstable Bridge; r(14 +5 = 19. Success). * Standard: Dark Dagger (M1) vs Bridge's Ref; r(4) +12 = 16. Hit. r(3, 5) +5 +5 (Wood 5 Vuln fire) = 18 fire and necrotic damage. [B]BRIDGE COLLAPSES[/B]. * End of Turn: Saving throw vs CA (SE); r(13). Succeeds. LOCATION: D4 DAMAGE TO ENEMIES: na CONDITIONS TO ENEMIES: Bridge collapsed (Red Grid) CURRENT HIT POINTS: 11/85 CURRENT DE/BUFFS: Dark Imperative exhausted. [HR][/HR] [I]The cult's [B]SENTRY [/B]brings his mace up on high to slam into Valak. As he does, Adalbar unleashes a barrage of arrows, spinning the Sentry like a top and over the edge of the cliff face. With a grown, the defender of The Befouler scrambles to his feet after the brutal fall.[/I] * Standard: Avenging Mace (M1) vs V's Fort; r(9) +12 = 21. Hit. [B]TRIGGERS ADALBAR Take an Arrow to the Knee (weapon) ✦ Encounter Trigger: An ally within range is attacked by a creature. Effect (Immediate interrupt): Use Forceful Shot. Special: If the ally is no longer in melee range, the triggering attack misses. Adalbar Forceful Shot (R20) vs S2's Fort: r(19) +12 = 31. Hit. r(1, 2) +10 = 13 damage and Adalbar slides S2 2 squares to B4 and then Hindering Terrain (fall) of B5. Saving Throw for prone in B4 vs falling and prone in B5; r(4) fails. S2 falls 20 ft to B5 and is prone; r(8, 3) = 11 damage. S2 Avenging Mace misses as V is no longer legal target.[/B] * Move: Stand up from prone. LOCATION: B5 DAMAGE TO ENEMIES: na. 24 incoming damage to S2. CONDITIONS TO ENEMIES: None CURRENT HIT POINTS: 72/96 CURRENT DE/BUFFS: Avenging Mace exhausted. [HR][/HR] [I]The [B]DARK CULTIST MINION[/B] nearest Valak, circles left to flank him and flashes his wicked blade at Avandra's immortal priest. The sounds of the collapsing bridge muffle the violent exchange, but both are left standing after the clash, Avandra be praised. With the bridge collapsed, the other cultist need not pursue the children and Adalbar, they'll have to come to The Befouler's collective. They rush to join the fray in the other side of the cave.[/I] [B][I]M (E2)[/I][/B] * Move: Shift 1 sq to D2. * Standard: Wicked Blade (M1) vs V's AC: r(20) = Crit. 6 damage to V. 19 THP - 6 damage = 13 THP remaining. [B][I]M (H10)[/I][/B] * Move: Run Action (Speed +2 but Grants CA and -5 to Atk USoSNT) 8 sq to A5; Medium Climbing DC at this sq. * Move: Run Action (Speed +2 but Grants CA and -5 to Atk USoSNT) Climb of 4 sq (x2 = 8 sq) cliff; r(9) +13 vs DC 22 Succeeds; in A4 LOCATION: D2, A4 DAMAGE TO ENEMIES: 6 damage to V; 13 THP remaining. CONDITIONS TO ENEMIES: na CURRENT DE/BUFFS: United in Dark Designs (both) as 2 cultists w/in 5 sq; +2 Power Bonus to all defenses. [HR][/HR] [B][I]CARYS [/I][/B][I]sees Valak being mobbed by cultists with a downed bridge between her and that fracas and snaps: "[/I]Follow me over there, we can climb up and get to the way out!" [I]She gestures at a spot on the wall nearly straight across the ravine, and takes off down the ladder to hustle in that direction. * [/I]Standard: Convert to Move action, Run (+2 move, -5 to attack, grants CA UBoCNT). Move down ladder to L10, 1 space up. * Move: Run to L4 LOCATION: L4 DAMAGE TO ENEMIES: NA CONDITIONS TO ENEMIES: None CURRENT HIT POINTS: 1 CURRENT DE/BUFFS: Granting CA, -5 to atk. SURGES: NA [HR][/HR] S2 72/96 DA 11/85 Dark Imperative exhausted [B]BRIDGE DESTROYED[/B] [ATTACH type="full" alt="1713757035422.png"]359222[/ATTACH] [B][I]ROUND 3[/I]. Before End of Round 5, all PCs must get to I1 and one character must make successful Minor Action, Low DC Athletics check to pull ladder up.[/B] [HR][/HR] [I][B]OSIAN [/B]follows his sister's lead, scampering down the ladder and across the floor of the ravine, shooting wary eyes at the cultist with a shield up the way. * [/I]Standard: Convert to Move action, Run (+2 move, -5 to attack, grants CA UBoONT). Move down ladder to L10. * Move: Run, to M4 LOCATION: M4 DAMAGE TO ENEMIES: NA CONDITIONS TO ENEMIES: None CURRENT HIT POINTS: 1 CURRENT DE/BUFFS: Granting CA, -5 to atk. SURGES: NA [HR][/HR] [B][I]ADALBAR [/I][/B][I]sighs wearily, but prepares to follow the kids. [/I]"I'm not so sprightly these days" [I]he grumbles as he slowly climbs down the ladder. * [/I]Standard: Convert to Move action, Run (+2 move, -5 to attack, grants CA UBoANT). Move down ladder to L10. *Move: Run, to K4 LOCATION: K4 DAMAGE TO ENEMIES: NA CONDITIONS TO ENEMIES: None CURRENT HIT POINTS: 1 CURRENT DE/BUFFS: Granting CA, -5 to atk. SURGES: NA [HR][/HR] [I][B]VALAK [/B]curses the Adept as he surveils the wreckage of the bridge. [/I]"That shall avail you nothing!" [I]His sword slides smoothly through the chest of the cultist before he can respond, his corpse toppling over the edge to land with a thump in front of the sentry down there as a final taunt. Seeing the other's plan, he smoothly steps aside from the adept's minion and takes up a guard position closer to the ladder leading further up. * [/I]Standard: Shielded by Faith (encounter) on DA. r19+15 =34 . 4d4+7=21 damage[B] to DA. DA SLAIN.[/B] * Move: Shift to F2 (free action: Radiant Temple Uniform power, +1 shift) LOCATION: F2 DAMAGE TO ENEMIES: 21 to DA. [B]DA SLAIN.[/B] CONDITIONS TO ENEMIES: None CURRENT HIT POINTS: 66 + 13 THP CURRENT DE/BUFFS: +2 Def vs everything but DA. SURGES: 8/9 [HR][/HR] [B][I]CULTIST SENTRY[/I][/B] delays until after [B][I]DARK CULTIST MINIONS[/I][/B] [HR][/HR] [I]Intent on manning the ramparts like they're repelling a siege to a castle, the [B]DARK CULTIST MINIONs[/B] rush heedlessly by Valak. One of the pair is laid low by the priest-warrior's blade, but one remains, cruel blade ready to assail those below. When you're a mere mortal attempting to bring The Befouler into this world, your leader has programmed you to accept any and all sacrifice...and the Raskshasa has done his job very well. [/I] [B][I]M (A4)[/I][/B] * Move: 6 sq to G2. [B]TRIGGERS OA MBA FROM VALAK; r9+15=24. MISS.[/B] * Move: 4 sq to K3. [B]THIS POSITIONING WILL TRIGGER OA AGAINST EACH CHARACTER FOR CLIMBING UP INTO L3. [I]M (D2)[/I][/B] * Move: 6 sq to G2. [B]TRIGGERS OA MBA FROM VALAK; r17+15=32. HIT. M(D2) SLAIN.[/B] LOCATION: K3 DAMAGE TO ENEMIES: na, [B]M (D2) SLAIN[/B]. CONDITIONS TO ENEMIES: POSITIONING WILL TRIGGER OA AGAINST EACH CHARACTER FOR CLIMBING UP INTO L3. CURRENT DE/BUFFS: na [HR][/HR] [I]All that is left to do is delay the cult's enemies from getting to the auditorium for the remaining moments necessary to get a runner to those there so they can make preparations to repel The Befouler's enemies. With that in mind, the [B]CULT SENTRY[/B] scrambles up the face and rushes to the base of the ladder, eating an elbow in a brief melee clash with Valak for its trouble. But at the ladder the sentry mans its post...and there it shall fill its duty.[/I] * Move: Run Action (Speed +2 but Grants CA and -5 to Atk USoSNT) Climb of 4 sq (x2 = 8 sq) cliff; r(14) +13 vs DC 27 Succeeds; in A4. * Move: Run Action (Speed +2 but Grants CA and -5 to Atk USoSNT) 8 sq to I2. [B]TRIGGERS OA MBA FROM VALAK; r13+15 +2 (CA) =30. HIT. R(3, 2) +7 = 12 RADIANT DAMAGE TO S2.[/B] LOCATION: B5 DAMAGE TO ENEMIES: na. 12 incoming damage to S2. CONDITIONS TO ENEMIES: None CURRENT HIT POINTS: 60/96 CURRENT DE/BUFFS: Avenging Mace exhausted, grants CA and -5 to attack UBoSNT [HR][/HR] [B][I]CARYS [/I][/B][I]gets ready to climb, looking over at Adalbar and pointing to the cultist looming over them - daggers at the ready. [/I]"Hey old man, can ya do something 'bout him?" [I]* [/I]Standard: Ready a group move Run Action (grant CA and -5 ATK UBoNT) Athletics(climb) check to scramble up to the top. r17+10 = 27 vs DC 17 LOCATION: L4 DAMAGE TO ENEMIES: NA CONDITIONS TO ENEMIES: None CURRENT HIT POINTS: 1 CURRENT DE/BUFFS: Readying Group Athletics Move Action, grant CA and -5 ATK UBoNT [HR][/HR] S2 60/96 Avenging Mace exhausted [B]BRIDGE DESTROYED[/B] [ATTACH type="full" alt="1713890773846.png"]359580[/ATTACH] [B][I]ROUND 4[/I]. Before End of Round 5, all PCs must get to I1 and one character must make successful Minor Action, Low DC Athletics check to pull ladder up.[/B] [HR][/HR] [I][B]OSIAN [/B]places his hands on the rocks, ready to try and scamper up if the way is clear. * [/I]Standard: Ready a group move Run Action (grant CA and -5 ATK UBoNT) Athletics(climb) check to scramble up to the top. r11+10 = 21 vs DC 17 LOCATION: M4 DAMAGE TO ENEMIES: NA CONDITIONS TO ENEMIES: None CURRENT HIT POINTS: 1 CURRENT DE/BUFFS: Readying Group Athletics Move Action, grant CA and -5 ATK UBoNT [HR][/HR] [B][I]ADALBAR [/I][/B][I]squints upward, pulling his bow back to loose an arrow. It's a near thing, but it thunks home in the cultist's chest, toppling him backward, clearing the way for him to tuck the bow away and start to climb with the children. * [/I]Standard: Forceful Shot (at-will). r8+12+2=22 vs Fort22. Hit & Slain * Move: Group move Run Action (grant CA and -5 ATK UBoNT) Athletics(climb) check to scramble up to the top. r1+5 =6 vs DC 17. [B]GROUP ATHLETICS ACTION SUCCESS; 2/3. ADALBAR K3, OSIAN L3, CARYS L2[/B] LOCATION: A in K3, O in L3, C in L2 DAMAGE TO ENEMIES: NA CONDITIONS TO ENEMIES: None CURRENT HIT POINTS: 85/85 CURRENT DE/BUFFS: SURGES: NA [HR][/HR] [I][B]VALAK [/B]approaches the sentry and tries some fancy footwork to maneuver him out of position from the ladder.[/I] * Minor: Oath of Enmity on S2. * Move: 2 sq to H2. [I]* [/I]Standard: Overwhelming Strike (at-will) on S1. r11,r11+15+2=28 vs AC25 2d4+7=13 damage ([B]BLOODIED[/B]) to S2, V shifts 1 sq to G1 and slides S2 to H2. LOCATION: G1 DAMAGE TO ENEMIES: 13 to S2; [B]BLOODIED[/B]. CONDITIONS TO ENEMIES: None CURRENT HIT POINTS: 66 + 13 THP CURRENT DE/BUFFS: OoE on S2 SURGES: 8/9 [HR][/HR] [I]The [B]CULT SENTRY[/B] , intent on fulfilling its duty while delivering a profane blow for the Defouler, hammers at the Avandran faithful with repeated blows. Armor absorbs or parries deflect or head movement dodges when suddenly, a flash of light overwhelms the melee. The priest's setup works as a divine escape sees him emerge from the flash at the base of the ladder. The Sentry cannot man his post now![/I] * Standard: Mace (M1) vs V's AC; r(20) CRIT. 8,8 +8 = 24 damage - 13 THP = 11 damage and marked UtEoSNT. [B]TRIGGERS RESONANT ESCAPE (ENCOUNTER; IMM REACTION. TRIGGER: An enemy hits or misses you with a melee attack) FROM VALAK; TELEPORT UP TO 3 SQ TO I2[/B] LOCATION: H2, V Teleport to I2. DAMAGE TO ENEMIES: -13 THP and 11 damage to V. CONDITIONS TO ENEMIES: V marked UtEoSNT. CURRENT HIT POINTS: 47/96 CURRENT DE/BUFFS: Avenging Mace exhausted, Oath of Enmity (V) [HR][/HR] [I][B]CARYS [/B]delays her turn until after [B]Adalbar[/B] goes.[/I] [HR][/HR] [B]S2[/B] 47/96 Avenging Mace exhausted [B]BRIDGE DESTROYED[/B] [ATTACH type="full" alt="1713987102879.png"]359724[/ATTACH] [B][I]ROUND 5[/I]. Before End of Round 5, all PCs must get to I1 and one character must make successful Minor Action, Low DC Athletics check to pull ladder up.[/B] [HR][/HR] [B]OSIAN [/B][I]delays his turn until after [B]Adalbar [/B]goes.[/I] [HR][/HR] [I][B]ADALBAR[/B] gets his breath back and raises his bow, yelling at the children to make for the route inward as his arrow sings out and the barrage forces the sentry back as it huddles behind its shield. * [/I]Standard: Forceful Shot (at-will). r17+12=29 vs Fort23. [B]Hit[/B], 18 damage, slide 2 to G2 * Move: Run to ascent ladder at I1. LOCATION: I1 DAMAGE TO ENEMIES: 18 damage to S2 CONDITIONS TO ENEMIES: None CURRENT HIT POINTS: 85/85 CURRENT DE/BUFFS: Granting CA, -5 atk. SURGES: NA [HR][/HR] [I][B]Carys [/B]and [B]Osian [/B]scramble up the ladder to I1 as well and look down at Valak, who quickly ascends. All, move actions to I1. Valak, r14+5=19 Athletics Minor Action to pull the ladder up and scamper away.[/I] [HR][/HR] Narrow victory! Alright, the heroes pull up the ladder and scamper away before the cult's forces in the ampitheater can be alerted to the coming assault on their profane ritual! I'll get the final conflict of this game up either tonight or tomorrow where we find out if the crowd is saved from becoming Dretches, if Osian is saved from his terrible fate as host to The Befouler, and if the Rakshasa is slain sans purification of his corrupt soul or if his corruption is purged by the blessings of Avandra and her priest in this world! [/QUOTE]
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