Redeem the Past, Chase the Future. A 4e Story Now One Shot.

Alright! That is a cascade of 3 x Skill Challenges completed and the completion of Minor quest: Locate the cult's hidden sanctuaries and verify their leader's identity. Only thing left is Major Quest: With the Changebringer's Grace, redeem and purify the rakshasa - or end their dominion before they can grow into a true tyrant.

Here is some book-keeping work and some tutorial homework for your prospective GMing of your new game:

1) Level up the characters to level 9.

2) You would gain a gang of Coin from this stuff (or art/etc). So choose 3 x Consumables that Morgan gifts his cousins and Valak for the coming conflict; levels 9 or below.

3) Choose a new level 10 item for Valak (either something pilfered from Matron Lirr's manor or a gift from Avandra). You can trade in the type of a current item you have and then change out that item for something else. Also, Valak gains this:

Adjure the Rakshasa
Deliver the ancient name of the spirit to strike down the corruption within.
Encounter ✦ Divine, Radiant
No Action (Personal)
Trigger: You fail a Religion Check or miss an Attack Roll.
Effect: Reroll the Religion Check or Attack Roll.

4) Very brief roadway vignette for journey back to Easthill.

5) You guys forge a key for Caryn/Osians' father's lockbox and access his cellar store. Compose the briefest of vignette of a letter to his children for this day to come and give Caryn and Encounter Power Attack as her father's cache contains his sword which is gifted to her to protect her little brother.

6) Adalbar, maimed as he is, demands to come along. Brief vignette on that scene and create a level 9 Monster/NPC to represent him as a Controller/Leader (archer with a forced movement rider attack and another that lets ally shift like Covering Fire and another still that is an Encounter Power; Immediate Interrupt to protect an ally from an attack).

MONTAGE!





Then we can smash cut to the next evening's festivities at the entrance to the Easthill ampitheatre on the borderlands with the Briar Hills. We'll have a combat to deal with the cult's security and then another for the big showdown (with a difficult nested SC to redeem our Rakshasa...or, Valak can conclude that its too dangerous and he has no choice but to destroy the rakshasa, thus saving the Nentir Vale from his wrath and demonic plans...but dooming his soul to another corrupt reincarnation and some other community to future wrath).
 
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zakael19

Adventurer
Added: Diamond Cincture (heroic tier) L10 item.

Valak Born Anew, level 9
Deva, Avenger
Build: Pursuing Avenger
Avenger's Censure: Censure of Pursuit
Background: Purified Soul (Insight class skill)

FINAL ABILITY SCORES
Str 10, Con 14, Dex 17, Int 13, Wis 20, Cha 8.

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


AC: 23 Fort: 19 Reflex: 19 Will: 21
HP: 76 Surges: 9 Surge Value: 19

TRAINED SKILLS
Religion +12, Perception +16, Insight +16, Acrobatics +14

UNTRAINED SKILLS
Arcana +5, Bluff +3, Diplomacy +3, Dungeoneering +9, Endurance +6, Heal +9, History +7, Intimidate +3, Nature +9, Stealth +9, Streetwise +3, Thievery +7, Athletics +6

FEATS
Level 1: Melee Training (Wisdom)
Level 2: Avenging Resolution
Level 4: Heavy Blade Expertise
Level 6: Battle Intuition
Level 8: Invigorating Pursuit

POWERS
Avenger at-will 1: Radiant Vengeance
Avenger at-will 1: Overwhelming Strike
Avenger encounter 1: Shielded by Faith
Avenger daily 1: Aspect of Might
Avenger utility 2: Resonant Escape
Avenger encounter 3: Sohei Advance
Avenger daily 5: Menacing Presence
Avenger utility 6: Deliverance of Faith
Avenger encounter 7: Inexorable Pursuit
Avenger daily 9: Holy Ardor
Quest Reward:
Adjure the Rakshasa
Deliver the ancient name of the spirit to strike down the corruption within.
Encounter ✦ Divine, Radiant
No Action (Personal)
Trigger: You fail a Religion Check or miss an Attack Roll.
Effect: Reroll the Religion Check or Attack Roll.

ITEMS
Radiant Temple Uniform Cloth Armor (Basic Clothing) +3, Sandals of Precise Stepping (heroic tier), Blade of Vengeance Falchion +2, Holy Symbol, Amulet of Psychic Interference +1, Diamond Cincture (heroic tier)

Orphans (Carys and Osian)
Medium natural humanoid, humans
Level 9 Minion Soldier XP 100
HP 1; a missed attack never damages a minion. Initiative +9
AC 25, Fortitude 21, Reflex 22, Will 19 Speed 6

Traits
Benefaction for the Priest: Valak gains +1 power bonus to defenses against enemies adjacent to the orphans.

Standard Actions
(⚔) Short sword (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +14 vs. AC
Hit: 8 damage.
Effect: The orphans marks the target until the end of the orphan's next turn.

➶ Bolas (weapon) ✦ Encounter
Attack: Ranged 5 (one creature); +12 vs. Reflex
Hit: The target is immobilized (escape DC 16).

(Carys) (⚔) With Her Father's Sword (weapon) ✦ Encounter
Attack: Melee 1 (one creature); +14 vs. AC
Hit: 2d8+5 damage.
Effect: The target is marked until the end of Carys's next turn, and grants Combat Advantage.

(Osian) Light of Revelation
Avandra, Bahamut, Erathis, and Melora imbue Osian's mark with illusion-piercing, evil-smiting radiance.
Daily ✦ Divine, Radiant, Zone
Minor Action Close burst 1
Target: You and each ally in the burst
Effect: Each target gains a +5 power bonus to Insight checks and Perception checks until the end of your next turn. The burst also creates a zone of bright light that lasts until the end of your next turn. When any enemy in the zone makes an attack, that enemy takes 5 radiant damage.
Sustain Minor: The zone persists until the end of your next turn.

Blessings Upon Avandra's Faithful (divine, healing) ✦ Encounter
Trigger: Carys/Osian is brought to 0 hit points
Attack (No Action):
Effect: Carys/Osian regains 1 hit point.



Athletics +10, Perception+9
Str 12 (+5) Dex 20 (+9) Wis 11 (+4)
Con 15 (+6) Int 13 (+5) Cha 12 (+5)

The next morning, Morgan is troubled to see his small cousins leaving with Valak - but accepts the necessity here. Before he allows them to leave he does two things: digs around in some old jumbled goods that had no market here to find a set of Oils that will anoint their weapons with purifying flame should the need arise, and insists they go see the blacksmith as he's opening in the morning to forge a replacement key for their father's secured cellar. "He always relied on me for recommendations, I know we use the same lock" is his gruff explanation, as he brings one of his keys out for the blacksmith to copy. With a last set of hugs between children and Morgan, the trio set off back towards Easthill and destiny.
Each adds (1) Oil of Red Flame to their inventory.

Unlike last time, the road returning to Easthill brings no surprises. The roadside shrine still glows with more then just the morning sun to their eyes, and following Valak's lead the children mumble a set of rote prayers. The avenger's prayer is a bit more spontaneous and heartfelt: "Avandra, let me be thine instrument of freedom and redemption this day. Let my arm strike those who would be tyrants with the logic and force of the road unending. By thine will and mine, let it be done." After a brief repast of some bread and cheese their cousin provided and a couple of swigs of water the group is on the way again, Osian trotting at his sister's heels, occasionally rubbing the mark on his shoulder as if it twinges in anticipation of the coming conflict.

Arriving back in Easthill in the early afternoon, Carys steps assuredly past Valak to take the lead, guiding them to a small house on the outskirts of town. As they approach, the sense of abandonment is palpable; the eaves sagging as if in grief and loss. She swerves away from the front door, causing Osian to stumble in surprise with a little "
Sister, wha...?" Her steps are unerring now, even if the hand that dips inside her pouch to pull out the freshly forged key might be shaking with repressed emotion. Behind the house a small trapdoor leads down into a root cellar, the old lock on it giving way with a little tug and a click.

She starts to struggle with one of the heavy wooden doors when Valak reaches past and pulls them away with a quiet "
..let me." Dust and the smell of slightly rotting root vegetables rolls out over them, as the afternoon sun illuminates rough dirt steps cut into the earth. The children dart in, as Valak ducks down behind them. Revealed in the square of filtered sunlight are a couple of bins, produce and other goods stored here and one thing more: a polished if worn wooden case. Carys takes a few halting steps forward, and then collapses to her knees in front of it.

"When da followed Adalbar off to fight he carried a spear. I wondered where 'is ole sword was. He never talked much to us about it, but I know 'e and cousin Morgan went off adventuring when them was young." She gently reaches out and flips the case open to reveal cradled in wool packing a finely wrought longsword topped by a folded sheet of creamy parchment with a simple 'C' on the outside. She flips it open and then her body starts to shake with silent sobs as she hands the paper blindly behind her to Valak, who feels Osian's form quietly lean into his leg. He places his hand on the boy's head and reads aloud:

"
Carys - I know not if I will return. Know that this fight is good and needful, but that it shall fall to you to take up you father's sword and ward your brother from the malign curse that struck the children of this town so many years ago. I pray to the gods that you will have some aid in this task, but I know you are strong. I love you both."

After another moment more, Carys takes up her father's sword, threading the scabbard through her simple belt. She angrily dashes the remaining tears away and looks up at Valak and the sun beyond with a firm nod.
____________________

I'll circle back on the rest! I think I got the Minion level up correct, using Quickleaf's sheet. Wasn't entirely sure on the Encounter Power, so just used the HIgh normal damage for levels 7-9 + a simple rider?
 
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zakael19

Adventurer
Valak and his little flock stride up to Adalbar's run down cottage to see said man sitting in a little rocking chair out front enjoying the afternoon sun, his hands busy with knife and wood shaping a small horse, a pile of shavings littering the ground beneath him. He grunts as they come to a stop in front of him, making one last decisive stroke before tucking his knife away and holding the horse out to Osian who takes it with a delighted smile.

"So. Found what you were looking for then? I can see from the purpose in your eyes that something here might hurt the folks of this little town once again. My legs may be slow and hurt, but my body can pull my bow - and it looks like you could use some covering fire." Valak notes the polished compound bow neatly arranged with a worn leather quiver and a small pack leaning against the wall, ready to go, and steps forward to place a hand on the man's shoulder and gaze into his eyes.

"
You have already given so much, let this fight be other's."

Adalbar shakes the hand off somewhat irritatedly and steps out of the chair, forcing Valak back a pace,"you, of all of us priest, should know that sacrifice can be unending. Now, where are we off too?"

______________________________________
Companion added: Adalbar
Medium natural humanoid, human
Level 9 Controller (Leader) XP 400
HP 85; Bloodied 42 Initiative +9
AC 23, Fortitude 20, Reflex 20, Will 22
Perception +5. Speed 6

Standard Actions
(⚔) Handaxe (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +14 vs. AC
Hit: 2d8 + 8 damage.

(➶) Forceful Shot (weapon) ✦ At Will
Attack: Ranged 20 (one creature); +12 vs. Fort
Hit: 2d4+10, and Adalbar can shift the target 2 squares.
Miss: Adalbar can shift the target 1 square.

(➶)Distracting Volley (weapon) ✦ Encounter (Recharge 5,6)
Attack: Ranged 10 (one or two creatures); +12 vs Reflex
Hit: Target Grants CA (save ends)
Effect: One ally adjacent to target may shift 3, or make a MBA against target.

Triggered Actions
ᗕTake 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.

Skills Nature +11, Stealth +14
Str 12 (+5) Dex 20 (+9) Wis 16 (+7)
Con 17 (+7) Int 16 (+4) Cha 11 (+1)
Alignment: good Languages: common
 
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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)

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...





MECHANICS

* LADDERS: 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.

* WALLS: 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. If you can silently get all party members to that square, you can attempt a Group Athletics Check at Low DC of 12.

* GROUP CHECKS: 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.

* BRIDGE: 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.

* LIGHT/BLOCKING TERRAIN: 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.

* WIN CON/LOSS CON: All party members get to square I1 before the end of round 5 (rounds accrue once Initiative is rolled; actions before that do not count against timer) 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.

* STARTING CONDITIONS: 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.

* Dark Cultist (Medium, Natural, Humanoid, Minion) = HP 1, AC 25, Fortitude 22, Reflex 20, Will 21

* Cult Dark Adept (Medium, Natural, Humanoid, Standard, Controller, Leader) = HP 85, AC 23, Fortitude 20, Reflex 20, Will 22

* Cult Sentry (Medium, Natural, Humanoid, Standard, Soldier) = HP 96, AC 25, Fortitude 23, Reflex 21, Will 20

* INITIATIVE

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

1713145287500.png





ACTION 1

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.
__________________________


Group Stealth to move towards the northern wall; O7

Valak: r10+9 = 19. Osian r14+9 = 23. 2/4 success vs DC 19 = SUCCESS




ACTION 2

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.
_____________________

Group Stealth to move to M9.

Valak: r18+9 = 27, Carys: r13 + 9 = 22. 2/4 success vs DC 19 = SUCCESS




ACTION 3

The ladder looms above them, quite the climb but Valak judges it worth the risk.
__________________________

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 = SUCCESS




ACTION 4

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.
____________________________

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 = SUCCESS




ACTION 5

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.
_______________________________________


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 = SUCCESS







ACTION 6

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.
________________________________________


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. SUCCESS. MBA: r13+15=28 vs AC23. HIT. S1 MINIONIZED AND SLAIN. COMBAT BUT WE'RE UNSPOTTED SO NO COMPLICATION FOR US.

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 = SUCCESS




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

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!"

1713369379574.png


ROUND 1




Knowledge Check (No Action)

Adalbar, Nature vs remaining Sentry (S1): r18+11=29 (SUCCEEDS VS HIGH DC). The Adept and Cultists are already known from prior combat.

Cult Dark Adept
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
(⚔) Dark Dagger (fire, necrotic, weapon) ✦ 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.

Boiling Blood of the Abyss ✦ 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
Dark Imperative ✦ 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

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


Cult Sentry
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
(⚔) Mace ✦ 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.

Avenging Mace ✦ 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
Guard the Adept ✦ At-Will
Effect: The sentry shifts up to 2 squares toward the Adept and can shift through enemy spaces.

Triggered Actions
Take the Blow ✦ 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

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

Dark Cultist
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
United in Dark Designs
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
(⚔) Wicked Blade (standard, at-will) ✦ Weapon
+13 vs AC; 6 damage.

Athletics +13




Swift and deadly, VALAK 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.


* Move: Walk to H8, Acrobatics r6+14=20 vs DC17 SUCCESS. Grants CA while on Unstable surface of bridge.

* Minor: Oath of Emnity on DA.

* Standard: Charge to F5, substituting Sohei Advance (encounter) for MBA. Oath of Enmity target, nobody adjacent, r(5,16) +15+1 = 32 vs AC23 HIT. Damage: 4d4+7+2=23. TRIGGER DA FREE ACTION BALANCE CHECK FOR DAMAGE WHILE ON UNSTABLE SURFACE; r(13)+6 = 19. SUCCESS.

*Free Action: Sohei Flurry (encounter) on DA: r15,r6 +15 = 30. HIT Damage: 2d4+2+2=20 (DA BLOODIED). TRIGGER DA FREE ACTION BALANCE CHECK FOR DAMAGE WHILE ON UNSTABLE SURFACE; r(8)+6 = 14. FAILS AND FALLS PRONE.

LOCATION: F5
DAMAGE TO ENEMIES: 43 damage to DA (BLOODIED)
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




OSIAN 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.

*
Standard: Charge to O10 & MBA. r6+14+1=21 vs AC25 MISS

LOCATION: O10
DAMAGE TO ENEMIES: None
CONDITIONS TO ENEMIES: None
CURRENT HIT POINTS: 1
CURRENT DE/BUFFS: None
SURGES: NA




ADALBAR 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. "Try that again son" he drawls. 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.

* 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 HIT damage 2d4+2+2=10.
O MBA vs M(O9): r20+14+2=36 & crit: SLAIN

LOCATION: M12
DAMAGE TO ENEMIES: 10 to DA, M(O9) SLAIN.
CONDITIONS TO ENEMIES: DA grants CA (SE)
CURRENT HIT POINTS: 85/85
CURRENT DE/BUFFS:




SENTRY DELAYS UNTIL AFTER DARK ADEPT




The DARK ADEPT 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!


* 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.




Sensing its moment to serve its dark master, the cult SENTRY 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.

* 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




The DARK CULTIST MINIONS 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!

M+ (J9)

* 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.

M (D7)

* 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.

M (K3)

* 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. If Rope Bridge destroyed, it collapses.
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




CARYS 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.

*
Standard: With Her Father's Sword (encounter). r10+14 +2 =26. 4+4+5=13 damage Hit and Slain through THP.

* Move: to J12.

LOCATION: J12
DAMAGE TO ENEMIES: 13 to M+ L11, SLAIN.
CONDITIONS TO ENEMIES: None
CURRENT HIT POINTS: 1
CURRENT DE/BUFFS: None
SURGES: NA




S2 96/96
DA 32/85 Dark Imperative exhausted, grants CA while on Unbalanced bridge.
Bridge 6/20 Will collapse if destroyed
4 ROUNDS FROM LOSS CON AND REINFORCED FOLLOW-ON COMBAT

1713568172842.png


ROUND 2




Valak delays his turn until after Adalbar acts.

"
Adalbar, open some space for me!"




OSIAN steps gingerly forward towards his sister, readying his blade in case one of the other cultists gets close enough.

* 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




ADALBAR 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.

* Start of Turn: r5: Distracting Volley recharges.

* 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




VALAK's 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.

*
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.

*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




The DARK ADEPT 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.


* 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. BRIDGE COLLAPSES.

* 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.




The cult's SENTRY 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.

* Standard: Avenging Mace (M1) vs V's Fort; r(9) +12 = 21. Hit. 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.


* 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.




The DARK CULTIST MINION 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.


M (E2)

* 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.

M (H10)

* 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.




CARYS sees Valak being mobbed by cultists with a downed bridge between her and that fracas and snaps: "Follow me over there, we can climb up and get to the way out!" She gestures at a spot on the wall nearly straight across the ravine, and takes off down the ladder to hustle in that direction.

*
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




S2 72/96
DA 11/85 Dark Imperative exhausted
BRIDGE DESTROYED

1713757035422.png


ROUND 3. 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.




OSIAN 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.

*
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




ADALBAR sighs wearily, but prepares to follow the kids. "I'm not so sprightly these days" he grumbles as he slowly climbs down the ladder.

*
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




VALAK curses the Adept as he surveils the wreckage of the bridge. "That shall avail you nothing!" 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.

*
Standard: Shielded by Faith (encounter) on DA. r19+15 =34 . 4d4+7=21 damage to DA. DA SLAIN.

* Move: Shift to F2 (free action: Radiant Temple Uniform power, +1 shift)

LOCATION: F2
DAMAGE TO ENEMIES: 21 to DA. DA SLAIN.
CONDITIONS TO ENEMIES: None
CURRENT HIT POINTS: 66 + 13 THP
CURRENT DE/BUFFS: +2 Def vs everything but DA.
SURGES: 8/9




CULTIST SENTRY delays until after DARK CULTIST MINIONS




Intent on manning the ramparts like they're repelling a siege to a castle, the DARK CULTIST MINIONs 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.


M (A4)

* Move: 6 sq to G2. TRIGGERS OA MBA FROM VALAK; r9+15=24. MISS.

* Move: 4 sq to K3. THIS POSITIONING WILL TRIGGER OA AGAINST EACH CHARACTER FOR CLIMBING UP INTO L3.


M (D2)


* Move: 6 sq to G2. TRIGGERS OA MBA FROM VALAK; r17+15=32. HIT. M(D2) SLAIN.


LOCATION: K3
DAMAGE TO ENEMIES: na, M (D2) SLAIN.
CONDITIONS TO ENEMIES: POSITIONING WILL TRIGGER OA AGAINST EACH CHARACTER FOR CLIMBING UP INTO L3.
CURRENT DE/BUFFS: na




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 CULT SENTRY 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.


* 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. TRIGGERS OA MBA FROM VALAK; r13+15 +2 (CA) =30. HIT. R(3, 2) +7 = 12 RADIANT DAMAGE TO S2.


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




CARYS gets ready to climb, looking over at Adalbar and pointing to the cultist looming over them - daggers at the ready. "Hey old man, can ya do something 'bout him?"

* 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




S2 60/96 Avenging Mace exhausted
BRIDGE DESTROYED

1713890773846.png


ROUND 4. 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.




OSIAN places his hands on the rocks, ready to try and scamper up if the way is clear.

*
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




ADALBAR 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.

*
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. GROUP ATHLETICS ACTION SUCCESS; 2/3. ADALBAR K3, OSIAN L3, CARYS L2

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




VALAK approaches the sentry and tries some fancy footwork to maneuver him out of position from the ladder.

* Minor: Oath of Enmity on S2.

* Move: 2 sq to H2.

* Standard: Overwhelming Strike (at-will) on S1. r11,r11+15+2=28 vs AC25 2d4+7=13 damage (BLOODIED) to S2, V shifts 1 sq to G1 and slides S2 to H2.

LOCATION: G1
DAMAGE TO ENEMIES: 13 to S2; BLOODIED.
CONDITIONS TO ENEMIES: None
CURRENT HIT POINTS: 66 + 13 THP
CURRENT DE/BUFFS: OoE on S2
SURGES: 8/9




The CULT SENTRY , 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!


* Standard: Mace (M1) vs V's AC; r(20) CRIT. 8,8 +8 = 24 damage - 13 THP = 11 damage and marked UtEoSNT. 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

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)




CARYS delays her turn until after Adalbar goes.




S2 47/96 Avenging Mace exhausted
BRIDGE DESTROYED

1713987102879.png


ROUND 5. 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.




OSIAN delays his turn until after Adalbar goes.




ADALBAR 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.

*
Standard: Forceful Shot (at-will). r17+12=29 vs Fort23. Hit, 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




Carys and Osian 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.





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!
 
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If the evening weren't fraught with horror and urgency, the features of the natural auditorium would be a sight to behold. Tall, granite walls create a circular chamber which stares up into the open sky and the high moon above stares back. Flames on stanchions flicker powerfully everywhere. Folk from all around the Barony of Harkenwold (including native Easthillers) take in what they believe to be a baron-sponsored reprieve from the recent hardship they have endured against The Iron Circle's assaults.

Unfortunately, it is no reprieve. It is a horror...

The folk sway and shuffle toward the stage like captive zombies, poison streaming from their pores in plumes, as the profane orchestra's terrible song calls them forward.

On the elevated stage are aberrant players, their instruments drawing out a noise that was not meant for mortal ears.

On the ground, mishappen stalkers are barely able to be seen, the orchestra's music blurring their forms. Amongst that throng is a terrible Befouled Mauler. Once a thug of the cult, now a mutated bipedal with elongated appendages, poison and puss seeping from its disgusting, bloated body.

On the elevated stage and mezzanine are cultists transformed with the head of multiple snakes, poison oozing from their fangs! And, of course, amongst them is the corrupted soul of the former immortal deva. The rakshasa welcomes you to his terrible ritual.

"Hello priest. It is good that Avandra has blessed your holy feet to journey here...and the boy's as well...the Befouler's Vessel in This World. With you out of the way and he in my grasp, we shall bring The Prince of Corruption to this world!"





MECHANICS

* Heroes gain +4 Initiative from Win Con of last Encounter.

* LADDERS: Orange arrows are ladders with direction indicating ascent orientation. The mezzanine (right) and orchestra stage (middle) is 15 ft higher than the ground. Therefore, each ladder is 15 ft and costs 1 extra sq of movement to traverse (6 total) 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 1d10 damage); 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.

* WALLS: Climbing the mezzanine or orchestra stage walls is Medium DC 17 (typical climbing/falling rules apply).

* MEZZANINE AND STAGE KNEEWALL COVER & HINDERING TERRAIN: A kneewall surrounds both, providing cover to occupants. However, forced movement over the kneewall causes fall damage to the ground to increase by 5 feet (up to 20 for 2d10 vs 1d10).

* BRIDGE (brown rectangle connecting mezzanine and stage): The bridge is stable and not narrow. Traverse normally.

* LIGHT/BLOCKING TERRAIN/LoE/LoS: Full illumination from the full moon above and torches on stanchion throughout the chamber. Upper left corner is a floor to ceiling stone pillar that is Blocking Terrain. Being on the left side of the stage blocks Line of Sight & Effect to/from the mezzanine.

* PURGE THE RASKSHASA'S SOUL OF ITS CORRUPTION: 2 stages:

1) Reveal Past Life
Establish an empathic link, forcing the rakshasa to confront the immortal spirit of the deva he was before he fell.
Single-Use
No Action Personal
Trigger: You make a successful melee attack roll against the rakshasa.
Effect: Make an Insight Check vs Medium DC 17. On success, Reveal Past Life is exhausted and Purify the Soul becomes available. On a failure, Reveal Past Life is not exhausted and the psychic backlash causes you -2 penalty to attack/defenses UtEoYNT.

2) Purify the Soul
Draw out the poisonous corruption and return the fallen deva to that which he was so his immortal soul may pass on the next life as a force of good in the world.
Single-Use
No Action Personal
Prerequisite: Reveal Past Life successful
Trigger: You make a successful melee attack roll against the rakshasa.
Effect: Make a Religion Check vs High DC 25. On success, the rakshasa's corruption is adjured and the immortal deva soul passes on to its next life. On a failure, Purify the Soul is not exhausted and the psychic backlash causes you to take a Healing Surge worth of hit point necrotic damage (Astral Resistance applies).


* TOWNSFOLK AND PROFANE ORCHESTRA: While adjacent to a Townsfolk (T), spend a Minor Action to shake them from their profane music-wrought fugue. If 4 Townsfolk (T) are rescued, they fight back, descending upon the Befouled Mauler as a collective, causing it to take 3 OG damage, -2 to attack/damage/defenses, and all attacks against it to deal +5 power bonus to damage UtEotE. See Profane Orchestra and Poisonbloom below:

Profane Orchestra Hazard
Level 9 Elite Obstacle
XP 800
The piece is a ritual. The ritual draws the souls of the gathered Harkenwold folk inexorably to it. Once completed, they become a collective host of hunting, demonic Dretches.

Initiative +10

Trigger: At the beginning of every round, the Townsfolk (T) slide 2 squares toward the orchestra. Effect: The Townsfolk gain Poisonbloom - Aura 2; Any creature that starts its turn in the aura takes 3 poison damage.

Once a Townsfolk (T) are in the Hazards space, they partially complete the ritual. 5 x T entering the space of the orchestra spawns a Standard, level 9 Dretchswarm (Swarm) adjacent (GM's choice) to the orchestra stage's space.

Traits
Abyssal Note ✦ Aura 2
Enemies take a -2 penalty to attack rolls while in the aura.

Profane Song (psychic)
Standard Action Close Burst 4
Target: Enemies in burst
Attack:+12 vs. Will
Hit: 2d8 + 7 psychic damage, and the target is dazed (SE)
Miss: Half damage and the target is slowed UtEoYNT

Countermeasures
✦ Religion DC 20 (Minor Action; At-Will): A character can call upon faith to protect them or an adjacent ally (+4 defenses vs Orchestra's attack and immunity to the Townsfolk's Poisonbloom) UtEoNT. Sustain Minor.
✦ Athletics DC 17 (Standard Action; Encounter): A character adjacent to the orchestra can smash the instruments, dealing half its remaining hit points in damage.
✦ The hazard has AC 15, Fortitude 17, Reflex 15, Will 20 hp 140, resist 10 necrotic, and vulnerable 10 radiant. When the hazard is reduced to 0 hit points, it is destroyed.

* Befouled Stalker (Medium, Aberrant, Humanoid, Minion, Lurker) = HP 1, AC 23, Fortitude 20, Reflex 22, Will 21

* Befouled Poisonspitter (Medium, Aberrant, Humanoid, Minion, Artillery) = HP 1, AC 23, Fortitude 20, Reflex 20, Will 22

* Befouled Mauler (Medium, Aberrant, Humanoid, Standard, Brute) = HP 116, AC 21, Fortitude 23, Reflex 20, Will 21

* Rakshasa (Medium, Immortal, Humanoid, Standard, Controller, Leader) = HP 86, AC 23, Fortitude 21, Reflex 21, Will 21

* Place your characters in squares K-N/19: K19: C, L19: A, M19: O, N19: V

* INITIATIVE

Townsfolk BEGINNING OF ROUND (SEE ABOVE)
Valak (V) : r15+11+4 = 30
Carys (C): r13 +9 +4 = 26
Stalker (S) 24
Adalbar (A): r11 + 9 +4 = 22
Osian (O): r7+9+4 = 20
Mauler (M) 18
Rakshasa (R) 17
Profane Orchestra (H) 17
Poisonspitters (P) 11




1714357110191.png


ROUND 1




VALAK MONSTER KNOWLEGE (NO ACTION)

* Dungeoneering vs Befouled Stalker r1+4 = 5, vs Befouled Poisonspitter r12+4 = 16, vs Befouled Mauler r1+4 = 5. All fail Medium DC. No new info. Updates here as combat progresses:

Befouled Stalker

Medium aberrant humanoid
Level 9 Minion Lurker XP 100
HP 1; a missed attack never damages a minion. Initiative +13
AC 23, Fortitude 20, Reflex 22, Will 21 Perception+8
Speed 6

Traits
Orchestra's Veil
While the orchestra is playing, an assassin has concealment against enemies that are 2 or 3 squares away from it and has total concealment against enemies 4 squares or more away from it.

Standard Actions
(⚔) Shadowkissed Blade (fear, necrotic, weapon) ✦ At-Will
Attack: Melee 1 (one creature); +12 vs. Reflex
Hit: 7 necrotic damage and -2 penalty to hit UtEoSNT.
Effect: Shift 1 square.

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

Befouled Mauler
Medium aberrant humanoid
Level 9 Brute XP 400
HP 116; Bloodied 58 Initiative +6
AC 21, Fortitude 23, Reflex 20, Will 21 Perception+5
Speed 5 Vuln 5 radiant
Immune disease, poison Resist 10 necrotic

Traits
Radiant Transformation
The horror's attacks lose their poison keyword UtEoHNT when struck by an attack with the radiant keyword, but their Melee Reach becomes M2 and they gain Threatening Reach.

Standard Actions
(⚔) Seeping Slam (necrotic, poison) ✦ At-Will
Attack: Melee 1 (one creature); +14 vs. AC
Hit: 3d8 + 8 necrotic and poison damage.

Digusting Lock (necrotic, poison) ✦ At-Will
Requirement: The horror must not have a creature grabbed.
Attack: Melee 1 (one creature); +14 vs. AC
Hit: 3d8 + 8 necrotic and poison damage, and the horror makes a secondary attack against the target.
Secondary Attack: +12 vs. Fortitude
Hit: The horror grabs the target (escape DC 23 Athletics or 20 Acrobatics). Until the grab ends, the target takes ongoing 10 necrotic and poison damage.

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

Befouled Poisonspitter
Medium aberrant humanoid
Level 9 Minion Artillery XP 100
HP 1; a missed attack never damages a minion. Initiative +9
AC 23, Fortitude 20, Reflex 20, Will 22 Perception+6
Speed 6

(➶) Poison Bolt (poison) ✦ At-Will
Attack: Ranged 10 (one creature); +14 vs. Ref
Hit: 7 poison damage and the target grants CA UtEoPNT.

Athletics +5

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

* Religion vs Rakshasa r16 + 12 = 28. Succeeds vs High DC.

Rakshasa; The Veil

Medium immortal humanoid
Level 9 Controller (Leader) XP 400
HP 86; Bloodied 43 Initiative +6
AC 23, Fortitude 21, Reflex 21, Will 21 Perception+7
Speed 6 Low-light vision

Standard Actions
(⚔) Claw ✦ At-Will
Attack: Melee 1 (one creature); +14 vs. AC
Hit: 2d8 + 8 damage.

(➶) Befoul (necrotic) ✦ At-Will
Attack: Ranged 10 (one creature); +12 vs. Fortitude
Hit: 3d8 + 5 necrotic damage.
Effect: The target is slowed until the end of rakshasa's next turn.

Command Cult's Befouled ✦ At-Will
Effect: One allied aberrant that rakshasa can see makes a melee basic attack as a free action.

Visions of Terror (fear, illusion, psychic) ✦ Recharge ⚄ ⚅
Attack: Ranged 10; +12 vs. Will
Hit: 2d10 + 5 psychic damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed until the end of the rakshasa's next turn.

Minor Actions
Deceptive Veil (illusion, psychic) ✦ At-Will
Attack: Close Burst 5 (one creature); +12 vs Will
Effect: The Rakshasa appears as a friend to the target. UtEotRNT, if the target attacks the Rakshasa, they take 4 psychic damage.

Arcana +13, Athletics +6, Religion +13




VALAK strides forth implacably towards the massive squirming abomination directly in front of him, his blade ringing free with a flash of holy light before it descends in an inevitable arc, smashing into the bloated body and raining pus around. A wave of grace suffuses him with Avandra's blessing of the open road.

Moving now with a faint afterimage, he blurs forward towards the ghostly stalker barely visible in the distance, neatly severing that creature's head from its body.


* Move: 5 sq to P14.

* Standard: Aspect of Might (daily) on M. r20+15 = 35. Max damage: 24+7 = 32 +5 Vuln radiant + 2d6 radiant BoV (3, 3) = 46 radiant damage to M. TRIGGERS M's RADIANT TRANSFORMATION TRAIT:

Traits
Radiant Transformation
The horror's attacks lose their poison keyword UtEoHNT when struck by an attack with the radiant keyword, but their Melee Reach becomes M2 and they gain Threatening Reach.

* Minor: Deliverance of Faith (+19 THP), -1 surge

* Free: Action Point for Standard: Charge (at-will) to P8...TRIGGERS OA FROM BEFOULED MAULER. SEEPING SLAM (M2) VS V's AC: r1 + 14 = 15 vs AC 25 = Automiss

Standard Actions
(⚔) Seeping Slam (necrotic, poison) ✦ At-Will
Attack: Melee 1 (one creature); +14 vs. AC
Hit: 3d8 + 8 necrotic and poison damage.

...and MBA vs S(O7) AC. r7+15+1 (charge) = 23 vs AC 23. Hit and slain.

LOCATION: O8
DAMAGE TO ENEMIES: 46 radiant damage to M. S(O7) SLAIN.
CONDITIONS TO ENEMIES: None
CURRENT HIT POINTS: 76 + 19 THP
CURRENT DE/BUFFS: +5 ath, +2 damage/speed UTEOE,
SURGES: 6/9

Note: he has +2 AC vs OAs.




CARYS takes off running towards the western stalker, seeing some of the townsfolk from Easthill she knows in that direction. While her form is shaky from the dash, her blade strikes true against the skulker and she whirls to shake one of the townsfolk out of their stupor.

* Move: Run to D14 (grants CA and takes -5 penalty to hit UtBoCNT).

* Standard: Shortsword (at-will) vs S(D13). r17+14 -5=26 vs AC23. Hit and SLAIN.

* Minor: Shake T (C15) free of fugue. 1 Townsfolk toward debuff Befouled Mauler effect.

LOCATION: D14
DAMAGE TO ENEMIES: S(D13) SLAIN.
CONDITIONS TO ENEMIES: None
CURRENT HIT POINTS: 1
CURRENT DE/BUFFS: Granting CA, -5 atk UtBoCNT. 1 Townsfolk toward debuff Befouled Mauler effect.




The remaining BEFOULED STALKER disappears from perception in the sonic disorientation of the profane orchestra only to suddenly appear next to Osian with bad intentions. The stalker assaults the boy with just enough violence to render him out of the fight; his master, the Rakshasa, has a vile plan for this boy as the host of The Befouler!

However, a golden nimbus with Avandra's sign deflects the shadowkissed blade at the last moment! Osian's brief gasp of surprise is quickly replaced by the battle cry of a youngling very aware he's in the fight of his young life!


* Move Action: 4 squares to P14 and Stealth (has Total Concealment so can Stealth) vs Osian Passive Perception 19; r(10) +14 = 24. Success.

Traits
Orchestra's Veil
While the orchestra is playing, an assassin has concealment against enemies that are 2 or 3 squares away from it and has total concealment against enemies 4 squares or more away from it.

* Standard Action: Charge to M18 and Shadowkissed Blade (M1) vs O's Ref; r(9) +12 +1 (charge) +2 (CA) = 23. Hit. 7 necrotic damage and O takes -2 penalty to hit UtEoSNT. Decline shift. TRIGGERS (OSIAN) BLESSINGS UPON AVANDRA'S FAITHFUL (ENCOUNTER - NO ACTION). TRIGGER: OSIAN IS BROUGHT TO 0 HP. EFFECT: OSIAN REGAINS 1 HP.

(⚔) Shadowkissed Blade (fear, necrotic, weapon) ✦ At-Will
Attack: Melee 1 (one creature); +12 vs. Reflex
Hit: 7 necrotic damage and -2 penalty to hit UtEoSNT.
Effect: Shift 1 square.

LOCATION: M18
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: None
CURRENT DE/BUFFS: Orian takes -2 penalty to hit UtEoSNT, exhausted Orian's BUAF.




OSIAN swings wildly at the cultist who would have gravely injured him if not for Avandra's grace - his face a rictus of fear. Perhaps that's enough, for his small blade hits a vital bit of the malformed cultist and that creature buckles.

With the immediate danger felled, he dashes off towards his sister - looking for security, or perhaps to help with the townsfolk once he masters himself again.

*
Standard: Shortsword (at-will) vs S(M18). r12+14 -2=24 vs AC23. Hit and SLAIN

* Move: Run to E16 (Granting CA, -2 to hit UtBoONT)

LOCATION: E16
DAMAGE TO ENEMIES: S(M18) SLAIN.
CONDITIONS TO ENEMIES: None
CURRENT HIT POINTS: 1
CURRENT DE/BUFFS: Granting CA, -2 to hit UtBoONT, BUAF exhausted




ADALBAR carefully nocks an arrow, taking aim at the strange creature up by the unnatural orchestra. The shaft rips through the air, felling them and he nods ones before slowly moving forward to stand between the children and the foes above.

*
Standard: Forceful Shot (at-will) at P(I11). r10+12-2=20 vs Fort20. Hit and slain.

* Move: 5 sq to I15

LOCATION: I15
DAMAGE TO ENEMIES: P(I11) slain
CONDITIONS TO ENEMIES: None
CURRENT HIT POINTS: 85/85
CURRENT DE/BUFFS: None
SURGES: NA




The BEFOULED MAULER garbled out an incomprehensible pile of malign utterances and rushes the deva priest with an awkward, but powerful, gait. Its rubbery, misshapen arms emit cracks of bones as they envelop Valak in a disgusting bearhug, necrosis oozing and then poison joining the fray as the radiant transformation fades!

* Move: 5 sq to O9

* Standard: Disgusting Lock (temp M2 and temp necrotic only due to Radiant Transformation) vs V's AC: r(12) +14 = 26. Hit. r(4, 3, 7) +8 - 9 (necrotic resist) = 13 necrotic damage. 19 THP - 13 = 6 THP remaining. TRIGGERS VALAK RESONANT ESCAPE (IMMEDIATE REACTION; AN ENEMY HITS OR MISSES YOU WITH A MELEE ATTACK); TELEPORT 3 SQUARES. VALAK TELEPORTS 3 SQUARES TO P9 ON TOP OF BRIDGE (VALAK WILL BE RED OUTLINE TO SIGNIFY VERTICALITY OVER TOP OF M).

As the twisted creature's grip tightens VALAK mutters a quick prayer of freedom and displaces, reappearing on the bridge overhead, ready to close with his fallen counterpart.

Secondary Attack vs V's Fort: r(8) +12 = 20. Hit. Valak is grabbed by M (escape DC 23 Athletics or 20 Acrobatics). Until the grab ends, V takes ongoing 10 necrotic and poison damage.

Digusting Lock (necrotic, poison) ✦ At-Will
Requirement: The horror must not have a creature grabbed.
Attack: Melee 1 (one creature); +14 vs. AC
Hit: 3d8 + 8 necrotic and poison damage, and the horror makes a secondary attack against the target.
Secondary Attack: +12 vs. Fortitude
Hit: The horror grabs the target (escape DC 23 Athletics or 20 Acrobatics). Until the grab ends, the target takes ongoing 10 necrotic and poison damage.

* End of turn: loses Radiant Transformation (regains poison keyword to attacks and Reach is M1).

LOCATION: O9, V TO P9 ON TOP OF BRIDGE (RED SQUARE)
DAMAGE TO ENEMIES: 13 necrotic damage so 6 THP remaining for V.
CONDITIONS TO ENEMIES: na
CURRENT HIT POINTS: 70/116
CURRENT DE/BUFFS: na




The corrupted spirit of the RAKSHASA witnesses the priest's answered prayer, leaving the pair of immortal beings face-to-face for the first time. The feline form instinctively recoils and shifts away, backing into a corner to create distance. When it takes the guise of one of Valak's old companions, long dead, and the deva doesn't flinch, the Rakshasa's clawed finger rises and points. With a sneer, "Very well, the Befouler shall have your soul same as mine, then."

The Mauler throws its head back in attempt to crush Valak in its supernatural grip...but the duty-bound priest defies the aberrant creature, wriggling and head-butting the thing until its grasp flags.


* Move: 2 sq to T12

* Minor: Deceptive Veil (CBu5; one creature) vs V's Will: r(3) +12 = 15. Miss.

* Standard: Befoul (R10; one creature) vs V's Fort: r(6) + 12 =18. Miss. Effect: V is slowed UtEoRNT.

LOCATION: T12
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: V is slowed UtEoRNT.
CURRENT HIT POINTS: 86/86
CURRENT DE/BUFFS: na




The PROFANE ORCHESTRA continuously plays their terrible notes which weigh upon the mind of Carys!

* Standard: Profane Song (CBu4; enemies) vs C's Will; r(2) +12 = Miss. No damage to C (minions can't be damaged on a miss) but C is slowed UtEoPONT.

DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: C is slowed UtEoPONT.
CURRENT HIT POINTS: 140/140
CURRENT DE/BUFFS: 0/5 Townsfolk




Meanwhile, on the mezzanine, whatever gains they've made in their ritual are lost on the cult's members as they are face-to-face with a divine creature bent on ending their menace. The POISONSPITTERS retreat around their cult leader, creating a protective circle, while spitting globs of poison at the avenging priest!

P (S11)

* Standard: Poison Bolt (R10) vs O's Ref: r(7) +14 = 21. Hit. V takes 7 - 6 THP = 1 poison damage and grants CA UtEPNT.

(➶) Poison Bolt (poison) ✦ At-Will
Attack: Ranged 10 (one creature); +14 vs. Ref
Hit: 7 poison damage and the target grants CA UtEoPNT.

P (S9)

* Move: 2 sq to T11.

* Standard: Poison Bolt (R10) vs O's Ref: r(14) +14 = 28. Hit. V takes 7 poison damage and grants CA UtEPNT.

LOCATION: S11, T11
DAMAGE TO ENEMIES: Removed V's 6 THP, 8 poison damage to V.
CONDITIONS TO ENEMIES: V grants CA UtEoPNT.
CURRENT DE/BUFFS: na




M 70/116
R 86/86
START OF ROUND 2: PROFANE ORCHESTRA SLIDES EACH TOWNFOLK 2 SQ TOWARD IT

1714413085234.png


ROUND 2




VALAK turns on the bridge and dashes for the profane orchestra, fighting the slowing effects of the infernal poison coursing about him. With sweeps of the flat of his sword, he starts smashing everything he can reach raising a discordant noise from the instruments while intoning a constant prayer under his breath.

* Move: 4 sq (slowed but +2 speed UtEoE) to L9.

* Standard: Athletics r12+6 = 18 vs DC17 for encounter countermeasure vs hazard.

* Minor: Religion r5+15=20 vs DC20 for at-will countermeasure vs hazard. +4 defenses vs hazards attacks.

LOCATION: L9
DAMAGE TO ENEMIES: 70 to hazard.
CONDITIONS TO ENEMIES: None
CURRENT HIT POINTS: 76 + 6 THP
CURRENT DE/BUFFS: +5 ath, +2 damage/speed UTEOE, Granting CA.
SURGES: 6/9




CARYS continues her headlong run towards other townsfolk, determination set on her face as she starts mouthing a prayer as well. Another innocent is shaken free of the horror of this place and comes to their senses.

* Move: 2 sq to D12.

* Standard: Convert to minor, religion r19+6=25 vs DC20 for at-will countermeasure vs hazard.

* Minor: Shake T (D11) free.

LOCATION: D12
DAMAGE TO ENEMIES: NA
CONDITIONS TO ENEMIES: None
CURRENT DE/BUFFS: Slowed UtEoPOT, granting CA & -5 atk UBoCNT, +4 def vs hazard, immune to poisonbloom, 2 x Townsfolk toward debuff Befouled Mauler effect.




OSIAN follows his sister's lead, preventing another townsperson from their unwitting sacrifice. Halting prayers to Avandra come to his lips as well.

* Move: Run (grants CA and -5 atk UtBoONT) to 8

* Standard: Convert to minor, religion r15+5 =20 vs DC20 for at-will countermeasure vs hazard.

*Minor: Shake T (D8) free.

LOCATION: C8
DAMAGE TO ENEMIES: NA
CONDITIONS TO ENEMIES: None
CURRENT DE/BUFFS: Granting CA and -5 atk UtBoCNT, +4 def vs hazard, immune to poisonbloom, 3 x Townsfolk toward debuff Befouled Mauler effect, BUAF exhausted




ADALBAR sights an arrow down at the person orchestrating all this, maybe he can disorient him for a bit... It sinks home into their leg forcing them to fight for balance.

Over the edge of the kneewall the conductor goes, landing hard in a heap on the stone floor.

*
Standard: Forceful Shot (at-will) at R. r20+12-2=30 vs Fort21. 18 damage, slide over hindering terrain (T13). TRIGGERS SAVING THROW VS HINDERING TERRAIN FOR PRONE IN T12 VS FALLING AND PRONE IN T13; r(7). FAILS. FALLS FOR 1d10 (r3) DAMAGE AND PRONE IN T13.

* Move: 2 sq to J17

LOCATION: J17
DAMAGE TO ENEMIES: 21 to R.
CONDITIONS TO ENEMIES: Forced movement off of mezzanine to T13 and prone.
CURRENT HIT POINTS: 85/85
CURRENT DE/BUFFS: None
SURGES: NA




With Valak disappearing from view, the confused BEFOULED MAULER acquires a new target. And now, with his master on the ground, the most dangerous one. It lopes to Adalbar and flings its poison-laden limbs at the old ranger who fends off the mauling as best he can with his bow.

* Move: 5 sq to L14.

* Standard: Charge to J16 and MBA Seeping Slam (M1) vs A's AC: r(14) +14 +1 (charge) = 29. Hit. r(4, 2, 8) +8 = 22 necrotic and poison damage to A.


LOCATION: J16
DAMAGE TO ENEMIES: 22 necrotic and poison damage to A.
CONDITIONS TO ENEMIES: na
CURRENT HIT POINTS: 70/116
CURRENT DE/BUFFS: na




With little to do about Valak's assailing the Profane Orchestra (has cover and no action denial effects), the immortal RAKSHASA pulls himself to his feet and shouts over the din of the corrupt piece, "There is no escape, old fool!"

Casting his abyss-infused gaze at Adalbar, he instills a vison of abject terror into the Easthill defender.


* Move: Stand from prone.

* Standard: Visions of Terror (R10; fear, illusion, psychic) vs A's Will: r(10) +12 = 22. Hit. r(1, 6) +5 = 12 psychic damage to A, and A is immobilized (save ends).


LOCATION: T13
DAMAGE TO ENEMIES: 12 psychic damage to A.
CONDITIONS TO ENEMIES: A is immobilized (save ends). * Note that A is adjacent to M and any Ranged attack will incur an OA.
CURRENT HIT POINTS: 65/86
CURRENT DE/BUFFS: Visions of Terror on Recharge.




The PROFANE ORCHESTRA continuously plays their terrible notes which weigh upon the minds of Carys and Valak!

* Standard: Profane Song (CBu4; enemies) vs C's and V's Will; r(7, 11) +12 (+2 CA vs V) = Miss both due to Religion countermeasure defense bonus. r(8, 3) +7 = 18/2 (half damage) = 9 psychic damage to V (no damage to C as minions can't be damaged on a miss) and V and C are both slowed UtEoPONT.

DAMAGE TO ENEMIES: 9 psychic damage to V.
CONDITIONS TO ENEMIES: V and C are slowed UtEoPONT.
CURRENT HIT POINTS: 70/140
CURRENT DE/BUFFS: 0/5 Townsfolk, V is in Abyssal Note aura (-2 penalty to attack rolls while in aura).




Content to maintain optimal distance against the dangerous priest and his radiant blade, the POISONSPITTERS stay right where they are and continue their poisonous barrage!

P (S11)

* Standard: Poison Bolt (R10) vs V's Ref: r(2) +14 +2 (CA) = 18. Miss.

P (T11)

* Standard: Poison Bolt (R10) vs V's Ref: r(19) +14 +2 (CA) = 35. Hit. V takes 7 poison damage and grants CA UtEPNT.

LOCATION: S11, T11
DAMAGE TO ENEMIES: 7 poison damage to V.
CONDITIONS TO ENEMIES: V grants CA UtEoPNT.
CURRENT DE/BUFFS: na





M 70/116
R 65/86
PO 70/140
START OF ROUND 3: PROFANE ORCHESTRA SLIDES EACH TOWNFOLK 2 SQ TOWARD IT. ALL 5 REMAINING T'S WILL BE IN THE PROFANE ORCHESTRA SPACE AT THE BEGINNING OF NEXT TURN. IF THAT HAPPENS, THEY WILL BE TURNED INTO A SWARM OF DRETCHES. THEY'RE ALL 5 FEET OFF THE GROUND ON THE ROCK FACE EXCEPT FOR THE T IN M7 (WHICH IS AT THE FACE). THIS IS A FORCED MOVEMENT EFFECT SO IT DOES NOT ENGAGE CLIMBING RULES.

As if they were supernaturally marionetted, the Townsfolk are all drawn into the orbit of the Profane Orchestra and its malign song. Their hands claw at the stone cliff and find purchase due to the deranging, strength-imbuing influence of the music. Nearing the top, the poor Townsfolks' forms quiver as demons from the Abyss gain excitement at the nearness of being born into this world.

1714864548091.png


ROUND 3





VALAK curses under his breath, as he sees the rakshasa go toppling over the side and townsfolk starting to distort into demonic abominations. Taking the quick way down, he scrambles down the face of the rise a few feet before nimbly hopping the rest of the way down to the ground - shaking another one of the mesmerized figures free of their mental assault. Bracing himself against the ongoing psychic and poison onslaught from above, a deep centering breath returns a measure of vitality as he pivots to face where the rakshasa cowers.

* Move: Climb (Athletics r19+6+5=30 vs DC17) down L8, Hop Down to N8 (auto-succeed vs DC15 Acrobatics)

* Standard: Second Wind, +19hp & +2 def UTEONT.

* Minor: Shake adjacent T free of orchestra's influence (4/5).

LOCATION: N8
DAMAGE TO ENEMIES: NA
CONDITIONS TO ENEMIES: NA
CURRENT HIT POINTS: 52+19=71
CURRENT DE/BUFFS: +5 ath, +2 damage/speed UTEOE, Granting CA, +2 Def UTEONT
SURGES: 5/9




CARYS struggles against the slowing miasma surrounding her, anguish on her face as she sees more folk she knows being twisted into horrible shapes. Giving it up for lost, she yells at her brother "Osian! Ya gotta help em, I canna make it!"

Pivoting away, she fights to get close enough to the old ranger to help him against the monstrosity nigh enveloping his battered form. Knowing it might not do much good, she looses her old bolas at the thing's feet, hoping to give him some space, but the snare fails to find its target!

* Move: Run (Granting CA and -5 to hit UBoONT) to E16.

* Standard: Bolas (encounter, ranged 5) vs M: r9+12 -5 (Run) = 16 vs 20 ref, hit. Miss.

LOCATION: E16
DAMAGE TO ENEMIES: NA
CONDITIONS TO ENEMIES: M IMM, escape DC16
CURRENT DE/BUFFS: Granting CA.




OSIAN heeds his sister's cry, bracing himself against the unholy noise coming from the rise above he darts forward, leaping up to grab the pant leg of the nearest townsfolk and shakes them free of its influence. With fearful glances over his shoulder at the ongoing demonic music, he scampers away to rejoin his sister, only to hear the cheers of rally of the collected folk of Harkenwold as they fearlessly descend upon the Befouled Mauler!

* Move: 3 sq to G6.

* Minor: Shake T free of orchestra influence (5/5 FOR M DEBUFF UEOE)

* Standard: Convert to Move, Run (Granting CA and -5 to hit UBoONT) to C14

LOCATION: C14
DAMAGE TO ENEMIES: NA
CONDITIONS TO ENEMIES: NA
CURRENT DE/BUFFS: Granting CA and -5 to hit UBoONT, BUAF exhausted. TOWNFOLK RALLY AND DESCEND UPON BEFOULED MAULER, causing it to take 3 OG damage, -2 to attack/damage/defenses, and all attacks against it to deal +5 power bonus to damage UtEotE. See Profane Orchestra and Poisonbloom below:




ADALBAR grapples with his precarious situation with all the calm he can muster; a horror in front of him and assailed by terrible visions (memories of the battle for Easthill, but turned askew such that the veterans were routed rather than winning the day) he can't seem to shake. His warrior instincts of days of yore kick in and he brings his bow up to parry the flurry of blows coming his way.

*
Starts Turn: Immobilized

* Standard: Second Wind (Monster at Heroic Tier has 1 Healing Surge. Companion Character has access to Second Wind.) for +21 HP and +2 defenses UBoANT.

* End Turn: Saving Throw vs Immobilized; r(4). Fails.

LOCATION: J17
DAMAGE TO ENEMIES: NA
CONDITIONS TO ENEMIES: NA
CURRENT HIT POINTS: 51+21=72
CURRENT DE/BUFFS: +2 defenses UBoANT, Immobilized (SE).




With the Harkenwold folk pummeling it, the BEFOULED MAULER lets out a gutteral roar as it attempts to batter the cornered hunter of Easthill. Unfortunately for the Rakshasa's mutated agent, the pile on and Adalbar's nifty parries with his bow thwart the onslaught!

* Starts Turn; takes 3 ongoing damage from Townsfolk.

* Standard: Disgusting Lock (M1, necrotic, poison) vs A's AC: r(11) +14 -2 (Townsfolk) = 23. Miss (due to Second Wind defenses).


LOCATION: J16
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HIT POINTS: 67/116
CURRENT DE/BUFFS: Townsfolk UEoE.




"Damnable fools! You have but to see the full picture! The Befouler will find its way into an earthen vessel yet!

After cursing the people of Harkenwold, the RAKSHASA wisely circles far away from the dangerous Avenger of Avandra and calls forth a charnel curse upon Valak with an ancient, forgotten tongue. Avandra be praised, though Valak's limbs experience something of a malaise, he is mostly spared the foulness.


* Starts turn: Recharge VoT; r(2) fails.

* Move: 5 sq to R18.

* Standard: Befoul (R10; necrotic) vs V's Fort: r(2) +12 +2 (CA) = 16. Miss. Effect: V is slowed until the end of rakshasa's next turn.


LOCATION: R18
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: A is still immobilized (save ends). V is slowed until the end of rakshasa's next turn.
CURRENT HIT POINTS: 65/86
CURRENT DE/BUFFS: Visions of Terror on Recharge.




Though the Harkenwold folk have defied the PROFANE ORCHESTRA's transformative song, their malign performance afflicts Valak with psychic assault!

* Standard: Profane Song (CBu4; enemies) vs V's Will; r(7) +12 (+2 CA) = 12. Miss (due to Second Wind defense. r(7, 2) +7 = 16/2 (half damage) = 8 psychic damage to V is slowed UtEoPONT.

DAMAGE TO ENEMIES: 8 psychic damage to V.
CONDITIONS TO ENEMIES: V is slowed UtEoPONT.
CURRENT HIT POINTS: 70/140
CURRENT DE/BUFFS: Townsfolk threat resolved.




Content to maintain optimal distance against the dangerous priest and his radiant blade, the POISONSPITTERS stay atop the mezzanine where their sniping position grants the easy pickings of targets; Adalbar and Valak!

P (S11)

* Standard: Poison Bolt (R10) vs A's Ref: r(16) +14 = 33. Hit. A takes 7 poison damage and grants CA UtEoPNT.

P (T11)

* Move: 1 sq to S12

* Standard: Poison Bolt (R10) vs V's Ref: r(14) +14 +2 (CA) = 30. Hit. V takes 7 poison damage and grants CA UtEPNT.

LOCATION: S11, S12
DAMAGE TO ENEMIES: 7 poison damage to A and V.
CONDITIONS TO ENEMIES: A and V grant CA UtEoPNT.
CURRENT DE/BUFFS: na




M 67/116
R 65/86
PO 70/140
HARKENWOLD TOWNSFOLK BESET THE BEFOULED MAULER (SEE UNTIL END OF ENCOUNTER DEBUFF ABOVE)

1715459756421.png


ROUND 4




VALAK struggles against the constant onslaught of psychic malaise leaving him fighting against numb limbs. Stepping forward a little at a time, he makes his way towards the form of the corrupt deva - extending the tip of his sword forward in a promise of vengeance. "Adalbar! We must pin it down!"

* Move: Run to P10.

* Standard: Convert to move, Run to R16

* Minor: Oath of Enmity: R.

LOCATION: R16
DAMAGE TO ENEMIES: NA
CONDITIONS TO ENEMIES: Oath of Enmity on R.
CURRENT HIT POINTS: 56
CURRENT DE/BUFFS: +5 ath, +2 damage/speed UTEOE, Granting CA, slowed, -5atk UTSONT.
SURGES: 5/9




CARYS steps gingerly around the scrum of struggling townsfolk and the horrible abomination, delivering a precise blow with her father's sword to its form.

* Move: 6 sq to J15, moving to avoid OA.

* Standard: With Her Father's Sword (encounter): r16 + 14 + 2 = 32 vs AC19. 15+5=20 Damage. M BLOODIED.

* Minor: NA

LOCATION: J15
DAMAGE TO ENEMIES: 22 to M. M BLOODIED.
CONDITIONS TO ENEMIES: M is Marked and grants CA.
CURRENT DE/BUFFS: NA




OSIAN declines to be left out of the melee, and charges forward with a shout that combines as much fear as it does rage.

* Standard: Charge to I16. r4+14+2+1=21 vs AC19. 8+5=13 damage.

LOCATION: I16
DAMAGE TO ENEMIES: 13 to M.
CONDITIONS TO ENEMIES: NA
CURRENT DE/BUFFS: NA




ADALBAR hears Valak's call, and despite knowing the threat he faces, tries to snap off another shot at the rakshasa. He parries the Mauler's flailing attacks as his shot sends the Rakshasa sprawling to the deck to avoid a skewering.

*
Standard: Forceful Shot (at-will) at R. TRIGGERS OA FROM M. SEEPING SLAM VS A'S AC: r(10) +14 -2 (mark) -2 (Townsfolk) +2 (CA) = 22. OA MISSES.

...cont r14+12=26 vs Fort21. 18 damage, Slide R 2 sq, 1 sq Q17 and then 1 sq to hindering terrain (fall) of P16. TRIGGERS SAVING THROW FOR PRONE IN Q17; r(14) SUCCEEDS. R IS PRONE IN R18.

* End of Turn: Save vs Immobilized r(7); fails.

HP: 65
LOCATION: K18
DAMAGE TO ENEMIES: 18 to R.
CONDITIONS TO ENEMIES: R prone.
CURRENT DE/BUFFS: Immobilized (SE).




Desptite the combined, distracting effort of the Harkenwold folk and Carys, the BEFOULED MAULER furiously unleashes upon Adalbar. The old Ranger narrowly escapes the worst of the behemoth's effort to draw him into a grizzly hug!

* Starts Turn; takes 3 ongoing damage from Townsfolk.

* Standard: Disgusting Lock (M1, necrotic, poison) vs A's AC: r(13) +14 -2 (mark) -2 (Townsfolk) +2 (CA) = 25. Hit. r(6, 3, 6) +8 -2 (Townfolk) = 21 necrotic and poison damage to A, and the horror makes a secondary attack against the target.
Secondary Attack: +12 vs. Fortitude; r(6) +12 -2 (mark) -2 (Townsfolk) +2 (CA) = 16. Miss.


LOCATION: J16
DAMAGE TO ENEMIES: 21 to A.
CONDITIONS TO ENEMIES: na
CURRENT HIT POINTS: 29/116
CURRENT DE/BUFFS: Townsfolk UEoE.




There on the precipice, the din of the haunted music blending into the background of violence, the realization sets in that its immortal plans are very much on the brink of disaster. The RAKSHASA shows a hint of panic as it pulls itself to its feet and flings feline claws from the hooded sleeves of its robe the avenging priest's way. A simple, breathed "no" through a horrified grimace accompanies the flail.

* Starts turn: Recharge VoT; r(6) recharges.

* Move: Stand from prone.

* Standard: Claw (M1) vs V's AC: r(1) +12 +2 (CA) = Automiss.


LOCATION: Q17
DAMAGE TO ENEMIES: na
CONDITIONS TO ENEMIES: na
CURRENT HIT POINTS: 47/86
CURRENT DE/BUFFS: na




The PROFANE ORCHESTRA's transformative song rendered impotent with no targets!

<NO TARGETS>

DAMAGE TO ENEMIES: na.
CONDITIONS TO ENEMIES: na
CURRENT HIT POINTS: 70/140
CURRENT DE/BUFFS: Townsfolk threat resolved.




Content to maintain optimal distance against the dangerous priest and his radiant blade, the POISONSPITTERS stay atop the mezzanine where their sniping position grants the easy pickings of the most dangerous targets; Adalbar and Valak!

P (S11)

* Standard: Poison Bolt (R10) vs A's Ref: r(10) +14 +2 (CA) = 26. Hit. A takes 7 poison damage and grants CA UtEoPNT. A BLOODIED.

P (T11)


* Move: 1 sq to S12

* Standard: Poison Bolt (R10) vs V's Ref: r(4) +14 +2 (CA) = 20. Hit. V takes 7 poison damage and grants CA UtEPNT.

LOCATION: S11, S12
DAMAGE TO ENEMIES: 7 poison damage to A and V. A BLOODIED.
CONDITIONS TO ENEMIES: A and V grant CA UtEoPNT.
CURRENT DE/BUFFS: na




M 29/116
R 47/86
PO 70/140
HARKENWOLD TOWNSFOLK BESET THE BEFOULED MAULER (SEE UNTIL END OF ENCOUNTER DEBUFF ABOVE)




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ROUND 5




VALAK grits his teeth in focused determination, finally his quarry is in reach! He swings out to disrupt the Veil's concentration and make him receptive to purification. For a moment it seems like the swing will miss, but a flash of memory returns to him in the moment of need and his sword connects. With the hit, a tenuous spiritual connection forms between the two: like reflections in a twisted mirror.

Like an adder striking, the Avenger's sword darts out again - spiritual energies being channeled down along with the tether along with the blade's swing. With a mighty shout of: "
By Avandra's grace, let thy corruption be purged!" purifying light bathes the rakshasa.

* Standard: Overwhelming Strike (at-will): r5,r7+15=22 (Trigger Encounter personal skill: Memory of a Thousand Lifetimes: r3)=25 vs AC 23. HIT and 14 damage.

* Trigger: Reveal Past Life, r18+16=34 vs DC17 Insight. SUCCESS

* Minor: Sohei Flurry (encounter): r9,r15+15=30 vs AC23. HIT and 13 damage.

* Trigger: Purify the Soul, r14+12=26 vs DC 25 Religion. SUCCESS. RAKSHASA'S SOUL PURIFICATION RESOLVED.

DAMAGE TO ENEMIES: 27 to R.
CONDITIONS TO ENEMIES: Oath of Enmity on R. RAKSHASA'S SOUL PURIFICATION RESOLVED.
CURRENT HIT POINTS: 49
CURRENT DE/BUFFS: +5 ath, +2 damage/speed UTEOE, Granting CA.
SURGES: 5/9




CARYS continues hacking away at the squirming flesh in front of her, a shout of outraged denial ringing from her lips as she sees a man who was once a target of her hatred being staggered by the creature's blows.

* Standard: Shortsword (at-will): r14 + 14 + 2 = 30 vs AC19. 8+5=13 Damage

LOCATION: E16
DAMAGE TO ENEMIES: 13 to M.
CONDITIONS TO ENEMIES: M is Marked and grants CA.
CURRENT DE/BUFFS: NA




OSIAN has a face set in a rictus of fear, but he matches his sister swing for swing as they chop away at the foul limbs in front of them.

* Move: NA

* Minor: NA

* Standard: Shortsword (at-will) r14+14+2=30 vs AC19. Hit and 8+5=13 damage.

LOCATION: C14
DAMAGE TO ENEMIES: 13 to M.
CONDITIONS TO ENEMIES: NA
CURRENT DE/BUFFS: NA




ADALBAR reels backwards from the poison and battering he's receiving, but swings out with his axe to try and finish off his assaulter. That seems to be enough, as the bloated collection of limbs and heaving mass finally sloughs down to the floor like a giant balloon deflating around the axes' impact.

*
Standard: Handaxe (at-will): r16+14+2=32 vs AC19. HIT and 20+5 Damage. M SLAIN.

HP: 37
LOCATION: K18
DAMAGE TO ENEMIES: 25 to M. M SLAIN.
CONDITIONS TO ENEMIES: NA
CURRENT DE/BUFFS: IMM r5 to shake at end of turn, fail.




THAT'S A WRAP. THIS ONE IS DECIDED. COMBAT AND ONE SHOT OVER.
 
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Valak's righteous cause is cemented by steadfastness, piety, and prayer. Avandra's nimbus consumes the form of the corrupted Rakshasa, revealing the Deva that once was. In the radiant inferno, a placid, peaceful smile is found on the soul of what-once-was and shall-be-again...then it passes from this life, preparing to be born anew but back in its eternal cycle immortal virtue, in service to the Gods of Good.

The people of Harkenwold descend upon the corrupted Mauler, vanquishing it with Adalbar and the children. Some of the faces that wanted to put Adalbar to the flame are here. Their faces and clasps of shoulder beg for a forgiveness that the old ranger has already given.

Osian leaps into the embrace of his sister Carys who weeps and tussles the shaggy mane of her little brother. Somewhere in the ever-after their father is proud.

The remaining few cultists of The Befouler attempt escape...





And that is a wrap from me. Well done @zakael19 ! I'll let you resolve whatever vignette you wish regarding matters above. I hope you get a chance to run 4e in the future. Be well!
 

zakael19

Adventurer
A somber crew helps the surviving townsfolk exit the amphitheater, Valak consigning the unholy assemblage and detritus to purifying fire with a tossed flask of Dragon's Fire before turning to stride away. At the split leading back towards Easthill or to roads beyond he halts, feeling the tug of Avandra's call in his breast.

"You're leaving us ain't ya" Carys says, her voice hitching but her face set in lines of acceptance. At his solemn nod, she and Osian rush forward for a final hug, before turning to Adalbar - the man who not that many days before they'd held responsible for their father's death. With a gruff "Fare thee well priest" he gathers the children close, leaning on Carys and his bow for support as they go off to make a new family together.

His hand raises in a final benediction, and then Valak strides off into the last rays of sunset - heart lightened and past behind him.

_____


Thanks again for the opportunity to play and all the mentorship!
 

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