Bloodsong of the Treeless Lands: Rune Stones Part IV (4e)
Game Master
Rev Rosey
Part 4 of the Rune Stones saga.
Set in the wild land of Kargzant. Players went from level 9 to Paragon in this one. Vel retired and was replaced by Tutavak.
Like Reason before her, Vel notes that the return journey will be more complex without the mosaics to help the group. Some kind of assistance may be needed.
2d10 ⇒ (7, 9) = 16 falling damage to Vel.
Roll init please and place yourselves on the map. I'll rustle up a larger version for you tomorrow, but use the main map for now.
Yes, I am happy to allow you a pre-combat move. Whiteclaw, I'm pretty sure you don't have 22 surges to play with - could you have accidentally swapped the surge value for the number?
Enlarged map below.
Kia moves towards Whiteclaw as thin forms start to emerge from the statues. Two of them are misty horse shapes, somewhat similar to Zantka Oijampek - although very much smaller. The other two were clearly human once.
Note that the Protector Spirits look solid enough, but the Mourning Mares do not. On the north wall is more mosaic work.
Protector Spirit 1
Protector Spirit 2
Vel - fired magic missiles
Mourning Mares
Kia - moved
Reason - surprise round action
Whiteclaw - moved
Arianwyn - moved and concealment gained
Reason's attack outlines the Protector Spirit in bright light and the ghostly shaman advances, horsehead totem held high.
A spectral stampede charges from the totem, encircling the companions and seeking to hold them in place. The Protector shimmers and turns translucent.
Spectral stampede (Will). Burst 5. Targets enemies. On hit target is immobilised (se)
1d20+14=32 - PS1 v Whiteclaw. Hits
1d20+14=21 - PS1 v Kia. Hits
1d20+14=34 - PS1 v Arianwyn. Hits - Crit
1d20+14=31 - PS1 v Vel. Hits.
1d20+14=25 - PS1 v Reason. Hits.
2d8+3=7
7 damage to everyone except Arianwyn who takes 19 damage.
The second spirit moves towards Whiteclaw and a skeletal horse's head appears from its totem, swinging the diseased remnants of its mane into her face. Then it too turns translucent.
Deadly Mane (AC); Reach 2.
1d20+15=24 - PS2 v Whiteclaw. Hits.
2d6+6=15
15 necrotic damage to Whiteclaw.
Vel - CA against PS1 to end Reason's next turn; immobilised (se)
Mourning Mare 1
Mourning Mare 2
Kia - immobilised (se)
Reason - CA against PS1 to end Reason's next turn; immobilised (se)
Whiteclaw - immobilised (se)
Arianwyn - concealment gained; immobilised (se)
Protector Spirit 1 - grants CA to Vel and Reason to end Reason's next turn; insubstantial and phasing until it next attacks.
Protector Spirit 2 - insubstantial and phasing until it next attacks
Swearing fluently in Draconic, Vel tries the magic missiles again against the same target, to no greater effect. She shakes off the immobility with ease, however.
The ghostly horses head leans towards Whiteclaw and breathes over her, filling the gnoll with a pervading sense of sorrow for the inevitable cruelties of the world. To Whiteclaw, such cycles seem natural and she brushes aside the attack.
Touch of Pity (AC). On hit target is slowed to end Mourning Mare's next turn
1d20+14=19. MM1 v Whiteclaw - misses.
The second mare flies down the room and throws a looping tendril of mist around Reason, seeking to slide him into the will-sapping aura of its sister.
Tendril of Mist (Ref). On hit target slides two squares.
1d20+14=31 - MM2 v Reason. Hits.
2d6+7=12
12hp damage to Reason.
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Kia - immobilised (se)
Reason - CA against PS1 to end Reason's next turn; immobilised (se); -2 Will to start turn
Whiteclaw - immobilised (se); -2 Will to start of turn
Arianwyn - concealment gained; immobilised (se)
Protector Spirit 1 - grants CA to Vel and Reason to end Reason's next turn; insubstantial and phasing until it next attacks.
Protector Spirit 2 - insubstantial and phasing until it next attacks
Vel - CA against PS1 to end Reason's next turn;
Mourning Mare 1
Mourning Mare 2
Unable to move, Kia takes her bow and shoots at P1.
Paint the Bullseye vs P1 (AC) 1d20 + 10 ⇒ (3) + 10 = 13
1d10 + 1 ⇒ (6) + 1 = 7
Cursing her lack of practice Kia reflects that, had that hit, all successful attacks to the start of her next turn gain a +4 bonus to any damage rolls against P1. But since that will not hit, it is a moot point.
Kia panicks slightly under the onslaught and misses, but Reason proves to be made of stronger stuff and pours Ioun's radiant light of knowledge into the primal force confronting him. The Moon Mare seems to doubt itself for a moment as the pure light envelops it.
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Whiteclaw - immobilised (se); -2 Will to start of turn
Arianwyn - concealment gained; immobilised (se)
Protector Spirit 1 - grants CA to Vel and Reason to end Reason's next turn; insubstantial and phasing until it next attacks.
Protector Spirit 2 - insubstantial and phasing until it next attacks
Vel
Mourning Mare 1
Mourning Mare 2 - -3 to attacks to end Reason's next turn
Kia - immobilised (se)
Reason - -2 Will to start turn
Throwing off the effects of the stampede, Whiteclaw moves into action looping into the battle.
Move - it's a weird path: M13, M12, through Reason, to K12.
After her loop, her axe swings forward, coated in ice, but powered by the spirits of Thunder.
Mark M1. Thunder Ram Assault vs M1, targets AC. 1d20 + 12 ⇒ (7) + 12 = 19. On hit: 1d10 + 6 ⇒ (5) + 6 = 11 thunder damage. Also on hit, M1 gets pushed to K15 and is the focal point for the close blast 3 secondary attack, hitting itself and P2. This targets Fort: vs M1: 1d20 + 12 ⇒ (18) + 12 = 30 and P2: 1d20 + 12 ⇒ (6) + 12 = 18. On hit: 1d6 ⇒ 1 thunder damage and push the target 1 square (to J15 and J16 repsectively)
Whiteclaw shakes aside the powers affecting her and rumbles into battle, calling on the power of thunder to aid her. The spectral ears flick back, but the mare is untouched by the sudden onslaught.
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Arianwyn - concealment gained; immobilised (se)
Protector Spirit 1 - grants CA to Vel and Reason to end Reason's next turn; insubstantial and phasing until it next attacks.
Protector Spirit 2 - insubstantial and phasing until it next attacks
Vel - CA against PS1 to end Reason's next turn;
Mourning Mare 1 - marked by Whiteclaw
Mourning Mare 2 - -3 to attacks to end Reason's next turn
Kia - immobilised (se)
Reason - CA against PS1 to end Reason's next turn; immobilised (se); -2 Will to start turn
Whiteclaw - -2 Will to start of turn
No, it's an encounter power, not a daily. No miss effects. I may swap that out at the next level, it's hard to set up to use well, though I like the power :)
Arianwyn - need a save v immobilisation from you please. Whiteclaw - it's a nice power, but I can see it's fiddly to get the right set of conditions to use it with.
Taking a leaf from Vel's book, Arianwyn sends flames writhing towards the moon mare, but the creature ducks aside.
The protectors go to work once more, calling on ancient primal forces to deter the companions. More screaming horseheads emerge from their ghostly totems, sending wisps of deadly mane across the faces of Reason and Vel.
Worse follows as PS2 opens his deepset eyes and seeks to pull Vel into bondage. The mage stares down the totem wielder, defying his attempt to overcome her will.
Deadly Mane (AC); Reach 2.
1d20+15=23 - PS1 v Vel. Hits.
2d6+6=10
10hp damage to Vel.
Deadly Mane (AC); Reach 2
1d20+15=31 - PS2 v Reason. Hits.
2d6++6=11
11hp damage to Reason.
Entrapping Gaze (Will). On hit target is dominated (se)
1d20+14=20 - PS1 v Vel. Misses.
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Vel -
Mourning Mare 1 - marked by Whiteclaw
Mourning Mare 2 - -3 to attacks to end Reason's next turn
Kia - immobilised (se)
Reason - immobilised (se); -2 Will to start turn
Whiteclaw - -2 Will to start of turn
Arianwyn - immobilised (se)
Protector Spirit 1
Protector Spirit 2
"Get away from me," Vel barks at the nearest spirit, even as her armor flares red. To encourage it doing so, she casts a fire burst between it and the moon mare.
Bloodied. Minor: Activate bloodcut armor for resist 10 all TEOMNT. Standard: Fire burst vs P1, M2 ref.
1d20 + 11 ⇒ (15) + 11 = 26
1d20 + 11 ⇒ (10) + 11 = 21
3d6 + 7 ⇒ (3, 5, 2) + 7 = 17If that hits P1 and not M2, then extra damage to P1 from clever control.1d6 ⇒ 5
Fire springs up between the Protector and the Mourning Mare, which the spectral horse just dodges. The protector is less fortunate and takes the full force of Vel's attack. Like the mage herself, he is bloodied.
The Mourning mares attack again, ever seeking to protect their patron. M1 shifts and sends another tendril of mind-bending mist towards Whiteclaw, forcing the gnoll away from the glowing globe on the dais.
Tendril of Mist (Ref). On hit target slides 2 squares.
1d20+12=26 - MM1 v Whiteclaw. Hits.
2d6+7=15
15hp psychic damage to Whiteclaw
In an echo of her sister's movement, the second ghostly horse tries to attack Reason, but his impeding spell prevents the mist from taking hold and he stands firm.
Tendril of Mist (Ref). On hit target slides 2 squares.
1d20+9=12 - MM2 v Reason. Misses.
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Kia - immobilised (se)
Reason - immobilised (se)
Whiteclaw
Arianwyn - immobilised (se)
Protector Spirit 1 - BLOODIED
Protector Spirit 2
Vel - BLOODIED; resist 10 all damage to end her next turn
Mourning Mare 1 - marked by Whiteclaw
Mourning Mare 2 - -3 to attacks to end Reason's next turn
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Kia - immobilised (se)
Reason - BLOODIED
Whiteclaw
Arianwyn - immobilised (se)
Protector Spirit 1 - BLOODIED
Protector Spirit 2
Vel - BLOODIED; resist 10 all damage to end her next turn
Mourning Mare 1 - marked by Whiteclaw
Mourning Mare 2 - -3 to attacks to end Reason's next turn
Kia, angry at being unable to move looses another arrow at the Protector Spirit.
Paint the bullseye at P1 vs AC. 1d20 + 10 ⇒ (16) + 10 = 26
1d10 + 1 ⇒ (2) + 1 = 3
That probably hits, but very little damage. Ho hum... Anyway everyone now gets a +4 power bonus to all damage from succefful attacks against P1 to the start of Kia's next turn
Kia inspects her arrows to see if they are defective in any way.
Saving throw vs immobilised 1d20 ⇒ 2
Kia thinks she'll just stay where she is for now...
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Reason - BLOODIED
Whiteclaw
Arianwyn - immobilised (se)
Protector Spirit 1 - BLOODIED; to end Kia's next turn, allies gain a +4 to damage on a successful hit
Protector Spirit 2
Vel - BLOODIED; resist 10 all damage to end her next turn
Mourning Mare 1 - marked by Whiteclaw
Mourning Mare 2 - -3 to attacks to end Reason's next turn
Kia - immobilised (se)
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Reason - BLOODIED
Whiteclaw
Arianwyn - immobilised (se)
Protector Spirit 1 - BLOODIED; to end Kia's next turn, allies gain a +4 to damage rolls against him
Protector Spirit 2
Vel - BLOODIED; resist 10 all damage to end her next turn
Mourning Mare 1 - marked by Whiteclaw
Mourning Mare 2 - -3 to attacks to end Reason's next turn
Kia - immobilised (se)
Reason aids Whiteclaw, launches an attack at the ragged spirit, then moves towards it, invoking Ioun's blessing on the area around him.
Healing Word on Whiteclaw: surge + 2d6 + 3 ⇒ (3, 1) + 3 = 7
Lance of Faith vs P1 Ref: 1d20 + 11 ⇒ (5) + 11 = 16
1d8 + 9 ⇒ (3) + 9 = 12if hit, Radiant, and Whiteclaw gets +2 on next to hit roll vs P1
Move to O8. Action Point. Consecrated Ground, Burst 1. At start of their turn, enemies take 1d6 + 3 ⇒ (3) + 3 = 6damage (+4 for P1), and Bloodied allies heal 4 hp (including Reason)
Reason heals Whiteclaw and tries to send a debilitating shaft of light into the protector. Unable to do so, he risks himself to bring Ioun's healing light to Vel.
OA from P1: Reach 2 v AC
1d20+15=33. Hits.
2d6+5=11
11 necrotic damage to Reason
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Whiteclaw
Arianwyn - immobilised (se)
Protector Spirit 1 - BLOODIED; to end Kia's next turn, allies gain a +4 to damage rolls against him; takes 10 damage at start of turn (conc. ground)
Protector Spirit 2
Vel - BLOODIED; resist 10 all damage to end her next turn; gains 4hp at start of turn (conc. ground)
Mourning Mare 1 - marked by Whiteclaw
Mourning Mare 2 - -3 to attacks to end Reason's next turn
Kia - immobilised (se)
Reason - BLOODIED; gains 4hp at start turn (conc. ground)
Frost sweeps over the floor as Whiteclaw calls upon her own primal powers to combat the guardians. The mare flinches back as the axe marks an icy trail on her insubstantial hide.
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Arianwyn - immobilised (se)
Protector Spirit 1 - BLOODIED; to end Kia's next turn, allies gain a +4 to damage rolls against him; takes 10 damage at start of turn (conc. ground)
Protector Spirit 2
Vel - BLOODIED; resist 10 all damage to end her next turn; gains 4hp at start of turn (conc. ground)
Mourning Mare 1 - marked by Whiteclaw; slowed to end Whiteclaw's next turn
Mourning Mare 2
Kia - immobilised (se)
Reason - BLOODIED; gains 4hp at start turn (conc. ground)
Whiteclaw
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Vel - BLOODIED; resist 10 all damage to end her next turn; gains 4hp at start of turn (conc. ground)
Mourning Mare 1 - marked by Whiteclaw; slowed to end Whiteclaw's next turn
Mourning Mare 2
Kia - immobilised (se)
Reason - BLOODIED; gains 4hp at start turn (conc. ground)
Whiteclaw
Arianwyn
Protector Spirit 1 - BLOODIED; to end Kia's next turn, allies gain a +4 to damage rolls against him; takes 10 damage at start of turn (conc. ground)
Protector Spirit 2
Flames leap from Vel's fingers and wrap around the guardian and the mare. As they die away, the guardian can take no more and disipates while the mare is now badly wounded.
The extra 4 from Kia took PS1 down.
MM2 is bloodied.
Unable to retreat, MM2 does the next best thing and tries to slow the gnoll.
Touch of Pity (AC)
1d20+16=30 - MM1 v Whiteclaw. Hits
2d6+5=9
9hp damage to Whiteclaw and she is slowed to end MM1's next turn
Flying among the companions, MM2 unleashes an unearthly horse's scream of anguish. The sound rises and falls, speaking of grief for the doomed of centuries. Alone of the companions, Vel - newly attuned to the ways of the Kargzant - hears and understands, but takes no harm.
Scream of Anguish (Will) - close burst 3. On hit target is immobilised (se).
1d20+15=30 - MM2 v Whiteclaw (inc -2 penalty to Will from Mourning Mare aura)
1d20+13=21 - MM2 v Kia. Hits
1d20+13=23 - MM2 v Arianwyn. Hits
1d20+13=18 - MM2 v Vel
3d8+7=16
16 psychic damage to Whiteclaw, Kia and Arianwyn who are all immobilised (se)
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Kia - immobilised (se)
Reason - BLOODIED; gains 4hp at start turn (conc. ground)
Whiteclaw - immobilised (se); slowed to end MM1's next turn
Arianwyn - BLOODIED; immobilised (se)
Protector Spirit 2
Vel - BLOODIED; resist 10 all damage to end her next turn; gains 4hp at start of turn (conc. ground)
Mourning Mare 1 - marked by Whiteclaw; slowed to end Whiteclaw's next turn
Mourning Mare 2 - BLOODIED