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.


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Kia

Spoiler:
Fear starts to creep over you.

Attack v Fort - on hit, you are subject to an attack v Will. If that hits, you will want to run and will need to make a save to prevent yourself doing so.

1d20+12=18. v Fort. Misses.

You stand strong, certain you can avoid anything the primal terror beneath can throw at you. Another attack comes.

As above:
1d20+12=32 v Fort. Hits.
1d20+12=17 v Will. Misses.

Even though you know, with utter certainty that what you see and hear is not true, nonetheless the fear is the most real thing in your world. Your smiling mother removes your weapons and armour and binds your eyes before turning you around. Disoriented, you feel silken ribbons slip around your body, holding you in place. Each ribbon has a name and each is more fearful than the last. "Domesticity." "Obedience." "Lassitude". "Incarceration."

Skill challenge: Break through your fear.
4 successes before 3 failures. No aids.
You may use any skill you wish to with appropriate reasoning, but each skill only once.


Male Tiefling Cleric 11

Spoiler:
Reason's greatest fear is not, as may be thought, bookburners, but dementia.


Female Eladrin Warlord/10

Spoiler:

Kia explains to her mother that the laws which have evolved for the good of her kind do not permit this denial of her freedom. History - 1d20 + 17 ⇒ (8) + 17 = 25

While trying to convince her mother she tries to wriggle out of the bonds her mother is placing on her. Athletics - 1d20 + 13 ⇒ (1) + 13 = 14

Kia pleads with her mother, promising to consider someone suitable, but ecplaining that she has to chooose for herself. Diplomacy - 1d20 + 11 ⇒ (5) + 11 = 16

Not too certain that that worked, Kia looses her cool slightly, saying she will never speak to her again unless she stops. Intimidate - 1d20 + 11 ⇒ (11) + 11 = 22

Kia looks disparagingly at the bonds her mother is using and claims that they have no power over her. Their magic is too weak. Arcana - 1d20 + 10 ⇒ (14) + 10 = 24

And anyway, there is nothing you can do that is worse than what I've already been through. I will prevail! Endurance - 1d20 + 9 ⇒ (13) + 9 = 22


Kia

Spoiler:
Aware that her mother respects tradition, your historical analysis seems to sway her, but in her presence you are a child again and unable to use the skills that have served you so well in the adult world.

A child's response helps you break free and you finally recognise that your own purpose is stronger than any bond she can create for you. Determined, you release yourself and stand among your companions.

More terrors must follow, but your inner battle is won.

Reason Welcome back :)

Spoiler:
Fear wraps long arms around you. This is the basic primal fear of all living things. The fear of the dark and the fear of the unknown.

Attack v Fort - on hit, you are subject to an attack v Will. If that hits, you will want to run and will need to make a save to prevent yourself doing so if you fail the skill challenge.

1d20+12=16. v Fort. Misses.
1d20+12=17. v Will. Misses.

Another attack comes, seeking to find a way into your armoured mind.

1d20+12=17. v Fort. Misses
1d20+12=20. V Will. Misses.

Reason's mental training allows him to fight off the primal attacks besetting him, but yet another attempt is made.

1d20+12=26. v Fort. Hits
1d20+12=15. v Will. Misses.

For all your training, at last you are forced to confront your darkest nightmare - the loss of reason. Even though you are aware that this is not happening now, you are aware that it could happen. The bright light of Ioun starts to fade as you grope for memory and understanding. No monster has ever been as bad as your own imagining.

Skill challenge: Break through your fear.
4 successes before 3 failures. No aids.
You may use any skill you wish to with appropriate reasoning, but each skill only once.


Male Tiefling Cleric 11

Spoiler:
If I understand, I do not need the save vs run.
Reason clings desperately to the faith and teachings of Ioun, while trying to confront his fears and seek the inconsistencies in the attacks against him, both emotional and physical.
Justification for Religion, Insight, Perception? I will make the rolls and you can discard what you do not like.
Religion x 2:1d20 + 12 ⇒ (11) + 12 = 231d20 + 12 ⇒ (9) + 12 = 21
Insight x 2:1d20 + 13 ⇒ (2) + 13 = 151d20 + 13 ⇒ (20) + 13 = 33
Perception x 2:1d20 + 14 ⇒ (10) + 14 = 241d20 + 14 ⇒ (10) + 14 = 24

EDIT: sorry, missed the each only once. please use the first rolls above.


Reason

Spoiler:
That's correct, you won't need to make a save - you're not running anywhere. Will attacks all failed.

Faith brings acceptance and, despite a brief inability to understand, you realise that the primal force beneath you is offering an opportunity for rebirth. You see clearly that even though your darkest fear may yet occur, you will find ways to accept it. The fear starts to recede to a controllable place.

I need another successful roll from you on a different skill. You've succeeded with Religion, Insight and Perception and have three out of your four successes and one failure.


Male Tiefling Cleric 11

Spoiler:
I think that I only have 2 successes.
Reason attempts to prove his mind is still whole by cycling through various knowledge: magical, medical, and historical.

Arcana:1d20 + 12 ⇒ (17) + 12 = 29 Heal: 1d20 + 13 ⇒ (7) + 13 = 20 History:1d20 + 7 ⇒ (5) + 7 = 12


Reason

Spoiler:
You were right. The first Insight was a flub. Luckily ...

As it has always done, your training comes to your aid. Magical and medical knowledge cycles surely through your mind, even though the historical subtleties elude you. It is enough. The fear recedes and you stand ready to face whatever the next challenge may bring.

As you recover from the series of attacks, you become aware of a stilling of the restless shades on the perimeter of the Bone Plains. Two great figures can be dimly perceived on the edges of your vision, as yet without any real form.

The ground beneath you is now starting to rock more insistently and pull apart, and from the cracks in the land, shades emerge.

Enemies long dead rise around you. The duergar from Pharoe glower as they form and move to the edge of the trembling ground, followed by zombies, ghouls, and then other, more recent foes. Gnolls, Skyroth, orcs and Kyleth move through you and take their places in the circle. Then come the wine-soaked dwarves, the vine horrors, the swarms, the Muse and the proto-tieflings. Others follow. Now you see the poltergeists from the Library as well as the fey assassins you fought more recently.

The same thought occurs to you all. Here in the half-world, the lives you have ended must be balanced with the lives you have saved.

This is a communal effort. You can call on any of the people you have saved for aid here. The actual battle that follows will be mental, rather than physical and I'll explain the details once you've chosen your allies.


Female Human Wizard 11 / Master of Flame

The people we saved from the Kyleth books are obvious first choices, but I don't have notes with the names. The Gentleman, the dwarf, Arianwyn's poet friend, and Pirot.

Especially Pirot and The Gentleman.


Male Eladrin Warlock (Feypact) 13 - Multiclass Bard - Hexer Paragon Path

Concur with the above; the villagers of Riggarth (saved from the Blight); the spirit of the mound (admittedly we helped him rest rather than save his life, but the guys from the books were illusions, so why can't we have a dead guy?) :D; plucking at straws, the animal spirits from the spirit challenge in the tomb; even more plucking at straws.. if we could summon Anarak, Gobi, Seraphiel/TRK, and Baldrec the Unkind as well.


Female Human Wizard 11 / Master of Flame

There were also a lot of bystanders at the poetry reading who may count.


Male Eladrin Warlock (Feypact) 13 - Multiclass Bard - Hexer Paragon Path

The white dragon egg?


Female Gnoll Warden 12 (Icewrought Sentinel)

The entire world? I mean, wasn't Kyleth's blight intended to destroy pretty much everything? So, by stopping her we saved them all


Male Tiefling Cleric 11

The people from the pub where Gobi's girlfriend worked (sorry, teflon mind at work).

EDIT: Ack! probly echoing Vel.


The whole world seems a bit much to ask for :)

You can have Pirot, The Gentleman, Einvar the Betrayer, TRK, Gobi, Anarak, Baldrech the Unkind, Narissa (she has hidden talents) and Whiteclaw's egg on your team.

Yusiri Kaseem (the bon viveur you rescued from the drunken dwarves), Roswitha, the bystanders at the poetry reading and the citizens of Riggarth can certainly speak on your behalf, but they'll have to be non-combatants.

I'll have your map updated and details of what you need to do along shortly. In the meantime, roll initiative, remembering to add +2 for Kia.


Male Tiefling Cleric 11

Initiative: 1d20 + 5 ⇒ (11) + 5 = 16


Female Eladrin Warlord/10

Initiative 1d20 + 8 ⇒ (8) + 8 = 16


Male Eladrin Warlock (Feypact) 13 - Multiclass Bard - Hexer Paragon Path

Initiative 1d20 + 8 ⇒ (18) + 8 = 26


Female Gnoll Warden 12 (Icewrought Sentinel)

Init: 1d20 + 7 ⇒ (3) + 7 = 10


Female Human Wizard 11 / Master of Flame

1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10


MAP

All - spoilered for length

Spoiler:

This is a variant skill challenge. The victory conditions are slightly different as you don't have to roll a precise number of successes or failures. It ends when one side or the other accomplishes their objective. In this case, 5 consecutive successes would mean you've accomplished your objective.

Your objective is to increase the size of the blue square (your supporters) so that it covers the orange square. The pink lot (your opponents), have exactly the same objective. With each success, the relevant square increases by one.

You roll attacks in init order, using a single skill as your attack bonus - i.e. if Whiteclaw picks Endurance, she rolls her attacks at +14. Once you've picked the skill, you can't change it. That is a STANDARD action.

As a MOVE action, you may call on one of your allies to make an attack roll as well. They will use their best bonus score on your behalf. You may call on each ally only once.

Friend and foe attack bonuses are listed below for easy reference. Once used, they vanish from the list.

You may use MINOR actions in any way you choose.

The DCs are all high.

I hope this makes sense.

Your allies:
Anarak (+11)
Baldrech (+13)
Einvar the Betrayer (+14)
Gobi (+13)
Narissa (+15)
Pirot (+15)
The Gentleman (+17)
TRK (+13)
Whiteclaw's Dragon (+11)

Primal forces roll at a basic level +3 - or +12. Like you, they may call on an ally to roll as a move action. Unlike you, they don't have any AP to play with.

Enemies
Kyleth (+18)
Duergar (+11)
Swarms (+11)
Orcs (+10)
Gnolls (+13)
Skyroth (+15)
Drunken dwarves (+12)
Proto-tieflings (+13)
Muse (+12)

The ground continues to writhe as spirit forms of allies and friends emerge to support your cause. Among them is a young dragon. As it appears, it pauses in front of Whiteclaw, looking slightly smug.

"I told you I'd find you. I am beautiful and clever, just as I said." Glinting with traces of silver among the pure white of its scales, it takes its place among your friends.

Gobi, Anarak, The Rogue Knight and Baldrech join the throng, and finally, surprisingly, the enaree of the Bone Riders.

"I come to watch and see."

Arianwyn
Primal forces
Primal forces
Primal forces
Kia
Reason
Primal forces
Whiteclaw
Vel
Primal forces


Male Eladrin Warlock (Feypact) 13 - Multiclass Bard - Hexer Paragon Path

Arianwyn scoffs, "Come now, is this the best you can do? Fully half your troops are imaginary. Pitiful really."

Intimidate1d20 + 15 ⇒ (19) + 15 = 34

"Narissa, so good to see you. Would you care to lend your unique skills to this conflict?"

1d20 + 15 ⇒ (9) + 15 = 24

Action Point

"Ah, the Gentleman; welcome."

1d20 + 17 ⇒ (14) + 17 = 31

The eladrin smiles in a chilling manner at the opposition.


Male Eladrin Warlock (Feypact) 13 - Multiclass Bard - Hexer Paragon Path

Somewhat dispiriting that they get 6 attempts at it. If they come into conflict with the blue areas we have already claimed, does anything happen, or do they just counter-claim them?


Conflicted areas just overlap until the challenge is resolved.

MAP

Narissa smiles warmly as Arianwyn stares down the opposition and sings her praise of your deeds.

The Gentleman's hands go to his sleeves and he draws two slender daggers, slipping into the shadows behind enemy lines.

"I should not, in your place, risk the wrath of true heroes," he comments.

Beneath your feet, the ground shakes, seeking to overturn your authority. The attack is mere sound and bluster, doing nothing to further the other cause.

Kyleth's shade sneers from afar.

"Here, you are such stuff as dreams are made on. We shall see you bound into sleep."

1d20+12=13
Kyleth - 1d20+18=28

Another failed rumble from the ground and the proto-tieflings advance menacingly, dripping with blood and fanaticism in equal measure.

Primal forces - 1d20+12=17
Proto-tieflings - 1d20+13=28

The primal forces seem unsure now, as the ground ripples again and calls on the gnolls to make their claim. The sight of Whiteclaw deters them and they shake their heads, standing still.

Primal forces - 1d20+12=16
Gnolls - 1d20+13=16

Spoiler:
There's poetic justice if you like. The basic primal forces missed every blasted time.

Your allies:
Anarak (+11)
Baldrech (+13)
Einvar the Betrayer (+14)
Gobi (+13)
Pirot (+15)
TRK (+13)
Whiteclaw's Dragon (+11)

Enemies:
Duergar (+11)
Swarms (+11)
Orcs (+10)
Drunken dwarves (+12)
Muse (+12)

Kia
Reason
Primal forces
Whiteclaw
Vel
Primal forces
Arianwyn
Primal forces
Primal forces
Primal forces


Male Eladrin Warlock (Feypact) 13 - Multiclass Bard - Hexer Paragon Path

If I read aright, we're winning 3-2.


You are. They flubbed horribly. That was their best chance and they blew it. Good seems to be prevailing.


Female Gnoll Warden 12 (Icewrought Sentinel)

If each side needs 5 consecutive successes, aren't we up 3-0? Arianwyn and Allies all made it - 3 for us. They had Kyleth hit, miss with primal forces, Tiefling hit, then 2 misses. So they have 2 total successes, but zero consecutive? Or do they have different rules from us?


Whiteclaw wrote:
If each side needs 5 consecutive successes, aren't we up 3-0? Arianwyn and Allies all made it - 3 for us. They had Kyleth hit, miss with primal forces, Tiefling hit, then 2 misses. So they have 2 total successes, but zero consecutive? Or do they have different rules from us?

Same rules. It doesn't matter if the hits are consecutive or not, it's a first past the post deal.

I just used the "if you got five consecutive hits" in the original example as a hypothetical case.


Male Eladrin Warlock (Feypact) 13 - Multiclass Bard - Hexer Paragon Path
Rev DM wrote:
You are. They flubbed horribly. That was their best chance and they blew it. Good seems to be prevailing.

Or Good has a lucky git on its team.


Female Eladrin Warlord/10

Frowning, Kia concentrates on her best course of action. "I think I get the idea..."

History: 1d20 + 17 ⇒ (19) + 17 = 36

Move action...

"Pirot, good friend. could you....?"

1d20 + 15 ⇒ (6) + 15 = 21


Male Tiefling Cleric 11

Reason examines his foes carefully for signs of weakness.

Perception: 1d20 + 14 ⇒ (5) + 14 = 19

"Seraphiel, my friend. Your aid is timely."

1d20 + 13 ⇒ (8) + 13 = 21


Kia's knowledge of the patterns of history provides convincing proof of the rightness of your past actions and Pirot's shadow adds authority to her words.

Reason looks at the assembled foes and realises that their presence here is the product of the group's deepest fears. Seraphiel's many lifetimes offer support as he gazes serenely at the enemy.

"Your actions are justified."

Silence falls as your enemies and friends fade, leaving you masters of the field.

From the mounds, the massed dead bow to you. At the edges of vision the huge watching figures seem to radiate approval. The enaree seems to be listening to something as he gestures slightly, and your weapons and armour reappear on you.

Success in both those challenges gives you back all your equipment. Stats and powers are as normal.

"Be devoured."

Before Pashira's tomb, a huge head is emerging from the ground. Eyeless and ancient, it snuffs the air, reaching towards you. In the halfworld, many things are clear to you without speech. To complete Pashira's path, one of you must be consumed.

Only one of you needs to be swallowed by the One Who Devours. The problem here is that you need to defeat it before the lucky soul inside it is digested.

MAP

Whiteclaw
Vel
Arianwyn
The One Who Devours
Kia
Reason


Male Eladrin Warlock (Feypact) 13 - Multiclass Bard - Hexer Paragon Path

Whiteclaw. that sounds like a job for you. To be swallowed.


Female Gnoll Warden 12 (Icewrought Sentinel)

I agree.

As her gear forms on her, and the Devourer rises, Whiteclaw howls a challenge at the thing and rushes at it.

Furious Charge. Move to L16, then the attack: 1d20 + 12 ⇒ (14) + 12 = 26. On hit: 1d10 + 10 ⇒ (9) + 10 = 19. Mark it.


A fury of white fur, Whiteclaw hurls herself towards the One Who Devours, driving her axe deep into its hide in an atttempt to draw its attention to her.

MAP

Vel
Arianwyn
The One Who Devours - marked by Whiteclaw
Kia
Reason
Whiteclaw


Female Human Wizard 11 / Master of Flame

Delay until after the One


MAP

Arianwyn
The One Who Devours - marked by Whiteclaw
Vel
Kia
Reason
Whiteclaw


Female Eladrin Warlord/10

Kia is clearly moved that she has her belongings back.

"I feel whole again."


Male Eladrin Warlock (Feypact) 13 - Multiclass Bard - Hexer Paragon Path

Curse the One. Curse of the Black Frost vs Ref.
1d20 + 11 ⇒ (13) + 11 = 242d8 + 9 ⇒ (1, 3) + 9 = 13
Dark One's Own Luck
1d20 + 11 ⇒ (3) + 11 = 14
Curse damage
1d8 ⇒ 5

Arianwyn snarls and sends icy black crystals forth.


Arianwyn - you can keep Dark One's Own Luck as your first roll just hits.

Chill forms around the huge form as the warlock manages to sneak an attack past it.

The great head lunges at Whiteclaw, grabbing her in its jaws.

Bite (Ref). On hit target is grabbed until escape.
1d20+15=30
2d6+5=16
16 damage to Whiteclaw and she is grabbed.

MAP

Vel
Kia
Reason
Whiteclaw - grabbed until escape
Arianwyn
The One Who Devours - marked by Whiteclaw; cursed by Arianwyn; takes 1d8 cold damage if it moves (se)


Male Eladrin Warlock (Feypact) 13 - Multiclass Bard - Hexer Paragon Path

Thanks.Effect: If the target moves for any reason, it takes 1d8 cold damage (save ends). If the target saves, you cannot sustain this power. Move to Q12.


Female Human Wizard 11 / Master of Flame

Characteristically, Vel opens with her most destructive spell, exploding a ball of fire at the One after sending Adalram to perform his targeting role. It has less effect than she had hoped, but still singes the being.

Minor: Summon Adalram. Move: Send Adalram to N16. Standard: Fireball at M12 vs Ref, miss for half.

1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 133d6 + 7 ⇒ (6, 6, 3) + 7 = 22


Female Gnoll Warden 12 (Icewrought Sentinel)

HP: 80/96
Surges: 13/13
AP: 1/1
Status: Marked The One, Grabbed.


Vel's usual precision may be missing, but her trademark flame is nonetheless a welcome sight for her allies. Adalram flies high above the One Who Devours, pointing the way for her.

MAP

Kia
Reason
Whiteclaw - grabbed until escape
Arianwyn
The One Who Devours - marked by Whiteclaw; cursed by Arianwyn; takes 1d8 cold damage if it moves (se)
Vel


Female Eladrin Warlord/10

Kia moves to S14, takes out her bow and shoots at the devourer.

That's a move, minor, free to load and standard

Paint the Bulls-eye 1d20 + 10 ⇒ (6) + 10 = 161d10 + 1 ⇒ (1) + 1 = 2

In the unlikely event that that hits, everyone will get a +4 power bonus to their damage rolls. to the start of Kia's next turn and Kia pushes the devourer 1 square directly away from her.

I need to keep track of my arrows... Since iPlay4e won't. So.. 23 left.


Scrambling on to slightly higher ground, Kia misjudges her shot and the arrow hits nothing.

MAP

Reason
Whiteclaw - grabbed until escape
Arianwyn
The One Who Devours - marked by Whiteclaw; cursed by Arianwyn; takes 1d8 cold damage if it moves (se)
Vel
Kia


Male Tiefling Cleric 11

Reason sends a bolt of light towards the Devourer.

Arianwyn gets CA vs Target, Daunting Light vs Ref: 1d20 + 10 ⇒ (12) + 10 = 222d10 + 5 ⇒ (6, 4) + 5 = 15 Radiant


Reason's light narrowly misses the One Who Devours as Whiteclaw dangles from its mighty jaw. Even so, Arianwyn feels the benefit of Reason's prayer.

MAP

Whiteclaw - grabbed until escape
Arianwyn - CA v One Who Devours until end Reason's next turn
The One Who Devours - marked by Whiteclaw; cursed by Arianwyn; takes 1d8 cold damage if it moves (se)
Vel
Kia
Reason


Female Gnoll Warden 12 (Icewrought Sentinel)

As she dangles in it's jaws, Whiteclaw swings her axe at the Devourer.

Grab seems to just immobilize, so I can smack it down! Grasping Winds, targets AC. 1d20 + 12 ⇒ (8) + 12 = 20. On hit: 1d10 + 6 ⇒ (8) + 6 = 14 and a pull which has no effect since there are no other enemies. Keep it marked.

HP: 80/96
Surges: 13/13
AP: 1/1
Status: Marked The One, Grabbed.

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