Depths of Madness, a D&D 4E PbP adventure for five level 10 characters.
The party:
Matthaias, the Unforgiven: Revenant Invoker - by tzeentchling
Nils Blackhammer: Dwarf Fighter - by streever
Evosin: Changeling Sorcerer - by The Cow King
Jin Merkle: Changeling Assassin by astrobstrd
Devin Black: Human Artificer by Denada
Deceased:
Torinn Sedinn: Dragonborn Bard - Killed by a Balhannoth in the Forlorn Tower.
***************************************
Wellspring, a frontier town, is surrounded by rugged and dangerous territory. Beyond the riverfront square, narrow streets wind through tightly packed homes, some of which rise two or three stories. The roads are cobbled and clean. Four bridges allow passage over the various waters that run through the town, and a steep wall encircles the entire place.
Wellspring Map
The human Lord Garen Criswell is the hereditary ruler of the town. He is in charge of the town’s justice, defense, and laws. From among the guilders and commoners, the lord appoints a town council to handle running the town’s public business.
Wellspring nestles in a valley, astride a river known as the Chill and between two arms of the Kadagast Mountains. The town’s folk are farmers and fishers. Cultivated farmland surrounds the community. Less than two miles away is Kord’s Tankard, a deep lake fed by runoff from the mountains. A Nerathi road winds down from a northern pass, heading south and splitting into a westward arm. Paved with cut stone, the roads still see caravans from the north.
The most common travelers, though, are pilgrims devoted to the deity Ioun and her saint, Estered. Each year brings another band of devout to the town’s center square. They pay their respects under an ancient statue of Estered, under which the mystic’s tomb is alleged to be hidden.
Wellspringers, famous skeptics, can’t help but wonder if the statue actually marks the grave. They keep their doubts to themselves, since the pilgrims play an important part in Wellspring’s economy. To the pious, Wellspringers are gracious hosts quick to doff their caps to the statue.
Your party has stopped in this town to resupply and take a well-deserved break from adventuring. You're currently boarded at The Blue Plate, the most reputable tavern and inn of Wellspring. Based on the town's history, you suspect that you'll be able find work with little difficulty should you stay for a while.
And....go!
Posts
Matthaias sips his goblet of mead and lets his eyes drift over the crowd, observing from within the cowl of his cloak. His raven brand hurt almost not at all tonight, a mere dull ache serving as a reminder of his patron and his promise. Fleetingly, he wished he could share the triumphs of he and his group's latest exploits with his past selves. He was sure that if he could have reached them, they would approve.
Torinn bursts into a laughter of his own as he takes a large swig from his own mug.
"It's been a while since we've had a chance to just sit and talk like this." He muses as he begins scrawling some notes and musical lines on a piece of parchment he had kept stuffed in his pocket.
Evosin took a long sip of the refreshing ale, this was one of the nice consistencies in his life, aside from his friends of course. At every opportunity he just liked to relish in moments like this when the chaos is quiet as he knows all to soon that it will start swirling again.
"I agree with Torinn it has been a long good while since we hadn't have to worry about such dangerous dangers, and are finally free to sit and enjoy each others company. This is not correct no? I suspect we should enjoy it while it last but if you lead, know that I will follow." said Evosin as he ordered for another rounds. Today would be a good day.
I'm having a little trouble with the picture since I can't draw and can't find anything that really works even a little bit. I'm terrible with Google searches so it may take me a day to get a picture.
He may not understand their drive to heroism, but he felt that in many ways he knew his companions now perhaps even more than they knew themselves. Evosin, of course expected his plan to succeed, it was unusual actually that it hadn't. The sorcerer was more effortlessly charming than Jin was and Jin worked at it like it was a second blade. Torinn modestly presented his new verse, but Jin knew that by the morning the bard would have turned that simple line into an epic, the recitation of which would drive an army to the edge of the nine hells themselves. Matthaias made jokes, but his mind was elsewhere. His divine spells had carved the frost giant's gnoll army in half, but he would be more focused on what he could do better next time than on the victory he had achieved. Nils was joyous now, but he knew how quickly the dwarf could slip into melancholy. Either way, his hammer and shield had kept several blades from Jin's own throat.
He knew these things, yet couldn't move his mind from the young girl selling cheeses at the market today. She was not beautiful by any normal standard, but she had an exquisite birthmark that disappeared below her collar and Jin longed to see what the rest of it looked like.
Jin raised his glass to the group, "It is said that it is a curse to lead an interesting life. I say that we should not have it any other way. To the calm before the storm, gentlemen! I would not brave it with anyone else!"
This serene scene is suddenly shattered by a single scream that quickly turns into a chorus as citizens and pilgrims alike start to flee something they’ve seen.
ready! Nils will draw his weapons. I volunteer to be first out the door.
ready! Jin will try to stay on the periphery of the group and may use Seeker of Shadow if we roll initiative.
ready! Weapon and shield out, Torinn is going to be standing right next to Nils.
Matthaias will be in the rear of the group if possible, staff at the ready.
I'm ok being anywhere in the group, the reach of chaos knows no bounds.
Jin:
Roll Initiative!
"Town guard! Stand down! We'll send these creatures back to whatever hell they hail from."
Should dice rolls go in spoilers?
Free Action: Seeker of Shadow (+4 to my next damage roll. Silent and invisible until I hit something. Once I hit something, invisible and silent until the end of my next turn.
This... could have been better.
Hmm.
Initiative: 1d20+6 8. Slow Invoker is slow.
Note: If Matthaias is attacked with a melee attack, he will use his utility Angelic Visage (Immediate Reaction):
Trigger: An enemy within 5 squares of me makes an attack roll against me.
Effect: The target takes -2 to the attack roll. After the attack, the attacker is pushed 3 squares.
Also remember the Gloves of Antipathy have a property that requires an attacker to spend one additional square of movement to move adjacent to me.
Map: Map Information:
Estered’s Statue: The statue stands 4 squares tall, requires an Athletics check to climb, and acts as blocking terrain for determining cover.
Nils
Horrid Grell 1
Horrid Grell 2
Grell Philosopher
Evosin
Torinn
Pilgrims
Mattias
Initiative Special Info:
A
B
C
Enemy
Enemy
D
E
Enemy
A, B, or C can go. After all three of them go, two enemies go. Then, D or E can go. Once they both go, it's the next enemy's turn. I want to do this to keep the game moving along. With that in mind, if you have powers that have lasting effects, be mindful if you have used those benefits or not (you can't delay your turn to keep reaping positive benefits, for example).
Torrinn - 73/73 HP - Status: Normal
Nils - 86/86 HP - Status: Normal
Jin - 66/66 HP - Status: Normal
Matthias - 64/64 HP - Status: Normal
Grell Horror 1: HP 192; Bloodied 96 -- AC 26 Fortitude 21, Reflex 22, Will 19 -- Status: Assassin's Shroud [1]
Grell Horror 2: HP 192; Bloodied 96 -- AC 26 Fortitude 21, Reflex 22, Will 19 -- Status: Normal
The pilgrims are pious, but they don’t want to die. They are going to do their damnedest to get off the map ASAP.
First combat Rules and Regulations
Fred's Turn
Move Action: F4 to C9 (provoking OA from Orc 2)
Standard Action: Cleave - Str vs AC (Orc 1, AC: 17),
Attack: +17 (inc +2 combat advantage) = 30 - HIT
First Damage: 1d6+12 = 18 damage
Minor Action: Nature's Wrath - Enemy 1 marked by PC
SUMMARY
* PC is now in C9
* Orc 2 gets an Opportunity Attack on PC
* Orc 1 takes 18 damage (7 HP remaining)
Any questions on this, PM me or OOC color the question in the game thread.
Up Next: Jin or Nils!
Jin's Turn
Free: Place a shroud on Grell Horror #1
Jin races to his right around the crowd. These things look like bad business, but Mercy loves fresh meat and hopefully the crowd would add to his ability to take them by surprise. Once he gets within range, shadows swirl around the closest beast highlighting its weak points to Jin's trained eye.
Realizing that they only had seconds to get to the monsters before they managed to kill or hurt more of the pilgrims, the stout dwarf breaks into a full-out run. Fueled by adrenalin alone, he overcomes the next few steps, slamming his heavy shield into the Horror.
His strength is as legendary as Torrin sings: the horror is launched backwards, slamming heavily into the ground. The dwarf grimly looks over his shield, prepared for the next assault, but breathing heavily as he catches his wind from the sudden exertion.
Nil's Turn
Action Point!
Standard: Charge vs Horror 2 at O11: 1d20+14 26 1d10+8 17 (I accidentally did +8 damage, should be +6 for Shield Bash)
Attack: 24 (-5 from Run, +1 from Charge, +2 power description, vs Reflex 22) - HIT
Damage: 15 (1d10, 9, +6)
Horror 2 is Marked, and Knocked Prone in P10
Nils gains +1 ac/reflex (Shield Defense feat: a power requiring a Shield hit)
SUMMARY
Action Point used
PC Ends at N12
Grants CA to enemies until end of my next turn
+1 AC/Reflex
+1 AC from Agile Plate (Property: +1 to AC unless bloodied)
29 AC total
Horror 2 takes 15 damage, is at 177/192
Horror 2 is Marked (takes -2 to attacks not including me)
Horror 2 is Prone in P10
Hope I did everything right!
Though the creatures have no eyes, their attention swivels directly in the Dwarf's direction.
The creature that Nils knocked down slowly floats back up to his original position and lashes out with its tentacles. Fortunately for Nils, the grell was still shaken from the surprise attack from the dwarf, and the tentacles merely draw sparks as they slash against stone.
The grell that spoke before cackles in Deep Speech, "Ah, a child of Moradin! What a fine feast you'll make for my brothers! Kill him!" The monster crackles with electricity and a bolt of energy strikes the fighter square in the eyes.
Nils vision blurs as another grell quickly wraps tentacles around him. The monster quickly pulls the dwarf close and sinks its beak into his soft, yielding flesh. Nils feels poision quickly enter his blood, and he's suddenly filled with the sensation that he's been petrified.
Pilgrims scatter as the grells begin their assault on the fighter, running towards the temple of Ioun and The Blue Plate for sanctuary from the vile creatures.
Enemy Actions:
Free Action: Alert Allies
Move Action to N8
Standard: Lightning Lance vs. Nils: Hit! for 14 Lightning Damage, and Nils is Blinded (Save ends)
Horrid Grell 1:
Move Action to N10
Standard: Tentacle Grab: Hit! for 13 damage and Nils is Grabbed.
Minor: Venomous Bite: Hit! for 7 damage, and Nils is Stunned (save ends)
Horrid Grell 2:
Move Action: "Stand" up
Standard Action: Tentacle Rake: Miss!
Estered’s Statue: The statue stands 4 squares tall, requires an Athletics check to climb, and acts as blocking terrain for determining cover.
Nils
Horrid Grell 1
Horrid Grell 2
Grell Philosopher
Evosin
Torinn
Pilgrims
Mattias
Initiative Special Info:
A
B
C
Enemy
Enemy
D
E
Enemy
A, B, or C can go. After all three of them go, two enemies go. Then, D or E can go. Once they both go, it's the next enemy's turn. I want to do this to keep the game moving along. With that in mind, if you have powers that have lasting effects, be mindful if you have used those benefits or not (you can't delay your turn to keep reaping positive benefits, for example).
Torrinn - 73/73 HP - Status: Normal
Nils - 52/86 HP - Status: Grabbed, Blinded (save ends), Stunned (save ends)
Jin - 66/66 HP - Status: Normal
Matthias - 64/64 HP - Status: Normal
Grell Horror 1: HP 192/192; Bloodied 96 -- AC 26 Fortitude 21, Reflex 22, Will 19 -- Status: Assassin's Shroud [1]
Grell Horror 2: HP 177/192; Bloodied 96 -- AC 26 Fortitude 21, Reflex 22, Will 19 -- Status: Marked by Nils
The pilgrims are pious, but they don’t want to die. They are going to do their damnedest to get off the map ASAP.
First combat Rules and Regulations
Fred's Turn
Move Action: F4 to C9 (provoking OA from Orc 2)
Standard Action: Cleave - Str vs AC (Orc 1, AC: 17),
Attack: +17 (inc +2 combat advantage) = 30 - HIT
First Damage: 1d6+12 = 18 damage
Minor Action: Nature's Wrath - Enemy 1 marked by PC
SUMMARY
* PC is now in C9
* Orc 2 gets an Opportunity Attack on PC
* Orc 1 takes 18 damage (7 HP remaining)
Any questions on this, PM me or OOC color the question in the game thread. Also, please let me know if I messed the map on in terms of positions. I'll try to update it at the top of the round/and or after the enemies take their turns.
Up Next: Everyone but Jin or Nils!
"You have got to be kidding me..." Torinn mutters, in awe of his miss.
Minor Action: Hurl Dragon's Breath (Fire) to O9 Con vs Reflex
Attack: Grell Philosopher: 1d20+10 = 23 - MISS
Grell Horror 1: 1d20+10 = 14 - MISS
Grell Horror 2: 1d20+10 = 14 - MISS
Summary:
*PC is now in O17
*I missed a lot.
Ha...hahaha... haha...ughhhhhh
Matthaias' turn:
Standard+move: Double move (run) for 14 squares, to S16.
Minor: Astral Splendor (daily): Stance, Enemies take -2 to hit me until I end the stance, auto ends when I am bloodied. I also shine bright light within 6 squares.
Angelic Visage as an Immediate Interrupt if anyone attacks me within 5 squares is still in effect.
They take -2 to hit me, then after the attack I push them 3.
Current (effective) defensive stats: AC 26/Fort 25/Ref 23/Will 25
A massive blue dragon's head appears and goes to bite the odd things that are attack his dwarf friend. He motions the head forward to only see it smash into the ground, in a small fit of anger he expells energy and pushes all pilgrims away from him. "I see the chaos is agaisnt me today." he sighs.
In a fluid motion he raises the head once more and strikes at the beast in the back. The dragon fueled by Evosin's disappointment moments earlier crashes into the beast and Evosin can feel the dragon tearing its way through. He pulls the dragon back with the beast still in its maw it struggling to get up.
The dragon's head forms into something new instantly, a whirling storm of chaos and destruction. Bolts of wildly changing energy soar out and strike both beast a large cloud of dust and energy appears and both the beast fall from the cloud in entirely different areas.
Evosin lowers his arms, spent. He calls out to his friends "I've done all I can for now, strike true and hard friends!"
First off I have to roll my wild soul resistance 1d10: 1
I now have resistance to Acid and I pierce acid resist..
Move Action: Move to N23
Minor Action: Use Stretch spell. (+5 to spell range)
Standard action: Ice Dragon's Teeth (Area Burst 1 on square N9) on hit target is slowed until the end of your next turn.
Attack Roll:
Horrid Grell 1: 1d20+13= 1 VS Reflex. Woo Critical miss!
However: Unfettered Power: On a 1 push each creature within 5 of you 1 square. So I guess push the peasants?
Attack Roll Grell Philosopher: 1d20+33 = 13 CRITICAL!!
Damage Grell Philosopher: Damage(Max) = 2d8+13+3d6 = 39!!!
This is assuming I roll my weapons crit dice on spell crit, if not its 29 damage.
The Grell Philosopher is now Slowed till the end of my next turn.
I rolled a 20 so Unfettered Power: I slide him to square N9 and it is knocked Prone.
ACTION POINT!
Standard Action: Cast Chaos Storm(area 1 burst in 10+5) on square N9.
Attack Roll Grell Horror 1: 1d20+13: 28 [1d20=15] VS Reflex. Hit!
Attack Roll Grell Philosopher: 1d20+13: 31-2= 29 [1d20=18] VS Reflex. Hit!
Damage Roll: 2d6+13: 17 [2d6=2, 2].
They both take 17 damage and I get to teleport them hehehe.
Grell Horror 1 to square N9. Grell Philosopher to square O9.
Summary: Grell Horror takes 17 (175 remaining.) Damage moved to square N9.
Grell Philosopher takes 56 (168 remaining) damage, is prone, slowed, and in square O9.
Evosin is in square N23.
I rolled 2 1's a 20 and some other high numbers!
That took way longer then expected. Hope I did everything right tell me if I fudged something up!
I can only teleport them inside the blast origin and I didn't think our fighter would do well surrounded. So I just grouped them up seeing how our fighter has a lot of ailments on him . I'm so bad at typing today, and :x is a angry face?
Map: Map Information:
Estered’s Statue: The statue stands 4 squares tall, requires an Athletics check to climb, and acts as blocking terrain for determining cover.
Nils
Horrid Grell 1
Horrid Grell 2
Grell Philosopher
Evosin
Torinn
Pilgrims
Mattias
Initiative Special Info:
A
B
C
Enemy
Enemy
D
E
Enemy
A, B, or C can go. After all three of them go, two enemies go. Then, D or E can go. Once they both go, it's the next enemy's turn. I want to do this to keep the game moving along. With that in mind, if you have powers that have lasting effects, be mindful if you have used those benefits or not (you can't delay your turn to keep reaping positive benefits, for example).
Torrinn - 73/73 HP - Status: Normal
Nils - 52/86 HP - Status: Blinded (save ends), Stunned (save ends)
Jin - 66/66 HP - Status: Normal
Matthias - 64/64 HP - Status: Normal
Grell Horror 1: HP 175/192; Bloodied 96 -- AC 26 Fortitude 21, Reflex 22, Will 19 -- Status: Assassin's Shroud [3]
Grell Horror 2: HP 177/192; Bloodied 96 -- AC 26 Fortitude 21, Reflex 22, Will 19 -- Status: Marked by Nils
The pilgrims are pious, but they don’t want to die. They are going to do their damnedest to get off the map ASAP.
Any questions on this, PM me or OOC color the question in the game thread. Also, please let me know if I messed the map on in terms of positions. I'll try to update it at the top of the round/and or after the enemies take their turns.
Up Next: Jin or Nils!
Summary
Standard: Executioner's Noose on Grell at P10. Miss with an 18.
Free: Place 2 shrouds on Grell at N9 for 3 total. (Killer's Insight)
Still Silent and Invisible. If I am hit, I assume shade form as an immediate interrupt and the attacker takes 5 ongoing damage, save ends. (Assassin's Escape and Counterstrike Armor).
Up Next: Nils
Grinning, he looks at the eyeless creatures that hold him in their tentacles. "Keep coming, monsters! You won't end another life today."
Save vs Poison: 1d20+5 14
Summary
Nils saved against Blind & Stun
Nils is back to 28 AC
Up Next: Horrors
The larger creature cackles as the bard's fire and the sorceror's attacks fizzle before they can harm him, but he is taken aback by the Sorceror's second attack. He shrieks, piercing the ears of Matthaias and Torrin as a purple maelstrom of energy swirls around the statue of Esterd.
Jin proves slippery but not slippery enough as a grell sinks both spiny tentacles and toothy beak into the changeling's hide.
Nils' face gets pummeled by lashing tentacles that serve as a distraction for the fighter's future attacks.
Enemy Actions:
Move Action to Stand
Standard:Psychic Storm vs. Torrinn and Matthaias: Hit! for 17 Psychic Damage, and both are Dazed (save ends). The psychic storm is a zone that lasts until the end of the encounter. Any creature entering the zone is dazed (save ends).
Horrid Grell 1:
Move Action to N10
Standard: Tentacle Rake vs Nils: Hit! for 17 damage, and Nils is Slowed and takes a -2 penalty to attack rolls (save ends both).
Horrid Grell 2:
Move Action: Move to Q11
Standard: Tentacle Grab vs Jin: Hit! for 5 damage and Jin is Grabbed.
Minor: Venomous Bite: Hit! for 5 damage, and Jin is Stunned (save ends)
Estered’s Statue: The statue stands 4 squares tall, requires an Athletics check to climb, and acts as blocking terrain for determining cover.
Nils
Horrid Grell 1
Horrid Grell 2
Grell Philosopher
Evosin
Torinn
Pilgrims
Mattias
PC Information:
Torrinn - 56/73 HP - Status: Dazed (save ends)
Nils - 35/86 HP - Status: Slowed, -2 to attacks (save ends both)
Jin - 56/66 HP - Status: Silent, Invisible, and in Shade form, Grabbed, Stunned (save ends)
Matthias - 47/64 HP - Status: Dazed (save ends)
Grell Horror 1: HP 175/192; Bloodied 96 -- AC 26 Fortitude 21, Reflex 22, Will 19 -- Status: Assassin's Shroud [3]
Grell Horror 2: HP 177/192; Bloodied 96 -- AC 26 Fortitude 21, Reflex 22, Will 19 -- Status: Marked by Nils, 5 Ongoing Damage
The pilgrims are pious, but they don’t want to die. They are going to do their damnedest to get off the map ASAP.
Any questions on this, PM me or OOC color the question in the game thread. Also, please let me know if I messed the map on in terms of positions. I'll try to update it at the top of the round/and or after the enemies take their turns.
Up Next: Erry'one else!
"These ones seem to be a bit tougher, be careful! I can't propose to them, hell I don't think I can even look like them." Shouted Evosin over the sound of the battle.
Standard Action: Chaos Bolt aimed at the Grell Philosopher.
Attack Roll: 1d20+13: 28 [1d20=15] VS Reflex. Hit!
Attack Roll: 1d10+13: 21 [1d10=8].
I could make a saving throw! Nothing to save from!
Summary:
Evosin at I16.
Grell Philosopher takes 21 damage (147 remaining).
Critical Miss, my turn ends immediately.