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No. 76721
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"Come then, you would-be heroes! Face the fury of the Dragonsworn!" the Fell King bellows. His words seem to pierce Thelkra, and she doubles over again, falling to her knees in the process.
Bernkastel (Monster Knowledge) Though the Fell King channels the leyline much the same as before, the convergence seems to have grown somewhat unstable, and the earthen portion of it in particular has fractured slightly. Now, when he channels the earth shakers, it instead sends short-lived ripples out towards multiple targets, creating very damaging zones of trembling earth at the point of impact after a few seconds. (earth shakers now targets one, two, or three nonadjacent creatures. It is a vs. Reflex attack that deals a low amount of damage on a hit, but conjures a Medium tremor at elevation 0 in the target's space, which lasts until the end of the target's turn. At the end of the target's turn, it makes a secondary attack, an area burst 1 centered on the tremor, which deals damage if you are in the burst, and creates a zone of difficult terrain that lasts until the leyline convergence uses [b]earth shakers[/b] again. If a creature enters the zone or begins its turn therein, it takes damage and is slowed (save ends).
The Fell King has a number of innate traits. The fact that the Fell King wields such a strange and unnatural weapon makes him a warmaster; he can shift from a defensive stance to an offensive stance by splitting his sword in two or reuniting the twin blades. (The Fell King is level 13. While in the soldier stance, he is a soldier, while in the skirmisher stance, he is a skirmisher. At the start of each of his turns, he chooses to adopt either the skirmisher or soldier stance. When he adopts the soldier stance, he can mark each enemy within 3 squares he can see until the end of his next turn, and can save against any one negative effect on him, even if a save wouldn't normally end the effect, though he cannot save against effects that would last until the end of the encounter or longer in this way. When he enters the skirmisher stance, his movespeed changes from 6 to 8, he can stand from prone and shift half his speed as a free action.) When he fights with his weapon as a great sword, he has shifted towards defense, and launches single, heavy strikes from a central position. When he has split his sword into two bastard swords, he fights quickly, darting around the battlefield, slashing as he goes. (The Fell King's powers change slightly depending on his stance.)
The Fell King's resilience is unmatched. He cannot be afflicted with debilitating conditions for very long. (Action Recovery as standard, ending any dazing, dominating, or stunning effects at the end of the Fell King's turn.) Furthermore, defeating the Fell King is an arduous task, as he can summon guardian spirits to his aid, which while linked with him, increase his defensive capability dramatically. However, they also transfer their pain to the Fell King when they are destroyed. The Fell King, however, cannot be simply destroyed by defeating him once in combat--a more permanent solution will be necessary. (When the Fell King has taken one-third of his HP in damage, he conjures a dragon spirit. No action is required to do so. He will summon another dragon spirit when he has taken two-thirds of his HP in damage. As long as a dragon spirit has more than 0 hit points, the Fell King has resist 25 to all damage. Additionally, when the Fell King drops to 0 or fewer hit points, he discoporates rather than dying or falling unconscious. You believe that the act of conjuring the spirits will remove the corresponding ice/lightning zone for the dragon spirit he summons, which affects what powers the spirit has.)
As the fight with the Fell King continues, the maelstrom that surrounds him grows in size and power. When it reaches its apex, it detonates in a massive maelstrom pulse, reverting to its original form as it unleashes three successive waves of elemental energy. (Maelstrom is an aura 1. Whenever you are in the aura, fire, cold, thunder, and lightning attacks ignore your resistances. Maelstrom pulse is a no action power that triggers at the beginning of each of the Fell King's turns. If the maelstrom is aura 1, it expands to aura 3. If it is aura 3, it expands to aura 5. If it is aura 5, it makes three attacks, all close burst 5, vs. Reflex for fire damage and ongoing fire damage (save ends) on a hit, vs. Fortitude for cold damage and restrained (escape DC 20) on a hit, and vs. Reflex for lightning damage and dazed until the end of the Fell King's next turn on a hit. All deal half damage on a miss. As an effect, the attacks revert the maelstrom to aura 1.) As the aura grows in power, it binds its presence to distant enemies within the Fell King's sight, which results in the pulse magically affecting them even if they remain distant (whenever the maelstrom expands its aura, one creature the Fell King can see is affected by binding pulse until the Fell King uses the attack portion of maelstrom pulse. Creatures affected by binding pulse are attacked by maelstrom pulse as if they were in the area of effect, even if they are not.)
As a physical combatant, the Fell King will engage enemies directly and strike them with his enormous blade(s). (Fell Slash is the Fell King's basic attack vs. AC with a range of melee 3. It targets one creature for damage, and on a miss, the Fell King gets a bonus to his next attack roll. When the Fell King uses this attack on his own turn, he can target either target two creatures with the attack or use the attack twice against the same creature.) While holding his great sword, the Fell King can gather an enormous amount of force energy in his hand and slam it into the ground, repelling anything nearby (umbral smash can only be used in the soldier stance, and is a close burst 3 attack vs. Fortitude, on a hit, it deals force damage and the target is pushed 3 squares and knocked prone. On a miss, the target takes half damage and is pushed 1 square. This is recharge power based on a die roll.) Additionally, he swings with his great sword to punish those who would dare attack his spiritual allies, gaining power in the process. (Fell Rebuke is an opportunity action that again can only be used in the soldier stance. It triggers when an enemy within 3 squares marked by the Fell King makes an attack that doesn't include the Fell King as a target. Melee 3 vs. AC, a hit deals heavy damage, while a miss deals half damage. As an effect, the Fell King gains a permanent bonus to damage. Fell Rebuke recharges when the Fell King enters the skirmisher stance.) While using twin blades, the Fell King moves much more quickly, slashing at anything nearby. (An at-will 1/turn power, melee 3 vs. AC, Shadow Strikes allows the Fell King to attack an enemy, then shift half his speed and attack again, then shift half his speed and attack a third time. Shadow strikes can only be used in the skirmisher stance.) The Fell King is also rather elusive in this stance, and may suddenly vanish to reappear a short distance away. (Fell Jaunt is an immediate reaction that triggers when an enemy hits and damages the Fell King, and allows him to teleport 3 squares. It recharges when he enters the soldier stance and can only be used in the skirmisher stance.)
Initiative
The Fell King (Mastery of the Leyline One): 35
Myn Nthelsyr (George): 28
The Fell King (Enemy): 25
Bernkastel (Voyager): 25
Ramuh (Lili): 24
Sureiya (Anonkun): 20
The Fell King (Mastery of the Leyline Two): 15
Sid Silversprocket (Ally): 15
Torinn Tormine (Astaroth): 9
Players and Allies
Myn Nthelsyr (George): (Q-12) 70/70 H, darkspiral aura 1
Book Imp (Myn): (In Myn's Space) Passive Mode
Torinn Tormine (Astaroth): (Mounted) 82/82 HP, resist 5 necrotic
Rutger (Torinn's Mount): (I/J-13/14) 41/41 HP, resist 5 all when mounted, 10 vs close/area attacks
Sureiya (Anonkun): (M-16) 75/75, resist 2 all when bloodied
"Bernkastel" (Voyager): (N-12) 68/68 HP, resist 2 thunder/fire/cold
Ramuh (Lili): (R-9) 67/67 HP, resist 5 lightning/thunder
Sid Silversprocket (NPC Ally): (I-12) 75/77 HP, resist 5 lightning
Spirit Companion (Voyager): (P-13, Elevation 1)
Elemental Spirit (Voyager): (Not Present)
Apsaumbas (Myn's Owlbear): (M-15) 35/35 HP
Thelkra (NPC Ally): (U-19) 68/68 HP, disabled
Enemies
The Fell King: (I/K-17/19)
The Leyline Convergence (Hazard): (???)
Notes
When in the maelstrom, fire, lightning, thunder, and cold attacks ignore your resistances.
Flameburst always targets the creature bearing the mark of flame. The mark of flame can be transferred to a non-summon ally whenever you share a space with them (for example, during movement). When you are hit or missed by flameburst, you become vulnerable 15 fire until you end your turn without the mark of flame.
The orb of water Medium conjuration is linked to a creature via wave tether. At the end of the creature's turn, the orb moves towards the tethered creature at half the total distance moved by that creature during its turn, a minimum of 2 squares moved (if you delay it moves 2 squares towards you). When it enters a square occupied by an enemy, it explodes, attacking enemies in an area burst 1 centered on the orb. The conjuration disappears when the leyline uses wave tether again.
Whenever a tremor is conjured in your space, it will explode in an area burst 1 at the end of your turn, dealing damage if you are in the burst. The burst also creates a zone that, if you enter the zone or begin your turn within, deals damage and slows (save ends).
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