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Thread: Adventures in Sigil - IC - Part III [4E]

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    Barbarian in the Playground
     
    Haberdashery's Avatar

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    Default Re: Adventures in Sigil - IC - Part III [4E]

    The Shepherd
    AC
    32, Fortitude 27, Reflex 30, Will 35
    HP 103/103; Surges 7/7

    Buffs
    Spoiler
    Show

    If you're within 5 squares of John Barleycorn, you gain a +2 power bonus to all defenses.


    The Shepherd only bowed his head, and gripped his crook firmly between his fingers; he had almost forgotten the feeling of the rough, familiar grain against his skin. It felt like the mountains, and the little green valley--it felt like his little hut, and his flock of fleecy goats--it felt like home.

    The crook in hand, the Shepherd tapped it twice upon the unnatural black sands of the arena, feeling the wind begin to gently swirl about him, and the smell of mist and earth rise to meet his nostrils. And the Shepherd spoke, and his voice was clear and calm.

    "There was three men come out o' the west their fortunes for to try,
    And these three men made a solemn vow, John Barleycorn must die."


    The wind picked up the sands and began to carry them about, sloughing them off like bits of dead skin. Beneath, there was a fresh, earthy color--a rich, moist brown. This new earth began to quiver and roil, as if set a-bubble--a stalk of clay-colored barley shot upwards suddenly, and its long beard hung down. Another shot up beside it, and another.

    "They ploughed, they sowed, they harrowed him in, throwed clods upon his head,
    And these three men made a solemn vow, John Barleycorn was dead."


    And the stalks of barley continued to shoot upwards, until a great scything motion snicker-snacked at their base, and they fell to the ground in a head. The stalks lay quivering on the ground, growing still; and then they burst into a haze of harvest colors. Standing in front of Shep was a tall, reedy man with a beard of barley, and a smell of fermented grain alcohol sticking to him. The old man tilted his strange head, and the Shepherd nodded to him.

    "The devils, they have served you worse than that."

    John Barleycorn clacked his teeth together, and it echoed across the arena; the wind picked up, and carried the old man away, and where he landed, the field began to blossom with a sea of fresh stalks of barley.

    Spoiler
    Show

    Minor Action Call Spirit Companion. We'll call him John Barleycorn.

    Minor Action: Shield of the Immortal Forest. All allies within 5 squares of John Barleycorn gain a +2 power bonus to all defenses (see Buff spoiler). I can end the effect as an immediate interrupt to grant one ally a +6 bonus to defenses against a single attack.

    Standard Action: Claws of the Eagle. Asheroth can make an RBA. If he hits, the enemy grants combat advantage until the end of Shep's next turn. Note, I'm not sure where to put John Barleycorn at the moment, I have no real preference, so Ash can choose what enemy within range he wants to attack, and just put John Barleycorn next to that enemy.
    Last edited by Haberdashery; 2012-08-25 at 01:08 PM.