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The Transhumanist
Jan 2, 2008

Things can get better. You just gotta be willing to take the chance.
Annetta


Sighing at the druids take on things, Annetta rolls her shoulders in a faint shrug. "Of course. We certainly couldn't have things be simple and easy for once." A faint grin to go with a faint complaint as she pulled her daggers out and stood there with the others. "Well then, into the breach?"

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Clanpot Shake
Aug 10, 2006
shake shake!

Taldrel Darlhunt

While the idea of cleaning out podunk caves of their entirely natural occupants sounded very much like a waste of time, these occupants were not at all the kind to magically guard their caves. It seemed likely somebody was retaining these creatures as guards, whether they knew it or not; something Taldrel had only seen once before in Niemund, and based on that experience whoever was using these creatures had a very big ego indeed.

"Onward and upward, but let's try to keep it down. No telling what's past that cavern," Taldrel replies, "Landra, you and I should rush them before they see all of us. If we're fast enough we can skewer one through the spine before they even know we're here."

Dallan Invictus
Oct 11, 2007

The thing about words is that meanings can twist just like a snake, and if you want to find snakes, look for them behind words that have changed their meaning.
Landra

As the illusion unravels and Alagand scouts ahead, she revises her laconic statement, nodding at Taldrel. "Onward and downward, more like," she comments lightly, then shrugs, rolling her shoulders to limber herself up. "Agreed. I wouldn't bet on them letting us through - can anyone here speak to trolls anyway?- so let's just carve the path and be done with it."

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you
Resolved to use swords not words, you continue down the dark, winding passage. After a few more turns, the voices up ahead grow clearer, and everyone but Annetta recognises them as speaking Giant, indeed the language commonly used by trolls; but as no one actually speaks that tongue, whatever they are saying remains a mystery.

It does not take long before you reach the final bend and the tunnel straightens out again. Here, the bright, flickering warmth of what must be a great fire illuminates the short stretch of corridor ahead of you before it gives way to a very large, subterranean chamber. Alagand, it turns out, was quite right: the cavern is rather spacious, and much of it is covered in vines – dangling from and branching out of the earthy ceiling almost like roots, or growing out of the soil underfoot and creeping across the ground like inert, green snakes; and in numerous places they do both, hindering one's passage as well as promising to very nearly hide one from sight with their jungle-like density.

One half of the cavern is especially thickly covered in vines; the other is somewhat clearer in this regard, and it is here that the trolls are gathered. Large, muscular and quite frankly ugly creatures, there are indeed three of them, one of which is dressed in somewhat ill-fitting plate armour; a greatsword and a longbow are strapped to his back. Of the other two, one looks even tougher than the rest somehow: wearing only a loincloth made from the hide of some hapless beast, his skin appearing to barely contain the bulging muscles beneath, the troll is vaguely reminiscient of the bloodthirsty berserker warriors that figure into numerous Genvegr legends, looking as though he'd happily disembowel someone with his bare claws if given the chance. The third quite possibly is a female, as far as these things hold any relevance when it comes to trolls, and it is from her that the primal energy Badger senses seems to originate; on her belt, among a number of pouches, jars and various ornaments of bone, fur and leather, is a totem carven from a slender beech branch, almost too delicate for troll hands to handle, but the magic in it is plenty apparent to the elven druid.

The trolls are sitting around a large, merrily blazing fire pit, on top of which a sizable, if crude rotary spit is built. Turned by the armoured troll by means of a large crank, a headless horse is revolving slowly on the spit; the smell is, at least as far as those who go in for equine meat are concerned, really rather delicious, and it appears that any minute now the horse will be done. A large heap of bloody bones, piled against the eastern wall of the cavern, suggests that this is not the first equine they've dined on, either. Currently they are blissfully oblivious to their impending attackers, being caught up both in conversation and the delicious look and smell of the broiled horse.

Of course, if the adventurers get their way, the trolls won't live to enjoy this particular meal...


Taldrel rolls a 3 for initiative, then gets a 2 on the reroll granted by Badger. :haw: Sorry mate. Anyway, it is a surprise round! You know the drill: the surprisees grant combat advantage, the surprisers can take a single action (and not spend any action points) if you absolutely do want to be mean and fight these poor, hapless trolls. :ohdear:

Terrain: dark/medium green squares contain vines hanging from the ceiling and grant total concealment to any creature within, as well as imposing that same penalty to ranged attacks tracing line of effect through them. (A creature in such a square has only regular concealment against an attacker that is adjacent to it.) Light/medium green squares are difficult terrain due to the ground being covered in vines. Medium green squares combine both effects (difficult terrain and total concealment). The four squares of the fire pit are difficult terrain, and any creature that enters or starts its turn in them takes 3d6 fire damage. The pile of bones on the far right likewise is difficult terrain.

WT is the armoured troll, TW is the 'primal troll' (a troll witch!).

Unless someone else is especially keen to take control of him, I'll be NPCing Alagand. Should Nimlach not have returned by the time the encounter is over, Alagand will be spirited out of the way for the time being.




pre:
/-----[SURPRISE]-------------[IN]--[HP]-----[THP]--[STATUS EFFECTS]--------------------------------\
|==>| Badger                | 35 |  86/86  |     |                                                 |
|   | Landra                | 25 |  93/93  |     |                                                 |
|   | Alagand               | 18 |  92/92  |     |                                                 |
|   | Annetta               | 18 |  79/79  |     |                                                 |
|   | Taldrel               | 13 |  83/83  |     |                                                 |
\--------------------------------------------------------------------------------------------------/

MMAgCh fucked around with this message at 00:59 on Jan 14, 2010

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer
Badger

The druid surveys the scene, brows furrowed in concentration, "The good news is that the vines should not be dangerous, just annoying. The bad news is that the... female... troll is emanating waves of powerful primal energies.

Moving to P16, the witch was out of range for Thorn Wall and I didn't want to knock down the close troll with tremor and negate CA for our ranged attackers.




pre:
HP: 86/86 (temp:  )      AC:   26    Encounter           Daily
Heal Srg: 11/11 (v 23 )  Fort: 24    Elven Accuracy      Death Burst armor
Speed: 7                 Ref:  23    Second Wind         Healing Word        
Initiative: +13          Will: 25    Cull the Herd       Savage Frenzy
Action Points: 1/1       Perc: 18    Bark Skin           Wall of Thorns
				     Tundra Wind         Feral Mauling
				     Camouflage Cloak     Amulet of Vigor
				     Tremor
				     Roots of Rescue
				    Blighted Agony
				    Maggot Form
				 
Resists: Necrotic: 5 (beast form)
STR: 10 CON: 19 DEX: 16 INT: 11 WIS: 21 CHA: 11
Skills: Arc 11, Heal 16, Ins 16, Nat 18, Per 18, Rel 16
Basic Attack: Savage Rend: +15 vs Ref 1d8+8 damage

Critical Damage: +3d6/ +3d10 on bloodied target
Special: Group Awareness: non-elf allies within 5 squares +1 racial	bonus to Perception checks.
	 Wild Step: You ignore difficult terrain when you shift 
         Auto save vs ongoing Necrotic
         +2 damage to implement attacks on bloodied targets.
         Action Point: all enemies adjacent to you must move 1 square away or take 4 necrotic (save ends).
         Beast form attacks deal +4 necrotic damage
         Ally with lowest initiative within 5 squares can reroll
         Roll twice for initiative
         Uncanny dodge:  Enemies with CA do not gain +2 to attack.
         +2 with Elven Accuracy reroll
	

Dallan Invictus
Oct 11, 2007

The thing about words is that meanings can twist just like a snake, and if you want to find snakes, look for them behind words that have changed their meaning.
Landra

She stands in the entryway, surveying the scene - though she recoils at the hideous sight of the trolls, let alone their meal. They're just too far for her to take entirely by surprise in a whirl of blades, and their conversation is beyond gibberish to her and barely worth listening to - so, with a gesture of assent towards Taldrel, she creeps forward into view of the campfire. She may not be upon them before they know, but with luck she will be upon them before they can do anything about it.

Move: ->N11

pre:
Landra
--------------
HP: 93/93			AC: 30 
Healing Surge: 10/10 (heal 23) 	Fort: 25 
Speed: 6 			Refl: 25 
Initiative: +15	 		Will: 24 
Action Points: 1/1 		Perc: +10 (passive 20)
				Inst: +13 (passive 23)

Features: +4 to OAs, hit enemies stop moving. (Combat Superiority, Blade Opportunist)
Adjacent marked enemies provoke melee basic attack (Combat Superiority)
+2 item bonus to AC when not bloodied (Agile Armor, included)
5 damage on misses with scimitars (Scimitar Dance)

Standard Interrupts: Mark all attacked enemies unless otherwise specified
Take all OAs available. 
If Precision Cut is unused, use it for OAs.
 
At-Will: Combat Challenge, Footwork Lure, Tide of Iron
Encounter: Second Wind, Fey Step, Steel Serpent Strike, Sweeping Blow, 
Come and Get It, Into The Fray, Precision Cut, Unbreakable, Fantastic Flourish
Daily: Villain's Menace, Boundless Endurance, Victorious Surge, Nimble Bladestorm, War Ring

Basic Attacks:

Melee: Vicious Scimitar (+17 v. AC, 1d8+9 dmg, +3d8+4d12 crit)
Thrown: Thunderburst (+17 v. AC, 1d4+6 dmg, +1d6 thunder crit)

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you
The trolls, who are just now beginning to look up with from their talk with mighty perplexed looks on their faces, are beyond the party's reach for the most part at least, and so you quickly move closer, attempting to place yourselves in such a way so as to be in decent positions once battle commences in earnest.

Badger moves V10->O16.
Landra moves T11->N11.
Alagand moves T9->M10.




pre:
/-----[SURPRISE]-------------[IN]--[HP]-----[THP]--[STATUS EFFECTS]--------------------------------\
|   | Badger                | 35 |  86/86  |     |                                                 |
|   | Landra                | 25 |  93/93  |     |                                                 |
|   | Alagand               | 18 |  92/92  |     |                                                 |
|==>| Annetta               | 18 |  79/79  |     |                                                 |
|   | Taldrel               | 13 |  83/83  |     |                                                 |
\--------------------------------------------------------------------------------------------------/

MMAgCh fucked around with this message at 20:21 on Jan 14, 2010

The Transhumanist
Jan 2, 2008

Things can get better. You just gotta be willing to take the chance.
Annetta

Walking forward a bit, letting her companions get into position first, Annetta dredges up a massive pull of power, waiting, waiting, and then with a flick of both knives in her hand, she unleashes it. Simply enough, she willed into being a massive glob of thick, heavily corrosive acid. The trick was to will it into being -inside- the nearest troll, and to have the whole thing contain enough momentum to send the brute into further position.

Move: Move to P8.
Standard: Acidic Implantation on WT. HIt: Slide the target 3 squares, so, slide the target north two squares and, if possible, east one square. +16 vs Reflex for the slide. Effect: Primary takes 2D6+11 damage. Make a secondary attack area burst 1 centered on the target, each creature in burst. +16 vs Reflex: 2D6+11 damage.


pre:
AC: 25       Fort: 22     Refl: 26     Will: 29             Special Abilities
HP: 79/79    Surges: 7/7  Value: 19    Init: +10              Chaos Burst: First attack roll determines extra
Stealth: +10 Arcana: +14                                        benefit. Even, +1 AC until the start of my next
AP: 1                                                           turn. Odd, make a saving throw.
Resists: 5 Radiant, 10 Necrotic                               Chaos Power: Gain Dex+2 to damage rolls. (+6)
                                                              Unfettered Power: On a natural 20, slide the target
Encounter                                                       1 square and knock it prone. On a natural 1, push
  Thunder Slam [ ] Dancing Lightning [ ] Chaos Storm [ ]        each creature within 5 squares 1 square.
  Primordial Rage [ ] Eyebite [ ] Second Wind [ ]             Primordial: Necrotic
  Dragonflame Mantle [ ] Narrow Escape [ ] Swift Escape [ ]     - Attacks ignore cold resistance up to 10. 
                                                                
Daily                                                           
  Chromatic Orb [ ] Acidic Implantation [X]                   Sorcerous Blade Channeling: Can use ranged sorcerer
  Contagious Curse [ ]                                          powers as a melee attack.
  Primordial Boon [ ]                                         Rootling: Ignore difficult terrain from vegetation.
  Elemental Twist Dagger [ ] Cloak of Resistance [ ]          Dual Implement Spellcaster: Gain offhand damage bonus 
                                                                as a bonus to damage. (+1)
      
  Cunning Dagger
    - Save effects cast through this take -2 penalty
    - 3D8 criticals
  Elemental Twist Dagger
    - When any enemy resistances or immunities reduce
      my sorcerer attack powers used through the dagger
      gain 5 temp HP.
    - Critical: 2d6

Triggers (In Priority of use. Locations will be updated if need be.)
Dragonflame Mantle: If it would convert a hit to a miss, or if there are two or more creatures in melee. 
(Not sure of teleport triggers yet.)
Sunweave Armor: Hit by an opportunity attack from a non-minion foe.

Clanpot Shake
Aug 10, 2006
shake shake!

Taldrel Darlhunt

Finding the flooring somewhat harder to move quickly on than he had imagined, Taldrel did not have time to get into contact with the trolls. He chose instead to take a position providing defensive cover for the druid.

Move to O15. Granting Badger +1 shield bonus to AC

I'm pretty sure you can only take one action in a surprise round, Transhumanist. So move or drop acid, but not both.

pre:
HP: 83/83                        AC  : 26 
Surges: 11/11 (22hp)             Fort: 24
Action Points: 1	         Will: 22
Speed: 5	                 Refl: 23

Basic Melee Attack: +16 vs AC, 1d8+9 damage (+3d6 on crit)
Tactical Assault: When an ally that can see me spends an action point,
   they gain +2 attack and +4 damage on an attack made.
Combat Veteran’s Action (11th level): When you
  spend an action point to take an extra action, one of
  your allies within 10 squares of you can take a move
  action as a free action.
Phalanx Warrior: Adjacent allies gain a +1 shield bonus to AC.
Tactical Shift: When an enemy strikes an ally, that ally can shift 5 squares as an immediate interrupt. 
  Ranged 10.  Trigger on:
   - any ally under 50% health
   - any time an ally is struck by a sneak or flanking attack
   - if Taldrel is bloodied, allow no more than one OA; otherwise no more than 2
Guide the Charge: If the ally hits, he or she adds 4 to the damage roll and pushes 
  the attack’s target 2 squares. The ally can shift 2 squares to remain adjacent to the target.
  Ranged 10.  Do not provoke OA.  Trigger on:
   - any ally charges
Shield of Defiance: Spend a healing surge after being crit.  Immediate free action.
  Trigger on:
   - Any time Taldrel is crit and under 80% health.
Miss Me Once: An enemy within range and in your line of sight
  misses you with an attack.  The enemy grants combat advantage to each ally
  who has line of sight to it until the start of its next turn.
  Ranged 10.  Immediate Interrupt.  Do not provoke OA.  Trigger on:
   - The enemy who missed Taldrel is in movement range of at least 1 member of the party.

At-Will: Commander's Strike, Wolf-pack Tactics 
Encounter: Cleave, Inspiring Word 2/2 (minor action), Hammer and Anvil, 
   Aid the Injured, Steel Monsoon, Guide the Charge, 
   Surprise Attack, Skirmish Ploy, Miss Me Once
Daily: Lead the Attack, Villain's Nightmare, Knock Them Down, 
   Tactical Shift, Healing Surge (free action), Shield of Defiance, 
   Gauntlets of Ogre STR (free action, +5 damage on melee attack), Helm of Heroes

Clanpot Shake fucked around with this message at 02:05 on Jan 15, 2010

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you
That's correct, only one action in a surprise round.

I do in any case have a rules issue re: Acidic Implantation to figure out, so feel free to take your time considering the move vs. attack choice.

The Transhumanist
Jan 2, 2008

Things can get better. You just gotta be willing to take the chance.
Oh durf, yeah. I am so unused to getting surprise rounds. Well, go with move then. Whats the issue to figure out?

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you
Never mind, it's all good. You're sticking with the move?

The Transhumanist
Jan 2, 2008

Things can get better. You just gotta be willing to take the chance.
Wait, I miscounted distance, I have enough range to do the implant. So, yeah, we'll go with the acidic implantation instead.

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you
Everyone else may be content simply moving into position, but Annetta has something flashier and more immediately effective in mind. She flicks the tip of her dagger, and therefore her accumulated magic, at the nearest troll, and for a moment nothing happens; but just when it seems that the spell was a failure, the troll gives a surprised shout that soon swells to a scream. His large, armoured shape staggers back, first crashing into the spitroast and then stumbling into the fire-pit, prompting a number of further exclamations of pain, all the while a disgusting boil of considerable proportions rapidly begins to grow from his right shoulder. A second later it bursts messily, spilling searing acid everywhere like some manner of fiendishly volatile geyser; most of it lands on the ground, or the ceiling, or at least not on the party's enemies, but the troll who, if Badger's intuition is anything to go by, wields some power over the primal force of nature finds one side of her face suddenly marred by a sizable splash of acid, resulting in an agonised scream only slightly higher in pitch than the other trolls'. It is apparent that the injuries so inflicted are not going to heal easily as trolls' wounds are wont to, at least not right away.

Scrambling to extricate himself from the burning fire-pit, the armoured troll grasps his greatsword more tightly, glaring balefully at the adventurers, but at Annetta in particular. "I'LL TEAR YOU LIMB FROM LIMB, YOU EXCREMENT!" he screams in perfectly passable Common, preparing to storm forward! Landra, wisely observing him, notices from his stance that despite the troll's state of rage, his martial prowess overall must be scarce less than hers – except that he, of course, is wielding a sword nearly as long as two men are tall, and so can keep his enemies in check rather more effectively; he certainly is a foe around whom one will want to be careful.


Annetta uses Acidic Implantation on War Troll and hits (F:19+18), sliding him K14->I15 and dealing 19 acid damage, suppressing his regeneration until the end of his next turn; she makes a secondary area burst 1 attack centred on War Troll,
      missing Cave Troll Mangler (R:5+18) and War Troll (R:2+18) and hitting Troll Witch (R:4+18) for 20 acid damage, suppressing her regeneration until the end of her next turn.
Taldrel moves T13->O15.




pre:
/-----[ROUND 1]--------------[IN]--[HP]-----[THP]--[STATUS EFFECTS]--------------------------------\
|==>| Badger                | 35 |  86/86  |     | Phlx.                                           |
|   | War Troll             | 28 |  19           |                                                 |
|   | Cave Troll Mangler    | 28 |   0           |                                                 |
|   | Landra                | 25 |  93/93  |     |                                                 |
|   | Troll Witch           | 21 |  20           |                                                 |
|   | Alagand               | 18 |  92/92  |     |                                                 |
|   | Annetta               | 18 |  79/79  |     |                                                 |
|   | Taldrel               | 13 |  83/83  |     |                                                 |
\--------------------------------------------------------------------------------------------------/

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer
Badger

Badger raises her skul tipped totem boldly towards the troll witch and inclines her head in a gesture of respect. The vines twist and churn in a frenzy of growth, finger thick throns sprouting as they form a near impassable barrier around the troll woman.

"Now we kill!"

Wall of thorns from F16 to I16 to I20




pre:
HP: 86/86 (temp:  )      AC:   26    Encounter           Daily
Heal Srg: 11/11 (v 23 )  Fort: 24    Elven Accuracy      Death Burst armor
Speed: 7                 Ref:  23    Second Wind         Healing Word        
Initiative: +13          Will: 25    Cull the Herd       Savage Frenzy
Action Points: 1/1       Perc: 18    Bark Skin           Wall of Thorns
				     Tundra Wind         Feral Mauling
				     Camouflage Cloak     Amulet of Vigor
				     Tremor
				     Roots of Rescue
				    Blighted Agony
				    Maggot Form
				 
Resists: Necrotic: 5 (beast form)
STR: 10 CON: 19 DEX: 16 INT: 11 WIS: 21 CHA: 11
Skills: Arc 11, Heal 16, Ins 16, Nat 18, Per 18, Rel 16
Basic Attack: Savage Rend: +15 vs Ref 1d8+8 damage

Critical Damage: +3d6/ +3d10 on bloodied target
Special: Group Awareness: non-elf allies within 5 squares +1 racial	bonus to Perception checks.
	 Wild Step: You ignore difficult terrain when you shift 
         Auto save vs ongoing Necrotic
         +2 damage to implement attacks on bloodied targets.
         Action Point: all enemies adjacent to you must move 1 square away or take 4 necrotic (save ends).
         Beast form attacks deal +4 necrotic damage
         Ally with lowest initiative within 5 squares can reroll
         Roll twice for initiative
         Uncanny dodge:  Enemies with CA do not gain +2 to attack.
         +2 with Elven Accuracy reroll
	
pre:
Wall of Thorns
	A thicket of briars confounds and traps your enemies.
	Daily  Conjuration, Implement, Primal
	Standard Action Area wall 8 within 10 squares
	Effect: You conjure a wall of thorny, writhing vines. The wall can be up to 4
	squares high and must be on a solid surface, and it lasts until the end of
	your next turn. The wall provides cover. A creature’s line of sight through a
	wall square is blocked unless the creature is adjacent to that square.
	Entering a wall square costs 3 extra squares of movement. If a creature
	enters the wall’s space or starts its turn there, that creature takes 1d10 +
	your Wisdom modifier damage and ongoing 5 damage (save ends).
	Sustain Minor: The wall persists

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you
Hot on the heels of Annetta's spell, Badger calls on the forces of nature to aid her, and within a matter of moments, a seemingly impenetrable wall of thorny vines bursts from the ground around the shamanic troll, hiding her entirely from view. A snarl of rage indicates that this is not at all to her liking.

With a similar sound of wrath, the armoured troll explodes into motion, closing the distance between himself and Landra and Alagand with only a few heavy steps. A sweep of his immense greatsword follows, which Alagand ducks beneath at the last possible moment, but that catches Landra off her guard and smashes heavily into her waist, bringing the eladrin down. Not to be outdone, the large, muscle-bound troll who has, all things considered, been rather quiet until now, gives a truly dreadful howl and charges forward, the booming of his clawed feet on the ground like the steps of a thunder-god; and before Taldrel can react, he finds himself hanging upside-down, the troll's huge hand wrapped painfully tight around his midsection.

Suddenly, a few words in Elven echo quietly through the cavern: "Burrowed snakers, resting deep – rise, and cage, and bind, and keep!" They most assuredly do not originate from any of the party members, nor did any of the trolls utter them; but before there is any time to contemplate them further, numerous vines, thrashing about like the feelers of some huge, enraged insect, burst from the ground in the centre of the earthy chamber, and wrap themselves tightly around the legs and lower bodies of the adventurers (or upper body, in Taldrel's case, who at the same time feels his eye-shaped amulet briefly emit an icy cold pulse in retaliation) – all except Badger, that is, who is just a little too nimble and familiar with the ways of vines to be ensnared in this fashion. In the dark, creeper-veiled half of the cavern, sharp-eyed observers may briefly discern a slim, sinuous form amid the hanging plants, what little can be seen of its movements being vaguely disconcerting for reasons that aren't quite clear; but just as quickly it disappears again from sight, well concealed, one imagines, amid the scores of dangling vines.


As a reminder, the 'restrained' effect combines the following conditions: you take a -2 penalty to attack rolls; you grant combat advantage; you are immobilised, you cannot be forced to move by a push, pull, or slide.

Edit: Clanpot Shake, could you kindly put the effect of Taldrel's Evil Eye Fetish in your statblock? It's one of those things I'm wont to forget about.

Badger uses Wall of Thorns, creating a wall in F16->I16->I20.

War Troll moves K14->K12.
   He uses Sweeping Strike, missing Alagand (A:5+20) and hitting Landra (A:18+20) for 11 damage, knocking her prone.
Cave Troll Mangler charges G14->L15 and uses Claw on Taldrel, hitting (A:8+18) for 17 damage; he is grabbed.
Feygrove Choker uses Vine Fetter centred on P13, hitting Alagand (R:13+15), Landra (R:18+17), Taldrel (R:17+17) and missing Badger (R:3+15); they are restrained (save ends), and Feygrove Choker takes 3 necrotic damage from Taldrel's Evil Eye Fetish.
   It moves K5->? and makes a Stealth check to hide.

Badger: the feygrove choker is in L7.




pre:
/-----[ROUND 1]--------------[IN]--[HP]-----[THP]--[STATUS EFFECTS]--------------------------------\
|   | Badger                | 35 |  86/86  |     | Phlx.                                           |
|   | War Troll             | 28 |  19           |                                                 |
|   | Cave Troll Mangler    | 28 |   0           |                                                 |
|   | Feygrove Choker       | 26 |   3           |                                                 |
|==>| Landra                | 25 |  82/93  |     | Restrained (S)                                  |
|   | Troll Witch           | 21 |  20           |                                                 |
|   | Alagand               | 18 |  92/92  |     | Restrained (S)                                  |
|   | Annetta               | 18 |  79/79  |     |                                                 |
|   | Taldrel               | 13 |  66/83  |     | Grabbed C; restrained (S)                       |
\--------------------------------------------------------------------------------------------------/

MMAgCh fucked around with this message at 22:44 on Jan 16, 2010

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer
Badger

"Be wary, Algand, there is something hiding in the foliage to the west!"

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you
Struggling against the vines entrapping him, Alagand turns to face Badger as best he can after glancing dubiously at the jungle of creepers. "Gotta do something about this first!" he calls out to his fellow elf in their native tongue, indicating with a slightly jerky nod of his head the plant tendrils keeping him immobilised.

Dallan Invictus
Oct 11, 2007

The thing about words is that meanings can twist just like a snake, and if you want to find snakes, look for them behind words that have changed their meaning.
Landra

Lying prone on the cool earth, she hears the start of a chant in her own tongue, unexpected and certainly not spoken by her or the druidess. Perhaps her understanding the words trips some sort of reflex in her mind, for she is scrambling lithely to her feet almost before the vines breach the earth, and certainly soon enough to be standing when they are fully extended, instead of laying trapped within their grip.

She cannot see the speaker, though it certainly wasn't one of the trolls, and so her challenge, though called out in Elven, addresses the entire cave.

"You will have to do better than that!"

And then she vanishes, reappearing closer to the firepit, sans vines or other entanglements, her wicked blade held high in limber hands.

"You will all have to do better than that! Come and face your deaths, vile things!"

Minor: Stand up. (Acrobat Boots)
Move: Fey Step to J14.
Standard: Come and Get It: close burst 3, pull all visible enemies 2 squares into an adjacent, +17 v. AC, 1d8+9 damage.
Action Point! Landra gains +4 AC/Reflex until start of her next turn.
Standard: Sweeping Blow: close burst 1, all visible enemies, +19 v. AC, 1d8+9 damage.


pre:
Landra
--------------
HP: 82/93			AC: 32 
Healing Surge: 10/10 (heal 23) 	Fort: 25 
Speed: 6 			Refl: 25 
Initiative: +15	 		Will: 24 
Action Points: 0/1 		Perc: +10 (passive 20)
				Inst: +13 (passive 23)

Features: +4 to OAs, hit enemies stop moving. (Combat Superiority, Blade Opportunist)
Adjacent marked enemies provoke melee basic attack (Combat Superiority)
+2 item bonus to AC when not bloodied (Agile Armor, included)
5 damage on misses with scimitars (Scimitar Dance)

Standard Interrupts: Mark all attacked enemies unless otherwise specified
Take all OAs available. 
If Precision Cut is unused, use it for OAs.
 
At-Will: Combat Challenge, Footwork Lure, Tide of Iron
Encounter: Second Wind, Fey Step, Steel Serpent Strike, Sweeping Blow, 
Come and Get It, Into The Fray, Precision Cut, Unbreakable, Fantastic Flourish
Daily: Villain's Menace, Boundless Endurance, Victorious Surge, Nimble Bladestorm, War Ring

Basic Attacks:

Melee: Vicious Scimitar (+17 v. AC, 1d8+9 dmg, +3d8+4d12 crit)
Thrown: Thunderburst (+17 v. AC, 1d4+6 dmg, +1d6 thunder crit)

Dallan Invictus fucked around with this message at 16:27 on Jan 17, 2010

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you
Leaping lightly to her feet, Landra steps briefly through whatever dimension now lies beyond the borders of this world, leaving the vines that were ensnaring her only a moment before grasping nothing but air. She reappears among the trolls, shouting a war cry of such mocking vehemence that the large green humanoids all but trip over themselves to rush into the fray, the muscular troll dropping Taldrel in his haste to crush the puny fey woman.

The witch, bursting through Badger's wall in her wrath and suffering numerous cuts and bloodily embedded thorns as a result, promptly stumbles into the fire-pit, now screaming with real pain and terror as she is exposed to that most dangerous of elements to her kind. It is nothing, however, compared to the display of almost gratuitous violence the eladrin swordswoman then puts on. While the armoured troll and his muscular companion emerge from it with only a few nicks and cuts at best, the female troll is virtually cut apart; Landra's first stroke outright disembowels her, sending a veritable torrent of hot, stinking troll guts spilling onto the floor, followed shortly by the troll's right arm, hand still holding the totem, being lopped off by another vicious swing of Landra's scimitar. Utterly gruesome though they are, these wounds as such would not even necessarily be fatal to a troll; however, when the witch then topples over, fairly howling in agony and startled disbelief, and plunges face first into the fire-pit, her fate is sealed, and after a series of thrashing movements that nearly upset the spitroast, her mutilated, charred body grows still for good, and the stink of burning troll flesh fills the air. Landra, too, stands quite still, now covered head to toe in greenish-black troll blood, her equally gore-drenched blade held high in a classic eladrin flourish, having once again cemented her well-deserved reputation as a master of her sanguineous art.

The remaining two trolls, for the moment, simply stare – as might many who witness such a bloody and yet oddly beautiful display of swordsmanship. They do not get to stare for long, however, for Alagand now picks up where Landra left off. Rooted to the spot by the snaring vines, the sword-wielding troll is not beyond the reach of his glaive, and even as the elf strikes him in the back, he channels some of the divine energy bestowed upon him and whisks them both magically away, in the process also freeing himself of the vines – he and the troll reappear in front of Taldrel, the latter within easy reach of the still-trapped warlord and the former poised to further inflict his enmity on his foe.


Jesus loving Christ.

Landra stands up.
   She uses Fey Step to teleport N11->J14 and is no longer restrained.
   She uses Come and Get It...
      No action: Troll Witch is pulled G17->H15, she takes 11 fire damage plus 10 damage and ongoing 5 damage (save ends).
      No action: Cave Troll Mangler is pulled L15->K14; Taldrel is no longer grabbed.
   Landra crits (A:20+17) Troll Witch, using her War Ring daily item power to roll an additional two critical damage dice, for 75 damage, bloodying her, misses War Troll (A: 4+17) for 5 damage, and hits Cave Troll Mangler (A:14+17) for 11 damage.
   She spends an action point, gaining a +4 bonus to AC and Reflex until the start of her next turn, to use Sweeping Blow, and hits Troll Witch (A:8+19) for 17 damage, killing her, misses War Troll (A:1+19) for 5 damage, and hits Cave Troll Mangler (A:19+19) for 17 damage.

Troll Witch rises.
   She takes 16 fire damage from the fire-pit and dies.

Alagand uses Sequestering Strike on War Troll and hits (A:13+17) for 15 damage, teleporting him K12->N13 and teleporting himself M10->N12; he is no longer restrained.
   He uses Oath of Enmity on War Troll.




pre:
/-----[ROUND 1]--------------[IN]--[HP]-----[THP]--[STATUS EFFECTS]--------------------------------\
|   | Badger                | 35 |  86/86  |     | Phlx.                                           |
|   | War Troll             | 28 |  43           |                                                 |
|   | Cave Troll Mangler    | 28 |  28           |                                                 |
|   | Feygrove Choker       | 26 |   3           |                                                 |
|   | Landra                | 25 |  82/93  |     | +4 AC/Reflex                                    |
|   | Alagand               | 18 |  92/92  |     |                                                 |
|==>| Annetta               | 18 |  79/79  |     |                                                 |
|   | Taldrel               | 13 |  66/83  |     | Restrained (S)                                  |
\--------------------------------------------------------------------------------------------------/

MMAgCh fucked around with this message at 05:36 on Jan 17, 2010

The Transhumanist
Jan 2, 2008

Things can get better. You just gotta be willing to take the chance.
Annetta

Watching Landra with some surprise, Annetta just smiles as she turns to face the troll brought between her allies. Daggers white knuckle gripped in her hands, she makes a little glyph in the air before her, path traced out, glowing faintly for a brief heartbeat once she finished before a strongly caustic scent was noticeable, a sizable glob of acid pulled into being before being lobbed forcefully through the air at the troll. The more sizable lump of acid she'd created earlier had kept their regeneration in check, and so she expected similar from the smaller.

@MMAgCH: WELP.
Standard: Acid Orb on the Troll, +16 vs Reflex, 1D10+17 acid damage.

pre:
AC: 25       Fort: 22     Refl: 26     Will: 29             Special Abilities
HP: 79/79    Surges: 7/7  Value: 19    Init: +10              Chaos Burst: First attack roll determines extra
Stealth: +10 Arcana: +14                                        benefit. Even, +1 AC until the start of my next
AP: 1                                                           turn. Odd, make a saving throw.
Resists: 5 Radiant, 10 Necrotic                               Chaos Power: Gain Dex+2 to damage rolls. (+6)
                                                              Unfettered Power: On a natural 20, slide the target
Encounter                                                       1 square and knock it prone. On a natural 1, push
  Thunder Slam [ ] Dancing Lightning [ ] Chaos Storm [ ]        each creature within 5 squares 1 square.
  Primordial Rage [ ] Eyebite [ ] Second Wind [ ]             Primordial: Necrotic
  Dragonflame Mantle [ ] Narrow Escape [ ] Swift Escape [ ]     - Attacks ignore Necrotic resistance up to 10. 
                                                                
Daily                                                           
  Chromatic Orb [ ] Acidic Implantation [X]                   Sorcerous Blade Channeling: Can use ranged sorcerer
  Contagious Curse [ ]                                          powers as a melee attack.
  Primordial Boon [ ]                                         Rootling: Ignore difficult terrain from vegetation.
  Elemental Twist Dagger [ ] Cloak of Resistance [ ]          Dual Implement Spellcaster: Gain offhand damage bonus 
                                                                as a bonus to damage. (+2)
      
  Cunning Dagger
    - Save effects cast through this take -2 penalty
    - 3D8 criticals
  Elemental Twist Dagger
    - When any enemy resistances or immunities reduce
      my sorcerer attack powers used through the dagger
      gain 5 temp HP.
    - Critical: 2d6

Triggers (In Priority of use. Locations will be updated if need be.)
Dragonflame Mantle: If it would convert a hit to a miss, or if there are two or more creatures in melee. 
(Not sure of teleport triggers yet.)
Sunweave Armor: Hit by an opportunity attack from a non-minion foe.

Clanpot Shake
Aug 10, 2006
shake shake!

Taldrel Darlhunt

Taldrel lets out a yelp as he is picked up, turned upside down, and dropped on his head by the enormous troll. The vines ensnaring eased the fall somewhat, but they did nothing to protect his pride.

As he stands, fighting against the vines, he silently wonders what happened to the other troll. He doesn't have much time to think about it when he realizes the position he and Alagand are in, and he calls for the attack.

Standard: Hammer and Anvil with Alagand on War Troll: +16 vs Reflex, 1d8+9 damage (+3d6 on crit)
on hit: Alagand makes a basic melee attack as a free action with +1 damage

pre:
HP: 66/83                        AC  : 26 
Surges: 11/11 (22hp)             Fort: 24
Action Points: 1	         Will: 22
Speed: 5	                 Refl: 23

Basic Melee Attack: +16 vs AC, 1d8+9 damage (+3d6 on crit)
Tactical Assault: When an ally that can see me spends an action point,
   they gain +2 attack and +4 damage on an attack made.
Combat Veteran’s Action (11th level): When you
  spend an action point to take an extra action, one of
  your allies within 10 squares of you can take a move
  action as a free action.
Phalanx Warrior: Adjacent allies gain a +1 shield bonus to AC.
Tactical Shift: When an enemy strikes an ally, that ally can shift 5 squares as an immediate interrupt. 
  Ranged 10.  Trigger on:
   - any ally under 50% health
   - any time an ally is struck by a sneak or flanking attack
   - if Taldrel is bloodied, allow no more than one OA; otherwise no more than 2
Guide the Charge: If the ally hits, he or she adds 4 to the damage roll and pushes 
  the attack’s target 2 squares. The ally can shift 2 squares to remain adjacent to the target.
  Ranged 10.  Do not provoke OA.  Trigger on:
   - any ally charges
Shield of Defiance: Spend a healing surge after being crit.  Immediate free action.
  Trigger on:
   - Any time Taldrel is crit and under 80% health.
Miss Me Once: An enemy within range and in your line of sight
  misses you with an attack.  The enemy grants combat advantage to each ally
  who has line of sight to it until the start of its next turn.
  Ranged 10.  Immediate Interrupt.  Do not provoke OA.  Trigger on:
   - The enemy who missed Taldrel is in movement range of at least 1 member of the party.

At-Will: Commander's Strike, Wolf-pack Tactics 
Encounter: Cleave, Inspiring Word 2/2 (minor action), Hammer and Anvil, 
   Aid the Injured, Steel Monsoon, Guide the Charge, 
   Surprise Attack, Skirmish Ploy, Miss Me Once
Daily: Lead the Attack, Villain's Nightmare, Knock Them Down, 
   Tactical Shift, Healing Surge (free action), Shield of Defiance, 
   Gauntlets of Ogre STR (free action, +5 damage on melee attack), Helm of Heroes

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you
By and large the slaughter continues unabated, the trolls apparently unable to withstand the adventurers' fury. The sphere of caustic acid summoned by Annetta, doubling back briefly to form a protective sheath of acid around her, hits the armoured troll fully in the side, easily eating through both the crude steel plates protecting that vulnerable location and the flesh beneath, provoking a pained snarl. There isn't any time for him to turn his ire on the sorceress, however, as he almost immediately afterwards founds himself caught between the proverbial hammer and anvil when Taldrel's successful spear thrust, catching him in the stomach, is followed by a cunning glaive sweep courtesy of Alagand, opening another wound in the troll's hide he will have some difficulties recovering from. Thus heartened, Taldrel finds it a quite manageable effort to wriggle free from the veins trapping him, and promptly does so, leaving them to creep back, defeated, into the ground.

Annetta uses Acid Orb on War Troll and hits (R:14+16) for 20 acid damage, bloodying him and suppressing his regeneration until the end of his next turn; she gains a +1 bonus to AC until the start of her next turn.
Taldrel uses Hammer and Anvil on War Troll and hits (R:12+16) for 10 damage...
      Free action: Alagand makes a melee basic attack with a +1 damage bonus against War Troll and hits (A:14+16,1+16) for 12 damage.
   Taldrel saves against being restrained (13).




pre:
/-----[ROUND 2]--------------[IN]--[HP]-----[THP]--[STATUS EFFECTS]--------------------------------\
|==>| Badger                | 35 |  86/86  |     | Phlx.                                           |
|   | War Troll             | 28 |  85           |                                                 |
|   | Cave Troll Mangler    | 28 |  28           |                                                 |
|   | Feygrove Choker       | 26 |   3           |                                                 |
|   | Landra                | 25 |  82/93  |     | +4 AC/Reflex                                    |
|   | Alagand               | 18 |  92/92  |     |                                                 |
|   | Annetta               | 18 |  79/79  |     | +1 AC                                           |
|   | Taldrel               | 13 |  66/83  |     |                                                 |
\--------------------------------------------------------------------------------------------------/

MMAgCh fucked around with this message at 22:23 on Jan 17, 2010

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer
Badger

The choker hiding in the vines was a problem, but with trolls dropping left and right, Badger decides to focus her energies on the giants. Dashing by the war troll, heedless of its flailing limbs, she positions herself in the perfect spot to unleash a blast of cold, arctic air, hopefully pushing the cave troll into the dual threat of fire and thorns.

Move to M12, eating an AoO from the troll, Sustain wall with minor, Tundra blast Centered on M13 so it hits both trolls. +15 vs fort 2d6+8cold. Elven accuracy if it misses the cave troll. Only Push the Cave Troll from L14 into I17 so it takes damage from botht he fire and the thorn wall.




pre:
HP: 86/86 (temp:  )      AC:   26    Encounter           Daily
Heal Srg: 11/11 (v 23 )  Fort: 24    Elven Accuracy      Death Burst armor
Speed: 7                 Ref:  23    Second Wind         Healing Word        
Initiative: +13          Will: 25    Cull the Herd       Savage Frenzy
Action Points: 1/1       Perc: 18    Bark Skin           Wall of Thorns
				     Tundra Wind         Feral Mauling
				     Camouflage Cloak     Amulet of Vigor
				     Tremor
				     Roots of Rescue
				    Blighted Agony
				    Maggot Form
				 
Resists: Necrotic: 5 (beast form)
STR: 10 CON: 19 DEX: 16 INT: 11 WIS: 21 CHA: 11
Skills: Arc 11, Heal 16, Ins 16, Nat 18, Per 18, Rel 16
Basic Attack: Savage Rend: +15 vs Ref 1d8+8 damage

Critical Damage: +3d6/ +3d10 on bloodied target
Special: Group Awareness: non-elf allies within 5 squares +1 racial	bonus to Perception checks.
	 Wild Step: You ignore difficult terrain when you shift 
         Auto save vs ongoing Necrotic
         +2 damage to implement attacks on bloodied targets.
         Action Point: all enemies adjacent to you must move 1 square away or take 4 necrotic (save ends).
         Beast form attacks deal +4 necrotic damage
         Ally with lowest initiative within 5 squares can reroll
         Roll twice for initiative
         Uncanny dodge:  Enemies with CA do not gain +2 to attack.
         +2 with Elven Accuracy reroll
	
pre:
Tundra Wind
	A roaring wind batters your foes, encrusting them with ice and knocking them
	to the ground.
	Encounter  Cold, Implement, Primal
	Standard Action Close blast 3
	Target: Each creature in blast
	Attack: Wisdom vs. Fortitude
	Hit: 2d6 + Wisdom modifier cold damage, and you knock the target prone.
	Primal Guardian: You also push the target a number of squares equal to your
	Constitution modifier.

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you
When the elf momentarily lets her guard down to move past the armoured troll, she is punished for her inattention by the giant's greatsword smashing into her back like the fist of an angry ogre, accompanied by a triumphant roar. After diverting some of her attention, already diminished somewhat by the painful sword blow, to keep her wall of thorns intact, Badger then summons the essence of the frozen northern wastes, loosing an icy gale that fails to affect the towering bulk of the troll swordsman but sweeps the other remaining troll off his feet and into the most perilous place imaginable, a fiery pit lined by banks of vines studded with razor-sharp thorns – or at least he comes close to plunging into it; a frantic scrabbling for purchase saves him at the last possible second, and he instead crashes heavily down more or less where he stood, much of his skin now the bluish black colour of advanced frostbite.

Avenging his own injuries as much as his fallen companion, the war troll again brings his greatsword to bear, this time succeeding in knocking both Badger and Alagand off their feet with a vicious sweep of his heavy two-handed blade, leaving them with badly bruised midriffs at the very least before stepping away from the druid and Taldrel, though keeping a close eye on all three. Meanwhile, climbing to his feet after having been felled by Badger, the other troll grabs the elf in one great claw – Landra's feeble hacking at his arm notwithstanding, which results only in a few shallow cuts – and squeezes; Badger feels her ribs ache sharply, nearing breaking point.

Amid the hanging veins close to the mêlée, the strange creature, spied only briefly once before, is visible again, making itself known by thrusting a sinuous limb many feet in length towards Alagand and wrapping the tentacle-like appendage around his chest and neck several times before clamping down on his throat with the grasping, claw-like hand in which it ends. The choker is a humanoid, hairless creature with pale, grey-green skin; it appears almost as though there isn't a single joint in any of its limbs, so distressingly fluid and rolling are its movements. A stifled gasping sound is heard from Alagand as the choker begins to constrict his chest with its long arm; there is no doubt that despite its lanky appearance, the creature possesses tremendous strength, enough to suffocate the elf given a few moments' time.


Please note that the fire-pit is considered hindering terrain now, not difficult terrain (one of my many cock-ups). It is still treated like difficult terrain with regards to the cost of moving into it, but creatures that would be moved into it via forced movement are entitled to a saving throw to instead fall prone immediately before they would enter it.

Badger moves P16->M12...
      Opportunity attack: War Troll hits (A:19+18) for 8 damage; Badger is marked until the end of his next turn.
   Badger uses Tundra Wind and hits Cave Troll Mangler (F:19+15) for 18 cold damage, pushing him K14->I17...
      No action: Cave Troll Mangler makes a saving throw to avoid being pushed into hindering terrain and succeeds (16), falling prone in K14.
   Badger misses War Troll (F:7+15).

War Troll uses Sweeping Strike, hitting Badger (A:10+18) for 18 damage and critting Alagand (A:20+18) for 19 damage; they are knocked prone.
   He shifts N13->O12.
Cave Troll Mangler regenerates.
   He stands up.
   He uses Claw on Badger...
      Immediate interrupt: Landra makes a Combat Challenge melee basic attack and misses (A:7+17) for 5 damage.
   Cave Troll Mangler hits (A:16+15) for 8 damage; Badger is grabbed.
Feygrove Choker takes an action.
   It uses Tentacle Claw on Alagand and hits (A:15+17) for 14 damage; he is grabbed.




pre:
/-----[ROUND 2]--------------[IN]--[HP]-----[THP]--[STATUS EFFECTS]--------------------------------\
|   | Badger                | 35 |  60/86  |     | Grabbed C                                       |
|   | War Troll             | 28 |  85           |                                                 |
|   | Cave Troll Mangler    | 28 |  51           |                                                 |
|   | Feygrove Choker       | 26 |   3           | Total concealm                                  |
|==>| Landra                | 25 |  82/93  |     |                                                 |
|   | Alagand               | 18 |  59/92  |     | Grabbed F                                       |
|   | Annetta               | 18 |  79/79  |     | +1 AC                                           |
|   | Taldrel               | 13 |  66/83  |     |                                                 |
\--------------------------------------------------------------------------------------------------/

MMAgCh fucked around with this message at 15:20 on Jan 18, 2010

Dallan Invictus
Oct 11, 2007

The thing about words is that meanings can twist just like a snake, and if you want to find snakes, look for them behind words that have changed their meaning.
Landra

Sptting and retching at the sudden torrent of blood and guts covering her head to toe, but triumphant all the same, the eladrin steps out of her spin as the breeze rushes past her remaining quarry. The freezing breeze refreshes her as she sidesteps around the massive, falling cave troll, before turning and trying to add to its misery, with both shield and weapon thrust forward full force.

A little push, in the right place...

Move: Shift to K13
Standard: Tide of Iron on the Cave Troll, +17 v. AC, 1d8+9, push into J15-K16, if it succeeds follow with a shift into J14.


pre:
Landra
--------------
HP: 82/93			AC: 32 
Healing Surge: 10/10 (heal 23) 	Fort: 25 
Speed: 6 			Refl: 25 
Initiative: +15	 		Will: 24 
Action Points: 0/1 		Perc: +10 (passive 20)
				Inst: +13 (passive 23)

Features: +4 to OAs, hit enemies stop moving. (Combat Superiority, Blade Opportunist)
Adjacent marked enemies provoke melee basic attack (Combat Superiority)
+2 item bonus to AC when not bloodied (Agile Armor, included)
5 damage on misses with scimitars (Scimitar Dance)

Standard Interrupts: Mark all attacked enemies unless otherwise specified
Take all OAs available. 
If Precision Cut is unused, use it for OAs.
 
At-Will: Combat Challenge, Footwork Lure, Tide of Iron
Encounter: Second Wind, Fey Step, Steel Serpent Strike, Sweeping Blow, 
Come and Get It, Into The Fray, Precision Cut, Unbreakable, Fantastic Flourish
Daily: Villain's Menace, Boundless Endurance, Victorious Surge, Nimble Bladestorm, War Ring

Basic Attacks:

Melee: Vicious Scimitar (+17 v. AC, 1d8+9 dmg, +2d8+4d12 crit)
Thrown: Thunderburst (+17 v. AC, 1d4+6 dmg, +1d6 thunder crit)

Dallan Invictus fucked around with this message at 18:06 on Jan 24, 2010

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you
Though she brings her full strength and weight to bear, and though she carves a nasty wound into the troll's massive shoulder in the process, Landra can't actually seem to make the accursed creature move – fire is his bane, he knows this, and he's not going into it if it can at all be helped, which apparently it in fact can right now. For the moment, it looks like the eladrin will have to content herself with the injury she's inflicted on him.

Alagand, even while struggling to his feet, fights the choker's grip with everything he's got, smacking the haft of his glaive against its constricting arm while trying to pull it away from his throat with his free hand. Somehow, he actually succeeds in making the creature relinquish its grasp on him, and while its long limb springs back into the tangle of vines within which the choker is hiding, the elf steps deftly aside, wrapping himself in shadows and bringing his glaive to bear on the subject of his enmity. It certainly is a sufficiently underhanded attack, but for all his cunning, and despite Taldrel's shouted guidance, Alagand simply can't seem to find a gap in the troll's armour right now, which turns aside the blade of his glaive with ease.


Landra shifts J14->K13.
   She uses Tide of Iron on Cave Troll Mangler and hits (A:15+19) for 12 damage, pushing him K14->J15...
      No action: Cave Troll Mangler makes a saving throw to avoid being pushed into hindering terrain and succeeds (17).
Alagand stands up.
   He attempts to escape from the grab, rolling Athletics vs. Fortitude and succeeding (19+13); he shifts N12->O11.
   He spends an action point, gaining concealment until the start of his next turn, to use Shadow Hand Attack on War Troll, succeeding on the Thievery vs. Perception check (10+16 v 9+15) and missing. (A:8+19,2+19).




pre:
/-----[ROUND 2]--------------[IN]--[HP]-----[THP]--[STATUS EFFECTS]--------------------------------\
|   | Badger                | 35 |  60/86  |     | Grabbed C                                       |
|   | War Troll             | 28 |  85           |                                                 |
|   | Cave Troll Mangler    | 28 |  63           |                                                 |
|   | Feygrove Choker       | 26 |   3           | Total concealm                                  |
|   | Landra                | 25 |  82/93  |     |                                                 |
|   | Alagand               | 18 |  59/92  |     | Concealm.                                       |
|==>| Annetta               | 18 |  79/79  |     |                                                 |
|   | Taldrel               | 13 |  66/83  |     |                                                 |
\--------------------------------------------------------------------------------------------------/

MMAgCh fucked around with this message at 05:34 on Jan 20, 2010

Clanpot Shake
Aug 10, 2006
shake shake!

Taldrel Darlhunt

Ever watchful of tactical opportunities, Taldrel wastes no time using the distraction provided by Badger to his advantage. Ducking under the beast's wide sweep intended for (and unfortunately, connected with) Badger, he quietly shifts into position and makes a quick swipe at the beast's levator, hoping to immobilise its arm. A small cut, but nearly completely debilitating, if it connects.

Not to let the opportunity go only partially exploited, Taldrel calls for Annetta's acidic expertise in the attack.

Move: Shift to P14
Minor: Inspiring Word on Alagand: surge + 3d6
Standard: Surprise Attack on War Troll: +18 vs AC, 1d8+9 damage (+3d6 on crit)
  on hit: Alagand Annetta makes a basic attack as a free action with +4 damage attack bonus (:saddowns:) against the war troll.


pre:
HP: 66/83                        AC  : 26 
Surges: 11/11 (22hp)             Fort: 24
Action Points: 1	         Will: 22
Speed: 5	                 Refl: 23

Basic Melee Attack: +16 vs AC, 1d8+9 damage (+3d6 on crit)
Evil Eye Fetish: An enemy with CA that hits me takes 3 necrotic damage.
Tactical Assault: When an ally that can see me spends an action point,
   they gain +2 attack and +4 damage on an attack made.
Combat Veteran’s Action (11th level): When you
  spend an action point to take an extra action, one of
  your allies within 10 squares of you can take a move
  action as a free action.
Phalanx Warrior: Adjacent allies gain a +1 shield bonus to AC.
Tactical Shift: When an enemy strikes an ally, that ally can shift 5 squares as an immediate interrupt. 
  Ranged 10.  Trigger on:
   - any ally under 50% health
   - any time an ally is struck by a sneak or flanking attack
   - if Taldrel is bloodied, allow no more than one OA; otherwise no more than 2
Guide the Charge: If the ally hits, he or she adds 4 to the damage roll and pushes 
  the attack’s target 2 squares. The ally can shift 2 squares to remain adjacent to the target.
  Ranged 10.  Do not provoke OA.  Trigger on:
   - any ally charges
Shield of Defiance: Spend a healing surge after being crit.  Immediate free action.
  Trigger on:
   - Any time Taldrel is crit and under 80% health.
Miss Me Once: An enemy within range and in your line of sight
  misses you with an attack.  The enemy grants combat advantage to each ally
  who has line of sight to it until the start of its next turn.
  Ranged 10.  Immediate Interrupt.  Do not provoke OA.  Trigger on:
   - The enemy who missed Taldrel is in movement range of at least 1 member of the party.

At-Will: Commander's Strike, Wolf-pack Tactics 
Encounter: Cleave, Inspiring Word 1/2 (minor action), Hammer and Anvil, 
   Aid the Injured, Steel Monsoon, Guide the Charge, 
   Surprise Attack, Skirmish Ploy, Miss Me Once
Daily: Lead the Attack, Villain's Nightmare, Knock Them Down, 
   Tactical Shift, Healing Surge (free action), Shield of Defiance, 
   Gauntlets of Ogre STR (free action, +5 damage on melee attack), Helm of Heroes

Clanpot Shake fucked around with this message at 02:38 on Jan 21, 2010

The Transhumanist
Jan 2, 2008

Things can get better. You just gotta be willing to take the chance.
Annetta

Seeing Taldrel and Alagand working on finishing off the nearby troll, Annetta decides to aid with the other up by the fire. Moving up into the meager cover available, Annetta draws a glyph in the air with both of her daggers, while another appearing just in front of the brute. When she finishes, it flickers once and then promptly detonates with a concussive blast right in front of the trolls face.

Move: S14.
Standard: Thunder Slam on the Mangler, +16 vs Fortitude, 2D10 and push it NE, N, N


pre:
AC: 25       Fort: 22     Refl: 26     Will: 29             Special Abilities
HP: 79/79    Surges: 7/7  Value: 19    Init: +10              Chaos Burst: First attack roll determines extra
Stealth: +10 Arcana: +14                                        benefit. Even, +1 AC until the start of my next
AP: 1                                                           turn. Odd, make a saving throw.
Resists: 5 Radiant, 10 Necrotic                               Chaos Power: Gain Dex+2 to damage rolls. (+6)
                                                              Unfettered Power: On a natural 20, slide the target
Encounter                                                       1 square and knock it prone. On a natural 1, push
  Thunder Slam [ ] Dancing Lightning [ ] Chaos Storm [ ]        each creature within 5 squares 1 square.
  Primordial Rage [ ] Eyebite [ ] Second Wind [ ]             Primordial: Necrotic
  Dragonflame Mantle [ ] Narrow Escape [ ] Swift Escape [ ]     - Attacks ignore Necrotic resistance up to 10. 
                                                                
Daily                                                           
  Chromatic Orb [ ] Acidic Implantation [X]                   Sorcerous Blade Channeling: Can use ranged sorcerer
  Contagious Curse [ ]                                          powers as a melee attack.
  Primordial Boon [ ]                                         Rootling: Ignore difficult terrain from vegetation.
  Elemental Twist Dagger [ ] Cloak of Resistance [ ]          Dual Implement Spellcaster: Gain offhand damage bonus 
                                                                as a bonus to damage. (+2)
      
  Cunning Dagger
    - Save effects cast through this take -2 penalty
    - 3D8 criticals
  Elemental Twist Dagger
    - When any enemy resistances or immunities reduce
      my sorcerer attack powers used through the dagger
      gain 5 temp HP.
    - Critical: 2d6

Triggers (In Priority of use. Locations will be updated if need be.)
Dragonflame Mantle: If it would convert a hit to a miss, or if there are two or more creatures in melee. 
(Not sure of teleport triggers yet.)
Sunweave Armor: Hit by an opportunity attack from a non-minion foe.

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you
Taldrel/Annetta kill the war troll in case it makes any difference to your turn, Soonmot.

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer
Badger

Even as the troll's powerful hand squeezes Badger, causing her ribs to creak in painful protest, the druid's body explodes in a shower of writhing maggots. The worms flow across the ground before reforming into the prone elf, well out of the troll's reach.


Minor to shift to beast form, minor to maggot form to J19, minor to sustain wall

pre:
HP: 60/86 (temp:  )      AC:   26    Encounter           Daily
Heal Srg: 11/11 (v 23 )  Fort: 24    Elven Accuracy      Death Burst armor
Speed: 7                 Ref:  23    Second Wind         Healing Word        
Initiative: +13          Will: 25    Cull the Herd       Savage Frenzy
Action Points: 1/1       Perc: 18    Bark Skin           Wall of Thorns
				     Tundra Wind         Feral Mauling
				     Camouflage Cloak     Amulet of Vigor
				     Tremor
				     Roots of Rescue
				    Blighted Agony
				    Maggot Form
				 
Resists: Necrotic: 5 (beast form)
STR: 10 CON: 19 DEX: 16 INT: 11 WIS: 21 CHA: 11
Skills: Arc 11, Heal 16, Ins 16, Nat 18, Per 18, Rel 16
Basic Attack: Savage Rend: +15 vs Ref 1d8+8 damage

Critical Damage: +3d6/ +3d10 on bloodied target
Special: Group Awareness: non-elf allies within 5 squares +1 racial	bonus to Perception checks.
	 Wild Step: You ignore difficult terrain when you shift 
         Auto save vs ongoing Necrotic
         +2 damage to implement attacks on bloodied targets.
         Action Point: all enemies adjacent to you must move 1 square away or take 4 necrotic (save ends).
         Beast form attacks deal +4 necrotic damage
         Ally with lowest initiative within 5 squares can reroll
         Roll twice for initiative
         Uncanny dodge:  Enemies with CA do not gain +2 to attack.
         +2 with Elven Accuracy reroll
	

Soonmot fucked around with this message at 02:24 on Jan 22, 2010

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you
A resounding crack of thunder deafens everyone in the cavern for a moment as Annetta unleashes her magic. When the ringing in your ears subsides, however, you find her troll target still standing – or lying, strictly speaking – in the same spot it did only a second ago; though the sorceress' spell was potent, she might as well have tried to move a mountain for all the good it did.

Taldrel on the other hand takes a more martial and ultimately more successful approach. Shouting encouragement at Alagand, the aging half-elf moves in and simply sticks the armoured troll right in the arm with his spear, piercing the crude iron mesh protecting it and possibly skewering a few sinews in the process. This is of course hardly fatal; what follows very much is, however, for Annetta makes the most of the opening so created and hurls another acidic sphere at the troll, striking him in the head with a unpleasant sizzling sound quite similar to what one might hear if one put one's hand on a hot stove top. The ramifications of this are both immediately obvious and gruesome when the troll lets out a terrible howl of mortal agony; it rapidly dies away on account of the acid devouring skin and flesh to lay bare his skull within a matter of moments, withering eyeballs staring blankly as he collapses. Annetta's acerbic admixture continues to do its work, and the troll's skull snaps away from the neck to bound across the ground and land squarely in the fire; he most definitely will not be getting up again.

"The Lady Gharmya will not like this," hisses the choker in accented Common, shifting amid the hanging vines. "BUGGER THE LADY GHARMYA!" is the enraged response of the remaining troll as he climbs to his feet, having just witnessed the elf thought safely grabbed in his brawny hand turn into a mass of maggots and so remove herself from his grip, painfully tight though it was, with the greatest of ease. In need of someone else on whom to take out his rage, he angrily swings a massive claw at Landra, who fairly narrowly manages to deflect it with her shield and so elicits another snarl of hatred from her opponent. The choker, for its part, again whips its tentacle-like arm at Alagand, but this time the elf is on his guard and neatly ducks out of its path, leaving the choker to retract the limb with naught to show for its efforts.


Annetta moves V12->S14.
   She uses Thunder Slam on Cave Troll Mangler and misses (F:12+14).
Taldrel shifts O15->P14.
   He uses Inspiring Word on Alagand, who spends a healing surge to regain 34 hit points.
   He uses Surprise Attack on War Troll and hits (A:18+18) for 13 damage...
      Free action: Annetta makes a basic attack against War Troll with combat advantage and a +4 bonus to the attack roll; she uses Acid Orb and hits (R:12+22) for 19 acid damage, killing him.

Round 3
Badger uses Wild Shape to assume Beast Form.
   She uses Maggot Form to move M12->J19; she is no longer grabbed.
   She sustains Wall of Thorns.

Cave Troll Mangler stands up.
   He uses Claw on Landra and misses (A:13+17).
Feygrove Choker moves K9->L8.
   It uses Tentacle Claw on Alagand and misses (A:3+15).




pre:
/-----[ROUND 3]--------------[IN]--[HP]-----[THP]--[STATUS EFFECTS]--------------------------------\
|   | Badger                | 35 |  60/86  |     |                                                 |
|   | Cave Troll Mangler    | 28 |  63           |                                                 |
|   | Feygrove Choker       | 26 |   3           | Total concealm.                                 |
|==>| Landra                | 25 |  82/93  |     |                                                 |
|   | Alagand               | 18 |  83/92  |     | Concealm.                                       |
|   | Annetta               | 18 |  79/79  |     |                                                 |
|   | Taldrel               | 13 |  66/83  |     |                                                 |
\--------------------------------------------------------------------------------------------------/

Dallan Invictus
Oct 11, 2007

The thing about words is that meanings can twist just like a snake, and if you want to find snakes, look for them behind words that have changed their meaning.
Landra

"A real lady could find better help?", observes Landra between spits, chiming in on the byplay as she deflects the troll's claw, and looks for another chance to tip the troll just far enough off his balance to send him into the fire.

The name Gharmya still lingers in her mind as she prepares her counterstrike - they probably weren't working for "Ardranoth", and there could have been a solution with words instead of swords - but she couldn't bring herself to shed a tear over three dead trolls, and that lesser fey who seemed to lead them should have known their place.

Standard: Tide of Iron, second verse same as the first. (+17 v. AC, 1d8+9, push into J15-K16, if it succeeds follow with a shift into J14.)
Minor: If Tide of Iron hits, use Fantastic Flourish to mark the choker.


pre:
Landra
--------------
HP: 82/93			AC: 32 
Healing Surge: 10/10 (heal 23) 	Fort: 25 
Speed: 6 			Refl: 25 
Initiative: +15	 		Will: 24 
Action Points: 0/1 		Perc: +10 (passive 20)
				Inst: +13 (passive 23)

Features: +4 to OAs, hit enemies stop moving. (Combat Superiority, Blade Opportunist)
Adjacent marked enemies provoke melee basic attack (Combat Superiority)
+2 item bonus to AC when not bloodied (Agile Armor, included)
5 damage on misses with scimitars (Scimitar Dance)

Standard Interrupts: Mark all attacked enemies unless otherwise specified
Take all OAs available. 
If Precision Cut is unused, use it for OAs.
 
At-Will: Combat Challenge, Footwork Lure, Tide of Iron
Encounter: Second Wind, Fey Step, Steel Serpent Strike, Sweeping Blow, 
Come and Get It, Into The Fray, Precision Cut, Unbreakable, Fantastic Flourish
Daily: Villain's Menace, Boundless Endurance, Victorious Surge, Nimble Bladestorm, War Ring

Basic Attacks:

Melee: Vicious Scimitar (+17 v. AC, 1d8+9 dmg, +2d8+4d12 crit)
Thrown: Thunderburst (+17 v. AC, 1d4+6 dmg, +1d6 thunder crit)

Dallan Invictus fucked around with this message at 18:05 on Jan 24, 2010

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you
Landra hits and pushes the troll, who fails his save not to be pushed into the fire, and marks the choker. Alagand OoEs the troll, moves in and misses.

Clanpot Shake
Aug 10, 2006
shake shake!

Taldrel Darlhunt

Seeing the golden opportunity Landra had created, Taldrel rushed to take advantage of it. Feigning a low thrust to the leg in his approach, Taldrel hoped the troll would be very surprised when he instead was met with a shield bash to the head.

Move to nearest square adjacent to the troll.
Standard: Skirmish Ploy +16 vs Reflex, 1d8+9 damage (+3d6 on crit)
on hit: target is dazed until the end of my next turn.
  slide the target 2 squares, one ally within 2 squaresshifts one square nearer the target. Only do this if I can slide it into the thorn wall or trigger more fire damage from the pit.


pre:
HP: 66/83                        AC  : 26 
Surges: 11/11 (22hp)             Fort: 24
Action Points: 1	         Will: 22
Speed: 5	                 Refl: 23

Basic Melee Attack: +16 vs AC, 1d8+9 damage (+3d6 on crit)
Evil Eye Fetish: An enemy with CA that hits me takes 3 necrotic damage.
Tactical Assault: When an ally that can see me spends an action point,
   they gain +2 attack and +4 damage on an attack made.
Combat Veteran’s Action (11th level): When you
  spend an action point to take an extra action, one of
  your allies within 10 squares of you can take a move
  action as a free action.
Phalanx Warrior: Adjacent allies gain a +1 shield bonus to AC.
Tactical Shift: When an enemy strikes an ally, that ally can shift 5 squares as an immediate interrupt. 
  Ranged 10.  Trigger on:
   - any ally under 50% health
   - any time an ally is struck by a sneak or flanking attack
   - if Taldrel is bloodied, allow no more than one OA; otherwise no more than 2
Guide the Charge: If the ally hits, he or she adds 4 to the damage roll and pushes 
  the attack’s target 2 squares. The ally can shift 2 squares to remain adjacent to the target.
  Ranged 10.  Do not provoke OA.  Trigger on:
   - any ally charges
Shield of Defiance: Spend a healing surge after being crit.  Immediate free action.
  Trigger on:
   - Any time Taldrel is crit and under 80% health.
Miss Me Once: An enemy within range and in your line of sight
  misses you with an attack.  The enemy grants combat advantage to each ally
  who has line of sight to it until the start of its next turn.
  Ranged 10.  Immediate Interrupt.  Do not provoke OA.  Trigger on:
   - The enemy who missed Taldrel is in movement range of at least 1 member of the party.

At-Will: Commander's Strike, Wolf-pack Tactics 
Encounter: Cleave, Inspiring Word 1/2 (minor action), Hammer and Anvil, 
   Aid the Injured, Steel Monsoon, Guide the Charge, 
   Surprise Attack, Skirmish Ploy, Miss Me Once
Daily: Lead the Attack, Villain's Nightmare, Knock Them Down, 
   Tactical Shift, Healing Surge (free action), Shield of Defiance, 
   Gauntlets of Ogre STR (free action, +5 damage on melee attack), Helm of Heroes

The Transhumanist
Jan 2, 2008

Things can get better. You just gotta be willing to take the chance.
Annetta

Watching the troll stumble into the fire, Annetta grimaces in faint sympathy before unleashing a bolt of raw arcane energy, the purple tinted storm leaping from her daggers to ground itself within the troll. The least she could do was to make it quick at least.

Chaos Bolt on the Troll. Lets put it down and keep it down. +16 vs Will, 1D10+17 psychic damage, nothing in range to bounce it to, so eh.

pre:
AC: 25       Fort: 22     Refl: 26     Will: 29             Special Abilities
HP: 79/79    Surges: 7/7  Value: 19    Init: +10              Chaos Burst: First attack roll determines extra
Stealth: +10 Arcana: +14                                        benefit. Even, +1 AC until the start of my next
AP: 1                                                           turn. Odd, make a saving throw.
Resists: 5 Radiant, 10 Necrotic                               Chaos Power: Gain Dex+2 to damage rolls. (+6)
                                                              Unfettered Power: On a natural 20, slide the target
Encounter                                                       1 square and knock it prone. On a natural 1, push
  Thunder Slam [ ] Dancing Lightning [ ] Chaos Storm [ ]        each creature within 5 squares 1 square.
  Primordial Rage [ ] Eyebite [ ] Second Wind [ ]             Primordial: Necrotic
  Dragonflame Mantle [ ] Narrow Escape [ ] Swift Escape [ ]     - Attacks ignore Necrotic resistance up to 10. 
                                                                
Daily                                                           
  Chromatic Orb [ ] Acidic Implantation [X]                   Sorcerous Blade Channeling: Can use ranged sorcerer
  Contagious Curse [ ]                                          powers as a melee attack.
  Primordial Boon [ ]                                         Rootling: Ignore difficult terrain from vegetation.
  Elemental Twist Dagger [ ] Cloak of Resistance [ ]          Dual Implement Spellcaster: Gain offhand damage bonus 
                                                                as a bonus to damage. (+2)
      
  Cunning Dagger
    - Save effects cast through this take -2 penalty
    - 3D8 criticals
  Elemental Twist Dagger
    - When any enemy resistances or immunities reduce
      my sorcerer attack powers used through the dagger
      gain 5 temp HP.
    - Critical: 2d6

Triggers (In Priority of use. Locations will be updated if need be.)
Dragonflame Mantle: If it would convert a hit to a miss, or if there are two or more creatures in melee. 
(Not sure of teleport triggers yet.)
Sunweave Armor: Hit by an opportunity attack from a non-minion foe.

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you
The choker only hisses at Landra in response even as she presses the attack against the lumbering troll; this time she successfully pushes the giant off balance and sends him stumbling into the firepit, where he howls in pain as flames begin licking greedily at his leg and side. Alagand follows the eladrin's lead, but the troll's thrashing turns him into a surprisingly elusive target, and despite the elf's divine accuracy he is unable to score a successful hit with his glaive – a fate he shares with Annetta, whose bolt of erratic magic deviates entirely from its intended course and arcs towards the ceiling, where it explodes in a harmless cloud of violet sparks.

Taldrel too joins the mêlée, trusting Landra to keep the raging creature in check as he hastily moves closer. It is a gamble he appears to lose at first, however, for the troll's claw snatches the half-elf up with surprising speed, crushing his armour painfully as he is lifted off his feet. At that very moment, however, the troll gives another roar of agony, and the sickening sound of breaking bones is heard – with a savage upward thrust of her scimitar, Landra has utterly shattered her enemy's sternum and rent open the better part of his torso, leaving the troll's broken ribs sticking through his skin and stinking black blood fairly pouring from the long, vertical cut in his stomach and chest. Worse still for the troll, these injuries show no signs of beginning to mend as wounds dealt to trolls usually do, his acute proximity to the fire-pit rendering him unable to recuperate swiftly.

Given these conditions, Taldrel finds it a simple matter to deliver his blow as intended, with the additional divine guidance lent to his strike by Alagand entirely unnecessary as the warlord manages to smash his shield into the troll's head on his own just fine. His opponent groans and lets go of him, Taldrel landing safely on his feet; but he finds that his swing did not impart sufficient momentum to force the troll into the wall of thorns still covering half the fire-pit, and so the creature merely crashes to the ground, grinding the burnt remains of the witch further into the searing hot ashes.


Landra uses Tide of Iron on Cave Troll Mangler and hits (A:19+17) for 13 damage, using Fantastic Flourish to mark Feygrove Choker until the end of her next turn...
      Opportunity attack: Cave Troll Mangler misses Landra (A:13+17).
   Landra pushes Cave Troll Mangler K14->J15...
      No action: Cave Troll Mangler makes a saving throw to avoid being forced into hindering terrain and fails (5); he takes 11 fire damage, and his regeneration is suppressed until the end of his next turn.
   Landra shifts K13->J14.
Alagand uses Oath of Enmity on Cave Troll Mangler.
   He moves O11->L16.
   He uses Avenging Echo on Cave Troll Mangler and misses (A:2+17,4+17).
Annetta uses Chaos Bolt on Cave Troll Mangler and misses (W:5+16).
Taldrel moves P14->K17...
      Opportunity attack: Cave Troll Mangler attacks Taldrel...
          Immediate interrupt: Landra makes a Combat Challenge melee basic attack and crits (A:20+17) for 61 damage, bloodying him.
       Opportunity attack: Cave Troll Mangler hits (A:18+15) for 7 damage; he is grabbed.
   Taldrel uses Skirmish Ploy on Cave Troll Mangler...
      Immediate interrupt: Alagand uses Divine Guidance; Taldrel makes two attack rolls and uses either result.
   Taldrel hits (R:18+16,9+16) for 14 damage, dazing him until the end of his next turn and breaking the grab; he slides him J15->H16...
      No action: Cave Troll Mangler makes a saving throw to avoid being forced into hindering terrain and succeeds (19); he is instead knocked prone in J15.




pre:
/-----[ROUND 4]--------------[IN]--[HP]-----[THP]--[STATUS EFFECTS]--------------------------------\
|==>| Badger                | 35 |  60/86  |     |                                                 |
|   | Cave Troll Mangler    | 28 | 162           | Dazed                                           |
|   | Feygrove Choker       | 26 |   3           | Total concealm.                                 |
|   | Landra                | 25 |  82/93  |     |                                                 |
|   | Alagand               | 18 |  83/92  |     | Phlx.                                           |
|   | Annetta               | 18 |  79/79  |     |                                                 |
|   | Taldrel               | 13 |  59/83  |     |                                                 |
\--------------------------------------------------------------------------------------------------/

MMAgCh fucked around with this message at 03:46 on Jan 25, 2010

Clanpot Shake
Aug 10, 2006
shake shake!

The cave troll should be dazed

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you
Forgot to include it in the initiative block, fixed now.

Edit: here's Soonmot's turn as PM'd to me for proxy reasons (I think), update to follow soonish.


Badger

The glowing pile of bones pushes itself to its feet and the transformed druid charges towards the wounded troll. Her luminous claws slash about attempting to maneuver the troll into the wall of thorns.


Minor to stand, minor to sustain and standard to charge with Savage Rend +16 vs Ref 1d8+8+4nec+2bloody to K17, sliding the troll from J16 to I16

pre:
HP: 60/86 (temp:  )      AC:   26    Encounter           Daily
Heal Srg: 11/11 (v 23 )  Fort: 24    Elven Accuracy      Death Burst armor
Speed: 7                 Ref:  23    Second Wind         Healing Word        
Initiative: +13          Will: 25    Cull the Herd       Savage Frenzy
Action Points: 1/1       Perc: 18    Bark Skin           Wall of Thorns
				     Tundra Wind         Feral Mauling
				     Camouflage Cloak     Amulet of Vigor
				     Tremor
				     Roots of Rescue
				    Blighted Agony
				    Maggot Form
				 
Resists: Necrotic: 5 (beast form)
STR: 10 CON: 19 DEX: 16 INT: 11 WIS: 21 CHA: 11
Skills: Arc 11, Heal 16, Ins 16, Nat 18, Per 18, Rel 16
Basic Attack: Savage Rend: +15 vs Ref 1d8+8 damage

Critical Damage: +3d6/ +3d10 on bloodied target
Special: Group Awareness: non-elf allies within 5 squares +1 racial	bonus to Perception checks.
	 Wild Step: You ignore difficult terrain when you shift 
         Auto save vs ongoing Necrotic
         +2 damage to implement attacks on bloodied targets.
         Action Point: all enemies adjacent to you must move 1 square away or take 4 necrotic (save ends).
         Beast form attacks deal +4 necrotic damage
         Ally with lowest initiative within 5 squares can reroll
         Roll twice for initiative
         Uncanny dodge:  Enemies with CA do not gain +2 to attack.
         +2 with Elven Accuracy reroll
	

MMAgCh fucked around with this message at 04:41 on Jan 25, 2010

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MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you
Scrambling to her feet, a movement that to onlookers is little more than a confused tumble of bones, Badger promptly pounces on the troll, raking him with her osseous claws. Her attempts to push him into the thorny wall she is still maintaining with a token effort of her mind are fruitless, the heavy creature being somewhat difficult to manipulate in such a fashion, but her slashing claws have pushed him close enough to death that the blazing fire-pit now finishes what the druid and her companions began, flaring up fiercely as flames begin to consume the troll, who gives one last scream before finally and permanently expiring.

The fey choker, bereft of his allies, is obviously not interested in making a last stand and darts away southwards in a series of rolling, erratic leaps, some change of colour and texture of its skin allowing it to blend almost flawlessly into its surroundings. Despite its strange gait, it nevertheless moves at considerable speed, even clambering along the walls and somehow moving even faster as it does so; and before anything can be done about it, the creature is gone round the bend in the tunnel, and presumably on its way out.

Starting towards the dark passage as well, Alagand stops and turns to look at you. "Listen, maybe I should head aboveground as well, see that nothing happens to our horses at least? Could stand guard there too, make sure nothing traps you down here," he suggests with a pointed glance at the equine body still suspended above the fire-pit. "That is, unless you've already had enough of this place and want back out, too." The elf shrugs.


Badger stands up.
   She sustains Wall of Thorns.
   She charges J19->K17 and uses Savage Rend on Cave Troll Mangler, hitting (R:13+18) for 14 damage and sliding him J15->I15...
      No action: Cave Troll Mangler makes a saving throw to avoid being forced into hindering terrain and succeeds (12)

Cave Troll Mangler takes 14 fire damage from the fire-pit and dies.
Feygrove Choker uses Chameleon, gaining concealment until the start of its next turn.
   It double-runs L8->AB14.

The encounter is pretty much over at this point, if only because the choker can outrun all of you (and I don't think anyone is particularly interested in drawing this out for another one-and-a-half rounds). So, if no one explicitly wants to pursue it, let's call this a victory for you all; you can take a short rest and do whatever else you want to do.

Almost more importantly, it allows me to put Alagand on the backburner. Unless anyone wishes to keep NPCing him in combat (I certainly don't), he will venture aboveground to watch the horses/cave entrance and so be conveniently out of the way while you continue as a four-piece for now (whether you decide to investigate the MYSTERIOUS DOOR or not). He'll
not be retired for good just yet, but if Nimlach still is AWOL after you have finished the following segment, Alagand will move on.

It might, regardless, be prudent to ponder whether, in the event that Nimlach does not return, you want to go on as a four-man party or would rather see a replacement striker recruited. Please post any thoughts to this effect in the OOC thread. Thanks!

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