Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
AXE COP
Apr 16, 2010

i always feel like

somebody's watching me

Kranne

Kranne ducked sidewards as they quickly assessed the situation before them. Wide area. Easily exposed to enemy projectiles if they had reserve forces. But the same applied to Kranne's forces. Little cover for the enemy, and the large oozes were unmissable targets. Making a decision, they held up a hand to make a complicated signal before taking cover behind a nearby goat.

...A goat? Well, beggars couldn't be choosers. Cover was cover, even if it was ethereal and bleating.

Immediate Reaction to Sergio being damaged: Life Siphon! Gain +2 to one attack roll BEONT and 6 HP.
Minor: Warlock's Curse vs. Banshee! Gain +2 to all defences against it.
Standard: Flickering Venom vs Reflex: 1d20+16 19 2d8+12 24 Miss.
Move: to A8, gaining concealment from Shadow Walk UEONT.

pre:
Kranne   						 
HP: 44/62 (THP: )        AC:   21    Passive Insight: 15
Surges: 06/06 (V: 13)    For:  17    Passive Perception: 19
Initiative: +5   	 Ref:  21    Action Points: 1
Speed: 6   	         Will: 24    Vision: Normal Vision
Darkspiral Aura: 0

At Will			Encounter			     Daily
Eldritch Blast          [ ] Second Wind                      [ ] Contagion
Spiteful Glamour        [ ] Blade of Nightmares              [ ] Flames of the Smoking Crown
Darkspiral Aura         [ ] Bastion of Mental Clarity         [ ] Ring of Pain
                        [x] Flickering Venom
                        [ ] Ethereal Stride
                        [ ] Delban's Deadly Attention
                        [x] Life Siphon
                        [ ] Shadow Strangler
                        [ ] Staggering Note

Melee Basic Attack (Accurate Staff of Ruin +2): 1d20+9 vs AC; 1d8+4 damage
Ranged Basic Attack [Eldritch Blast] (Accurate Staff of Ruin +2): 1d20+14 vs. Reflex; 1d10+12 damage
                    
Item Powers
Helm of Seven Deaths:
Souls: [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Encounter Power (3 souls): [ ]
Daily Power (7 souls): [ ]

Daily:
[ ] Staggering Net +2
[ ] Corellon's Boon of Arcane Might

Consumables:
[ ] Panther Tears
[ ] Lockburst Chalk
  
Conditionals/Resists:
Armour of Dark Majesty: +2 to all defenses against Cursed targets
Bloodied Boon: Can trigger curse when enemy is bloodied (still removes curse)
Dual Soul: Make saving throws against Daze and Dominate at start of turn
Telepathy: Two-way mental communication with any creature within 5 squares
Haunted Blade Level 5: Roll twice on Intimidate checks
Resource Leader + Bravura Leader: Ally can gain +7 to damage on AP attack but grants CA; if attack misses, instead gain 3 THP
Shadow Walk: Gain concealment UEONT after moving 3+ squares

Adbot
ADBOT LOVES YOU

Ovo
Dec 20, 2008

Life Rules

Ledran 'the Green'

With Sergio roaring about the battlefield in his usual fashion, Ledran is able to move against the fallen Banshee almost unseen. As his free appendage grows and wraps itself around the Banshee, Ledran stabs down at her again and again. The ghostly creature may be tough, but this has to hurt regardless.

Standard: Seize and Stab vs Reflex: 1d20+15 35 2d8+6 17Crit!
Crit bonus: 2d6 6 28 damage total, so 14 after the banshee reduces it. She is now grabbed by me and cannot stand up from prone until she escapes. She additionally cannot attempt an escape until the end of her next turn and is marked by me.


pre:
Ledran 'the Green'   						 
HP: 71/71 (THP: )        AC:   26    Passive Insight: 15
Surges: 12/12 (V: 17)    For:  23    Passive Perception: 15
Initiative: +8   	 Ref:  20    Action Points: 0
Speed: 5   	         Will: 19    Vision: Low Light Vision

At Will			                Encounter			             Daily
Combat Challenge                        [ ] Second Wind                              [X] Seize and Stab
Combat Agility                          [ ] Grasping Limb                            [ ] Crushing Foot
Grappling Strike                        [ ] Wrath of the Destroyer                   [ ] Rock Steady
Slash and Pummel                        [ ] Takedown Attack                          [ ] Hobbling Cut
                                        [ ] Snagging Grip                      
                                        [ ] Sweeping Slash
                                        [ ] Bludgeoning Vise
                                        
Item Powers                                                      
[ ] Immunizing Scale Armor                                                                                                     
[ ] Lucky Charm                                                  
[ ] Writhing Vine Spiked Gauntlet                                                                                             

Conditionals/Resists:
Rapier of Defense: After taking a Second wind/Total Defense action, gain +1 to all defenses USONT
Immunizing Armor: Auto succeed on saving throws vs. poison damage.
Wrestler's Gloves: Gain a +1 item bonus to grab attacks, to your defenses when 
attempting to prevent an escape from your grab, and to saving throws to catch yourself when falling.
Helm of Opportunity: Gain a +1 item bonus to opportunity attack rolls.
Writhing Vine Gauntlet:  When you immobilize a target with a melee attack using this weapon, 
that target grants combat advantage to you until the end of your next turn.
Inescapable Hold:  Resist grab escapes with Fortitude.
Wrenching Grasp: Deal Dex mod damage after failed grab.
Pin Down: Prone targets I am grabbing cannot stand until they escape or I release them.
Plant's Sap: Ignore need for food, gain extended rest in 4 hours.
Vine Arms: Melee reach increases by one UEoMNT after using Natures Aspect racial power.
Saving throws: +2 to ongoing damage, +1 to catch self while falling
Resists: 1 to all damage.

Wol
Dec 15, 2012

See you in the
UNDERDARK
The banshee emits a mournful wail, moving the oozes to fight harder. One of them smacks Loran around with a wave of blood. The other flails at Sergio, though the latter manages to hold it at bay with his spear.

Spectral Banshee:
Close burst 5 targeting two allies: The targeted allies can each shift up to 5 squares and make a melee basic attack as a free action.

Blood Elemental A:
Melee necrotic attack vs. AC: target Loran (34, hit). Loran takes 10 necrotic damage and ongoing 5 necrotic damage (save ends).

Blood Elemental B:
Melee necrotic attack vs. AC: target Sergio (26, miss).




pre:
All Heroes: 
All Monsters:

Spectral Banshee 27     Bloodied; LdGrabbed; Insubstantial; LdMarked; WC
HP 36/92     Dazed; Prone
AC 22     Fort 18     Ref 21    Will 22

Loran 27     [A]Ong. 5 necrotic (save)
HP 56/66
AC 24     Fort 18     Ref 22     Will 23

Adeya 25     
HP 57/57
AC 23     Fort 19     Ref 22     Will 23

Sergio 15     +5 AC; +1 Fort; +1 Ref; +3 Will; [A]Ong. 5 necrotic (save)
HP 74+5/91
AC 24     Fort 25     Ref 18     Will 18

Blood Elemental 14
A [D6] HP 206/232     Dazed (save ends)
B [D12] HP 200/232     SgMarked
AC 23     Fort 23     Ref 22    Will 19

Ledran 13     
HP 77/77
AC 26     Fort 24     Ref 21     Will 20

Kranne 9     Concealment
HP 44/62
AC 21     Fort 17     Ref 21     Will 24
Loran, Adeya and Sergio are up!

Dark grey squares represent the altar and are raised 5 ft. off the ground. Moving from the ground to the altar takes 2 squares of movement. Standing on the altar means you have the Higher Ground and thus gain combat advantage against adjacent enemies on a lower elevation.
Light blue squares indicate that the creature in them is up in the air ([10]ft. above the ground).
Periwinkle squares are difficult terrain due to ice.

The blood elementals have the following aura:
Blood Call (Healing) aura 5; whenever a creature within the aura takes ongoing necrotic damage from the blood elemental's attack, the blood elemental regains 5 hit points.

Dr Pepper
Feb 4, 2012

Don't like it? well...


Loran

Loran winced as the vile energies burned her skin. Still, it wasn't anything life threatening yet. "Freeze them Miss Adeya!" She shouted, with a shout of effort, she pointed her wand at the more distant Blood Elemental, pulling the wand back with both hands like it was a rope, in response magic wrapped around the creature, pulling it back through the air and landing with a thud much closer to its fellow creature. Sergio took the chance of the creature flying above him to slash it with his spear as she pulled.

Take 5 Necrotic Damage
Standard Action: Blunder against Blood Elemental B. 1d20+11=31 Critcal Hit! Blood Elemental B takes 14 Psychic Damage as well as an additional 2d8=4 Psychic Damage. I slide Blood Elemental B to B10, granting Sergio a free Basic Melee Attack against it.
Granted Attack: Sergio uses a Melee Basic Attack against Blood Elemental B. 1d20+16=28 hit. Blood Elemental B takes 1d10+10=14 damage
Saving throw:1d20=6 save failed.


pre:
Loran Altatha   						 
HP: 51/66 (THP: )        AC:   24    Passive Insight: 18
Surges: 08/09 (V: 16)    For:  18    Passive Perception: 19
Initiative: +8   	 Ref:  22    Action Points: 1
Speed: 5   	         Will: 23    Vision: Low Light Vision

At Will			                Encounter			             Daily
Staggering Note                         [ ] Second Wind                              [ ] Stirring Shout
Vicous Mockery                          [ ] Noble Presence                           [ ] Song of Courage
Familiar: Book Imp                      [ ] Fey Step                                 [ ] Compulsion
Mage Hand                               [ ] Words of Friendship                      [ } Hideous Laughter                 
                                        [X] Blunder                               
                                        [X] Impelling Force
                                        [ ] Revitalizing Incantation
                                        [ ] Theft of Life
                                        [ ] Majestic Word
                                        [ ] Majestic Word
                    
Item Powers                                                      Rituals
[ ] Eyebite                                                      Glib Limerick
    Summoned Armor                                               Tenser's Floating Disk
[ ] Lucky Charm                                                  Comprehend Language
[ ] Catstep Boots                                                Seek Rumor
[ ] Shield of Eyes                                               Arcane Lock
                                                                 Traveler's Chant
                                                                 Skull Watch

Conditionals/Resists:
Eladrin Will: +5 Racial Bonus against Charm Effects
Battle Caster Defense:+4 Feat Bonus to AC against Oppertunity Attacks triggered by ranged or area powers.
Shield of Eyes: +1 Item Bonus to AC against Oppertunity Attacks.
Book Imp Resist Fire 5

Dr Pepper fucked around with this message at 19:10 on Jun 6, 2014

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?

Sergio

Sergio savors his chew with building intensity, his smile building up as he just can't. get. enough. Oh, gold is good but sometimes you've got to bite the bullet and spend a little on other pleasures. Sergio's cheeks turn red, his mustache curls and his eyes narrow to upbeat little curves. Squinting at the blob as it assails him, Sergio grins and spits a salvo of juice straight into it. In the midst of all this the slime around him has dissolved, unable to keep up with his raunchy posturing.

Sergio slaps a fist to his belly and renews his Marks! "There ain't no job I'd rather do!" Dropping his defensive stance Sergio raises a fist and triples it's size by encrusting it in stone! Bringing it down with maximum stronk he slams the ground as hard as he can, throwing up a ring of cratered earth and stone shards around him as he forms the stone panoply! His great rock fist breaks and the granite covering spreads across his entire body as he hoots! The impact wrecks the Banshee for 18 Damage and critically wrecks the Right Blob for 24 damage!

Life Font Save removes Ongoing Damage before it Triggers!
Free: Mark Banshee, Right Blob
Standard: Stone Panoply
Create Difficult Terrain in Burst 1 around Self(Earthwalk Negates)
Slow Self UEONT
Gain DR 5
Deal 18 Damage to Banshee
Crit Right Blob for 24 Damage



pre:
-Opportunity Attacks Slow(+16 vs AC, 1d10+10, Melee Range, End of Target's Turn)

-If an enemy Marked by Sergio within 2 Squares of him attacks an ally but not Sergio:
1/Turn Warden's Fury (+16 vs Fort, 1d10+10 + Target Grants CA to all Allies UEONT)

-If an enemy Marked by Sergio within 5 squares of him attacks an ally but not Sergio:
Warden's Grasp (Auto-Hit, Target Shifted 1 + Slowed + Cannot Shift Until The End Of It's Turn)
Reaction (Occurs after the Attack resolves)

-If an Initiative Check comes up in a Natural Environment:
Nature Sense(Daily): Sergio uses Nature(+9) for his Initiative
All Allies have +4 Defenses for the First Round
pre:
Sergio   						 
HP: 74/91 (THP: 5)        AC:   24    Passive Insight: 14
Surges: 13/13 (V: 23)     For:  25    Passive Perception: 17
Initiative: +4   	 Ref:  18    Action Points: 0/1
Speed: 6   	         Will: 19    Vision: Low Light
Languages: Dwarven, Primordial

At Will                      Encounter	     	           Daily
Nature's Wrath(Free)         [X] Second Wind              [X] Form of the Fearsome Ram(R2)
Warden's Fury(Interrupt R2)  [X] Dwarven Resilience       [ ] Rampant Forest
Warden's Grasp(Reaction)     [ ] Roots of Stone           [ ] Nature Sense
Thorn Strike (R3)            [ ] Earthgrasp Strike (R2)   [ ] Earthguard
Weight of Earth (R2)         [X] Mountain's Stature (R3)  [ ] Alertness            
                             [X] Stone Panoply            [X] Radiance      
                             [ ] Elven Battle Armor
                                                                                      
Form Conditionals:
Guardian's Call: +2 to choice of Fort, Ref or Will
Fearsome Ram: +2 Speed, +2 Attack for Charges, At-Wills Push 1

Conditionals/Resists:
Earthstrength/Earthforger: +5 AC/+1 F/R/W UEONT after using Second Wind
Cast-Iron Stomach: +5 Saving Throws against Poison
Elven Armor: +5 Saving Throws against Slows/Immobilizes
Stand Your Ground: Can reduce forced movement by 1 and Saving Throw vs Prone
Earthforger: Counts as Elemental
Font of Life: Bonus Saving Throw at Beginning of Turn
Sudden Roots: Opportunity Attacks Slow(Until End Of Target's Turn)
Superior Fortitude: Resist 3 Ongoing
Deadly Draw: Combat Advantage against foes Pulled adjacent
Polearm Expertise: +2 all Defenses vs Charge Attacks
Disciple of Stone: +5 THP gained with Healing Surge

Wahad
May 19, 2011

There is no escape.

Adeya

Adeya climbs onto the altar, and moves her hand to command her spirit goat to attack. But it just lazes about.

Minor; Healing Spirit. Kranne can spend a healing surge. Loran regains 2d6=8 HP and can make a saving throw.
Move; Move to E9.
Standard; Rimefire Spirit on Blood Elemental B at 1d20+13=14. Miss, gain an AP.

pre:
Adeya   						 
HP: 56/56 (THP:  )       AC:   23    Passive Insight: 24
Surges: 7/7 (V: 14)      For:  20    Passive Perception: 24
Initiative: +6   	 Ref:  22    Action Points: 1
Speed: 6   	         Will: 23    Vision: Normal

At Will			Encounter			     Daily
Call Spirit Companion   [X] Healing Spirit                   [ ] Bigby's Icy Grasp
Freezing Burst          [X] Icy Terrain                      [ ] Ice Storm
Ghost Sound             [ ] Iron Mind                        [ ] Spirit of the Healing Flood
Light                   [X] Rimefire Spirit                  
Mage Hand               [ ] Second Wind                      
Prestidigitation        [ ] Shield
Spirit Infusion         [ ] Solkara's Wave
                        [ ] Speak With Spirits
                        [ ] Sudden Restoration
                        [ ] Winter's Wrath
                    
Item Powers
[ ] Bracers of Mental Might
[ ] Flowform Armor
[ ] Sustaining Cloak

Conditionals/Resists:
Defended Mind: You have a +2 racial bonus to saving thorws against effects that daze, dominate, or stun.
Enlarge Spell: Before using a wizard at-will or encounter attack power, you can choose to take a -2 penalty 
to each die of damage rolled with the power to increase the size of its blast or burst by 1.
Primordial Adept: You gain a +2 bonus to Bluff, Diplomacy, Insight and Intimidate checks 
against creatures that have the elmental origin.
Rejuvenating Spirit: When you use healing spirit, the target can make a saving throw.
Shifting Fortunes: When you use your second wind, you can shift 3 squares as a free action.
Spirit Boon: Your allies gain a +2 bonus to saving throws while adjacent to your spirit companion.
If your spirit companion is not present at the start of your turn, you can summon it once 
during that turn as a free action.
Spirit of Vigor: When you use call spirit companion as a minor action, 
one ally adjacent to your spirit companion when it appears gains 5 THP.
Staff Expertise: When you make a ranged or area attack with a staff as an implement, 
you don't provoke opportunity attacks. 

Wol
Dec 15, 2012

See you in the
UNDERDARK
The oozes attack again. Loran avoids one as it slowly decrystallises, but Sergio isn't so lucky with the other.

Loran's Saving Throw vs. Ongoing Necrotic: 13

Blood Elemental A:
Melee necrotic attack vs. AC: target Loran (19, miss).
Saving Throw vs. Dazed: 11
Blood Elemental B:
Melee necrotic attack vs. AC: target Sergio (30, hit). Sergio takes 19-5 = 14 damage and ongoing 5 necrotic damage (save ends).




pre:
All Heroes: 
All Monsters:

Spectral Banshee 27     Bloodied; LdGrabbed; Insubstantial; SgMarked; WC
HP 27/92     Dazed; Prone
AC 22     Fort 18     Ref 21    Will 22

Loran 27     
HP 59/66
AC 24     Fort 18     Ref 22     Will 23

Adeya 25     
HP 57/57
AC 23     Fort 19     Ref 22     Will 23

Sergio 15     [A]Ong. 5 necrotic (save); Resist 5 all; Slowed
HP 60/91
AC 24     Fort 25     Ref 18     Will 18

Blood Elemental 14
A [D6] HP 211/232     
B [B10] HP 144/232     SgMarked
AC 23     Fort 23     Ref 22    Will 19

Ledran 13     
HP 77/77
AC 26     Fort 24     Ref 21     Will 20

Kranne 9     Concealment
HP 60/62
AC 21     Fort 17     Ref 21     Will 24
Ledran and Kranne are up!

Dark grey squares represent the altar and are raised 5 ft. off the ground. Moving from the ground to the altar takes 2 squares of movement. Standing on the altar means you have the Higher Ground and thus gain combat advantage against adjacent enemies on a lower elevation.
Light blue squares indicate that the creature in them is up in the air ([10]ft. above the ground).
Brown squares are difficult terrain due to earthen rubble.

The blood elementals have the following aura:
Blood Call (Healing) aura 5; whenever a creature within the aura takes ongoing necrotic damage from the blood elemental's attack, the blood elemental regains 5 hit points.

AXE COP
Apr 16, 2010

i always feel like

somebody's watching me

Kranne

The fruits of Kranne's mysterious hand gesture come to pass, as a shower of ethereal arrows showers down upon the battlefield. The brunt of them are directed at the banshee, and it suffers as shafts embed themselves in her spectral flesh, spreading the chill of the grave through her essence. The blood elementals do not escape, however, and the open terrain combined with the withering hail of arrows leaves them completely exposed to Kranne's attacks.

On Banshee becoming bloodied: Bloodied Boon to spread Curse to all enemies on the field.
Minor: Warlock's Curse vs. Banshee.
Move: Ethereal Stride: teleport to A6 and gain +2 to all defenses UEONT. Also gain concealment from Shadow Walk.
Standard: Corellon's Boon of Arcane Might! Frostbind vs. Banshee Reflex: 1d20+16 27 3d6+12 25 cold damage plus Curse Damage: 1d6 6 = 31 damage! Banshee takes -2 to Reflex UEONT.

pre:
Kranne   						 
HP: 44/62 (THP: )        AC:   21    Passive Insight: 15
Surges: 06/06 (V: 13)    For:  17    Passive Perception: 19
Initiative: +5   	 Ref:  21    Action Points: 1
Speed: 6   	         Will: 24    Vision: Normal Vision
Darkspiral Aura: 0

At Will			Encounter			     Daily
Eldritch Blast          [ ] Second Wind                      [ ] Contagion
Spiteful Glamour        [ ] Blade of Nightmares              [ ] Flames of the Smoking Crown
Darkspiral Aura         [ ] Bastion of Mental Clarity         [ ] Ring of Pain
                        [x] Flickering Venom
                        [x] Ethereal Stride
                        [ ] Delban's Deadly Attention
                        [x] Life Siphon
                        [ ] Shadow Strangler
                        [ ] Staggering Note

Melee Basic Attack (Accurate Staff of Ruin +2): 1d20+9 vs AC; 1d8+4 damage
Ranged Basic Attack [Eldritch Blast] (Accurate Staff of Ruin +2): 1d20+14 vs. Reflex; 1d10+12 damage
                    
Item Powers
Helm of Seven Deaths:
Souls: [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Encounter Power (3 souls): [ ]
Daily Power (7 souls): [ ]

Daily:
[ ] Staggering Net +2
[x] Corellon's Boon of Arcane Might

Consumables:
[ ] Panther Tears
[ ] Lockburst Chalk
  
Conditionals/Resists:
Armour of Dark Majesty: +2 to all defenses against Cursed targets
Bloodied Boon: Can trigger curse when enemy is bloodied (still removes curse)
Dual Soul: Make saving throws against Daze and Dominate at start of turn
Telepathy: Two-way mental communication with any creature within 5 squares
Haunted Blade Level 5: Roll twice on Intimidate checks
Resource Leader + Bravura Leader: Ally can gain +7 to damage on AP attack but grants CA; if attack misses, instead gain 3 THP
Shadow Walk: Gain concealment UEONT after moving 3+ squares

Ovo
Dec 20, 2008

Life Rules

Ledran 'the Green'


With the banshee attacking the other Ledran tries to make the most of his opportunity. Jamming down at the Banshee with his rapier, he misses and nearly breaks in by ramming into the stone. Cursing under his breath, he tries again, landing a solid blow on the creature.

"Its nearly done, finish it and I'll get that other elemental focused on me!"

Reaction: Wrath of the Destroyer Vs. BansheeMelee Basic Attack vs AC: 1d20+14 15 1d8+6 14 Miss but I get an AP!
Standard: Melee Basic Attack vs AC: 1d20+12 20 1d8+6 14 A hit since I changed my attack bonus to 12 from 13, rather than add 2 to it since I have an OA bonus. Actuall attack roll should be +15. I'm smart!

I'll Sustain the hold and mark the Banshee.


pre:
Ledran 'the Green'   						 
HP: 71/71 (THP: )        AC:   26    Passive Insight: 15
Surges: 12/12 (V: 17)    For:  23    Passive Perception: 15
Initiative: +8   	 Ref:  20    Action Points: 1
Speed: 5   	         Will: 19    Vision: Low Light Vision

At Will			                Encounter			             Daily
Combat Challenge                        [ ] Second Wind                              [X] Seize and Stab
Combat Agility                          [ ] Grasping Limb                            [ ] Crushing Foot
Grappling Strike                        [X] Wrath of the Destroyer                   [ ] Rock Steady
Slash and Pummel                        [ ] Takedown Attack                          [ ] Hobbling Cut
                                        [ ] Snagging Grip                      
                                        [ ] Sweeping Slash
                                        [ ] Bludgeoning Vise
                                        
Item Powers                                                      
[ ] Immunizing Scale Armor                                                                                                     
[ ] Lucky Charm                                                  
[ ] Writhing Vine Spiked Gauntlet                                                                                             

Conditionals/Resists:
Rapier of Defense: After taking a Second wind/Total Defense action, gain +1 to all defenses USONT
Immunizing Armor: Auto succeed on saving throws vs. poison damage.
Wrestler's Gloves: Gain a +1 item bonus to grab attacks, to your defenses when 
attempting to prevent an escape from your grab, and to saving throws to catch yourself when falling.
Helm of Opportunity: Gain a +1 item bonus to opportunity attack rolls.
Writhing Vine Gauntlet:  When you immobilize a target with a melee attack using this weapon, 
that target grants combat advantage to you until the end of your next turn.
Inescapable Hold:  Resist grab escapes with Fortitude.
Wrenching Grasp: Deal Dex mod damage after failed grab.
Pin Down: Prone targets I am grabbing cannot stand until they escape or I release them.
Plant's Sap: Ignore need for food, gain extended rest in 4 hours.
Vine Arms: Melee reach increases by one UEoMNT after using Natures Aspect racial power.
Saving throws: +2 to ongoing damage, +1 to catch self while falling
Resists: 1 to all damage.

Wol
Dec 15, 2012

See you in the
UNDERDARK
The banshee claws furiously at Ledran but can't seem to make an attack stick.

Spectral Banshee:
Melee fear + necrotic attack vs. Ref: target Ledran (19, miss).




pre:
All Heroes: 
All Monsters:

Spectral Banshee 27     -2 Ref; Bloodied; LdGrabbed; Insubstantial; LdMarked; WC
HP 5/92     Dazed; Prone
AC 22     Fort 18     Ref 21    Will 22

Loran 27     
HP 59/66
AC 24     Fort 18     Ref 22     Will 23

Adeya 25     
HP 57/57
AC 23     Fort 19     Ref 22     Will 23

Sergio 15     [A]Ong. 5 necrotic (save); Resist 5 all; Slowed
HP 60/91
AC 24     Fort 25     Ref 18     Will 18

Blood Elemental 14
A [D6] HP 211/232     WC
B [B10] HP 144/232     SgMarked; WC
AC 23     Fort 23     Ref 22    Will 19

Ledran 13     
HP 77/77
AC 26     Fort 24     Ref 21     Will 20

Kranne 9     +2 Defenses; Concealment
HP 60/62
AC 21     Fort 17     Ref 21     Will 24
Sergio, Adeya and Loran are up!

Dark grey squares represent the altar and are raised 5 ft. off the ground. Moving from the ground to the altar takes 2 squares of movement. Standing on the altar means you have the Higher Ground and thus gain combat advantage against adjacent enemies on a lower elevation.
Light blue squares indicate that the creature in them is up in the air ([10]ft. above the ground).
Brown squares are difficult terrain due to earthen rubble.

The blood elementals have the following aura:
Blood Call (Healing) aura 5; whenever a creature within the aura takes ongoing necrotic damage from the blood elemental's attack, the blood elemental regains 5 hit points.

Wahad
May 19, 2011

There is no escape.

Adeya

Commanding her lazy goat to stand aside, Adeya calls up the power of an avalanche that crashes into both of the blood piles; but it seems to only hit one of them, the other one remaining mostly unaffected. She braces herself for incoming attacks, just in case.

Move; Spirit shift to B8.
Standard; Solkara's Wave on D7-B9 square at 2x1d20+13=14,23. Hit Blood Elemental A for 1d8+9=13 damage. It is pushed two squares, and is slowed and has vulnerable cold 5 UEOMNT.

Conditional; if an attack on my next turn hits me at defenses or defenses+1, use Iron Mind to gain +2 defenses as an immediate interrupt cancel it. If an attack hits me on AC 26 or Ref 25, use Shield to gain +4 AC/Ref as an immediate interrupt and cancel it.

pre:
Adeya   						 
HP: 56/56 (THP:  )       AC:   23    Passive Insight: 24
Surges: 7/7 (V: 14)      For:  20    Passive Perception: 24
Initiative: +6   	 Ref:  22    Action Points: 1
Speed: 6   	         Will: 23    Vision: Normal

At Will			Encounter			     Daily
Call Spirit Companion   [X] Healing Spirit                   [ ] Bigby's Icy Grasp
Freezing Burst          [X] Icy Terrain                      [ ] Ice Storm
Ghost Sound             [ ] Iron Mind                        [ ] Spirit of the Healing Flood
Light                   [X] Rimefire Spirit                  
Mage Hand               [ ] Second Wind                      
Prestidigitation        [ ] Shield
Spirit Infusion         [X] Solkara's Wave
                        [ ] Speak With Spirits
                        [ ] Sudden Restoration
                        [ ] Winter's Wrath
                    
Item Powers
[ ] Bracers of Mental Might
[ ] Flowform Armor
[ ] Sustaining Cloak

Conditionals/Resists:
Defended Mind: You have a +2 racial bonus to saving thorws against effects that daze, dominate, or stun.
Enlarge Spell: Before using a wizard at-will or encounter attack power, you can choose to take a -2 penalty 
to each die of damage rolled with the power to increase the size of its blast or burst by 1.
Primordial Adept: You gain a +2 bonus to Bluff, Diplomacy, Insight and Intimidate checks 
against creatures that have the elmental origin.
Rejuvenating Spirit: When you use healing spirit, the target can make a saving throw.
Shifting Fortunes: When you use your second wind, you can shift 3 squares as a free action.
Spirit Boon: Your allies gain a +2 bonus to saving throws while adjacent to your spirit companion.
If your spirit companion is not present at the start of your turn, you can summon it once 
during that turn as a free action.
Spirit of Vigor: When you use call spirit companion as a minor action, 
one ally adjacent to your spirit companion when it appears gains 5 THP.
Staff Expertise: When you make a ranged or area attack with a staff as an implement, 
you don't provoke opportunity attacks. 

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?

Sergio

With an "OOF!" Sergio is walloped by the ooze and he his chew goes flying! He whirls around and reaches out for the wad as it sails away... but it is in vain. He stares for a moment as the slime covering him fades away harmlessly.

Pumping his polearm Sergio roars! This renews his Mark as he spins his weapon around and thrusts it directly behind him, smashing the Banshee into wisps of smoke with a halved 9 damage from his at-will Weight of the Earth! He strikes an awkward pose and growls at the remaining ooze. "One on one now, guy!"

Life Font clears the Ongoing before it tics.
Mark Ooze adjacent to me.
At-Will strike finishes off the Banshee.
Damage Reduction and Self-Slow Fades.


pre:
-Opportunity Attacks Slow(+16 vs AC, 1d10+10, Melee Range, End of Target's Turn)

-If an enemy Marked by Sergio within 2 Squares of him attacks an ally but not Sergio:
1/Turn Warden's Fury (+16 vs Fort, 1d10+10 + Target Grants CA to all Allies UEONT)

-If an enemy Marked by Sergio within 5 squares of him attacks an ally but not Sergio:
Warden's Grasp (Auto-Hit, Target Shifted 1 + Slowed + Cannot Shift Until The End Of It's Turn)
Reaction (Occurs after the Attack resolves)

-If an Initiative Check comes up in a Natural Environment:
Nature Sense(Daily): Sergio uses Nature(+9) for his Initiative
All Allies have +4 Defenses for the First Round
pre:
Sergio   						 
HP: 60/91 (THP: )        AC:   24    Passive Insight: 14
Surges: 12/13 (V: 23)     For:  25    Passive Perception: 17
Initiative: +4   	 Ref:  18    Action Points: 0/1
Speed: 6   	         Will: 19    Vision: Low Light
Languages: Dwarven, Primordial

At Will                      Encounter	     	           Daily
Nature's Wrath(Free)         [X] Second Wind              [X] Form of the Fearsome Ram(R2)
Warden's Fury(Interrupt R2)  [X] Dwarven Resilience       [ ] Rampant Forest
Warden's Grasp(Reaction)     [ ] Roots of Stone           [ ] Nature Sense
Thorn Strike (R3)            [ ] Earthgrasp Strike (R2)   [ ] Earthguard
Weight of Earth (R2)         [X] Mountain's Stature (R3)  [ ] Alertness            
                             [X] Stone Panoply            [X] Radiance      
                             [ ] Elven Battle Armor
                                                                                      
Form Conditionals:
Guardian's Call: +2 to choice of Fort, Ref or Will
Fearsome Ram: +2 Speed, +2 Attack for Charges, At-Wills Push 1

Conditionals/Resists:
Earthstrength/Earthforger: +5 AC/+1 F/R/W UEONT after using Second Wind
Cast-Iron Stomach: +5 Saving Throws against Poison
Elven Armor: +5 Saving Throws against Slows/Immobilizes
Stand Your Ground: Can reduce forced movement by 1 and Saving Throw vs Prone
Earthforger: Counts as Elemental
Font of Life: Bonus Saving Throw at Beginning of Turn
Sudden Roots: Opportunity Attacks Slow(Until End Of Target's Turn)
Superior Fortitude: Resist 3 Ongoing
Deadly Draw: Combat Advantage against foes Pulled adjacent
Polearm Expertise: +2 all Defenses vs Charge Attacks
Disciple of Stone: +5 THP gained with Healing Surge

Dr Pepper
Feb 4, 2012

Don't like it? well...


Loran

Loran tries to cast a spell to knock away the large ooze, but it seems to just bounce off it. "Darn!"

Standard Action:Staggering note on Blood elemental A. 1d20+11=16 Miss.
Welp, can't think of anything else to do. Sorry. :v:


pre:
Loran Altatha   						 
HP: 51/66 (THP: )        AC:   24    Passive Insight: 18
Surges: 08/09 (V: 16)    For:  18    Passive Perception: 19
Initiative: +8   	 Ref:  22    Action Points: 1
Speed: 5   	         Will: 23    Vision: Low Light Vision

At Will			                Encounter			             Daily
Staggering Note                         [ ] Second Wind                              [ ] Stirring Shout
Vicous Mockery                          [ ] Noble Presence                           [ ] Song of Courage
Familiar: Book Imp                      [ ] Fey Step                                 [ ] Compulsion
Mage Hand                               [ ] Words of Friendship                      [ } Hideous Laughter                 
                                        [X] Blunder                               
                                        [X] Impelling Force
                                        [ ] Revitalizing Incantation
                                        [ ] Theft of Life
                                        [ ] Majestic Word
                                        [ ] Majestic Word
                    
Item Powers                                                      Rituals
[ ] Eyebite                                                      Glib Limerick
    Summoned Armor                                               Tenser's Floating Disk
[ ] Lucky Charm                                                  Comprehend Language
[ ] Catstep Boots                                                Seek Rumor
[ ] Shield of Eyes                                               Arcane Lock
                                                                 Traveler's Chant
                                                                 Skull Watch

Conditionals/Resists:
Eladrin Will: +5 Racial Bonus against Charm Effects
Battle Caster Defense:+4 Feat Bonus to AC against Oppertunity Attacks triggered by ranged or area powers.
Shield of Eyes: +1 Item Bonus to AC against Oppertunity Attacks.
Book Imp Resist Fire 5

Wol
Dec 15, 2012

See you in the
UNDERDARK
The frozen ooze lurches at Loran. The other one tries to slap Sergio to no avail.

Blood Elemental A:
Melee charge necrotic attack vs. AC: target Loran (36, hit). Loran takes 16 damage and ongoing 5 necrotic damage (save ends).
Save vs. Dazed: 5

Blood Elemental B: target Sergio (23, miss).




pre:
All Heroes: 
All Monsters:

Loran 27     [A]Ong. 5 Necrotic (save)
HP 59/66
AC 24     Fort 18     Ref 22     Will 23

Adeya 25     
HP 57/57
AC 23     Fort 19     Ref 22     Will 23

Sergio 15     
HP 60/91
AC 24     Fort 25     Ref 18     Will 18

Blood Elemental 14
A [D6] HP 198/232     Dazed (save); Slowed; Vuln. 5 Cold; WC
B [B10] HP 144/232     SgMarked; WC
AC 23     Fort 23     Ref 22    Will 19

Ledran 13     
HP 77/77
AC 26     Fort 24     Ref 21     Will 20

Kranne 9     +2 Defenses; Concealment
HP 60/62
AC 21     Fort 17     Ref 21     Will 24
Everyone is up!

Dark grey squares represent the altar and are raised 5 ft. off the ground. Moving from the ground to the altar takes 2 squares of movement. Standing on the altar means you have the Higher Ground and thus gain combat advantage against adjacent enemies on a lower elevation.
Light blue squares indicate that the creature in them is up in the air ([10]ft. above the ground).
Brown squares are difficult terrain due to earthen rubble.

The blood elementals have the following aura:
Blood Call (Healing) aura 5; whenever a creature within the aura takes ongoing necrotic damage from the blood elemental's attack, the blood elemental regains 5 hit points.

Wol fucked around with this message at 17:01 on Jun 21, 2014

Ovo
Dec 20, 2008

Life Rules

Ledran 'the Green'


With the banshee gone, Ledran turns and makes his way around the pillar towards the elemental that has been running wild. Taking a moment to steady himself, Ledran raises his free arm. Quickly sending it writhing out, the arm plunges inside the ooze. Though there is not much to actually grab in there, once the limb was twisted around on the inside of the slime, Ledran pulled back. Distracted by the foreign body inside of it, the slime was pulled with ease, right onto a waiting rapier.

Move: To G6
Standard: Grasping Limb vs Reflex: 1d20+14 29 2d8+6 17 Grab the elemental at D6 and pull it to F6. It is held until the end of my next turn, unless sustained with a standard (same attack again). Slime is marked by me.

pre:
Ledran 'the Green'   						 
HP: 71/71 (THP: )        AC:   26    Passive Insight: 15
Surges: 12/12 (V: 17)    For:  23    Passive Perception: 15
Initiative: +8   	 Ref:  20    Action Points: 1
Speed: 5   	         Will: 19    Vision: Low Light Vision

At Will			                Encounter			             Daily
Combat Challenge                        [ ] Second Wind                              [X] Seize and Stab
Combat Agility                          [X] Grasping Limb                            [ ] Crushing Foot
Grappling Strike                        [X] Wrath of the Destroyer                   [ ] Rock Steady
Slash and Pummel                        [ ] Takedown Attack                          [ ] Hobbling Cut
                                        [ ] Snagging Grip                      
                                        [ ] Sweeping Slash
                                        [ ] Bludgeoning Vise
                                        
Item Powers                                                      
[ ] Immunizing Scale Armor                                                                                                     
[ ] Lucky Charm                                                  
[ ] Writhing Vine Spiked Gauntlet                                                                                             

Conditionals/Resists:
Rapier of Defense: After taking a Second wind/Total Defense action, gain +1 to all defenses USONT
Immunizing Armor: Auto succeed on saving throws vs. poison damage.
Wrestler's Gloves: Gain a +1 item bonus to grab attacks, to your defenses when 
attempting to prevent an escape from your grab, and to saving throws to catch yourself when falling.
Helm of Opportunity: Gain a +1 item bonus to opportunity attack rolls.
Writhing Vine Gauntlet:  When you immobilize a target with a melee attack using this weapon, 
that target grants combat advantage to you until the end of your next turn.
Inescapable Hold:  Resist grab escapes with Fortitude.
Wrenching Grasp: Deal Dex mod damage after failed grab.
Pin Down: Prone targets I am grabbing cannot stand until they escape or I release them.
Plant's Sap: Ignore need for food, gain extended rest in 4 hours.
Vine Arms: Melee reach increases by one UEoMNT after using Natures Aspect racial power.
Saving throws: +2 to ongoing damage, +1 to catch self while falling
Resists: 1 to all damage.

AXE COP
Apr 16, 2010

i always feel like

somebody's watching me

Kranne

Kranne nods in satisfaction as the Banshee is dispersed into shreds by Sergio's strike. Now for her companions...

"Ledran! Keep that thing locked down! We'll finish off the other!" Hopefully they could deal with them one at a time before they began to split apart.

Last turn: Gain +1 Darkspiral Aura point from Banshee's death.
Move: to B3. Gain concealment from Shadow Walk.
Standard: Eldritch Blast vs Elemental B10 Reflex: 1d20+14 25 1d10+12 15 1d6 6 = 21 damage total!

pre:
Kranne   						 
HP: 60/62 (THP: )        AC:   21    Passive Insight: 15
Surges: 06/06 (V: 13)    For:  17    Passive Perception: 19
Initiative: +5   	 Ref:  21    Action Points: 1
Speed: 6   	         Will: 24    Vision: Normal Vision
Darkspiral Aura: 1

At Will			Encounter			     Daily
Eldritch Blast          [ ] Second Wind                      [ ] Contagion
Spiteful Glamour        [ ] Blade of Nightmares              [ ] Flames of the Smoking Crown
Darkspiral Aura         [ ] Bastion of Mental Clarity         [ ] Ring of Pain
                        [x] Flickering Venom
                        [x] Ethereal Stride
                        [ ] Delban's Deadly Attention
                        [x] Life Siphon
                        [ ] Shadow Strangler
                        [ ] Staggering Note

Melee Basic Attack (Accurate Staff of Ruin +2): 1d20+9 vs AC; 1d8+4 damage
Ranged Basic Attack [Eldritch Blast] (Accurate Staff of Ruin +2): 1d20+14 vs. Reflex; 1d10+12 damage
                    
Item Powers
Helm of Seven Deaths:
Souls: [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Encounter Power (3 souls): [ ]
Daily Power (7 souls): [ ]

Daily:
[ ] Staggering Net +2
[x] Corellon's Boon of Arcane Might

Consumables:
[ ] Panther Tears
[ ] Lockburst Chalk
  
Conditionals/Resists:
Armour of Dark Majesty: +2 to all defenses against Cursed targets
Bloodied Boon: Can trigger curse when enemy is bloodied (still removes curse)
Dual Soul: Make saving throws against Daze and Dominate at start of turn
Telepathy: Two-way mental communication with any creature within 5 squares
Haunted Blade Level 5: Roll twice on Intimidate checks
Resource Leader + Bravura Leader: Ally can gain +7 to damage on AP attack but grants CA; if attack misses, instead gain 3 THP
Shadow Walk: Gain concealment UEONT after moving 3+ squares

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?

Sergio

With pumped biceps and a "HOO-AH!" Sergio bashes the Slime at B10 for 20 damage! With a resounding clong his martial might leaves the poor thing quivering(Slowed UEONT.)

Renew Mark
Weight of the Earth Ooze B10
Hits for 20, Slowed!


pre:
-Opportunity Attacks Slow(+16 vs AC, 1d10+10, Melee Range, End of Target's Turn)

-If an enemy Marked by Sergio within 2 Squares of him attacks an ally but not Sergio:
1/Turn Warden's Fury (+16 vs Fort, 1d10+10 + Target Grants CA to all Allies UEONT)

-If an enemy Marked by Sergio within 5 squares of him attacks an ally but not Sergio:
Warden's Grasp (Auto-Hit, Target Shifted 1 + Slowed + Cannot Shift Until The End Of It's Turn)
Reaction (Occurs after the Attack resolves)

-If an Initiative Check comes up in a Natural Environment:
Nature Sense(Daily): Sergio uses Nature(+9) for his Initiative
All Allies have +4 Defenses for the First Round
pre:
Sergio   						 
HP: 60/91 (THP: )        AC:   24    Passive Insight: 14
Surges: 12/13 (V: 23)     For:  25    Passive Perception: 17
Initiative: +4   	 Ref:  18    Action Points: 0/1
Speed: 6   	         Will: 19    Vision: Low Light
Languages: Dwarven, Primordial

At Will                      Encounter	     	           Daily
Nature's Wrath(Free)         [X] Second Wind              [X] Form of the Fearsome Ram(R2)
Warden's Fury(Interrupt R2)  [X] Dwarven Resilience       [ ] Rampant Forest
Warden's Grasp(Reaction)     [ ] Roots of Stone           [ ] Nature Sense
Thorn Strike (R3)            [ ] Earthgrasp Strike (R2)   [ ] Earthguard
Weight of Earth (R2)         [X] Mountain's Stature (R3)  [ ] Alertness            
                             [X] Stone Panoply            [X] Radiance      
                             [ ] Elven Battle Armor
                                                                                      
Form Conditionals:
Guardian's Call: +2 to choice of Fort, Ref or Will
Fearsome Ram: +2 Speed, +2 Attack for Charges, At-Wills Push 1

Conditionals/Resists:
Earthstrength/Earthforger: +5 AC/+1 F/R/W UEONT after using Second Wind
Cast-Iron Stomach: +5 Saving Throws against Poison
Elven Armor: +5 Saving Throws against Slows/Immobilizes
Stand Your Ground: Can reduce forced movement by 1 and Saving Throw vs Prone
Earthforger: Counts as Elemental
Font of Life: Bonus Saving Throw at Beginning of Turn
Sudden Roots: Opportunity Attacks Slow(Until End Of Target's Turn)
Superior Fortitude: Resist 3 Ongoing
Deadly Draw: Combat Advantage against foes Pulled adjacent
Polearm Expertise: +2 all Defenses vs Charge Attacks
Disciple of Stone: +5 THP gained with Healing Surge

Doomykins fucked around with this message at 21:07 on Jun 22, 2014

Dr Pepper
Feb 4, 2012

Don't like it? well...


Loran

"Get away you ugly thing!" Loran shouts, stepping back and blasting one of the Blood Elementals with a burst of magic, knocking it back and giving Sergio another chance to stab it.

Fortunately this time she's able to shake off the twisted energy without aid.

Take 5 Necrotic Damage
Move to F9
Standard Action:Staggering Note against Blood Elemental B. 1d20+11=26. Blood Elemental B takes 5 Lightning damage and Sergio gains a basic attack against it. I push it to B12
Granted Attack:Melee Basic Attack against Blood Elemental B 1d20+16=24. Blood Elemental B takes 1d10+10=18 damage.
Saving throw:1d20=20 Save successful.


pre:
Loran Altatha   						 
HP: 46/66 (THP: )        AC:   24    Passive Insight: 18
Surges: 08/09 (V: 16)    For:  18    Passive Perception: 19
Initiative: +8   	 Ref:  22    Action Points: 1
Speed: 5   	         Will: 23    Vision: Low Light Vision

At Will			                Encounter			             Daily
Staggering Note                         [ ] Second Wind                              [ ] Stirring Shout
Vicous Mockery                          [ ] Noble Presence                           [ ] Song of Courage
Familiar: Book Imp                      [ ] Fey Step                                 [ ] Compulsion
Mage Hand                               [ ] Words of Friendship                      [ } Hideous Laughter                 
                                        [X] Blunder                               
                                        [X] Impelling Force
                                        [ ] Revitalizing Incantation
                                        [ ] Theft of Life
                                        [ ] Majestic Word
                                        [ ] Majestic Word
                    
Item Powers                                                      Rituals
[ ] Eyebite                                                      Glib Limerick
    Summoned Armor                                               Tenser's Floating Disk
[ ] Lucky Charm                                                  Comprehend Language
[ ] Catstep Boots                                                Seek Rumor
[ ] Shield of Eyes                                               Arcane Lock
                                                                 Traveler's Chant
                                                                 Skull Watch

Conditionals/Resists:
Eladrin Will: +5 Racial Bonus against Charm Effects
Battle Caster Defense:+4 Feat Bonus to AC against Oppertunity Attacks triggered by ranged or area powers.
Shield of Eyes: +1 Item Bonus to AC against Oppertunity Attacks.
Book Imp Resist Fire 5

Dr Pepper fucked around with this message at 20:53 on Jun 22, 2014

Wahad
May 19, 2011

There is no escape.

Adeya

As Loran moves out the way, Adeya leaves the platform as well, banishing her spirit with a flick of her hand. As she moves away, a trail of cold mist follows her - until she comes to a halt, turning around with chilled-blue fingers outstretched to the heavens. The mist turns into a biting gale that carries whirling shards of frost and snow into the air, before crashing down with with a crackle of frozen air to engulf the area, leaving a cloud of white fog.

Minor; Dismiss goat.
Move; to I13
Standard; Winter's Wrath on A5-E9 at 2x1d20+13=22,24. Blood Elemental B takes 2d8+9=22 cold damage. The 5x5 area from A5-E9 becomes a zone UEOMNT; it is lightly obscured and any creature that starts its turn within it takes 5 cold damage.

Conditional; if an attack on my next turn hits me at defenses or defenses+1, use Iron Mind to gain +2 defenses as an immediate interrupt cancel it. If an attack hits me on AC 26 or Ref 25, use Shield to gain +4 AC/Ref as an immediate interrupt and cancel it.

pre:
Adeya   						 
HP: 56/56 (THP:  )       AC:   23    Passive Insight: 24
Surges: 7/7 (V: 14)      For:  20    Passive Perception: 24
Initiative: +6   	 Ref:  22    Action Points: 1
Speed: 6   	         Will: 23    Vision: Normal

At Will			Encounter			     Daily
Call Spirit Companion   [X] Healing Spirit                   [ ] Bigby's Icy Grasp
Freezing Burst          [X] Icy Terrain                      [ ] Ice Storm
Ghost Sound             [ ] Iron Mind                        [ ] Spirit of the Healing Flood
Light                   [X] Rimefire Spirit                  
Mage Hand               [ ] Second Wind                      
Prestidigitation        [ ] Shield
Spirit Infusion         [X] Solkara's Wave
                        [ ] Speak With Spirits
                        [ ] Sudden Restoration
                        [X] Winter's Wrath
                    
Item Powers
[ ] Bracers of Mental Might
[ ] Flowform Armor
[ ] Sustaining Cloak

Conditionals/Resists:
Defended Mind: You have a +2 racial bonus to saving thorws against effects that daze, dominate, or stun.
Enlarge Spell: Before using a wizard at-will or encounter attack power, you can choose to take a -2 penalty 
to each die of damage rolled with the power to increase the size of its blast or burst by 1.
Primordial Adept: You gain a +2 bonus to Bluff, Diplomacy, Insight and Intimidate checks 
against creatures that have the elmental origin.
Rejuvenating Spirit: When you use healing spirit, the target can make a saving throw.
Shifting Fortunes: When you use your second wind, you can shift 3 squares as a free action.
Spirit Boon: Your allies gain a +2 bonus to saving throws while adjacent to your spirit companion.
If your spirit companion is not present at the start of your turn, you can summon it once 
during that turn as a free action.
Spirit of Vigor: When you use call spirit companion as a minor action, 
one ally adjacent to your spirit companion when it appears gains 5 THP.
Staff Expertise: When you make a ranged or area attack with a staff as an implement, 
you don't provoke opportunity attacks. 

Wol
Dec 15, 2012

See you in the
UNDERDARK
Oops, edit is not quote.

Wol fucked around with this message at 09:54 on Jun 30, 2014

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?

Sergio

:siren: Tank needs Heals :siren:

Reacting to a beating like that the only way he knows how, Sergio bellows and delivers a massive quakin' punch(ignore 5th roll) for 9 damage to the three hit into the ground beneath him! This craters the zone as a very tiny, very localized earthquake that lasts until the end of his next turn... if the blobs move out of it they'll be knocked Prone and take an additional 4 Damage!

Acting fast he takes a back-step, arriving at E11 and getting ready to probably die what are these stupid dames even doing. Sergio's in a pinch!

Free: Mark All
Standard: Roots of Stones hits East, Southeast and South Blobs for 9 Damage
Zone made in Close Burst 1 around D10: The Oozes hit fall Prone and take 4 Damage if they leave the squares before the end of Sergio's next turn.
Move: Shift to E11


pre:
-Opportunity Attacks Slow(+16 vs AC, 1d10+10, Melee Range, End of Target's Turn)

-If an enemy Marked by Sergio within 2 Squares of him attacks an ally but not Sergio:
1/Turn Warden's Fury (+16 vs Fort, 1d10+10 + Target Grants CA to all Allies UEONT)

-If an enemy Marked by Sergio within 5 squares of him attacks an ally but not Sergio:
Warden's Grasp (Auto-Hit, Target Shifted 1 + Slowed + Cannot Shift Until The End Of It's Turn)
Reaction (Occurs after the Attack resolves)

-If an Initiative Check comes up in a Natural Environment:
Nature Sense(Daily): Sergio uses Nature(+9) for his Initiative
All Allies have +4 Defenses for the First Round
pre:
Sergio   						 
HP: 11/91 (THP: )        AC:   24    Passive Insight: 14
Surges: 12/13 (V: 23)     For:  25    Passive Perception: 17
Initiative: +4   	 Ref:  18    Action Points: 0/1
Speed: 6   	         Will: 19    Vision: Low Light
Languages: Dwarven, Primordial

At Will                      Encounter	     	           Daily
Nature's Wrath(Free)         [X] Second Wind              [X] Form of the Fearsome Ram(R2)
Warden's Fury(Interrupt R2)  [X] Dwarven Resilience       [ ] Rampant Forest
Warden's Grasp(Reaction)     [X] Roots of Stone           [ ] Form of the Stone Sentinel(R2)
Thorn Strike (R3)            [ ] Earthgrasp Strike (R2)   [ ] Earthguard
Weight of Earth (R2)         [X] Mountain's Stature (R3)  [ ] Alertness            
                             [X] Stone Panoply            [X] Radiance      
                             [ ] Elven Battle Armor       [ ] Nature Sense
                                                                                      
Form Conditionals:
Guardian's Call: +2 to choice of Fort, Ref or Will
Fearsome Ram: +2 Speed, +2 Attack for Charges, At-Wills Push 1

Conditionals/Resists:
Earthstrength/Earthforger: +5 AC/+1 F/R/W UEONT after using Second Wind
Cast-Iron Stomach: +5 Saving Throws against Poison
Elven Armor: +5 Saving Throws against Slows/Immobilizes
Stand Your Ground: Can reduce forced movement by 1 and Saving Throw vs Prone
Earthforger: Counts as Elemental
Font of Life: Bonus Saving Throw at Beginning of Turn
Sudden Roots: Opportunity Attacks Slow(Until End Of Target's Turn)
Superior Fortitude: Resist 3 Ongoing
Deadly Draw: Combat Advantage against foes Pulled adjacent
Polearm Expertise: +2 all Defenses vs Charge Attacks
Disciple of Stone: +5 THP gained with Healing Surge

Dr Pepper
Feb 4, 2012

Don't like it? well...


Loran

"I hope this helps Mr. Klobbe!" Loran said, casting two spells in concert, the first a healing and revitalizing spell over him, and the next was a blast of energy against the closest ooze, knocking it away and giving Sergio a chance to whack it with his spear.

Minor Action: Ues Revitalizing Incantation on Sergio. Sergio can spend a Healing Surge and gains Temp HP equal to his Surge Value.
Standard Action: Staggering Note against Blood Elemental H, 1d20+11=27. Blood Elemental H takes 5 Lightning Damage and is pushed to D9, Sergio is granted a Basic Melee attack against it.
Granted attack: Melee attack against Blood Elemental H. 1d20+16=33. Blood Elemental H takes 16 damage.


pre:
Loran Altatha   						 
HP: 46/66 (THP: )        AC:   24    Passive Insight: 18
Surges: 08/09 (V: 16)    For:  18    Passive Perception: 19
Initiative: +8   	 Ref:  22    Action Points: 1
Speed: 5   	         Will: 23    Vision: Low Light Vision

At Will			                Encounter			             Daily
Staggering Note                         [ ] Second Wind                              [ ] Stirring Shout
Vicous Mockery                          [ ] Noble Presence                           [ ] Song of Courage
Familiar: Book Imp                      [ ] Fey Step                                 [ ] Compulsion
Mage Hand                               [ ] Words of Friendship                      [ } Hideous Laughter                 
                                        [X] Blunder                               
                                        [X] Impelling Force
                                        [X] Revitalizing Incantation
                                        [ ] Theft of Life
                                        [ ] Majestic Word
                                        [ ] Majestic Word
                    
Item Powers                                                      Rituals
[ ] Eyebite                                                      Glib Limerick
    Summoned Armor                                               Tenser's Floating Disk
[ ] Lucky Charm                                                  Comprehend Language
[ ] Catstep Boots                                                Seek Rumor
[ ] Shield of Eyes                                               Arcane Lock
                                                                 Traveler's Chant
                                                                 Skull Watch

Conditionals/Resists:
Eladrin Will: +5 Racial Bonus against Charm Effects
Battle Caster Defense:+4 Feat Bonus to AC against Oppertunity Attacks triggered by ranged or area powers.
Shield of Eyes: +1 Item Bonus to AC against Oppertunity Attacks.
Book Imp Resist Fire 5

Wahad
May 19, 2011

There is no escape.

Adeya

Adeya calls a goat to aid Sergio, then lobs a hailstone over to the mass of bloodlings to push them away from him.

Minor; Call Spirit Companion in E12. Sergio gains 5 thp.
Standard; Freezing Burst centered on C10 at 4x1d20+13=21,32,20,28. Blood Elemental F and G take 1d6+9=14 cold damage. F is slid to C10. G is slid to B9. Also, Blood Elemental A & E took 5 cold damage at the start of their turns from the Wrath-zone. Wrathzone disappears.


pre:
Adeya   						 
HP: 56/56 (THP:  )       AC:   23    Passive Insight: 24
Surges: 7/7 (V: 14)      For:  20    Passive Perception: 24
Initiative: +6   	 Ref:  22    Action Points: 1
Speed: 6   	         Will: 23    Vision: Normal

At Will			Encounter			     Daily
Call Spirit Companion   [X] Healing Spirit                   [ ] Bigby's Icy Grasp
Freezing Burst          [X] Icy Terrain                      [ ] Ice Storm
Ghost Sound             [ ] Iron Mind                        [ ] Spirit of the Healing Flood
Light                   [X] Rimefire Spirit                  
Mage Hand               [ ] Second Wind                      
Prestidigitation        [ ] Shield
Spirit Infusion         [X] Solkara's Wave
                        [ ] Speak With Spirits
                        [ ] Sudden Restoration
                        [X] Winter's Wrath
                    
Item Powers
[ ] Bracers of Mental Might
[ ] Flowform Armor
[ ] Sustaining Cloak

Conditionals/Resists:
Defended Mind: You have a +2 racial bonus to saving thorws against effects that daze, dominate, or stun.
Enlarge Spell: Before using a wizard at-will or encounter attack power, you can choose to take a -2 penalty 
to each die of damage rolled with the power to increase the size of its blast or burst by 1.
Primordial Adept: You gain a +2 bonus to Bluff, Diplomacy, Insight and Intimidate checks 
against creatures that have the elmental origin.
Rejuvenating Spirit: When you use healing spirit, the target can make a saving throw.
Shifting Fortunes: When you use your second wind, you can shift 3 squares as a free action.
Spirit Boon: Your allies gain a +2 bonus to saving throws while adjacent to your spirit companion.
If your spirit companion is not present at the start of your turn, you can summon it once 
during that turn as a free action.
Spirit of Vigor: When you use call spirit companion as a minor action, 
one ally adjacent to your spirit companion when it appears gains 5 THP.
Staff Expertise: When you make a ranged or area attack with a staff as an implement, 
you don't provoke opportunity attacks. 

AXE COP
Apr 16, 2010

i always feel like

somebody's watching me

Kranne

Kranne's troops fade into existence around her, joining the battle with aplomb! They take advantage of the opening created by Loran to pierce an elemental's hide (after some effort), producing a shower of blood across the battlefield.

Minor: Warlock's Curse on Elemental H.
Standard: Shadow Strangler vs Elemental H Reflex: 1d20+14 16 2d8+12 21 Whiff
Action Point!
Standard: Eldritch Blast vs Elemental H Reflex: 1d20+14 33 1d10+12 14 1d6 6 = 20 damage to Elemental H! Elemental H is bloodied! Bloodied Boon + Rod of Corruption: spread Warlock's Curse to every enemy on the field (again) and burn Curse on Elemental H!
Move: to A7, gaining concealment from Shadow Walk.

pre:
Kranne   						 
HP: 60/62 (THP: )        AC:   21    Passive Insight: 15
Surges: 06/06 (V: 13)    For:  17    Passive Perception: 19
Initiative: +5   	 Ref:  21    Action Points: 0
Speed: 6   	         Will: 24    Vision: Normal Vision
Darkspiral Aura: 1

At Will			Encounter			     Daily
Eldritch Blast          [ ] Second Wind                      [ ] Contagion
Spiteful Glamour        [ ] Blade of Nightmares              [ ] Flames of the Smoking Crown
Darkspiral Aura         [ ] Bastion of Mental Clarity         [ ] Ring of Pain
                        [x] Flickering Venom
                        [x] Ethereal Stride
                        [ ] Delban's Deadly Attention
                        [x] Life Siphon
                        [x] Shadow Strangler
                        [ ] Staggering Note

Melee Basic Attack (Accurate Staff of Ruin +2): 1d20+9 vs AC; 1d8+4 damage
Ranged Basic Attack [Eldritch Blast] (Accurate Staff of Ruin +2): 1d20+14 vs. Reflex; 1d10+12 damage
                    
Item Powers
Helm of Seven Deaths:
Souls: [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Encounter Power (3 souls): [ ]
Daily Power (7 souls): [ ]

Daily:
[ ] Staggering Net +2
[x] Corellon's Boon of Arcane Might

Consumables:
[ ] Panther Tears
[ ] Lockburst Chalk
  
Conditionals/Resists:
Armour of Dark Majesty: +2 to all defenses against Cursed targets
Bloodied Boon: Can trigger curse when enemy is bloodied (still removes curse)
Dual Soul: Make saving throws against Daze and Dominate at start of turn
Telepathy: Two-way mental communication with any creature within 5 squares
Haunted Blade Level 5: Roll twice on Intimidate checks
Resource Leader + Bravura Leader: Ally can gain +7 to damage on AP attack but grants CA; if attack misses, instead gain 3 THP
Shadow Walk: Gain concealment UEONT after moving 3+ squares

Ovo
Dec 20, 2008

Life Rules

Ledran 'the Green'

The nature of the creature proves too much for Ledran to keep his hold, and the slime manages to break free. Lunging towards the elemental Ledran is able to cut it low, sending the things sinking downwards. It breaking away to attack Sergio would be very bad based on the noise from that side of the pillar, so hopefully this one will stay in place.

Standard: Grasping Limb vs Reflex: 1d20+14 16 2d8+6 9 Miss
Free: Let go of the elemental
Action Point Standard: Takedown Attack vs Fortitude: 1d20+15 33 1d8+6 7 Hit for 7 and knock the elemental prone. E6 elemental still marked by me.

pre:
Ledran 'the Green'   						 
HP: 71/71 (THP: )        AC:   26    Passive Insight: 15
Surges: 12/12 (V: 17)    For:  23    Passive Perception: 15
Initiative: +8   	 Ref:  20    Action Points: 0
Speed: 5   	         Will: 19    Vision: Low Light Vision

At Will			                Encounter			             Daily
Combat Challenge                        [ ] Second Wind                              [X] Seize and Stab
Combat Agility                          [X] Grasping Limb                            [ ] Crushing Foot
Grappling Strike                        [X] Wrath of the Destroyer                   [ ] Rock Steady
Slash and Pummel                        [X] Takedown Attack                          [ ] Hobbling Cut
                                        [ ] Snagging Grip                      
                                        [ ] Sweeping Slash
                                        [ ] Bludgeoning Vise
                                        
Item Powers                                                      
[ ] Immunizing Scale Armor                                                                                                     
[ ] Lucky Charm                                                  
[ ] Writhing Vine Spiked Gauntlet                                                                                             

Conditionals/Resists:
Rapier of Defense: After taking a Second wind/Total Defense action, gain +1 to all defenses USONT
Immunizing Armor: Auto succeed on saving throws vs. poison damage.
Wrestler's Gloves: Gain a +1 item bonus to grab attacks, to your defenses when 
attempting to prevent an escape from your grab, and to saving throws to catch yourself when falling.
Helm of Opportunity: Gain a +1 item bonus to opportunity attack rolls.
Writhing Vine Gauntlet:  When you immobilize a target with a melee attack using this weapon, 
that target grants combat advantage to you until the end of your next turn.
Inescapable Hold:  Resist grab escapes with Fortitude.
Wrenching Grasp: Deal Dex mod damage after failed grab.
Pin Down: Prone targets I am grabbing cannot stand until they escape or I release them.
Plant's Sap: Ignore need for food, gain extended rest in 4 hours.
Vine Arms: Melee reach increases by one UEoMNT after using Natures Aspect racial power.
Saving throws: +2 to ongoing damage, +1 to catch self while falling
Resists: 1 to all damage.

Wol
Dec 15, 2012

See you in the
UNDERDARK
With some effort, you manage to put the remaining blood elementals to the sword. Ledran and Sergio emerge considerably worse for the wear, but you do manage to prevail in the end. After taking a few minutes to collect yourselves, you continue on with your task of breaking the seals on the Temple of the Moon. To that end, you head south. You travel for another half a day, following Loran's magic sense. Your trek leads you around the edge of the jungle, across a raging river, and halfway down a rocky cliff. You edge warily along the cliff face until you come to a rickety, time-worn rope bridge strung across a crashing waterfall.



Close inspection reveals that the bridge's planks are inscribed with divine runes. They're probably the reason that the bridge is even as intact as it is. Even so, the runes' power has clearly diminished over time. You're not sure how much you trust the bridge to hold. Unfortunately, Loran tells you that the next altar is in the small cave on the other side of the bridge. At the very least, Loran will have to cross in order to dispel the altar's magic.

The bridge is approximately 50 feet long and 10 feet wide. The bit of cliffside you're standing on is 2 feet wide. Between the mist the waterfall is spraying in your face and the lumpy rock outcroppings up and down the cliff face, it's hard to tell, but Adeya guesses it should be about a 150 foot drop to the bottom. Likewise, it'd be about 150 feet back up to the top. Small trees jut out from the cliff face here and there - small enough that you're not sure they could hold your weight for more than a few seconds, but large enough not to discount their usefulness completely.

You expect that you'll be attacked as soon as you do so, just as with the last altar. What wouldst thou do?

Sergio and Ledran each lose 2 healing surges from tanking the elementals as you finish up the fight.

Have a short rest!

Those elementals probably should have had like 75 less HP. Between their damage spongey nature and the forums downtime/other delays, I am pretty sure everyone will be happy to see that encounter come to an end. I know I am.

AXE COP
Apr 16, 2010

i always feel like

somebody's watching me

Kranne

Kranne squints across the ravine warily. Cliff was unreliable terrain, poor choice for troop movements. Bridge was barely any better. At least the runes would keep it stable for a time. send a man across, test the bridge, let him fall if needs must whispers an echo in her ear. No. We'll do this the safe way.

"Adeya! Check those runes, see how stable they are. Make sure this bridge isn't going to collapse on us. Whoever has rope, pass it here. We'll tie it to the first man across while Sergio holds it at this end. Even if the bridge does fall, we'll be ready for it. Assuming Sergio can take the weight." She jerks her head and beckons Loran as she walks along the cliff, surveying the drop. "You've got the ritual magic here. Got anything that can help us get across? Anything to stabilise the bridge?"

Wahad
May 19, 2011

There is no escape.

Adeya

Adeya kneels in front of the bridge, peering over the runes intently. She was not particularly learned, as far as these things went - being from a small mountain village meant she had little access or even interest in books and the like. But in her travels she had seen much, and that gave her some small knowledge of things such as these markings.

Religion at d20+9=18
Arcana at d20+9=18 too.

Ovo
Dec 20, 2008

Life Rules

Ledran 'the Green'

Edging toward the bridge Ledran gives a light tug on the ropes suspending the bridge and shakes his head. Magic in a place like this was less than trustworthy, and the bridge certainly was too. Pulling a length of rope from his bag, Ledran tosses one end to Sergio and begins to practise tying knots around himself with the other.

"I'll go first, I'm fairly light. Loran can follow once I see if it is safe, or at least safe for this place."

I have a bonus to catching myself while falling and good ATH and ACRO, so I might be the best to go first should things turn badly. I'll take my 50 ft. of hemp rope from my kit out as well. I have a climbers kit too, so if I do fall I can get back up! if I am alive

Wol
Dec 15, 2012

See you in the
UNDERDARK
Adeya has seen these runes before, or similar ones at least. Runepriests use them to keep whatever they're written on in good condition, safe from the ravages of time, weather, and everyday life. She knew a mending runepriest in her village that used to claim her runes could keep things perfectly preserved literally forever. Looking at the state of this bridge now, Adeya has doubts. Certainly the waterfall would have destroyed the bridge by now if not for the runes, but the fraying ropes and dangling boards are far from being in perfect condition.

Adeya feels like a person could probably cross the bridge safely provided they didn't make any sudden movements and were careful to avoid the worst areas.

Wahad
May 19, 2011

There is no escape.

Adeya

"Take it slow, Ledran," Adeya mentions, rising from her inspection, "even with a light person to cross it, the bridge will not hold easily."

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?

Sergio

Down to 8 Surges.

Thinking fast, Sergio lazily ties the rope around his waist and gives it a firm knot before finding a log or something to relax against with one arm draped across it. Be an immovable object? Duh well OK boss. He waits for these clods to do whatever as he picks his nose.

Wol
Dec 15, 2012

See you in the
UNDERDARK
Ledran makes it to the other side without breaking anything. He finds the cave smaller than he expected - he has to duck slightly to fit. He barely needs to take a few steps into the cave before he's already reached the end. The only sort of thing he can see that could be the arcane locus you're looking for is a conspicuous glyph carved into the cave wall.

Ovo
Dec 20, 2008

Life Rules

Ledran 'the Green'

Several figures with spears, all gathered around what? Were they worshiping the sun? Whatever that glyph was trying to show, Ledren knew well enough to leave it be; that was a job for Loran or Adeya. Crawling back out of the cave He stands fast and pull the rope tight. The next person to cross can use it to balance themselves, so long as he and Sergio don't let it go slack. Shouting over the crashing of the waterfall, Ledran lets the rest know what he found.

"All clear on this side. Small cave here, nothing but some glyph on the wall. Over my head, need another pair of eyes."

Dr Pepper
Feb 4, 2012

Don't like it? well...


Loran

"Jacob." Loran said, "Go down there and investigate with Ledran."

"If you wish my lady."
Summoning my Familiar and sending him down with Ledran.

Arcana Roll 1d20+17=32
History Roll 1d20+19=39

Dr Pepper fucked around with this message at 16:50 on Jul 3, 2014

Wol
Dec 15, 2012

See you in the
UNDERDARK
Jacob identifies two pieces of magic stacked on top of the glyph. One is part of the Temple of the Moon's seal. The other is thousands of years older and seems to consist of a teleportation spell. Thinking on his knowledge of prehistory, Jacob decides that the glyph depicts people not worshipping the sun, but traveling to it. He wonders why the ancient people of this area might have wanted to travel to the sun. In any case, it may not be worth considering just at this moment - he senses that the teleportation spell becomes usable only under certain conditions. Whatever those conditions may be, they are not being met right now.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?

Sergio

With a mighty yawn Sergio finds that this assignment may have been a bit misplaced. I mean sure, he was the strongest guy around but if you needed somebody to set down roots and grip something they had that fella made of trees. Yessir, Sergio was feeling a bit bored. He yells out loud to no one in particular. "Hey, are we at the ruins yet?! Where's the loot?!"

Wahad
May 19, 2011

There is no escape.

Adeya

Adeya sighs, looking at the hesitant eladrin. "I understand your trepidation, Loran, but we must cross sooner or later. Here, I'll go first." Taking a firm hold of the rope, Adeya puts one foot on the planks...but it holds, fortunately. Then she steps forward. The bridge shakes a little, but she takes it slow and careful, bit by bit. Soon enough she's across, nodding at Ledran before shouting back. "Come on! Better cross it soon, or we'll be here for hours!"

AXE COP
Apr 16, 2010

i always feel like

somebody's watching me

Kranne

Kranne stares out across the chasm as Jacob relays his findings. "Sun travel? Interesting... perhaps related to the ritual circle we found earlier?" She taps her chin contemplatively, then dismisses the thought, not without regret. Such a fascinating find deserved more careful attention that she could spare. They had bigger priorities right now. "We need that seal opened. Loran, get to work on that. The rest of us should stay at the mouth of the bridge on either side. Control the chokepoint and there's nowhere else they can go."

Adbot
ADBOT LOVES YOU

Dr Pepper
Feb 4, 2012

Don't like it? well...


Loran
"Right..." Loran climbed down to investigate the glyph, taking a closer look at it. Holding her finger over it, she traced the symbol in the air, "Strange.."

Arcana Roll:1d20+17=35

  • Locked thread