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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 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
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# ? Jun 5, 2014 23:03 |
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# ? Apr 25, 2024 14:57 |
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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 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.
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# ? Jun 6, 2014 00:17 |
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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 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.
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# ? Jun 6, 2014 03:33 |
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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 |
# ? Jun 6, 2014 19:02 |
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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
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# ? Jun 9, 2014 00:41 |
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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.
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# ? Jun 12, 2014 21:30 |
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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 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.
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# ? Jun 13, 2014 23:14 |
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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
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# ? Jun 14, 2014 17:06 |
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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.
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# ? Jun 16, 2014 20:47 |
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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 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.
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# ? Jun 16, 2014 23:27 |
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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.
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# ? Jun 19, 2014 10:14 |
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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
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# ? Jun 19, 2014 12:55 |
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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. 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
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# ? Jun 19, 2014 20:25 |
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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 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 |
# ? Jun 20, 2014 01:58 |
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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.
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# ? Jun 21, 2014 17:05 |
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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
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# ? Jun 21, 2014 17:49 |
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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 |
# ? Jun 21, 2014 18:26 |
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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 |
# ? Jun 22, 2014 20:37 |
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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.
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# ? Jun 22, 2014 20:55 |
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Oops, edit is not quote.
Wol fucked around with this message at 09:54 on Jun 30, 2014 |
# ? Jun 22, 2014 23:09 |
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Sergio Tank needs Heals 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
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# ? Jun 28, 2014 19:42 |
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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
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# ? Jun 29, 2014 09:34 |
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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.
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# ? Jun 29, 2014 11:43 |
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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 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
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# ? Jun 29, 2014 14:26 |
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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.
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# ? Jun 29, 2014 20:48 |
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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.
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# ? Jun 30, 2014 09:55 |
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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?"
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# ? Jul 2, 2014 12:32 |
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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.
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# ? Jul 2, 2014 12:51 |
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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
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# ? Jul 2, 2014 18:33 |
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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.
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# ? Jul 2, 2014 22:29 |
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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."
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# ? Jul 2, 2014 22:32 |
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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.
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# ? Jul 3, 2014 02:33 |
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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.
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# ? Jul 3, 2014 09:12 |
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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."
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# ? Jul 3, 2014 16:39 |
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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 |
# ? Jul 3, 2014 16:44 |
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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.
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# ? Jul 4, 2014 07:28 |
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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?!"
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# ? Jul 6, 2014 21:23 |
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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!"
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# ? Jul 7, 2014 17:11 |
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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."
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# ? Jul 7, 2014 17:21 |
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# ? Apr 25, 2024 14:57 |
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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
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# ? Jul 10, 2014 22:38 |