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Waci
May 30, 2011

A boy and his dog.

Paziah

Oh, here they were. Feeling her robe flutter as she hops off the wagon she realises she should probably have done things like summoning her armour and deer beforehand, but oh well. Too late for good ideas now. "If someone has an idea for how to take one alive, please do."

Put me at V22, I have every intention of sticking near a paladin.
Editing in initiative once I get home and onto a computer that has my Orokos password cookied. LAY is very welcome to roll it for me if he wants to update before then.
Initiative: 1d20+3 18


pre:
Paziah   						 
HP: 42/42 (THP:00)       AC:   16    Passive Insight: 21
Surges: 7/7 (V: 10)      For:  14    Passive Perception: 16
Initiative: +3   	 Ref:  15    Action Points: 1
Speed: 6     	         Will: 20    
Resistances: Necrotic 7, Radiant 7
Languages: Common, Supernal, Elven, Dwarven, Draconic, Primordial, Abyssal

At Will			Encounter			     Daily
Sacred Flame            [ ] Favor of the Gods*                [ ] Speak With Spirits
Gaze of Defiance        [ ] Healer's Mercy*                   [ ] Moment of Glory
Call Spirit Companion   [ ] Prophetic Guidance                [ ] Iron to Glass
                        [ ] Spirit's Prey
                        [ ] Hymn of Resurgence
			[2] Healing Word
			[ ] Memory of a Thousand Lifetimes
			[ ] Create Lord's Armour
			[ ] Master Diplomat
                        [ ] Second Wind
					
Item Powers
[ ] Amulet of Seduction (Daily)

Conditionals/Misc:
Symbol of the Holy Nimbus: 
-Healing Word in combat grants all allies within 5 squares 4 tmeporary hitpoints
-Critical with implement powers allows one ally within 5 squares to spend a healing surge
-Astral: +2 to range of area and ranged implement powers, +2 to damage with Radiant implement powers
Amulet of Seduction: -2 to enemies' first save against charm effects I cause
Astral Majesty: +1 to all defences against attacks made by bloodied creatures.
Battle Cleric's Lore: Cleric surge-spending heals give target +2 to hit UEOMNT

Waci fucked around with this message at 21:34 on Dec 13, 2016

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Look Around You
Jan 19, 2009

Initiative: Red: 1d20+3 14 Yellow: 1d20+5 14 Blue 1d20+4 20



Initiative:
Iszera
Charity
Maerwen
Asar

Cyan [red] HP:?? AC:16 Fort:13 Ref:14 Will:15
Cyan [blue] HP:?? AC:16 Fort:13 Ref:14 Will:15
Paziah
Red HP:[minion] AC:19 Fort:17 Ref:14 Will:15
Yellow [red] HP:?? AC:18 Fort:17 Ref:15 Will:14
Yellow [blue] HP:?? AC:18 Fort:17 Ref:15 Will:14
Damaia

Up now: Iszera, Charity, Maerwen, Asar

berenzen
Jan 23, 2012


Iszera


"So be it." Iszera stated as she leapt into action, eyes focusing on one the nearby swordsman, hammering down on him with a flurry of overwhelming blows. As he stepped back from the onslaught, Izsera stepped forward into the space that he was occupying.

Minor: Oath of Emnity Yellow at s15
Move: Move to S16
Standard: Overwhelming Strike vs AC: 2#1d20+12 29 23 1d12+10 18 Radiant Damage
Shift to r15, slide the target to s16

Side note: any target I reduce to 0 will be rendered unconcious rather than killed


pre:
Izsera   						 
HP: 58/58 (THP: 5)	AC:	21	Passive Insight: 17
Surges: 7/7 (V: 14)	Fort:	16	Passive Perception: 22
Initiative: +10		Ref:	19	Action Points: 1
Speed: 6		Will:	20	Vision: Normal
  

At Will			Encounter		Daily
Overwhelming Strike	[ ] Wolf Shape		[ ] Aspect of Might
Radiant Vengeance	[ ] Iron Mind		[ ] Light of Truth
Sun Blessing*		[x] Oath of Emnity	[ ] Sun Blessing* (Daily)      
Sunblade*		[ ] Raging Tempest	[ ] Sunblade* (Daily)
			[ ] Abjure Undead
		        [ ] Divine Guidance
		        [ ] Loyal Sanction
		        [ ] Fury's Advance
		        [ ] Solar Enemy
		        [ ] Second Wind

Conditionals/Resists:
Sun Blessing: Deal an extra +Wis damage to targets vulnerable to radiant damage
Werewolf: Grant combat advantage to silver weapons
Restful Bedroll: When you complete an extended rest in the restful bedroll, gain 1d8 temporary hit points
Shifting Fortunes: When you use your second wind, you can shift 3 squares as a free action
Defended Mind: +2 to saving throws against daze, dominate, stun
Werewolf: +2 Speed while wolf shape active
Censure of Unity: +1 to damage rolls vs. Oath target for each adjacent ally to it

berenzen fucked around with this message at 08:29 on Dec 14, 2016

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!

Asar Raxia

The tiefling moves quickly, getting off the wagon and dashing until he's practically in the face of one of the assaulters!

"Boo."

He suddenly lifts a hand and shouts "The Kaleidoscopic Spray!" As he fans his fingers a sudden blast of rainbow colors shoots outwards, enveloping three of the foes in front of him! One's eyes roll into the back of their head under the sudden assault, and the other stumbles as the powerful blast leaves them reeling.

The one standing directly in front of Asar looks distinctly less impressed.

"...Uh."

Move to V24

Color Spray vs Will (in front, other red, yellow): 3#1d20+9 14 20 19 1d6+5 8

The minion right in front of me is fine, the one to the side is unconscious(taken out), the yellow is damaged and dazed until end of my next turn

pre:
   						 
HP: 45/45 		AC: 17  		Passive Insight: 12
Surges: 7/7 (V: 11)	Fort: 15		Passive Perception: 12
Initiative: +6		Ref: 18  	Resists: 7 fire
Speed: 6		Will: 20		Action Points: 1

At Will			Encounter			Dailies
Hypnotism		[ ] Second Wind			[ ] Sleep
Beguiling Strands	[ ] Charm of Misplaced Wrath	[ ] Tasha's Forcible Conscription
Magic Missile		[ ] Shield			[ ] Red Wizard Spell Swap
			[X] Color Spray		
			[ ] Infernal Wrath
      			[ ] Echoing Dirge
			[ ] Shadow Warp 
			[ ] Flowform Armor

Conditionals:
Bloodhunt: +1 to attacks against bloodied creatures
Enchantment Mage: +2 squares to forced movement using enchantment powers
Red Wizard Renegade + Amulet: -4 to an enemy's first saving throw against enchantment spells, -2 for non-enchantment spells 
Infernal Wrath Free Action: When an enemy within ten squares of Asar hits him, he will use Infernal Wrath
Shield Interrupt: When hit, will cast Shield (+4 AC and Reflex) if it would cancel the attack.

Wahad
May 19, 2011

There is no escape.

Charity

By the time Asar's colorful attack fades away, Charity is already charging past the first line of defense, straight for the now-disoriented foe behind them with surprising speed for a heavily-armored warrior. She doesn't even bother stopping when the one enemy not affected by the wizard's spell lashes out at her, and ducks under her target's defenses to slip her rapier into his armpit. "Hi. Wrong choice of caravan, pal," she says, the rotten part of her face looking even more grim in the morning light.

Move: W28 - I eat an OA from the red guy in V26. If he hits, my armor gives me +1 to all defenses USONT.
Standard: Piercing Strike vs Yellow(Blue) at 1d20+11=24. Hit for 1d8+7=11 damage plus 2d6=6 Sneak Attack for a total of 17 damage.
Minor: Divine Challenge to mark Yellow(Blue) UEOMNT. If he doesn't make an attack including me, he takes 4 damage and is slowed.


pre:
Charity   						 
HP: 44/44 (THP: )         AC:   21    Passive Insight: 13
Surges: 8/8 (V: 11)       For:  15    Passive Perception: 18
Initiative: +6   	  Ref:  20    Action Points: 1
Speed: 5     	          Will: 18    Vision: Low-light
Languages: Common, Giant, Thayan

At Will			Encounter			     Daily
Divine Challenge        [ ] Dark Reaping                     [ ] Go for the Eyes
Fleeting Ghost          [ ] Dazing Strike                    [ ] Radiant Delirium
Piercing Strike         [ ] Righteous Strike              
Virtuous Strike         [ ] Ruthless Demonstration
                        [ ] Second Wind
                    
Item Powers
    Vigilant Blade (At-Will)
[ ] Vigilant Blade (Encounter)

Conditionals/Resists:
Amulet of Physical Resolve: +2 to saves against poison, immobilized, slowed, or weakened.
Bitter Challenge: Enemies that take damage from Divine Challenge are slowed UEOMNT.
Devout Protector Expertise: Allies get +1 to AC.
Reinforcing Armor: +1 to all defenses after taking damage from a melee attack USOMNT.
Shield of Deflection: Resist all 2 against ranged and area attacks.
Undead: Considered both undead and living creature.
Unnatural Vitality: Remain conscious and dazed when dropping to 0, but go unconscious on failed DST.
World Serpent's Grasp: Can knock slowed or immobilized enemies prone on hit.
Yakuza: Bonus to OA attack and damage after hitting an enemy granting CA USOMNT.

Melchiresa
Jun 21, 2006

Nice guy.
Tries hard.
Loves hot dogs The Game.

Maerwen Ruldegost

Maerwen's eyes immediately lock onto a nearby enemy. She decides to deal with him from a distance, summoning a crackling black sphere into her hand and flinging it at the attacker. She hits him squarely in the chest and readies herself for another attack, wordlessly taunting the remaining attackers.

Minor: Warlock's Curse on yellow
Standard: Hand of Blight vs Fortitude: 1d20+9 26 1d8+6 9 + curse damage: 1d6 3

*Yellow (red) grants CA UEOMNT



pre:
Maerwen Ruldegost
HP: 52/52 (THP: 0)	AC:	17	Passive Insight: 17
Surges: 11/11 (V: 13)	Fort:	20	Passive Perception: 12
Initiative: +6		Ref:	18	Action Points: 1
Speed: 6		Will:	18	Vision: Normal

At Will			Encounter		Daily
Hand of Blight		[ ] Second Wind		[ ] Vile Brand
Eldritch Blast		[ ] Action Point	[ ] Tyrranical Threat
Hellish Rebuke		[ ] Hellfire and Brimstone
Warlock's Curse		[ ] Chains of Levistus
			[ ] Firey Bolt
			[ ] Etherial Stride

Item Powers
[ ] Hellfire Staff +1 (Daily)
[ ] Burning Gauntlets
[ ] Leather Armor of Dark Majesty +1

Conditionals/Resists:
Prime Shot: If no allies are nearer to the target than you are, gain +1
	bonus to ranged attack rolls
Shadow Walk: Gain concealment if you move at least 3 squares
Dark One's Blessing: Gain THP equal to your level when cursed enemy drops to 0 HP
Bloodied Boon: Gain pact boon when cursed enemy is first bloodied
	(curse is removed from enemy)
Glasya's Rebuke: When target takes hellish rebuke damage, an enemy within
	5 squares of target takes 5 fire damage
Sacrifice to Caiphon: Recover Warlock encounter power that misses all
	targets, but damage self equal to the power's level
Staff Expertise: Ranged and area attacks implement attacks with staves
	don't provoke opportunity attacks; +1 to reach with staff weapon attacks
Leather Armor of Dark Majesty +1: Gain +2 item bonus to defenses against cursed enemies
Cloak of Distortion +1: Gain a +1 item bonus to defenses against ranged
	attacks from more than 5 squares away

Look Around You
Jan 19, 2009

The attacker silently takes a stab as Charity rushes by, but he catches nothing but air.
MBA vs AC: 1d20+12 13 6 6

The staff wielding attacker to the north peeks out from behind the tree and shoots a bolt of fire at Iszera, hitting her in the side as she's engaged with the sword wielding attacker.
Standard: Fire Bolt vs Reflex: 1d20+7 23 2d6+4 11

The southern attacker with the cyan facemask stalks forward and silently shoots a small ball of flame from his staff, which blows up with shocking brightness upon reaching the two tieflings and the deva, dazing those caught in the blast.
Move: to E30
Flame Burst vs. Fortitude: 3#1d20+7 Paziah 17 Damaia 23 Asar 15 1d10+5 12 damage; those hit are dazed until end of my next turn



Initiative:
Iszera
Charity
Maerwen
Asar [dazed]
Cyan [red] HP:?? AC:16 Fort:13 Ref:14 Will:15
Cyan [blue] HP:?? AC:16 Fort:13 Ref:14 Will:15
Paziah [dazed]
Red HP:[minion] AC:19 Fort:17 Ref:14 Will:15
Yellow [red] HP:46/76 AC:18 Fort:17 Ref:15 Will:14 [granting CA]
Yellow [blue] HP:51/76 AC:18 Fort:17 Ref:15 Will:14 [dazed]
Damaia [dazed]

Up now: Paziah

Look Around You fucked around with this message at 04:14 on Dec 16, 2016

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!

Asar Raxia

Even as the fire hits Asar, it seems to bounce back, burning the attacker right back!

Infernal Wrath (fire damage): 1d6+4 7

pre:
   						 
HP: 40/45 		AC: 17  		Passive Insight: 12
Surges: 7/7 (V: 11)	Fort: 15		Passive Perception: 12
Initiative: +6		Ref: 18  	Resists: 7 fire
Speed: 6		Will: 20		Action Points: 1

At Will			Encounter			Dailies
Hypnotism		[ ] Second Wind			[ ] Sleep
Beguiling Strands	[ ] Charm of Misplaced Wrath	[ ] Tasha's Forcible Conscription
Magic Missile		[ ] Shield			[ ] Red Wizard Spell Swap
			[X] Color Spray		
			[X] Infernal Wrath
      			[ ] Echoing Dirge
			[ ] Shadow Warp 
			[ ] Flowform Armor

Conditionals:
Bloodhunt: +1 to attacks against bloodied creatures
Enchantment Mage: +2 squares to forced movement using enchantment powers
Red Wizard Renegade + Amulet: -4 to an enemy's first saving throw against enchantment spells, -2 for non-enchantment spells 
Infernal Wrath Free Action: When an enemy within ten squares of Asar hits him, he will use Infernal Wrath
Shield Interrupt: When hit, will cast Shield (+4 AC and Reflex) if it would cancel the attack.

Waci
May 30, 2011

A boy and his dog.

Paziah

Ow. Paziah realised she really should've put on her armour before the fight started. Probably wouldn't have helped against the fireball, but might have been easier then than now with her ears ringing and eyes burning from the fireball. Dazed and confused, or at the very least dazed and grazed, she bleeds a bit while trying to look casual. Totally did this all the time. Totally used to this. Absolutely. Finally coming to her senses, she mutters a few words to Mielikki, begging her to protect her new magical ally from imminent stabbing. Right on cue, a bright light shines from her pendant, and the red-clad offender conveniently combusts.

Sacred Flame vs Reflex 14, at minion in V25: 1d20+8 21 1d6+7 12 Hit!

Charity gains 5 temporary hp.


pre:
Paziah   						 
HP: 30/42 (THP:00)       AC:   16    Passive Insight: 21
Surges: 7/7 (V: 10)      For:  14    Passive Perception: 16
Initiative: +3   	 Ref:  15    Action Points: 1
Speed: 6     	         Will: 20    
Resistances: Necrotic 7, Radiant 7
Languages: Common, Supernal, Elven, Dwarven, Draconic, Primordial, Abyssal

At Will			Encounter			     Daily
Sacred Flame            [ ] Favor of the Gods*                [ ] Speak With Spirits
Gaze of Defiance        [ ] Healer's Mercy*                   [ ] Moment of Glory
Call Spirit Companion   [ ] Prophetic Guidance                [ ] Iron to Glass
                        [ ] Spirit's Prey
                        [ ] Hymn of Resurgence
			[2] Healing Word
			[ ] Memory of a Thousand Lifetimes
			[ ] Create Lord's Armour
			[ ] Master Diplomat
                        [ ] Second Wind
					
Item Powers
[ ] Amulet of Seduction (Daily)

Conditionals/Misc:
Symbol of the Holy Nimbus: 
-Healing Word in combat grants all allies within 5 squares 4 tmeporary hitpoints
-Critical with implement powers allows one ally within 5 squares to spend a healing surge
-Astral: +2 to range of area and ranged implement powers, +2 to damage with Radiant implement powers
Amulet of Seduction: -2 to enemies' first save against charm effects I cause
Astral Majesty: +1 to all defences against attacks made by bloodied creatures.
Battle Cleric's Lore: Cleric surge-spending heals give target +2 to hit UEOMNT

Waci fucked around with this message at 19:34 on Dec 17, 2016

Look Around You
Jan 19, 2009

The minions swarm, attempting to surround anyone they can to isolate them and take them down.
B26: Move: to w27 Standard: MBA vs AC on Charity: 1d20+12 21 6 6 damage
n16: Move to q14 Standard: MBA vs AC on Iszera: 1d20+12 19 21 (CA from flanking) 6 6 damage
k22: Move: to r20 Standard: MBA vs AC on Maerwen: 1d20+12 20 6 6
x16: Move to t18 Standard: MBA vs AC: 1d20+12 19 21 (CA from flanking)6 6

The northern enemy with the yellow mask takes a mighty swing at Iszera, bashing her over the top of the head sending her tumbling to the ground and leaving her dizzied.
Minor: Predatory Eye: 1d6 6 extra damage on next attack with CA
Standard: Skullshatter vs Fortitude: 1d20+8 24 26 (CA from flanking) 1d12+6 15 and she is knocked prone and dazed (save ends) = 21 damage

The yellow masked attacker to the south, feeling dizzy and unable to do much, tries to fight through it and takes a shot at the paladin of Kelemvor, but in her haze she totally misses and catches nothing but air.
Standard: MBA vs AC: 1d20+10 13 1d12+6 8



Initiative:
Iszera [prone; dazed (save ends)]
Charity
Maerwen
Asar [dazed]
Cyan [red] HP:45/45 AC:16 Fort:13 Ref:14 Will:15
Cyan [blue] HP:38/45 AC:16 Fort:13 Ref:14 Will:15
Paziah [dazed]
Red HP:[minion] AC:19 Fort:17 Ref:14 Will:15
Yellow [red] HP:46/76 AC:18 Fort:17 Ref:15 Will:14 [granting CA]
Yellow [blue] HP:51/76 AC:18 Fort:17 Ref:15 Will:14 [dazed]
Damaia [dazed]

Up now: Damaia, Iszera, Charity, Maerwen, Asar

Look Around You fucked around with this message at 22:48 on Dec 17, 2016

Wahad
May 19, 2011

There is no escape.

Charity

Despite one of the cultists' attacks hitting her, Charity remains focused on the enemy in front of her. Her blade shines brightly for a moment before she skewers the opponent's leg, leaving a wound that soon darkens their robes with an ever-growing stain of blood. "Stand down! The gods no longer tolerate your actions!" She seems like a beacon on the battlefield, the sun hitting her armor to give her a glow. Her enemies cower in fear, but her allies feel heartened despite their injuries. This battle will not fail.

Thanks to being hit, my defenses have increased by 1.
Move: Shift to x27.
Standard: Righteous Strike vs Yellow(Blue) at 1d20+13=33. CRIT for 16+7+1d8=29 damage. Myself, Asar, Damaia and Paziah gain 6 THP.
Free; Since I bloodied Yellow(Blue), I trigger Ruthless Demonstration and force him to surrender with an Intimidate check of 1d20+13=14. Enemies that can see me also take -2 to attack me until I am hit or until the end of the encounter.


pre:
Charity   						 
HP: 43/44 (THP: 6)         AC:   21    Passive Insight: 13
Surges: 8/8 (V: 11)       For:  15    Passive Perception: 18
Initiative: +6   	  Ref:  20    Action Points: 1
Speed: 5     	          Will: 18    Vision: Low-light
Languages: Common, Giant, Thayan

At Will			Encounter			     Daily
Divine Challenge        [ ] Dark Reaping                     [ ] Go for the Eyes
Fleeting Ghost          [ ] Dazing Strike                    [ ] Radiant Delirium
Piercing Strike         [X] Righteous Strike              
Virtuous Strike         [X] Ruthless Demonstration
                        [ ] Second Wind
                    
Item Powers
    Vigilant Blade (At-Will)
[ ] Vigilant Blade (Encounter)

Conditionals/Resists:
Amulet of Physical Resolve: +2 to saves against poison, immobilized, slowed, or weakened.
Bitter Challenge: Enemies that take damage from Divine Challenge are slowed UEOMNT.
Devout Protector Expertise: Allies get +1 to AC.
Reinforcing Armor: +1 to all defenses after taking damage from a melee attack USOMNT.
Shield of Deflection: Resist all 2 against ranged and area attacks.
Undead: Considered both undead and living creature.
Unnatural Vitality: Remain conscious and dazed when dropping to 0, but go unconscious on failed DST.
World Serpent's Grasp: Can knock slowed or immobilized enemies prone on hit.
Yakuza: Bonus to OA attack and damage after hitting an enemy granting CA USOMNT.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!

Damaia Fireheart

The flame itself barely tickled the tiefling, but there was still enough of a shock to it to leave even her sturdy frame reeling from confusion.

"Wha...?"

Head spinning, she glanced around the battlefield just in time to watch the paladin of Kelemvor lay into one of the bandits with a burst of power. Oh, right... the engagement! The house was packed and she had just missed her cue... it was now showtime.

"Ladies, gentleman and... bandit... cultists?.. -of Waterdeep, may I introduce... DAMAIA FIREHEART!"

Sword blazing, she roars across the battlefield like a slightly punch-drunk comet, crashing into the back of the sword-wielding bandit in an explosion of light so dazzlingly beautiful that the bandit can't even bear to look at her.

"Don't take your eyes off me for a moment darlings!.. woooah..."

Staggering for a moment, she swings again in another burst of effort, her effectively invisible blade arcs up under the bandit's guard with a solid collision that sends another burst of light rippling across the battlefield, enveloping the nearby bandits in its comforting-yet-firm glow.

"Now that I've got your attention... why not just sit back and enjoy the show? Please hold all applause and murder attempts until the end of the production, thank you!"

Delaying until after Charity.
Standard: Charge to S17 with Ardent Strike. Free, activate Mocking Smite and deal 4 radiant and psychic damage then roll the attack Ardent Strike vs AC: 1d20+11+2+1 20 1d8+5 7 (11 total) and Yellow Red swordsdude is now subject to Divine Sanction until the end of her next turn, and Damaia is now invisible to the target until the end of her next turn. He is also bloodied, triggering Bloodied Boon for Maerwen, and Bloodhunt for the tieflings.
AP: Valorous Smite vs AC: 1d20+11+2+1 28 2d8+5 18 and both the yellow and all the minions are now subject to her Divine Sanction until the end of her next turn. If the minions go for anyone else they instantly pop due to the radiant damage, so Maerwen can freely move away without harm


pre:
Damaia Fireheart   						 
HP: 50/55 (THP: 6)	AC:	25	Passive Insight: 21
Surges: 13/13 (V: 13)	Fort:	18	Passive Perception: 16
Initiative: +1		Ref:	17	Action Points: 0
Speed: 5		Will:	19	Vision: Low-Light
Resist: 7 Fire  

At Will			Encounter		Daily
Divine Challenge	[ ] Dirty Deed		[ ]Majestic Halo
Enfeebling Strike	[x] Valorous Smite	[ ] Unyielding Faith
Ardent Strike		[x] Mocking Smite	[2] Lay on Hands
Imposter's Armor	[ ] Call of Challenge	[ ] Majestic Word
Sunblade		[ ] Paladin's Wrath
Silver Light		[ ] Second Wind
			[ ] Channel Divinity

Conditionals/Resists:
Bloodhunt: +1 to attacks vs. bloodied foes
Divine Challenge: Enemy is marked, takes 7 radiant damage the first time each round 
that it targets an attack power that doesn't include Damaia.  
Ends if she neither attacks the target on her turn nor ends her turn adjacent to it.
Divine Sanction: Enemy is marked, takes 7 radiant damage the first time each round 
that it attacks someone other than Damaia
Tail Slide: When shifting, slide one ally adjacent to Damaia's starting square 1 square
Damaia knocks out any enemy she reduces to 0 HP

LightWarden fucked around with this message at 20:32 on Dec 20, 2016

berenzen
Jan 23, 2012


Iszera


Delay my action till after Paizah. Save below if people grant me a save
Save vs. Daze: 1d20+2 17


pre:
Izsera   						 
HP: 31/58 (THP: 0)	AC:	21	Passive Insight: 17
Surges: 7/7 (V: 14)	Fort:	16	Passive Perception: 22
Initiative: +10		Ref:	19	Action Points: 1
Speed: 6		Will:	20	Vision: Normal
  

At Will			Encounter		Daily
Overwhelming Strike	[ ] Wolf Shape		[ ] Aspect of Might
Radiant Vengeance	[ ] Iron Mind		[ ] Light of Truth
Sun Blessing*		[x] Oath of Emnity	[ ] Sun Blessing* (Daily)      
Sunblade*		[ ] Raging Tempest	[ ] Sunblade* (Daily)
			[ ] Abjure Undead
		        [ ] Divine Guidance
		        [ ] Loyal Sanction
		        [ ] Fury's Advance
		        [ ] Solar Enemy
		        [ ] Second Wind

Conditionals/Resists:
Sun Blessing: Deal an extra +Wis damage to targets vulnerable to radiant damage
Werewolf: Grant combat advantage to silver weapons
Restful Bedroll: When you complete an extended rest in the restful bedroll, gain 1d8 temporary hit points
Shifting Fortunes: When you use your second wind, you can shift 3 squares as a free action
Defended Mind: +2 to saving throws against daze, dominate, stun
Werewolf: +2 Speed while wolf shape active
Censure of Unity: +1 to damage rolls vs. Oath target for each adjacent ally to it

berenzen fucked around with this message at 22:02 on Dec 17, 2016

Melchiresa
Jun 21, 2006

Nice guy.
Tries hard.
Loves hot dogs The Game.

Maerwen Ruldegost

Maerwen repositions herself to strike against Iszera's attacker. "This is for daring to think you can defeat me!" she cries out as she points her finger at him and scours his body with otherworldly flames.

Move: to U14
Minor:: Curse yellow
Standard: Hellish Rebuke vs Reflex: 1d20+9 18 1d6+6 10 + curse damage: 1d6 4



pre:
Maerwen Ruldegost
HP: 40/52 (THP: 5)	AC:	17	Passive Insight: 17
Surges: 11/11 (V: 13)	Fort:	20	Passive Perception: 12
Initiative: +6		Ref:	18	Action Points: 1
Speed: 6		Will:	18	Vision: Normal

At Will			Encounter		Daily
Hand of Blight		[ ] Second Wind		[ ] Vile Brand
Eldritch Blast		[ ] Action Point	[ ] Tyrranical Threat
Hellish Rebuke		[ ] Hellfire and Brimstone
Warlock's Curse		[ ] Chains of Levistus
			[ ] Firey Bolt
			[ ] Etherial Stride

Item Powers
[ ] Hellfire Staff +1 (Daily)
[ ] Burning Gauntlets
[ ] Leather Armor of Dark Majesty +1

Conditionals/Resists:
Prime Shot: If no allies are nearer to the target than you are, gain +1
	bonus to ranged attack rolls
Shadow Walk: Gain concealment if you move at least 3 squares
Dark One's Blessing: Gain THP equal to your level when cursed enemy drops to 0 HP
Bloodied Boon: Gain pact boon when cursed enemy is first bloodied
	(curse is removed from enemy)
Glasya's Rebuke: When target takes hellish rebuke damage, an enemy within
	5 squares of target takes 5 fire damage
Sacrifice to Caiphon: Recover Warlock encounter power that misses all
	targets, but damage self equal to the power's level
Staff Expertise: Ranged and area attacks implement attacks with staves
	don't provoke opportunity attacks; +1 to reach with staff weapon attacks
Leather Armor of Dark Majesty +1: Gain +2 item bonus to defenses against cursed enemies
Cloak of Distortion +1: Gain a +1 item bonus to defenses against ranged
	attacks from more than 5 squares away

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!

Asar Raxia

Still dazed from the fire that hit him, Asar has enough in him to catch the eye of one of the warriors and wave a hand as he wriggled his fingers into specific shapes to beguile them, turning them to lurch towards one of their allies, tricking them into calling divine wrath down on themselves!

Asar mutters something under his breath about it "not counting as violence if he didn't do it."

Charm of Misplaced Wrath vs Will (near dead yellow north): 1d20+10+1 29

The cursed and sanctioned Yellow is going to shiftit's way towards the red at Q14 and will make a basic attack with +2 to it's attack. It's technically dazed as well, though of course if it hits, it kills the red, and then the divine sanction kills it.

pre:
   						 
HP: 40/45 		AC: 17  		Passive Insight: 12
Surges: 7/7 (V: 11)	Fort: 15		Passive Perception: 12
Initiative: +6		Ref: 18  	Resists: 7 fire
Speed: 6		Will: 20		Action Points: 1

At Will			Encounter			Dailies
Hypnotism		[ ] Second Wind			[ ] Sleep
Beguiling Strands	[X] Charm of Misplaced Wrath	[ ] Tasha's Forcible Conscription
Magic Missile		[ ] Shield			[ ] Red Wizard Spell Swap
			[X] Color Spray		
			[X] Infernal Wrath
      			[ ] Echoing Dirge
			[ ] Shadow Warp 
			[ ] Flowform Armor

Conditionals:
Bloodhunt: +1 to attacks against bloodied creatures
Enchantment Mage: +2 squares to forced movement using enchantment powers
Red Wizard Renegade + Amulet: -4 to an enemy's first saving throw against enchantment spells, -2 for non-enchantment spells 
Infernal Wrath Free Action: When an enemy within ten squares of Asar hits him, he will use Infernal Wrath
Shield Interrupt: When hit, will cast Shield (+4 AC and Reflex) if it would cancel the attack.

Look Around You
Jan 19, 2009

Yellow's MBA vs AC: 1d20+10+2 30 1d12+6 17

The yellow masked attacker to the north cannot control himself and swings at his ally, cutting him down. He then suffers under a spike of light coming from Damaia for not attacking her. He cannot withstand the damage and collapses to the ground, unconscious.

---

The southern mage points his staff in the air and three bolts of fire stream out, heading for Paziah, Asar and Charity. Paziah and Asar are able to dodge the bolts rather easily, but Charity is struck in the shoulder by the bolt.

Firestorm vs Reflex: 3#1d20+7 Paziah 9 Asar 10 Charity 25 2d8+4 7

The northern mage stalks towards another tree, getting in position. He peeks out from behind the tree and takes three carefully aimed shots at Maerwen, Iszera and Damaia. Maerwen and Iszera escape unscathed, but the bolt singes Damaia slightly.

Firestorm vs Reflex: 3#1d20+7 Maerwen 17 Iszera 17 Damaia 22 2d8+4 10



Note: I added brown circles where the (impassable, cover granting) tree trunks are on the map.

Initiative:
Charity
Maerwen
Asar
Cyan [red] HP:45/45 AC:16 Fort:13 Ref:14 Will:15
Cyan [blue] HP:38/45 AC:16 Fort:13 Ref:14 Will:15
Paziah
Iszera [prone; dazed (save ends)]

Red HP:[minion] AC:19 Fort:17 Ref:14 Will:15
Yellow [red] HP:0/76 AC:18 Fort:17 Ref:15 Will:14 [granting CA] [KOed]
Yellow [blue] HP:22/76 AC:18 Fort:17 Ref:15 Will:14 [bloodied]
Damaia

Up now: Paziah and Iszera

Look Around You fucked around with this message at 20:50 on Dec 20, 2016

Waci
May 30, 2011

A boy and his dog.

Paziah

Paziah glares at the culdits/bantists around the improbable paladin, muttering something about cleansing their sins with fire, and by the will of her god, reality obeys as the armoured assailant collapses. With her target still sizzling, she realises one of the thuds behind her was accompanied by screams that sounded like one of her new friends. She turns around and rushes north, ducking behind a tree in the hopes of not being hit by more magic fire, and shouts out to Iszera. "Get up! Those assholes need your attention much more than the grass does, fascinating as grass can be!"

She feels ever so slightly proud of herself. So inspiring, she even felt slightly renewed herself. Of course, the gentle silvery green light shining from the unicorn hanging on her neck was probably contributing more to it than she was.

Sacred Flame vs Reflex 14 (south red): 1d20+8 22 1d6+7 12
Iszera gets a saving throw.
Moving to V16.
Healing Word on Iszera, she can spend a healing surge and gains 1d6 extra hp, +2 to hit until EOMNT, and 4 THP.
Marwen, Damaia, and I also gain 4 THP.


pre:
Paziah   						 
HP: 30/42 (THP:04)       AC:   16    Passive Insight: 21
Surges: 7/7 (V: 10)      For:  14    Passive Perception: 16
Initiative: +3   	 Ref:  15    Action Points: 1
Speed: 6     	         Will: 20    
Resistances: Necrotic 7, Radiant 7
Languages: Common, Supernal, Elven, Dwarven, Draconic, Primordial, Abyssal

At Will			Encounter			     Daily
Sacred Flame            [ ] Favor of the Gods*                [ ] Speak With Spirits
Gaze of Defiance        [ ] Healer's Mercy*                   [ ] Moment of Glory
Call Spirit Companion   [ ] Prophetic Guidance                [ ] Iron to Glass
                        [ ] Spirit's Prey
                        [ ] Hymn of Resurgence
			[1] Healing Word
			[ ] Memory of a Thousand Lifetimes
			[ ] Create Lord's Armour
			[ ] Master Diplomat
                        [ ] Second Wind
					
Item Powers
[ ] Amulet of Seduction (Daily)

Conditionals/Misc:
Symbol of the Holy Nimbus: 
-Healing Word in combat grants all allies within 5 squares 4 tmeporary hitpoints
-Critical with implement powers allows one ally within 5 squares to spend a healing surge
-Astral: +2 to range of area and ranged implement powers, +2 to damage with Radiant implement powers
Amulet of Seduction: -2 to enemies' first save against charm effects I cause
Astral Majesty: +1 to all defences against attacks made by bloodied creatures.
Battle Cleric's Lore: Cleric surge-spending heals give target +2 to hit UEOMNT

Waci fucked around with this message at 22:23 on Dec 20, 2016

berenzen
Jan 23, 2012


Iszera


Hauling herself up off of the ground, Izsera focused her eyes on the mage. Feeling her haunches rise at the Deva's calls, she felt the beast rise up in her before she shoved the feelings back down. It was still there, everpresent and hungry. Channelling her anger into a blow, she struck at the mage in a thunderous flurry, air crackling around him as the blows rained down. As her blade calmed, so did she, the beast sated for now. Taking a stance, she was ready, just in case the mage tried anything.

Regain 14 + Healing Word additional HP: 1d6 5 19 HP
Move Action: Stand up
Minor Action: Oath of Emnity Cyan(red)
Standard Action- Charge to q9 with Raging Tempest vs AC: 2#1d20+12+2+1 24 33 1d12+1d6+10 18 Damage- 15 is straight radiant, 3 is lightning and radiant. Next time it takes damage before the start of my next turn, I deal an additional 1d6 thunder damage to it.


pre:
Izsera   						 
HP: 50/58 (THP: 4)	AC:	21	Passive Insight: 17
Surges: 6/7 (V: 14)	Fort:	16	Passive Perception: 22
Initiative: +10		Ref:	19	Action Points: 1
Speed: 6		Will:	20	Vision: Normal
  

At Will			Encounter		Daily
Overwhelming Strike	[ ] Wolf Shape		[ ] Aspect of Might
Radiant Vengeance	[ ] Iron Mind		[ ] Light of Truth
Sun Blessing*		[x] Oath of Emnity	[ ] Sun Blessing* (Daily)      
Sunblade*		[x] Raging Tempest	[ ] Sunblade* (Daily)
			[ ] Abjure Undead
		        [ ] Divine Guidance
		        [ ] Loyal Sanction
		        [ ] Fury's Advance
		        [ ] Solar Enemy
		        [ ] Second Wind

Conditionals/Resists:
Sun Blessing: Deal an extra +Wis damage to targets vulnerable to radiant damage
Werewolf: Grant combat advantage to silver weapons
Restful Bedroll: When you complete an extended rest in the restful bedroll, gain 1d8 temporary hit points
Shifting Fortunes: When you use your second wind, you can shift 3 squares as a free action
Defended Mind: +2 to saving throws against daze, dominate, stun
Werewolf: +2 Speed while wolf shape active
Censure of Unity: +1 to damage rolls vs. Oath target for each adjacent ally to it

berenzen fucked around with this message at 07:47 on Dec 21, 2016

Look Around You
Jan 19, 2009

The minions respect Damaia's challenge. The one nearest to her lashes out while the one distant from her winds back and screams loudly as he charges her with his spear.
r20: Move and Standard: Position for and charge to r16 at Damaia Charge vs AC: 1d20+12+1 30 6 6
t18 MBA vs AC on Damaia: 1d20+12 26 6 6

The remaining enemy with the yellow mask hops away from Charity and lets out a loud yell as she charges at Asar, striking true with her blade.

Move: Shift to w29 Standard: Charge vs AC: 1d20+10+1 21 1d12+6 17



Initiative:
Charity
Maerwen
Asar

Cyan [red] HP:27/45 AC:16 Fort:13 Ref:14 Will:15
Cyan [blue] HP:38/45 AC:16 Fort:13 Ref:14 Will:15
Paziah
Iszera
Red HP:[minion] AC:19 Fort:17 Ref:14 Will:15 [sanctioned by Damaia]
Yellow [red] HP:0/76 AC:18 Fort:17 Ref:15 Will:14 [KOed]
Yellow [blue] HP:18/76 AC:18 Fort:17 Ref:15 Will:14 [bloodied, challenged by Charity]
Damaia

Up now: Damaia, Charity, Maerwen, Asar

Look Around You fucked around with this message at 06:05 on Dec 22, 2016

Wahad
May 19, 2011

There is no escape.

Charity

Charity whirls around as the cultist ignores her and goes for Asar. "Oh no you don't!" She's too quick on the draw for the cultist and the last thing he sees is her rapier sticking out the front of his chest. She withdraws it with a wet sound, and her dead-eye shimmers with an odd light, before looking for the mage in the back. "You're next, pal!"

Yellow takes 4 damage and is slowed for ignoring my mark.
Move: to v26.
Standard: Piercing Strike vs Yellow(Blue) at 1d20+13=24. Hit for 1d8+7+2d6=18 damage. He's dead.
Free; Since I killed Yellow(Blue), I trigger Dark Reaping for extra damage on my next attack


pre:
Charity   						 
HP: 42/44 (THP: 0)         AC:   21    Passive Insight: 13
Surges: 8/8 (V: 11)       For:  15    Passive Perception: 18
Initiative: +6   	  Ref:  20    Action Points: 1
Speed: 5     	          Will: 18    Vision: Low-light
Languages: Common, Giant, Thayan

At Will			Encounter			     Daily
Divine Challenge        [X] Dark Reaping                     [ ] Go for the Eyes
Fleeting Ghost          [ ] Dazing Strike                    [ ] Radiant Delirium
Piercing Strike         [X] Righteous Strike              
Virtuous Strike         [X] Ruthless Demonstration
                        [ ] Second Wind
                    
Item Powers
    Vigilant Blade (At-Will)
[ ] Vigilant Blade (Encounter)

Conditionals/Resists:
Amulet of Physical Resolve: +2 to saves against poison, immobilized, slowed, or weakened.
Bitter Challenge: Enemies that take damage from Divine Challenge are slowed UEOMNT.
Devout Protector Expertise: Allies get +1 to AC.
Reinforcing Armor: +1 to all defenses after taking damage from a melee attack USOMNT.
Shield of Deflection: Resist all 2 against ranged and area attacks.
Undead: Considered both undead and living creature.
Unnatural Vitality: Remain conscious and dazed when dropping to 0, but go unconscious on failed DST.
World Serpent's Grasp: Can knock slowed or immobilized enemies prone on hit.
Yakuza: Bonus to OA attack and damage after hitting an enemy granting CA USOMNT.

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!

Asar Raxia

Throwing up a hand, Asar deflects the blade with a magical shield as the paladin(?) comes from the side to take out the foe!

"Thanks!"

Asar jogs north and sees the other tiefling surrounded!

Move to V19

"Well. In a situation like this..."

Asar starts snapping his hands as lights and popping sounds start come burst out from them.

"...You just need the ol' RAZZLE DAZZLE!"

Beguiling Strands vs Will: 2#1d20+10 12 30 4 4

A sudden blast of multi-colored light blares out from Asar's hands, enveloping the two foes! While one manages to shake it off, the other's eyes roll back as they're physically blasted away from the sudden assault of sensations, leaving them lying on the floor twitching.

One mook missed, the other knocked unconscious. Technically it's a crit but...well, hardly matters.

pre:
   						 
HP: 40/45 		AC: 17  		Passive Insight: 12
Surges: 7/7 (V: 11)	Fort: 15		Passive Perception: 12
Initiative: +6		Ref: 18  	Resists: 7 fire
Speed: 6		Will: 20		Action Points: 1

At Will			Encounter			Dailies
Hypnotism		[ ] Second Wind			[ ] Sleep
Beguiling Strands	[X] Charm of Misplaced Wrath	[ ] Tasha's Forcible Conscription
Magic Missile		[X] Shield			[ ] Red Wizard Spell Swap
			[X] Color Spray		
			[X] Infernal Wrath
      			[ ] Echoing Dirge
			[ ] Shadow Warp 
			[ ] Flowform Armor

Conditionals:
Bloodhunt: +1 to attacks against bloodied creatures
Enchantment Mage: +2 squares to forced movement using enchantment powers
Red Wizard Renegade + Amulet: -4 to an enemy's first saving throw against enchantment spells, -2 for non-enchantment spells 
Infernal Wrath Free Action: When an enemy within ten squares of Asar hits him, he will use Infernal Wrath
Shield Interrupt: When hit, will cast Shield (+4 AC and Reflex) if it would cancel the attack.

ProfessorCirno fucked around with this message at 01:59 on Dec 23, 2016

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!

Damaia Fireheart

By skill or fortune the blades of the cultists had struck home, but she stood tall just the same, as a wave of dazzling magic splashed around her. This was the perfect time to pose!

"Thanks Asar!" she said with a smile.

"Well," she said to the remaining sword-wielder, "you've been well behaved, but I have another engagement to the south- please feel free to come along with me!"

Turning tail in more ways than one, she jogged her way down as fast as she could in her armor, stopping a short distance from the southern-most mage.

"Hello! Sorry for neglecting you earlier, but you have my full attention now!.. and I hope I have yours..."

She smiles as another sparkling wave of light washes over the field, encircling the mage.

Move+Standard: Double move to C27, provoking an OA from the minion as she leaves.
Minor: Call of Challenge. Cyan Blue mage is now subject to Divine Sanction


pre:
Damaia Fireheart   						 
HP: 42/55 (THP: 0)	AC:	25	Passive Insight: 21
Surges: 13/13 (V: 13)	Fort:	18	Passive Perception: 16
Initiative: +1		Ref:	17	Action Points: 0
Speed: 5		Will:	19	Vision: Low-Light
Resist: 7 Fire  

At Will			Encounter		Daily
Divine Challenge	[ ] Dirty Deed		[ ]Majestic Halo
Enfeebling Strike	[x] Valorous Smite	[ ] Unyielding Faith
Ardent Strike		[x] Mocking Smite	[2] Lay on Hands
Imposter's Armor	[x] Call of Challenge	[ ] Majestic Word
Sunblade		[ ] Paladin's Wrath
Silver Light		[ ] Second Wind
			[ ] Channel Divinity

Conditionals/Resists:
Bloodhunt: +1 to attacks vs. bloodied foes
Divine Challenge: Enemy is marked, takes 7 radiant damage the first time each round 
that it targets an attack power that doesn't include Damaia.  
Ends if she neither attacks the target on her turn nor ends her turn adjacent to it.
Divine Sanction: Enemy is marked, takes 7 radiant damage the first time each round 
that it makes an attack that doesn't include Damaia
Tail Slide: When shifting, slide one ally adjacent to Damaia's starting square 1 square
Damaia knocks out any enemy she reduces to 0 HP

Melchiresa
Jun 21, 2006

Nice guy.
Tries hard.
Loves hot dogs The Game.

Maerwen Ruldegost

Maerwen moves into position and summons chains of pulsing ice to surround the masked foe.

Move: to w8
Minor: Curse Cyan
Standard: Chains of Levistus vs Fortitude: 1d20+9 19 2d6+6 13 + curse damage: 1d6 6
If the target moves before the EOMNT it takes 2d6 extra cold damage, and I gain +2 power bonus to next attack roll against it UEOMNT



pre:
Maerwen Ruldegost
HP: 40/52 (THP: 5)	AC:	17	Passive Insight: 17
Surges: 11/11 (V: 13)	Fort:	20	Passive Perception: 12
Initiative: +6		Ref:	18	Action Points: 1
Speed: 6		Will:	18	Vision: Normal

At Will			Encounter		Daily
Hand of Blight		[ ] Second Wind		[ ] Vile Brand
Eldritch Blast		[ ] Action Point	[ ] Tyrranical Threat
Hellish Rebuke		[ ] Hellfire and Brimstone
Warlock's Curse		[x] Chains of Levistus
			[ ] Firey Bolt
			[ ] Etherial Stride

Item Powers
[ ] Hellfire Staff +1 (Daily)
[ ] Burning Gauntlets
[ ] Leather Armor of Dark Majesty +1

Conditionals/Resists:
Prime Shot: If no allies are nearer to the target than you are, gain +1
	bonus to ranged attack rolls
Shadow Walk: Gain concealment if you move at least 3 squares
Dark One's Blessing: Gain THP equal to your level when cursed enemy drops to 0 HP
Bloodied Boon: Gain pact boon when cursed enemy is first bloodied
	(curse is removed from enemy)
Glasya's Rebuke: When target takes hellish rebuke damage, an enemy within
	5 squares of target takes 5 fire damage
Sacrifice to Caiphon: Recover Warlock encounter power that misses all
	targets, but damage self equal to the power's level
Staff Expertise: Ranged and area attacks implement attacks with staves
	don't provoke opportunity attacks; +1 to reach with staff weapon attacks
Leather Armor of Dark Majesty +1: Gain +2 item bonus to defenses against cursed enemies
Cloak of Distortion +1: Gain a +1 item bonus to defenses against ranged
	attacks from more than 5 squares away

Melchiresa fucked around with this message at 23:46 on Dec 24, 2016

berenzen
Jan 23, 2012

Raging tempest Secondary trigger: 1d6 5 thunder damage. If static mods apply, it goes to 10.

Look Around You
Jan 19, 2009

The spear wielder stabs at Damaia as she turns and runs, but thrusts too late, catching only air.
MBA vs AC: 1d20+12 14 6 6

The northern mage collapses unconscious by the extra damage brought on by Iszera's power.

"Father guide me," the southern mage says as he bolts behind a tree further away from the action. He takes careful aim at the tiefling who just charged towards him and lets loose a bolt of fire that hits her clean in the shoulder.
Move: to z34
Standard: Fire Bolt vs Reflex at Damaia: 1d20+7 25 2d6+4 14



Initiative:
Charity
Maerwen
Asar
Cyan [red] HP:8/45 AC:16 Fort:13 Ref:14 Will:15 [KOed]
Cyan [blue] HP:38/45 AC:16 Fort:13 Ref:14 Will:15 [sanctioned by Damaia]
Paziah
Iszera

Red HP:[minion] AC:19 Fort:17 Ref:14 Will:15
Yellow [red] HP:0/76 AC:18 Fort:17 Ref:15 Will:14 [KOed]
Yellow [blue] HP:18/76 AC:18 Fort:17 Ref:15 Will:14 [Dead]
Damaia

Up now: Paziah, Iszera

Waci
May 30, 2011

A boy and his dog.

Paziah

As the battle nears it's bloody end, Paziah peeks out from behind the tree and looks at the lone red figure standing in the field left standing in the open after her allies had rushed for the mage. "You there! It would be really helpful if you would die now!" Like before, her pendant shines with a blinding light, and the red-clad warrior attempts to duck out of the way, clearly having noted the fate of the previous two. The wrath of a goddess channeled through her mortal-ish servant proves faster, and the ambusher falls to the ground.

Noticing the mage closer to her is already dead, Paziah pivots around and sprints south, cheering for the tiefling that would surely get this whole thing over with very soon.

Standard: Sacred Flame at Red, vs Reflex 14: 1d20+8 14 1d6+7 13.
Move: Run to 22C
Minor: Healing Word at Damaia. She can spend a healing surge and gains 1d6 extra hp, +2 to hit until EOMNT, and 4 THP.
I also gain 4 THP.


pre:
Paziah   						 
HP: 30/42 (THP:08)       AC:   16    Passive Insight: 21
Surges: 7/7 (V: 10)      For:  14    Passive Perception: 16
Initiative: +3   	 Ref:  15    Action Points: 1
Speed: 6     	         Will: 20    
Resistances: Necrotic 7, Radiant 7
Languages: Common, Supernal, Elven, Dwarven, Draconic, Primordial, Abyssal

At Will			Encounter			     Daily
Sacred Flame            [ ] Favor of the Gods*                [ ] Speak With Spirits
Gaze of Defiance        [ ] Healer's Mercy*                   [ ] Moment of Glory
Call Spirit Companion   [ ] Prophetic Guidance                [ ] Iron to Glass
                        [ ] Spirit's Prey
                        [ ] Hymn of Resurgence
			[0] Healing Word
			[ ] Memory of a Thousand Lifetimes
			[ ] Create Lord's Armour
			[ ] Master Diplomat
                        [ ] Second Wind
					
Item Powers
[ ] Amulet of Seduction (Daily)

Conditionals/Misc:
Symbol of the Holy Nimbus: 
-Healing Word in combat grants all allies within 5 squares 4 temporary hitpoints
-Critical with implement powers allows one ally within 5 squares to spend a healing surge
-Astral: +2 to range of area and ranged implement powers, +2 to damage with Radiant implement powers
Amulet of Seduction: -2 to enemies' first save against charm effects I cause
Astral Majesty: +1 to all defences against attacks made by bloodied creatures.
Battle Cleric's Lore: Cleric surge-spending heals give target +2 to hit UEOMNT

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!

Damaia Fireheart

Damaia catches a blast of fire from the mage but it's still just fire. Promptly reinvigorated by Paziah, Damaia then rattles her way down the battlefield, coming to a stop in front of the mage. Once more the glow settles down upon him.

"Thank you for being such an attentive audience member, now it's time to take a bow."

Extending one arm, she takes a deep bow of her own, holding it for several seconds. As her companion arrives she snaps upright, spinning about in a wide turn that lets her wave at her unseen audience... and sweep the mage's legs with her tail.

Extra HP from Healing Word: Healing: 1d6 5
Move: Run to A34, takes a -5 to attack rolls and grants CA until SoMNT.
Minor: Divine Challenge, not that I expect to use it.
Standard: Ready Dirty Deed to use when someone flanks with her Dirty Deed vs Reflex: 1d20+11+2+2-5 30
Crits for absolutely no damage whatsoever, knocking the mage prone. Whoever flanks with her gets an MBA as a free action.


pre:
Damaia Fireheart   						 
HP: 53/55 (THP: 0)	AC:	25	Passive Insight: 21
Surges: 12/13 (V: 13)	Fort:	18	Passive Perception: 16
Initiative: +1		Ref:	17	Action Points: 0
Speed: 5		Will:	19	Vision: Low-Light
Resist: 7 Fire  

At Will			Encounter		Daily
Divine Challenge	[x] Dirty Deed		[ ]Majestic Halo
Enfeebling Strike	[x] Valorous Smite	[ ] Unyielding Faith
Ardent Strike		[x] Mocking Smite	[2] Lay on Hands
Imposter's Armor	[x] Call of Challenge	[ ] Majestic Word
Sunblade		[ ] Paladin's Wrath
Silver Light		[ ] Second Wind
			[ ] Channel Divinity

Conditionals/Resists:
Bloodhunt: +1 to attacks vs. bloodied foes
Divine Challenge: Enemy is marked, takes 7 radiant damage the first time each round 
that it targets an attack power that doesn't include Damaia.  
Ends if she neither attacks the target on her turn nor ends her turn adjacent to it.
Divine Sanction: Enemy is marked, takes 7 radiant damage the first time each round 
that it makes an attack that doesn't include Damaia
Tail Slide: When shifting, slide one ally adjacent to Damaia's starting square 1 square
Damaia knocks out any enemy she reduces to 0 HP

berenzen
Jan 23, 2012


Iszera


Grabbing the fallen mage that she and her noble compatriot had struck down, Iszera hauled it to the pile of other unconscious bodies that they had left, unceremoniously dumping the foe onto the ground beside his friends.
Move to R15

pre:
Izsera   						 
HP: 50/58 (THP: 4)	AC:	21	Passive Insight: 17
Surges: 6/7 (V: 14)	Fort:	16	Passive Perception: 22
Initiative: +10		Ref:	19	Action Points: 1
Speed: 6		Will:	20	Vision: Normal
  

At Will			Encounter		Daily
Overwhelming Strike	[ ] Wolf Shape		[ ] Aspect of Might
Radiant Vengeance	[ ] Iron Mind		[ ] Light of Truth
Sun Blessing*		[x] Oath of Emnity	[ ] Sun Blessing* (Daily)      
Sunblade*		[x] Raging Tempest	[ ] Sunblade* (Daily)
			[ ] Abjure Undead
		        [ ] Divine Guidance
		        [ ] Loyal Sanction
		        [ ] Fury's Advance
		        [ ] Solar Enemy
		        [ ] Second Wind

Conditionals/Resists:
Sun Blessing: Deal an extra +Wis damage to targets vulnerable to radiant damage
Werewolf: Grant combat advantage to silver weapons
Restful Bedroll: When you complete an extended rest in the restful bedroll, gain 1d8 temporary hit points
Shifting Fortunes: When you use your second wind, you can shift 3 squares as a free action
Defended Mind: +2 to saving throws against daze, dominate, stun
Werewolf: +2 Speed while wolf shape active
Censure of Unity: +1 to damage rolls vs. Oath target for each adjacent ally to it

Wahad
May 19, 2011

There is no escape.

Charity

Charity rushes over to the mage, her blade a blur of light and dark as both aspects of her divine oath come together to smite her enemy...but even with the awe-inspiring power behind her blows, the cultist remains standing, if only barely. "Well, end of the road for you," she says, drawing back the rapier for another strike.

Move: to v31
Standard: Charge to y34 and Virtuous Strike vs Cyan at 1d20+13=18. Hit for 2d8+11=23 necrotic and radiant damage thanks to Dark Reaping. I also get +2 to saving throws UEOMNT.
Free: Virtuous Strike again at 1d20+13=22. Damage for 1d8+7=14 radiant, meaning Cyan is at 1 HP left.


pre:
Charity   						 
HP: 42/44 (THP: 0)         AC:   21    Passive Insight: 13
Surges: 8/8 (V: 11)       For:  15    Passive Perception: 18
Initiative: +6   	  Ref:  20    Action Points: 1
Speed: 5     	          Will: 18    Vision: Low-light
Languages: Common, Giant, Thayan

At Will			Encounter			     Daily
Divine Challenge        [X] Dark Reaping                     [ ] Go for the Eyes
Fleeting Ghost          [ ] Dazing Strike                    [ ] Radiant Delirium
Piercing Strike         [X] Righteous Strike              
Virtuous Strike         [X] Ruthless Demonstration
                        [ ] Second Wind
                    
Item Powers
    Vigilant Blade (At-Will)
[ ] Vigilant Blade (Encounter)

Conditionals/Resists:
Amulet of Physical Resolve: +2 to saves against poison, immobilized, slowed, or weakened.
Bitter Challenge: Enemies that take damage from Divine Challenge are slowed UEOMNT.
Devout Protector Expertise: Allies get +1 to AC.
Reinforcing Armor: +1 to all defenses after taking damage from a melee attack USOMNT.
Shield of Deflection: Resist all 2 against ranged and area attacks.
Undead: Considered both undead and living creature.
Unnatural Vitality: Remain conscious and dazed when dropping to 0, but go unconscious on failed DST.
World Serpent's Grasp: Can knock slowed or immobilized enemies prone on hit.
Yakuza: Bonus to OA attack and damage after hitting an enemy granting CA USOMNT.

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!

Asar Raxia

Asar looked around. Well! That was over! Looked like everything - oh wait.

He casually finger-guns the last enemy who looks healthy and hale. A small bolt of force fires from his finger and hits the foe directly in the chest.

Magic Missile the last mook.

pre:
   						 
HP: 40/45 		AC: 17  		Passive Insight: 12
Surges: 7/7 (V: 11)	Fort: 15		Passive Perception: 12
Initiative: +6		Ref: 18  	Resists: 7 fire
Speed: 6		Will: 20		Action Points: 1

At Will			Encounter			Dailies
Hypnotism		[ ] Second Wind			[ ] Sleep
Beguiling Strands	[X] Charm of Misplaced Wrath	[ ] Tasha's Forcible Conscription
Magic Missile		[X] Shield			[ ] Red Wizard Spell Swap
			[X] Color Spray		
			[X] Infernal Wrath
      			[ ] Echoing Dirge
			[ ] Shadow Warp 
			[ ] Flowform Armor

Conditionals:
Bloodhunt: +1 to attacks against bloodied creatures
Enchantment Mage: +2 squares to forced movement using enchantment powers
Red Wizard Renegade + Amulet: -4 to an enemy's first saving throw against enchantment spells, -2 for non-enchantment spells 
Infernal Wrath Free Action: When an enemy within ten squares of Asar hits him, he will use Infernal Wrath
Shield Interrupt: When hit, will cast Shield (+4 AC and Reflex) if it would cancel the attack.

Look Around You
Jan 19, 2009

With the last magic missile taking down the mage, all enemies are lying on the ground, either dead or unconscious.

Combat is over!

Looting the bodies, you don't find much in the way of material possessions, but you find a map showing what appears to be a camp in the forest that seems to be a couple miles away with an arrow drawn to here, the ambush site.

Wahad
May 19, 2011

There is no escape.

Charity

Charity stabs the mage for good measure, making sure he's dead. "Everybody okay?" she calls out to the caravans, starting to walk back. With a flick of her wrist, the blood vanishes from her blade, and she sheathes it looking around. It's not long before she rejoins the foremost wagon, looking for the head caravaneer.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!

Damaia Fireheart

"Well done everyone, now to tend to the prisoners and prepare for our triumphant return to Waterdeep! They shall surely- oh, we aren't done?"

Damaia rounds up what's left of their prisoners before her companion can murder all of them.

Look Around You
Jan 19, 2009

All three caravaners uncover themselves, hop down from their wagons and huddle in around the middle wagon. After the prisoners are gathered, they flag you all down. Utar still appears to be shaking and ill composed, though Dagatha seems extremely calm and collected. She speaks for all of them, "Thank you so much for keeping them away from us. I still don't quite know who you are or where they got you from, but damned if you aren't the best security detail I've ever seen in my life! There should be room in the back of the wagons for prisoners. What are our plans now my friends?"

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!

Damaia Fireheart

"Gather our prisoners and find out what they have to say for themselves, of course! Then I suspect it's on to their encampment!"

She thinks for a moment.

"Will you be turning back with the prisoners or will you stay here? We wouldn't want you to get hurt."

Look Around You
Jan 19, 2009

Dagatha thinks for a moment before replying, "I feel like waiting here would be prudent. We should be able to guard the prisoners until your return, but I'd rather not risk us taking them on the road with us with no dedicated guard on them."

---

You gather the prisoners though none of them seem willing to provide any information unprompted. They sit on their knees, staring at you with cold, blank eyes behind their masks.

berenzen
Jan 23, 2012


Iszera


"Very well then. I'm not a fan of leaving a camp of enemies left alone. Particularly because they are likely to move when their comrades come back." Looking hard at the masked men, Iszera stomped over to them. Tearing a mask off of one of the mages, she loomed over him.

"Tell me everything you know about your camp, and I won't make the trip back to Waterdeep exceptionally uncomfortable. If you don't..." The avenger left the sentence hanging, letting the mage fill in the blanks.

Intimidate: 1d20+8 24

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!

Damaia Fireheart

"Oh, that won't do at all, really. The proper form for these sorts of confrontations call for a dramatic unmasking, like so..."

She reaches up for the masks.

"And the mysterious bandit cultists pillaging Waterdeep are..."

Figuring out what she knows/can learn about these folks now that she sees their faces.
Streetwise: 1d20+17 24
Insight: 1d20+11 27


"You!.. Why don't we all introduce ourselves? I'm Damaia Fireheart, entertainer extraordinaire and these are my companions, humble caravan riders on our way to Neverwinter. Why did you attack us?"

Cover story: Bluff: 1d20+17 30
Also rolling to aid Cirno with Diplomacy: 1d20+13 18. Asar gets +2 to his diplomacy check

Look Around You
Jan 19, 2009

From their faces, the attackers ethnically seem to be from around the Sword Coast region, and are made up of both men and women. The attackers look over at one another before the mage, an olive skinned male with piercing blue eyes and brown hair, speaks to Iszera, "I care not of the comfort of my trip, or for my fate afterwards, for I have done my part. I fear nothing you can do to me, and my compatriots feel similarly." He looks over at Damaia, confidently replying, "Our names matter not. As for why we attacked... we seek to cleanse. To prepare. Soon all will be as it should." He looks back at Iszera, continuing, "You mention our camp. Our camp will not be broken, and even if it should fall, we shall not fall along with it." He stops speaking and clenches his mouth shut. You get the impression that the mage has said all he will.

One of the minions, a fair skinned male half-elf, suddenly looks at Iszera and speaks up with a panicked voice, "I care! Oh god don't kill me! It is a small camp. A staging area for raids like this. There shouldn't be many people there now!" The rest of the captives glare at him and the mage shouts, "BETRAYER! You will SUFFER for this when all is complete!"

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Melchiresa
Jun 21, 2006

Nice guy.
Tries hard.
Loves hot dogs The Game.

Maerwen Ruldegost

The panicking half-elf catches Maerwen by surprise. She stalks over to him and glowers down at him. "My name has no importance to you, but I wonder - why do you lack the same resolve as your companions? And do keep in mind - you seem to have no concern for our lives, and as a result I, personally, care even less for yours." She looks over at the mage and back at the half-elf. "An organization is only as strong as its weakest link...given the current circumstances, perhaps this will be a simpler task than we had expected."

Intimidate: 1d20+10 29

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