- - GAME Rats And Corpses
(http://www.myth-weavers.com/showthread.php?t=159964)
Flea
Feb 18 '12 4:46am
Rats And Corpses
The heroes prepare themselves for their assault on the rat's nest. The rats are actually faster and on alert, but they do not immediately attack. They are still just making threatening noises while trying to intimidate the heroes into moving on. They wait - ready to pounce if provoked. The provocation comes quickly as Malklyr enters the room.
The drow slowly moves into the room. He would really like to make his way to that nice big empty spot on the right side of the room. He would have to come way to close to the rats to do that. Instead, he moves slowly through the room, trying to keep a good distance between him and the rats. He doesn't like his current position near the far west door, but it will have to do for the moment. At least he knows he can run out of the open door if he has to... but he has no idea what he'll be running to. The others watch as the drow cautiously moves about the room. The rats warn him again, but it is time to act.
Malklyr knows that Vicky has a solid plan. She wants to try to bring them down one at a time if possible. She told John to attack the one on the corner, so Malklyr decides to concentrate his attack on that one. He holds out his staff and sends a burst of lightning at the
Rat 5
rat in the corner. The lightning strikes the creature, knocking it over while also hurting the beastie. The creature's resistance to arcane forces does offer it some protection from the attack though.
Unfortunately for Malklyr, the rats all swarm him. The first rat moves up and
same. The third and fourth rats cross the distance to attack Malklyr, looking for openings, but do not attack him just yet. The rat that Malklyr managed to knock over gets back onto it's feet. It slowly
charge attack
limps towards the drow looking for payback. The rat
8 damage
bites down hard on Malklyr. The drow is barely hanging on.
Luckily for Malklyr, the final rat can't find an opening to attack the surrounded sorcerer. So instead it moves to the doorway and goes after Vicky. Her plan is already shot, and now Malklyr is trapped on his own. They will have to make quick work of this rat if there is any hope of saving the injured drow. The rat tries to bite Vicky, but misses the kenku.
The barely alive drow, does his best to
His turn was interrupted by the rat attacks. When they are done he finishes his turn by spending his action point and using second wind.
John hisses after seeing Malklyr rush inside 'That fool!' John slashes out with his blade towards the rat blocking the door.
Jymmi
Feb 18 '12 6:41am
eastc
Feb 18 '12 7:02am
Flea
Feb 18 '12 4:14pm
Guan attempts to attack the rat, but out of the corner of his eye he thinks he sees a streak of violence headed for him. He re-actively jumps almost crashing into Vicky in the process. He lands in the corner and spins around looking for the source, but quickly discerns that he had only seen a shadow.
Vicky Larissa, Human Animist Shaman Init +1 HP 29/29 Bloodied 14 Healing Surge 7 (0 used /8) AC 17 Fort 16 Reflex 15 Will 19 Speed 6 Str 8 (-1) Con 12 (+1) Dex 10 (0) Int 16 (+3) Wis 18 (+4) Cha 12 (+1)
Spirit Infusion
At-Will; Primal, Spirit Standard Action, Melee spirit 1 Target: One ally Effect: Your spirit companion disappears, and the target makes a basic attack with a +2 power bonus to the attack roll and a power bonus to the damage roll equal to your Int Mod. Spirit's Step: One ally adjacent to the spirit companion before it disappears can shift 1 square as a free action.
Spirit of the Tempest
At-Will; Implement, Primal, Thunder Standard Action, Melee 1 Target: One creature Attack: Wisdom vs. Fortitude Hit: 1d8 + Wisdom modifier thunder damage. Effect: One ally within 2 squares of either you or your spirit companion can make a saving throw.
Spirit's Wrath
At-will; Implement, Primal, Spirit Opportunity Action, Melee Spirit 1 Target: The triggering enemy. Trigger: An enemy leaves a space adjacent to the SC w/o shifting. Wis vs. Ref: 1d6 + Wis Mod damage, and the target grants Combat Advantage until the end of your next turn.
Call Spirit Companion
At-Will; Conjuration, Primal Minor Action, Close Burst 20 Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square and enemies cannot move through though allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed.
The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage 10+one-half your level or higher to the spirit, it disappears and you take 5+one-half your level damage. Otherwise, the spirit is unaffected by the attack. Spirit's Vigor: One ally adjacent to the spirit companion when it appears gains 3 Temporary Hit Points.
Thought Projection
At-Will; Psionic Minor Action, Close burst 5 Target: One or more allies in burst Effect: You convey either an image or a message of 10 words or fewer to each target.
Shield of Devotion
Encounter; Divine, Healing Immediate Reaction, Close burst 5 Trigger: An ally within 5 squares of you takes damage from an enemy attack. Target: The triggering ally Effect: The target regains hit points equal to your Wisdom modifier. Until the end of your next turn, you gain a +2 power bonus to your next attack roll against the enemy that damaged the target. Mark of Healing: The target also makes a saving throw.
Twin Panthers
Encounter; Implement, Primal Standard Action, Ranged 5 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier damage. Until the end of your next turn, you and your allies have combat advantage against any enemy adjacent to your spirit companion. Effect: Make the attack one more time against the same target or a different one.
Second Wind
Encounter; Standard Action, Personal Effect: You spend a healing surge and regain hit points as well as gain 2 bonus to all defenses until the start of the next turn.
Spirit's Sacrifice
Encounter; Primal, Spirit Minor Action, Close burst spirit 5 Target: You or one ally in burst. Effect: You dismiss the spirit companion and the target makes a saving throw or gains temporary hit points equal to your Wisdom modifier.
Healing Spirit
Encounter; Healing, Primal Minor Action, Close burst 5 Target: You or one ally in burst Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your Spirit Companion other than the target regains 1d6 hit points. Mark of Healing: Both allies can make a saving throw.
Healing Spirit
Encounter; Healing, Primal Minor Action, Close burst 5 Target: You or one ally in burst Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your Spirit Companion other than the target regains 1d6 hit points. Mark of Healing: Both allies can make a saving throw.
Speak with Spirits
Encounter; Primal Minor Action, Personal Effect: During this turn, you gain a bonus to your next skill check equal to your Wis modifier.
Spirits of the Healing Flood
Daily; Healing, Implement, Primal Standard Action, Close burst 5 Target: Each enemy in burst Attack: Wisdom vs. Fortitude Hit: 1d8 + Wisdom modifier damage. Miss: Half damage. Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied.
As a minor action, a character can end this effect on himself or herself to regain 10 hit points. Mark of Healing: All allies targeted by this power can make a saving throw.
The Winds of Change Body Slot: Off-Hand Property: +2 to Fortitude and Willpower. Property: Cannot be identified correctly. Property: Wild Magic Sorcerers and Chaos Magic Sorcerers can use this item as a +2 implement (+4 paragon/+5 epic). Gains +2d6 on a Critical Hit. Power (At-Will; Arcane): Free action. Change the type of damage dealt by a weapon or power to another random damage type for the round. Roll a d10. 1) Fire; 2) Cold; 3) Thunder; 4) Acid; 5) Radiant; 6) Necrotic; 7) Force; 8)Psychic; 9) Lightning; 10) Poison. Power (Encounter; Arcane): Immediate Interrupt. The wildmage or chaos sorcerer can roll a second effect for their wildmage power and choose between the two random elements.
Power (Daily; Arcane): Standard Action. You unstop the Winds of Change and inhale deeply. It's trans-formative vapors take hold of you, altering you in every possible way. Roll a d6:
1 - You rebuild your character from the ground up in a manner of your choosing.
2-5 - Completely Random Character Generation
6 - The GM rebuilds your character based on his own whims.
Special: Once a day you can use this item as a focus for the Transfer Enchantment, Simbul’s Conversion, Hand of Fate, Enhance Vessel and Elemental Transference rituals in place of the components cost.
Goals of The Winds of Change:
To inspire chaos
To institute change
Concordance:
Starting Score 5
Owner gains a level +1d10
Owner is a Chaos Sorcerer or Wild Magic Sorcerer +1
Owner gets a critical hit or critical fumble with effects from the random tables +1
Owner worships a god of Order -1
Owner or an ally attacks a Wild Mage or Chaos Sorcerer (max 1/encounter) -2
Owner does not use a power of the Winds of Change (max 1/day) -2
Potion of Healing
Consumable Minor Action Effect: Drink this potion and spend a healing surge. You don't get the normal benefits of a healing surge. Instead, you regain 10 hp.
Lucky Strike +1 Bonus
When you roll a natural 1 on an attack roll with an encounter power, use this card to re-roll the attack roll, keeping the second result.
Scramble To Safety
When you become bloodied, use this card as an immediate reaction to shift half of your speed. You must end this shift adjacent to no enemies.
Allies adjacent to companion gain +2 to saving throws.
The spirit companion dissipates on any attack that deals more than 11 damage.
Move: Starting in AX22: AW22, AW23 (provoking an OA from Rat 6), AV24, AU23, AT22.
Standard:
Roots of Stone The burst of primal energy you unleash ripples through the ground around you and limits your foe’s movement.
Encounter • Primal, Weapon. Zone
Standard Action • Close burst 1 Effect: The burst creates a zone of rippling earth that lasts until the end of your next turn. Make the following attack. Target: Each enemy in burst Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. The target is knocked prone when it leaves the zone.
Form of the Faultless Tracker You gain the keen senses of a relentless hunter, ignoring your foes’ attempts to conceal themselves and denying them advantage against you and your allies.
Daily • Polymorph, Primal
Minor Action • Personal
Effect: You assume the guardian form of the faultless tracker until the end of the encounter. While you are in this form, you gain a +5 power bonus to Perception checks, and you ignore the penalty to attack rolls from concealment (but not total concealment). In addition, you and any allies within 2 squares of you do not grant combat advantage for being flanked.
Once during this encounter, you can use the Form of the Faultless Tracker Attack power while you are in this form.
Choose one defense other than AC when you use this power. You gain +2 bonus to the defense while you are in that guardian form (Guardian's Call Longsword).
"Hey, w..." is all Vicky manages to utter before Malkyr moves into the room. She watches in horror as the rats bite and tear at the drow. Another blocks her entry into the room, preventing her from helping the poor guy. Just as she is about to lash out at the beast and get into the room, John launches an attack that seems to sting the rat, forcing it to stagger back a bit.
"Thanks," she mutters to John and moves into the room. She discards her own safety somewhat in order to help Malkyr, allowing one of the rats to get a bite as she moves around it. Once in position, she unleashes a strong slash with her sword, powered by the primal spirits aiding her. One of the primal voices in her head promise her great clarity and perception. She pulls at it, to prevent the rats from completely overwhelming her.
Flea
Feb 19 '12 8:53am
The rat snaps at Vicky, but doesn't manage to bite her.
What defense are you buffing with your Faultless Tracker power?
Ayeba
Feb 19 '12 9:06am
Sorry, Fortitude. Unless I know it is useless against the rat disease, then I'll go with reflex instead.