- - GAME Attack The Darkness
(http://www.myth-weavers.com/showthread.php?t=183436)
Flea
Sep 18 '12 10:26am
Attack The Darkness
Styg leaves the small cells after seeing nothing in them worth the time or effort he had put into the search. He looks around and notices that John and Jared seem to have wandered off again. Vicky and Turag are a little down the hallway they came from still. They seem to be talking. Perhaps Vicky is starting to help the timid Turag come out of his shell - not the Styg fully trusts the orc yet. He then notices Richard looking down a hallway and Guan having some problems with the door to the north. This is also the first time that Styg notices the door in the western wall, not far from Guan. It too is slightly open, but Styg decides to move up and try to give Guan a hand with the stuck door. He briefly thinks about moving back towards Vicky, to help protect her and the Winds of Change, but decides that she isn't so far away that he can't get to her quickly enough.
As Styg approaches the stuck door, he hears John down the hallway encouraging Jared to sing or hum again. He can't help but reflect back to the constant abuse he received from the revenant for his own talking while venturing down the tunnels. He wonders why it is suddenly acceptable for Jared to purposely cause a ruckus, but he wasn't allowed to even speak. Styg tests the door and notices that the wreckage in the room has wedged the door shut - the same conclusion ZhuGuan had come to.
Styg decides that brute force is what it is going to take. He had heard John mention something about the possibility of someone else hiding in the room, perhaps holding the door. It seems too solid for that, but that doesn't mean it isn't possible. He looks to Guan as if to say "prepare for the worst", but the large half-elf just rolls his eyes at Styg. He doesn't expect to find anyone or anything in the room. ZhuGuan Yu steps out of the way a bit so that Styg can give it a good and powerful shove.
Styg follows the door into the room as he pushes the restraining rubble out of the way. He looks around the large room. ZhuGuan waits, expecting a trap to go off or something large to eat Styg. Rubble and dust cover the floor of this room anywhere from ankle- to knee-deep. Movement in this room is not comfortable, easy or safe. This room also seems to have suffered greatly from the tremor the group felt earlier, or from tremors from before the group entered the dungeon.
ZhuGuan Yu is about to move back over to the door to look in and see if a grue has eaten Styg yet, but then he notices the door in the western wall open up all the way. On the other side of the door is a darkmantle. The lights grow dim, as is normal with these creatures, and Guan realizes that they are at least smart enough to push open a door that is already partially opened. Perhaps they are even smart enough to use their tentacles to manipulate a closed door... maybe that is the reason nearly all the doors in the region have been opened at least a little. He also can't help but notice that this darkmantle looks a little more muscular and tough than the last group did, but not as bad as the giant one that they had fought alongside Jack Fox. Perhaps this one has been eating better recently.
Then more start to flood out from the room, apparently attracted by the noise made when Styg forced open the door to the north. One flies out, getting close to Styg, Guan and Richard. It let's out a thunderous shriek. Richard is slightly resitant to it, but there seems to be an extra burst of necrotic energy that strikes him with the
7 Damage, Dazed until the end of the Darkmantle's next turn.
dazing scream. Guan seems completely unaffected, but Styg is also
5 Damage, Dazed until the end of the Darkmantle's next turn.
hurt. After shrieking it starts to try to attack Guan, but when it notices that Guan wasn't affected it backs off and almost looks
Darkmantle 4 will spend it's next standard action (next round) taking the total defense action, and until the end of it's next turn, all attacks that have the "fear" keyword are +4 to hit it.
The other darkmantle toughs begin flying out of the room. Several of them move towards Guan and his group, while three others speed down the hallway towards John and Jared. The first one to get there screams out, but both men resist the sonic attack. Then another approaches and screams as well. While Jared is unaffected, John suffers from the
6 Damage, Dazed until the end of the Darkmantle's next turn.
The sudden shrieks alert Vicky and Turag to the sudden attacks. They know before they even see the creatures that the group is battling more darkmantles.
series0
Sep 18 '12 10:53am
series0
Sep 18 '12 10:56am
Afraid to mess it up if I edit it. Not sure why the color tags are failing.
Flea
Sep 18 '12 10:58am
It might be the quotation marks around the colors... not sure....
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.
Vicky springs into action at the now familiar shriek from the darkmantle. She rounds the corner just in time to see one of them get struck and disappear. She looks around, worried that one or more of them will pop up next to her. For the moment, the only one she can spot close is Turag.
"Turag, we need to get closer to the others, so we're not surrounded here alone by these creatures," she calls out to the orc. After moving as close as she dares, she unleashes a mental attack at the closest one.
Move: DC65.
Standard: Mind Lock vs Darkmantle 4. I choose to attack that one despite its full defense because of Richard's and ZhuGuan's positions. Basically, DM4 is currently blocking Richard from attacking. Since it is doing full defense, I subtract another -2 from the attack roll.
John Clarke, Ghost (Eladrin Revenant) Hybrid (Warden/Swordmage) (Spellscarred) (Veiled Alliance) Init +2 HP 20/20 Bloodied 10 Healing Surge 5 (0 used /2) AC 15 Fort 16 Reflex 13 Will 13 Speed 6 Str 17 (+3) Con 18 (+4) Dex 12 (+1) Int 14 (+2) Wis 13 (+1) Cha 8 (-1)
Corrupting Touch
You reach into a creature’s body to disrupt it.
At-Will * Necrotic, Shadow
Standard Action Melee 1
Target: One creature
Attack: Level + 3 vs. Reflex
Level 11: Level + 5 vs. Reflex
Level 21: Level + 7 vs. Reflex
Hit: 1d10 necrotic damage, and the target gains vulnerable 1 to all damage until the end of your next turn.
Level 21: 2d10 necrotic damage, and the target gains vulnerable 3 to all damage until the end of your next turn.
Special: You can use this power in place of a melee basic attack.
Frigid Blade
Your weapon leaves a frosty trail as it cuts through the air and strikes with a blow that inflicts winter’s wrath.
At-Will Arcane, Cold, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence -2 vs. Reflex
Hit: 1[W] + Intelligence modifier cold damage. If the target starts its next turn adjacent to you, it takes a penalty to speed equal to your Constitution modifier until the end of its next turn.
Increase damage to 2[W] + Intelligence modifier at 21st level.
Ghost Sound
With a wink, you create an illusory sound that emanates from a distant location.
At-Will Arcane, Illusion
Minor Action Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
Mage Hand
You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish.
At-Will Arcane, Conjuration
Minor Action Ranged 5
Effect: You conjure a floating hand (that is invisible to everyone but you) in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions.
Minor Action: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time.
Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds.
Free Action: The hand drops the object it is holding.
Sustain Minor: The hand persists until the end of your next turn.
Sight of the Unseen
You have darkvision extending 1 square in all directions that you can turn on and off at will. When your darkvision is on, your eyes are backlit with a dancing blue flame.
Strength of Stone Drawing power from the earth, you smash your weapon into your foe and bolster yourself against attack.
At-Will ♦ Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength -2 vs. Reflex
Hit: 1[W] + Strength modifier necrotic or psychic damage, and you gain temporary hit points equal to your Constitution modifier.
Level 21: 2[W] + Strength modifier damage.
Trigger: An enemy marked by you makes an attack that does not include you as a target
Target: The triggering enemy
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier necrotic or psychic damage, and the target grants combat advantage to you and your allies until the end of your next turn.
Level 21: 2[W] + Strength modifier damage.
Form of the Dread Serpent
.Dark scales coat your skin, allowing you to move with the subtlety of a snake and to envenom your attack at the time you choose.
Daily Poison, Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the dread serpent until the end of the encounter. While you are in this form, you gain resist 5 poison and a +2 bonus to Reflex. In addition, you can shift 1 square as a minor action. Once during this encounter, you can use the Form of the Dread Serpent Attack while you are in this form.
Aegis of Shielding
You create an arcane link between you and an enemy, allowing you to blunt its attacks against your allies.
At-Will Arcane
Minor Action Close burst 2
Target: One creature in the burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
If your marked target makes an attack that doesn’t include you as a target, it takes a –2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an immediate interrupt to reduce the damage dealt by that attack to any one creature by an amount equal to 5 + your Constitution modifier.
At 11th level, reduce the damage dealt by 10 + your Constitution modifier. At 21st level, reduce the damage dealt by 15 + your Constitution modifier.
Dark Reaping
You use one death as the seed to sow more destruction.
Encounter Necrotic
Free Action
Trigger: A creature within 5 squares of you is reduced to 0 hit points
Effect: One creature of your choice that you hit with an attack before the end of your next turn takes extra necrotic damage equal to 1d8 + your Constitution modifier or Charisma modifier.
Excise From Sight
Magic removes all evidence from your foe’s senses that you or one of your allies exists.
Encounter Arcane, Implement, Psychic
Standard Action Ranged 10
Special: You can spend a minor action when you use this power to enhance it. If you do so, you can also slide the target 1 square on a hit.
Target: One creature
Attack: Primary ability vs. Will
Hit: 1d10 + ability modifier psychic damage, and you or one ally within 10 squares of you becomes invisible to the target until the end of your next turn.
Level 11: 2d10 + ability modifier psychic damage.
Level 21: 3d10 + ability modifier psychic damage
Nine Lives of the Cat Lord In exchange for your services the Cat Lord has offered you a boon...
Encounter * Free Action
Trigger: You are the target of a critical hit
Effect: Change the hit into a normal hit. Critical hit damage/effects still apply to any other targets of the critical hit.
Champion of Winter +1
When you take cold damage from an attack or deal cold damage with an attack, use this card to increase or decrease the cold damage by 5 (your choice).
Minion Slayer +2
After you kill at least 3 minions in one encounter, use this card to spend a healing surge to gain hit points equal to your healing surge value +1d6. This use does not use your second wind for the encounter.
Undead. You are not a living creature. Effects that specifically target living creatures do not work on you. You do not eat, drink, breathe, or sleep. You are immune to disease.
Insubstantial: You take half-damage from all attacks, except those that deal force or psychic damage.
Limited Phasing: You ignore difficult terrain. You can move 1 square into a solid object large enough to accomodate a creature of your size. While in an object you can move only if you leave an object; you have line of sight and line of effect to no creature, and no creature has line of sight or line of effect to you.
Cannot pick up or manipulate physical objects.
When you drop to 0 hit points or fewer your ghostly form dissolves into ectoplasm. You are removed from play. At the end of a short rest you can spend a healing surge to reappear with the appropriate amount of hit points. Otherwise, at the end of each hour make a saving throw. If you succeed, you reappear with your full normal hit points. When you reappear it is in the same space you vacated, or the nearest unoccupied square.
+5 power bonus to the next damage roll you make with a melee weapon attack before the end of your next turn when you use Second Wind.
A spellscarred creature knows when an area of Spellplague, or a plaguechanged or spellscarred creature, is within' 5 squares of him.
-2 penalty to all defenses and saving throws against the Spellplague, plaguechanged and spellscarred creatures.
Feeling the affects of the daze John smiles "Give me all you have." John summons the earth to his blade and strikes.
Jared takes up a position behind John, leans out slightly and flicks his rod up as he summons the power of the gloom. Shadows undulate down the corridor and start sweeping around the Darkmantles.
Attack using Echoing Dirge - attacking DM 5 and 2.
Attack vs DM5:
Dice Roll: 1d20+6
d20 Results: 20 (Total = 26)
Attack vs DM2:
Dice Roll: 1d20+6
d20 Results: 10 (Total = 16)
Damage:
Dice Roll: 1d8+5
d8 Results: 8 (Total = 13)
Flea
Sep 18 '12 10:13pm
The perfection of Jared's spell has opened a secret chamber woven into the vast, arcane vortex that is all magic. The opening resembles a long drawer surrounded by nothingness. The drawer holds a stock of similar armaments, as if from a set. Jared glimpses a robe, white gloves and a hemp belt. It looks as if there was a spot for something else there as well, but it seems to be missing. He has time to reach in and grab one of the three items before the drawer slides closed with the rift. Looking around, it doesn't seem like anyone else can see this strange rift. He then remembers John describing something similar happening before, but these items don't appear to be etched with runes like his pauldrons were.
The darkmantles he and John hit have all vanished, freeing up their end of the hallway.
Jared scored a critical hit on DM 5. The results are included here in the above text.
Jared has used up the Critical Hit for the heroes for this battle.
Also, John had entered his damage on Darkmantle 6 instead of 5, so I fixed that.
Styg hadn't entered his information on the tracker for Darkmantle 6, so I took care of that as well. Series0, if you would, please include your statistic bonus in with your roll. I almost missed the "4" when I entered damage this time. You can explain any bonuses after the roll if there is need to, but it makes it easier to read if it is all included.
Currently only DM 1 & DM 4 are visible, the rest have used their darkjump. We have Guan, Richard and Turag left to go for this round. And DM 4 does not have the total defense bonus yet, that gets added in next round (basically his Critical Fumble declared his action for the next round), but he does have the +4 to fear attacks made against him until his next turn (and don't forget, you guys all have 2 action points right now). So if you use Fear effects (like Jared does), they are the best person to go after DM 4 this turn.)
Wdwyer
Sep 18 '12 10:55pm
Move DD 63 Attack DM 4
At will power
Vicious Longsword +1: +9 vs Fortitude, +4 damage.
Melee weapon Target: One Creature
You deliver a smashing blow to a foe that gets its attention more than harms it, encouraging an ally to hit the enemy where it hurts.
Attack: Strength vs. Fortitude
Hit: Str Mod (+4) damage. Choose an ally adjacent to you or to the target. The ally gains a power bonus to the next attack roll and damage roll that he or she makes against the target before the end of his or her next turn. The power bonus equals your power bonus Ch (+2)