Allyria screams as the rats start.... well not really attacking her, but something far more disgusting. This dungeon is getting worse and worse. Reacting more on instinct than plan, she disappears from the room, reappearing like Nightcrawler but without the brimstone in the previous room.
"Wait till Jared and... Fu Man Chu get in here and then close the doors. There's really gross leg-humping rats in there."
"It's just some rats. Besides, they seem to like you,"ZhuGuan jokes. Before retreating back to the echo room he risks trying to cull some of the rats . A single black feather, unseen by him, falls beside him as he strikes at the swarm.
'My friends are getting eaten by rats?' Vicky's mind races as she turns towards the other room, only to have Allyria suddenly appear in front of her.
"What's happening?" she asks, obviously stressed out. The thought that another one of her few friends here might disappear soon frightens her.
"Rats?" Jack readies himself for more combat. Rats? Man, this is, like, level 1 stuff for every RPG ever.
Wait he said... Rat!! John realized that the others kept going when Snap-On appeared. What's the worst rats can do?? John weakly swings but misses the entirety of the swarm before him.
Seeing that John storms into the room, Vicky decides to follow him. She moves past Allyria and spots the swarm. 'A swarm of fiendish rats,' she thinks to herself, 'Why does it surprise me that I know so much about them?'
ZhuGuan watches as people run by him to engage the swarm in the other room and smiles. "That's my kinda party," he grins at his own pun.
Positioning herself next to John, Vicky recalls information she seems to have memorized in some other life. "These things are resistant to Cold, Fire and single-target attacks. Anything that hits an area is good," she calls out to the others. She has little choice but ignore her own advice as she strikes at the swarm, having little access to those kinds of attacks herself. As she strikes, she tries to send a spirit of life towards John. She fares no better than John did with her own attack, placing herself in a position of risk.
With a yelp Jared draws his rod and sends a stream of shadows in the direction of the rats. The stream of shadows seem to darken further and sweep around the rats causing them to recoil in terror. Jared begins trying to hide himself in the shadows, away from the rats so that he can attack from a distance. The rats are not deterred by this, and they charge past John, not interested in eating the strange dead thing. As the swarm passes, John swings his sword. His blade
bloody rat parts flying everywhere. As his weapon swishes through the creatures it seems to cut a slice out of the air behind it.
His heroic deeds have been rewarded by access to an ancient store of weaponry. He sees inside the strange rift a suit of plate armor, a triple flail, a set of pauldrons, a pair of boots, and a set of gauntlets. Each item in the cache is etched with runes. John tries to make sense of what he is seeing, trying to determine what he should do. He sees the rip already starting to fade and knows he only has time to grab 1 thing. With no knowledge of what he is seeing, and no time to really ask the others for advice he reaches in and grabs the Pauldrons. The others see his arm momentarily vanish only to emerge with the strange arm guards in hand.
John looks down at the blood-covered rats still swarming towards Vicky and Jared. The creatures are dwindling in numbers fast, but they are still determined to make a meal out of at least one of the adventurers (or perhaps a mate out of Allyria...). They begin
7 damage
biting and chewing at Vicky, apparently wanting fowl for dinner.
The shadows could not have been hiding him as well as he thought, or the rats got lucky, for they swarmed over Jared biting and scratching.
"Aghhhh! You little...!"
Jared sets the shadows swirling and again sends them towards the rodents, but the pain of his wounds though slight is off putting enough, and the movement in the shadows fades to nothing.
John Clarke - Eladrin Revenant Hybrid (Warden/Swordmage)
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 rats swarm over him John stomach turns, he looks at his newly acquired pauldrons 'What just happened... I wonder what other power I can do.' Confused he concentrated on the fight feeling the teeth of the rats he started to feel week from them John activated his armor. "Why don't you chew on each other for awhile."
"Then, my giant halfling friend, your head would hurt and your ears would ring." The half-elf recovers his balance from his unsuccessful attempt at an improvised attack.