John staggers to the wizard, "You... are... not... getting... away..." John hisses to himself. John swings his sword at the wizard leaving a icy blue steak with the death aura through the air. Air is all he manages to connect with, however.
Her friend's dying moans, the intense heat burning and scarring her unprotected skin, the monsters all around. None of it matters. Allyria can do nothing but reach for the pitcher that Jared grabbed. For reasons she can't even begin to comprehend, her own survival instinct is of no consequence next to her desire to drink the damnable liquid. She finally manages to shake off the effects of the krenshar's initial attack.
ZhuGuan blinks trying in vain to clear the afterimages of the showering color show from his eyes. It's that runt behind the wall. That one that tried to break those wonderful pitchers! The half-elf gave a wary eye to some of the listless party members. The giant elf ran up beside the makeshift rock wall and stabbed at the scurrying creature behind it. His glaive crashes down on the top of the rock wall without hitting the kobold that is now mostly in his view.
Jared finds himself in a bit of a mess. The flaming ball next to him burns him on the outside while the boiling hot wine burns his guts. He can barely stand, and he has two opponents looking down upon him. He looks over and see Vicky asleep on the floor. Her eyes are starting to flutter open, but she is in no shape to help herself let alone him. He then looks back at Allyria again. He realises that he just handed her a pitcher that has helped in nearly killing him.
"Don't drink..." Jared pleads, but he recalls how the temptation felt.
He knows she won't listen, and destroying the pitcher will only delay the inevitable. What's worse is that he knows he can't stay here, standing so close to the fire and two enemies. He knows that he has to get away, but that is going to be tricky. Jared unleashes an attack against both the krenshar and the kobold slink. The slink easily avoids the psychic assault, but the krenshar staggers backwards from the force of the attack. Jared knows he can't stand by this fire any longer. He scans the room for Guan and finds the tall half-elf in the north part of the chamber. He looks down at Vicky and over at Allyria. He can't stay here anymore. He won't survive another hit unless he can catch his breath and heal. He moves as quickly as he can towards ZhuGuan.
The krenshar, perhaps intrigued by his fleeing meal, rushes forward around some of the bunk beds to try and catch up to Jared. It pays no attention to its own burning guts. The skin and muscle peel back off the krenshar's skull sending something akin to chills down Jared's spine. It then charges right at Jared, ignoring the half-elf. He
10 damage
tears a claw right through Jared's small body spilling massive amounts of blood as the halfling collapses to the ground, dying like Jack out in the hallway.
The kobold slink left all on its own has no qualms about killing a helpless foe. It moves towards Vicky with the full intention of piercing her skull with its spear, killing the bird-woman. When he gets there he notices that she isn't as helpless as he had thought, but he decides to kill her anyway. Vicky manages to bring her hand up to her face as if that would
I'm assuming that Vicky would want to make use of the "Not In The Face!" card for this round, removing the Slink's combat advantage for his attack.
stop his weapon. It does not stop the kobold and he stabs her through the chest. Vicky slumps against the ground and blood begins to
Natural 20, 8 damage
pour out. He then turns his attention to Allyria, still eying the pitcher with hunger.
The kobold wizard takes
a minor for one shift, a move for the other
two cautious steps back, putting itself into a corner. It then fires off a bolt of magical force at the undead eladrin
John Clarke - Eladrin Revenant Hybrid (Warden/Swordmage)
John looks over his shoulder at Guan "Of course... You weren't worried were you." John said with a clam voice. John looks at Jared 'We need more people...' John Takes out a potion and force feeds it to Jared. When Jared's eyes flutter open John grabs his clothes and bends down. "Do me a favor... GET UP!! Swear to me that you'll stand up! John grins as he moves closer to the wizard making sure the wizard won't escape next time.
Guan Yu is effective in combating the unjust and destroying evil... usually. At this moment, he looks as though he has picked up his weapon for the first time, and his teammates have noticed.
Quote:
Originally Posted by eastc
Two actions to drink a potion? That normal? My group usually draw&drink is one action. My RL group might be doing that differently tho.
Yes drawing and drinking (or administering) takes two actions. Page 244 of the Rules Compendium: Minor action to drink; Requirement: Must have potion in hand. It would take a second minor action to recover the potion from where it was stowed. To administer the potion it is a standard with the same requirement.
And really? A Natural 1? Aren't you guys facing enough problems right now? This Critical Fumble has a chance for a Reversal. So I need Guan to make a Wisdom Check.
Allyria and Jared need to hold their actions until the Fumble is resolved.
Wis Chek
I'm not entirely sure what you're talking about. I don't see us having any problems! -_-
Although, since I'm only using a d8 instead of a d20 I predict not good things!
ZhuGuan Yu, Half-Elf Slayer (Dune Trader Theme) Init +3 HP tracker/34 Bloodied 17 Healing Surge 8 (tracker used /10) AC 19 Fort 17 Reflex 14 Will 16 Speed 5 Str 16 (+3) Con 13 (+1) Dex 15 (+2) Int 12 (+1) Wis 15 (+2) Cha 8 (-1)
Far Hearing
At-Will * Minor
Personal
Keyword: Psionic
Choose one square that you can see that is within' 10 squares of you. Until the end of your next turn, you can hear as though you occupied that square.
Mobile Blade The force of your weapon attack lets you spring away from your foe.
At-Will * Martial, Stance
Minor Action Personal
Effect: You assume the mobile blade stance. Until the stance ends, whenever you hit an enemy with a basic attack using a weapon, you can move a number of squares up to your Dexterity modifier as a free action.
Slick Negotiator You've spent a lot of time not speaking and dreamed about what you would say in every circumstance and now you get to talk all you want.
Encounter * Free Action
Close Burst 5 Target: triggering creature
Keyword: Martial Trigger: You or an ally in burst makes a Bluff, Diplomacy, Intimidate, or Streetwise check and dislike the result. Effect: If you are the target, gain +3 power bonus to the skill check result. If an ally is the target, the ally can reroll the skill check using either result. Prereq: Dune Trader (theme)
Quick Formation
Encounter * Standard Action
Melee or Ranged Weapon Target: One Creature
Keywords: Martial, Weapon Attack: Primary Ability vs. AC Hit: 1[w] + ability modifier damage, and either you shift 4 squares or each ally within 5 squares of you can shift 2 squares as a free action.
Power Strike By pushing yourself beyond your normal limits, you unleash your full wrath against a foe.
Encounter * Martial, Weapon
No Action Special
Trigger: You hit an enemy with a melee basic attack using a weapon. Target: The enemy you hit Effect: The target takes extra damage from the triggering attack.
Level 01: 1[W] extra damage
Level 17: 2[W] extra damage.
Level 27: 3[W] extra damage.
The Raven Queen's Shroud Power (Encounter): Minor Action. Choose a target within 10 squares of you. That target gains the mark of the Raven Queen until the end of the encounter. On your turn, you can reroll the result of one damage die against that target. This reroll does not alter the damage for other targets hit by an area or close attack.
Power (Daily * Teleportation): Minor Action. You teleport adjacent to the target that bears the mark of the Raven Queen.
Unraveling Dart Gray, smoky darts leap from your fingertips to strike at your foes where they are weakest.
Encounter * Arcane, Implement, Nethermancy, Shadow
Standard Action Ranged 10
Target: One or two creatures Attack: Intelligence vs. Fortitude Hit: 1d4 + Intelligence modifier damage. If the target has vulnerability to any damage types, the damage is of those types. If the target has no vulnerabilities, you gain a power bonus to the damage roll equal to your Wisdom modifier.
Level 21: 2d4 + Intelligence modifier 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.
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Weapon: Crossbow
Enhancement Bonus: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Properties:
This weapon requires no ammunition and cannot use ammunition.
Malfunction: When you roll a 1 on an attack roll with this weapon, you instead attack a random target (including yourself) within 5 squares of you. You are not subject to further Fumble rolls when using this weapon.
Attack Power (Radiant) At-Will (Standard Action)
Attack: Ranged 20 (one creature); weapon’s level + 3 vs. Reflex
Hit: 2d8 Radiant damage.
Level 15 or 20: 3d8 fire damage.
Level 25 or 30: 4d8 fire damage.
Demonskin Tattoo Property: When you spend an action point to take an extra action, choose acid, cold, fire, lightning, or thunder. You gain resist 5 to the chosen damage type until the end of the encounter.
Vanguard Glaive+1 Critical: +1d8 damage Property: Deal +1d8 damage on any successful charge. Power (Daily): Minor Action. Use this power when you make a charge attack. If you hit with your charge attack, all allies within 10 squares of you gain a +1 bonus to attack rolls and gain your Charisma bonus as a bonus to damage rolls until the start of your next turn.
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.
Undead Slayer +2 Bonus
After you kill at least two enemies with the undead keyword during an encounter, use this card to spend a healing surge and regain hit points equal to your healing surge value +1d8. This use does not use your second wind for the encounter.