"That worked well!" ZhuGuan yells, bringing his arms up to cover against the engulfing flames, flames from the trap pulled into the green scales in his armor, protecting him.
John jumps back as the explosion tears through his body. With a hiss, he pulls out his sword and enters the room. Seeing the two lizards, he concentrates on his sword and fires a beam out of it. His attack slams into the lizardfolk hunter, knocking him back a step or two. The power of the attack causes the hunter to lose track of John... at least for a moment.
ZhuGuan lets our a roar and, after ducking through the doorway charges at the lizardmen. He pauses, briefly, when he reaches halfway into the room, "Where's Longtail?!" He shouts at the lizardmen.
The two lizardmen briefly look at each other quizzically. "You tell us! Or better yet, I'll rip the answers from your corpse" the mystic shouts back.
Guan looks around the room, trying to take in any hidden foes, or other nastiness. Just above the doorway, lounging on the ledge there, he spots a bright green
snake. It looks like it is uneasy with the people passing under the door, and it might be preparing to strike.
The hell is that doing here... ZhuGuan thinks as he spies the snake. Guan picks up his pace again and charges towards the lizard who has been less than friendly. He slams his magic halberd into the creature and then steps back, moving further out of range.
Jared sighs as the two fighting types rush into the room. "I'm guessing we're not trying diplomacy..."
"My thoughts exactly," Vicky mutters back to him and coughs. She sounds more than a bit annoyed. 'Note to self: I'm not as sturdy as I used to be. Need to keep a low profile.'
She affords herself a moment to shake off the dizziness caused by the trap. Allowing ZhuGuan to grab the spotlight, she tries to use the diversion to move unseen into the room, taking refugee around a corner. While resting, Vicky also notes the location of the green snake above the doorway.
"Look out! There's a snake over the doorway. I don't think it's hostile... yet." shout out the half-elf.
Allyria moves into the room and draws out the Winds of Change. She takes up a position next to both John and the hidden Vicky as she tries to gain some for of cover from the wall. She summons up her chaos energy and forms it into a bolt just in front of the Winds of Change. She launches the magical ball of energy into the hunter. The bolt strikes him hard in the chest and it sounds like bones have cracked. He immediately starts coughing up blood.
Jared and Turag both remain outside. Neither one ready to advance just yet. "I'll guard the hallway." says Turag to encourage Jared to head inside.
Some of the visible wounds on the hunter seem to be closing up some. Not ready to give up, the hunter lowers his spear and charges right at Guan. He
8 damage
jams the tip hard into Guan's stomach, piercing it. Blood begins to flow freely from the wound, much to the delight of the lizard-man.
"Y'liss! Now!" calls out the Greenscale mystic.
With the words spoken, the Jadefabg Viper slithers down from the archway above the door, and makes his way into the hall towards the other voices. The Viper
15 damage + Ongoing 5 Poison Damage (save ends)
sinks it's teeth deep into Jared and begins pumping the halfling full of venom. The snake doesn't retract it's fangs as normal, instead it continues to pump it's poison into Jared as it wraps its body around his.
The marsh mystic begins making some strange gestures, and soon the area between John and Guan begins to fill up with slimy water. Under their feet the ground is literally becoming like swamplands. It engulfs Allyria and Guan as well as John. Reeds , moss and mud quickly crawl up the legs and arms of the three,
Immobilized (Save Ends)
grabbing them and holding them in place. Vicky is only barely spared as she seems to be just on the edge of the swampy spell - but it has still put some difficult terrain between her and her targets.
The mystic then moves over and takes up some cover himself.
John Clarke - Eladrin Revenant Hybrid (Warden/Swordmage)
John looks behind him as he hears movement to see that the snake is near him and smirks. "You know Jared if you wanted me to take care of the snake you could of just said so." As he starts to draw the power of stone in his blade.
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 quickly turns to see Jared being strangled and poisoned to death. Her muscle reflexes act before she can think. She lashes out a thin streak of shadow at the snake, attempting to pull it away from Jared. The attack misses its target by a few inches. 'No, not going to let Jared die,' she resolves, and forces the shadowy chain to bend, catching the viper's tail. With a fairly soft yank, she pulls the poisonous fangs away from Jared's skin.
Free: Assassin's Shroud on the snake.
Standard:
Executioner's Noose
At-Will ✦ Force, Implement, Shadow
Standard Action
Ranged 5
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 1d6 + Dexterity modifier force damage, and you pull the target 2 squares. The target is slowed until the end of your next turn.
Heroic Effort
Heroic Effort
Encounter * no action
Personal
Trigger: You miss an attack or fail a saving throw.
Effect: You gain +4 to the roll.
Heroic Effort, turning it into a hit. Pull the target to BG126, and it is slowed until the end of Vicky's next turn.
I assume the snake can see me now, but I'd still like to hide from the mystic. I got a spare move action, if it helps.
If I understand correctly: John did not move because he was immobilized, but he did break free with the save. So he still has both actions available.
Jared had to slide the snake to an adjacent ally (read description on Rod of Reversal), so he couldn't slide the snake to BF125. He could, however, slide him to BF126, adjacent to John.
Bottom line, John can mark and take his attack action against the snake now.
Vicky is just about to lash out at the viper to save Jared, but it suddenly seems that the situation is under control. Though she can't see him, she heard ZhuGuan get hurt earlier. Rushing to his side, she tries her best to get him loose from the sticky floor. "I will not be happy if you get yourself killed here," she scolds him silently.
Move: Run to BB127. If I understand correctly, she is not hit by the attack, but still suffers the difficult ground.
Standard:
Grant a save: Dice Roll: 1d20+8s15
d20 Results: 23 (Total Successes = 1)
As soon as she has the mystic in sight, she will cast another Assassin's Shroud on him. Since it's a free action, I'm fairly certain I can do it out of turn.
Not sure how familiar you are w/ assassins. I played one extensively for a while. As a hybrid you only get 2 (not 4 like the mouseover suggests). Also, like marks, when you use it on a new target the old ones fade.
Jared can feel the poison burning through, but just as the panic in him is starting to rise he raises his rod and touches it to the snake. There is a burst of energy and the serpent flies from him landing at Johns feet.
The halfling manages to stagger into the room and raise his rod again, sending his own stream of shadows at the serpent.
Use Rod of Wrathful Dismissal and push snake to BF125. Then move to BE129 activating Shaadow Walk and attack snake with Shadow Claws:
attack:
Dice Roll: 1d20+5
d20 Results: 19 (Total = 24)
damage
Dice Roll: 1d10+5
d10 Results: 7 (Total = 12)
If hit and serpent move then suffers 5 damage.
Poison save:
Dice Roll: 1d20
d20 Results: 6
Poison save 2:
Dice Roll: 1d20
d20 Results: 12
Jared Lees, Halfling Gloom Pact Binder (Warlock) Init +4 HP 31/31 Bloodied 15 Healing Surge 7 (0 used /8) AC 17 Fort 14 Reflex 16 Will 17 Speed 6 Str 14 (+2) Con 14 (+2) Dex 17 (+3) Int 14 (+2) Wis 12 (+1) Cha 19 (+4)
Echoing Dirge
Shadows swirl around your foes, drawing forth dark memories that cause them to recoil in fear.
At-Will ♦ Arcane, Fear, Implement, Psychic, Shadow
Standard Action Close blast 5
Target: One or two creatures in the blast
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage, and you push the target up to 2 squares.
Level 21: 2d10 + Charisma modifier psychic damage.
Web of Shadows
Strands of darkness shroud the battlefield around your foes, forming a dense web of black tendrils that can hold any creature fast.
Daily ♦ Arcane, Implement, Necrotic, Shadow, Zone
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier necrotic damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed (save ends).
Effect: The burst creates a zone that lasts until the end of the encounter. Any creature that willingly enters the zone is immobilized until the end of its next turn.
[color=gray]The Robe of Hyperius Holdstrym[/b]
(Daily) Trigger: You are hit by a critical attack.
Effect: The next time you make an attack on the target that hit you, treat your attack as an automatic natural critical attack (You may gain the extra critical benefit for your side if it hasn't been used yet).
Rod of Wrathful Dismissal +1
This rod’s power lets you move a foe into a position where your allies can deal with it.
Price: 840 gp
Implement (Rod)
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 damage
Power (Daily): Immediate Reaction. Trigger: An enemy hits you. Effect: You slide the triggering enemy 3 squares to a space that must be adjacent to one of your allies.
Surprise Bullet +1
This winking bullet blinks in and out, so your target can’t see it coming.
Price: 30 gp
Ammunition
Enhancement: +1 attack rolls and damage rolls
Property: When you attack an enemy using this ammunition, that enemy grants combat advantage to you for that attack.
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.
Stonemeal Biscuit
This coarse dwarven fare tastes foul but keeps you going throughout the day.
Price: 30 gp
Other Consumable
Property: A single stonemeal biscuit weighs one-tenth of a pound and has the nutritional value of a full day’s worth of food.
Power (Consumable • Healing): Standard Action. You eat the stonemeal biscuit. You gain a +1 power bonus on Endurance checks for 12 hours. In addition, you regain an extra 1 hit point the next time you spend a healing surge this day.
Antivenom
This thick tonic can help counter the effects of most poisons.
Price: 20 gp
Alchemical Item
Power (Consumable): Minor Action. Gain a +2 bonus to saving throws against poisons from a source of 10th level or lower. This effect lasts until the end of the encounter or for the next 5 minutes.
The Campaign Cartographer
Lvl 6 Rare This item is made of stone with a flat crystal section on the front. This crystal section can display a map of the area that you are currently in.
Property: Can only be used by 1 person at a time. That person must willingly give up control of the item, or die for another user to take it. Property: +2 Item bonus to Perception to search for Secret Doors while held and activated. Power (Daily):Room To Room: Move and Minor Action. Range: Close Burst 10 Target: One Creature or All Creatures in Burst. Effect: All targets teleport to the selected room.
Instinctive Reaction
Use this card when you're hit by an attack that does ongoing damage. As an immediate reaction, make a saving throw against the ongoing damage.
Jared will still be grabbed by the snake for his first action. That action will happen before all others in this round (since it technically happens at the end of round 1). He will be free of the snake for his second action though, thanks to Vicky (unless he does something to get away on his first turn).
As for the Assassin's Shroud, eastc is correct. You can only target one creature at a time (but can target that one multiple times). Using the power on a second creature erases the shroud's on the previous target.