Jared is almost to the corner when Richard calls his attention in hushed tones. The wielder of the gloom stops whistling for a moment and turns around. He hears Richard telling him to come back... something about finding a secrets passage or something. It is hard to hear clearly from this distance. He sees Vicky approach Richard and start looking at the wall. Vicky easily determines that the secret door is not trapped.
Jared feels the puff of wind on his neck and realizes that he didn't stop whistling soon enough. The light around the halfling grows dim; something is causing his everburning torch to weaken. Apparently the racket he made attracted some attention. ZhuGuan, Vicky and Richard see it before Jared can. The floating tentacled
creature is flying just above Jared's head. A shadowy field surrounds it, causing the lights to dim all the way to the corner, just in front of Guan. Not even his light pendant can breach the dim lighting.
Then they see two more of the fiendish darkmantles coming around the corner. Jared looks up at the creature and it slams into the halfling, latching onto his face and
5 Damage, Grabbed and Blinded (escape ends)
biting. Another zips forward and latches onto Guan the
9 Damage, Grabbed and Blinded (escape ends)
same way. The darkness travels with the darkmantle. The third one flies towards Richard and Vicky, the darkness continues to grow as they approach. Only Turag remains outside of the dim light.
Then three more fly from around the hallway begging the question: How many are coming? These last three find their targets. As one of them approaches the already sight-hindered John; Turag is swallowed by the dim light as well. Another moves towards Vicky and Richard. The last one to come from around the hallway (at least for now), decides not to venture down the hallway, and instead starts whipping at Jared even though he already has a darkmantle attached to him. It
A spark of energy surges from Guan to his weapon as he charges forth. His halberd vibrates in his hands, as if ready to reverberate his heroic vigor into his foes. His weapon becomes hot with static fury. It's edges blur and hum as he wields it. As ZhuGuan Yu strikes the Darkmantle, it activates it's darkjump and vanishes from sight, leaving Jared free from the grabby tentacles.
The Heroic Critical Hit Effect has been used up by ZhuGuan.
Until the end of the encounter, his weapon's reach is +1 and all damage dealt by it is lightning damage. Hits add 5 Ongoing Lightning Damage (Save Ends). This is not considered an arcane attack.
Darkmantle 3 is no longer visible by normal means. It's location is not know to anyone.
Richard L.Heart, Human Warlord Init +3 HP 28/28 Bloodied 14 Healing Surge 7 (0 used /7) AC 19 Fort 18 Reflex 16 Will 16 Speed 6 Str 18 (+4) Con 11 (0) Dex 10 (0) Int 14 (+2) Wis 10 (0) Cha 14 (+2)
Direct The Strike (at-will)
Ranged 5 Target: One ally Keyword: Martial
You direct an ally to attack as an enemy lowers its guarrd.
Effect: The target makes a basic attack as a free action against an enmey of your choice that you can see and is within 10 squares of you
Furious Smash (at-will)
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)
Inspiring Word - Warlord Feature
Can be used twice per encounter, but only once per round.
Minor action/ Close burst 5/Target-you or ally in burst.
Target can spend a healing surge an gain extra 1d6 HP.
Tactical presence - Warlord Feature
When an ally you can see spends an action point to make an extra attack, the ally gains a bonus to the attack roll: 1/2 int mod (+1)
Your strike leaves the opponent swaying so that a feather’s touch can cause it to move from its position.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. The next time an ally hits the target before the end of your next turn, that ally can slide the target 2 squares, shift 2 squares, or deal 4 extra damage to the target.
Lead By Example (Daily)
Vicious Longsword +1: +9 vs. AC, 2d8+5 damage
Target: One Creature
You step forwards to attack, showing your allies how its done-and whom to hit next.
Effect: Before the attack, you can shift 1 square.
Attack: Strength vs. AC
Hit: 2[W] + Str Mod (+4) damage, and your allies gain combat advantage against the target until the start of your next turn.
Miss: Two allies within 5 squares of you caneach shift 1 square and make a basic attack as a free action.
RPGA Card 1 - I'm Not Done Yet +1
Use this card after you've hit one target with an exploit that knocks the target prone. Instead of knocking the target prone, use this card to deal an additional 1[W] damage.
RPGA Card 2 - Bonus That'll Do +1
When you fail a skill check, use this card to treat the number rolled on the die as a natural 10; apply modifiers as normal.
Damage
Minor action - Directing Inspiration - Marks Styg
Directing Inspiration
Heroic Tier
Prerequisite: Warlord, inspiring word power
Benefit: When you use inspiring word, the target gains either a +1 bonus to attack rolls with ranged or area attacks or a +1 bonus to all defenses against ranged or area attacks. The bonus lasts until the end of your next turn.
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.
John smiles as he pulls out his sword "What were not going to talk to them first?" John then swipes at the darkmantle as he calls the power of the earth it self.
Move: From CJ56 to CI57, CH58, CI59.
Minor: Warlock's Curse on Darkmantle4
Free Action: Dread Smite (along with Eldritch Strike)
Standard: Eldritch Strike with Battle Axe on Darkmantle4 vs AC
Dice Roll: 1d20+7z
d20 Results: 18 (Total = 25)
(25) Dread Smite:
... On Hit or Miss: Damage: 6 cold and necrotic
... On Hit: Damage: ongoing 5 cold and necrotic (save ends)
Eldritch Strike:
... on Hit: Damage: Weapon -
(6) + Statistic - 4
... on Hit: Slide Darkmantle4 from CI50 to CJ60
Unable to find any characters in game 9225
Ready for a fight and undeterred by his own newly native element - darkness - Styg moves to protect Vicky and lend aid to Richard. When he sees the odd flying flapping leathery creatures he is so sicked he unleashes a bit of dread along with his eldritch strike against the foul thing flying closest to himself. If it survives the onslaught his eldritch forces slide it to where it can be more easily surrounded. He utters, "Huzzah! What manner of beast is this?"
Richard sees Styg coming to assit, "Lets destroy these foul creatures," he shouts.
Directing Inspiration
Heroic Tier
Prerequisite: Warlord, inspiring word power
Benefit: When you use inspiring word, the target gains either a +1 bonus to attack rolls with ranged or area attacks or a +1 bonus to all defenses against ranged or area attacks. The bonus lasts until the end of your next turn.
Richard cuts into his target and it vanishes from his sight. John too cuts into his target and it teleports to safety, out of sight. Styg moves around the corner and slices into the other tentacled monster as it threatens Richard, and though he hits, it didn't seem as though his attack was as effective as it should have been. It too blinks out of sight, so it is hard to tell how effective it truly was.
As some of the creatures vanish, some of the heroes find themselves back in normal light.
Richard's 22 Arcana check gets him all the information in the Fiend Folio for the Fiendish Darkmantle.
Richard's Directing Inspiration feat is only useable when Richard uses his Inspiring Word to heal someone. Otherwise it has no real function.
The only two darkmantles that are still visible are #2 and #5. The others are invisible and unseen. Turag and Vicky are no longer in dim light. Everyone else is though.
Jared waves his arms around as the darkmantle settles on him. "Mmmfmff MFff!"
As it flees from Guan's attack, the halfling spits on the floor. "Yuck! I've just been snogged by a giant bat-thing!"
With a flick of his wrist, Jared send a stream of shadow from him towards a dark mantle. The shadow forms into a giant hound at the last moment, and emits a haunting howl as it leaps towards the flying beast...