Vicky, seeing the others wounded badly, tries to call up the help of the spirits. It takes her a few moments to remember why they aren't responding to her plea. Failing that, she tries to finish off one of the wounded ones, so they at least have fewer to fight.
Justin, yeah, doors are hard to see on this map sometimes. The one right behind Richard is behind a wall, and then there's one hiding. The two next to Guan are in a doorway, so once you move up, seeing them won't be a problem (unless 2 gets hit, since it's teleport is recharged). Then there is a door right in front of Styg, so the two on him are visible.
Styg won't be able to shift for two reasons. The first being because he's grabbed (twice), the second being because you can't shift on difficult terrain (unless you have a power that lets you. So he'll be able to make his attack, but not move.
I'll update Richard's health on the tracker, but that is something you can do yourself. The tracker is set up so that you guys can enter your own values to see if you hit or not, and adjust hit points. If parts of it are confusing or hard to understand (for any of you) just ask in the OOC thread and someone will help you.
I think we just need to hear from Turag, Guan, and then an update from Jared for this round.
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.
Jared's attack knocked back one of the darkmantles away from Styg. Richard tries to help Styg, but misses with his attack. Styg and Guan are inspired by Richard's attack, and make a couple of quick attacks of their own. Styg, despite being grabbed by one last darkmantle manages to strike the creature. His strike slides the darkmantle off of him and into the
he couldn't slide it anywhere else due to the doorway and allies.
corner near Guan. Guan, now surrounded by three of the aberrations, backs up a step and swings at the same creature Vicky just assaulted. The stress of the battle has caused ZhuGuan Yu to start sweating profusely.
As he swings he loses the grip on his weapon and it flies to the north. Styg manages to duck out of the way of the errant weapon as it clatters to the
It landed in square CZ62.
ground right in front of the darkmantle Jared had moved. Sweat pours into Guan's eyes as he realizes that he has no weapon any longer. The sweat is pouring so badly that he can't see a thing. Worse than that, with the sweat has come a terrible odor that just ripples off him in waves. John is close enough to notice the terrible B.O. which is actually making the revenant nauseous.
Guan has used up the Critical Fumble for the heroes of this combat.
Since Guan scored a Natural 1 on that free attack, his turn is over.
Guan is Blinded until the end of his next turn, and currently unarmed. However, grabs made against Guan until the end of the encounter are -4 because he is slippery. Guan also has the following Power until the end of the Encounter:
Aura of B.O. : 1 Until the end of the encounter, any creature that begins or ends it's turn adjacent to you takes a -2 penalty to hit due to extreme body odor. (This does stack with the -2 dim light/concealment penalty)
Turag is the only one we need a response from now.
Because of the many changes I have included a new map.