Mike says as he gets up to his feet"The floor is slippery here... CAUSE I BROKE THIS FAT RAT! Oh you want some to BRO?" as he directs his words to the new rat, he unleashes another round of fist.
"Dont fall down again..."as Mike thinks to himself while proceeding to attack his new oppenent.
ZhuGuan watches The Situation push past him, execute a flurry of hollywood like martial arts then slip and fall over. Oh yes, now we have a situation on our hands.
"Get away from me, you creepy sky squids!" Allyria shouts as she stands up. As she does, her body crackles with more arcane energy, and a flash of light appears around her, engulfing the two darkmantles. The first of the creatures is hit by it, and sent flying backwards in the room, away from her and John. The other one one is completely missed by the attack.
Jared looks about him for a moment until he realizes what has happened. "I meant to do that!" He looks dubiously at the red swirling energy below his feet, pauses a moment and then shrugs. He sets off for the door at a jog, shadows swirl up to meet him as he summons his magic for another attack. When Jared steps into the doorway and blasts the darkmantle it is knocked backwards and immediately vanishes again.
Trying to shake of the effects of the shriek, Malklyr launches another globe of acid, this time at the other rat. His globe hits and the rat shrieks in terror from the burning sensation that is eating away at it's fur and skin, but it isn't deterred from its task yet.
Holding his ears to the sound of the shriek made by the darkmantle, John swings his blade with the rat's death aura enhancing the power of his attack. His psychic attack meshes with the necrotic energies he reaped from the death of the first rat and the combination slams into the darkmantle at the other end of the room. The floating creature is knocked out of the air and drops to the ground in a heap. Finally one of the two darkmantles is dead.
"Fear the dark" John says with a hiss. Still standing next to the portal for so long, John feels himself being pulled. The portal yanks John inside and he vanishes from sight. The others completely lose their light source. A few seconds later John materializes again. He expects to see Jared, but that is not the case. An unpleasant odor hits him as soon as he takes a breath. The smell, combined with the trash-covered floor make it clear that the swarm of rats that they fought earlier had certainly stayed in this room for a while. There is only one door leading from this room. It is open and it exits to the east.
Standing in the darkness, the heroes in the hallway notice a light turn on suddenly in the room on the left side of the hallway at the far end. It isn't enough to illuminate the hallway at all. The light source is too obscured. They are stuck fighting in the dark for the moment.
The half-elf swings at the remaining rat trying to keep it distracted from Mike. "C'mon Hollywood. On your feet now." From the distance, he cuts into the rat that Malklyr had hit with acid. It still stands.
"The floor is slippery here... CAUSE I BROKE THIS FAT RAT!" Mike says as he gets up to his feet. "Oh you want some to BRO?" as he directs his words to the new rat, he unleashes another round of fists.
"Dont fall down again..."as Mike thinks to himself while proceeding to attack his new opponent. Both fists strike the rat, and he doesn't look too good, but he still stands and he hasn't backed down yet.
How can they see that rat well enough to hit it... Vicky thinks to herself. I can't see anything, except that light... Vicky then looks around her in the dark, unsure of who is where. "Does anyone know what that light is down there? More enemies?"
Vicky puts a hand on one of her javelins as she tries to decide what to do, If I throw this blindly I might hit Guan or Mike by mistake. We need more light.
Vicky begins to rummage blindly through her pack feeling for what she needs. As she pulls out and
minor to retrieve, minor to ignite it.
ignites her sunrod she makes a mental note that she only has one sunrod left. She knows that their supplies are going to run out faster than they care to let them. She blinks her eyes rapidly as they adjust to having light again. Vicky stands there at the ready with her longsword in hand. If anything gets close enough, she'll put her sword into it.
Vicky's light suddenly becomes extremely dim. The darkmantle must be back again. Jared soon learns where it is when he gets whacked in the back of his head with a thick ropey tentacle. The hit is hard enough to spilt the skin on the back of his head and blood begins flowing freely from the wound.
The Situation gets bit again by the rat. The pain of the bite and the injuries that Mike has already sustained causes him to collapse onto the ground. The rat moves forward, walking over The Situation's bleeding body to get closer to Guan Yu.
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 looks around at the room then cover his nose 'Why am I always in a stinky room.' John moves to the door and sees the others and the "The Situation" on the floor covered in blood. 'I knew it. John shakes his head and charges the rat.