ZhuGuan shrugs off the darkmantle's screech, the half-elf was learning to adapt to the ear piercing screech. This time at least. His look on the faces of his nearby companions told a very different story and he watched them struggle while waiting to regain their senses. At least they can feel fear, he thinks as he brandishes his weapon against the one creature cowering before him.
"Damn place has a lot of these things, I wonder if they're good eating." ZhuGuan ponders.
Styg, dazed, can only strike out at the darkmantle. He hits it and then it ports away! Vicky springs into action at the now familiar shriek from the darkmantles. She rounds the corner just in time to see one of them get struck and disappear. She looks around, worried that one or more of them will pop up next to her. For the moment, the only one she can spot close is Turag.
"Turag, we need to get closer to the others, so we're not surrounded here alone by these creatures," she calls out to the orc. After moving as close as she dares, she unleashes a mental attack at the closest one, but doesn't manage to strike the aberration of nature.
"Vicky, back away!" ZhuGuan warns the woman as she get closer to the creatures. Their shriek only reaches so far, and Vicky is getting close enough to be affected if they get shrill again.
Feeling the effects of the daze, John smiles. "Give me all you have."
John summons the earth to his blade and strikes. Jared takes up a position behind John, leans out slightly and flicks his rod up as he summons the power of the gloom. Shadows undulate down the corridor and start sweeping around the darkmantles. The perfection of Jared's spell has opened a secret chamber woven into the vast, arcane vortex that is all magic. The opening resembles a long drawer surrounded by nothingness. The drawer holds a stock of similar armaments, as if from a set. Jared glimpses a robe, white gloves and a hemp belt. It looks as if there was a spot for something else there as well, but it seems to be missing. He has time to reach in and grab one of the three items before the drawer slides closed with the rift. Looking around, it doesn't seem like anyone else can see this strange rift. He then remembers John describing something similar happening before, but these items don't appear to be etched with runes like his pauldrons were.
The darkmantles he and John hit have all vanished, freeing up their end of the hallway. Their ability to teleport really makes it difficult to know whether or not they are killing the creatures, or even really hurting them. A frustrating species to be sure. Jared already has gloves and a belt so he makes a quick decision. Seemingly out of thin air, Jared produces a brilliant white robe. The robe is of extraordinary magnificence. There are stitchings of mythical creatures woven into it that seem to animate in the dim light.
Richard calls out to Guan "Lets take down these bloody things!"
The Warlord delivers a smashing blow to the frightened darkmantle. Had it not teleported away, Guan would have had an even bigger advantage against the hurt creature. Guan's glaive twists defensively as he selects remaining targets from the rapidly diminishing selection. ZhuGuan, left with one visible creature in his view charges the last of the creatures.
His weapon bites deeply into the darkmantle that had opened the door for the others to pass through. A thick blood sprays everywhere from the creature, and as it vanishes from his sight, ZhuGuan Yu can't help but to say, "You're not so tough!"
Turag can't believe that there are still more of these things. They seem to be endless. He had managed to screw up some courage last time, but that courage has faded quite a bit. He inches his way around the corner and lets out a big sigh of relief when he sees that there are none around. His moment of relief doesn't last though. The darkmantle that Guan just hurt flys back towards the door, and it let's out it's shriek again. Once more Guan is unaffected, but both Styg and Richard are
4 Damage, Dazed until the end of the creature's next turn
hindered by the thunderous shriek. There seems to be an additional burst of
4 damage
necrotic energy against Richard again that doesn't seem to happen to Styg.
Another one appears in the room as lights dim. It too charges for Guan, but the creature seems to be thrown off his attack by the blood gushing from the one shrieking in front of Guan. Then another darkmantle appears. It is right in front of Styg, Richard and just behind Guan. Apparently Guan charged right by the invisible bastard without even knowing it was there. It quickly
ZhuGuan watches as the frightened darkmantle appears in the room beyond. It then quickly flees towards the darkest
It went in the direction of CW52, but you have no idea where it actually stopped
corner of the room trying to hide from the heroes. The darkmantle that John had hit earlier comes up behind Richard, but the wall separating John from it, makes it impossible to notice. The sudden shriek however gives away it's position. Though Richard, Guan, Vicky and Turag are all within' the range of it's shriek, only Richard actually
ooc
feels it. The walls seem to offer some protection to the others. Again, there is another burst of
Richard and Styg have both taken a pretty bad beating so far and they aren't looking too healthy. The the last of the 6 darkmantles show up. It materializes behind Styg coming into a flanking position with the one already attacked to the shade. It latches onto Styg's back
8 Damage
biting away at the eldritch soldier. Styg is barely able to stand now as blood pours from the many wounds he is taking. Hindered by the shriek there's no way he'll be able to escape from both of the attackers that have attached to him- maybe not even one of them.
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 back at Jared "Will you stop scaring them away I want to kill something." John puts his mind in his blade and sends out a psychic blast from his blade. Aimed at the Dark mantle next to Styg.
Excise From Sight
Dice Roll: 1d20+6
d20 Results: 14 (Total = 20)
Attack vs will, On hit Styg will become invisible to Dark mantle 3
In the info block u said all the darkjumps were charged in the 2nd paragraph then said only #2 was charged in the last sentence. I'm guessing the last sentence is correct and the 2nd paragraph was an oversight from the previous turn?
Jared moves up behind John. He doesn't travel far before he seems to begin to merge with the dimness of te corridor.
"Stop moaning, and kill them if it means that much to you." Jared snarls, his voice laced with what can only be described as a darkness.
Shadows again stream out from the halfling and undulate down the corridor towards Styg.
With no target move up behind John activating shadow walk. Then use Cunning Sneak which means as he is partially concealed a stealth roll will mean he becomes Hidden (or does he need full concealment to do this?
Move to Dg61. Use circlet of arcane extension to get range then cast echoing dirge target 3 and 6.
Attack vs DM3
Dice Roll: 1d20+6
d20 Results: 2 (Total = 8) These dice were omitted, altered, or moved: 1d20+9
Original Dice: 1d20+9
You've got the darkmantle in front of Styg, the Darkmantle
the one behind Styg will actually have extra cover because of the darkmantle in front of him, so he would be a -5 penalty to attack
behind Styg, and the two darkmantles attacking Guan through the doorway.
Currently there are only two darkmantles Jared couldn't potentially attack this round, the one coming up behind Richard, and the one off hiding in the room next to Guan.
The only one that will vanish if struck this round is #2. All the others failed their recharge rolls.
So Jared may (but don't have to) reconsider your action for the round.
Richard tries to shake of the dazed feeling he has been subjected to.
Standard Action - Second Wind +7 HP
Spend 1 AP
Standard action - Lead By Example - Attack Darkmantle 3
You step forward to attack, showing your allies how it's done and whom to hit next.
Dice Roll: 2d8+5
d8 Results: 2, 5 (Total = 12)
Strength vs. AC Hit
Hit
2W + 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 can each shift 1 square and make a basic attack as a free action.
Vicious Longsword +1