Richard gains consciousness, then realizes he is not able to move his limbs. He looks down to see the Darkmantle trying to eat through his armor "GET THIS THING OFF OF ME!!" He cries out, and begins to struggle.
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.
Vicky releases her breath again, not even noticing she held it upon seeing Richard taken down. 'They're going to overwhelm us at this rate,' she realizes, causing a chill of fear to run down her spine. 'I need to dig out the big guns... if I have any.'
She maneuvers into a better position and focuses. Pulling forth as much power as she can muster, she unleashes a mental attack on a whole group of the darkmantles. Her hair stands out in all directions for a moment, caused by the feedback from her power. Unfortunately, she fails to notice that ZhuGuan is also within reach of her power.
The release of such sudden power probably triggers a lot of hormones. Vicky both feels and looks like she's a bit high where she stands, failing to suppress a grin despite the seriousness of the situation. Not to mention the stench threatening to kill her if she moves any closer.
darkmantle attacking Richard is hit by Styg before Vicky's attack can reach it. It vanishes as her power pulses in the hallway attacking even one of her own teammates in the process. She manages to hurt quite a few of them though, and even kills one of the
darkmantle 1
buggers. Luckily ZhuGuan Yu isn't affected by the blast.
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 shakes his head at the two new members "Will you two stop dieing. They're only darkmantles." The aura of death from the fallen darkmantle wraps itself around his blade urging John to strike the one in front of him. But his sight and the horrible smell coming from Guan will be a challenge.
Jared slips in behind John, leans around the revenants legs, and again sends a wave of shadow, visions of horror writhing in its depths, towards the Darkmantles.
Looks like we are down to just Turag for this round. Not sure what is going on with Phuse. I know he was having an increased workload but he hasn't been on Mythweavers since the 21st. I don't want to hold the game up too much since I don't have an explanation, So I'll likely NPC him and get a new turn up sometime tomorrow (later today).
Hopefully he'll pop in and be able to post a turn before then.
John shakes his head at the two new members, "will you two stop dieing. They're only darkmantles."
"Damn," ZhuGuan curses as sweat pours in rivulets and the loss of his weapon. "Sometimes, I hate this body."
Vicky releases her breath again, not even noticing she held it upon seeing Richard taken down. 'They're going to overwhelm us at this rate,' she realizes, causing a chill of fear to run down her spine. 'I need to dig out the big guns... if I have any.'
ZhuGuan Yu watches as Richard falls to the darkmantle's suffocation. He pulls out a jagged dagger of his own make. It's handle wrapped in rags scavenged from the dungeon and attempts to savage the wounded darkmantle in front of him. He hopes he can thin their ranks enough to help their wounded companion. He swings blindly with two quick swipes, but neither manage to strike the creature bearing down on him. He paws at his eyes, finally managing to wipe the sweat from them enough to see again. He looks at how far away his weapon landed. He might be stuck with these obsidian daggers for awhile unless he makes a big, and risky move.
Richard gains consciousness, then realizes he is not able to move his limbs. He looks down to see the Darkmantle trying to eat through his armor "GET THIS THING OFF OF ME!!" He cries out from the ground, and begins to struggle.
Styg, desperate, yells, "Maneuver for advantage, now! Every blow must be true!"
Styg strikes the Darkmantle attacking Richard with his axe, this time powering it with some divinity that causes it to form a black ice. He strikes it hard, and the divine black ice seems to hurt it more than Styg even expected with the resistances these creatures seem to have. The beast attached to Richard vanishes from sight after the attack, leaving black blood all over the front of Richard, who is still very hurt.
Vicky maneuvers into a better position and focuses. Pulling forth as much power as she can muster, she unleashes a mental attack on a whole group of the darkmantles. Her hair stands out in all directions for a moment, caused by the feedback from her power. Unfortunately, she fails to notice that ZhuGuan is also within reach of her power.
The release of such sudden power probably triggers a lot of hormones. Vicky both feels and looks like she's a bit high where she stands, failing to suppress a grin despite the seriousness of the situation. Not to mention the stench threatening to kill her if she moves any closer to Guan.
The dark mantle on Richard vanishes as her power pulses in the hallway attacking even one of her own teammates in the process. She manages to hurt quite a few of them though, and even kills one of the
ZhuGuan ducks as a pulse of energy barrels down the hallway from Vicky's direction. "God's woman!" Luckily ZhuGuan Yu isn't affected by the blast.
The aura of death from the fallen darkmantle wraps itself around John's blade urging John to strike the one in front of him. But his sight and the horrible smell coming from Guan will be a challenge. His attack misses, but he creates an arcane link between itself and him. He plans on keeping this one busy. Jared slips in behind John, leans around the revenant's legs, and again sends a wave of shadow, visions of horror writhing in its depths, towards the Darkmantles. He strikes two of them including the one that John just tried and failed to hit.
Turag doesn't get the help he had hoped for. He struggles against the darkmantle, and manages to break free, but because he is still dazed from that last sonic attack, it is all he can manage to do. He whimpers as he looks at the creature floating in front of him. Maybe he should have just hidden in one of the cells. He could have just closed the door... like when the orcs died when these things attack. Why didn't he just hide?
The darkmantle that Styg had hurt earlier comes back from the room where they all came from originally. It charges at ZhuGuan intent on wrapping itself around the half-elf. It's body has spots of the black ice still covering the flying aberration. Despite the stench, the pain, the proximity to John and the sweaty body, the creature manages to latch onto the half-elf. He begins biting into Guan's
5 Damage, Grabbed (Save Ends)
neck. he manages to shake off the black ice while he struggles with ZhuGuan.
Hurt and partially stunned by Vicky's attack from a few moments before, the darkmantle around the corner from Styg just can't seem to being imself to move. It whips another tentacle at the blackguard from around the doorway. Styg's arcane aura doesn't seem to affect the creature as it smacks Styg. It
temp HP gone, 5 Damage
tears through Styg's magical shielding and hurts him. Styg knows he can't take much more abuse and there is still a darkmantle behind him. He may have saved Richard, but he may not be able to save himself.
John's darkmantle slams hard into John, wrapping around him and biting in
lost temp HP, 6 Damage)
deep. The creature has pounded John good. Now it wonders what it might be like in motion... It suddenly unattaches from John and then does a mad
there will be no OA against this because of the critical effect
charge towards Jared. It's tentacles whip around as it moves. It pushes Guan and John out of the way as it barrels down the hallway towards Jared. Guan is now close enough that the odor is affecting Richard as well.
The darkmantle whips a tentacle into Jared, sending the halfling flying through the air far away from the others. He crashes into the ground and has the wind
10 Damage, You are Prone and Dazed (save ends)
knocked out of him something fierce. John's arcane link activates, protecting Jared from some of the damage, but not quite all of it. Jared isn't sure if he'll be able to stand up and fight for a few moments.
The one that Turag just escaped from
5 Damage, Grabbed (save ends)
latches onto the orc. The last darkmantle becomes hurt by the cold flames radiating off of Styg. It vanishes from sight as it's darkjump is activated. It quickly reappears and moves up to attack Turag as well. It grabs hold of Turag and starts
Please forgive me, but my right arm is so weak, that it takes me A LOT longer to type anything these days....
As far as Monster Knowledge goes, there is no difference between these darkmantles and the last group you fought, except that these are a higher level. So no checks are needed.
Jared has used up the Critical Hit for this encounter. Guan has used up the Critical Fumble for the heroes of this combat. Darkmantle 4 has used up the Critical Fumble for the monsters for this combat. Darkmantle 4 has used up the Critical Hit for the monsters for this combat.
Styg is bloodied.
Richard is bloodied.
Turag is Grabbed Twice and is bloodied.
Jared is Prone and Dazed (1 save ends both effects)
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)
Only Darkmantle Toughs 3 & 5 have Recharged their Darkjump power. So only they will be able to teleport when struck this turn.