With only one enemy left on the field, Boone decides to end the fight with melee. Though he is often loath to enter battle personally, he is hardly without resources, after all. He sketches a quick sigil in the air, summoning a lethal combination of eldritch swirling blades around his person and then strides boldly towards the human assassin.
"Have at thee!" he cries. His sword lashes out, a blur of black fire and magic death.
Taking Ssark's blow with his shield Greil shrugs most of the attack off. His own endurance bracing himself against the attack. As Ssark runs away Greil grips his hammer. taking a few steps forward he places his foot on the chest of a dead warrior Hey where do you think your going? You're missing out on all the fun! Digging his heel into the sand he breaks in a charge and dives straight at his foe
As he speaks ancient incantations and picket of dancing blades surrounds him as he walks in a wide circle towards the Assassin, stopping on the far side of him from Orion. Boone's own blade slowly begins to glow with a haunting light as the steel is licked by black-colored flames. With this terrifying weapon Boone assaults the Assassin, when he steps back he sees that he's drawn a long smoldering slash across the Assassin's chest from shoulder to spleen. Further down the road, Greil pursues the fleeing Ssark, chasing the troglodyte down the Warden slams his massive hammer into Ssark's back, there is a loud crunch and for the first time Ssark look like hes beginning to feel the effects of his wounds.
Seeing his erstwhile commander fleeing and beaten, the human Assassin attempts to extricate himself from the prediciment he finds himself in. Slipping from between Orion and Boone he sprints down the road after Ssark.
Orion is unperturbed when the assassin dart's between himself and the minstrel. The cowardly thief is no match for his taught frame and practiced gate. As the assassin sprints across the dunes Orion chases after him, striding across the road and dunes and effortlessly catching up with the rogue and striking him across the back just as he tries to draw a breath.
Seeing the enemy make a break for it, Irimus runs up, pointing his wand at the retreating form of the assassin. With a flick of his wrist, he creates an audible whine in the air around the retreating human. The air folds in on itself and a high pitch whine that messes with his equalibrium.
Move: Run to I-14
Standard:
Encounter * Arcane, Implement Psychic
Standard Action, Ranged 5
Target: One creature
Attack: Charisma vs Will
Hit: 2d6 + Charisma mod psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. In addition, an ally within 5 squares of you can make a saving throw.
Irimus the Odd, Half-Elf Bard, Divine Oracle Init +7 HP 74/74 Bloodied 37 Healing Surge 18 (1 used /8) AC 25 Fort 17 Reflex 19 Will 22 Speed 6 Str 13 (+1) Con 13 (+1) Dex 15 (+2) Int 14 (+2) Wis 14 (+2) Cha 21 (+5)
Vicious Mockery (At-Will)
At-Will * Arcane, Charm, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs Will
Hit: 1d6 + Charisma modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Guiding Strike (At-Will)
At-Will * Arcane, Weapon
Standard Action, Melee Weapon
Target: One creature
Attack: Charisma vs AC
Hit: 1[W] + Charisma modifier damage, and the target takes a -2 penalty to the defense of your choice until the end of your next turn.
Majestic Word
Encounter(Special) * Arcane, Healing
Minor Action, Close burst 10
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain additional hit points equal to 2d6 + your Charisma mod. You also slide the target 1 square.
Special: You can use this power twice per encounter, but only once per round.
Word of Friendship
Encounter * Arcane
Minor Action, Personal
Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your turn.
Blunder
Encounter * Arcane, Charm, Implement
Standard Action, Ranged 5
Target: One creature
Attack: Charisma vs Will
Hit: 1d6+Charisma mod damage, and you slide the target 2 squares. During the slide, you or one of your allies can make a melee basic attack against the target as a free action with a +2 power bonus to the attack roll.
Virtue of Cunning: The power bonus to the attack roll is 1+your intelligence modifier
Eyebite
Encounter * Charm, Implement, Psychic
Standard Action, Ranged 10
Target: One Creature
Attack: Charisma vs Will
Hit: 1d6+Cha mod damage, and you are invisible to the target until the start of your next turn.
Dissonant Strain
Encounter * Arcane, Implement Psychic
Standard Action, Ranged 5
Target: One creature
Attack: Charisma vs Will
Hit: 2d6 + Charisma mod psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. In addition, an ally within 5 squares of you can make a saving throw.
Deflect Attention
Encounter * Arcane, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs Will
Hit: 2d6 + Charisma mod psychic damage and you or an ally within 10 squares of you becomes invisible to the target until the end of your next turn.
Prophecy of Doom
Encounter * Divine
Standard Action, Ranged 5
Target: One creature
Effect: You or an ally that hits the target with an attack can choose to make it a critical hit. The power lasts until the end of your next turn, or until you or an ally uses it to make an attack a critical hit.
Healing Word
Daily * Divine, Healing
Minor Action, Close Burst 10
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 3d6 hit points.
Stirring Shout
Daily * Arcane, Healing, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs Will
Hit: 2d6+Charisma mod psychic damage.
Effect: Until the end of the encounter, whenever any ally hits the target, that ally regains hit points equal to your Charisma mod.
Concerted Effort
Daily * Arcane
Standard Action, Close Burst 10
Target: You and each ally in burst
Effect: Until the end of your next turn, each target gains a +1 bonus to attack rolls. Whenever a target hits with at least one attack during his or her turn, the bonus increases by 1 for each target who's turn has not yet started.
Song of Discord
Daily * Arcane, Charm, Implement
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs Will
Hit: The target is dominated until the end of your next turn.
Effect: The target makes a basic attack against an enemy of your choice as a free action.
Synchronicity
Daily * Arcane
No action, Close burst 10
Target: You and each ally in burst
Effect: Each target gains a +5 bonus to initiative during this encounter
Hideous Laughter
Daily * Arcane, Charm, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs Will
Hit: 3d8 + Charisma mod psychic damage, and the target can't take opportunity actions and takes a -2 penalty to attack rolls (save ends both).
Aftereffect: The target can't take opportunity actions (save ends).
Miss: Half damage, and and the target can't take opportunity actions until the end of your next turn.
Word of Life
Daily * Arcane, Healing
Immediate Reaction, Close burst 20
Trigger: An enemy reduces an ally within 20 squares of you to 0 hit points or fewer.
Target: The triggering ally in burst
Effect: The target can spend a healing surge. In addition, the attacking enemy takes a -5 penalty to all defenses until the end of your next turn.
You gain the Ritual Caster feat, as well as a Ritual book. In addition, once per day, you can perform a bard ritual of your level or lower without expending any components (though you must pay any other additional costs still). At 11th level, you may perform two bard rituals per day for free, and at 21st level, you may perform 3 per day.
Once per round, when an enemy attack misses an ally within a number of squares of you equal to 5 + your Intelligence modifier (8 squares), you may slide that ally 1 square.
When you play an instrument or sing during a short rest, you and all allies that can hear you gain the benefit of a Song of Rest. When an affected character spends healing surges at the end of the rest, they regain additional hit points equal to your Charisma modifier with each healing surge. A character can only be affected by one Song of Rest at a time.
Phase of the Stars; HP: 60/78 AC 26 Fort 21 Ref 22 Will 25 AP 0 Surges 0/9 used
Knowing that these vile thieves cannot escape from him, Rune has to move forward in order to stop them by calling on the cosmos once more to keep them from running away.
Move: Go forward to E-14
Standard: Moon and the Stars (+13 vs. Reflex) vs. Ssark and Assassin
Attack and Cold Damage
*On a hit, enemies are slowed and not able to shift (save ends).*
Rune, Warforged Cosmic Sorcerer, Celestial Scholar Init +10 HP 60/78 Bloodied 39 Healing Surge 19 (0 used /9) AC 26 Fort 21 Reflex 22 Will 25 Speed 6 Str 18 (+4) Con 16 (+3) Dex 14 (+2) Int 9 (-1) Wis 11 (0) Cha 20 (+5)
Blazing Starfall
At-Will Arcane, Fire, Implement, Radiant, Zone
Standard Action Area burst 1 within 10 square
Target: Each creature in burst
Attack: Charisma vs. Reflex
Hit: 1d4 + Charisma modifier radiant damage.
Level 21: 2d4 + Charisma modifier radiant damage.
Cosmic Magic: The burst creates a zone bounded by burning ground that lasts until the end of your next turn. Whenever an enemy within the zone leaves it, that enemy takes fire damage equal to your Strength modifier.
Magic Staff +3: +13 vs. Ref; 1d4+20 Radiant damage
Rhythm Blade +2: +12 vs. Ref; 1d4+17 Radiant Damage
Energy Strobe
At-Will Arcane, Implement, Varies
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d10 + Charisma modifier damage. Roll a d6 to determine the attack’s damage type. You gain resist 5 against the type of damage your attack deals until the end of your next turn.
1. Cold
2. Fire
3. Force
4. Lightning
5. Radiant
6. Thunder
Level 21: 2d10 + Charisma modifier damage.
Special: You can use this power as a ranged basic attack.
Magic Staff +3: +13 vs. Ref; 1d10+20 Varying damage
Rhythm Blade +2: +12 vs. Ref; 1d10+17 Varying damage
Ray of the Moon
Encounter Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier cold damage, and the target cannot shift until the end of its next turn.
Cosmic Magic: The target takes a -1 penalty on attack rolls until the end of its next turn.
Magic Staff +3: +13 vs. Will; 2d6+20 Cold Damage
Rhythm Blade +2: +12 vs. Will; 2d6+17 Cold Damage
Swirling Stars
Encounter Arcane, Cold, Implement, Thunder
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Cosmic Magic: You can choose not to target a creature in the origin square of the burst.
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier cold and thunder damage.
Magic Staff +3: +13 vs. Ref; 2d8+20 Cold and Thunder Damage
Rhythm Blade +2: +12 vs. Ref; 2d8+17 Cold and Thunder Damage
Chaos Ray
Encounter Arcane, Implement, Psychic, Teleportation
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage, and the target swaps positions with a creature within 3 squares of it.
Magic Staff +3: +13 vs. Will; 2d8+20 Psychic Damage
Rhythm Blade +2: +12 vs. Will; 2d8+17 Psychic Damage
Celestial Sigil
Encounter Arcane, Implement ; Varies
Standard Action Ranged 20
Target: One creature
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier damage
Effect: If you hit with this power, you gain an effect based on your current Soul of the Cosmic Cycle phase.
Phase of the Sun: Enemies within 2 squares of you take fire and radiant damage equal to your Strength modifier.
Phase of the Moon: Adjacent enemies take radiant damage equal to your Strength modifier and take a -2 penalty to saving throws until the end of your next turn.
Phase of the Stars: You teleport a number of squares equal to your Strength modifier as a free action.
Magic Staff +3: +13 vs. Will; 3d8+20 Varies
Rhythm Blade +2: +12 vs. Will; 3d8+17 Varies
Fog Form
Encounter Arcane
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You become insubstantial until the end of your next turn.
Amulet of Life +2
Power (Encounter * Healing): Free Action. Trigger: Use this power when you spend a healing surge. Effect: You can spend an additional healing surge.
Spiked Soles
Prerequisite: (attached component)
Requirement: You must have the living construct racial trait to use this item.
Property: You gain a +5 item bonus to Athletics checks for climbing.
Power (Encounter): Immediate Reaction. Trigger: You are hit by an effect that pushes, pulls, or slides you. Effect: You ignore the triggering forced movement. You are slowed until the start of your next turn.
Warforged Resolve
Encounter Healing
Minor Action Personal
Effect: You gain a number of temporary hit points equal to 3 + one-half your level and can make a saving throw against one effect on you that deals ongoing damage. If you are bloodied, you also regain hit points equal to 3 + one-half your level.
Cosmos Call
Daily Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage. Roll a d6 to determine the attack’s additional benefit.
1–2: The target takes ongoing 5 radiant damage (save ends), and the power gains the radiant keyword.
3–4: The target is slowed (save ends).
5–6: The target is dazed (save ends).
Cosmic Magic: You choose the attack’s additional benefit instead of rolling.
Miss: Half damage.
Magic Staff +3: +13 vs. Will; 2d8+20 Psychic Damage
Rhythm Blade +2: +12 vs. Will; 2d8+17 Psychic Damage
Moon and the Stars
Daily Arcane, Implement ; Varies
Standard Action Ranged 10
Target: One or two creatures
Attack: Charisma vs. Reflex
Hit: 3d6 + Charisma modifier cold or radiant damage. The damage type you choose determines the attack’s additional benefit.
Cold: The target is slowed and cannot shift (save ends both).
Radiant: You can spend one healing surge (even if you hit two targets).
Miss: Half damage (your choice of cold or radiant).
Magic Staff +3: +13 vs. Ref; 3d6+20 Varies
Rhythm Blade +2: +12 vs. Ref; 3d6+17 Varies
Season's Malaise
Daily Arcane, Implement, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage.
Effect: The target takes ongoing 5 psychic damage (save ends). Until the target saves against this damage, it cannot take immediate actions or opportunity actions.
Magic Staff +3: +13 vs. Will; 2d6+20 Psychic Damage
Rhythm Blade +2: +12 vs. Will; 2d6+17 Psychic Damage
Deep Shroud
Daily Arcane
Minor Action Personal
Effect: You create a shroud of supernatural shadow around you. Until the end of your next turn, the space you occupy and each square adjacent to you are heavily obscured.
Sustain Minor: The effect persists.
Chaotic Defense
Daily Arcane
Minor Action Personal
Effect: Roll a d4 to determine the power’s effect.
1: You gain temporary hit points equal to 2d6 + your Charisma modifier.
2: You gain a +2 power bonus to all defenses until the end of the encounter.
3: Until the end of the encounter, each creature that attacks you takes 2d6 damage.
4: You gain all three of the benefits described above.
Crouching like a coiled snake, Orion chases after the Assassin, catching up to him but unable to land a blow. Irimus follows suit but he manages to cast a wave of dissonant noise at the Assassin who clutches his ears in pain. On the dune, Rune also stalks towards the fleeing nomads. Despite the hour of the day the Moon and many Stars suddenly become visible in the desert sky, casting a pall over Ssark and the Assassin. The Troglodyte ignores the out of place celestial bodies, but the Assassin withers under their glare, falling to the sand.
Seeing that he is alone and has no hope of flight, Ssark once again attempts to batter Greil, swinging his massive club at the Warder, Ssark connects once dealing a minor blow.
Orion uses Dancing Cobra Full Discipline, moves to J-17 and misses the Human Assassin. Irimus runs to I-14 and hits the Assassin with Dissonant Strain doing 14 Damage. Rune walks to E-14 and uses Moon and the Stars, missing Ssark and hitting and Killing the Human Assassin. Ssark uses Double Attack on Greil, Hitting once doing 12 Damage.
Orion
Irimus
Rune
Hostiles
Boone<---
Griel
Round End
Greil parries one blow but takes another. Still the Warden's look remains focused and he raises his hammer. With a mighty yell he brings it down. His blow seems to come down to try to sweep out Ssark's legs out from under him
Free Action: Nature's Wrath (Target is still under lawbreakers doom)
Standard: Earthgrasp Strike vs Ssark Battle Champion's AC
on a hit I gain +1 to my defenses and Ssark is slowed until the end of my next turn.
Also on a hit....Ssark is knocked prone and cannot stand up until the end of my next turn and when he does he takes
Cheering on his ally as he locks into combat with the sand dweller, Irimus begins jeering and taunting the lone enemy, hoping to break his resolve, "Your men fell first, and so shall you! I've seen women put up a better fight. You call that attacking? Hah! Griel's mother hit him harder than that!"
Standard:
At-Will * Arcane, Charm, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs Will
Hit: 1d6 + Charisma modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Phase of the Stars; HP: 60/78 AC 26 Fort 21 Ref 22 Will 25 AP 0 Surges 0/9 used
Feeling pretty good about how his day is turning out, Rune takes a moment to ready his next attack against Ssark to knock him to the ground and keep him there for good with a bolt of fiery energy.