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NecroRebel
2011-07-25, 12:23 PM
With the fall of Waxrock two months ago and the defeat of the army sent to retake it a month past, the people of the Candle Mountains and the dwarf kingdom there have had their morale crushed and their hopes dashed. Many of the nobles whisper that the new dwarf king, despite his prior experiences as Warlord to his predecessor, lacks the military mind to retake the capitol city. Beaten and routed at the gates to the now-burning city, Urth of the Five Valleys, High Lord of Candles, King of Waxrock, has retreated to his son's principality's seat, miles away from the old capitol, to plan his next move.

Firstvalley, the temporary capitol, is a smaller city than Waxrock once was, but with the five fertile valleys around it is the breadbasket of the kingdom. As such, it is still large enough to have most of the services expected in a great city, especially with its numbers swollen by refugees from the disaster at the capitol. King Urth has made the prince's fortress his headquarters while he arranges the reconquest of Waxrock itself, and it is there that you have been called today.

As notable citizens and heroes of the Candle Mountains, most of you are greeted warmly by the King personally. While others do not meet his approval so well, your strength cannot be denied, and so he is at least willing to meet you in personally to discuss what he wishes you to do."Welcome, my friends. I am glad that you have chosen to come here today, for I have a new plan to retake our beloved capitol. The mages and priests all agree: the fire beasts should not be so organized as they were when our army arrived a month ago, nor should so many have emerged from the disaster below Corellon's Temple. It is clear that someone or something is controlling them, and more of these elemental interlopers must have been summoned from Below somehow. While an army could not get into the city, perhaps a smaller group could. Six can get in more easily than six thousand, and the enemy may not see you coming and will not be able to seal the gates as they did before.

"I ask that you enter the city and stop the creatures from multiplying. Without a link to the Elemental Chaos or a way to forge new beasts, they will surely be less of a threat and a second invasion will be more successful. Perhaps they will not even survive the winter if they are not reinforced. You are among the strongest warriors in the region with the loss of Lord Granithor, and I can think of no one who has a better chance of success."

The former king, who according to tradition lost his title when he died during the disaster, is also present as one of King Urth's advisers. "Getting into the city to carry out this task will not be easy," he interjects. "Waxrock has long been legendary for being untouchable; the walls cannot be climbed because of the waxrock itself, they are too thick to penetrate, and there is no other known way into the caldera. You may be able to get through one of the gates, but it will be difficult and dangerous, as they will be guarded. I would suggest you seek an alternate route."

King Urth nods, continuing, "I know that we had never been attacked from inside the caldera walls by any significant force. The occasional drow or other creature of the depths have not even been appearing since master Redeye located the tunnel they had been using and we walled it off. Still, getting through a simple wall of stone and mortar is likely to be easier than a wall of living fire. Finding a way to that place would be perilous, however."

At mention of alternate routes, Lord Vondal continues. "There have also been stories of smugglers stealing waxrock from the quarries and mines and selling it in distant lands. I only ever allowed one teleportation circle to be drawn in the city limits, but that one is now inaccessible. There may be others that are unknown to me, however. Other options could exist as well; not all of my... Apologies, King Urth's subjects are as loyal and forthcoming as one might like. I would suggest that you investigate and see what you options you may find before you rush off to the capitol."

With that, servants approach with refreshments and the kings, past and present, sit to see if you need any further information that they can provide. When you are ready, the settlement outside and your task both await.

Son_of_Meepo
2011-07-25, 12:56 PM
The halfling's one red eye glows balefully under a few wisps of hair, ruddy locks with a golden tinge like autumn leaves.

Redeye clears his throat and speaks with a gravelly voice. "My lords, the caldera has always been most vulnerable to attack from below. I think our greatest hope lies with finding another tunnel. Hopefully our other great heroes don't mind the darkness or the heat so much. How are the rest of you at getting around undected?"

He fixes that one crimson orb on his fellow heroes and gazes at each in turn. "They call me Redeye... for obvious reasons."

Daftendirekt
2011-07-25, 02:06 PM
Virgil Malakar
Name: Virgil Malakar Class: Mage (Enchanter) Paragon Path: Entrancing Mystic

Health & Defenses
HP: 65/65 Total Surges/Surges Left: 8/8 Surge Value: 16
AC: 24
Fort: 22
Reflex: 25
Will: 25

Readied Powers
Beguiling Strands
Hypnotism
Storm Pillar
Charm of Misplaced Wrath
Blissful Ignorance
Charm of the Defender
Eyebite
Hekiah's Trance
Spirit Rend
Web
Symphony of the Dark Court

Utilities
Light
Prestidigitation
Suggestion
Glib Tongue
Disguise Self
Arcane Gate

Daily Item Powers
Amulet of Elegy +2
Orb of Fickle Fate +1


Virgil stands stoically throughout the preceding briefing, leaning slightly on the smooth, polished length of his staff, atop which a small jade hand is set, palm open, revealing an eye staring out of the palm. The hand not gripping his staff strokes thoughtfully at his full mustache, his shrewd eyes unfocused, staring at nothing as he absorbed the words.

When the halfling speaks, Virgil starts out of his reverie, glancing haughtily at the small figure.

"I hardly think skulking around beneath the earth is necessary, my little friend," he begins, his expression becoming more friendly, his previous frown melting into an amused smile. "If we merely find a weak spot in their defenses and slip in unnoticed, I am quite sure that will be enough."

Turning his eye from the halfling to his new king, the middle-aged man spoke further. "Know we yet of their patrol patterns? Troop deployment? That manner of thing? I do not claim to be an expert in these matters, but I did sit in on a strategy session or two as a boy, back on my family's estate and if I say so myself, I've quite a shrewd mind. I may see something useful."

Surrealistik
2011-07-25, 02:56 PM
Xeletoth's attentions are locked upon the king and his advisor with severity, appearing almost as a glare, smouldering anger and determination evident behind his steely eyes as the briefing filters through. Only at the mention of his slain father does the intensity of his gaze abate, body seized by a sudden involuntary wince with a clanking shudder of his lamellar. The span of months has clearly done little to dull the agony of his sire's passing, though the outburst of remembered grief is but momentary, dismissed as quickly as it came with a terse shake of his head. The warrior's mask of iron resolve remains, all but indelible. At the conclusion of the royal address, he deigns to contribute his own thoughts on the matter:

"I concur with Lord Vondal; it seems obvious that our best course of action would be to first obtain reconnaissance and investigate our leads; increase our knowledge that we might expand our options. Though my talents lie more in martial prowess than strategy or the gathering of intelligence, I know better than to challenge such proven wisdom."

salt3d
2011-07-25, 05:25 PM
Benek sits on the floor, still towering over the halfling next to him. He stares intently at each individual as they speak, occasionally moving his lips silently as he follows the words. Having remained silent since arriving in Firstvalley, Benek finally speaks in response to Redeye's question.

"I good at sneaky." After a pause, Benek continues. "Not so good at tunnels, though."

Benek resumes his silence and continues to stare at each person as they speak.

Stijl
2011-07-25, 08:15 PM
Standing at the opposing end of the room from the dwarven king, Hruul listens to the assignment they had brought him to this city for. He had paid his dues with the Stone Walkers, and that payment had brought him here. Even though the loss of a magnificent city didn't require possibly sacrificing himself, aiding these dwarves would not only reclaim their lost library, but endear the construct to them. They would be unlikely to deny such a simple request for aiding in such a great act.

As for standing at the end of the room, more often strangers found themselves wondering if the construct even could sit, instead of asking him to do so. This misunderstanding suited him just fine; with the inability to suffer from sore limbs, standing was just as comfortable and sitting, and put one at less of a disadvantage should the unexpected occur. But Hruul had learned long ago that ruling figures rarely like others looking down upon them, unless it was from a distance; so Hruul kept himself as far away from the lord as he was able.

When he spoke, though his mouth moved correctly and formed the words, it became immediately obvious to those present that some other magic was at work creating the sound. Hruul's voice spoke of lost centuries, with a hint of settling earth and stones, and was strangely accented to even his own ears.

"Hruul Emberage, friend of the Stone Walkers." After a short pause, he adds "No Relation."

"I fear I do not move as silently as others here, but my travels have taught me a great deal of prudence and caution when required. It was often found advantageous to conceal myself and traveling companions while walking hostile paths, and I believe such skills would be most useful in the task to come. It is likely not worth mentioning, but heat and earth bear little concern for me."

"If the others will it, investigation would be the wisest course of action. Hearing what has been spoken here, I would lean towards attempting the path and wall spoken of by Redeye, if only because it's location is known. Should we acquire ourselves a smuggling portal, there is no guarantee it will take us to a known location, costing us time and risks of confrontations."

NecroRebel
2011-07-25, 10:26 PM
Lord Vondal looks at Xelototh sympathetically and seems about to say something, but the king interrupts before he can speak."We know next to nothing about the enemy's positions. They do not appear to have left the confines of the capitol except on sorties to attack those that are threatening their positions at the gates. Further, most of the forces that have been sent outside have been firebirds and other fliers, and we do not have enough flying mounts to fight them off. Our best guess is that they have occupied the city fortifications and can use the watchtowers to see any army coming and reinforce their positions behind and around the gates." The king sighs regretfully. "I have used those same defenses to guard that city a dozen times in the past and never have they been penetrated from outside. If you cannot find an alternate route, I fear that even you will fall attempting to enter through those gates."

Vondal nods in agreement, then addresses the concerns about entering the caldera from below. "The tunnel system below the mountains have never been fully explored. It's likely that there is some way through, but where the best entry point would be I do not know. The Stonewalkers would be the people to ask, though. Regardless, that path would likely take you far below into the depths of the Underdark and the deep elves' territory. Be careful if you take that route. Fortunately, if you do happen to find a way to the known tunnel that used to lead into the caldera, Redeye will know the path from there."

Surrealistik
2011-07-26, 12:51 AM
Xeletoth catches Vondals gaze, and where once despondent emotions flared in the half-elf's eyes, there is now naught but an icy hardness.

"What of the rogue teleportation circles? Have you any leads or contacts?"

The_Snark
2011-07-26, 03:53 AM
"I hardly think that the king would have any contacts among... that sort," says Bethan frostily. "Former king, I mean," she corrects herself, with a brief bow of apology towards the dwarven rulers.

The young woman in question wears a slight frown that hasn't budged since the audience began; it's hard to tell whether this is because she doesn't like their prospects, or if this is simply her usual expression. She stands rigidly erect, her hands clasped behind her back, contemplating the assembly with a stern eye.

In fact, though she would never show it, Bethan is a little awed. She'd never doubted herself, of course—doubt is a poison to the soul—and she feels she acquitted herself fairly well in the fall of the city. But faith is one thing, and being recognized and summoned by the king is another thing entirely. The others are either accustomed to august company or too foreign to know what an honor that is, but she knows.

Surrealistik
2011-07-26, 09:23 AM
The half elf's expression contorts with obvious annoyance at Bethan's interjection.

"I see no reason to doubt the potential existence of an informant or spy that may prove of use in our investigation."

Daftendirekt
2011-07-26, 10:24 AM
"And if one does not yet exist," Virgil interjected. ""It would not be too difficult at all to create an informant.

His piercing blue eyes shift to the half-elf, and he nods slightly to him. "However, I would also like to hear more about potential teleportation circles."

Son_of_Meepo
2011-07-26, 10:34 AM
"Do not fear Benek, the tunnels are not so small, Even the dark elves required beasts of burden to speed their work. The things that prey upon those beasts are even larger still."

The halfling scoots to the edge of his seat then pushes himself completely off.

"Still if reconnaissance is the first aim, then we should be thorough about it. Leave no avenue unexplored. The Stonewalkers can lead us in the direction of the tunnels, but who among our people know of the old circles?"

NecroRebel
2011-07-26, 11:49 AM
"If anyone would have had an illicit circle set up, it would have been the wizards who ran the gambling operations in the slums. As you know, that syndicate had their hands in most of the illegal activity in the kingdom... There's rumors that some of the ranking members escaped from the disaster, but didn't actually appear for days afterwards. It might indicate that they laid low in the capitol."

The king looks at his adviser, surprised somewhat. "I haven't heard of this. I thought all of our contacts died during that fiasco."

"They did; we never had anyone high up in their organization. That doesn't mean we can't hear rumors, though." Vondal turns back to you. "Those wizards run the illegal gambling here as well, so finding one of their bosses shouldn't be too difficult if you can just get some of their enforcers to talk.

There is a circle in the Temple of Moradin here in Firstvalley and priests who know how to open a portal, so if you cannot link a portal yourselves they could do it for you, but they probably don't know the location of any illegal circles."

Surrealistik
2011-07-26, 12:53 PM
Xeletoth nods in acknowledgement.

"Then we have a plan. If wizards ran the syndicate, and waxrock is apparently being smuggled from the city, there remains little doubt that at least one rogue circle exists and is functional at present. I take it that several of these enforcers are known to the Guard and law enforcement?"

NecroRebel
2011-07-26, 01:07 PM
The king nods. "Those folk are closemouthed in the best of times, especially with guards on official business, so we don't know who is actually running the show, but at least some of the mid-ranked types should be known to the guards."

Daftendirekt
2011-07-26, 01:13 PM
"Well then, our course is set!" Virgil exclaims with a pleased expression, rapping his staff on the floor with a clack. His fine velvety robed rustle as he takes a step forward, gazing around at all present.

"We must locate one or more 'rogue' teleportation circles, link them into Firstvalley's temple, and begin our operations from there. Now, portal magic is not my strong suit, but I at least know the algorithms for calculating a portal's location within the Weave. If we find any, I shall record them and return to the Temple with their locations."

The_Snark
2011-07-26, 05:47 PM
Bethan does not happy at the direction the conversation has taken, but after that one remark (and the elf-blooded guardsman's rebuke) she keeps her mouth shut. This is not a field she knows much about. But even to her inexperienced eye...

"How are we going to get them to tell us the portal's location?" she asks. "I can't imagine they'll tell agents of the king where it is. They have to know they'd lose it when we retook the city."

Surrealistik
2011-07-26, 06:07 PM
"Perhaps we can convince them of our willingness to broker a deal, an exchange in good faith for this emergency use of their circles. Should they refuse, we will simply have to resort to more 'conventional' methods of persuasion."

At the earnest suggestion of torture, the half-elf's expression remains constant, entirely unperturbed.

"We haven't the luxury of restraint when faced with a task of such import. Should it be determined that such knowledge is legitimately beyond a captive, we will continue to work our way up the chain of command until we find someone who does."

Son_of_Meepo
2011-07-26, 08:43 PM
"Let us investigate, but don't be so quick to dismiss the tunnels just because it does not suit personal preferences. I'm not keen on being magically whisked to places my own two feet can take me. Even if we can find a way in, we can't guarantee we can return the same way. I wouldn't put it past smugglers to let us use their circle and then disable it the moment we cross. So locating an escape route ahead of time would be wise. Also, if we do decide on teleportation, I'll insist on scrying on our destination first. I don't want to pop into the temple and find out it's been converted into a barracks by our enemies."

salt3d
2011-07-26, 08:52 PM
"Little guy says right;" interjects Benek, "if tunnel big enough, tunnel better than telepop."

The_Snark
2011-07-26, 09:10 PM
"We're not entering the temple, we wouldn't need to bother with interrogating smugglers if we already knew where a function circle was," Bethan says impatiently. She may not understand much about how teleportation works, but at least she listens. "And it isn't personal preference, thank you very much. I thought you said you didn't know how to get to the entrance you blocked off?"

Surrealistik
2011-07-26, 10:07 PM
"Any rogue circle we discover will of course be secured and closely watched by the Guard; the smugglers may retain use of their circle should we broker a peaceable agreement, but we shall obviously take the utmost precautions to prevent any such treachery."

Xeletoth tips his head towards the guardsmen present in respectful acknowledgement.

"As for the risk that the other side is being camped, given that the smugglers continue to successfully employ the circles, I sincerely doubt the likelihood of that. It would of course be prudent to conduct all necessary reconnaissance prior to actually conducting the teleportation, as well as ascertaining a contingency method of return"

The warriors eyes regard each of the assembled fellows in turn, before again settling upon the two kings.

"Lastly, I see no reason to unnecessarily breach the subterranean walls, and risk considerably greater dangers and a longer trip in a physical journey. Besides, it is more likely the tunnels have been discovered, trapped and fortified given our lack of information concerning their status, as compared to the activities of the smugglers."

Son_of_Meepo
2011-07-26, 10:14 PM
"And what precautions might those be. Are you willing to stay behind and make sure they don't tamper with the circle? Once we're on the other side, there's not a lot you can do to stop them other than pleading. But I see you've missed the point entirely. The smugglers don't teleport into the temple. They have their own destinations. They'd have no idea what was waiting for us at ours. I can handle guards. I can handle traps. I can handle the dark, scary tunnels. I can't do anything if I appear in the midst of a room full of enemies."

Surrealistik
2011-07-26, 10:31 PM
Another look of scowling vexation again breaks across the warrior's countenance as he turns to Redeye.

"I believe you misunderstand; the smugglers have indeed set destinations within the bounds of our objective. Though I am not familiar with the more esoteric processes of actually creating teleportation circles, I have been instructed in the basics of their operation given their strategic relevance; in every case, a teleportation circle acts as a beacon or waypoint for a portal."

He pauses momentarily, annoyance dispelled by several silent moments of introspection, face telling of an attempt to recollect several lesser used elements of his training.

"...In most cases, a portal to that circle might be created anywhere provided one has the correct rune sequence, while it is the circle that is stationary and set. If the smugglers have proven able to ship waxrock, then it is likely that they are utilizing a circle within the city, and because they have been able to conduct business, that location must be secure. We'll not teleport to a temple, we'll teleport to whatever circle they've hidden away within the city bounds."

Xeletoth briefly lapses into silence, allowing his explanation to sink in with clarity.

"Of course, as stated, any circles of importance we discover will be secured by the Guard using the greatest force of arms we might spare."

Stijl
2011-07-26, 11:06 PM
Hruul stoic listens to those around him. When there is a pause, he speaks, addressing his steady gaze equally among those gathered.

"In most... challenging times, there is greater opportunity for the black markets to make a profit from the desperate citizens. If the demand for this waxrock is so great now, and they've made themselves the sole suppliers, I expect resistance to our efforts on their front as well."

"I would like to explore other options for our egress, no matter the strength of arms of the guards here, I am hesitant to return to First Valley by portal if the enemy is aware of our retreat. The more cautious action would be to destroy the portal here when we return, but that is not likely to endear ourselves to the thieves who use it now.

Regardless, is there any danger in approaching these mid-level black marketeers? Perhaps we can discuss cost and mutual benefits of a liberated Waxrock before resorting to more martial persuasions."

After a brief moment, Hruul muses "This is of course assuming these undesirables don't have a business arrangement with those currently occupying Waxrock. You said they were acting too coherently for summoned primal forces, are we certain of their espionage capabilities within First Valley?"

Surrealistik
2011-07-26, 11:47 PM
"Regarding your concerns, as I have explained, unless theirs is a special manner of circle, we simply need the rune sequence to access it; the portal we use to do so can be conjured anywhere, is but temporary, and will dissipate shortly after use or upon dismissal. Likewise, should we resort to teleportation to escape, our portal will leave no trace, and nothing through which they might pursue us."

Xeletoth continues, again making an allowance for review.

"I should imagine that our first approach will be diplomacy given the potential for legal profit and mutual benefit, the second, force. You do raise a good point however; it is conceivable that the smugglers may have forged some secret agreement with the primals, and this is a possibility worthy of investigation."

With a respectful bow, he regards King Urth.

"Your highness, I would recommend your spies attempt to uncover any such relationship parallel to our own efforts."

NecroRebel
2011-07-27, 12:07 AM
The king looks troubled. "Yes... The possibility that some elements of the citizenry might have negotiated with the elementals had not occurred to me. It would be high treason if true. I must give the orders for that investigation at once; Vondal can answer any other questions you might have about the situation. Thank you again for coming; I take my leave." He gives a respectful nod to the assembled as he stands and walks out of the room.

A pseudo-IC note for everyone, since you all theoretically know about it IC: the Magic Circle ritual is extremely useful for securing fixed locations, for instance a ritual chamber, against enemies of a particular, known origin, such as Elemental.

Daftendirekt
2011-07-27, 12:21 AM
Virgil Malakar
Name: Virgil Malakar Class: Mage (Enchanter) Paragon Path: Entrancing Mystic

Health & Defenses
HP: 65/65 Total Surges/Surges Left: 8/8 Surge Value: 16
AC: 24
Fort: 22
Reflex: 25
Will: 25

Readied Powers
Beguiling Strands
Hypnotism
Storm Pillar
Charm of Misplaced Wrath
Blissful Ignorance
Charm of the Defender
Eyebite
Hekiah's Trance
Spirit Rend
Web
Symphony of the Dark Court

Utilities
Light
Prestidigitation
Suggestion
Glib Tongue
Disguise Self
Arcane Gate

Daily Item Powers
Amulet of Elegy +2
Orb of Fickle Fate +1


"Look, all of you," Virgil begins with a grimace, rubbing the bridge of his nose between thumb and forefinger with a vexed expression on his face. "If we can discover even a mid-level black market dealer, that will be enough. I am quite skilled at deception and acting, and with the aid of my magicks could even take on the physical appearance of another."

He steps out into the center of the room, drawing all eyes to him. He stares down his large, hawk-like nose at everyone, standing erect, hand gripping his staff tightly. The leather of his boots squeaks slightly as he shifts his weight, and he continues. "If we find the location of but one teleportation circle within the city, it will be enough. As stated earlier, if the black market is utilizing it, it is obviously safe, or -- at the worst -- being guarded on the other end by more illegals. Which, I might add, is a better option than elementals and rogue wizards."

He strokes his long mustaches at this point, pausing for a moment, sapphire eyes glittering as he glances once more around the room.

"Again, to iterate a previous point, venturing into the Under-Earth is an unnecessary risk. Drow and the darkness would be the least of our worries, mark my words. So, stop all thoughts along those lines at once, and start thinking how we can infiltrate the black market."

The middle-aged wizard nods to himself, satisfied with what he has said.

Son_of_Meepo
2011-07-27, 06:19 AM
Redeye shakes his head. "It's amazin' you've survived this long without any sense of proper planning or making even the most rudimentary of contingencies. First, I may not be a caster of rituals, but I've been around long enough to know how they work. I've actually used a few when necessary, my distaste for them notwithstanding. I also know that there are rituals that can seal a portal or alter the intended destinations of the travelers. Given the nature of the smugglers' business, I'd assume both rituals to be in their possession."

"Second, if they're still using a portal within the city, it most likely means the area is warded. If it is, then the way to counter the warding is intelligence which is impossible to verify until it is too late. Plus, just because a portal was safe the last time they used it, doesn't guarantee its safety the next time. You'll still want to scry on the destination and that is easier done with a known destination such as the temple."

"Third, and I'll repeat it again, I've not once dismissed the portal circles, but we need to explore ALL avenues, including the tunnels. The first rule of infiltration and reconnaissance is to have two ways in and two ways out, minimum. Otherwise the only thing you'll get is stranded when you find your one means of escape is cut off."

Surrealistik
2011-07-27, 09:50 AM
The half-elf's vexation redoubles upon his countenance, lips again twisted into a sharp scowl. As they part in response, the cadence of his voice struggles to remain even and untouched by anger at the halfling's contempt.

"What I find amazing is your continued belligerence and disrespect of your fellows, particularly when it is so baseless. I don't think you quite understand; to define a primary goal is not to abandon caution, nor planning, or contingency. We have simply examined which of our options is best given present knowledge, and have decided to pursue it. Nothing more, and nothing less. We will gather the necessary intelligence to ensure our well-being, by whatever means necessary. It goes without saying that every reasonable precaution will be taken, including scrying if required."

Xeletoth expectantly looks to Lord Vondal, as if seeking the former reagent's concurrence.

"As for the tunnels, as stated, I fail to see their exploration as a true necessity; while we could endanger ourselves by stumbling upon all manners of unknown danger for the purpose of a securing second method of escape, I sincerely doubt the need given our ability to teleport to any of the Guard's well-defended teleportation circles at any point within Waxrock. Furthermore, in the event we do clear them once, there remains no guarantee that they will remain secure to facilitate a hasty retreat, lest we somehow enact a genocide on each hostile creature with access to them; a task far beyond our scope and means."

Son_of_Meepo
2011-07-27, 10:43 AM
The halfling hops up on his chair once more, standing so that he's more even in height with Xeletoth.

"Disrespectful is concludin' a matter's decided when the actual decision is so divided! THAT'S disrespectful! WE haven't decided to pursue anything. Now I suppose that you'll be expectin' me to hold off the approaching army while you fiddle around with your circle for what is it... 10 minutes? You can't assure we'll ever get that kind of time once we're inside."

Standing on his toes now, Redeye has clearly become agitated to the point of yelling...

"That's the problem with you magic types! Once you learn your little tricks, they become a crutch! The moment the ink dries in your little ritual book you're too good for a little hike through rugged terrain! Afraid you might get your fine cloak all dusty! We need a way out that doesn't rely on magic!"

Surrealistik
2011-07-27, 11:16 AM
Xeletoth's irritation seems only to increase at the halfling's outburst.

"And you would have us trek through hazardous tunnels crawling with all manners of unknown threats whilst we desperately flee as an alternative? Securing our foothold at the teleportation circle is by contrast all but a certainty; Guard training mentions a ward that can be used to protect our foothold until such time that we effect an escape. In addition to a garrison of soldiers, I do not doubt we can effect a timely escape by arcane means should one be required."

The half-elf then lapses into a considerate silence.

"That we are not truly decided is however a fair point, thus I put it to a vote. I for one, am in favour of focusing on the smuggler's teleportation circle until such time a better alternative is determined."

Son_of_Meepo
2011-07-27, 11:56 AM
"Well, you know where I stand...", Redeye follows, still on top of his seat.

Stijl
2011-07-27, 12:23 PM
"While I can appreciate the desire for expediency by using portals, given a choice I would sooner risk the Stonewalkers and tunnels in lieu of smugglers and the arcane. I prefer to see the path before me as i walk; I cast my vote with Redeye."

The_Snark
2011-07-27, 03:18 PM
Bethan holds her peace as the others argue, partly because both are starting to annoy her - is the weird little halfling afraid he'll lose the job if they don't need him to guide them through the tunnels? - but mostly because she honestly doesn't know which way is better. Both are decidedly outside her experience.

"Is there any reason we can't look at both?" she asks when it comes her turn to vote. "We don't know where the smuggler's circle is yet, and we don't know where the tunnels lead into the city either. Couldn't some of us start to explore the tunnels while others try to track down the smugglers? Then once we've got results we can decide."

Surrealistik
2011-07-27, 03:54 PM
Xeletoth regards the woman.

"Even if exploration of the tunnels has merit, I believe we should set an objective of priority. I feel it best that we focus on the more promising of the two options, rather than spread ourselves thin upon dividing efforts between two separate, and dangerous ventures."

Son_of_Meepo
2011-07-28, 09:08 AM
"I ain't never said we had to do one or the other first."

Calmer, Redeye sits down in his chair again.

Surrealistik
2011-07-28, 06:47 PM
The half-elf frowns and shrugs.

"Though I have voiced my reservations about dividing ourselves between our options, upon further consideration perhaps it is for the best, given the conviction of our stances, and our seeming unwillingness to work towards, or prioritize that which we do not prefer. What say you Lord Vondal?"

Daftendirekt
2011-07-28, 11:08 PM
"I am firm in my stance," Virgil starts. "I believe the smugglers' route is the quicker, safer, and more logical. I shall depart soon to begin my search. Those of you who wish may accompany me; I shall welcome to aid."

At that, the mage leans staff against the wall and begins double-checking all of his gear, making sure he has everything ready to go. Satisfied, he retrieves his staff and walks over to the doorway, blue-grey robes flowing behind him, and waits.

NecroRebel
2011-07-29, 11:59 AM
Vondal looks at Virgil as he prepares to leave, nods, and says, "Investigating several options is a wise plan. One or the other may not be available, or may be too difficult to manage. Those of you who seek out the magic smugglers should make sure that you're armed; while we've never been able to prove it, many of the Guardsmen who have been going to confront them have turned up dead shortly after, so unofficially we are sure that they are willing to do murder to hide their activities.

In either case, I'd suggest you talk to the local guard captain, Mai-Sal Frostborn." He describes the woman for you and gives directions to where you're likely to find her. "She'll have access to all of the information on the smugglers that the Guards have gathered, and will probably know who of the folk of the wilderness would have been into the tunnels for any significant length of time."

With that, he dismisses you. As you walk out the door, he speaks up again. "Xeletoth." Those of you who take long enough to leave overhear him say the following to the half-elf: "I know you believe your father to be dead, but we've been trying to resurrect him ever since the disaster. If he died, he should be here now. I can't say what happened - all of the soldiers under his command at the northwest gate are lost - but he may still live. If you can find him in the ruins of the capitol, a warrior of his caliber will surely be able to help you."

Surrealistik
2011-07-29, 09:38 PM
At Vondal's words, a bitter frown erupts across Xeletoth's countenance.

"I shall strive to keep that in mind m'lord, though the passage of fruitless months has lent itself to despair that I should see him again. Even if he lives, with nothing yet heard of him, I fear a fate worse than simple condemnation to the Shadowfell. Still, if there is any who may have survived the scouring heart of that cataclysm, it is my father."

The warrior gradually moves to join Virgil, scale clattering with each step. Staring ahead, eyes fixed upon the exit, he continues his address.

"It is no matter; whatever his fate, I will see these elementals pay dearly for their crimes, as well any who would dare stay their judgment. Waxrock will be ours again, no matter the cost."

With that he passes through the threshold, and can be seen no more, the steady clank of his armour quickly fading into the distance.

salt3d
2011-07-30, 01:45 AM
Benek lumbers away after the rest of the group, hitting his head on the doorway absent-mindedly on his way out.

NecroRebel
2011-07-30, 01:53 AM
Seeking out the guard captain isn't difficult; she is found on the roof of the prince's fortress, inspecting the guard routes. When you describe your meeting with the king and Vondal, the mission you have been given, and the information you seek from her, she is quite willing to assist you. She brings you to her office for privacy and access to her files.

On the subject of the caverns and the possibility of entering the Waxrock caldera from below through them, she has little information of her own, but suspects she knows where to find it. In a town the size of Firstvalley, she explains, there are almost always at least some transients from the local wilderness; hunters, furriers, semi-affiliated tribes, and the like who come to trade and gossip. She gives the location of several of the inns and taverns that these folk frequent and mentions that she has heard that one of the top "prospectors," as the people who seek below the earth for riches are usually called, Orsik Oreloss, is said to be in the area as well. She explains that he may know the tunnels better than anyone, and would likely at least know who would know the deep depths.

Mentioning the smugglers brings a dark expression to her face. She obviously dislikes those who she believes are responsible, believing them to be thieves, murderers, and worse. Still, she has more direct information. The highest-ranking member of the so-called Wizards' Syndicate which she is aware of is the Dandy Man, who runs an inn with an illicit gambling facility hidden in the basement. She suggests that he would easily be the most likely to know more about the higher-ups in his organization.

Daftendirekt
2011-07-30, 02:29 AM
"Well then, it seems that our course is set," Virgil states as he sits in one of the chairs at Mai-Sal's desk. His legs crossed and one arm thrown casually over the back of the chair, he idly strokes his mustache as he glances around the room. "What else do we know of this Dandy Man? Does he have cohorts, minions, that sort? Password or some such to gain access downstairs? Particular uniform? I need to get the details right in case he's particular about his company."

NecroRebel
2011-07-30, 12:40 PM
Mai-Sal goes over to one of the cupboards on the wall and retrieves a set of scrolls. "If he has passwords to get into the basement, we don't know what they are. Normally, we just try to push our way in before they can get things cleaned up; it's worked once or twice. We know of at least 17 toughs under his direct employ, though they probably won't all be in the inn, as well as 3 shopkeepers that we suspect are fences, a moneylender who rumor says doesn't pay all the taxes they should, and 2 other businesses near his inn that are believed to have illegal gambling going on inside them at least some os the time. Including his legitimate staff, the Dandy Man has around 40 or 50 people under his employ, but only around 20 of those are combatants.

The thugs' combat styles vary. Most of them are simply fighters with swords or clubs, whatever armor they've managed to get, and they simply close into melee and beat on whoever they can. Others carry a brace of daggers to throw, but some are wizards. For the most part, they're not trained soldiers, though, so they won't be as organized as they might be."

Surrealistik
2011-07-30, 01:13 PM
"Any defenses you are aware of? Traps? Fortifications? For that matter, I don't suppose you have a map or floorplan of the inn on file? Even a crude one would prove useful in formulating an attack strategy."

Unlike the enchanter Xeletoth remains standing, posture firm and rigid, undoubtedly a manifested force of habit from his time in the Guard.

NecroRebel
2011-07-30, 11:13 PM
Mai-Sal wordlessly spreads a crude floorplan out on the table. The floor plan is fairly straightforward. The inn's common room takes up most of the main level. The rest is the kitchens and the Dandy Man's home. Between the common room and the kitchens are staircases up and down. The stairs up lead into the rooms for rent, and they say the stairs down lead to the root cellar; that's where the gambling hall is. Dandy Man himself, she explains, is usually either running the inn like a normal innkeeper or in his office in his private quarters, at least the times the guards run raids. There are no booby traps that she knows of; bad for business to have your customers, legitimate and non, run into unpleasant surprises.

There are 2 entrances to the common room from outside, a third through the kitchen, and a door that leads into the food-storage part of the cellar from outside.

Son_of_Meepo
2011-07-31, 05:03 AM
Redeye looks over those who will be traveling with him.

Right, we'll start looking for answers from the inns then. All those with me, we leave immediately, so grab you gear and let us be on our way.

With that Redeye leaves the gathering and prepares to head to the closest inn or tavern that was mentioned to him.

Stijl
2011-08-01, 08:26 PM
"If we expect to encounter more than a dozen of these 'thugs', is it wise to divide our numbers so? Even if we do not anticipate combat, when attempting to strong arm such a group at this, doing so from a visible position of strength is often beneficial. I am willing to forgo investigation of these tunnels, pending the outcome of our discussion with these Wizards."

Before the group leaves, Hruul catches Mai-Sal's attention. "Captain, should our attempts at diplomacy crumble into confrontation with these smugglers, do you wish us to exercise restraint? The peace in this city is yours to keep, I would know if these black-marketeers are to be considered misguided citizens, or enemies of the kingdom?"

NecroRebel
2011-08-02, 01:03 AM
The captain sighs and rubs her temples with the palms of her hands. "Earlier today, I would've said that they're troublemakers, but still citizens. Still, just before you found me the king came and said that he wanted me to investigate the possibility that they're connected to those fire creatures somehow. I doubt that, personally, but I will investigate it anyway.

Regardless, if they attack you first I have absolutely no problems with you defending yourself. To be honest, even if you draw first blood, it would give me an excuse to investigate the incident, and that might just be the opening we need to follow the king's order and, Ioun willing, learn enough to shut them down permanently."



Tunnel Team:The closest tavern that the captain said was frequented by Stonewalkers is on the northern wall of the town, just next to the gate there. As you enter, the barkeep looks up. The place is almost empty at this time of day; only two patrons, who look to be city folk, are at the tables. The barkeep addresses you from across the room. "Good day, sirs. What can I get you?"

Daftendirekt
2011-08-02, 01:39 AM
Portal Team

Virgil Malakar
Name: Virgil Malakar Class: Mage (Enchanter) Paragon Path: Entrancing Mystic

Health & Defenses
HP: 65/65 Total Surges/Surges Left: 8/8 Surge Value: 16
AC: 24
Fort: 22 /////STR: 9 CON: 15
Reflex: 25 ///DEX: 11 INT: 21
Will: 25 /////WIS: 14 CHA: 17

Readied Powers
Beguiling Strands
Hypnotism
Storm Pillar
Charm of Misplaced Wrath
Blissful Ignorance
Charm of the Defender
Eyebite
Hekiah's Trance
Spirit Rend
Web
Symphony of the Dark Court

Utilities
Light
Prestidigitation
Suggestion
Glib Tongue
Disguise Self
Arcane Gate

Daily Item Powers
Amulet of Elegy +2
Orb of Fickle Fate +1

Virgil sits wordlessly as Mai-Sal lays out the details of the location, committing as much of it as he can to memory. "Well," he starts. "Doesn't seem to be much to this one, really. It seems to me that we could head there as is and get the information we need."

salt3d
2011-08-02, 02:22 AM
Tunnel team:
"Two beers, bartender." Benek's response booms out across the mostly empty tavern as he strides purposefully to the bar.

Benek looks expectantly at the bartender as he pours the drinks. "Oh!" exclaims the giant, rolling his eyes and shaking his head. Turning to his companions, he adds, "You guys want anything?"

The_Snark
2011-08-02, 03:41 AM
Tunnel team"No," Bethan snaps, frowning at the giant. She disapproves of alcohol and other indulgences on general principle, but especially when they are on a Very Important Mission. "We were hoping to speak to a man named Orsik Oreloss. Do you know where we might find him?"

Surrealistik
2011-08-02, 09:43 PM
"Might we be able to requisition a few men? I'd also like to set up a perimeter around the inn, to contain and capture any escapees."

NecroRebel
2011-08-02, 11:54 PM
Portal Party:"I could probably arrange some men to help you, but are you sure you want them to come along? Getting special forces who won't be noticed would take time, and if the criminals in the inn notice Guardsmen hanging around they'll hide anything illegal that they're doing, and Dandy Man might make himself scarce."

Tunnel Team:The bartender takes payment for Benek's booze and serves up the pints. "That tunnel crawler? I've not seen him in a year... He doesn't usually come in here, though. I hear he's got a woman someplace nowadays, but I wouldn't know where. Why're you looking for him, if you don't mind my asking?"

Redeye:
He's hiding something. When Bethan mentioned Oreloss, the bartender's eyes momentarily flicked away, and he seems almost like he's trying to butter you up when he asks about your inquiry's reasons.

[roll0]
[roll1]
[roll2]
[roll3]

Stijl
2011-08-03, 12:43 AM
Tunnel Team:

"Perhaps keep the men at a distance, where they can see the entrance. If any figured that they recognize leave, it might be handy to know which direction they depart. Also, should we overstay our welcome, we can exit to the street and summon assistance. I doubt it reaches that point, but precaution isn't always the worst of things."

"I suppose Virgil has the idea of it, let us go press our luck... As we enter the door, is our intent to befriend the man, intimidate him, or try to reach an accord with him?"

Daftendirekt
2011-08-03, 01:19 AM
Portal party


Virgil Malakar
Name: Virgil Malakar Class: Mage (Enchanter) Paragon Path: Entrancing Mystic

Health & Defenses
HP: 65/65 Total Surges/Surges Left: 8/8 Surge Value: 16
AC: 24
Fort: 22 /////STR: 9 CON: 15
Reflex: 25 ///DEX: 11 INT: 21
Will: 25 /////WIS: 14 CHA: 17

Readied Powers
Beguiling Strands
Hypnotism
Storm Pillar
Charm of Misplaced Wrath
Blissful Ignorance
Charm of the Defender
Eyebite
Hekiah's Trance
Spirit Rend
Web
Symphony of the Dark Court

Utilities
Light
Prestidigitation
Suggestion
Glib Tongue
Disguise Self
Arcane Gate

Daily Item Powers
Amulet of Elegy +2
Orb of Fickle Fate +1


"Waiting for reinforcements is foolish. We should act now before anything gets worse. Besides, our own skills should be ample enough to deal with ruffians like this. I'm all for talk in the appropriate situation, but I really do think this one calls for action."

Surrealistik
2011-08-03, 01:45 AM
Portal Guys
"I don't see the cause or need for undue haste; we have ample time to deal with this on our own terms. I furthermore doubt that requisitioning an ensemble of guardsmen will meaningfully delay us; my only concern is that their presence may alert Dandy if the cordon is not properly and discreetly executed."

Son_of_Meepo
2011-08-03, 06:34 AM
Tunnel Team
Redeye fakes a smile at the bartender and holds up a single digit. One ale for me as well barkeep. Redeye continues to watch the man as he prepares his drink.

Bartender
Fret not about being overheard, for things need not be said at all. Your thoughts are open to me and I can read them. But I also know you are hiding something.

NecroRebel
2011-08-04, 12:22 AM
Tunnel team:The bartender's smile wavers and he draws away from Redeye somewhat, the service he is providing seeming to be almost more out of reflex than anything else. "What... I'm not sure... Is there anything else I can do for you?"

RedeyeHis thoughts are a jumble of confusion and more than a little fear. He doesn't seem to be attempting to communicate telepathically at all; he likely has never done so before. It may be possible to push him into thinking something "out loud" that he wouldn't say otherwise, but he hasn't broadcast anything useful as yet.

Portal party:Mai-Sal snorts out a brief laugh at Virgil's desire for immediate action. "I thought you wanted information from these people? They might be less willing to talk if they're bleeding out on the floor. While I don't like negotiating with criminals, sometimes a snitch is just what an investigation needs, and bribery is usually the best way to get that. Besides, the Dandy Man has died during our raids before, but he's always come back; intimidating him would be tough, since the worst you can do if he doesn't talk is kill him, and the worst his bosses can do if he does is make sure he stays dead."

She pulls some papers from her desk and examines them briefly. "I've got enough people on standby now that we can get a dozen troops equipped and around the inn in around 10 minutes, but they'll probably be spotted, and that might cause you more trouble than they could prevent. I don't have enough of my best people in at the moment; it'll take around an hour and a half to get them to the fort, briefed, armed, and in position. It's your choice whether you want to go in with backup or not; from what I hear of Xeletoth, he's probably like three or four of their best, and I doubt the king would've given the rest of you this mission if you weren't capable of handling it."

The_Snark
2011-08-04, 01:35 AM
Tunnel Team"We're looking for a guide, and the prospector was recommended to us," Bethan tries again, since for some bizarre reason the others are more interested in drinking than in what they actually came here for. She surreptitiously kicks Redeye's foot, hoping to remind him that they're not here to drink; he seems marginally more sensible than the thick-witted giant. "If you haven't seen him recently, do you know anyone who might have?"

Surrealistik
2011-08-04, 01:53 AM
PP:

"I can think of far worse fates than a mere execution; if he cannot be persuaded then he will be broken. How is it he manages to return to life? Is he some manner of undead, or are his masters really so generous as to continue wasting rituals and reagents on this scum?"

The half-elf scowls, shaking his head.

"In any event, who among them is most receptive to bribery? Do you have any detailed files on these men?"

His eyes move from Mai-Sai's papers to lock with her own, the cold iron of his pupils rife with piercing inquisitiveness.

"With respect to the cordon, I surmise we can station the men further back without risk of spotting if necessary; the key is that we have auxiliaries on stand-by in the event we require containment or assistance."

Son_of_Meepo
2011-08-04, 04:48 PM
Tunnel Team Redeye continues to make small talk with the bartender as his slowly sips his ale.

"So, has recent events been good for business or has it driven people away?"

Bartender"If there is something you're not saying because you are afraid of being overheard, just concentrate on that thought and I will hear it. Concentrate on saying it really loudly.

I really would have to hate to go digging through that head of yours to find out what it is. It can be quite painful. Well, not for me..."

RollsBluff [roll0]
Intimidate [roll1]

BethanRedeye wordlessly speaks to you, his voice echoing in your mind.

"What your ears hear is not all that is said."

The_Snark
2011-08-04, 09:59 PM
Tunnel TeamBethan blinks, glancing between Redeye and the barkeep, and decides to let the halfling take the lead for a while. He is supposed to be the tunnel expert, after all, and she certainly isn't getting anywhere. Hopefully he knows what he's doing...

NecroRebel
2011-08-05, 12:51 AM
Portal Party:"I doubt his masters have anything to do with his rebirth. Look, it says here that he's arranged for the shrine of Sehanine to bring him back in the event of his death; they'll have a lock of his hair in the Shrine, and when they learn he's dead, they'll just use the ritual. Paid in advance, as standard. It's pricey, but not impossible for wealthier citizens... Even if most of his income is probably illicit, we can't prosecute him for wanting good postmortem care."

She examines her files more and comments, "The people who'd be paid least are the common thugs. You know, the ones without any magic training. The Syndicate is mostly Wizards, you know, and the ranking members are going to be mostly mages of a scholarly stripe. Trouble is, the people who you can bribe the most easily are also the ones who know the least. Still... Ah ha!" She shows you a drawing of an elf woman. "This one is called Varra, though it probably isn't her name. She's a regular at several of the Syndicate's holdings, probably knows who the bosses are at most of them, but mostly stays at the Dandy Man's place. She's a gambler, always in debt, and even if she isn't part of the Syndicate itself she'd probably know more about it than anyone else at that den except Dandy himself. Trouble is, she's slippery; she carries smoke bombs or something like that and always seems to be gone when it's clear. We've never actually caught her, though we've also never really looked...

"Otherwise, buttering up the muscle might help, and greasing the palms of the mages will probably get you something. Who knows, maybe one even knows the sequence for their smuggling gates?"

"Moving the cordon out is doable, but we'd probably have trouble covering all the entrances or catching anyone who flees with the people I have available now. It would be possible to bring more people in, and it wouldn't take as long as getting my specialists in, but would take longer than just gearing up and moving out. It's your choice if you want to take the chance."

Tunnel Team:The man stutters and replies, "A guide? Going into the tunnels? I... I guess he'd be alright... He stares at Redeye a moment, and suddenly breaks down and shouts "Alright! Don't core my brain! His woman runs a jewelry shop! I see her at market once a week!" He tells you where to find Oreloss's girlfriend's shop. "They just don't like strangers knowing about any finds, especially adventurer-types. 'Prospector' just means they go underground for riches, not that they're miners, so he'll be really angry if he thinks I blabbed about any of the treasure down there!"

Daftendirekt
2011-08-05, 01:19 AM
portal party:
"Hmmm," the mage started. This Varra sounds promising. I'm sure that, with help, I could catch her and then go in her place to the inn. Not for long, though. My magicks are of limited duration."

Surrealistik
2011-08-06, 12:03 PM
Xeletoth appears markedly annoyed at the mention of the temple's meddling. When Mai-Sai brings up the possibility of additional guardsmen he nods.

"I don't see the problem in waiting for further reinforcements. At the moment we've fortunately little in the way of time pressures. As for this Varra, we'll certainly keep our eyes out; that's just the kind of lead we're looking for."

His expression hardens as before, when the distasteful business of the Sehanites resurfaces in his thoughts.

"Now, with respect to the Sehanine temple, given that you know they are the responsible party, why have you not moved to stop their resurrections from making a mockery of the Guardsmen? Surely they are accomplices to this mans constant breach of law, regardless of their association with the clergy."

NecroRebel
2011-08-07, 12:25 AM
Portal party:The guard captain nods, stands, goes to the door, flags down a servant, and orders word for what off-duty guardsmen that could get to the fort quickly to do so. Turning back to you, she continues your discussion. "Like I said, Varra is a slippery one. I don't know exactly where to find her; if she's in that inn, that's all well and good, but otherwise word will get out that you're looking for her if you look too hard. If she doesn't want to be found and knows you're coming, well, you won't find her."

Xeletoth's anger towards the priestesses of the Goddess of Trickery brings a grim smile to Mai-Sal's face. "It's no crime to ressurect someone unless they were lawfully executed, and they've never done that. Even the times your target has died have just been flukes when our people or what we can only assume are his have gotten overzealous and lead to actual fights." She sighs, somewhat regretfully. "Besides, we've no proof he's done anything very illegal; just illegal gambling and some other suspicious finances, but he's paid the fines for what we've caught him at it. We've no basis for forbidding his continued or renewed existence on this mortal coil, and as he's not a nobleman he doesn't really lose anything for it."

The_Snark
2011-08-10, 12:43 AM
Tunnel Team:Well, Bethan thinks, that didn't take long.

"We're not interested in his treasure," she repeats, after waiting a few seconds for Redeye to get a word in if he likes. He'd certainly managed to get results, but he doesn't seem inclined to follow up... unless he's speaking silently again? She can't tell. "Thank you. We'll be on our way now."

Stijl
2011-08-10, 10:12 PM
Portal Team
"I have never understood the desire to wager money on low odd games, but I am of a mind to go and try to find a game. We likely aren't known agents of the King and Mai-sal yet, we should be able to visit the inn as customers. Mind you, I do not anticipate confrontation, for this moment I agree with "Xeletoth, there is no immediate need for action. We can scout out the inn and surrounding area before attempt to confront either of these two characters."

Looking towards Virgil, Hruul continues. "Perhaps, if you're as good with your tongue as you imply, we can get even more than a passing glimpse of this inn's main room. I, for one, am likely to be remembered, and will endeavor to remain out of your way should you pursue the less obvious approaches."

Surrealistik
2011-08-10, 11:20 PM
Xeletoth grimaces, face bunching in disgust as he hears of the criminal's flagrant contempt for the law.

"How is it these fines are so low, the penalty for repeated offenses so light that he can continue to pay them, as if the Guard were some pliable bribetaker? That he is not run into the ground by the penalties we levvy, or are we simply too inefficient in accruing them?"


He shakes his head, cool composure quickly returning to his features.

"No matter, we have more important concerns, and I intend to see them through. Unless you've anything of further value to tell us, we shall begin."

NecroRebel
2011-08-11, 12:40 AM
Tunnel Team:The bartender looks greatly relieved when you decide to leave without anything untowards happening to him, and the two other patrons, who were surreptitiously watching the short exchange, turn back to their own business without comment. The walk to the jeweler's shop where your target was described as frequenting takes some time, but it isn't difficult to find the place. Once inside, you quickly notice that there are two dwarves sitting behind the counter, one a woman working on a ring, and the other a tough-looking man simply watching her quietly. They look up as you enter.

"Can I help you?" the woman asks politely.

The man's eyes, however, quickly focus on Redeye. He looks puzzled for a moment, then smiles. "Hey... You're that halfling who rescued the high priest a few years back, aren't you? Redeye, right? I've heard tales that you went right into a drow city to get the man out! Not many folk survive those places... Why, even I avoid them!" He laughs heartily. "If you're looking for jewelery, the lovely Eldeth here can help you out... But I think you're looking for something a little less solid."

Explaining what you're after doesn't take long, and the man, who is clearly Orsik Oreloss, frowns, but nods sagely. "Like I said, I don't go into the drow settlements. Dangerous places, those, especially for us who live closer to the sky. Hmm... I might know someone who can help you, but she's a close friend of mine, and she's very... shy. If I'm going to bring you to her, you're going to have to promise that you won't tell anyone that she knows her way around the depths, and we're gonna have to go by secret routes so I can say you don't really know where her haunts are. Deal?"

Portal Party:"You're as zealous for action against criminals as your father... I think you'll go far, Master Xeletoth. We'll brief our people as they arrive. Mai-Sal leads the way deeper into the fortress, and you await the arrival of more troops. It takes about 15 minutes before the captain is satisfied with the numbers that have arrived; 23 soldiers, not including the captain herself, who are to be arrayed around the roads leading to the inn, with spotters closer in to make sure no one gets in or out unseen. It takes another 5 minutes for the latecomers to suit up and for everyone to get into position.

Entering the inn is simple. No alarm seems to be raised by your approach or entry, and it appears that the guard cordon has not been noticed. The common room itself seems quite ordinary, with two long tables and four smaller, round tables for serving food. A human dressed in an apron, probably a serving girl, seems to be sleeping at one of the smaller tables, but the chamber is otherwise unoccupied. The sounds and smells of preparations for a meal come from the kitchen through an open doorway. If the floor plan that was presented earlier was correct, the basement gambling hall should be through that passage, as should the boss's private rooms. Getting information out of the girl might be helpful, but moving to the problem area quickly might help catch the crooks off guard more than they already appear to be.

Daftendirekt
2011-08-11, 01:46 AM
Virgil Malakar
Name: Virgil Malakar Class: Mage (Enchanter) Paragon Path: Entrancing Mystic

Health & Defenses
HP: 65/65 Total Surges/Surges Left: 8/8 Surge Value: 16
AC: 24
Fort: 22 /////STR: 9 CON: 15
Reflex: 25 ///DEX: 11 INT: 21
Will: 25 /////WIS: 14 CHA: 17

Readied Powers
Beguiling Strands
Hypnotism
Storm Pillar
Charm of Misplaced Wrath
Blissful Ignorance
Charm of the Defender
Eyebite
Hekiah's Trance
Spirit Rend
Web
Symphony of the Dark Court

Utilities
Light
Prestidigitation
Suggestion
Glib Tongue
Disguise Self
Arcane Gate

Daily Item Powers
Amulet of Elegy +2
Orb of Fickle Fate +1


portal party:
"Hello there, good lady," Virgil says quietly, smiling as he sits down at the table next to the barmaid. As she raises her head, he flourishes his hand, a pristine and exquisite purple rose appearing seemingly out of nowhere. He bows as much as his sitting position allows, proffering it to her as he continues. "I wonder if you know where a gentleman might find a little amusement around here. I'm itching to play a good game. You know what I mean?"

actions:
I am using my Glib Tongue power as I approach her to get a +5 power bonus to Diplomacy.
I use Prestidigitation to produce the flower.

Diplomacy: [roll0]
EDIT: +1 from Group Diplomacy via Xeletoth? So, a 30.

Son_of_Meepo
2011-08-11, 04:55 AM
Tunnel TeamAfter listening to the dwarves, Redeye nods to Orsik Oreloss.

Aye, that is fine with me.

There really wasn't much else to be said.

NecroRebel
2011-08-11, 11:23 PM
Portal Party:The girl blinks groggily and stares at the flower for a moment. "Huh? Ah, yes. Um. The games are downstairs. It's the door on the right going into the kitchen. Push up on the wire next to the door to ring the bell so they know you're a patron." She thinks for a second, seems to come more awake, and suddenly exclaims, "Please don't tell the boss I was asleep! I just don't get enough time to rest some days, so when it's slow like this I sometimes doze off..."

Tunnel Team:"Fair enough..." The man leans in closer to you and whispers, "The lady we're looking for is an exiled drow; she paints her skin and dyes her hair so she looks like a surface elf, but if anyone would know how to get to that place you found the priest, it would be her. I'm sorry, love, but I think I should help these people right away." He kisses Eldeth and leads you out into the street.

Several alleys away, he moves a crate that hides a hidden trapdoor that leads down into a complicated network of tunnels. Though Oreloss seems to know his way around, this path is quite disorienting. Eventually, however, you come to what appears to be a basement wall, which your guide manipulates somehow, opening into a chamber with a large number of foodstuffs stocked. Walking to the another door leading out of that room, your guide knocks in a strange series, then opens it and peeks through, then opens it all the way. "Ah, there she is," he says, pointing out an elf sitting at one of the tables in the room beyond playing cards. "Varra! I've got some people who want to talk to you!"

The people in this place look at you, but seem to decide that you don't require their attention, and turn back to what they're doing. The disguised drow sighs and replies, "Orsik, I'm winning. I can't talk right now... Unless you want in or you want to make it worth my while, of course..."

Daftendirekt
2011-08-12, 12:11 AM
Virgil Malakar
Name: Virgil Malakar Class: Mage (Enchanter) Paragon Path: Entrancing Mystic

Health & Defenses
HP: 65/65 Total Surges/Surges Left: 8/8 Surge Value: 16
AC: 24
Fort: 22 /////STR: 9 CON: 15
Reflex: 25 ///DEX: 11 INT: 21
Will: 25 /////WIS: 14 CHA: 17

Readied Powers
Beguiling Strands
Hypnotism
Storm Pillar
Charm of Misplaced Wrath
Blissful Ignorance
Charm of the Defender
Eyebite
Hekiah's Trance
Spirit Rend
Web
Symphony of the Dark Court

Utilities

Prestidigitation
Suggestion
Glib Tongue
Disguise Self
Arcane Gate

Daily Item Powers
Amulet of Elegy +2
Orb of Fickle Fate +1


portal party:
"Oh, don't you worry, sweet. I won't say a thing," Virgil says with a wink and a smoothing of his fine mustache. He leads the way towards the kitchen, nodding in a familiar manner at the cook as he heads down the stairs. He waits for the others to be ready, standing and leaning on his staff at the bottom of the stairs.

He runs over the list of arcane spells he'd readied that morning, keeping in mind their uses and incantations. Satisfied he'd gotten everything in order mentally, he turns to his teammates.

Son_of_Meepo
2011-08-12, 05:44 AM
Tunnel TeamRedeye smiles and bows looking Varra in her eyes as he does so.

VarraWould keeping your secret be payment enough?

NecroRebel
2011-08-13, 12:35 AM
Tunnel Team:The elf's eyes flicker across your group momentarily before settling on Redeye. After a brief pause, she chuckles softly.

Redeye:And what secret would that be, tadpole? One imagines that my own heritage is not the only thing one would want to keep hidden... The lords of this land might find it somewhat unpleasant to know what lurks in that eye of yours. Her laughter echoes in her mind as well as aloud. Mind tricks don't work on me; only money.

Suddenly, the sound of a door opening comes from up the stairs on the far side of the room. Most of the other people present start and turn to look at it for a moment. Softly, one of the men, a flamboyantly-dressed dwarf, urgently demands that everyone stop what they're doing as footsteps thud off the stairs. Orsik swears softly and rushes back into the doorway you came out of, and several of the other patrons quickly scoop their winnings into bags and push by you as well. Your guide gestures you back as the drow sighs, "Nuts, I was winning, too... Maybe it's nothing?"

A moment later, Virgil appears at the bottom of the stairs, looking back up them as he calmly leans on his staff. Soon afterwards, your other companions come down the stairs as well.

Portal Party:As you open the door, you hear hushed, urgent voices from below, followed quickly by the sounds of coins and people moving. When you reach the bottom, the room appears to have been hastily cleared. Cards are scattered haphazardly across some of the tables, a few coins sit in the open, some of the chairs are knocked over, and one is rocking back and forth like it was just vacated.

There's more than dozen people present. One is the elf, Varra, who the captain told you might know more about the smugglers' operation than she herself did, sitting at a table looking annoyed. Another is a flamboyantly-dressed dwarf who appears almost angry. A third, standing through a doorway on the other side of the room, is a somewhat rough-looking dwarf who seems nearly panicked. A pair of thuggish dwarves stand in front of chairs on the walls, and a third sits at one of the card tables, all holding thick cudgels. Six humans are present as well, though no armament is apparent. The final three, also near the doorway, are your companions who had gone to find information on the tunnels.

The flamboyantly-dressed dwarf stares at you as you come down the stairs, his face twisting. He doesn't speak immediately, and seems to be waiting for something.

Daftendirekt
2011-08-13, 01:56 AM
Virgil Malakar
Name: Virgil Malakar Class: Mage (Enchanter) Paragon Path: Entrancing Mystic

Health & Defenses
HP: 65/65 Total Surges/Surges Left: 8/8 Surge Value: 16
AC: 24
Fort: 22 /////STR: 9 CON: 15
Reflex: 25 ///DEX: 11 INT: 21
Will: 25 /////WIS: 14 CHA: 17

Readied Powers
Beguiling Strands
Hypnotism
Storm Pillar
Charm of Misplaced Wrath
Blissful Ignorance
Charm of the Defender
Eyebite
Hekiah's Trance
Spirit Rend
Web
Symphony of the Dark Court

Utilities

Prestidigitation
Suggestion
Glib Tongue
Disguise Self
Arcane Gate

Daily Item Powers
Amulet of Elegy +2
Orb of Fickle Fate +1


"Why so tense?" Virgil says with a laugh, leaning casually against the wall, his staff cradled in the crook of his arm. He smooths his mustaches and winks at one of the cudgel-wielding dwarves. "Just here to play. Was this a members-only night or something?"

He glances at the other members of his group, trying to keep recognition off of his face, and continues scanning the rest of the faces in the room, still acting as casual as possible as his teammates reach the bottom of the stairs.

actions:
I don't know if a Bluff check is in order here, so just in case:

Bluff:[roll0]

salt3d
2011-08-14, 05:06 PM
"Wait, what?" asks Benek, his brow furrowed.

The giant presses his forefinger to his lips, deep in thought. Occasionally he removes it momentarily and opens his mouth as if to speak, only to return to his original pose a moment later.

Stijl
2011-08-15, 01:08 AM
Hmmm, unexpected. I hope the king and his advisers chose the members of this party well.

Hruul keeps his face passive, and keeps the spear in his hand held in as non-threatening a manner as possible, letting it rest in the crook of his arm. The Shardmind takes a position behind and to the side of Virgil, in hopes that if the man continues to play innocent that Hruul might be confused as his servant or bodyguard.

But despite his posture of passiveness, he calls for Era and prepares to loose the spirit upon anyone who attacks Xeletoth or Virgil.

NecroRebel
2011-08-16, 12:50 AM
The flamboyantly-dressed dwarf looks at the group at the bottom of the stairs flatly. "You seem to believe that this is part of the inn upstairs. This is just a place where friends sometimes meet up to play some cards or dice when we're not busy. This is not a 'members' establishment. As the proprietor of this inn, I will have to ask you to stay upstairs. Even if there's not much stored here at the moment, this is part of our larder and the cook will not be pleased to hear that you're getting into her supplies." His gaze flicks nervously to both of the warriors flanking the wizard, especially Xeletoth. His stance and behavior suggests little fighting skill, though the movements of most of the others say that they have been in a scuffle or two.

The elf, Varra, stands, looking wistfully at the cards abandoned on the table in front of her, and moves soundlessly over to Redeye's group. Her whispers are barely audible to the group at the far end. "Except the half-elf, they don't look like soldiers, but strangers shouldn't come here unescorted. A game's out of the question now, though; if you want to talk, we should go somewhere else." She turns to the dwarf with the party members, muttering, "I don't know what you told them, but in the future, ask me before you do things like this!"

Daftendirekt
2011-08-16, 01:35 AM
Virgil Malakar
Name: Virgil Malakar Class: Mage (Enchanter) Paragon Path: Entrancing Mystic

Health & Defenses
HP: 65/65 Total Surges/Surges Left: 8/8 Surge Value: 16
AC: 24
Fort: 22 /////STR: 9 CON: 15
Reflex: 25 ///DEX: 11 INT: 21
Will: 25 /////WIS: 14 CHA: 17

Readied Powers
Beguiling Strands
Hypnotism
Storm Pillar
Charm of Misplaced Wrath
Blissful Ignorance
Charm of the Defender
Eyebite
Hekiah's Trance
Spirit Rend
Web
Symphony of the Dark Court

Utilities

Prestidigitation
Suggestion
Glib Tongue
Disguise Self
Arcane Gate

Daily Item Powers
Amulet of Elegy +2
Orb of Fickle Fate +1


OOC:
hey now, just because I'm robed and carrying staff doesn't automatically make me a wizard :smallbiggrin:

"My mistake," Virgil states with a shrug and a far-too-innocent grin. "It just so happens, though, that I am an avid card-player. If you don't mind a stranger at your table, I'd love to join in. And don't mind my companions here. I know they look funny, but, really, they're quite harmless!"

The_Snark
2011-08-16, 03:35 AM
This time, Bethan manages to keep her face impassive when something unexpected happens. (It helps that almost everyone's attention is focused on the far end of the room.) So. This is one of those smugglers' hideouts that the captain of the guard had spoken of. Not auspicious company to find their guide in. But then, she expects no better from someone like this Varra. Gods willing, she'll prove trustworthy... and if the gods will it otherwise, Bethan will be ready for that, too.

She does hope that the mage doesn't end up starting a fight right now, though. Purging this city of its undesirables wouldn't be a bad thing, but not if it delays their mission. To defeat the demon, one may treat with the devil; this is the scripture of Asmodeus. Retaking Waxrock is far more important than sending a bunch of petty crooks and outcasts to the hands of the gods.

Son_of_Meepo
2011-08-16, 05:50 PM
Redeye smiles wryly at Varra and whispers to her. "Don't blame the dwarf, lass. Those who do not understand my powers are prone to overestimating them."

NecroRebel
2011-08-17, 12:39 AM
The elf stares at Redeye's red eye for a moment before replying, "I see. Well, regardless, it seems my friends' and my games have been interrupted, so perhaps we should go upstairs to discuss the information you had desired?"

Tunnel Team:Much more softly, so that no one else can hear, she says, "We'll go upstairs. There's going to be trouble; when it starts, take them from behind. That will be my price."
Redeye:She also amusedly contacts you, wondering, How well is it that you understand your own powers? I've seen such things before, but I wouldn't expect to find one with them here.

She wanders over towards the stairs, pauses near the other dwarf, whispers something to him, and eases past the three at the way up without looking at them overly much. In response, the dwarf nods, and then he continues, "Well, I don't know if I can trust such a distinguished and skilled man as yourself. I've heard too many rumors of wily men who play at being card sharps in their spare time. We're not very skilled," Some of the others look at him in disgust as he says this, "and it wouldn't be fair for someone who does more than just a friendly game once a week to come into our games, even though we don't place wagers or anything of the sort." He slowly moves towards one of the tables, stroking its top. "Besides, you never know how a stranger might react to losing. It might get... violent."

Daftendirekt
2011-08-17, 12:45 AM
Virgil Malakar
Name: Virgil Malakar Class: Mage (Enchanter) Paragon Path: Entrancing Mystic

Health & Defenses
HP: 65/65 Total Surges/Surges Left: 8/8 Surge Value: 16
AC: 24
Fort: 22 /////STR: 9 CON: 15
Reflex: 25 ///DEX: 11 INT: 21
Will: 25 /////WIS: 14 CHA: 17

Readied Powers
Beguiling Strands
Hypnotism
Storm Pillar
Charm of Misplaced Wrath
Blissful Ignorance
Charm of the Defender
Eyebite
Hekiah's Trance
Spirit Rend
Web
Symphony of the Dark Court

Utilities

Prestidigitation
Suggestion
Glib Tongue
Disguise Self
Arcane Gate

Daily Item Powers
Amulet of Elegy +2
Orb of Fickle Fate +1


"Violence?!" Virgil exclaims, nearly dropping his staff. "By gods, I abhor the very thought of it. And I would not deign to call myself a card master. No, I am merely a dabbler. An amateur. And I do apologize about the awkwardness. I have just been so dreadfully....bored of late. You know how it goes, eh, fellas?"

And with that, Virgil straightens up, walks over to an empty chair, and flops down carelessly into it. He tosses his staff to Hruul with a wink, and begins gathering all the cards in.

Stijl
2011-08-17, 01:40 AM
Hruul is shaken from his preparations and reverie when Virgil tosses the staff his way. He catches it in his left hand, and looks between the spear in one hand and now a staff in the other, and looks a bit at a loss as to what to do about it. Given the atmosphere in the room, he figured Virgil would be needing his staff back in short order... He was hopeful that the non-combatants might depart before the violence broke out, but at the same time wasn't too eager to see the wayward half their group leave before that.

The_Snark
2011-08-18, 02:35 AM
Bethan's eyes widen as she hears Varra's whisper; she moves her shoulders surreptitiously, reassuring herself that her sword is still securely on her back. (You can never be too careful in a den of thieves.) There isn't a chance in the Nine Hells that they're going to meet that price—she should be punished for even asking it!—and yet... they need her. Unless the others come through. Maybe they can capture and coerce her...

She tries to catch Redeye's titular feature behind the elf's back, silently asking for direction: what now?

NecroRebel
2011-08-19, 12:16 AM
Nonplussed, the elaborately-dressed dwarf gazes at Virgil, then smiles deviously. "Well then, I suppose we could see what sort of player you are. Baern! Alek! You're in. Let's see what we can do with this table here. You two, don't block the stairs; come sit and watch the game." The two who were told to, people without any apparent weapons, come to the table Virgil sits at and sit on the far side. The dwarf sits as well. The others stand nearby as well. They still seem rather tense, however.

Daftendirekt
2011-08-19, 01:11 AM
"So! What's the game? King's Hand? Celestial Rat Screw? Or - or! Maybe, that old classic... War?"

Virgil says all this in a jovial, friendly tone, his eyes glinting deviously under his brow. He shuffles the deck a few times and slides it out into the middle of the table. Then he shifts his hands, one stroking at his fine, thick mustaches; the other absently caresses the orb hanging from a netting bag at his belt.

Stijl
2011-08-19, 01:32 AM
Hruul moves away from the stairs, but remains behind Virgil, and keeps his back to the wall.

"My apologies Sir Dwarf, but I do not sit. I shall, of course, remain out of your and your guests' way."

Surrealistik
2011-08-19, 09:59 AM
Xeletoth simply looks over the scene with barely disguised contempt, anger and disdain almost tangible in his fierce eyes, face is a grimace of disgust forced into a state of neutrality. He stays close by Virgil's side, a wary sentinel towering over his charge, alert for any sudden or suspicious moves by the gangsters. The half-elf's hand is poised near Earthsunder's hilt, ready to draw at a moment's notice.

NecroRebel
2011-08-20, 12:30 AM
The man sitting to the right of the dwarf leader of the gamblers in the room grins evilly and replies, "War? That's always a fun game... But around here, we usually prefer Sharp." With that and a flick of his wrist, a throwing knife appears from his sleeve. All around, the others ready their weapons as well, and the Dandy Man himself stands and starts to back away from the table. You have little time to react before the criminals here attack.

Battle is joined.

Roll initiative; they don't get a surprise round, though if you all roll badly enough they might go before you :smallwink:

Generally, I'll be carrying out actions in the initiative order, though don't feel that you need to wait until it's your turn to post. Monsters all take their turns at the same time at the lowest initiative among them, then their actions are also carried out in the same order each time (though that's more for my bookkeeping than anything else).

Battle Map:http://img607.imageshack.us/img607/8771/battle1mapi.jpg

Here, thick black lines are walls and more-or-less the borders of the battle map, and the yellow squares are tables. They're difficult terrain and provide partial cover.

Varra, Orsik, and Dandy Man are not hostiles, though attacking them might have benefits.

Monster Initiatives: Monsters go on initiative 8.[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

Daftendirekt
2011-08-20, 02:47 AM
Virgil Malakar
Name: Virgil Malakar Class: Mage (Enchanter) Paragon Path: Entrancing Mystic

Health & Defenses
HP: 65/65 Total Surges/Surges Left: 8/8 Surge Value: 16
AC: 24
Fort: 22 /////STR: 9 CON: 15
Reflex: 25 ///DEX: 11 INT: 21
Will: 25 /////WIS: 14 CHA: 17

Readied Powers
Beguiling Strands
Hypnotism
Storm Pillar
Charm of Misplaced Wrath
Blissful Ignorance
Charm of the Defender
Eyebite
Hekiah's Trance
Spirit Rend
Web
Symphony of the Dark Court

Utilities

Prestidigitation
Suggestion
Glib Tongue
Disguise Self
Arcane Gate

Daily Item Powers
Amulet of Elegy +2
Orb of Fickle Fate +1


Virgil stands up hurriedly, knocking his chair back in his haste. He grips the orb at his waist tightly as he quickly gives the room a once-over. The hand that just a moment ago had been stroking his mustaches now shoots out, aimed across the table at Dandy Man and his minions. His eyes flash a fiery orange for a moment, and glowing ribbons of energy shoot out of his fingertips and straight at his enemies.

"Back, you fools!" he cries angrily, all joviality gone from his face.

Actions
Minor action to stand, thanks to Acrobat Boots.

As a standard action: In a blast 5 that includes Mystic 1, Dandy Man, Rogues 1 and 3, and Thug 2 I use Beguiling Strands.

Mystic 1 [roll0] vs Will
Dandy Man [roll1] vs Will
Rogue 1 [roll2] vs Will
Rogue 3 [roll3] vs Will
Thug 2 [roll4] vs Will

Anybody hit takes 5 Psychic damage, and is pushed 6 squares. I'm not picky on the exact positioning, but I want them all shoved into the lower right corner.

Also, per the Mystic Rapture feature of my Paragon Path: "Each enemy that enters a space within 3 squares of you or that starts its turn there takes a -5 penalty to saving throws against charm effects and a -2 penalty to all other saving throws"

Surrealistik
2011-08-20, 02:41 PM
Xeletoth's eyes erupt with unbound ferocity, beams of azure power sparking and streaming from his visage as he fixes one of the thugs with a withering glare. The hapless man's frame is encompassed with a constricting aura of roiling blue light, wrenching him forward like a drawn puppet.

Sapphire-white energy gathers about Earthsunder's blade, the sight of it like a sword aflame. With a sudden stroke, the fabled weapon is plunged into the ground, power rupturing in a detonation of eldritch force. Two of the thugs are sent flying across the room, one of the unfortunates tumbling straight into the reach of Benek's waiting polearm.

Taking up a defensive stance behind one of the gambling tables, Xeletoth awaits the pending onslaught.

Free Action, Wild Focus: Mystic 2 is pulled 5 squares to E3, is slowed until the start of Xeletoth's next turn, and marked until the end of Xeletoth's next turn.

Xeletoth's Turn:

Mystic 2 is no longer slowed.

Minor Action, Battlemind's Demand:
Effect: Rogue 1 is marked until the end of the encounter, or I use this power again.


Standard Action, Concussive Spike:
Attack: [roll0] vs. Mystic 2 AC
Damage: [roll1] force damage to Mystic 2.
Hit Effect: Rogue 2 and Thug 1 are pushed 7 squares and slowed until the start of Xeletoth's next turn. Push Thug 1 5 squares to E10. Push Rogue 2 2 squares to A5.

Move Action: Shift 1 square to G3

If Immediates are to be rolled ahead of time; my preference is that I roll them at the time they're required.

Immediate Action, Forceful Reversal, Augment 2:
Trigger: Someone attacks Xeletoth and is within reach.
Attack: 23 vs Triggering Creature AC
Damage: 12 +2 if Bloodied
Hit Effect: Push the target 6 squares to a square adjacent to Benek, and the target is proned and slowed until the start of Xeletoth's next turn.

Immediate Action, Lightning Rush, Augment 2:
Trigger: Someone attacks an ally within 5 squares of Xeletoth.
Effect: Xeletoth moves 5 squares to a square adjacent to the triggering creature.
Attack: 27 vs Triggering Creature AC
Damage: 16 +2 if Bloodied
Hit Effect: Xeletoth becomes the target of the triggering attack.

Stijl
2011-08-20, 09:43 PM
Within his mind Hruul speaks to Era, and can be overheard by the allies nearest to him as well. "Predictable. Let us see about sowing some confusion and discord amongst our opponents."

The shardmind fixes his eyes on one of the larger goons standing in the center of the room. He can feel the man's spirit, angry and defiant. Using that anger, Hruul strikes out at the spirit, hoping to make the emotions so overwhelming that he loses his concentration and strikes at the dwarf standing next to him.

Releasing the man's mind, Hruul points his spear into the center of the room, and a wind begins to whip around enclose space. The glowing embers flying off the torches coalesce into a sphere of fire, standing opposite of the groups.

Actions
Standard Action: Hateful Binding (Encounter) against the Mercenary. [roll0] vs. Will

On hit, [roll0] damage to Mercenary, and Mercenary makes an MBA attack vs. Thug 1, with +5 damage added).

Minor Action: Summon Spirit Companion to C7.

I'll have the stat block up for my next post!

Stijl
2011-08-20, 09:45 PM
Action Amendment
Crap, the attack was supposed to be +16 vs Will, not +5 (that's on the damage end). The attack roll should be 23 vs. Will, not 12.

salt3d
2011-08-20, 10:16 PM
Benek perks up at the sight of someone flying in his direction and instinctively lashes out with his weapon, swatting at the dwarf.

For the purposes of the below action I assume someone has been pushed to E10.

Opportunity action: Cleave vs. first target to be moved adjacent to Benek
Attack: [roll0] vs. AC
Hit: [roll1] damage, and the target is pushed to G10 and knocked prone. If there is somehow another enemy adjacent to Benek, it takes 5 damage.

Invalidated turn:
Standard action: Weapon Master's Gambit vs. Mystic 2
Attack: [roll2] vs. AC
Hit: [roll3] damage, and Mystic 2 is slid to E11 and knocked prone, and Benek shifts to E10 (or D10 if above opportunity attack missed).

NecroRebel
2011-08-20, 11:44 PM
As the spirit, Era, materializes in the chamber, the great mental powers Xeletoth possesses sends several of the enemies careening through the room. When one of the thugs staggers over near Benek, the giant sweeps him away. However, despite the mighty blow threatening to send him tumbling to the floor, the dwarf manages to hold his ground and keep his feet.

Battle Status:Initiative Order: Still waiting on initiative from Redeye, and actions from Redeye, Bethan, and (due to previous actions being invalidated) Benek.
Hruul: 26
Xeletoth: 25
Benek: 15
Bethan: 14
Virgil: 10
Monsters: 8

Redeye: ?

Mercenary is forced to attack Thug 1 by Hruul.
[roll0]
[roll1] and Thug 1 is slowed (save ends)
Misses

Battle Map:http://img26.imageshack.us/img26/7841/battle1map.jpg

Enemy Status:Mercenary is healthy.
Mystic 1 is healthy.
Mystic 2 is healthy.
Thug 1 is slowed until the beginning of Xeletoth's next turn.
Thug 2 is healthy.
Rogue 1 is marked by Xeletoth.
Rogue 2 is slowed until the beginning of Xeletoth's next turn.
Rogue 3 is healthy.
Rogue 4 is healthy.
Dandy Man is healthy.
Orsik is healthy.
Varra is healthy.

salt3d
2011-08-21, 06:28 AM
Benek spies the dwarf in the centre of the room. "You look different," says the giant, "fight me."

As he takes a step towards the dwarf, Benek swings his club from left to right, catching the unlucky dwarf within its arc as the giant advances to his new target. After another step Benek leaps at his foe, bringing the club down from above his head.

Minor action: Battle Fury Stance
Effect: Benek gains a +4 power bonus to damage rolls but suffers a -2 penalty to AC. The stance ends when Benek spends a healing surge or as a free action on Benek's turn.

Move action: Move to D9.

Standard action: Mountain Sweep vs. Thug 1 and Mercenary
Attack: [roll0] vs. Thug 1, [roll1] vs. Mercenary
Hit: [roll2] damage.
Effect: Thug 1 & Mercenary are marked by Benek.

Free action: Spend Action Point
Effect: Gain a standard action.

Standard action: Charge to E7 vs. Mercenary, using Bull Charge in place of MBA
Attack: [roll3] vs. Fortitude (critical hit)
Hit: [roll4] 39 damage, and Mercenary is pushed 2 squares (F6->G6->H6) and knocked prone, then Benek shifts to F6 and makes a secondary attack.
Secondary Attack: [roll5] vs. Fortitude
Hit: Mercenary is knocked prone.

The_Snark
2011-08-21, 07:40 PM
Bethan curses, surprised by the speed with which the room turned violent. Of course the people with staves and polearms all have their weapons ready to hand, but she doesn't; you can't just carry an unsheathed sword about in a tavern... She draws her blade, advancing to meet the nearest dwarven criminal and laying into him with a will.

Minor action to draw a weapon, move action to get to G11, standard action to hit Thug 1 with Overwhelming Strike.
Attack [roll0]
Damage [roll1]
On a hit, Bethan shifts to G10, and the dwarf would be shifted into G11 if he weren't a dwarf.

Son_of_Meepo
2011-08-22, 12:22 PM
As steel was flashed, Redeye sprung to his feet, his own blades in hand.

"Well lass, it looks like we'll have to continue our conversation a bit later. You really should choose better friends than these."

ActionsInitiative: [roll0]

Minor: Daring Gamble Until the start of your next turn, any enemy that attacks you grants combat advantage to you until the end of the encounter.

Move: G6 (Granting as many OAs as possible against AC 41, Fort 26, Ref 32, Will 29)

Standard: Lashing Blade Effect: Until the end of your next turn, you can use the Lashing Blade Attack power.

Opportunity Action

Requirement: You must be wielding a light blade. The power Lashing Blade must be active in order to use this power.

Trigger: An enemy starts its turn in or enters a square adjacent to you

Target: The triggering enemy

Attack: +18 vs. Reflex

Hit: 1d6+8 damage (+3d6 with sneak attack), and the target takes a penalty to attacks against you equal to your Charisma modifier until the end of your next turn.

Artful Dodger: The attack penalty equals 2 + your Charisma modifier. (Total penalty -6)

NecroRebel
2011-08-22, 02:28 PM
As Redeye rushes into the fray, several of the enemy take the chance to slash at him in passing. The most significant event, however, is Benek's crushing blow against the dwarf in the heart of the room, which sends him crashing to the ground with a roar of pain. "Don't let them beat us so easily! Take these dogs down!" he groans. Several of these criminals take the chance presented by the sudden lull caused by the thunderous crash to reposition themselves. Virgil's enchantment, however, still manages to catch those who were within it... sending the Dandy Man himself staggering into one of the tables, knocking himself senseless on its edge.

Enemy Actions:Thug 1, Mercenary, and Rogue 3 take OAs against Redeye on his turn.

[roll0]
[roll1] and marks (save ends); when marked, take -5 to damage vs. non-marking targets.
[roll2]
[roll3] and slows (save ends).
[roll4]
[roll5]

Mercenary uses Call to Arms; all allies within 10 tiles use a MBA or shift 3.
[roll6]
[roll7]
Rogue 2 shifts to A2
Rogue 3 shifts to J9
Rogue 4 shifts to D8
Mystic 1 shifts to J6
Mystic 2 shifts to D0

Thug 1 attacks Benek.
[roll8]
[roll9] and marks (save ends). While marked, attacks against non-marking target take -5 penalty to damage.

Thug 2 moves to G12 and attacks Bethan.
[roll10] Crit!
[roll11] 23 and marks (save ends). While marked, attacks against non-marking target take -5 penalty to damage.

Rogue 1 draws and throws a poisoned dart at Benek.
[roll12]
[roll13], dazes and -2 attacks (save ends both)

Rogue 2 moves to C2 and throws a flurry of poisoned darts.
[roll14]
[roll15]
[roll16]
[roll17]
[roll18] Crit!
[roll19], dazes and -2 attacks (save ends both)
16 damage vs. Hruul.

Rogue 3 moves to J5 and throws a flurry of poisoned darts.
[roll20]
[roll21]
[roll22]
[roll23], dazes and -2 attacks (save ends both)

Rogue 4 shifts to E7 and throws a poisoned dart at Benek.
[roll24]
[roll25], dazes and -2 attacks (save ends both)

Mercenary stands from prone and attacks Redeye.
[roll26]
[roll27] and slows (save ends)

Mystic 1 uses Binding Bolt on Xeletoth.
[roll28]
[roll29] and immobilizes until end Mystic 1's next turn.

Mystic 2 moves to F1 and releases a burst of dazzling lights upon Virgil and Xeletoth.
[roll30]
[roll31]
[roll32] radiant damage and blinds until end Mystic 2's next turn.

Varra shifts up the stairs to F-1.

Dandy Man is unconscious.

Orsik shifts out of the room to E14.

Recharge Rolls:
[roll33]
[roll34]
[roll35]

Battle Status:Since I already adjudicated Hruul and Xeletoth's turns, I'm going to just slip Redeye in at initiative 24. That way, we don't have to retcon anything at all (though I don't think we would've anyway), he only takes a -2 penalty to his initiative, and the order remains the same.

Initiative order:Hruul: 26
Xeletoth: 25
Redeye: 24
Benek: 15
Bethan: 14
Virgil: 10
Monsters: 8


Battle Map:http://img695.imageshack.us/img695/7841/battle1map.jpg

Enemy Status:Mercenary is bloodied and marked by Benek. (-77 hp)
Mystic 1 is healthy. (-0 hp)
Mystic 2 is healthy. (-13 hp)
Thug 1 is slowed until the beginning of Xeletoth's turn and marked by Benek. (-44 hp)
Thug 2 is healthy. (-5 hp)
Rogue 1 is marked by Xeletoth. (-5 hp)
Rogue 2 is slowed until the beginning of Xeletoth's turn. (-0 hp)
Rogue 3 is healthy. (-0 hp)
Rogue 4 is healthy. (-0 hp)
Dandy Man is unconscious. (-5 hp)
Orsik is healthy. (-0 hp)
Varra is healthy. (-15 hp)

Surrealistik
2011-08-22, 03:07 PM
At the moment the rogue prepares to loose a flurry of darts, Xeletoth rushes forward with preternatural speed as a blur, appearing almost to teleport beside the hapless combatant as his sword descends twice before he can so much as blink, deflecting a measure of the thug's assault.


Immediate Action: Rogue 2's turn.

Immediate Interrupt, Lightning Rush, Augment 2:
Trigger: Enemy within 5 squares targets an ally within 5 squares of Xeletoth. Xeletoth is now outside of the area and is no longer a target.
Effect: Xeletoth moves 5 squares in such a way to not provoke to a square adjacent to the triggering creature, and not in the AoE of his attack.
Attack: [roll0] vs Rogue 2 vs AC
Damage: [roll1] +2 if Bloodied
Hit Effect: Xeletoth becomes the target of the triggering attack for Virgil, which misses.

If Ranged/Area attack:

Opportunity Action, Eldritch Strike:
Attack: [roll2] vs Rogue 2 vs AC
Damage: [roll3] +2 if Bloodied
Hit Effect: Rogue 2 slides 5 squares to F7 (or another square adjacent to Red Eye, provoking his Lashing Blade), and he's slowed until the start of Xeletoth's next turn.

Son_of_Meepo
2011-08-22, 04:11 PM
As he moves into positions, Redeye easily parries the attacks that comes his way. As he passes by he leaves small cuts on his enemies with his long knife, causing them to hesitate whenever the halfling approaches.

Thug 1, Mercenary, and Rogue 3 grant combat advantage to Redeye until the end of the encounter.


Redeye frowns a bit when the rogues run away from him rather than engaging him, but when he sees there leader prone before him he lashes out with his knife.

Opportunity ActionAttack: [roll0] vs Reflex
Damage: [roll1]
On a hit the mercenary takes a -6 penalty to attack Redeye until the end of Redeye's next turn.

Son_of_Meepo
2011-08-22, 04:30 PM
Redeye continues to assault the Mercenary with a flourish of his blade. He then moves around, aiming to corner the Mystic.

ActionsStandard: Opening Move Attack: [roll0] vs AC (Mercenary)
Damage: [roll1]
Effect: Redeye gains a +6 bonus to AC and Reflex until the end of his next turn.
New DefensesRegular: AC 33, Fort 21, Ref 33, Will 24
vs OAs: AC 47, Fort 26, Ref 38, Will 29
Move: I6 (Provoke OA from Mercenary)

If the Mercenary is down before my turn begins I will instead move to another enemy I have CA against and attack them with Opening Move instead.

Also if any of our casters objects to me moving in the middle of the group, move me to I7 instead.

Daftendirekt
2011-08-22, 09:29 PM
Virgil Malakar
Name: Virgil Malakar Class: Mage (Enchanter) Paragon Path: Entrancing Mystic

Health & Defenses
HP: 45/65 Total Surges/Surges Left: 8/8 Surge Value: 16
AC: 24
Fort: 22 /////STR: 9 CON: 15
Reflex: 25 ///DEX: 11 INT: 21
Will: 25 /////WIS: 14 CHA: 17

STATUS EFFECTS:
Dazed and -2 to attack (save ends).
Blinded until end of next turn.

Readied Powers
Beguiling Strands
Hypnotism
Storm Pillar
Charm of Misplaced Wrath
Blissful Ignorance
Charm of the Defender
Eyebite
Hekiah's Trance
Spirit Rend
Web
Symphony of the Dark Court

Utilities

Prestidigitation
Suggestion
Glib Tongue
Disguise Self
Arcane Gate

Daily Item Powers
Amulet of Elegy +2
Orb of Fickle Fate +1


Virgil yells out in pain as the poisoned darts pierce his flesh and the blinding radiance temporarily sears the vision out of his eyes. Blinking quickly, trying to clear the afterimage, he abandons his plan of focused attack and instead summons a writhing rope of electrical energy.

Actions
Dazed.

Standard Action
Storm Pillar in I6.
Effect: You conjure a pillar of crackling energy in an unoccupied square within range. The pillar occupies 1 square and lasts until the end of your next turn. Each enemy that moves into a square adjacent to the pillar on its turn takes 1d6 + 7 lightning damage.

Up to you on whether he summons it in the correct square?

Save Against dazed and -2 to attacks. [roll0] Saved. No longer dazed and no -2 to attacks.

Surrealistik
2011-08-22, 10:02 PM
Assuming I managed to move to C1:

Xeletoth's scorn fixes the adjacent foe, the fury of his glare undeniable, commanding his attention. Summoning the power of Earthsunder, the thrust of his weapon sends his foe flying backwards adjacent to an opportunistic Redeye, before he moves to confront the sorcerous enemy adjacent to Virgil.

Standard Action, Eldritch Strike:
Attack: [roll0] vs. Rogue 2 AC
Damage: [roll1] damage to Rogue 2 (+2 if R2 is bloodied)
Hit Effect: Rogue 2 is pushed to G5 and slowed until the start of Xeletoth's next turn.

Minor Action, Battlemind's Demand:
Effect: Mystic 2 is marked until the end of the encounter, or I use this power again.

Move Action: Move to E3.

Stijl
2011-08-23, 01:07 AM
With Benek gathering the attention in the center of the room, Hruul calls Era towards towards the near end of the room. As Hruul moves to block the door both stop, Era explodes in a fire of sparks, the force of the explosion powerful enough to buffet the foes at that end of the room. Even though the embers linger, Era reappears near Hruul.

Actions:
Move: Era to E2, Hruul moves to G0.
Standard Action: Shrieking Wind Spirits, Origin at E2
Rogue 2: [roll0] vs Wis (push to A2)
Rogue 4: [roll1] vs Wis (push to D7)
Mystic 2: [roll2] vs Wis (push to I0)

On hit, target takes [roll3], and is pushed away from the blast 3 squares. Zone persists, if any enemy ends their turn in the zone, they are pushed 3 squares.

Free Action: Summon Spirit (Nimble Spirit) to H1.

Stijl
2011-08-23, 01:15 AM
Amend Action:
Crap... Those attacks for Wind Spirits should be against Fort. I'm on a horrible roll...

Nimble Spirit to F5 instead of H1.
Action Point -> Standard Action:
Spirit of the Tempest vs Thug 1 [roll0] vs. Fort. If hit, [roll1] Thunder Damage. Grant saving throw to Benek on hit.

NecroRebel
2011-08-23, 02:02 AM
As one of the rogues draws a brace of darts to throw at Xeletoth and Benek, the soldier manages to react faster than the crook can react. Even as the knives leave his hands, they are batted out of the air; neither party member is harmed as a result.

A moment later, the spirit Era bursts into howling winds that send two of the enemies flying about the chamber, though a third manages to keep his feet, even as Xeletoth follows up his lightning-fast barrage with another dreadful strike, sending the already-unbalanced rogue across the room, leaving him wide open to Redeye and Benek's attacks.

The halfling, meanwhile, takes the opportunity to gut the tougher-looking dwarf, leaving him bleeding out on the ground.

Battle Status:Xeletoth's Lightning Rush got him to C1, removing him from the dart blast, and then the attack hit, preventing the previous dart flurry from striking Virgil, either. Neither takes damage from those attacks.

Hruul's Shrieking Wind Spirits hit Rogue 2 and Mystic 1, moving them as requested, though Spirit of Tempest missed (so no save for Benek).

On Xeletoth's turn, he hits Rogue 2. However, since Hruul had moved him away, forcing him to G5 is impossible. I redirected the push to F7 instead. Rogue 2 enters squares adjacent to Redeye and Benek, triggering effects as appropriate.

Redeye's Opening Move kills the mercenary.

We are now waiting on Benek and Bethan; Virgil's actions may be redone if so desired as well (especially given that he isn't dazed due to Xeletoth's actions).

Initiative Order:Hruul: 26
Xeletoth: 25
Redeye: 24
Benek: 15
Bethan: 14
Virgil: 10
Monsters: 8

Battle Map:http://img59.imageshack.us/img59/7841/battle1map.jpg

Enemy Status:Mercenary is dead. (-124 hp)
Mystic 1 is healthy. (-0 hp)
Mystic 2 is marked by Xeletoth. (-31 hp)
Thug 1 is marked by Benek and grants combat advantage to Redeye. (-42 hp)
Thug 2 is healthy. (-5 hp)
Rogue 1 is marked by Xeletoth (-5 hp)
Rogue 2 is bloodied. (-53 hp)
Rogue 3 grants combat advantage to Redeye. (-0 hp)
Rogue 4 is healthy. (-0 hp)
Dandy Man is unconscious. (-5 hp)
Orsik is healthy. (-0 hp)
Varra is healthy. (-15 hp)

salt3d
2011-08-23, 05:42 AM
Benek looks down at the dart protruding from his chest. "Urgh..." he says, as he grasps the projectile. With his head wobbling slightly on his shoulders, Benek drops to one knee and rips the dart out, unwittingly swinging his fist at a rogue and a thug in the process.

Actions
Standard action: Cleave vs. Rogue 2
Attack: [roll0] vs. AC
Hit: [roll1] damage, and Rogue 2 is pushed 2 squares to F9 and knocked prone. In addition, Thug 1 takes 5 damage.

Saving throw: [roll2]
Benek
Benek (http://dl.dropbox.com/u/24340532/Character%20sheets/Benek.pdf) - Male Goliath Fighter, Stoneblessed

Passive Perception: 18, Passive Insight: 18

AC: 28, Fort: 26, Reflex: 24, Will: 23

HP: 79/89, Temp HP:
Bloodied: 44, Surge Value: 22, Surges remaining: 11/11

Powers:
Cleave
Weapon Master's Strike
Action Point [x]
Second Wind [ ]
Steel Serpent Strike [ ]
Bull Charge [x]
Weapon Master's Gambit [ ]
Mountain Sweep [x]
Stone's Endurance [ ]
Battle Fury Stance [x]
Ignore Weakness [ ]
Driving Attack [ ]
Brutal Advance [ ]
Shift the Battlefield [ ]
Mighty Surge [ ]

The_Snark
2011-08-24, 02:00 AM
Although still a little disoriented by the chaos of the battle—barely ten seconds since the first blade was drawn, and already everything seems turned upside down—the feel of dwarven steel cutting into her flesh spurs Bethan to action. With a furious glare for the dwarf responsible, she brings her sword around in a horizontal swing at chest height, unskilled but powerful.

The blade cuts into the thug's armor-clad shoulder, shimmering with a baleful white light that sears the flesh. Though the dwarf is too sturdy to be knocked off balance by the blow, it affords Bethan the chance to step back. She looks around, eyes blazing with righteous indignation. That such rabble dare raise a hand against them is an insult. Her sword curves out in a lazy arc, far enough from any foe that it really doesn't seem like it could have struck home—yet what does distance matter to the gods? The cruel hooked tip of the sword rips into the flesh of the foes around her, defying the logic of the mundane world and asserting what ought to be.

Minor action: use Oath of Enmity, targeting Thug 2
Standard Action: Overwhelming Strike against Thug 2
Attack rolls: [roll0], [roll1]
Damage: [roll2] plus 6 radiant and necrotic
On a hit, Bethan shifts to G10.

Will hold off on rest of turn until I know whether she gets the shift.

EDIT: Am assuming that a 33 hits; see below for continuation of actions.

The_Snark
2011-08-24, 02:22 AM
Move Action: Bethan moves to H7

Spending 1 action point to gain a standard action! The Ardent Action feature allows me to make a saving throw or shift 3 squares; I'm taking the saving throw to try and end the mark.
[roll0] (should this be a 6-9, Bethan expends Heroic Effort to succeed)

Standard Action: Fanatical Flurry against Thug 2, Rogue 2, Rogue 3 and Mystic 1
Attack vs. Thug 2 [roll1]
Attack vs. Rogue 2 [roll2]
Attack vs. Rogue 3 [roll3]
Attack vs. Mystic 1 [roll4]
Damage [roll5]

EDIT: That saving throw did not succeed. The good news is that the attacks against Rogue 3 and Mystic 1 were critical hits. End result is that Thug 2 takes 36 damage, Rogue 2 takes 31 damage, and both Rogue 3 and Mystic 1 take 55 (plus ongoing 10 damage, save ends).

After the attack, Bethan saves against Thug 2's mark; see OOC thread for the roll.

Stat block:Bethan Deeproot (http://www.myth-weavers.com/sheetview.php?sheetid=315436), Human Avenger, Ardent Champion

HP 65/88 Bloodied 44 Healing Surge 22 (9/9) Conditions: -2 to all defenses
AC 26 Fort 21 Reflex 22 Will 26 Speed 6
Action points: 0
Other: Enemies must spend 1 extra square of movement to enter each space adjacent to you (antipathy gloves); while adjacent to oath of enmity target, all other enemies treat adjacent squares as difficult terrain

Powers:
Overwhelming Strike
Radiant Vengeance
Channel Divinity (Abjure Undead, Divine Guidance)
Oath of Enmity
Heroic Effort (racial)
Avenging Echo
Fury's Advance
Inexorable Pursuit
Fanatical Flurry (paragon path)
Strength of Many
Menacing Presence
Blade of Repulsion


Distracting Flare
Refocus Enmity
Oath of the Relentless Hunter

Item Powers:
Antipathy Gloves

NecroRebel
2011-08-24, 09:15 AM
Benek's mighty blow bowls over the hapless human next to him just before Bethan strikes, her blade's supernatural reach severing the man's head at the neck and grievously wounding several of the other opponents.

With two of their number fallen in a matter of seconds, the remaining criminals recoil as the shining ropes form to Virgil's will. Despite their losses, however, the remainder press on, desperate to defeat foes that obviously surpass their own street-taught skills.

Turn Summary:
Redeye would get an OA against Rogue 2 due to the enemy being forced into F7 by Xeletoth. However, I'm pretty sure that that attack could not kill the enemy prior to Benek's turn, and Bethan's turn is best played out regardless of Rogue 2's survival prior to it.

Benek hits Rogue 2 on his turn, pushing him away and damaging Thug 1.

Every attack Bethan makes hits. Rogue 2 dies to it, and Rogue 3 and Mystic 1 are bloodied as a result.

Virgil forms Storm Pillar in I5 (desired I6 is occupied by Redeye).

Enemy Actions:Thug 1 uses a standard action to attack Benek.

[roll0]
[roll1] and marks (save ends). While the mark persists, take -5 penalty to damage rolls against targets that aren't the marker.

Thug 2 starts in G12 and moves to I7, then with a standard action attempts a mighty bull rush on Bethan.

[roll2]
[roll3], push 1 to G6, and shifts user into vacated square.

Rogue 1 starts in I10, moves to D7, and with a standard action throws a flurry of poisoned darts at E2-I6.

If Thug 2's attack/push on Bethan was successful, [roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]
[roll10]
[roll11] and targets are dazed and take -2 attack (save ends both).

Rogue 2 is dead.

Rogue 3 takes 10 ongoing damage and attacks Redeye.

[roll12] (+2 if Thug 2 hit/pushed Bethan)
[roll13]
[roll14]

Rogue 4's actions depend on whether or not Rogue 1 hit. If so, he takes a standard action to throw a flurry of poisoned darts at F2-J6. If not, he uses a move action to shift to D5, then a standard action to throw a flurry of poisoned darts at E2-I6.

I'll be crossing out the inappropriate bits after I see the rolls so things are less confusing.

Only if Rogue 1 missed Rogue 4, [roll15]
If Thug 2's attack/push on Bethan was successful, [roll16] (-2 if Rogue 1 hit)
[roll17] (-2 if due to Rogue 1 hit)
[roll18] (-2 if due to Rogue 1 hit)
[roll19] (-2 if due to Rogue 1 hit)
[roll20] (-2 if due to Rogue 1 hit)
Only if Rogue 1 hit Rogue 4, [roll21]
Only if Rogue 1 hit Rogue 4, [roll22]
[roll23] and targets are dazed and take -2 attack (save ends both).

Mercenary is dead.

Mystic 1 begins his turn at J6, takes 10 ongoing damage, and uses a standard action to release a flurry of dazzling lights at G5-I7. If Redeye is hit by this attack, Mystic 1 will then move to J12.

[roll24] (-2 due to Rogue 4 hit)
[roll25] (-2 due to Rogue 4 hit)
[roll26] radiant and target is blind until end user's next turn.

Mystic 2 begins his turn at I0, moves to H1, and as a standard action releases a flurry of dazzling lights at E0-G2.

[roll27]
[roll28]
[roll29]
[roll30] radiant and target is blind until end user's next turn.

Varra flees up the stairs, leaving the battle area.

Dandy Man is unconscious.

Orsik closes the door to the other basement room and flees, leaving the battle area.



Recharge Rolls:
[roll31]
[roll32]
[roll33]
[roll34]
[roll35]

Battle Status:Initiative Order:Hruul: 26
Xeletoth: 25
Redeye: 24
Benek: 15
Bethan: 14
Virgil: 10
Monsters: 8

Battle Map:http://img534.imageshack.us/img534/7841/battle1map.jpg

Enemy Status:Mercenary is dead. (-124 hp)
Mystic 1 is bloodied, dazed and takes -2 attacks (save ends), and is taking ongoing 10. (-81 hp)
Mystic 2 is marked by Xeletoth until Xeletoth uses Battlemind's Demand. (-31 hp)
Thug 1 is marked by Benek and grants combat advantage to Redeye. (-47 hp)
Thug 2 is under Bethan's Oath of Enmity. (-48 hp)
Rogue 1 is marked by Xeletoth. (-5 hp)
Rogue 2 is dead. (-99 hp)
Rogue 3 is bloodied and grants combat advantage to Redeye. (-65 hp)
Rogue 4 is healthy. (-10 hp)
Dandy Man is unconscious. (-5 hp)
Orsik has fled. (-0 hp)
Varra has fled. (-15 hp)

Son_of_Meepo
2011-08-24, 10:17 AM
Due to his preternatural prescience, his agility, and his skill with his blades, Redeye has managed to avoid the chaos of battle all around him.

With the mystic cornered, he decides it best to take out the enemy spellcaster while he has the chance.

ActionsStandard: Disheartening Strike
Attack: [roll0] vs AC (Mystic 1)
Damage: [roll1]
Rattling: If Mystic 1 is hit and not immune to fear, it takes a -2 penalty to attack rolls until the end of Redeye's next turn.

Move: Shift to I5

Minor: If someone is in need of healing I will use Ardent Surge if I am in range, but I'm not sure of the status of my allies.

RedeyeRedeye - Male Halfling Ardent|Rogue Phrenic Invader

Current Effects: None

Passive Perception: 23, Passive Insight: 18

AC: 27 (41 vs OA), Fort: 21 (26 vs OA), Reflex: 27 (32 vs OA), Will: 24 (29 vs OA)

HP: 76/76, Temp HP: 0
Bloodied: 38, Surge Value: 19, Surges remaining: 8/8

AP: 1

Powers:
Disheartening Strike
Energizing Strike
Fleeting Ghost
Acrobat Boots
Second Wind [ ]
Second Chance [x]
Unbalanced Mind [ ]
Ardent Surge [ ]
Opening Move [x]
Lashing Blade [x]
Phrenic Strike [ ]
Daring Gamble [x]
Warding Mind [ ]
Hounding Assault [ ]
Invitation to Defeat [ ]
Profit from Weakness [ ]
Painful Revelations [ ]
Moradin's Blessing of Iron [ ]
Sacrificial Drow Long Knife [ ]
Baffling Cape [ ]

Surrealistik
2011-08-24, 10:34 AM
As before, Xeletoth's speed outpaces the heft of his foe's darts as he materializes beside the rogue, Earthsunder slashing twice before the street tough can so much as blink.

Immediate Action: Rogue 1's turn.

Immediate Interrupt, Lightning Rush, Augment 2:
Trigger: Enemy within 5 squares targets an ally within 5 squares of Xeletoth.
Effect: Xeletoth moves 5 squares in such a way to not provoke an OA to a square adjacent to C6. Xeletoth is now outside of the area and is no longer a target.
Attack: [roll0] vs Rogue 1 vs AC
Damage: [roll1] +2 if Bloodied
Hit Effect: Xeletoth becomes the target of the triggering attack for Benek, which misses.

Opportunity Action, Eldritch Strike:
Attack: [roll2] vs Rogue 1 vs AC
Damage: [roll3] +2 if Bloodied
Hit Effect: Rogue 1 slides 5 squares to H6 (provokes an opportunity attack from Benek, and 2 pings of Storm Pillar), and he's slowed until the start of Xeletoth's next turn.

Storm Pillar Damage (2x):

[roll4] lightning damage.
[roll5] lightning damage.

Surrealistik
2011-08-24, 10:48 AM
Fixing his eye upon one of the thugs, Xeletoth draws back in a combat ready crouch, tower shield set, Earthsunder prepped and poised for a charge.

"Die, lawbreaker!"

With much the same alacrity he attacked the dart thrower, Xeletoth mercilessly descends on the dwarven outlaw, sending him reeling into Benek's club.

Minor Action, Battlemind's Demand:
Effect: Thug 1 is marked until the end of the encounter, or I use this power again.

Standard Action, Eldritch Strike:
Attack: 35 (see OOC) vs. Rogue 1 AC
Damage: [roll0] damage to Rogue 1 (+2 if T1 is bloodied)
Hit Effect: Rogue 1 is slid 5 squares to D12 and is slowed until the start of Xeletoth's next turn.

Move Action: Move to D6.

Stijl
2011-08-25, 12:42 AM
Hruul shifts away from the Mystic standing next to him, stepping into the zone of swirling embers. As he steps in, Hruul concentrates on keeping the small, feiry spirits around.

He looks to the center of the room, and directs Era to take another slash at the thug threatening Benek, trying to burn away from of Benek's distractions at the same time.


Move: Shift to F0
Minor: Sustain Zone.
Standard: Spirit of the Tempest vs. Thug 1 if alive (Rogue 4 if not). [roll0] (+13-2 I believe) vs. Fort. [roll1] damage on a hit, and Benek can make a saving throw.

NecroRebel
2011-08-25, 01:32 AM
It seems that the enemy cannot keep their feet before Xeletoth's repeated sudden strikes; this time, Rogue 1 is sent careening across the battlefield even as Era draws blood at Hruul's direction. At the same time, the halfling scores another kill, this time nearly slashing one of Mystic 1's legs off before putting his blade in the mage's eye.

Midturn Summary:Xeletoth's Lightning Rush leaves him in C6 and hits Rogue 1, preventing the previous dart flurry from striking Benek.

Hruul's attack through Era hits Thug 1, bloodying the foe and granting Benek a saving throw.

Xeletoth's Eldritch Strike hits Rogue 1, sliding him from D7 to D12.

Redeye's attack kills Mystic 1. However, due to the Storm Pillar in I5, he could not shift into that square; he has shifted into H5 instead.

Battle Status:Initiative Order:Hruul: 26
Xeletoth: 25
Redeye: 24
Benek: 15
Bethan: 14
Virgil: 10
Monsters: 8

Battle Map:http://img11.imageshack.us/img11/7841/battle1map.jpg

Enemy Status:Mercenary is dead. (-124 hp)
Mystic 1 is dead. (-103 hp)
Mystic 2 is healthy. (-31 hp)
Thug 1 is bloodied, is marked by Xeletoth until he uses Battlemind's Demand, and grants combat advantage to Redeye. (-57 hp)
Thug 2 is under Bethan's Oath of Enmity. (-48 hp)
Rogue 1 is slowed until the beginning of Xeletoth's next turn. (-41 hp)
Rogue 2 is dead. (-99 hp)
Rogue 3 is bloodied and grants combat advantage to Redeye. (-65 hp)
Rogue 4 is healthy. (-10 hp)
Dandy Man is unconscious. (-5 hp)
Orsik has fled. (-0 hp)
Varra has fled. (-15 hp).

For the sake of your healers, it's probably best if everyone consistently posts at least their health status and what effects they're under when they do their actions. I've not been keeping track of who's under what :smallredface: else I'd do it, so I'm just as lost as some of you. If I can get everyone's basic current status, I'll add in an ally status block in the next update, and will make a point to do that for the next battle as well.

salt3d
2011-08-25, 07:35 AM
Benek blinks and yawns, still clearly affected by the dart's poison. Looking down at the thug in front of him, he says, "Ged oudda mah way, ah needa siddown."

The giant takes a wild backhand swipe at the dwarf, then staggers back and forth a few steps before falling heavily on his backside.

Actions
Standard action: Weapon Master's Gambit vs. Thug 1
Attack: [roll0] vs. AC
Hit: [roll1] damage, and Thug 1 is slid to D7 (power actually slides 2 and knocks prone so I assume I can do at least that) and Benek shifts to E8. In addition, Benek gains combat advantage against Thug 1 until the end of Benek's next turn.

Saving throw: [roll2]
Benek
Benek (http://dl.dropbox.com/u/24340532/Character%20sheets/Benek.pdf) - Male Goliath Fighter, Stoneblessed

Current Effects: Dazed, -2 penalty to attack rolls

Passive Perception: 18, Passive Insight: 18

AC: 28, Fort: 26, Reflex: 24, Will: 23

HP: 79/89, Temp HP:
Bloodied: 44, Surge Value: 22, Surges remaining: 11/11

Powers:
Cleave
Weapon Master's Strike
Action Point [x]
Second Wind [ ]
Steel Serpent Strike [ ]
Bull Charge [x]
Weapon Master's Gambit [x]
Mountain Sweep [x]
Stone's Endurance [ ]
Battle Fury Stance [x]
Ignore Weakness [ ]
Driving Attack [ ]
Brutal Advance [ ]
Shift the Battlefield [ ]
Mighty Surge [ ]

The_Snark
2011-08-25, 01:21 PM
Darts and spells fly harmlessly by on either side of Bethan as she staggers, drained from the effort of channeling divine fury; a pious person would probably attribute it to the hand of her god, shielding her from harm. Rather than taking a moment to recover and get her bearings, like a sensible person might, she presses the attack as soon as she's regained her balance, sword shining as she tries to drive back the nearest foe.

Standard action: Avenging Echo against Thug 2
Attack [roll0], [roll1]
Damage [roll2], plus 6 radiant and necrotic
On a hit, any enemy that a) ends his turn next to me, b) hits me with an attack, or c) misses me with an attack takes 5 radiant damage.

Stat block:Bethan Deeproot (http://www.myth-weavers.com/sheetview.php?sheetid=315436), Human Avenger, Ardent Champion

HP 65/88 Bloodied 44 Healing Surge 22 (9/9) Conditions:
AC 28 Fort 23 Reflex 24 Will 28 Speed 6
Action points: 0
Other: Enemies must spend 1 extra square of movement to enter each space adjacent to you (antipathy gloves); while adjacent to oath of enmity target, all other enemies treat adjacent squares as difficult terrain

Powers:
Overwhelming Strike
Radiant Vengeance
Channel Divinity (Abjure Undead, Divine Guidance)
Oath of Enmity
Heroic Effort (racial)
Avenging Echo
Fury's Advance
Inexorable Pursuit
Fanatical Flurry (paragon path)
Strength of Many
Menacing Presence
Blade of Repulsion


Distracting Flare
Refocus Enmity
Oath of the Relentless Hunter

Item Powers:
Antipathy Gloves

NecroRebel
2011-08-27, 12:40 AM
The goliath's drugged flailing is so clumsy that the dwarf easily avoids it. Bethan's flashing blade, however, has more luck, once more meeting flesh as she continues to harry her own opponent. On the other side of the room, Virgil sees an opportunity and, stepping forward, splashes the center of the melee with more of the energy he lead the battle with.

Virgil's Actions:Since Annulus hasn't posted for the last few days, I'm taking his actions for him to move things along.

Move Action: Shift from G2-G3.
Standard Action: Beguiling Strands from E4-I8.
[roll0]
[roll1]
[roll2]
5 psychic damage on hit, and push Rogue 4 to E6 (between Xeletoth and Benek)

End Turn Summary:Benek's attack misses.
Bethan's attack hits, bloodying Thug 2.
Virgil's attack hits all 3 targets, pushing Rogue 4 to E6 (adjacent to Xeletoth and Benek where they flank him, triggering effects as appropriate).

NecroRebel
2011-08-27, 01:31 AM
Now with a third of their number dead on the ground and half of the remainder wounded, the criminals are beginning to become seriously demoralized. Some of them move to try to increase the distance between you and them, seeming almost ready to run away. However, some of the braver folk among them simply try to reach better positions, taking advantage of the movement you have forced on them to get to where you cannot defend yourself as easily.

Enemy Actions:Thug 1 begins in E7, attempts to trip Xeletoth and Benek (close burst 2) as a minor action, uses a standard action to attack Benek, and then as a move action shifts to D7.

[roll0]
[roll1]
Knocks prone on hit.
[roll2] +2 if attack 1 hit.
[roll3] and marks (save ends). While marked, take a -5 penalty to attack rolls against non-marking targets.

Thug 2 begins in I8, attacks Bethan as a standard action, then shifts as a move action to H9.

[roll4] +2 if attack 1 hit.
[roll5] and marks (save ends). While marked, take a -5 penalty to attack rolls against non-marking targets.

Rogue 1 begins in D12, moves to F12, and as a standard action attacks Bethan. Bethan's Avenging Echo damages and bloodies Rogue 1 in response.

[roll6]
[roll7], dazes, and -2 attack (save ends both).

Rogue 2 is dead.

Rogue 3 begins in J5, as a move action shifts to J4, and as a standard action throws a flurry of poisoned darts (close blast 5) at E3-I7.

[roll8] Misses
[roll9] Crit; 16 damage on Benek.
[roll10]
[roll11]
[roll12]
[roll13], dazes, and -2 attack (save ends both).

Rogue 4 begins in E6, as a move action shifts to D5, and (if Rogue 3 did not daze him) attacks Xeletoth.

[roll14]
[roll15]

Mercenary is dead.

Mystic 1 is dead.

Mystic 2 begins in H1, moves to I4, and as a standard action releases a burst of dazzling lights on H5-J7 (close blast 3). Bethan's Avenging Echo damages Mystic 2 in response.

[roll16]
[roll17]
[roll18] radiant and blinds until end Mystic 2's next turn.



Recharge Rolls:
[roll19]
[roll20]
[roll21]

Battle Status:Initiative Order:Hruul: 26
Xeletoth: 25
Redeye: 24
Benek: 15
Bethan: 14
Virgil: 10
Monsters: 8

Battle Map:http://img830.imageshack.us/img830/7841/battle1map.jpg

Enemy Status:Mercenary is dead. (-124 hp)
Mystic 1 is dead. (-103 hp)
Mystic 2 is healthy. (-36 hp)
Thug 1 is bloodied, marked by Benek, and grants combat advantage to Redeye. (-62 hp)
Thug 2 is bloodied and under Bethan's Oath of Enmity. (-88 hp)
Rogue 1 is bloodied and slowed until the beginning of Xeletoth's next turn. (-46 hp)
Rogue 2 is dead. (-99 hp)
Rogue 3 is bloodied and grants Combat Advantage to Redeye. (-65 hp)
Rogue 4 is marked by Xeletoth until he uses Battlemind's Demand. (-15 hp)
Dandy Man is unconscious. (-5 hp)
Orsik has fled. (-0 hp)
Varra has fled. (-15 hp).

Ally Status:
This is probably not all accurate, as, as mentioned, I haven't been keeping track of you guys' status. Also, at the moment this does not include the consequences of the enemy's most recent actions (though I'll update after I check that). Generally, you guys should all keep track of your own stuff, post status updates on your action posts, and trust the others' updates of their own status more than my updates on their status, as you have significantly less to keep track of and are thus much less likely to screw things up.Hruul:
75/75 hp, no status effects. 8/8 surges remaining.

Virgil:
45/65 hp, no status effects. 8/8 surges remaining.

Xeletoth:
98/98 hp, no status effects. 15/15 surges remaining.

Benek:
55/89 hp, dazed and -2 attack (save ends both), marked by Thug 1 (save ends) and takes -5 damage against non-Thug 1 targets while the mark lasts. 11/11 surges remaining.

Redeye:
61/78 hp, dazed and -2 attack (save ends both) and blind until the end of Mystic 2's next turn. 8/8 surges remaining.

Bethan:
33/88 hp, bloodied, marked by Thug 2 (save ends), takes -5 damage against non-Thug 2 targets while the mark lasts, and dazed and -2 attack (save ends both). 9/9 surges remaining.

Surrealistik
2011-08-27, 02:33 AM
Noting the pitched battle on the opposite side of the room, Xeletoth speeds to Redeye's aid, running down one of the combatants with lethal alacrity as he appears to materialize behind him, blade plunging into his back.


Free Action: Thug 1's turn.

Blurred Step:
Trigger: An adjacent enemy marked by Xeletoth shifts (Thug 1).
Effect: Xeletoth shifts 1 square to E5.


Immediate Action: Mystic 2's turn.

Immediate Interrupt, Lightning Rush, Augment 2:
Trigger: Enemy within 5 squares targets an ally within 5 squares of Xeletoth.
Effect: Xeletoth moves 5 squares in such a way to not provoke an OA to I3 (Rogue 4 gets an opportunity attack against 31 AC; if it hits Xeletoth will use Wrathful Warrior to negate 6 points of any damage dealt).
Attack: 23 (see OOC) vs Mystic 2 vs AC
Damage: [roll0] +2 if Bloodied
Hit Effect: Xeletoth becomes the target of the triggering attack for Red Eye, which misses.

Son_of_Meepo
2011-08-27, 02:50 PM
Even while poisoned the rogues couldn't escape Redeye. Cocking back his right hand, he tosses the drow long knife at the criminal.

ActionDisheartening Strike
Attack [roll0] vs AC (Rogue 3) (Note: forgot the +2 for CA, so result is 30 AC)
Damage [roll1]
Rattling On a hit Rogue 3 has a -2 to attack rolls until the end of Redeye's next turn unless it is immune to fear.
Saving Throw [roll2]

RedeyeRedeye - Male Halfling Ardent|Rogue Phrenic Invader

Current Effects: None

Passive Perception: 23, Passive Insight: 18

AC: 27 (41 vs OA), Fort: 21 (26 vs OA), Reflex: 27 (32 vs OA), Will: 24 (29 vs OA)

HP: 68/76, Temp HP: 0
Bloodied: 38, Surge Value: 19, Surges remaining: 8/8

AP: 1

Powers:
Disheartening Strike
Energizing Strike
Fleeting Ghost
Acrobat Boots
Second Wind [ ]
Second Chance [x]
Unbalanced Mind [ ]
Ardent Surge [ ]
Opening Move [x]
Lashing Blade [x]
Phrenic Strike [ ]
Daring Gamble [x]
Warding Mind [ ]
Hounding Assault [ ]
Invitation to Defeat [ ]
Profit from Weakness [ ]
Painful Revelations [ ]
Moradin's Blessing of Iron [ ]
Sacrificial Drow Long Knife [ ]
Baffling Cape [ ]

Stijl
2011-08-30, 12:13 AM
Hruul winces at the wounds the human named Bethan is taking, though the expression comes across as little more than a twitch of his stone and crystalline features.

He considers keeping the zone of embers at his feet, but decides that his attention is needed elsewhere and lets the zone burn off into ashes and vanish. He moves forward into the room towards the pair that Redeye is attack, getting a better view of Bethan as he moves. He focuses and feels the power of the earth in the place, and channels a sliver of it into the Avenger. The primal power flowing from Era also returns some of Benek's health, though he still looks unsteady on his feet. Hruul slashes at the Mystic with his spear, trying to channel some of the mans life to further bolster the Goliath.

I think Mystic 2 should be alive and well by Hruul's turn.

Move: Hruul to I3, Era to E4.
Minor: Healing Spirits on Bethan, use the additional heal from Era on Benek ([roll0] Hit Points).
Standard: Spirit of the Tempest vs. M2, [roll1]. If hit, [roll2] damage, and Benek can make a saving throw.

Surrealistik
2011-08-30, 01:56 AM
With a broad swipe of Earthsunder, sapphire waves of energy crash against the brigand before Xeletoth, launching him through the air past a dazed and confused Benek.

Minor Action, Battlemind's Demand:
Effect: Mystic 2 is marked until the end of the encounter, or I use this power again.

Standard Action, Eldritch Strike:
Attack: [roll0] vs. Rogue 3 AC
Damage: [roll1] damage to Rogue 3
Hit Effect: Rogue 3 is slid 5 squares to E8 and is slowed until the start of Xeletoth's next turn.

The_Snark
2011-08-30, 02:40 AM
Bethan staggers under the assault, but even with poison chilling her veins she refuses to falter. The young priestess-turned-militiawoman lunges across the table with a strength and speed her slight frame really shouldn't possess, swinging her sword with wild abandon at the enemy giving way before her. His caution is like blood in the water to a shark, and her eyes burn with righteous fury bordering on mania.

(And pain, and poison-induced dizziness, and the primal energies of the world pumping into her body. But mostly righteous fury.)

Note that Thug 2 triggered Bethan's Censure of Pursuit last round, adding 7 damage to her attacks this round.

Standard action: Inexorable Pursuit to shift to G9, followed by an attack.
Attack rolls [roll0], [roll1]
Damage [roll2] plus 6 radiant and necrotic

Saving throw against the mark (ignore this roll if Thug 2 is dead): [roll3]
Saving throw against dazed and -2 to attack rolls: [roll4]

EDIT: Using Heroic Effort to add 4 to that second saving throw, because being dazed sucks.

Stat block:Bethan Deeproot (http://www.myth-weavers.com/sheetview.php?sheetid=315436), Human Avenger, Ardent Champion

HP 55/88 Bloodied 44 Healing Surge 22 (8/9) Conditions:
AC 28 Fort 23 Reflex 24 Will 28 Speed 6
Action points: 0
Other: Enemies must spend 1 extra square of movement to enter each space adjacent to you (antipathy gloves); while adjacent to oath of enmity target, all other enemies treat adjacent squares as difficult terrain

Powers:
Overwhelming Strike
Radiant Vengeance
Channel Divinity (Abjure Undead, Divine Guidance)
Oath of Enmity
Heroic Effort (racial)
Avenging Echo
Fury's Advance
Inexorable Pursuit
Fanatical Flurry (paragon path)
Strength of Many
Menacing Presence
Blade of Repulsion


Distracting Flare
Refocus Enmity
Oath of the Relentless Hunter

Item Powers:
Antipathy Gloves

salt3d
2011-08-30, 07:47 AM
Benek shakes his head in an attempt to clear the fog inside it, before lashing out with his club at his attacker.

Actions
Standard action: Weapon Master's Strike vs. Thug 1
Attack: [roll0] - 2 = 32 vs. AC
Hit: [roll1] damage, and Benek gains a +1 power bonus to AC against Thug 1's attacks until the end of Benek's next turn. In addition, Thug 1 provokes opportunity attacks from Benek when he shifts.

Saving throw vs dazed: [roll2]
Saving throw vs marked: 18 (see OOC thread)
Benek
Benek (http://dl.dropbox.com/u/24340532/DnD/Characters/Benek.pdf) - Male Goliath Fighter, Stoneblessed

Current Effects: None.

Passive Perception: 18, Passive Insight: 18

AC: 28, Fort: 26, Reflex: 24, Will: 23

HP: 66/89, Temp HP:
Bloodied: 44, Surge Value: 22, Surges remaining: 11/11

Powers:
Cleave
Weapon Master's Strike
Action Point [x]
Second Wind [ ]
Steel Serpent Strike [ ]
Bull Charge [x]
Weapon Master's Gambit [x]
Mountain Sweep [x]
Stone's Endurance [ ]
Battle Fury Stance [x]
Ignore Weakness [ ]
Driving Attack [ ]
Brutal Advance [ ]
Shift the Battlefield [ ]
Mighty Surge [ ]

NecroRebel
2011-08-30, 12:30 PM
The enemies' attempted retreat is almost totally ineffective, as even as they back away your advance brings you upon them. Xeletoth manages to rush across the battlefield yet again, seeming to the assorted crooks here to be everywhere at once, and deflects the glittering blast that should have ensorcelled Redeye's red eye before batting the other nearby criminal across the room. Redeye's quick reactions and remaining sight leave his aim true; his blade flings out into the rogue's chest, and after the enemy stops bouncing, he moves no more. Further, as Bethan's target backs away, her leap across the table leaves him completely open, having expected the next attack from one direction despite it coming from another entirely. Several swipes get through his defenses and he falls like those before.

Midturn Summary:Xeletoth's Lightning Rush hits Mystic 2 on that enemy's turn, bloodying it and redirecting the attack meant for Redeye at the half-elf.
Hruul heals Bethan for 22 and Benek for 11, but his attack then misses.
Xeletoth marks Mystic 2, hits Rogue 3, and slides Rogue 3 to E8.
Redeye's thrown knife kills Rogue 3.
Benek hits Thug 1.
Bethan kills Thug 2.

Battle Status:Initiative Order:Hruul: 26
Xeletoth: 25
Redeye: 24
Benek: 15
Bethan: 14
Virgil: 10
Monsters: 8

Battle Map:http://img94.imageshack.us/img94/7841/battle1map.jpg

Enemy Status:Mercenary is dead. (-124 hp)
Mystic 1 is dead. (-103 hp)
Mystic 2 is bloodied and marked by Xeletoth until he uses Battlemind's Demand. (-67 hp)
Thug 1 is bloodied, marked by Benek, and grants Combat Advantage to Redeye. (-79 hp)
Thug 2 is dead. (-124 hp)
Rogue 1 is bloodied. (-46 hp)
Rogue 2 is dead. (-99 hp)
Rogue 3 is dead. (-104 hp)
Rogue 4 is healthy. (-15 hp)
Dandy Man is unconscious. (-5 hp)
Orsik has fled. (-0 hp)
Varra has fled. (-15 hp)

Ally Status:
Again, accuracy may vary.
Hruul:
75/75 hp, no active status effects. 8/8 surges remaining.

Virgil:
45/65 hp, no status effects. 8/8 surges remaining.

Xeletoth:
98/98 hp, no status effects. 15/15 surges remaining.

Benek:
66/89 hp, marked by Thug 1 (save ends) and takes -5 damage against non-Thug 1 targets while the mark lasts, gets +1 AC against Thug 1, and Thug 1 provokes OA from Benek on a shift. 11/11 surges remaining.

Redeye:
68/78 hp, no status effects. 8/8 surges remaining.

Bethan:
55/88 hp, no status effects. 8/9 surges remaining.



We're waiting on Virgil's turn, so I'm going to PM Annulus and see what's up. If he doesn't post by tomorrow night or give a reasonable explanation for his absence, I'll be taking his actions for the rest of the battle and he'll be out of the game. If that happens I'll likely see if I can't recruit another Controller, since you're missing one otherwise (though since the only other Controller in the recruitment thread was submitted by salt3d it might take a bit of time).

Also, do you want to continue battles until they're completely over, or would you like me to choose a point in each fight at which it's really over and the enemies just haven't stopped moving yet? I notice that this particular fight is probably going to end in another couple rounds, but that could still be a week-long slog depending on how well we can keep posting actions. Then again, it appears that several of you, at least, still have encounter powers left, which tend to make things more interesting.

NecroRebel
2011-08-31, 10:38 PM
Virgil's Actions:So unfortunately pifro appears to be down or something, so I can't access Virgil or Redeye's character sheets. I can know what Virgil has as far as encounter powers go from his posts, but without the character sheet or Heroes of the Fallen Lands I don't know what they actually do. So basically, I only know what Beguiling Strands, Storm Pillar, and Eyebite do at this point, which of course limits what I have available (I was going to stop limiting myself to at-wills since Annulus isn't going to be around to complain).

Anyway... Actual actions.

Standard: Virgil uses Storm Pillar in I5.

Move: Virgil moves from G3 to H3.

Virgil calls up another pillar of crackling energy as he moves to block the remaining mage's only remaining escape route that doesn't take him through the danger zone. It doesn't hold the mage for long, however, as with a brief incantation, he disappears in a burst of glittering motes. As the lights clear, he reforms a short distance away. The knife-throwers, on the other hand, start moving towards the door, pausing only to throw another volley, though the remaining dwarf, appearing now to be almost berserk, throws himself at Benek heedless of the giant's great club.

Enemy Actions:Thug 1 begins in D7, moves to D6, and attacks Benek.

[roll0]
[roll1] and marks (save ends). While marked, take a -5 penalty to attack rolls against non-marking targets.

Rogue 1 begins in F12, moves to E11, and throws a flurry of poisoned darts at F6-J10 (close blast 5).

[roll2]
[roll3]
[roll4]
[roll5] and -2 attacks and dazes (save ends both).

Rogue 4 begins in D5, moves to E10, and throws a flurry of poisoned darts at F6-J10 (close blast 5).

[roll6]
[roll7]
[roll8]
[roll9] and -2 attacks and dazes (save ends both).

Mystic 2 begins in I4, as a standard action releases a burst of dazzling lights on H1-J3 (close blast 3), and as a move action teleports to J9.

[roll10]
[roll11]
[roll12]
[roll13] radiant and blinds until the end of Mystic 2's next turn.



Recharge Rolls:
[roll14]
[roll15]
[roll16]

Battle Status:Initiative Order:Hruul: 26
Xeletoth: 25
Redeye: 24
Benek: 15
Bethan: 14
Virgil: 10
Monsters: 8

Battle Map:http://img143.imageshack.us/img143/7841/battle1map.jpg

Enemy Status:Mercenary is dead. (-124 hp)
Mystic 1 is dead. (-103 hp)
Mystic 2 is bloodied and marked by Xeletoth until he uses Battlemind's Demand. (-67 hp)
Thug 1 is bloodied, marked by Benek, and grants Combat Advantage to Redeye. (-79 hp)
Thug 2 is dead. (-124 hp)
Rogue 1 is bloodied. (-46 hp)
Rogue 2 is dead. (-99 hp)
Rogue 3 is dead. (-104 hp)
Rogue 4 is healthy. (-15 hp)
Dandy Man is unconscious. (-5 hp)
Orsik has fled. (-0 hp)
Varra has fled. (-15 hp)

Ally Status:Hruul:
75/75 hp, no active status effects. 8/8 surges remaining.

Virgil:
45/65 hp, no status effects. 8/8 surges remaining.

Xeletoth:
98/98 hp, no status effects. 15/15 surges remaining.

Benek:
58/89 hp, marked by Thug 1 (save ends) and takes -5 damage against non-Thug 1 targets while the mark lasts, gets +1 AC against Thug 1, and Thug 1 provokes OA from Benek on a shift. 11/11 surges remaining.

Redeye:
59/78 hp, -2 attacks and dazed (save ends both). 8/8 surges remaining.

Bethan:
41/88 hp, bloodied and -2 attacks and dazed (save ends both). 8/9 surges remaining.

salt3d
2011-09-01, 07:29 AM
Benek blinks a couple of times, and the focus returns to his eyes. He spots the crazed dwarf charging towards him, and instinctively takes a backhand swipe at his attacker, knocking him back.

"You stay there!" shouts the giant, as he spies the others trying to leave and swings his club overarm at the rogue's head.

Actions
Opportunity Action: Cleave vs. Thug 1
Attack: [roll0] vs. AC
Hit: [roll1] damage, and Thug 1 is pushed to D5.

Move Action: (only if OA hit and Benek avoids being dazed by Thug 1) Move to E8.

Standard Action: Steel Serpent Strike vs. Thug 1 (or Rogue 4 if Thug 1 is dead)
Attack: [roll2]
Hit: [roll3] damage, and the target is slowed and cannot shift until the end of Benek's next turn.

Minor Action: (only if OA hit and Benek avoids being dazed by Thug 1) Stone's Endurance
Effect: Benek gains resist 10 to all damage until the end of his next turn.
Benek
Benek (http://dl.dropbox.com/u/24340532/DnD/Characters/Benek.pdf) - Male Goliath Fighter, Stoneblessed

Current Effects: Battle Fury Stance (+4 to damage rolls and -2 to AC); Stone's Endurance (resist 10 all damage).

Passive Perception: 18, Passive Insight: 18

AC: 28 (currently 26), Fort: 26, Reflex: 24, Will: 23

HP: 56/89, Temp HP:
Bloodied: 44, Surge Value: 22, Surges remaining: 11/11

Powers:
Cleave
Weapon Master's Strike
Action Point [x]
Second Wind [ ]
Steel Serpent Strike [x]
Bull Charge [x]
Weapon Master's Gambit [x]
Mountain Sweep [x]
Stone's Endurance [x]
Battle Fury Stance [x]
Ignore Weakness [ ]
Driving Attack [ ]
Brutal Advance [ ]
Shift the Battlefield [ ]
Mighty Surge [ ]

Surrealistik
2011-09-01, 10:05 AM
Much as before, the mage's assault on Xeletoth's allies is swiftly and mercilessly rejoined with a brutal counterattack, grim satisfaction flashing across the half-elf's countenance as his blade lays into the offender.

Turning away from his savaged foe, the half-elf looks to the broader scope of the battle, noticing the attempted retreat of the thugs.

"You will be judged."

With that, he charges forward, eyes rife with lethal intent as he runs down the furthest of the fleeing combatants, blowing by Bethan whilst Earthsunder erupts in azure lightning. The bite of Xeletoth's legendary weapon effects a violent transfer of psionic energy into the rogue, seizing him with crushing telekinetic power. At the half-elf's silent direction, the trapped foe is then forcibly hurled across the room to be struck by Benek's club.

Mystic 2's turn.

Immediate Interrupt, Lightning Rush, Augment 2:
Trigger: Enemy within 5 squares targets an ally within 5 squares of Xeletoth.
Effect: Xeletoth moves 0 squares.
Attack: [roll0] vs Mystic 2 vs AC
Damage: [roll1]
Hit Effect: Xeletoth becomes the target of the triggering attack for Hruul, which misses.


Xeletoth's Turn:

Move 5 squares to F8.

Minor, Battlemind's Demand:
Effect: Rogue 4 is marked until the end of the encounter or Xeletoth uses this power again.

Standard, Charge, Eldritch Strke:
Effect: Charge to G9 then F10.
Attack: [roll2] vs Rogue 1 vs AC
Damage: [roll3]
Hit Effect: Rogue 1 slides 5 squares to G7, provoking an OA from Benek, and is slowed until the start of Xeletoth's next turn.

salt3d
2011-09-01, 04:56 PM
Benek spins around as the rogue is sent flying by Earthsunder, and with a hand at each end of his club the giant fends him off instinctively.

Action
Opportunity Action: Cleave vs. Rogue 1
Attack: [roll0] vs. AC
Hit: [roll1] damage, and Rogue 1 is pushed to I7 and knocked prone.
Effect: Rogue 1 is marked by Benek.

Stijl
2011-09-02, 12:51 AM
Hruul looks towards the remaining enemies, and figures that Benek is the best situated to take down one of the last significant threats. Hruul commands Era to move towards the Thug in the center of the room. While Era is moving, Hruul takes a moment to channel additional primal health from the mountain into Bethan, who was continuing to look distressingly wounded.

As the spirit approaches the pair, Era explodes into a shower of sparks, distracting the Thug enough for Benek to attempt to sneak in a devastating attack. As before, just as soon as Era explodes, it reforms near the mystic that had been proving so elusive to the group thus far.


Move: Era to E5
Minor Action: Healing Spirits on Bethan (Spend Surge, 22 HP regen), [roll0] Health regenerated on Benek.
Standard Action: Spirit Infusion on Benek, can make an immediate MBA with +2 to attack, and +5 to damage.
Free Action: Summon Era to I10.

The_Snark
2011-09-02, 01:28 AM
As the enemy before her falls, Bethan comes out of her battle-reverie and starts to feel the poison running in her veins. It looks like the rest of the criminals are fleeing, and poisoned or not she isn't about to allow that. She darts clumsily after the retreating enemies, placing herself squarely between them and the door.

Bethan moves to E13; she should be able to get there without provoking opportunity attacks.

Saving throw against dazing and -2 to attacks: [roll0]

Stat block:Bethan Deeproot (http://www.myth-weavers.com/sheetview.php?sheetid=315436), Human Avenger, Ardent Champion

HP 63/88 Bloodied 44 Healing Surge 22 (7/9) Conditions:
AC 28 Fort 23 Reflex 24 Will 28 Speed 6
Action points: 0
Other: Enemies must spend 1 extra square of movement to enter each space adjacent to you (antipathy gloves); while adjacent to oath of enmity target, all other enemies treat adjacent squares as difficult terrain

Powers:
Overwhelming Strike
Radiant Vengeance
Channel Divinity (Abjure Undead, Divine Guidance)
Oath of Enmity
Heroic Effort (racial)
Avenging Echo
Fury's Advance
Inexorable Pursuit
Fanatical Flurry (paragon path)
Strength of Many
Menacing Presence
Blade of Repulsion


Distracting Flare
Refocus Enmity
Oath of the Relentless Hunter

Item Powers:
Antipathy Gloves

salt3d
2011-09-02, 06:01 AM
The power of Era compels Benek to lash out with his club, yelping in surprise as he does so.

Action
Free Action: Melee Basic Attack vs. Rogue 1
Attack: [roll0] vs. AC
Hit: [roll1] damage.

Son_of_Meepo
2011-09-02, 08:45 PM
Redeye tosses his knife at one of the remaining Rogues.

ActionsStandard: Disheartening Strike Attack: [roll0] vs AC (Rogue 4)
Damage: [roll1]
Hit: Rogue 4 takes a -2 penalty to attack rolls until the end of Redeye's next turn.
Saving Throw: [roll2]

NecroRebel
2011-09-02, 09:34 PM
As their morale finally fails, the ruffians' desperate attempts to escape are almost all futile. Benek crushes the skull of the berserk dwarf as he approaches, and the remainder of the party's actions nearly do the rest of the enemies in. The previously-injured rogue is taken out by a blast from Virgil's hands, and Benek scores a dreadful blow on the remaining rogue. Despite how obviously outmatched they are, however, the enemy does not surrender, choosing instead to make a final attempt to flee.

Virgil's Actions:Virgil moves to G5 and uses Beguiling Strands from E6-I10. I'm just going to declare it hits because I'm lazy and I don't want to risk Rogue 1 getting actions, so Virgil takes out its last 2 hit points.

Enemy Actions:Thug 1 dies.

Rogue 1 dies.

Rogue 4 throws a poisoned dagger at Bethan and moves to E12.

[roll0]
[roll1] and dazes and -2 attacks (save ends both).
Rogue 4 is provoking opportunity attacks from Xeletoth and violating Xeletoth's mark, but since I'm ending the battle after this post anyway it matters little.

Mystic 2 uses Teleporting Bolt on Bethan and moves to E14.

[roll2]
[roll3] and Bethan teleports to B13.
Bethan gets an OA against Mystic 2 if the attack misses, otherwise she's not where the enemy provokes.

While the enemies attempt to flee, they are wide open for another set of attacks that they almost certainly cannot survive. You may choose to take them captive, kill them, or let them go as you wish; their survival will have no impact on the rest of the game.

Encounter 1 Summary:Encounter Level: 13
Rounds Taken: 5 and change

Surrealistik
2011-09-03, 04:00 PM
Rogue #1's turn:

As the rough even begins to draw his dart, Xeletoth's weapon lunges in an unseen flash of steel and telekinetic force, propelling his hapless opponent into Benek's club as before.


Opportunity Action, Eldritch Strike:
Attack: [roll0] vs. Rogue 1 AC
Damage: [roll1] damage to Rogue 1
Hit Effect: Rogue 1 is slid 5 square to F7 provoking an OA from Benek, and is slowed until the start of Xeletoth's next turn. This damage is non-lethal. If the rogue is dropped, the attack on Bethan is negated.

NecroRebel
2011-09-03, 11:56 PM
Soon after the last enemies fall, the sound of many boots come from the next room and above. Soon after, a half-dozen men, dressed as guards, come thundering into the chamber from both directions. They shout and threaten Redeye, Bethan, and Benek, demanding a stop to the violence and that they drop their weapons. A few minutes afterwards, more guards show up, lead by a genasi woman. She orders them to search the inn and take care of the fallen, then approaches and addresses Xeletoth.

"The watchers heard the fighting and called us in. It didn't take long to get violent, did it?" She looks at the three who haven't met her before and asks, Who are these? They don't look like regulars at this place, and judging by the fact that they're still alive. Speaking of which... Who started this? And where's Dandy Man? He's responsible for stopping blood from being spilled in his business. I will be taking him to task for this."

Son_of_Meepo
2011-09-04, 09:46 AM
"Calm yerself down there lassie!" Redeye exclaims, sheathing his blades rather than dropping them. "Yer Dandy Man is under a table over there. He's about as useless at preventing violence as the lot of you are!"

Redeye starts gathering up the coins that got spilled during the battle. If he was going to help retake Waxrock out of "the goodness of his heart" at least he was going to find a way to get paid along the way. "Now if you'll excuse the three of us, we have our winnings to collect."

Surrealistik
2011-09-04, 11:12 AM
"Dandy Man got a little too bloodthirsty this time. Now we've reason to put him to the sword; and make sure he stays dead, but first, he will be interrogated."

He nods at the others in acknowledgement of their presence and martial skill.

"As for the others, these are some... acquaintances I've been assigned to work with as per King Urth's orders. Skilled warriors apparently, to aid in the retaking of Waxrock, which I've been given no cause to doubt from what I've thus far seen."

Xeletoth looks to Redeye, expression betraying marginal annoyance at the halfling's lack of protocol and immediate attempt to loot.

"I think we will confiscate and requisition all that we find here of consequence; you may seize what's left."

NecroRebel
2011-09-04, 05:03 PM
"Dandy Man ordered an attack on you? That is... surprising. Regardless, we'll deal with him as befits someone who'd do such a thing." She turns to some of her men and orders them to search the premises. "We may need what is here for evidence, but I suspect that, given your mission, no one will object to giving you a share of any fines levied. At most, if he's executed, all of his holdings will go to the State; Dandy Man has no heirs. That will probably be... quite a bit. Even if he keeps his head, this many deaths in his business and the fines will probably ruin him financially anyway."

Some of the other guards move to pick up the Dandy Man's unconscious form as she turns to go upstairs, but she stops after taking a few steps and turns back to Redeye. "I'd prefer it if you didn't loot the place but... When did you get here? We've had the place surrounded, if they were going to attack you they wouldn't have waited for any friends, and we didn't see you come in."

Surrealistik
2011-09-04, 05:12 PM
"He may not have ordered the attack, but these are his men, they initiated hostilities, and he did not instruct them to stop before he was subdued in the resultant conflict in spite of ample opportunity; I hold him responsible, though his representation may argue otherwise."

Xeletoth nods at the captain's observations.

"Regardless, as you've stated, I feel we should be able to gather enough evidence, level enough charges to warrant a summary confiscation of his wealth for the benefit of the state; this time, the law will triumph."

Son_of_Meepo
2011-09-05, 06:52 AM
"Obviously we used a teleportation circle," Redeye said, making a pointed jab at some of his companions that went looking for an alternate route.

Redeye looks at the pile of coins and sighs.

"Now you've made me lose count."

Redeye approaches the guard captain and stands on his toes to get closer to her face.

"Look lady, if you haven't figured it out by now, we're part of the team who will be taking back Waxrock. So unless you'd prefer that the thousands of people who have fled Waxrock become permanent residents of your already overcrowded city, I suggest you either stay out of your way or find a way to actually help."

kladams707
2011-09-05, 10:55 AM
The captain gave a smile, though it was clearly fake and one showing a bit of anger. Crouched slightly, to make herself more even with the halfling, but in a manner making fun of his own attempt to even himself with the genasi. "The name is Captain Frostborn," the woman said icily. "And you would do well to remember it."

Mai-Sal stood back up to look down upon Redeye once more. "Despite what group you're part of, it doesn't give you free reign to take evidence. I have no problem charging you, so be happy I'm in a good enough mood not to. But I have the strangest feeling you lot might make my job harder than it needs to be...." she trailed off, thinking for a moment. She smirked as she made a decision."I know how I can be helpful," she said mocking the halfling's words. "And it's a way I can keep an eye on all of you." Though really, it was clear she only meant the halfling.

The_Snark
2011-09-05, 02:01 PM
"There's another entrance in the back, Captain Frostborn," the young woman in bloodstained gray puts in respectfully. Authority Must Be Obeyed; this is the scripture of Asmodeus. "I suspect it was a secret, but I'm not sure if that's illegal or not." She frowns primly, clearly more concerned over this technicality than the bodies littering the floor.

salt3d
2011-09-05, 05:10 PM
"Have to come with to keep eye on us," interjects Benek, "you coming with?"

Looking towards his compatriots, the giant adds, "King said we go to Waxrock, but we not at Waxrock. We go to Waxrock now, or play hide and seek again?"

kladams707
2011-09-05, 05:59 PM
"Merely that it's there gives us an extra reason to comb this place over. I'll send a couple of my people to check out the passage as well, just on the off chance something was missed," Mai-sal said with a changed tone, more respectful to Bethan.

She heard the goliath respond to her previous comment and responded matter of factly.

"Well, coming with is what I was hinting at when I made the suggestion." She turned to the rest of the group and added "But before any of you go off...rather than I was thinking of playing something more along the lines of 20 questions with our unconscious friend over here once he wakes up. Might just give us the leads we need."

The_Snark
2011-09-05, 07:18 PM
"Well, if the king gives you leave from your duties here I don't see anything wrong with that," Bethan allows. The woman is a captain in the city guard, so she must be at least somewhat competent.

She looks askance at the fancy-looking dwarf. "Is this the smuggler fellow who supposedly has access to an unlawful teleportation circle in Waxrock? Our guide to the tunnels seems to have run off, so I suppose we ought to interrogate him about that. Half of us were trying to find a way through the lower tunnels into the city," she explains to the captain, "and the other half were looking into the possibility of this circle. We met up here by chance."

Surrealistik
2011-09-05, 07:39 PM
"Indeed it is, hence our presence here. As I'm sure you have surmised, that smuggler is the Dandy Man. He will be thoroughly interrogated about the location of the circle, amongst other things."

Xeletoth's lips curl into a slight, shallow smile as he looks upon the dwarf's crumpled form.

"And should he be foolish enough to resist, we have sufficient cause to use more adequate methods of persuasion."

NecroRebel
2011-09-05, 08:02 PM
A few of the guards who are left in the room ask to be shown the entrance to the tunnels, and, after finding it, leave to search them. Another pair tie the unconscious dwarf to a chair and fetch salts to bring him back to his senses, which he slowly does with a low groan. "Ugh..." His eyes slowly open and pass over the guards before they focus on the genasi. "Another raid, Mai-Sal? I've never done anything wrong... Despite your... what is it... notions, I'm a legitimate businessman." This is clearly a lie, as his holdings include several illicit establishments, and legitimate businessmen do not typically have to deal with their customers deciding to kill intruders.

The tunnels are certainly illegal, as the guards do not know of them and they're likely to be smuggling routes and at least an illicit means of getting from place to place outside the law. If one of them goes to outside the city, anyone aware of that would be guilty of treason, as it would be a severe breach of the temporary capitol's security. Treason is punishable by execution.

Stijl
2011-09-06, 12:23 AM
"This Dandy Man obviously did not anticipate that these others were our acquaintances. In all likelihood, he only expected to have three or four bodies to dispose of if they had fought for him as intended. A grievous error in judgement on his part, obviously."

Hruul looks this Mai-sal over again, taking her measure as a fighter. She looked lethal enough to stand toe to toe with them in future fights. She also looked significantly more like himself than any of the others as well. He tried not to judge the other races, but the thought of one of these Genasi in the group provided some comfort.

kladams707
2011-09-06, 07:44 AM
"This Dandy Man obviously did not anticipate that these others were our acquaintances. In all likelihood, he only expected to have three or four bodies to dispose of if they had fought for him as intended. A grievous error in judgement on his part, obviously."

Hruul looks this Mai-sal over again, taking her measure as a fighter. She looked lethal enough to stand toe to toe with them in future fights. She also looked significantly more like himself than any of the others as well. He tried not to judge the other races, but the thought of one of these Genasi in the group provided some comfort.

"Obviously," Mai-Sal responded before turning back to Dandy Man. "Legitimate?" She scoffed at the thought. She grabbed a chair and reversed it, sitting facing its back and Dandy Man. She folded her arms and placed them on top of the back.

"We both know that's not true. You've just been lucky until now. You haven't had the time to clear out like in the past. And today, we have some new information. It involves a certain passage we didn't know about before. You know that passage is illegal since the guardsmen didn't know about it until today. So, we have the evidence to put you away. And if that passage leads outside the city, then we will also have you on treason, which I'm sure you're well aware of its punishment. Feeling ready to talk? Otherwise, I'd be happy to turn you over to my new friends. They were given a special task by the king, and whatever they do to you will most likely be forgiven because you impeded their duties."

NecroRebel
2011-09-06, 10:50 PM
"Treason!? I don't... I mean, I have no idea what you're talking about. None of my actions have been illegal. I know of no hidden passages in my inn's basement." He moves in a way that might have been an attempt to put on airs, but this doesn't work very well due to being tied to a chair. "Still, it seems that you are going to be accusing me of something I didn't do - again - and since you're promising leniency for cooperation... You are promising leniency, are you not? I'll want that in writing. And to talk to my people - the ones who these folk didn't murder. Perhaps you should be arresting my assailants, too? They're guilty of trespassing at the least. They came into a private meeting between friends and suddenly started killing people without provocation, after all."

Surrealistik
2011-09-06, 11:02 PM
Xeletoth forcefully raps the dwarf's head with the flat of his blade.

"Speak another lie, and I'll see to it that your 'cooperation' will be gained through torture. You're finished Dandy Man, the Guard has won, and your compliance will be unconditional one way or another."

Grim satisfaction creeps into the half-elf's dour countenance.

"At this point, the only thing you can hope for is to walk away from this still alive, and even that outcome seems unlikely. I wouldn't count on your friends amongst the Sehanine priesthood either; I'm sure they know far better than to resurrect a traitor of the crown."

The_Snark
2011-09-07, 04:06 AM
"Without provocation!" Bethan repeats, incensed at this bald-faced lie. "You lying snake! You know full well they drew on us first. Trespass or not, that was not lawful. And you did nothing to stop it. 'He who does not stone the sinner has a share in his sin.' "

kladams707
2011-09-07, 05:15 AM
Mai-Sal just smiled and shook her head before her face took a more serious countenance.

"Now now, I don't think there's cause to threaten torture...yet. The young genasi paused a moment before turning her focus back to Dandy Man. I'm afraid you misinterpreted the implication of leniency. Either talk, and suffer the city's punishment, which might take into account your candor into consideration. Or I let you go, and let your bosses sort you out when they find out you sang. Of course, our friends didn't like what you had to say about them. Who knows? Maybe you won't find out the effects of that rumor...But I doubt your masters would still bring you back anyway." Mai-Sal was clearly guaranteeing pain if Dandy Man didn't talk.

NecroRebel
2011-09-07, 02:15 PM
The dwarf winces at the sword strike, then pauses, his eyes struggling to look at the place where he had been struck. After a time, he smirks and speaks to Xeletoth. "No blood? You're much kinder than the other thugs your 'good' captain has set to 'interrogate' me in the past. Besides that, you know full well that my arrangement with the Sehanites is perfectly legal." This is in fact true; you could make a similar arrangement with one of the priesthoods if you wished, though most people who do so make it with the deity who they feel closest to.

He looks at Bethan, but stays silent, only rolling his eyes contemptuously. "Zealots are always so bothersome, are they not, Captain? It's so much easier doing business with those who actually have reason beyond 'My god said this!' Perhaps you feel I am one of those? I am, as I said, a legitimate businessman, and I have no masters but myself. Not even a god. And you say that these people I supposedly work for will disrupt my arrangement with the Shadow Lady?" He laughs derisively. "So if I do not cooperate, you... send me to the headsman, but if I do, these mysterious benefactors of mine make sure my next death is forever? So... You expect me to squeal? Don't you see what is happening? You really have gone completely soft in the head."

Almost silently, he murmurs, "Besides that, I don't even know what you want."

Surrealistik
2011-09-07, 03:03 PM
"My mistake."

The half-elf strikes his prisoner with redoubled force, this time causing a sizable break in the skin.

"It goes without saying that to resurrect one lawfully sentenced to death, especially for treason is an illegal act. If the priestesses dare to so much as utter a single letter of a single incantation with the intent to revive you, we will take them in as well. We will seize, forcibly if required, whatever piece they have of you. Your remains in their totality will then be cremated, and scattered across the ocean without fanfare or delay. You won't even be a memory."

Xeletoth's face contorts into a grimace, features bearing obvious contempt and malice.

"Rest assured 'Dandy Man', that if you are judged to die, you will stay dead, and anyone who dares cross the state by countermanding its sentence will be likewise condemned. That is my word and promise as a Guardsman."

salt3d
2011-09-07, 05:24 PM
Benek lumbers over to the Dandy Man, and sits cross-legged on the floor in front of him, still towering over the seated dwarf.

"You talk lots," says the giant, poking the Dandy Man in the chest with an enormous finger, "but don't say much."

Benek glances at Xeletoth momentarily before addressing the Dandy Man once more, "What if... what if you weren't dead? Gotta be dead to come back to life. Maybe we keep you. You be my pet. Put you on a leash. Hmm?"

Benek looks back at the half-elf, adding "Need a muzzle though."

kladams707
2011-09-07, 09:00 PM
"Whoa, no need in cutting into our new friend. Though, I do like the idea of making him into a pet. Wish I'd thought of it before..." Mai-Sal said, smiling evilly. "But I digress. Face it, we already have proof of your illegal gambling den. We have evidence of possible smuggling. And like I said, we might even have evidence of treason once my guards get done examining the passage connected to YOUR establishment. So, I'll tell you what. Tell me something about your connection to the WIzards' Syndicate. If you don't tell me something useful, I just may let the big guy take you as a pet."

NecroRebel
2011-09-07, 11:26 PM
The chair the dwarf is tied to tips and nearly falls after Xeletoth's strike before rocking back to stability. The dwarf himself blinks several times, his eyes unfocused, and then grimaces. "It doesn't give me much incentive to cooperate, then, does it? You're so sure that things will go against me no matter what I do, so why should I snitch?" He smiles grimly. "And... Let the lummox take me as a pet? Are you serious? Within a week, I'd have the moron eating out of my hand. In fact, let's go with that; I'm sure I can find a use for a lump like him."

His smile turns devious. "I suppose I could tell you something of my 'connection' with the Wizards, though... Actually, I'll tell you everything. My connection is that I'm a businessman who they occasionally send thugs to threaten. And when they do, I handle it. Those people are bigger idiots than the ones I hire."

Stijl
2011-09-08, 12:40 AM
Hruul moves closer to the man bound to the chair, and sends Era even closer. He looks at the man, and speaks directly into his mind, where none of the others can hear the exchange. The voice rings in his head, the sound tinged with rumbling earth and creaking metal.

"By all means, banter with these others to your heart's content, but hear me fleshling. They were wrong to threaten you with death; it was foolish. We know of your contract with the priests, and we know they will honor the contract. That, of course, does not prevent us from waiting outside their doors to end your mote of a life the moment you exit. Sooner or later, your benefactors will tire of the financial drain. But, that is their plan, now listen to mine."

"There is much more motivation to be found in assuring your continued life; all the unpleasantness, agony, and embarrassment that can be heaped upon misery over time. The goals that these others seek matters not to me. The future of this kingdom and its peoples matter not, they are merely a means to an end. I seek knowledge, and before you offer, it is knowledge which you do not possess. Obtaining that information is my sole focus, which makes YOU my sole focus. I do not eat, I do not sleep, and I do not suffer from what you mortals call boredom. And while you hinder my goals, I will ensure that you do none of the these things either."

"So, I implore you, tell these righteous and passionate people what they wish to know, and we'll send you to your priests in short order and be on our way. We'll even take the Captain with us."

To make certain the point is understood, Era seems to vanish from the air in front of the Dandy Man, reappearing unseen beneath the mans clothing. Wrapping around arms, knees, lower back, and all the most sensitive areas, the spirit burns just hot enough for the dwarf to feel the excruciating pain, but not cause any true harm.

If there were a roll involved, it would be Intimidate at +24. Arcane Mutterings, and using speak with spirits in a very unintended way to allow Era to provide the additional +5.

NecroRebel
2011-09-08, 11:51 PM
The captive writhes in pain, jerking back and forth as he struggles vainly to get away from the burning spirit heating his flesh. The guards holding him recoil in surprise and his motion unsettles his seat, sending him crashing to the floor. His thrashing does not cease until Hruul recalls his companion, leaving Dandy Man weeping on the floor. After a few silent moments, the guards warily pick him up and set the chair aright again. He gasps for breath before his eyes rise to Hruul's.

"Monster..." he gasps out. "You're almost as bad as Squid... But maybe that's better for me." He groans softly and turns his head towards one of the lamps flickering on the ceiling beams. "Give me clothes - plain, unassuming clothes fit for a traveler - and let me go outside the city gates. I'll tell you where Squid is. He took over the Syndicate after the Wizard burned.

That's my only offer. You can't do any worse to me than Squid can. He'll kill you or worse, but I still want to be out of the city before anyone knows I talked. You talk of treason, fine. You can have everything I own and I'll leave the Candlepeaks." The Candlepeaks are the mountain range where Waxrock the state and almost all of its territories are located. "Exile me, and you get what you want. Otherwise, you get nothing. Deal?"

Surrealistik
2011-09-09, 12:35 AM
Xeletoth sneers at the man's audacity.

"You're in no position to bargain, and your presumption alone is nearly enough to drive me to refusal. Nonetheless, I accept your offer, desiring convenience only slightly more than the pleasure of running you through. It goes without saying however, that you will remain our prisoner until we can confirm this information; clearly you cannot expect to be trusted."

kladams707
2011-09-09, 11:06 AM
Captain Mai-Sal stands, not really sure what just happened but knew Hruul had something to do with it. She heard Xeletoth agree to Dandy Man's negotiation, and while it wasn't the best outcome she'd hoped for, it was probably the best outcome possible. "I'm amenable to that. But as the man said...we'd have to put you in protective custody. We can't very well let you go if you give us bad information. If the information fulfills your end, we'll fulfill ours."

NecroRebel
2011-09-09, 02:14 PM
He seems about to protest, but then closes his mouth, thinks for a moment, then nods. "Fine. Just so long as I'm out of the city the minute you confirm the location."

The guards search his private chambers and come up with clothes that would be suitable for the purpose that he has requested, as well as a few supplies that any traveler would be expected to carry, while a wagon is summoned. The dwarf is redressed and loaded onto the transport, keeping his head down the whole way. He seems to be trying to avoid anyone seeing his face. Some time afterwards, your group arrives at one of the towers beside Firstvalley's west gate and the prisoner is brought inside for holding until later.

Once in a cell there, the interrogation continues. He seems much more composed now, but still looks at Hruul warily as he writes out his information. "You said you wanted to know about my connection to the Syndicate. Well, I've really just been a supplier and distributor for them. I don't really know that much about it. I do know, though, that Squid used to be old Wizard's apprentice. Wizard was always an elementalist mage, what with his earth and fire spells, but Squid... Since he took over after Waxrock, nobody who goes near him is the same after. I don't want to be anywhere near him, and I think that you won't be the same after you face him, either.

"Anyway, you know where he is, you just don't know who. 'Squid' is what he's called, but his real name is Marcus of Blackrock Bay." You recognize the name; a successful human merchant and the largest supplier of seafood to the Candlepeaks. Rumor has it that he started his business with magical trinkets, but his love of calamari was so great that he switched to his current trade when he couldn't get ahold of any. Dandy Man would know this, too, but he doesn't appear to be lying about the boss's identity. "That man... He'll do you in and feed you to the fishes. I hear it's tradition down in the human lands."

At this time of day, the merchant is likely to be home, and you do in fact know where his mansion is. Going there would not be difficult.

[You can take all the short rests you need during this time. I do have plans for treasure to be handed out, but I'm waiting until after this plot arc is over. Then you'll be able to level up and do shopping before heading to Waxrock itself]

kladams707
2011-09-10, 06:24 PM
Mai-Sal stands from her chair. "Well, that is indeed some useful information. However, if you have anything else..say if we were to enter the man's home or place of business, maybe what we should be prepared for. After all, holding up our end might be more difficult if not around to fulfill it."

NecroRebel
2011-09-10, 11:55 PM
"What?! I told you what I know, and you said that you'd let me leave when you did!" He seems a bit panicked at the implication that you'd not be releasing him immediately. After a moment, though, he calms down, his somewhat smug demeanor moving back into place."Like I said, I don't really know too much about the guy. I've been based here in Firstvalley for years, and the Wizard and Squid used to spend most of their time in Waxrock before... Well, you know. Most of what I know if hearsay. I understand that most wizards tend to follow the same school as their teachers, but people who come out of Squid's place act weird. Like they're hypnotized or something. Wizard never did that."

Virgil, hearing this, looks thoughtful. "It's possible that this mage has begun to study the art of enchantment and has been practicing it on his accomplices. I've studied that art as well, and while it is difficult to counter, spells that affect the mind can be broken after the fact easily enough just so long as they can be detected. We should take precautions; I will go to my Order and gather the materials to break any enchantments that he may use while you deal with the smuggler himself."

[If you have anything else you'd like to ask Dandy Man or Virgil, do so. Tomorrow evening I'll be responding to those and then moving us along to Squid's place]

kladams707
2011-09-11, 10:07 PM
Mai-Sal looked at Dandy Man, a bit confused. She finally responded. "Well, we didn't agree to let you go immediately. You agreed to protective custody until confirmation. But we can't protect you if we bring you along. While I don't like making deals, I will try to hold to them. And while I have utmost confidence in my guards to protect you, I wouldn't be able to immediately let my guards know when to release you outside the city. Such a delay could be deadly for you, especially if others were to see us go into 'Squids' mansion."



I'm done w/ him.

Surrealistik
2011-09-11, 10:41 PM
"Let's talk defenses, resources, arsenals. What does the 'Squid' have at his disposal precisely?"

Xeletoth leers down at the man.

"I want a layout of his interior, every detail you can provide, anything you've heard."

NecroRebel
2011-09-12, 01:09 AM
Your informant spends the next few hours describing the layouts of the places where he's made contact with the people in the Syndicate, where they are, and who has been involved in those contacts. Unfortunately, he doesn't know where the leader is at the moment, but while he draws the maps, several guardsmen go to seek out that information and find that Marcus of Blackrock Bay is taking the day off and is at home. This is not a place that Dandy Man has in fact been, so he knows little of it.

The most important information about Squid that you learn is that he is almost always accompanied by at least two bodyguards, and that he has a fondness for having additional observers hide behind the walls of the rooms where he has business meetings. He apparently has thin panels built with small holes in them, almost imperceptible from a distance, that his minions can watch through while they remain unseen.

Once you have all the information you can get out of him, you depart for Squid's mansion with a contingent of several dozen men while Virgil leaves to entreat the Order of Shattered Sky for aid. Entering the house is not difficult, and the guards and staff are quickly subdued by your forces. The butler gives his master's location when asked: he is in the dining room, eating his evening meal with a trio of business associates. Quickly, no more than a couple of minutes after entering the building, you find your quarry.

As the butler said, he is eating with three other men, all human. Despite the commotion, they all appear almost eerily calm, just eating at the far end of the huge table. As you approach, they look up, and, totally in unison, speak. "Interlopers. You have no idea what you are dealing with here. It matters not; you will tell the others that a mistake was made, and that they will all leave." As they finish speaking and stand, a strange sensation comes over you, and suddenly a group of men burst out of the south wall, moving to block your path, while several giants appear behind you as well.

They do not appear willing to talk. Battle is joined.

Battle Map:http://img155.imageshack.us/img155/8277/battle2map.jpg

[Edit: Oh right, map key. The purple lines are very thin wall panels; a minor action moves them aside, removing a 5-foot section. The brown squares are the hugely long table; moving onto or off it takes an extra tile of movement, but moving between table tiles is like normal.]

Enemy Initiative:As before, they'll go in the rolled order on the initiative count of the slowest-reacting member.

[roll0]
[roll1]
[roll2]
[roll3]

Surrealistik
2011-09-12, 01:18 AM
Xeletoth grimaces in reaction to the sudden hostilities.

"The Guard, and his majesty King Urth offers you a generous proposition. Do not be a fool to decline it in attacking us!"

Initiative: 15; See OOC. No modifiers as far as I'm aware.

Stat block:Xeletoth (http://dl.dropbox.com/u/713896/DnD4e%20-%20Xeletoth%20L11%20-%20Adroit.pdf), Half-Elf Battlemind, Adroit Explorer

HP 98/98 Bloodied 49 Healing Surge 24 (15/15) Conditions: None.
AC 29 Fort 26 Reflex 24 Will 26 Speed 5
Action Points: 1
Other:
Heavy Blade Expertise: +2 all defenses vs OAs.
Avandra's Blessing of Confidence: Resist 5 to all damage against OAs. +1 item bonus to saving throws against effects that render you dazed, dominated, immobilized, restrained, slowed, or stunned.
Superior Fortitude: Resist all 6 vs ongoing.
Superior Will: Save against daze/stun at start of turn.

Power Points: 8

Non At-Will Powers:

Wild Talent
Wrathful Warrior

Living Fortress
Nightmare Vortex
Shattered Time


Item Powers:
Staggering Longsword
Dragonrider Armor

salt3d
2011-09-12, 10:28 PM
Benek shudders as the strange sensation washes over him. "You!" he shouts, pointing his club at Squid, "You did this! Stop it!"

In a single stride the giant steps over the table, then begins storming towards Squid, waving his club indiscriminately at those in his path.

Actions
Move Action: Move to C10.

Standard Action: Mountain Sweep vs. Bodyguard 1 & Bodyguard 2
Attack vs. AC: [roll0] vs. Bodyguard 1, [roll1] (critical) vs. Bodyguard 2
Hit: [roll2] damage on Bodyguard 1, 39 damage on Bodyguard 2.

Minor Action: Stone's Endurance
Effect: Benek gains resist 10 to all damage until the end of his next turn.
Benek
Benek (http://dl.dropbox.com/u/24340532/DnD/Characters/Benek.pdf) - Male Goliath Fighter, Stoneblessed

Current Effects: Stone's Endurance (resist 10 all damage).

Passive Perception: 18, Passive Insight: 18

AC: 28, Fort: 26, Reflex: 24, Will: 23

HP: 89/89, Temp HP:
Bloodied: 44, Surge Value: 22, Surges remaining: 9/11

Powers:
Cleave
Weapon Master's Strike
Action Point [ ]
Second Wind [ ]
Steel Serpent Strike [ ]
Bull Charge [ ]
Weapon Master's Gambit [ ]
Mountain Sweep [x]
Stone's Endurance [x]
Battle Fury Stance [ ]
Ignore Weakness [ ]
Driving Attack [ ]
Brutal Advance [ ]
Shift the Battlefield [ ]
Mighty Surge [ ]

Son_of_Meepo
2011-09-13, 11:30 AM
Redeye walks forward with a smirk on his face, his gaze firmly fixed on the leader.

"So, you call yerself Squid, eh? Well, then, try these tentacles on for size."

The thing behind Redeye's pupils pushes small tendrils out of the corner of his eye. It channels a swarm of psychic lashes that pull those around him into its weakening grasp. The creature within silently screams setting up an aura of psychic static.

ActionsMove: C8
Standard: Invitation to Defeat
Close Burst 5
Target: Each enemy in the burst

Attack: +17 vs. WillSquid: [roll0]
Mage 1: [roll1]
Mage 2: [roll2]
Mage 3: [roll3]
Bodyguard 1: [roll4]
Bodyguard 2: [roll5]
Bodyguard 3: [roll6]

Hit: You pull the target 5 squares. Any target pulled to a square adjacent to you is weakened (save ends).Squid: C7
Mage 1: D7
Mage 2: B7, C7, or D7 (Whichever one is not occupied by Squid or Mage 1)
Mage 3: B7, C7, or D7 (Whichever one is not occupied by Squid, Mage 1, or Mage 2, if any)
Bodyguard 1: D9
Bodyguard 2: D8
Bodyguard 3: D7 (if Mage 1 is missed) or D8 (if Bodyguard 2 is missed)

Effect: Until the end of your next turn, enemies are weakened while they are adjacent to you. In addition, until the end of your next turn, any enemy that takes damage while adjacent to you also takes psychic damage equal to your Charisma modifier (4).

Sustain Minor: The effect persists.
Minor: Painful Revelations Effect: You activate an aura 5 that lasts until the end of the encounter or until you dismiss it as a minor action. Whenever an enemy in the aura takes damage from an attack, you can take 5 psychic damage that can’t be reduced in any way. If you do so, that enemy grants combat advantage (save ends).
Action Point: Lashing BladeEffect: Until the end of your next turn, you can use the Lashing Blade Attack power.
Lashing Blade AttackOpportunity Action

Requirement: You must be wielding a light blade. The power Lashing Blade must be active in order to use this power.

Trigger: An enemy starts its turn in or enters a square adjacent to you

Target: The triggering enemy

Attack: +18 vs. Reflex

Hit: 1d6+8 damage, and the target takes a penalty to attacks against you equal to your Charisma modifier until the end of your next turn.

Artful Dodger: The attack penalty equals 2 + your Charisma modifier (4).


RedeyeRedeye - Male Halfling Ardent|Rogue Phrenic Invader

Current Effects: None

Passive Perception: 23, Passive Insight: 18

AC: 27 (41 vs OA), Fort: 21 (26 vs OA), Reflex: 27 (32 vs OA), Will: 24 (29 vs OA)

HP: 76/76, Temp HP: 0
Bloodied: 38, Surge Value: 19, Surges remaining: 6/8

AP: 0

Powers:
Disheartening Strike
Energizing Strike
Fleeting Ghost
Acrobat Boots
Second Wind [ ]
Second Chance [ ]
Unbalanced Mind [ ]
Ardent Surge [ ]
Opening Move [ ]
Lashing Blade [x]
Phrenic Strike [ ]
Daring Gamble [ ]
Warding Mind [ ]
Hounding Assault [ ]
Invitation to Defeat [x]
Profit from Weakness [ ]
Painful Revelations [x]
Moradin's Blessing of Iron [ ]
Sacrificial Drow Long Knife [ ]
Baffling Cape [ ]

Surrealistik
2011-09-13, 03:07 PM
Casually approaching alongside the diminutive psychic, Xeletoth's eyes flare with azure lightning, face set in a contemptuous sneer. As he draws closer, a swirling halo of raw energy gathers, crackling and churning about his head with the untamed violence of a maelstrom. The half-elf's golden hair blows wildly amidst the feral radiance, as if tossed about by a savage wind. Discharging from the psychic storm, arcing bolts dance and rebound at haphazard, fickle trajectories, explosions treading where they land, each strike evoking the acrid smell of ozone.

"Very well. You will pay for your aggression."

Xeletoth then beckons the enchanter forward with a casual wave of his hand, causing the human to roughly pitch and tumble before him with undeniable force.

With a final riotous detonation, the nearby thugs are seized by translucent blue auras of psychic force as the snarling chaos expands to engulf them, bodies and minds alike subject to harrowing duress. Squid and the mage adjacent are tossed aside like discarded toys, shockwave sending them reeling through the air.


Actions:
Move: to B8.

Standard: Lodestone Lure, Augment 1
Attack:[roll0] vs. Squid Will
Damage: 6 damage.
Hit Effect: Squid is pulled 5 squares to B7. Squid can't move to squares non-adjacent to Xeletoth until the end of Xeletoth's next turn. Squid is slowed until the start of Xeletoth's next turn. Squid provokes an OA from Redeye's Lashing Blade.

Minor: Battlemind's Demand
Effect: Squid is marked until the end of Xeletoth's next turn.

Free: Action Point
Effect: Xeletoth gains resist 10 all until the end of his next turn.

Standard: Nightmare Vortex
Attack:[roll1] vs. Squid AC (+2 if CA due to Painful Revelations)
Attack:[roll2] vs. Mage 2 AC
Damage: [roll3] (+4 psychic damage from Invitation to Defeat)
Hit Effect (Squid): Squid is slid 6 squares to B9, provoking Lashing Blade and Benek's OA, and is slowed until the start of Xeletoth's next turn.
Hit Effect (Mage 2): Mage 2 is slid 6 squares to D9 then back to C7 provoking Lashing Blade and Benek's OA, and is slowed until the start of Xeletoth's next turn.
Effect: Whenever an enemy starts its turn within 3 squares of Xeletoth, Xeletoth slides that creature 6 squares, and it's slowed until the start of Xeletoth's next turn. Xeletoth will usually slide them first adjacent to Benek, then adjacent to Redeye.


Stat Block:Xeletoth (http://dl.dropbox.com/u/713896/DnD4e%20-%20Xeletoth%20L11%20-%20Adroit.pdf), Half-Elf Battlemind, Adroit Explorer

HP 98/98 Bloodied 49 Healing Surge 24 (15/15) Conditions: None.
AC 29 Fort 26 Reflex 24 Will 26 Speed 5
Action Points: 0

Other:
Heavy Blade Expertise: +2 all defenses vs OAs.
Avandra's Blessing of Confidence: Resist 5 to all damage against OAs. +1 item bonus to saving throws against effects that render you dazed, dominated, immobilized, restrained, slowed, or stunned.
Superior Fortitude: Resist all 6 vs ongoing.
Superior Will: Save against daze/stun at start of turn.

Temporary:

Nightmare Vortex: Until the end of the encounter, whenever an enemy starts its turn within 3 squares of Xeletoth, Xeletoth slides that enemy 6 squares and slows it until the start of his next turn. Xeletoth will usually slide them first adjacent to Benek, then adjacent to Redeye.
Heroic Action: Resist 10 all until the end of Xeletoth's next turn.


Power Points: 7

Non At-Will Powers:

Wild Talent
Wrathful Warrior

Living Fortress
Nightmare Vortex
Shattered Time


Item Powers:

Staggering Longsword
Dragonrider Armor

kladams707
2011-09-13, 06:20 PM
Mai Sal hopped on the table once she saw the enemies job to her feet. "A bit anxious aren't we? Let's take our time a bit, maybe talk. No?" She shrugged, more or less excited to be in a fight once more. She hopped on the table and drew her sword. She saw giants behind her allies, and decided to try to slow them down. While her allies see nothing, the enemies suddenly see a concrete wall, 20 feet high, appear in front of the giants.


Move: D14

Minor: Draw Sword (mental note, remember to start carrying sword in hand)

Standard (utility): Illusory wall. 8 squares from B16 to G18. Blocks line of sight for all enemies, but not for allies. Make int attack vs will when enemy moves adjacent to wall. If attack hits, enemy can't move through wall on its turn (but can try again later). If attack misses, no longer blocks l.o.s. or movement. for that creature. Can be sustained as a minor action.

Attack for if and when giants move adjacent to wall:
Giant 1: [roll0]
Giant 2: [roll1]
Giant 3: [roll2]
Giant 4: [roll3]

Action Point: Storm Cage, Area 2 burst centered on D18, int vs. reflex, extra damage (from AP)
Effect: forms lightning wall of 16 outer squares of burst (B16 to F20). Creatures that start its turn adjacent to this wall or moves into a wall square takes 10 lightning damage. Moving through a wall square cost 1 extra square of movement. This wall does not grant cover or concealment. Lasts until end of next turn.

rolls forthcoming in ooc.

The_Snark
2011-09-13, 07:28 PM
Bethan draws her sword, glancing warily at the strongarms surrounding their small expedition. Certainly with the favor of the gods they will emerge victorious, but she can't help but think it would have been a good idea for Captain Frostborn to bring some more of her guards inside.

But her companions have the situation well in hand, unleashing fell magics on both sides. Through the chaos of elemental force and roiling psychic energy, she catches sight of the head wizard himself, the path between them momentarily clear. Obviously a sign. Bethan brings her blade up and leaps into the fray.

Minor Action: Draw weapon

Minor Action: Use Oath of Enmity, targeting Squid

Standard Action: Inexorable Pursuit to shift to B10 (phasing allows her to ignore the table); I believe this places her in flanking position with Xeletoth.
Attacks vs AC [roll0], [roll1]
Damage [roll2] plus 6 radiant and necrotic

On the off chance that this is a miss, Bethan will use Heroic Effort to add 4 to the attack roll.

Stat block:Bethan Deeproot (http://www.myth-weavers.com/sheetview.php?sheetid=315436), Human Avenger, Ardent Champion

HP 85/88 Bloodied 44 Healing Surge 22 (9/9) Conditions:
AC 28 Fort 23 Reflex 24 Will 28 Speed 6
Action points: 0
Other: Enemies must spend 1 extra square of movement to enter each space adjacent to you (antipathy gloves); while adjacent to oath of enmity target, all other enemies treat adjacent squares as difficult terrain

Powers:
Overwhelming Strike
Radiant Vengeance
Avenging Echo
Fury's Advance
Inexorable Pursuit
Fanatical Flurry (paragon path)
Strength of Many
Menacing Presence
Blade of Repulsion

Heroic Effort (racial)
Channel Divinity (Abjure Undead, Divine Guidance)
Oath of Enmity
Distracting Flare
Refocus Enmity
Oath of the Relentless Hunter

Item Powers:
Antipathy Gloves

Stijl
2011-09-13, 09:03 PM
Hruul is nearly relieved at the openness of this man and his guards; none of the false manners and forced smiles of the dwarf's inn. Hruul steps away from a shimmering energy barrier that he can feel more than see rise next to him. The enemy was too spread out to be manipulated easily, he would bide his time before releasing too many of the primal spirits.

Instead, he summons Era near the Goliath, and uses the intense collection of embers to distract one of the bodyguards enough for Benek to take a swing, hoping to take a bodyguard out of the fight quickly. As he takes his swing, Era reappears at the back of the room, menacing this 'Squid'.

Action

Move: B11
Minor: Summon Era to C9
Standard: Spirit Infusion on Benek, can make a MBA at +2 / +5
Free: Summon Era to C3

Hruul
Male Shardmind Shaman, Animist

Current Effects: None

Passive Perception: 27, Passive Insight: 25

AC: 24, Fort: 20, Reflex: 23, Will: 27

HP: 75/75, Temp HP:
Bloodied: 37, Surge Value: 18, Surges remaining: 8/8

Encounter Powers:
[ ] Scorching Sands
[ ] Granite Armor
[ ] Call to the Howling Storm
[ ] Hateful Binding
[ ] [ ] Healing Spirit
[ ] Shard Swarm
[ ] Speak with Spirits
[ ] Arcane Mutterings
[ ] Light of the Crimson Sun
[ ] Call for the Spirit World

Daily Powers:
[ ] Spirit of the Healing Flood
[ ] Shrieking Wind Spirits
[ ] Spirit of Autumn's Fall
[ ] Panther Spirit Leather Armor (Item)
[ ] Relentless Spirit

NecroRebel
2011-09-13, 10:37 PM
The enemy mages struggle to resist the inexorable pull they feel on their minds, but to no avail, as they cannot resist Redeye's psychic impulses. The halfling does notice something very wrong about them, however; it is as if a third mind is pushing against his, resonating, and attempting to draw him in... As Squid narrowly wards off the blows, the enemies in the chamber that are not being consumed by Mai-Sal's thunderous formation speak, their voices coiling and writhing with a voice that speaks also in your minds, like a tearing in your souls, "No. This one is too valuable. You will not take it from me." The wall directly behind Hruul, the wall made of wood panels with imperceptibly-small holes drilled in it, opens up, to reveal a grave horror, mind rising up to crush your wills and make them its own...

The true enemy has shown itself.

Turn Summary:Bethan delays until after Xeletoth (initiative 14)

Benek moves, hits Bodyguard 2 for 39, marks BG1 and 2

Hruul moves, summons Era, gives Benek MBA, resummons Era

Mai-Sal moves, makes illusory wall (blocks LoS for enemies, blocks move if attack when adjacent hits (all 4 miss giants), then makes storm cage (creatures in or adjacent to burst edges take 10 lightning, moving through takes 1 extra move), killing Giants 1-3 (G4 dies at start of its turn)

Redeye pulls Mages 2 and 3 and BG 1 and 3 adjacent, weakening them (save ends). BG1 is also moved adjacent to Benek, taking OA if he wants. Also, enemies adjacent to him UENT are weakened and take extra 4 psychic damage when hurt. Then, he uses Lashing Blade, so UENT enemies who start adjacent to him or move adjacent to him are subject to an OA.

Xeletoth hits Squid for 6, pulls in (to be adjacent to Redeye, so subject to Lashing Blade), prevents him from moving away UENT, slows USNT, then marks Squid, hits Squid and Mage 2 for 18, provoking OAs from Benek and Redeye on Mage 2 (Benek has CA for OA on Mage 2), and slows M2 USNT

Bethan moves, uses Oath of Enmity on Squid, hits for 33

Enemy Actions:Illithid triggers its mental static aura (while within 10 tiles of it, its enemies take -2 Will), opens a wall panel at A12/B12, and uses Mind Blast from B7-F11 (close blast 5)

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5] psychic and dazes (save ends).
Miss: Half damage, no daze.

Squid draws magic around Xeletoth (close burst 10) and attempts to strike the half-elf with his staff.

[roll6] (+2 if dazed from Illithid)
Marks (save ends) on hit, or knocks prone if already marked by Squid.
[roll7] (+2 if dazed from Illithid) Crit!
[roll8] 11 5 and ongoing 5 fire and necrotic (save ends)

Giant 1 is dead.

Giant 2 is dead.

Giant 3 is dead.

Giant 4 dies at the start of his turn due to the Lightning Cage.

Mage 1 throws a burning needle at Redeye, moves to B7 (moving adjacent to Redeye and thus provoking an OA if Redeye isn't Dazed), and causes a psychic burst from B8-F12 (close blast 5).

This one is complicated, so pay attention :smallsigh:

[roll9] (+2 if dazed from Illithid)
[roll10] fire and poison, and ongoing 5 fire and poison and -2 attack (save ends both)
[roll11] Includes CA, so no matter if dazed
[roll12] (+2 if dazed from Illithid) Crit! 14 damage!
[roll13] (+2 if dazed from Illithid)
[roll14] Includes CA, so no matter if dazed
[roll15] (+2 if dazed from Illithid) (Should be vs. Benek; copypasta screwed me up)
[roll16] psychic (halve this due to weakness), and pushes (this forced movement provokes OAs; specific exception to the normal rule):
Xeletoth is pushed to A8 on a hit
Bethan is pushed to A10 on a hit
Hruul is pushed to A11 on a hit and takes an OA from the illithid:
[roll17]
[roll18] and grabs (until escape)
Redeye is pushed to A9 on a hit
Benek is pushed to D12 on a hit
All of the OAs target Redeye because I forgot about his crazy-high anti-OA defenses, so every single one of them misses. Lucky you :smallannoyed:And their OAs from this: Redeye is preferred target (so if he's hit, he takes all of these) followed by Xeletoth (capable of being hit by Squid and Mage 3), Bethan (capable of being hit by Squid alone), and Benek (capable of being hit by Bodyguard 1 alone). I'll check targets in a bit and edit accordingly.
OAs:Squid:
[roll19] Includes CA and Xeletoth's mark, so -2 against Bethan unless she was hit by the Illithid and +2 against Xeletoth.
[roll20] and ongoing 5 fire and necrotic (save ends)

Mage 2:
[roll21] +2 if target is dazed
[roll22]

Mage 3:
[roll23] +2 if target is dazed
[roll24]

Bodyguard 1:
[roll25] Includes CA so -2 if targeting an undazed Benek
[roll26] and marks (save ends). While marked, take -5 penalty to damage against creatures that aren't BG1.

Bodyguard 3:
[roll27] +2 if Redeye is Dazed
[roll28] and marks (save ends). While marked, take -5 penalty to damage against creatures that aren't BG2.

Battle Map as of the end of Mage 1's turn:http://img821.imageshack.us/img821/8277/battle2map.jpg
[Since Mage 1's turn is crazy-complicated, I'm going to break this into 2 posts so I know where everyone is for all the later other creatures' actions. Stand by.]

NecroRebel
2011-09-13, 11:19 PM
Enemy Actions Continued:Mage 2 throws a flaming needle at Bethan, then conjures and throws a second at Mai-Sal before moving to F10.

[roll0]
[roll1] (divide by 2) fire and poison, and ongoing 5 fire and poison and -2 attacks (save ends both)
[roll2]
[roll3] (divide by 2) fire and poison, and ongoing 5 fire and poison and -2 attacks (save ends both)

Mage 3 shifts to C6 and conjures and throws a flaming needle at Hruul.

[roll4]
[roll5] (divide by 2) fire and poison, and ongoing 5 fire and poison and -2 attacks (save ends both)

Bodyguard 1 moves to B12 (provoking an OA from Hruul) and attempts to bull rush Hruul.

[roll6] (-2 due to Benek's mark, which I forgot about)

[Accidentally hit TAB then Enter... Wups :smallredface:]

NecroRebel
2011-09-13, 11:37 PM
Enemy Actions Continued (Again)[roll0] (divide by 2), push 1, and BG1 shifts into the vacated space.

Bodyguard 2 moves to E13 and attacks Mai-Sal.

[roll1]
[roll2] (divide by 2) and marks (save ends). While marked, take -5 damage against non-BG2 targets.

Bodyguard 3 moves to C10 and attacks Hruul, then empties a bag of marbles underfoot (close burst 2).

[roll3]
[roll4] and marks (save ends). While marked, take -5 damage against non-BG3 targets.
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]
Prone on hit.



Saving Throws:
[roll10]
[roll11]
[roll12]
[roll13]

Recharge Rolls:
[roll14]

Initiative Order:Benek: 27
Hruul: 24
Mai-Sal: 20
Redeye: 20
Xeletoth: 15
Bethan: 14
Enemies: 9

Battle Map:Bodyguard 1 and Hruul should both be 1 tile to the left due to the enemy hitting and pushing Hruul.

http://img11.imageshack.us/img11/8277/battle2map.jpg

Enemy Status:Illithid is healthy (-0 hp)
Squid can't move away from Xeletoth until the end of Xeletoth's next turn, is slowed until the beginning of Xeletoth's next turn, marked by Xeletoth until he uses Battlemind's Demand, and under Bethan's Oath of Enmity (-61 hp)
Giant 1 is dead (-24 hp)
Giant 2 is dead (-24 hp)
Giant 3 is dead (-24 hp)
Giant 4 is dead (-10 hp)
Mage 1 is healthy (-0 hp)
Mage 2 is weakened until save and slowed until the beginning of Xeletoth's next turn (-18 hp)
Mage 3 is weakened until save (-0 hp)
Bodyguard 1 is marked by Benek and weakened until save (-0 hp)
Bodyguard 2 is marked by Benek and weakened until save (-39 hp)
Bodyguard 3 is healthy (-0 hp)

Ally Status:Stand by; as usual, your fellow players' status updates should be considered more accurate.

Hruul:
40/75 hp, 8/8 surges remaining.
Taking 5 ongoing fire and poison damage and -2 attack (save ends both) and prone.

Xeletoth:
76/98 hp, 15/15 surges remaining.
Dazed (save ends), marked by Squid (save ends), and taking 5 ongoing fire and necrotic damage (save ends).

Benek:
64/89 hp, 11/11 surges remaining.
Dazed (save ends)

Redeye:
33/76 hp, 8/8 surges remaining.
Bloodied, dazed (save ends), taking 5 ongoing fire and poison damage and -2 attack (save ends both), and prone.

Bethan:
59/88 hp, 6/9 surges reamining.
Taking 5 ongoing fire and poison damage and -2 attack (save ends both).

Mai-Sal:
70/80 hp, 11/11 surges remaining.
Taking 5 ongoing fire and poison damage and -2 attack (save ends both), is marked by Bodyguard 2 (save ends), and takes -5 to damage against targets other than Bodyguard 2 while the mark lasts.

salt3d
2011-09-14, 07:07 AM
Era's presence offers Benek a momentary respite from the pain in his head, and he takes another swipe at the bodyguard with his club. Just as quickly, though, the pain returns and the giant lets out a great bellow, thrashing the club about as other enemies fly past.

A spike of pain causes Benek to roar once more, and through watering eyes he lashes out again at the nearest enemy.

Actions
Free Action: Melee Basic Attack vs. Bodyguard 2
Attack: [roll0] vs. AC
Hit: [roll1] damage.

Opportunity Action: Cleave vs. Bodyguard 1
Attack: [roll2] vs. AC
Hit: [roll3] damage, and Bodyguard 1 is pushed 2 squares and knocked prone.

Opportunity Action: Cleave vs. Mage 2
Attack: [roll4] vs. AC
Hit: [roll5] damage, and Mage 2 is pushed 2 squares and knocked prone.

Standard Action: Weapon Master's Strike vs. Bodyguard 2 (or Mage 2 if Bodyguard 2 is dead)
Attack: [roll6] vs. AC
Hit: [roll7] damage, and Benek gains a +1 power bonus to AC against Bodyguard 1's attacks. In addition, Bodyguard 1 provokes opportunity attacks from Benek when he shifts.

Save vs. Dazed: [roll8]

Benek
Benek (http://dl.dropbox.com/u/24340532/DnD/Characters/Benek.pdf) - Male Goliath Fighter, Stoneblessed

Current Effects: None.

Passive Perception: 18, Passive Insight: 18

AC: 28, Fort: 26, Reflex: 24, Will: 23

HP: 82/89, Temp HP:
Bloodied: 44, Surge Value: 22, Surges remaining: 9/11

Powers:
Cleave
Weapon Master's Strike
Action Point [ ]
Second Wind [ ]
Steel Serpent Strike [ ]
Bull Charge [ ]
Weapon Master's Gambit [ ]
Mountain Sweep [x]
Stone's Endurance [x]
Battle Fury Stance [ ]
Ignore Weakness [ ]
Driving Attack [ ]
Brutal Advance [ ]
Shift the Battlefield [ ]
Mighty Surge [ ]

Surrealistik
2011-09-14, 10:41 AM
As the wall parts to reveal a mindflayer, Xeletoth's sneer transmutes into an tooth-clenched grimace of raw hatred and disgust, the half-elf's fury allowing him to retain his senses in spite of the grievous psychic feedback he feels all too keenly.

"Wretched abomination; I'll make sure you suffer."

Vanishing from between the mage and Squid, each of the nearby foes take a hasty parting swing, the former missing entirely, while the latter glances harmlessly off a field of telekinetic force, impact provoking a burst of lightning and eldritch blue ripples that distort and waver in the air. Suddenly, the guardsman reappears adjacent to the troublesome illithid, a flash of his blade scoring a deep gouge on the abomination's chest. Nonetheless, the puppeteer proves able to unleash a debilitating blast of psionic energy. Xeletoth's halo absorbs a fragment of the output, sparing Redeye, albeit leaving the soldier stricken and disorientated even as his shield absorbs and diffuses the majority of the assault.

Invoking the power of Earthsunder, Xeletoth snares the horrid creature with inescapable telekinetic force, gracelessly propelling it adjacent to a waiting Redeye.


Mind Flayer's Turn:

Immediate Interrupt: Lighting Rush Augment 2
Trigger: Illithid targets a creature other than Xeletoth.
Effect: Move to A11. Xeletoth is now out of the Mind Blast AoE and is no longer targeted. Provoke OA from Squid and Mage 2.
Attack:[roll0] vs. Illithid AC
Damage: [roll1]
Hit Effect: Xeletoth changes a Mind Blast target from Redeye to himself. Redeye now makes OAs against every creature that started its turn adjacent to him.

Note that the following assumes that Redeye was pushed in spite of his Moradin's Boon!

Squid's Turn:

No Action: Nightmare Vortex
Effect: At the start of Squid's turn, Xeletoth slides Squid 1 squares to B10, provoking an OA from Redeye then 1 square back to B9. Squid is slowed until the start of Xeletoth's next turn.

Mage 2's Turn:

Free Action: Wild Talent
Trigger: An enemy starts its first turn.
Effect: Mage 2 is pulled 5 squares to B10 provoking an OA from Redeye. Mage 2 is marked until the end of Xeletoth's next turn.

No Action: Nightmare Vortex
Effect: At the start of Mage 2's turn, Xeletoth slides Mage 2 6 squares to B12. Mage 2 is slowed until the start of Xeletoth's next turn.

Bodyguard 1's Turn:

No Action: Nightmare Vortex
Effect: At the start of Bodyguard 1's turn, Xeletoth slides BG1 6 squares to A8 provoking an OA from Redeye. BG1 is slowed until the start of Xeletoth's next turn.

Bodyguard 3's Turn:

No Action: Nightmare Vortex
Effect: At the start of Bodyguard 3's turn, Xeletoth slides BG3 6 squares to B8 provoking an OA from Redeye. BG3 is slowed until the start of Xeletoth's next turn.

Xeletoth's Turn:

1st Save Against Dazed: [roll2]

Standard: Eldritch Strike
Attack: [roll3] vs. Illithid AC
Damage: [roll4] (-7 or -8 damage; extra 1d8 rolled)
Hit Effect: Xeletoth slides the Mind Flayer 3 squares to B10 provoking an OA from Redeye. The flayer is slowed until the start of Xeletoth's next turn.

2nd Save Against Dazed: [roll5]

OA Summary: Redeye has 5 outstanding OAs + OAs against those who started their turn adjacent to him.

Stat Block:Xeletoth (http://dl.dropbox.com/u/713896/DnD4e%20-%20Xeletoth%20L11%20-%20Adroit.pdf), Half-Elf Battlemind, Adroit Explorer

HP 97/98 Bloodied 49 Healing Surge 24 (15/15) Conditions: None.
AC 29 Fort 26 Reflex 24 Will 26 Speed 5
Action Points: 0

Permanent Effects:
Heavy Blade Expertise: +2 all defenses vs OAs.
Avandra's Blessing of Confidence: Resist 5 to all damage against OAs. +1 item bonus to saving throws against effects that render you dazed, dominated, immobilized, restrained, slowed, or stunned.
Superior Fortitude: Resist all 6 vs ongoing.
Superior Will: Save against daze/stun at start of turn.

Temporary Effects:
Nightmare Vortex (Encounter): Whenever an enemy starts its turn within 3 squares of Xeletoth, Xeletoth slides that enemy 6 squares and slows it until the start of his next turn. Xeletoth will usually slide them first adjacent to Benek, then adjacent to Redeye.
Dazed (Save Ends): Can't take OAs, or IAs. Can't Flank. Grants CA.


Power Points: 5

Non At-Will Powers:

Wild Talent
Wrathful Warrior

Living Fortress
Nightmare Vortex
Shattered Time


Item Powers:

Staggering Longsword
Dragonrider Armor

NecroRebel
2011-09-14, 12:24 PM
[Update after Benek and Xeletoth's off-turn actions] Due to mistakes on my part, about half of this is bunk, so it's probably best if you just ignore it, including the map.

Off-turn summary:Benek's melee basic against Bodyguard 2 misses, but the opportunity attacks against Bodyguard 1 and Mage 2 both hit. However, I'm assuming you'd rather not push them so that Redeye's OAs happen.

Xeletoth's Lightning Rush gets him out of the illithid's Mind Blast and intercepts it for Redeye, so Redeye now is not dazed. Also due to the movement caused by Lightning Rush, Xeletoth is no longer within 3 tiles of any enemies but Squid and Bodyguard 1, whose actions remain the same.

Redeye gets opportunity attacks against: Squid at the start of his turn, Mage 1 when he moves adjacent, and Bodyguard 1 at the start of his turn. Hruul gets an opportunity attack against Bodyguard 1 when he moves past. And Squid, Mage 2, and Illithid take OAs against Xeletoth (the only opening in the wall at the time was where the illithid was; if you'd rather not take the OA, you could move somewhere else... B12 would get you out of the Mind Blast without taking the OA, though you would be inside Mage 1's attack, which missed anyway).

OAs against Xeletoth:Using the numbers previously rolled, just replacing them here. All attacks vs. AC.

Squid: Attack: 40 (critical)
Damage: 11 and 5 ongoing fire/necrotic

Mage 2: Attack: 21
Damage: 12

Illithid: Attack: 25
Damage: 13 and grabs until escape

Updated battle map with out-of-turn actions:http://img225.imageshack.us/img225/8277/battle2map.jpg

Son_of_Meepo
2011-09-14, 12:26 PM
Redeye will take 5 damage to cause Mage 2 to grant CA (save ends)

Redeye will then use his OA on Xeletoth's turn to attack Mage 2.

Lashing Blade AttackAttack: [roll0] vs Reflex
Damage: [roll1]
Hit: Mage 2 takes a -6 penalty to attack Redeye until the end of Redeye's next turn.

Redeye then makes an OA on Mage 1 since he is no longer dazed. (Includes -2 from Burning Needle)

Lashing Blade AttackAttack: [roll2] vs Reflex
Damage: [roll3]
Hit: Mage 1 takes a -6 penalty to attack Redeye until the end of Redeye's next turn.

Once I've see if Lashing Blade hits Mage 1, I will continue with the rest of what happens between rounds.

kladams707
2011-09-14, 12:52 PM
Mai-Sal just smiled, not really minding the close combat. It wasn't ideal, but she was flexible enough to deal with it. A strong, invisible burst emanated from her body hoping to make the bodyguard regret his decision for close combat. Then, she moved next to her walls, allowing her illusion to remain while the cage dissipated.


Standard: Swordburst vs reflex agaisnt bodyguard 2
Attack: [roll0]
Damage: [roll1]

Minor: Sustain wall
Move: Shift to D15

Save (against ongoing damage): [roll2]
Save (against mark):


Statblock:

Mai-Sal Frostborn[/size][/url], Earth Genasi Wizard|Swordmage, Spellstorm Mage
Init +10 HP 65/80 Bloodied 40 Healing Surge 20 (0 used /11)
AC 27 Fort 20 Reflex 20 Will 20 Speed 7
Str 11 (0) Con 18 (+4) Dex 12 (+1) Int 21 (+5) Wis 15 (+2) Cha 11 (0)

Stijl
2011-09-15, 01:08 AM
Hruul is stunned by the burning dart thrown at him by one of the mages. One of the larger foes step close, and Hruul jabs at him with a spear before the man charges into the Shaman, knocking him prone.

As Hruul realizes he's at the center of the fight, and blocking his allies from the new threat, he takes the opportunity to disperse, travel under the table, and reappear on the opposite side of the table from the fight. Era moves towards the action, and Hruul takes the opportunity to channel some primal healing into the halfling, and some of the primal anger into the bodyguard that had charged them. Hruul hopes that the darting spirit will make the man swing wildly, and strike one of the group's foes.

Action
OA vs. B1 (before being knocked Prone, but after Burning date +9-2): [roll0]. On a hit, [roll1] damage.
Move Action: Hruul Shard Swarm to E9 (Squid, B1 and B3 grant CA to Hruul), Era moves to C9.
Minor Action: Healing Spirit on Redeye (spends a surge, gains 19 hp). Secondary heal on Xeletoth [roll2] health gained and 5 THP.
Standard Action: Hateful Binding on B1 (+16 +2 CA -2 Prone -2 Burning Dart = +14) [roll3] vs. Will. On hit, [roll4] damage, and B1 makes an MBA against Ilithid.
Save: [roll5]


Hruul
Male Shardmind Shaman, Animist

Current Effects: None

Passive Perception: 27, Passive Insight: 25

AC: 24, Fort: 20, Reflex: 23, Will: 27

HP: 75/75, Temp HP:
Bloodied: 37, Surge Value: 18, Surges remaining: 8/8

Encounter Powers:
[ ] Scorching Sands
[ ] Granite Armor
[ ] Call to the Howling Storm
[X] Hateful Binding
[X] [ ] Healing Spirit
[X] Shard Swarm
[ ] Speak with Spirits
[ ] Arcane Mutterings
[ ] Light of the Crimson Sun
[ ] Call for the Spirit World

Daily Powers:
[ ] Spirit of the Healing Flood
[ ] Shrieking Wind Spirits
[ ] Spirit of Autumn's Fall
[ ] Panther Spirit Leather Armor (Item)
[ ] Relentless Spirit

NecroRebel
2011-09-15, 12:28 PM
[I've done a much more careful check of your out-of-turn actions and posted the results in the OOC thread. For convenience, the actual map and enemy status list, as of the end of the enemy turns but before several OAs, is reposted here]

Battle Map:I did a relatively minor screw-up; Mage 2 should be in B14 instead of F10.

http://img819.imageshack.us/img819/8277/battle2map.jpg

Enemy Status:Flayer is healthy (-16 hp)
Squid can't move away from Xeletoth until the end of Xeletoth's next turn, slowed until the beginning of Xeletoth's next turn, marked by Xeletoth until he uses Battlemind's Demand, and under Bethan's Oath of Enmity (-61 hp)
Giant 1 is dead (-23 hp)
Giant 2 is dead (-23 hp)
Giant 3 is dead (-23 hp)
Giant 4 is dead (-9 hp)
Mage 1 is healthy (-0 hp)
Mage 2 is weakened until save, marked by Xeletoth, and slowed until the beginning of Xeletoth's next turn (-32 hp)
Mage 3 is weakened until save (-0 hp)
Bodyguard 1 is marked by Benek and weakened until save (-14 hp)
Bodyguard 2 is marked by Benek and weakened until save (-39 hp)
Bodyguard 3 is slowed until the beginning of Xeletoth's next turn (-0 hp)

Ally status:
Umm... It's probably best if you figure out what's happened to yourselves and post a stat block on your turns. I'm not sure I can keep it all straight.

NecroRebel
2011-09-15, 06:07 PM
Redeye's quick blade manages to meet flesh several times despite the surprise appearance of one of the deep abominations. These people's oddly aggressive behavior is clearly caused by its mental domination, though that hardly makes them less dangerous. Defeating them might yet be tricky.

Midround Summary:Benek's attack misses Bodyguard 2.

Hruul gains combat advantage against several enemies, moves, and hits Bodyguard 1 for 12, causing Bodyguard 1 to make a melee basic attack against Illithid:[roll0]
[roll1] (divide by 2) and marks (save ends). While marked, takes a -5 penalty to damage against targets other than Bodyguard 1.
Bodyguard 1's attack against Illithid misses.
Mai-Sal hits Bodyguard 2 for 13, sustains the illusory wall, and shifts to D15.

Midround Status: (As of the end of Mai-Sal's turn)Initiative:Benek: 27
Hruul: 24
Mai-Sal: 20
Redeye: 20
Xeletoth: 15
Bethan: 14
Enemies: 9

Battle Map:
For the enemies, a red border on the portrait signifies that they are slowed, a red diamond over the portrait signifies that they are weakened, and a red dot in the lower-right corner signifies that they are marked by someone. If more common statuses come up, I'll add in more as they come.http://img89.imageshack.us/img89/8277/battle2map.jpg

Enemy Status:Illithid is healthy (-16 hp)
Squid is bloodied, can't move away from Xeletoth until the end of Xeletoth's next turn, slowed until the beginning of Xeletoth's next turn, marked by Xeletoth until he uses Battlemind's Demand, under Bethan's Oath of Enmity, takes -6 to attack rolls against Redeye until the end of Redeye's next turn, and grants combat advantage to Hruul until the end of Hruul's next turn (-82 hp)
Mage 1 is healthy (-0 hp)
Mage 2 is bloodied, weakened until save, marked by Xeletoth until the end of Xeletoth's next turn, slowed until the beginning of Xeletoth's next turn, takes -6 to attack rolls against Redeye until the end of Redeye's next turn, and grants combat advantage to Redeye until the end of Redeye's next turn (-55 hp)
Mage 3 is weakened until save (-0 hp)
Bodyguard 1 is marked by Benek, weakened until save, slowed until the beginning of Xeletoth's next turn, takes -6 to attack rolls against Redeye until the end of Redeye's next turn, and grants combat advantage to Hruul until the end of Hruul's next turn (-51 hp)
Bodyguard 2 is marked by Benek and weakened until save (-39 hp)
Bodyguard 3 is slowed until the beginning of Xeletoth's next turn and grants combat advantage to Hruul until the end of Hruul's next turn (-0 hp).

Ally Status:
I'm still not sure who's at what, so if you could post status updates that would be useful for your healers.

Currently waiting for:1 OA from Bethan on Bodyguard 1
Redeye's round 2 on-turn actions
Bethan's round 2 on-turn actions

Son_of_Meepo
2011-09-15, 10:27 PM
Beaten, but not broken, Redeye leaps to his feet and wades back into the thick of the battle while maintaining concentration on the psychic static emanating from his eye.

ActionsMinor: Stand (with Acrobat Boots)
Minor: Sustain Invitation to Defeat
Move: C10 (provokes OAs from Squid, BG 1, and BG3)
Saving Throw: [roll0]

Invitation to Defeat: Enemies adjacent to me are weakened and take 4 psychic damage whenever they are damaged.

RedeyeRedeye - Male Halfling Ardent|Rogue Phrenic Invader

Current Effects: None

Passive Perception: 23, Passive Insight: 18

AC: 27 (41 vs OA), Fort: 21 (26 vs OA), Reflex: 27 (32 vs OA), Will: 24 (29 vs OA)

HP: 57/76, Temp HP: 0
Bloodied: 38, Surge Value: 19, Surges remaining: 5/8

AP: 0

Powers:
Disheartening Strike
Energizing Strike
Fleeting Ghost
Acrobat Boots
Second Wind [ ]
Second Chance [ ]
Unbalanced Mind [ ]
Ardent Surge [ ]
Opening Move [ ]
Lashing Blade [x]
Phrenic Strike [ ]
Daring Gamble [ ]
Warding Mind [ ]
Hounding Assault [ ]
Invitation to Defeat [x]
Profit from Weakness [ ]
Painful Revelations [x]
Moradin's Blessing of Iron [ ]
Sacrificial Drow Long Knife [ ]
Baffling Cape [ ]

The_Snark
2011-09-16, 01:30 AM
Bethan staggers as the thing emerges from the wall, but fights through the dizziness. She's set her sights on a target, and she can't let a little thing like a tentacled horror out of the Realms Beyond get in her way. She lays into the bedeviled mage with zeal, trusting absolutely in her companions and her gods to keep the creature behind her at bay while she brings down her chosen foe.

Start of turn: Take 5 ongoing fire and poison. Ow.
Move: Shift to A9
Standard: Use Strength of the Many on Squid; Bethan gains a +2 bonus to damage rolls per ally within 2 squares of her until the end of her next turn.
Attacks [roll0], [roll1]
Damage [roll2] (half on a miss)
Minor: Use Fury's Advance on Squid
Attacks [roll3], [roll4]
Damage [roll5]. I don't think it's legal to push Squid to B9 (that's more of a slide), so she'll forgo the forced movement effect.

The first attack that hits deals 6 extra radiant and necrotic damage.

End of turn: Save against ongoing damage and -2 to attack rolls [roll6]

Stat block:Bethan Deeproot (http://www.myth-weavers.com/sheetview.php?sheetid=315436), Human Avenger, Ardent Champion

HP 54/88 Bloodied 44 Healing Surge 22 (6/9) Conditions: 5 ongoing fire and poison damage and -2 to attacks (save ends both), -2 Will (illithid's mental static)
AC 28 Fort 23 Reflex 24 Will 26 Speed 6
Action points: 0
Other: Enemies must spend 1 extra square of movement to enter each space adjacent to you (antipathy gloves); while adjacent to oath of enmity target, all other enemies treat adjacent squares as difficult terrain

Powers:
Overwhelming Strike
Radiant Vengeance
Avenging Echo
Fury's Advance
Inexorable Pursuit
Fanatical Flurry (paragon path)
Strength of Many
Menacing Presence
Blade of Repulsion

Heroic Effort (racial)
Channel Divinity (Abjure Undead, Divine Guidance)
Oath of Enmity
Distracting Flare
Refocus Enmity
Oath of the Relentless Hunter

Item Powers:
Antipathy Gloves

NecroRebel
2011-09-16, 01:03 PM
Squid is grievously wounded by Bethan's assault and the illithid snarls over the mental link, though the injured man himself remains silent. The aberration is not distracted from those who would deal it pain, however, and as Xeletoth swings at it, space and time warps itself around it and it was never nearby in the first place.

End Turn Summary:Redeye stands, sustains Invitation to Defeat, and moves to C10, provoking opportunity attacks from Squid, Bodyguard 1, and Bodyguard 3.[roll0]
[roll1] and ongoing 5 fire/necrotic (save ends)

[roll2]
[roll3] and marks (save ends). While marked, deal -5 damage against non-marking targets.

[roll4]
[roll5] and marks (save ends). While marked, deal -5 damage against non-marking targets.

Xeletoth attacks Illithid, but as an immediate interrupt when attacked, it teleports to C15. Mai-Sal makes an Int vs. Will attack against Illithid to attempt to continue affecting it with the Illusory Wall.[roll6]

Bethan shifts to A9, then attacks Squid twice. The first attack misses, but the second hits, for 19 and 27 damage (46 total).

Battle Map (As of the end of Bethan's turn):
New map key:
The red square with white droplets in it means bloodied.
The purple nuclear-signed square means weakened.
The blue cross without a circle behind it means a Fighter's mark (Benek's) is on the creature.
The blue cross with a circle behind it means an Avenger's oath (Bethan's) is on the creature.
The blue swirl means a Battlemind's mark (Xeletoth's) is on the creature.
http://img29.imageshack.us/img29/8277/battle2map.jpg

"No! You will not kill my merchant!" The psychic scream echoes through your minds, the pain you are causing Squid redoubled as it is send through the mind flayer and back into you.

Enemy Actions:Illithid uses Illusion of Pain on A9-C11 (area burst 1; provokes OA from Mai-Sal).

[roll7]
[roll8]
[roll9]
[roll10]
[roll11] psychic damage and ongoing 10 psychic and immobilizes (save ends both).

Squid's actions are subject to change if Xeletoth remains within 3 squares of him when his (Squid's) turn begins. If NV slide does not occur: Squid fries when Xeletoth slides him through Redeye's damaging aura, so his turn does not occur.Squid shifts to C8, gives Bethan the evil eye (ranged), and sends a pulse across the floor at Bethan (close burst 10).

[roll12]
On hit, weakens and marks until the end of Squid's next turn, then slowed (save ends).
On miss, slowed (save ends).
[roll13]
On hit, marks (save ends), unless already marked, then prone.

Mage 1 moves from B7 to F6 and conjures and throws a flaming dart at Hruul.

[roll14]
[roll15] fire and poison, and ongoing 5 fire and poison and -2 attacks (save ends both)

Mage 2's actions are subject to change if Xeletoth remains within 3 squares of him when his (Mage 2's) turn begins. If NV slide does not occur: Mage 2 is moved to be adjacent to Benek and thus provokes an OA from him; if it hits, this kills M2 and the turn does not occur.Mage 2 sends a psychic pulse across A9-E13 (close blast 5) and shifts to B15. Mage 2 shifts to B8 and sends a psychic pulse across A9-E13 (close blast 5)

[roll16]
[roll17]
[roll18]
[roll19]
[roll20]
[roll21]
[roll22] (divide by 2) psychic damage and pushes to:
Bethan: A8 A13
Xeletoth: B8 B14
Era: C8 F10
Redeye: D8 F11
Hruul: F9
Benek: F12

Mage 3 moves to F1 and throws a burning dart at Redeye.

[roll23] Crit!
[roll24] (divide by 2) 5 (after weak) fire and poison, and ongoing 5 fire and poison and -2 attacks (save ends both)

Bodyguard 1's actions are subject to change if Xeletoth remains within 3 squares of him when his (Bodyguard 1's) turn begins. If NV slide does not occur: Bodyguard 1 is moved to be adjacent to Benek and thus provokes an OA, and it if hits he dies, so this turn does not occur.Bodyguard 1 moves to E15, provoking OAs from Xeletoth and Benek if they're still nearby, making the Illusory Wall attempt to maintain itself against it, and attacks Mai-Sal.
[roll25]

Bodyguard 1 shifts to C12 and then charges to C14 to attack Mai-Sal.
[roll26] +1 due to charge
[roll27] (divide by 2) and marks (save ends). While marked, take -5 damage against not-BG1.

Bodyguard 2 attacks Benek.

[roll28]
[roll29] (divide by 2) and marks (save ends). While marked, take -5 damage against not-BG2.

Bodyguard 3's actions are subject to change if Xeletoth remains within 3 squares of him when his (Bodyguard 1's) turn begins. If NV slide does not occur: Bodyguard 3 provokes an OA from Benek, but otherwise his turn is unchanged.Bodyguard 3 attacks Redeye. Bethan

[roll30]
[roll31] (divide by 2) and marks (save ends). While marked, take -5 damage against not-BG3.

Saving Throws:
[roll32]
[roll33]
[roll34]
[roll35]

Recharges:
[roll36]
[roll37]
[roll38]

Battle Status:Initiative:Benek: 27
Hruul: 24
Mai-Sal: 20
Redeye: 20
Xeletoth: 15
Bethan: 14
Enemies: 9

Battle Map:
The red square with white droplets in it means bloodied.
The purple nuclear-signed square means weakened.
The blue cross without a circle behind it means a Fighter's mark (Benek's) is on the creature.
The blue cross with a circle behind it means an Avenger's oath (Bethan's) is on the creature.
The blue swirl means a Battlemind's mark (Xeletoth's) is on the creature.http://img3.imageshack.us/img3/8277/battle2map.jpg

Enemy Status:Illithid is healthy (-16 hp)
Squid dead (-182 hp)
Mage 1 is healthy (-0 hp)
Mage 2 is bloodied, weakened until save, slowed until the beginning of Xeletoth's next turn and grants combat advantage to Redeye until save (-91 hp)
Mage 3 is weakened until save (-0 hp)
Bodyguard 1 is bloodied, marked by Benek, weakened until save, and grants combat advantage to Hruul until the end of Hruul's next turn (-105 hp)
Bodyguard 2 is bloodied, marked by Benek and weakened until save (-39 hp)
Bodyguard 3 is bloodied, grants combat advantage to Hruul until the end of Hruul's next turn, is marked by Benek, and is weakened while adjacent to Redeye (-85 hp)

Ally Status:Hruul: 64/75 hp, 8/8 surges
Taking 5 ongoing fire and poison damage and -2 attack (save ends both)

Xeletoth: 83/98 hp, 15/15 surges
Taking 10 ongoing psychic damage and immobilized (save ends both)

Benek: 82/89 hp, 9/11 surges
No status effects

Redeye: 25/76 hp, 5/8 surges (should be subject to a heal from Hruul from last round)
Bloodied, taking 10 ongoing psychic damage and immobilized (save ends both), 5 ongoing fire and poison damage and -2 attack (save ends both), marked by Bodyguard 3 (save ends), and takes -5 to damage rolls against targets other than Bodyguard 3 while marked.

Mai-Sal: 60/80 hp, 11/11 surges
Marked by Bodyguard 1 (save ends) and takes -5 to damage rolls against targets other than Bodyguard 3 while marked.

Bethan: 30/88 hp, 6/9 surges
Bloodied, taking 5 ongoing fire and poison damage and -2 attack (save ends both), and 10 ongoing psychic damage and immobilized (save ends both)

[Map and statuses are now current, including all off-turn actions. Nothing else should be changing from the round 2 enemy actions now.]

Son_of_Meepo
2011-09-16, 01:59 PM
Immediate Reaction

Redeye activates Unbalanced Mind after being damaged by the Illithid as the flayer's mental assault collides with Redeye's own psychic energy.

Unbalanced Mind Trigger: You take damage from an attack

Effect: Until the end of your next turn, any creature that enters a square adjacent to you or ends its turn there takes 5 psychic damage. (Plus an additional 4 for Invitation to Defeat).

Surrealistik
2011-09-16, 02:47 PM
Clenching his teeth at the phantasmal assault, muscles seized with nigh unbearable pain, Xeletoth forges on through his agony. The thought of the torments he'd soon inflict sustains him, providing all the resolve required as he notices the whorl of psychic energy intensify about Redeye. Turning his hate-filled glower back towards the illithid, he responds:

"I will elevate your suffering to an art form abomination, but first, witness the slaughter of your precious thralls."

With that the hapless minions about the warrior are lifted into the air, flung at his mental direction past a ready Benek and into the destructive energies coruscating around his halfling ally.

Squid's Turn:

Free Action: Nightmare Vortex
Effect: Squid is slid 3 squares to C11, provoking an OA from Benek, then 3 squares to B10. Squid is slowed until start of Xeletoth's next turn.
Damage: 54 automatic psychic damage (9 * 6) from Unbalanced Mind, and an OA from Benek. Xeletoth will KO Squid.

Mage 2's Turn:

Free Action: Nightmare Vortex
Effect: M2 is slid 3 squares to C11, provoking an OA from Benek, then is slid 3 squares to B10 or B9 if Squid isn't KOed. M2 is slowed until start of Xeletoth's next turn.
Damage: 36 automatic psychic damage (9 * 4) from Unbalanced Mind, and an OA from Benek. Xeletoth will KO Mage.

Bodyguard 1's Turn:

Free Action: Nightmare Vortex
Effect: BG1 is slid 2 squares to C11, provoking an OA from Benek, then is slid 4 squares back to B11. BG1 is slowed until start of Xeletoth's next turn.
Damage: 54 automatic psychic damage (9 * 6) from Unbalanced Mind, and an OA from Benek. Xeletoth will KO BG1.

Bodyguard 3's Turn:

Free Action: Nightmare Vortex
Effect: BG3 is slid 2 squares to C11, provoking an OA from Benek, then is slid 4 squares back to C11. BG3 is slowed until start of Xeletoth's next turn.
Damage: 54 automatic psychic damage (9 * 6) from Unbalanced Mind, and an OA from Benek. Xeletoth will KO BG3.

Stat Block:Xeletoth (http://dl.dropbox.com/u/713896/DnD4e%20-%20Xeletoth%20L11%20-%20Adroit.pdf), Half-Elf Battlemind, Adroit Explorer

THP: 0 HP 89/98 Bloodied 49 Healing Surge 24 (15/15)
AC 29 Fort 26 Reflex 24 Will 26 (-2) Speed 5
Action Points: 0

Permanent Effects:
Heavy Blade Expertise: +2 all defenses vs OAs.
Avandra's Blessing of Confidence: Resist 5 to all damage against OAs. +1 item bonus to saving throws against effects that render you dazed, dominated, immobilized, restrained, slowed, or stunned.
Superior Fortitude: Resist all 6 vs ongoing.
Superior Will: Save against daze/stun at start of turn.

Conditions/Temporary Effects:
Nightmare Vortex (Encounter): Whenever an enemy starts its turn within 3 squares of Xeletoth, Xeletoth slides that enemy 6 squares and slows it until the start of his next turn.
Dazed (Save Ends): Can't take OAs, or IAs. Can't Flank. Grants CA.
Ongoing 10 Psychic, Immobilized (Save Ends)
Annoying Aura (While within 10 of Illithid): -2 to Will defense.

Power Points: 5

Non At-Will Powers:

Wild Talent
Wrathful Warrior
Grit and Spittle

Battle Aspect
Mental Triumph

Living Fortress
Nightmare Vortex
Shattered Time

Item Powers:

Staggering Longsword
Dragonrider Armor

kladams707
2011-09-16, 08:07 PM
Mai-Sal grinned confidently. [color=”dimgray”]”You probably shouldn’t have gotten so close to me.[color] Suddenly, a crackle of lightning shot in the squares around her, creating yet another barrier, hoping to keep her friends in place. The attack seemed to make the earth shake, but no. It was her. The ground rumbled, Mai-Sal trying to knock the wizard and bodyguard prone. Then, she moved behind


Standard: Crackling Burst. Vs reflex. Hit: 1d8 damage, If enemies move, take lightning damage equal to int. mod (5)

Illithid & Bodyguard respectively (I’ll let you determine the mitigating conditions and whatnot)
Attack
[roll0]
[roll1]

Damage:
[roll2]

Minor: Earthshock, con +4 vs Fort, if hit,
Illithid & Bodyguard respectively
Attack
[roll3]
[roll4]

Move: D17

Feat activation: elemental echo (+1 to attack & +4 to damage until end of next turn)


Statblock

Mai-Sal Frostborn (http://www.myth-weavers.com/sheetview.php?sheetid=326172), Earth Genasi Wizard|Swordmage, Spellstorm Mage
Init +10 HP 60/80 Bloodied 40 Healing Surge 20 (0 used /11)
AC 27 Fort 20 Reflex 20 Will 20 Speed 7
Str 11 (0) Con 18 (+4) Dex 12 (+1) Int 21 (+5) Wis 15 (+2) Cha 11 (0)

salt3d
2011-09-16, 09:03 PM
Benek continues to wail at the pain in his head, thrashing his club about wildly as enemies fly past him in all directions. None are unlucky enough to be struck until a fortunate piece of timing sees a bodyguard collected by the full force of the club, dislodging a spike from its end which remains protruding from the dwarf's head.

"Give that back!" shouts Benek, swinging his club at the bodyguard, more deliberately this time.

ActionsMinor Action: Battle Fury Stance
Effect: Benek gains a +4 power bonus to damage rolls with weapon attacks, and a -2 penalty to AC.

Standard Action: Cleave vs. Bodyguard 3
Attack: [roll0] vs. AC (actually 34 since Benek does not have CA)
Hit: [roll1] damage, and Bodyguard 3 is pushed to A12. Bodyguard 2 takes 5 damage.
Benek
Benek (http://dl.dropbox.com/u/24340532/DnD/Characters/Benek.pdf) - Male Goliath Fighter, Stoneblessed

Current Effects: Battle Fury Stance (+4 power bonus to attack, -2 penalty to AC).

Passive Perception: 18, Passive Insight: 18

AC: 28 (currently 26), Fort: 26, Reflex: 24, Will: 23

HP: 82/89, Temp HP:
Bloodied: 44, Surge Value: 22, Surges remaining: 9/11

Powers:
Cleave
Weapon Master's Strike
Action Point [ ]
Second Wind [ ]
Steel Serpent Strike [ ]
Bull Charge [ ]
Weapon Master's Gambit [ ]
Mountain Sweep [x]
Stone's Endurance [x]
Battle Fury Stance [x]
Ignore Weakness [ ]
Driving Attack [ ]
Brutal Advance [ ]
Shift the Battlefield [ ]
Mighty Surge [ ]

Stijl
2011-09-18, 09:47 PM
With a glance from Hruul, Era drifts towards the corner of the room. At the same time, with a groan Hruul rises to his feet. Once he is standing again, Hruul focuses his attention on the creature that had barged into the room beside him... the abomination. Perhaps if that thing is struck down, these lesser creatures can regain their own minds. He feels for the spirits of this land, and channels their fear of the inevitable end into the creature, and tries to channel a mote of the creature's life into all of his allies.

As quickly as he can, he channels healing force into the staggering Bethan, allowing Era to bolster Mai-Sal.

Actions
Move: Era to E15, Hruul stands from prone.
Standard: Spirit of Autumn's Reaping vs. Illithid. [roll0] (+13 -2 for flaming dart). On hit, [roll1] damage and Illithid gains vulnerable 5 to all attacks. Half damage on miss, and Illithid gains vulnerable 2 to all attacks. All party members gain 5 health (all within 10 squares of Hruul).
Minor: Healing Spirits on Bethan, spends a surge and gains 22 health. Additional healing on Mai-Sal [roll2] hit points gained.
Save attempt: [roll3]

Hruul
Male Shardmind Shaman, Animist

Current Effects: 5 ongoing poison fire damage & -2 to attacks.

Passive Perception: 27, Passive Insight: 25

AC: 24, Fort: 20, Reflex: 23, Will: 27

HP: 59/75, Temp HP:
Bloodied: 37, Surge Value: 18, Surges remaining: 8/8

Encounter Powers:
[ ] Scorching Sands
[ ] Granite Armor
[ ] Call to the Howling Storm
[X] Hateful Binding
[X] [X] Healing Spirit
[X] Shard Swarm
[ ] Speak with Spirits
[ ] Arcane Mutterings
[ ] Light of the Crimson Sun
[ ] Call for the Spirit World

Daily Powers:
[ ] Spirit of the Healing Flood
[ ] Shrieking Wind Spirits
[X] Spirit of Autumn's Reaping
[ ] Panther Spirit Leather Armor (Item)
[ ] Relentless Spirit[/QUOTE]

NecroRebel
2011-09-18, 11:12 PM
Benek's attempt to retrieve his club's spike is less than successful; instead of getting it out of the dwarf's head, he manages to drive it further in, and the dwarf himself back into the wall between Xeletoth and Bethan with a sickening crack. The man falls over, the back of his head caved in, and he moves no more. Mai-Sal has even worse luck; neither the dwarf nor the illithid who are engaging her are struck by her attack, and neither is unbalanced by the pulse sent through the table.

Mid round 3 summary:Benek hits, kills Bodyguard 3 and damages Bodyguard 2 for 5.

Hruul crits on the Illithid for 27 damage and gives it vulnerable 5 to all damage until the end of his next turn and heals everyone for 5, Bethan for an additional 22, and Mai-Sal for an additional 9.

Mai-Sal's attacks all miss, the first on the illithid due to Bodyguard 1's extant mark. As she moves away (did you intend to shift to D16, because D17 requires an actual move), BG1 and Illithid take opportunity attacks against her.

[roll0]
[roll1], marks (save ends), and while marked take -5 damage against not-BG1.
[roll2]
[roll3] and grabs (until escape). Also stops the movement due to the grab's immobilize effect.

Mid round 3 battle status:InitiativeBenek: 27
Hruul: 24
Mai-Sal: 20
Redeye: 20
Xeletoth: 15
Bethan: 14
Enemies: 9

Battle Map as of the end of Mai-Sal's turn:http://img190.imageshack.us/img190/8277/battle2map.jpg

Enemy Status:Illithid is vulnerable 5 to all damage until the end of Hruul's next turn (-53 hp)
Squid is dead (-182 hp)
Giants are dead (-10 to -24 hp)
Mage 1 is healthy (-0 hp)
Mage 2 is bloodied, weakened until save, grants combat advantage to Redeye until save, and slowed until the beginning of Xeletoth's next turn (-91 hp)
Mage 3 is weakened until save (-0 hp)
Bodyguard 1 is bloodied, marked by Benek, and weakened until save (-105 hp)
Bodyguard 2 is marked by Benek and weakened until save (-49 hp)
Bodyguard 3 is dead (-106 hp)

...And now you know how many hit points Bodyguards have.

Ally Status:Hruul: 64/75 hp, 8/8 surges
Taking 5 ongoing fire and poison damage and -2 attack until save

Xeletoth: 94/98 hp, 15/15 surges
Dazed until save, taking 10 ongoing psychic damage and immobile until save

Benek: 87/89 hp, 9/11 surges
No status effects

Redeye: 30/76 hp, 5/8 surges
Bloodied, taking 10 ongoing psychic damage and immobile until save, taking 5 ongoing fire and poison damage and -2 attack until save

Mai-Sal: 65/80 hp, 11/11 surges
Grabbed by Illithid until escape, marked by Bodyguard 1 until save, takes -5 penalty to damage against targets other than Bodyguard 1 while marked

Bethan: 57/88 hp, 5/9 surges
Taking 5 ongoing fire and poison damage and -2 attack until save, taking 10 ongoing psychic damage and immobile until save

Son_of_Meepo
2011-09-19, 06:44 AM
Redeye continued to maintain the aura of psionic interference around him, blocking out the pain while focusing on gaining visions that would help him against one of the bodyguards.

He tossed his knife at the bodyguard hoping to land a telling blow. As the knife returned to his hand, he used his psychic energies to heal his own wounds and bolster his defenses.

ActionsPainful Revelations: When Bodyguard 2 takes damage, Redeye takes 5 damage. Bodyguard 2 now grants CA to Redeye (save ends).
Start of Turn: Take 15 damage.
Minor: Sustain Invitation to Defeat
Standard: Disheartening Strike vs Bodyguard 2Attack: [roll0] vs AC
Damage: [roll1]
Rattling: If hit, mage 2 takes a -2 penalty to attack rolls unless immune to fear.
Minor: Ardent SurgeRedeye spends a healing surge healing surge value plus [roll2] and gains a +1 to all defenses until the end of his next turn.
End of Turn:
Saving Throws:vs Immobilized and Ongoing Psychic [roll3]
vs ongoing 5 fire and poison and -2 to attacks[roll4]

RedeyeRedeye - Male Halfling Ardent|Rogue Phrenic Invader

Current Effects: Immobilized, ongoing 10 psychic, -2 to attacks, ongoing 5 fire and poison.

Passive Perception: 23, Passive Insight: 18

AC: 28 (42 vs OA), Fort: 22 (27 vs OA), Reflex: 29 (34 vs OA), Will: 25 (30 vs OA)

HP: 39/76, Temp HP: 0
Bloodied: 38, Surge Value: 19, Surges remaining: 4/8

AP: 0

Powers:
Disheartening Strike
Energizing Strike
Fleeting Ghost
Acrobat Boots
Second Wind [ ]
Second Chance [ ]
Unbalanced Mind [x]
Ardent Surge [x]
Opening Move [ ]
Lashing Blade [x]
Phrenic Strike [ ]
Daring Gamble [ ]
Warding Mind [ ]
Hounding Assault [ ]
Invitation to Defeat [x]
Profit from Weakness [ ]
Painful Revelations [x]
Moradin's Blessing of Iron [ ]
Sacrificial Drow Long Knife [ ]
Baffling Cape [ ]

Surrealistik
2011-09-19, 11:08 AM
As Xeletoth languishes under the sting of the flayer's psychic torments, the veins about his temples thrum and bulge, paralyzed muscles straining with wild effort, the scornful steel-blue of his eyes broadcasting the intensity of his driven will. For a moment, the crackling vortex about him contracts about its maker, enveloping the half-elf in a luminous silhouette of arcing lightning.

"Your feeble power can no more impede me than it will save you foulspawn."

The gathered energy then explodes outwards in a brilliant nova, carrying with it the warrior's afflictions.


Turn Start:

Save vs Dazed: [roll0]
Xeletoth takes 4 psychic damage.

Minor: Grit and Spittle
Effect: You spend a healing surge but regain no hit points. You make a saving throw against every effect on you that a save can end.
Save vs Immobilization/Ongoing: [roll1]
Save vs Dazed: [roll2]

Standard: Lodestone Lure, Augment 1
Attack: [roll3] vs. Mind Flayer Will (1 less)
Damage: [roll4] 6 damage.
Hit Effect: Xeletoth pulls the Mindflayer adjacent to him. The flayer cannot move to non-adjacent squares until the end of Xeletoth's next turn. The flayer is slowed until the start of Xeletoth's next turn.

Minor: Battlemind's Demand
Effect: The Flayer is marked until the end of the encounter.

Turn End:

Save vs Immobilization/Ongoing: [roll5]
Save vs Dazed: [roll6]

Stat Block:Xeletoth (http://dl.dropbox.com/u/713896/DnD4e%20-%20Xeletoth%20L11%20-%20Adroit.pdf), Half-Elf Battlemind, Adroit Explorer

THP: 0 HP 85/98 Bloodied 49 Healing Surge 24 (14/15)
AC 29 Fort 26 Reflex 24 Will 26 (-2) Speed 5
Action Points: 0

Permanent Effects:
Heavy Blade Expertise: +2 all defenses vs OAs.
Avandra's Blessing of Confidence: Resist 5 to all damage against OAs. +1 item bonus to saving throws against effects that render you dazed, dominated, immobilized, restrained, slowed, or stunned.
Superior Fortitude: Resist all 6 vs ongoing.
Superior Will: Save against daze/stun at start of turn.

Conditions/Temporary Effects:
Nightmare Vortex (Encounter): Whenever an enemy starts its turn within 3 squares of Xeletoth, Xeletoth slides that enemy 6 squares and slows it until the start of his next turn.
Annoying Aura (While within 10 of Illithid): -2 to Will defense.

Power Points: 5

Non At-Will Powers:

Wild Talent
Wrathful Warrior
True Grit

Battle Aspect
Mental Triumph

Living Fortress
Nightmare Vortex
Shattered Time

Item Powers:

Staggering Longsword
Dragonrider Armor

The_Snark
2011-09-19, 01:33 PM
With Squid dead, the fire leaks out of Bethan, and she slumps under the illithid's most recent psychic assault, trying to block out the visions of phantom pain. Her mouth forms whispered prayers, utterly unheard in the din of battle... unless a god is listening, of course.

Start of turn: Bethan takes 5 fire and poison, and 10 psychic. Ow.
Standard: Bethan uses her second wind.

End of Turn: Saving throw against ongoing 5 fire and poison and -2 to attacks [roll0]
Saving throw against ongoing 10 psychic and immobilize [roll1]

Using Heroic Effort to boost that last saving throw to 10.

Stat block:Bethan Deeproot (http://www.myth-weavers.com/sheetview.php?sheetid=315436), Human Avenger, Ardent Champion

HP 64/88 Bloodied 44 Healing Surge 22 (6/9) Conditions: +2 to all defenses, 5 ongoing fire and poison damage and -2 to attacks (save ends both), -2 Will (illithid's mental static)
AC 30 Fort 25 Reflex 26 Will 28 Speed 6
Action points: 0
Other: Enemies must spend 1 extra square of movement to enter each space adjacent to you (antipathy gloves); while adjacent to oath of enmity target, all other enemies treat adjacent squares as difficult terrain

Powers:
Overwhelming Strike
Radiant Vengeance
Avenging Echo
Fury's Advance
Inexorable Pursuit
Fanatical Flurry (paragon path)
Strength of Many
Menacing Presence
Blade of Repulsion

Heroic Effort (racial)
Channel Divinity (Abjure Undead, Divine Guidance)
Oath of Enmity
Distracting Flare
Refocus Enmity
Oath of the Relentless Hunter

Item Powers:
Antipathy Gloves

Surrealistik
2011-09-19, 02:11 PM
The air howls and screams as it is driven into motion by Xeletoth's psionic storm. Carried with it are an unfortunate mage and bodyguard, trapped within the deadly squall. From his place behind the thin barrier, the vengeful half-elf directs their involuntary motions like a mad conductor. Ultimately, they meet their fate adjacent to an enraged and waiting Benek.

Mage 2's Turn:

Free Action: Nightmare Vortex
Effect: M2 is slid 5 squares to E11, provoking an OA from Benek, then is slid 1 square to F10. M2 is slowed until start of Xeletoth's next turn.

Bodyguard 1's Turn:

Free Action: Nightmare Vortex
Effect: BG1 is slid 6 squares to E11, provoking an OA from Benek. BG1 is slowed until start of Xeletoth's next turn.

NecroRebel
2011-09-19, 02:59 PM
The mind flayer's psychic voice is triumphant but angry as its thralls perish. You have taken my merchant from me. You will replace them, starting with this one. Despite its words, it does not look like the battle is going well for its slaves, as Redeye's thrown knife manages to stab into another of the dwarven bodyguards' flesh.

End round 3 summary:Redeye takes 20 total from Painful Revelations and ongoing damage, causes Bodyguard 2 to grant combat advantage to Redeye until save, then he hits Bodyguard 2 for 20, bloodying it, and then heals himself for 29, putting himself just above the bloodied level.

Xeletoth takes ongoing damage and otherwise spends his turn immobilized, but saves against the daze and ongoing/immobilize effects at the end of his turn.

Bethan takes ongoing damage and uses her second wind to heal herself, putting herself above the bloodied threshold. She then saves against the ongoing/immobilize effect at the end of her turn.

Enemy Actions:Illithid uses bore into brain on Mai-Sal, then uses an action point to do it again.

[roll0]
[roll1] and stuns (save ends)
[roll2]
[roll3] and stuns (save ends)
If (improbably) either of these attacks drop Mai-Sal to 0 hit points, she recovers to her bloodied value, is dominated for as long as the illithid lives, gets +5 to her Will defense, and becomes immune to the illithid's Mind Blast power. In this case, she should do her best to stay adjacent to the illithid and, when not needing move actions to stay with the flayer, should use her at-will attack powers to hurt the party as much as possible.

Squid is dead.

Giants 1 through 4 are dead.

Mage 1 conjures several burning darts and flings them at C8-G11 (area burst 2), then moves to B1.

[roll4]
[roll5]
[roll6]
[roll7] fire and poison damage and ongoing 10 fire and poison damage and -2 to attack rolls (save ends both)

Mage 2 is slid to where he is subject to an OA from Benek; I'm going to take the liberty of doing the OA myself.

[roll8] (-2 if hit by M1)
[roll9] and Bodyguard 2 takes 5 damage.
If this attack misses, Mage 2 ends in F10 and takes the following actions: Attack hit, disregard spoiler.Shift to G9, then make a mace attack against Hruul.

[roll10]
[roll11]

Mage 3 conjures several burning darts and flings them at C8-G11 (area burst 2), then moves to F1.

[roll12]
[roll13]
[roll14] Crit! 4 damage on roll (due to weakness)
[roll15] fire and poison damage and ongoing 10 fire and poison damage and -2 to attack rolls (save ends both)

Bodyguard 1 is slid to where he is subject to an OA from Benek; I'm going to take the liberty of doing the OA myself.

[roll16] (-2 if hit by M1)
[roll17] and Bodyguard 2 takes 5 damage.
If this attack misses, Bodyguard 1 ends in E11 and takes the following actions: Attack hit, disregard spoilerAttempts to trip (close burst 2), shifts to E10, and attacks Redeye.

[roll18]
[roll19]
[roll20]
Prone if hit
[roll21] (with Benek's mark, but without prone bonus, so +2 if prone)
[roll22] and marks (save ends). While marked, take -5 damage against targets other than Bodyguard 1.

Bodyguard 2 attacks Benek, shifts to E14, and attempts to trip (close burst 2).

[roll23]
[roll24] and marks (save ends). While marked, take -5 damage against targets other than Bodyguard 2.
[roll25]
[roll26]
Prone if hit.

Bodyguard 3 is dead.



Saving throws:
[roll27]
[roll28]
[roll29]
[roll30]
[roll31]
[roll32]

Recharge rolls:
[roll33]
[roll34]

Battle Status:Initiative:Benek: 27
Hruul: 24
Mai-Sal: 20
Redeye: 20
Xeletoth: 15
Bethan: 14
Enemies: 9

Battle Map:http://img148.imageshack.us/img148/8277/battle2map.jpg

Enemy Status:Illithid is vulnerable 5 to all damage until the end of Hruul's next turn (-43 hp)
Mage 1 is slowed until the beginning of Xeletoth's next turn (-36 hp)
Mage 2 is dead (-108 hp)
Mage 3 is slowed until the beginning of Xeletoth's next turn (-0 hp)
Bodyguard 1 is dead (-119 hp)
Bodyguard 2 is bloodied, marked by Benek, weakened until save, and takes a -2 penalty to attacks until the end of Redeye's next turn. (-79 hp)

Ally Status:
Remember that same-typed ongoing damages do not stack, so if you're taking 10 ongoing fire/poison and 5 ongoing fire/poison you take only 10, not 15.Hruul: 61/75 hp, 8/8 surges
Taking 5 ongoing fire and poison damage and -2 attacks (save ends both) and 10 ongoing fire and poison damage and -2 attacks (save ends both)

Xeletoth: 83/98 hp, 14/15 surges
Taking 10 ongoing fire and poison damage and -2 attacks (save ends both)

Benek: 87/89 hp, 9/11 surges
No current status effects

Redeye: 33/76 hp, 5/8 surges
Taking 10 ongoing psychic damage and immobilie (save ends both), 5 ongoing fire and poison damage and -2 attacks (save ends both), 10 ongoing fire and poison damage and -2 attacks (save ends both)

Mai-Sal: 10/80 hp, 11/11 surges
Bloodied, stunned (save ends), grabbed by illithid (until escape)

Bethan: 64/88 hp, 4/9 surges
Taking 5 ongoing fire and poison damage and -2 attacks (save ends both)

Surrealistik
2011-09-19, 05:16 PM
"To the hells with you thralls."

As the mage prepares to spit fire at his allies, Xeletoth warps adjacent and lashes out at his unprotected chest. The pain proves sufficient to disrupt the sorcerer at least momentarily as a deep gouge is carved into his pale flesh, followed by the blurred flick of a second blow that sends him reeling into the warrior's Goliath comrade.

Mage 1's turn:

Immediate Interrupt: Lighting Rush Augment 2
Trigger: An enemy targets a creature other than Xeletoth.
Effect: Move to C7 This doesn't provoke Mage 1 because it's his turn.
Attack:[roll0] vs. M1 AC
Damage: [roll1]
Hit Effect: Xeletoth changes the target from Benek to himself.

Opportunity Action: Eldritch Strike
Attack: [roll2] vs. M1 AC
Damage: [roll3] (+2 if bloodied).
Hit Effect: Xeletoth slides the M1 5 squares to C11 provoking an OA from Benek. M1 is slowed until the start of Xeletoth's next turn.

Because Xeletoth is adjacent to Mage 3, he makes an OA if M3 moves without shifting.

Mage 3's Turn:

Free Action: Nightmare Vortex
Effect: M3 is slid 6 squares to C11 if Benek knocked M1 away and/or if M1 was never slid, provoking an OA from Benek. Otherwise, M3 is slid to B11. M3 is slowed until start of Xeletoth's next turn.

Stat Block:Xeletoth (http://dl.dropbox.com/u/713896/DnD4e%20-%20Xeletoth%20L11%20-%20Adroit.pdf), Half-Elf Battlemind, Adroit Explorer

THP: 0 HP 83/98 Bloodied 49 Healing Surge 24 (14/15)
AC 29 Fort 26 Reflex 24 Will 26 (-2) Speed 5
Action Points: 0

Permanent Effects:
Heavy Blade Expertise: +2 all defenses vs OAs.
Avandra's Blessing of Confidence: Resist 5 to all damage against OAs. +1 item bonus to saving throws against effects that render you dazed, dominated, immobilized, restrained, slowed, or stunned.
Superior Fortitude: Resist all 6 vs ongoing.
Superior Will: Save against daze/stun at start of turn.

Conditions/Temporary Effects:
Nightmare Vortex (Encounter): Whenever an enemy starts its turn within 3 squares of Xeletoth, Xeletoth slides that enemy 6 squares and slows it until the start of his next turn.
Annoying Aura (While within 10 of Illithid): -2 to Will defense.
Ongoing 10 fire and poison, -2 penalty to attack rolls (Save Ends)

Power Points: 3

Non At-Will Powers:

Wild Talent
Wrathful Warrior
True Grit

Battle Aspect
Mental Triumph

Living Fortress
Nightmare Vortex
Shattered Time

Item Powers:

Staggering Longsword
Dragonrider Armor

salt3d
2011-09-20, 06:31 AM
Benek continues to flail his club around wildly in response to the pain in his head. Seeing Squid fall but feeling no respite, Benek spots the ilithid and roars, "YOU!"

Benek jumps down from the table, then charges at the mind-flayer, knocking it some distance on to its backside. He then leaps at the monstrosity, bringing his club down at it with murderous rage.

ActionsOpportunity Action: Cleave vs. Mage 1
Attack: [roll0] vs. AC
Hit: [roll1] damage, and Mage 1 is pushed 2 squares and knocked prone. Bodyguard 2 takes 5 damage.

Opportunity Action: Cleave vs. Mage 3
Attack: [roll2] vs. AC
Hit: [roll3] damage, and Mage 3 is pushed 2 squares and knocked prone. Bodyguard 2 takes 5 damage.

Immediate Interrupt: Melee Basic Attack vs. Bodyguard 2
Trigger: Bodyguard 2 is marked by Benek and shifts.
Attack: [roll4] vs. AC
Hit: [roll5] damage.

Move Action: Shift to C13.

Standard Action: Brutal Advance vs. Ilithid
Attack: [roll6] vs. AC
Hit: [roll7] damage, and Ilithid is pushed to C18 and knocked prone.
Miss: No damage, and Ilithid is pushed to C18 and knocked prone.
Effect: Benek makes a charge attack as a free action, with a +2 bonus to the damage roll.

Free Action: Charge to C17 vs. Ilithid
Attack: [roll8] vs. AC
Hit: [roll9] damage.


Benek
Benek (http://dl.dropbox.com/u/24340532/DnD/Characters/Benek.pdf) - Male Goliath Fighter, Stoneblessed

Current Effects: Battle Fury Stance (+4 power bonus to attack, -2 penalty to AC).

Passive Perception: 18, Passive Insight: 18

AC: 28 (currently 26), Fort: 26, Reflex: 24, Will: 23

HP: 87/89, Temp HP:
Bloodied: 44, Surge Value: 22, Surges remaining: 9/11

Powers:
Cleave
Weapon Master's Strike
Action Point [ ]
Second Wind [ ]
Steel Serpent Strike [ ]
Bull Charge [ ]
Weapon Master's Gambit [ ]
Mountain Sweep [x]
Stone's Endurance [x]
Battle Fury Stance [x]
Ignore Weakness [ ]
Driving Attack [ ]
Brutal Advance [x]
Shift the Battlefield [ ]
Mighty Surge [ ]

kladams707
2011-09-20, 05:29 PM
Mai-Sal's body lie still as the mindflayer delved into her brain. While her eyes glazed over, she mentally struggled against the illithid, maintaining some hope she could overcome him.


save: [roll0]

Stijl
2011-09-20, 10:26 PM
With the enemies before him striken down by his allies, Hruul moves forwards towards the next foe. As he moves, the Shardmind takes a moment to gather his strength and diminish some of the damage his stone and crystal body has taken. When he does so, a ringing clarity dances among the others, helping them shake off some of their afflictions. Seeing the desperation of Mai-Sal in the abominations grip, he calls upon the force of as many spirits as can hear him, healing his allies and wounding the remaining enemies. Era does the same, and a burst of primal power explodes from the spirit, and remains visible around the emberous orb.

Move Hruul to E12, Era to C14.
Standard Action: Second Wind. Hruul gains 18 health, and spends a surge. All allies within burst 5 can make an immediate saving through (We were Once One, that range covers everyone). Allies adjacent to Era gain +2 (Mai-Sal, Elemental Spirit).
Immediate saving Throw vs. Burning Dart:
Action Point -> Standard Action: Spirit of the Healing Flood. +11 (with debuff) vs Fort in burst five. Enemies on hit take [roll1] damage (Illithid takes 5 additional damage). On Miss, half damage.
Vs Mage 1: [roll2]
Vs Mage 3: [roll3]
Vs Bodyguard 1: [roll4]
Vs Illithid: [roll5]
All allies gain +2 regen while bloodied, or can dismiss the regen for 10 health as a minor action.
Minor: Call forth the Spirit World - Burst 3 zone centered on Era until EONT (sustainable with minor) or until Era is destroyed. Enemies in zone take -2 to attack rolls. Bloodied allies in zone gain +5 regen.
End of turn saving throw vs. Burning Dart: [roll]20

Hruul
Male Shardmind Shaman, Animist

Current Effects: 10 ongoing poison fire damage & -2 to attacks. 5 ongoing poison fire damage & -2 to attacks.

Passive Perception: 27, Passive Insight: 25

AC: 24, Fort: 20, Reflex: 23, Will: 27

HP: 48/75, Temp HP:
Bloodied: 37, Surge Value: 18, Surges remaining: 7/8
Action Points: 0

Encounter Powers:
[ ] Scorching Sands
[ ] Granite Armor
[ ] Call to the Howling Storm
[X] Hateful Binding
[X] [X] Healing Spirit
[X] Shard Swarm
[ ] Speak with Spirits
[ ] Arcane Mutterings
[ ] Light of the Crimson Sun
[X] Call forth the Spirit World

Daily Powers:
[X] Spirit of the Healing Flood
[ ] Shrieking Wind Spirits
[X] Spirit of Autumn's Reaping
[ ] Panther Spirit Leather Armor (Item)
[ ] Relentless Spirit

NecroRebel
2011-09-21, 11:38 AM
The enemy manages to mostly avoid the storm of spirits that Hruul calls forth, only one of the enemy arcanists getting struck by the full force of it. However, the remaining dwarf fighter is already so weakened by the indignities he has suffered that his spirit is torn out, briefly swirling with the natural ones until it fades to the other side.

Mid-round 4 Summary:Benek's attacks both miss the illithid, but still manage to push it away from Mai-Sal and knock it prone.

Hruul's attack misses everyone but Mage 3, but Bodyguard 2 dies from the miss damage, then gives everyone regenerate 2 and makes a zone that gives bloodied allies in it regenerate 5 and all enemies in it -2 attack. In addition, everyone who hasn't done so already gets a free saving throw on Hruul's turn.

Mai-Sal regenerates 5 from the zone and saves against the stun effect on her.

Battle Status (As of the end of Mai-Sal's turn):Initiative:Benek: 27
Hruul: 24
Mai-Sal: 20
Redeye: 20
Xeletoth: 15
Bethan: 14
Enemies: 9

Battle Map:http://img101.imageshack.us/img101/8277/battle2map.jpg

Enemy Status:Illithid is prone (-49 hp)
Mage 1 is bloodied, slowed until the beginning of Xeletoth's next turn, and prone (-64 hp)
Mage 3 is slowed until the beginning of Xeletoth's next turn (-13 hp)
Bodyguard 2 is dead (-107 hp)

Ally Status:
Remember that neither ongoing damage of the same type nor regeneration stacks (you take/get the higher number)Hruul: 48/75 hp, 7/8 surges
Taking 5 ongoing fire and poison damage and -2 attack (save ends both), taking 10 ongoing fire and poison damage and -2 attack (save ends both), and regenerates 2 hit points per round (until dismissed as minor action for +10 hp)

Xeletoth: 83/98 hp, 14/15 surges
Regenerates 2 hit points per round (until dismissed as minor action for +10 hp)

Benek: 87/89 hp, 9/11 surges
Regenerates 2 hit points per round (until dismissed as minor action for +10 hp)

Redeye: 33/76 hp, 5/8 surges
Bloodied, taking 5 ongoing fire and poison damage and -2 attack (save ends both), taking 10 ongoing fire and poison damage and -2 attack (save ends both), and regenerates 2 hit points per round (until dismissed as minor action for +10 hp)

Mai-Sal: 15/80 hp, 11/11 surges
Bloodied, regenerates 2 hit points per round (until dismissed as minor action for +10 hp), and regenerates 5 hit points per round while in the zone

Bethan: 64/88 hp, 4/9 surges
Taking 5 ongoing fire and poison damage and -2 attack (save ends both) and regenerates 2 hit points per round (until dismissed as minor action for +10 hp)

Son_of_Meepo
2011-09-21, 12:32 PM
Maintaining the psychic aura, Redeye stalks the mages standing in front of one the mages while he stabs at the one on the ground, attempting to siphon some of the mage's life energy through his blade.

ActionsStart of Turn: Redeye takes 10 damage but regenerates 2.
Minor: Sustain Invitation to Defeat
Move: B10
Standard: Energizing Strike (Augment 2)Attack: [roll0] vs AC (Mage 1)
Damage: [roll1]
Hit: Redeye spends a healing surge, regaining 19 hit points.
End of TurnSave vs ongoing 10: [roll2]
Save vs ongoing 5: [roll3]

RedeyeRedeye - Male Halfling Ardent|Rogue Phrenic Invader

Current Effects: Bloodied.

Passive Perception: 23, Passive Insight: 18

AC: 27 (41 vs OA), Fort: 21 (26 vs OA), Reflex: 28 (33 vs OA), Will: 24 (29 vs OA)

HP: 25/76, Temp HP: 0
Bloodied: 38, Surge Value: 19, Surges remaining: 4/8

AP: 0

PP: 2/4

Powers:
Disheartening Strike
Energizing Strike
Fleeting Ghost
Acrobat Boots
Second Wind [ ]
Second Chance [ ]
Unbalanced Mind [x]
Ardent Surge [x]
Opening Move [ ]
Lashing Blade [x]
Phrenic Strike [ ]
Daring Gamble [ ]
Warding Mind [ ]
Hounding Assault [ ]
Invitation to Defeat [x]
Profit from Weakness [ ]
Painful Revelations [x]
Moradin's Blessing of Iron [ ]
Sacrificial Drow Long Knife [ ]
Baffling Cape [ ]

Surrealistik
2011-09-21, 01:41 PM
With the toxic sorcery excised from his person by Hrull's primal magic, Xeletoth presses the attack. Mounting and leaping off the table to skewer the fallen mage, he blasts the hapless foe across the room as Earthsunder discharges into the man's body. The caster having been disposed of, he turns to transfix the other adjacent thrall with a harrowing glare.

Minor Action: Battlemind's Demand
Effect: Mage 3 is marked until end of the encounter or I use this power again.

Move Action: Move 4 squares to D10

Standard Action: Eldritch Strike, Charge
Move: 3 squares to B10.
Attack: [roll0] vs. M1 AC (Charge bonus + CA)
Damage: [roll1]
Hit Effect: Xeletoth slides M1 5 squares to B13. M1 is slowed until the start of Xeletoth's next turn.

Mage 1's Turn:

Free Action: Nightmare Vortex
Effect: M1 is slid 6 squares to B17 (including after it gets pushed by Benek), provoking an OA from Benek with CA. M1 is slowed until start of Xeletoth's next turn.

Mage 3's Turn:

Free Action: Nightmare Vortex
Effect: M3 is slid 6 squares to B16, provoking an OA from Benek. M3 is slowed until start of Xeletoth's next turn.

Stat Block:Xeletoth (http://dl.dropbox.com/u/713896/DnD4e%20-%20Xeletoth%20L11%20-%20Adroit.pdf), Half-Elf Battlemind, Adroit Explorer

THP: 0 HP 83/98 Bloodied 49 Healing Surge 24 (14/15)
AC 29 Fort 26 Reflex 24 Will 26 (-2) Speed 5
Action Points: 0

Permanent Effects:
Heavy Blade Expertise: +2 all defenses vs OAs.
Avandra's Blessing of Confidence: Resist 5 to all damage against OAs. +1 item bonus to saving throws against effects that render you dazed, dominated, immobilized, restrained, slowed, or stunned.
Superior Fortitude: Resist all 6 vs ongoing.
Superior Will: Save against daze/stun at start of turn.

Conditions/Temporary Effects:
Nightmare Vortex (Encounter): Whenever an enemy starts its turn within 3 squares of Xeletoth, Xeletoth slides that enemy 6 squares and slows it until the start of his next turn.
Regeneration 2 (While Bloodied, Encounter):
Annoying Aura (While within 10 of Illithid): -2 to Will defense.

Power Points: 3

Non At-Will Powers:

Wild Talent
Wrathful Warrior
True Grit

Battle Aspect
Mental Triumph

Living Fortress
Nightmare Vortex
Shattered Time

Item Powers:

Staggering Longsword
Dragonrider Armor

The_Snark
2011-09-21, 07:21 PM
Shaking off the mind flayer's paralyzing hold on her mind, Bethan fixes it with a glare and a promise. She advances along behind the paper wall, carving it open with her sword and darting through to catch the creature with the backswing, trying to drag it along with the jagged hook on the tip of her blade.

Start of turn: Take 5 ongoing fire and poison
Minor Action: Oath of Enmity, targeting the illithid
Move Action: Move to B17
Standard action: Overwhelming Strike against the illithid:
Attacks [roll0], [roll1]
Damage [roll2] Critical hit! 37 damage, plus 6 radiant and necrotic, plus ongoing 10 untyped. Bethan shifts to A17, and slides the illithid to B17.

End of turn: Saving throw against 5 ongoing fire and poison and -2 to attack rolls [roll3]

Stat block:Bethan Deeproot (http://www.myth-weavers.com/sheetview.php?sheetid=315436), Human Avenger, Ardent Champion

HP 59/88 Bloodied 44 Healing Surge 22 (6/9) Conditions: Regeneration 2 while bloodied, -2 Will (illithid's mental static)
AC 28 Fort 23 Reflex 24 Will26 Speed 6
Action points: 0
Other: Enemies must spend 1 extra square of movement to enter each space adjacent to you (antipathy gloves); while adjacent to oath of enmity target, all other enemies treat adjacent squares as difficult terrain

Powers:
Overwhelming Strike
Radiant Vengeance
Avenging Echo
Fury's Advance
Inexorable Pursuit
Fanatical Flurry (paragon path)
Strength of Many
Menacing Presence
Blade of Repulsion

Heroic Effort (racial)
Channel Divinity (Abjure Undead, Divine Guidance)
Oath of Enmity
Distracting Flare
Refocus Enmity
Oath of the Relentless Hunter

Item Powers:
Antipathy Gloves

NecroRebel
2011-09-21, 10:04 PM
As you begin your onslaught against the psychic slaver itself, it forms barriers of psychokinetic energy around itself to ward your blows from its soft flesh. This saves it from your attacks for now, but Bethan's mighty blow crack the shields like glass, sending quickly-dissipating fragments flying. As it stands, it hisses, the disgusting aperture in its tentacled face visible for a moment as its ever-increasing rage presses against your minds.

End Round 4 Summary:Redeye moves to B10, but his attack whiffs against Mage 1.

Xeletoth marks Mage 3, moves to D10, and then charges to B9 (desired B10 is occupied by Redeye) and hits Mage 1 for 19, sliding it to B12 (desired B13 is out of Nightmare Vortex radius, assumed to be more important).

Bethan puts the Oath of Enmity on Illithid, moves to B17, provoking an OA from Mage 1, and gets a critical hit on Illithid for 43 damage, sliding it to B17, provoking an OA against it from Benek, and shifting Bethan to B16 (desired A17 is inaccessible due to the wall panels in the way). As the OA can't possibly kill the Illithid, I'm going to let salt3d roll it himself.

Mage 1 Opportunity Attack vs. Bethan:
[roll0] Includes penalties from zone and prone
[roll1]

Battle Map as of the end of Bethan's Turn:http://img809.imageshack.us/img809/8277/battle2map.jpg

Enemy Actions:Illithid's turn depends on if Benek's OA on Bethan's turn hits and slides it. If this does not occur, or if the following actions are still possible for it, the following actions will be taken:Illithid stands from prone and uses Mind Blast on B12-F16 (close blast 5).

Includes attack penalties from Benek's Mark (which he gets a Combat Challenge attack from) and the zone.
[roll2]
[roll3]
[roll4]
[roll5] psychic damage and dazes (save ends)
Half damage and no daze on miss.

Mage 1 is slid to C16 by Xeletoth's Nightmare Vortex, provoking an OA. If this OA is successful, Mage 1 will surely die. This OA:
[roll6]
[roll7]
If this attack misses, the mage will take the following actions: Hit, so ignore the spoiler.Stand from prone, then attack Mai-Sal if she's still up, or Benek if she's down.

[roll8] (+2 vs. Benek)
[roll9]

Mage 3 is slide to C16 by Xeletoth's Nightmare Vortex (assuming Mage 1 died), provoking an OA from Benek. As this OA can't actually kill it, I'm going to let salt3d roll it himself. Then, he shifts to C15 and sends a pulse of energy along the ground from A16-E20 (close blast 5).

[roll10]
[roll11]
[roll12]
[roll13] psychic and pushes to nearest place outside the blast:
Bethan goes to F18
Benek goes to F17
Mai-Sal goes to F16



Recharge Rolls:
[roll14]
[roll15]
[roll16]

End Round 4 Battle Status:Initiative:Benek: 27
Hruul: 24
Mai-Sal: 20
Redeye: 20
Xeletoth: 15
Bethan: 14
Enemies: 9

Battle Map:http://img31.imageshack.us/img31/8277/battle2map.jpg

Enemy Status:Illithid takes -2 attack while in the zone, is marked by Benek, and is under Bethan's Oath of Enmity (-97 hp)
Mage 1 dead (-96 hp)
Mage 3 is marked by Xeletoth until he uses Battlemind's Demand (or, more likely, it's overwritten by Benek's mark, which has probably already happened) and takes -2 attack while in the zone (-13 hp)

Ally Status:Hruul: 37/75 hp, 7/8 surges
Bloodied, taking 5 ongoing fire and poison damage and -2 attack (save ends both), taking 10 ongoing fire and poison damage and -2 attack (save ends both), gains regeneration 2 while bloodied, gains regeneration 5 while bloodied in the zone

Xeletoth: 83/98 hp, 14/15 surges
Gains regeneration 2 while bloodied

Benek: 87/89 hp, 9/11 surges
Gains regeneration 2 while bloodied, gains regeneration 5 while bloodied in the zone

Redeye: 25/76 hp, 5/8 surges
Bloodied, gains regeneration 2 while bloodied

Mai-Sal: -26/80 hp, 11/11 surges
Dying, bloodied, unconscious, prone, dazed (save ends) gains regeneration 2 while bloodied, gains regeneration 5 while bloodied in the zone

Bethan: 36/88 hp, 4/9 surges
Bloodied, dazed (save ends), gains regeneration 2 while bloodied, gains regeneration 5 while bloodied in the zone

Surrealistik
2011-09-21, 11:21 PM
As the far-flung mage gathers power to initiate another attack, Xeletoth spots an opening, falling upon the wizard before he can complete his incantations. Unfortunately, the half-elf's haste causes the swipe of his blade to miss entirely, cutting an unsightly rent in the longtable.

Mage 3's turn:

Immediate Interrupt: Lighting Rush Augment 2
Trigger: An enemy targets a creature other than Xeletoth.
Effect: Move to B14.
Attack:[roll0] vs. M1 AC
Damage: [roll1] (+2 if bloodied)
Hit Effect: Xeletoth changes the target from Benek to himself. The attack misses Xeletoth.

Stat Block:Xeletoth (http://dl.dropbox.com/u/713896/DnD4e%20-%20Xeletoth%20L11%20-%20Adroit.pdf), Half-Elf Battlemind, Adroit Explorer

THP: 0 HP 83/98 Bloodied 49 Healing Surge 24 (14/15)
AC 29 Fort 26 Reflex 24 Will 26 (-2) Speed 5
Action Points: 0

Permanent Effects:
Heavy Blade Expertise: +2 all defenses vs OAs.
Avandra's Blessing of Confidence: Resist 5 to all damage against OAs. +1 item bonus to saving throws against effects that render you dazed, dominated, immobilized, restrained, slowed, or stunned.
Superior Fortitude: Resist all 6 vs ongoing.
Superior Will: Save against daze/stun at start of turn.

Conditions/Temporary Effects:
Nightmare Vortex (Encounter): Whenever an enemy starts its turn within 3 squares of Xeletoth, Xeletoth slides that enemy 6 squares and slows it until the start of his next turn.
Regeneration 2 (While Bloodied, Encounter):
Regeneration 5 (While Bloodied and within close burst 5 zone, Encounter):
Annoying Aura (While within 10 of Illithid): -2 to Will defense.

Power Points: 1

Non At-Will Powers:

Wild Talent
Wrathful Warrior
True Grit

Battle Aspect
Mental Triumph

Living Fortress
Nightmare Vortex
Shattered Time

Item Powers:

Staggering Longsword
Dragonrider Armor

Stijl
2011-09-21, 11:43 PM
Hruul channels some of his own attention and power into Era, allowing the spirit to maintain it's blazing aura. He steps forward towards the fallen Mai-Sal, and strikes out across the table against the remaining mage, attempting to disperse enough of the mage's spirit to allow Mai-Sal to shake off some of her numerous afflictions.

Minor: Sustain Zone.
Move: Hruul to E15, and Era to E16.
Standard: Spirit of the Tempest (+11 after Dart vs. Fort) vs. Mage 3 (Melee 2) [roll0]. On hit, [roll1] thunder damage, and Mai-Sal can make a saving throw at +2.
Saving Thrown vs. Dart: [roll2]

Hruul
Male Shardmind Shaman, Animist

Current Effects: 10 ongoing poison fire damage & -2 to attacks. 5 ongoing poison fire damage & -2 to attacks.

Passive Perception: 27, Passive Insight: 25

AC: 24, Fort: 20, Reflex: 23, Will: 27

HP: 37/75, Temp HP:
Bloodied: 37, Surge Value: 18, Surges remaining: 7/8
Action Points: 0

Encounter Powers:
[ ] Scorching Sands
[ ] Granite Armor
[ ] Call to the Howling Storm
[X] Hateful Binding
[X] [X] Healing Spirit
[X] Shard Swarm
[ ] Speak with Spirits
[ ] Arcane Mutterings
[ ] Light of the Crimson Sun
[X] Call forth the Spirit World

Daily Powers:
[X] Spirit of the Healing Flood
[ ] Shrieking Wind Spirits
[X] Spirit of Autumn's Reaping
[ ] Panther Spirit Leather Armor (Item)
[X] Relentless Spirit

salt3d
2011-09-22, 09:47 AM
Being closer to the mind-flayer serves to intensify the pain in Benek's head, which he clutches with one hand while using the other to swing his club at any movement he sees.

After being pushed back by the mage's blast, Benek regains his composure just long enough to yell something incoherent at the ilithid before charging at it again, swinging his club at it repeatedly.

ActionsOpportunity Action: Cleave vs. Ilithid
Attack: [roll0] vs. AC
Hit: [roll]2d4+15[roll] damage. No push possible from what I can tell.

Opportunity Action: Cleave vs. Mage 3
Attack: [roll1] vs. AC
Hit: [roll]2d4+15[roll] damage. Don't think I can push this guy either.

Immediate Interrupt: Melee Basic Attack vs. Ilithid
Trigger: Ilithid is marked by Benek and doesn't target Benek.
Attack: [roll2] vs. AC
Hit: [roll3] damage.

Standard Action: Bull Charge to C17 vs. Ilithid
Attack: [roll4] vs. Fortitude
Hit: [roll5] damage, and Benek makes a secondary attack.
Secondary Attack: [roll6] vs. Fortitude
Hit: Ilithid is knocked prone.
Benek
Benek (http://dl.dropbox.com/u/24340532/DnD/Characters/Benek.pdf) - Male Goliath Fighter, Stoneblessed

Current Effects: Battle Fury Stance (+4 power bonus to attack, -2 penalty to AC).

Passive Perception: 18, Passive Insight: 18

AC: 28 (currently 26), Fort: 26, Reflex: 24, Will: 23

HP: 69/89, Temp HP:
Bloodied: 44, Surge Value: 22, Surges remaining: 9/11

Powers:
Cleave
Weapon Master's Strike
Action Point [ ]
Second Wind [ ]
Steel Serpent Strike [ ]
Bull Charge [x]
Weapon Master's Gambit [ ]
Mountain Sweep [x]
Stone's Endurance [x]
Battle Fury Stance [x]
Ignore Weakness [ ]
Driving Attack [ ]
Brutal Advance [x]
Shift the Battlefield [ ]
Mighty Surge [ ]

NecroRebel
2011-09-22, 12:10 PM
Mid-Round 5 Summary:Benek charges but misses the Illithid.

Hruul's attack hits Mage 3 for 12 and allows Mai-Sal to make a saving throw at +4 total (which fails; see OOC thread). Oh, and you didn't make saves vs. the effects on you; should probably do that.

Mai-Sal is unconscious (at end of your turn, take saving throws against the dying and daze effects, both at +2; a 20+ on the dying save will let you spend a healing surge).

Battle Status:Initiative:Benek: 27
Hruul: 24
Mai-Sal: 20
Redeye: 20
Xeletoth: 15
Bethan: 14
Enemies: 9

Battle Map:http://img98.imageshack.us/img98/8277/battle2map.jpg

Enemy Status:Illithid takes -2 attack while in the zone, is marked by Benek, and is under Bethan's Oath of Enmity (-97 hp)
Mage 3 is marked by Benek and takes -2 attack while in the zone (-43 hp)

Ally Status:Hruul: 32/75 hp, 7/8 surges
Bloodied, taking 5 ongoing fire and poison damage and -2 attack (save ends both), taking 10 ongoing fire and poison damage and -2 attack (save ends both), gains regeneration 2 while bloodied, gains regeneration 5 while bloodied in the zone

Xeletoth: 83/98 hp, 14/15 surges
Gains regeneration 2 while bloodied

Benek: 87/89 hp, 9/11 surges
Gains regeneration 2 while bloodied, gains regeneration 5 while bloodied in the zone

Redeye: 25/76 hp, 5/8 surges
Bloodied, gains regeneration 2 while bloodied

Mai-Sal: -26/80 hp, 11/11 surges
Dying, bloodied, unconscious, prone, dazed (save ends), gains regeneration 2 while bloodied, gains regeneration 5 while bloodied in the zone

Bethan: 36/88 hp, 4/9 surges
Bloodied, dazed (save ends), gains regeneration 2 while bloodied, gains regeneration 5 while bloodied in the zone

Son_of_Meepo
2011-09-22, 12:56 PM
Redeye approaches the mage and strikes at him with his blade, hoping once again to leech its life energy for Mal-Sai's benefit instead of his own.

ActionsBeginning of Turn: Regenerate 2.
Minor: Sustain Invitation to Defeat
Move: B16 (Provokes OA from Mage 3)
Standard: Energizing Strike (Augment 2)Attack: [roll0] vs AC (Mage 3)
Damage: [roll1]
Hit: Mal-Sai can spend a healing surge.

RedeyeRedeye - Male Halfling Ardent|Rogue Phrenic Invader

Current Effects: Regenerate 2 while bloodied

Passive Perception: 23, Passive Insight: 18

AC: 27 (41 vs OA), Fort: 21 (26 vs OA), Reflex: 28 (33 vs OA), Will: 24 (29 vs OA)

HP: 27/76, Temp HP: 0
Bloodied: 38, Surge Value: 19, Surges remaining: 5/8

AP: 0

PP: 0/4

Powers:
Disheartening Strike
Energizing Strike
Fleeting Ghost
Acrobat Boots
Second Wind [ ]
Second Chance [ ]
Unbalanced Mind [x]
Ardent Surge [x]
Opening Move [ ]
Lashing Blade [x]
Phrenic Strike [ ]
Daring Gamble [ ]
Warding Mind [ ]
Hounding Assault [ ]
Invitation to Defeat [x]
Profit from Weakness [ ]
Painful Revelations [x]
Moradin's Blessing of Iron [ ]
Sacrificial Drow Long Knife [ ]
Baffling Cape [ ]

Surrealistik
2011-09-22, 01:45 PM
Drawing back, Xeletoth raises his shield to ward off the thrall's blow. Satisfied with his distance, he again bounds off the longtable, blade plunging into the battered wizard upon his descent.

Minor Action: Battlemind's Demand
Effect: M3 is marked until end of the encounter or I use this power again.

Move Action: Move 3 squares to D12, provoking an attack from M3.

Standard Action: Eldritch Strike, Charge
Move: 3 squares to D14.
Attack: 29 vs. M3 AC (Charge + flanking bonus, see OOC)
Damage: [roll0] (includes +4 psychic damage from Invitation to Defeat)
Hit Effect: Xeletoth slides M3 1 square to C16 provoking an AoO from Benek. M3 is slowed until the start of Xeletoth's next turn.

Flayer's Turn:

Free Action: Nightmare Vortex
Effect: Flayer is slid 2 squares to C19 then 1 square to C18 provoking an OA from Benek, then is slid 3 squares back to B17. Flayer is slowed until start of Xeletoth's next turn.

Mage 3's Turn:

Free Action: Nightmare Vortex
Effect: M3 is slid 1-2 squares to C16, provoking an OA from Benek (please don't mark), then is slid 2 more squares back to C15 if pushed. M3 is slowed until start of Xeletoth's next turn.

Stat Block:Xeletoth (http://dl.dropbox.com/u/713896/DnD4e%20-%20Xeletoth%20L11%20-%20Adroit.pdf), Half-Elf Battlemind, Adroit Explorer

THP: 0 HP 83/98 Bloodied 49 Healing Surge 24 (14/15)
AC 29 Fort 26 Reflex 24 Will 26 (-2) Speed 5
Action Points: 0

Permanent Effects:
Heavy Blade Expertise: +2 all defenses vs OAs.
Avandra's Blessing of Confidence: Resist 5 to all damage against OAs. +1 item bonus to saving throws against effects that render you dazed, dominated, immobilized, restrained, slowed, or stunned.
Superior Fortitude: Resist all 6 vs ongoing.
Superior Will: Save against daze/stun at start of turn.

Conditions/Temporary Effects:
Nightmare Vortex (Encounter): Whenever an enemy starts its turn within 3 squares of Xeletoth, Xeletoth slides that enemy 6 squares and slows it until the start of his next turn.
Regeneration 2 (While Bloodied, Encounter):
Annoying Aura (While within 10 of Illithid): -2 to Will defense.

Power Points: 1

Non At-Will Powers:

Wild Talent
Wrathful Warrior
True Grit

Battle Aspect
Mental Triumph

Living Fortress
Nightmare Vortex
Shattered Time

Item Powers:

Staggering Longsword
Dragonrider Armor

The_Snark
2011-09-22, 03:09 PM
Bethan takes full advantage of the distraction afforded by a screaming, charging giant, striking from behind. There is such a thing as honor in combat; it's for when you're facing a foe worthy of it, not some repulsive parasitic thing.

Standard Action: Avenging Echo vs. the illithid
Attacks vs. AC [roll0], [roll1]
Hit: [roll2] damage plus 6 radiant and necrotic, and until the end of her next turn, any enemy that ends its turn adjacent to Bethan or hits or misses her takes 5 radiant damage.

Stat block:Bethan Deeproot (http://www.myth-weavers.com/sheetview.php?sheetid=315436), Human Avenger, Ardent Champion

HP 59/88 Bloodied 44 Healing Surge 22 (6/9) Conditions: Regeneration 5 while bloodied, -2 Will (illithid's mental static)
AC 28 Fort 23 Reflex 24 Will26 Speed 6
Action points: 0
Other: Enemies must spend 1 extra square of movement to enter each space adjacent to you (antipathy gloves); while adjacent to oath of enmity target, all other enemies treat adjacent squares as difficult terrain

Powers:
Overwhelming Strike
Radiant Vengeance
Avenging Echo
Fury's Advance
Inexorable Pursuit
Fanatical Flurry (paragon path)
Strength of Many
Menacing Presence
Blade of Repulsion

Heroic Effort (racial)
Channel Divinity (Abjure Undead, Divine Guidance)
Oath of Enmity
Distracting Flare
Refocus Enmity
Oath of the Relentless Hunter

Item Powers:
Antipathy Gloves

NecroRebel
2011-09-22, 05:49 PM
As the final mage is dealt horrid wounds, the servant of Asmodeus takes her chance to strike at the psychic monster. She does not escape its notice, however, and her blade fails to meet flesh as reality warps around it again, leaving it far away at the end of the long room. It approaches again soon after, however, its mind lashing out with the pain it has harvested from its fallen thralls, struggling against your own psyches.

End round 5 Summary:Redeye moves to B16, provoking an OA from Mage 3, then hits Mage 3 for 21, bloodying it and allowing Mai-Sal to spend a healing surge (which should put her at 20).

Xeletoth moves to D12, then charges to D14, striking Mage 3 for 18 and sliding it to C16, slowing it and provoking an opportunity attack from Benek, which will surely kill it if it is struck.
[roll0]
[roll1]
Hits, Mage 3 dies.

Bethan attempts to attack Illithid, but as an interrupt it uses Cradle of the Elder Brain to teleport to F1.

Enemy Actions:Illithid begins its turn in F1, takes 10 ongoing damage, moves to F6, then uses Illusion of Pain on A15-C17 (area burst 1 in 10). Benek and Bethan are not in the -2 will aura (it's radius is 10).

[roll2]
[roll3]
[roll4]
[roll5] psychic, ongoing 10 psychic and immobilizes (save ends both).

Mage 3 is probably dead, but if Benek's OA missed (see turn summary), it will do the following: Mage 3 is dead.Mage 3 conjures several flaming metal darts and fires them at A13-E17 (area burst 2), provoking another OA from Benek and one from Redeye, then it will conjure another flaming metal dart and fire it at Hruul.

[roll6]
[roll7]
[roll8] Can't access Pifro right now, so I don't know if that's the right number. Probably won't matter anyway.
[roll9]

If both of those miss:
[roll10]
[roll11]
[roll12]
[roll13]
[roll14]
[roll15]
[roll16] fire and poison damage and ongoing 10 fire and poison and -2 attack (save ends both)
[roll17]
[roll18] fire and poison damage and ongoing 5 fire and poison and -2 attack (save ends both)



Saving Throws:
[roll19]
[roll20]

Recharge Rolls:
[roll21]
[roll22]

Battle Status:Initiative:Benek: 27
Hruul: 24
Mai-Sal: 20
Redeye: 20
Xeletoth: 15
Bethan: 14
Enemies: 9

Battle Map:http://img59.imageshack.us/img59/8277/battle2map.jpg

Enemy Status:Illithid is under Bethan's Oath of Enmity (-117 hp)
Mage 3 is dead (-102)

Ally Status:Hruul: 37/75 hp, 7/8 surges
Bloodied, taking 5 ongoing fire/poison and -2 attack (save ends both), taking 10 ongoing fire/poison and -2 attack (save ends both), regenerates 2 while bloodied, and regenerates 5 while bloodied in the zone

Xeletoth: 83/98 hp, 14/15 surges
Regenerates 2 while bloodied and regenerates 5 while bloodied in the zone

Benek: 59/89 hp, 9/11 surges
Regenerates 2 while bloodied, regenerates 5 while bloodied in the zone, and taking 10 ongoing psychic damage and immobilized (save ends both)

Redeye: 27/76 hp, 5/8 surges
Bloodied, taking 10 ongoing psychic damage and immobilized (save ends both), regenerates 2 while bloodied, and regenerates 5 while bloodied in the zone

Mai-Sal: 20/80 hp, 10/11 surges
Bloodied, prone, dazed (save ends), regenerates 2 while bloodied, and regenerates 5 while bloodied in the zone

Bethan: 49/88 hp, 4/9 surges
Regenerates 2 while bloodied, regenerates 5 while bloodied in the zone, and taking 10 ongoing psychic damage and immobilized (save ends both)

salt3d
2011-09-22, 09:19 PM
Benek reels in pain at the ilithid's attack. Oh, the pain in my head, he thinks.

The giant stops. The pain in my head, he continues to himself, is just in my head!

With a single step Benek clears the table. "No more fooling!" he yells at the mind-flayer, before charging at it, club raised for a mighty strike.

ActionsNo Action: Ignore Weakness
Trigger: Benek starts his turn immobilized, slowed, or weakened by an effect a save can end.
Effect: Benek makes a saving throw with a +5 power bonus against the effect (24, see OOC).

Move Action: Move to F12.

Standard Action: Charge to F7 vs. Ilithid
Attack: [roll0] vs. AC
Hit: [roll1] damage.
Benek
Benek (http://dl.dropbox.com/u/24340532/DnD/Characters/Benek.pdf) - Male Goliath Fighter, Stoneblessed

Current Effects: Battle Fury Stance (+4 power bonus to damage, -2 penalty to AC).

Passive Perception: 18, Passive Insight: 18

AC: 28 (currently 26), Fort: 26, Reflex: 24, Will: 23

HP: 59/89, Temp HP:
Bloodied: 44, Surge Value: 22, Surges remaining: 9/11

Powers:
Cleave
Weapon Master's Strike
Action Point [ ]
Second Wind [ ]
Steel Serpent Strike [ ]
Bull Charge [x]
Weapon Master's Gambit [ ]
Mountain Sweep [x]
Stone's Endurance [x]
Battle Fury Stance [x]
Ignore Weakness [x]
Driving Attack [ ]
Brutal Advance [x]
Shift the Battlefield [ ]
Mighty Surge [ ]

kladams707
2011-09-22, 10:10 PM
Mai-Sal awoke groggily to the sounds of the fighting continued. She felt quite weak, and knew it might be best to stay down for the time being. This is embarrassing she though to herself, referring to the ease with which they brought her down. She was angry, but felt quite weakened from the ordeal. She wouldn't be able to do much in her current condition. Instead, Mai-Sal remained prone, hoping to take care of business should the others not by the time she recovered


save against daze: [roll0]

She is remaining prone.

Statblock:

Mai-Sal Frostborn (http://www.myth-weavers.com/sheetview.php?sheetid=326172), Earth Genasi Wizard|Swordmage, Spellstorm Mage
Init +10 HP 25/80 Bloodied 40 Healing Surge 20 (1 used /11)
AC 27 Fort 20 Reflex 20 Will 20 Speed 7
Str 11 (0) Con 18 (+4) Dex 12 (+1) Int 21 (+5) Wis 15 (+2) Cha 11 (0)

Stijl
2011-09-24, 03:50 PM
Hruul knows that he is unlikely to make any effective attack against the creature as it moves across the room. Instead, he concentrates on Era and sends the spirit instead. When Era appears next to Benek, a glow of flame and smoke surround the Goliath in a protective armor, hopefully blunting the creature's next strike.

Actions
Minor: Dismiss spirit.
Free Action: Summon Era to F8.
Move: Hruul to E9.
Standard: Granite Armor vs. Illithid (+13 after Dart vs. AC). [roll0]. On hit, [roll1] damage. On hit or miss, Benek gains resist 7 damage until EONT.

Hruul
Male Shardmind Shaman, Animist

Current Effects: 5 ongoing poison fire damage & -2 to attacks.

Passive Perception: 27, Passive Insight: 25

AC: 24, Fort: 20, Reflex: 23, Will: 27

HP: 39/75, Temp HP:
Bloodied: 37, Surge Value: 18, Surges remaining: 7/8
Action Points: 0

Encounter Powers:
[ ] Scorching Sands
[X] Granite Armor
[ ] Call to the Howling Storm
[X] Hateful Binding
[X] [X] Healing Spirit
[X] Shard Swarm
[ ] Speak with Spirits
[ ] Arcane Mutterings
[ ] Light of the Crimson Sun
[X] Call forth the Spirit World

Daily Powers:
[X] Spirit of the Healing Flood
[ ] Shrieking Wind Spirits
[X] Spirit of Autumn's Reaping
[ ] Panther Spirit Leather Armor (Item)
[X] Relentless Spirit

NecroRebel
2011-09-24, 05:08 PM
The party's continued attempts to kill the abomination that had enslaved their information source undergoes a momentary lull, only the giant Benek able to make a strike against it, which is easily deflected.

Mid-round 6 Summary:Benek charges but misses Illithid.

Hruul repositions Era and attacks but misses Illithid, granting Benek resist 7 to all damage until the end of Hruul's next turn.

Mai-Sal regenerates 5 hit points and saves against the Daze effect, otherwise staying put.

Battle Status:Initiative:Benek: 27
Hruul: 24
Mai-Sal: 20
Redeye: 20
Xeletoth: 15
Bethan: 14
Illithid: 9

Battle Map:http://img594.imageshack.us/img594/8277/battle2map.jpg

Enemy Status:Illithid is under Bethan's Oath of Enmity and marked by Benek (-117 hp)

Ally Status:Hruul: 39/75 hp, 7/8 surges
Taking 5 ongoing fire and poison damage and -2 attack (save ends both), regenerates 2 while bloodied, and regenerates 5 while bloodied in the zone

Xeletoth: 83/98 hp, 14/15 surges
Regenerates 2 while bloodied and regenerates 5 while bloodied in the zone

Benek: 59/89 hp, 9/11 surges
Regenerates 2 while bloodied, regenerates 5 while bloodied in the zone, and has 7 resistance against all attacks until the end of Hruul's next turn.

Redeye: 27/76 hp, 5/8 surges
Bloodied, taking 10 ongoing psychic damage and immobilized (save ends both), regenerates 2 while bloodied, and regenerates 5 while bloodied in the zone

Mai-Sal: 25/80 hp, 10/11 surges
Bloodied, prone, regenerates 2 while bloodied, and regenerates 5 while bloodied in the zone

Bethan: 49/88 hp, 4/9 surges
Regenerates 2 while bloodied, regenerates 5 while bloodied in the zone, and taking 10 ongoing psychic damage and immobilized (save ends both)

Son_of_Meepo
2011-09-24, 05:31 PM
Redeye, receives the primal energy of the zone. He takes a breather while keeping the psychic energy around him. He then uses Hruul's power to further heal himself.

ActionsBeginning of Turn: Redeye regenerates 5 hit points then takes 10 psychic damage.
Minor: Sustain Invitation to Defeat.
Minor: Heal 10 hit points. (Ending the regeneration 2).
Standard: Second Wind.
Saving Throw: [roll0]

RedeyeRedeye - Male Halfling Ardent|Rogue Phrenic Invader

Current Effects: Ongoing 10 psychic and immobilized (save ends both)

Passive Perception: 23, Passive Insight: 18

AC: 29 (43 vs OA), Fort: 23 (28 vs OA), Reflex: 30 (35 vs OA), Will: 26 (31 vs OA)

HP: 51/76, Temp HP: 0
Bloodied: 38, Surge Value: 19, Surges remaining: 3/8

AP: 0

PP: 0/4

Powers:
Disheartening Strike
Energizing Strike
Fleeting Ghost
Acrobat Boots
Second Wind [x]
Second Chance [ ]
Unbalanced Mind [x]
Ardent Surge [x]
Opening Move [ ]
Lashing Blade [x]
Phrenic Strike [ ]
Daring Gamble [ ]
Warding Mind [ ]
Hounding Assault [ ]
Invitation to Defeat [x]
Profit from Weakness [ ]
Painful Revelations [x]
Moradin's Blessing of Iron [ ]
Sacrificial Drow Long Knife [ ]
Baffling Cape [ ]

Surrealistik
2011-09-24, 05:53 PM
Running down the table, the tramp of Xeletoth's boots resound like thunder against the oaken surface, signalling his furious advance. As with the mages, he flies from the elevation, Earthsunder thrust forward with lethal intent, poised to tear through the cowering abomination. For the briefest of moments, a vaguely malevolent force seems to resonate in his mind, steadying his hand for a killing blow.

Move Action: Move 5 squares to D9.

Minor Action: Battlemind's Demand
Effect: Flayer is marked until end of the encounter or I use this power again.

Standard Action: Eldritch Strike, Charge
Move: 3 squares to E7.
Attack: [roll0] 38 (see OOC) vs. Flayer AC (Charge)
Damage: [roll1]
Hit Effect: Xeletoth slides Flayer 4 square to E8, provoking an AoO from Benek. Flayer is slowed until the start of Xeletoth's next turn.


Stat Block:Xeletoth (http://dl.dropbox.com/u/713896/DnD4e%20-%20Xeletoth%20L11%20-%20Adroit.pdf), Half-Elf Battlemind, Adroit Explorer

THP: 0 HP 83/98 Bloodied 49 Healing Surge 24 (14/15)
AC 29 Fort 26 Reflex 24 Will 26 (-2) Speed 5
Action Points: 0

Permanent Effects:
Heavy Blade Expertise: +2 all defenses vs OAs.
Avandra's Blessing of Confidence: Resist 5 to all damage against OAs. +1 item bonus to saving throws against effects that render you dazed, dominated, immobilized, restrained, slowed, or stunned.
Superior Fortitude: Resist all 6 vs ongoing.
Superior Will: Save against daze/stun at start of turn.

Conditions/Temporary Effects:
Nightmare Vortex (Encounter): Whenever an enemy starts its turn within 3 squares of Xeletoth, Xeletoth slides that enemy 6 squares and slows it until the start of his next turn.
Regeneration 2 (While Bloodied, Encounter):
Annoying Aura (While within 10 of Illithid): -2 to Will defense.

Power Points: 1

Non At-Will Powers:

Wild Talent
Wrathful Warrior
True Grit

Battle Aspect
Mental Triumph

Living Fortress
Nightmare Vortex
Shattered Time

Item Powers:

Staggering Longsword
Dragonrider Armor

The_Snark
2011-09-25, 01:35 AM
Bethan snarls in anger as her sword meets only empty air, robbed of success by some sorcerous trick. She wheels around unsteadily, still off-balance from the force of her swing, and follows doggedly. "Stand and fight, you cowardly filth!"

She vaults onto the table, clumsily; unlike the others she has no formal training, and while the life of a novice in the service of the Iron Lord is far from easy it isn't exactly athletic either. But it delays her only a few seconds, and when she regains her feet she finds herself holding the high ground just a few feet from the illithid. She brings her blade down, aiming for the shoulder.

Move: Move adjacent to the illithid. If it's in E8, she'll place herself in D9. If Benek pushes it, she'll try to get flanking (unless it's prone, in which case she won't bother).
Standard: Overwhelming Strike against the illithid.
Attacks vs. AC [roll0], [roll1] (assuming combat advantage)
Hit: [roll2] damage, plus 6 radiant and necrotic. (Add 5 if the illithid is prone). Depending on where the illithid is, I might want to use the shift+slide effect, but if it's in E8 I'll just leave it there.

Stat block:Bethan Deeproot (http://www.myth-weavers.com/sheetview.php?sheetid=315436), Human Avenger, Ardent Champion

HP 59/88 Bloodied 44 Healing Surge 22 (6/9) Conditions: Regeneration 5 while bloodied and in the zone, regeneration 2 while bloodied,, -2 Will (illithid's mental static)
AC 28 Fort 23 Reflex 24 Will26 Speed 6
Action points: 0
Other: Enemies must spend 1 extra square of movement to enter each space adjacent to you (antipathy gloves); while adjacent to oath of enmity target, all other enemies treat adjacent squares as difficult terrain

Powers:
Overwhelming Strike
Radiant Vengeance
Avenging Echo
Fury's Advance
Inexorable Pursuit
Fanatical Flurry (paragon path)
Strength of Many
Menacing Presence
Blade of Repulsion

Heroic Effort (racial)
Channel Divinity (Abjure Undead, Divine Guidance)
Oath of Enmity
Distracting Flare
Refocus Enmity
Oath of the Relentless Hunter

Item Powers:
Antipathy Gloves

Surrealistik
2011-09-25, 02:04 AM
Gripping the errant flayer within his telekinetic vortex, Xeletoth casts away the mauve horror before sending him back at Benek's readied club with renewed force.

Flayer's Turn:

Free Action: Nightmare Vortex
Effect: Flayer is slid 1 square to F9 then 1 square back to E8 provoking an OA from Benek. Flayer is slowed until start of Xeletoth's next turn.

salt3d
2011-09-25, 07:10 AM
Benek growls in frustration at being unable to hit a stationary target and instead sets himself for a moving one, swinging at the ilithid as it is flung to and fro by Xeletoth.

ActionsOpportunity Action: Cleave vs. Ilithid (Xeletoth's turn)
Attack: [roll0] vs. AC
Hit: [roll1] damage, and Ilithid is pushed to E10 and knocked prone.

Opportunity Action: Cleave vs. Ilithid (Ilithid's turn)
Attack: [roll2] vs. AC (critical hit)
Hit: [roll3] 38 damage, and Ilithid is pushed to E10 and knocked prone.

NecroRebel
2011-09-25, 12:56 PM
Xeletoth's blade leaves a narrow gash in the creature's barriers, but despite their best efforts Bethan and Benek are momentarily unable to penetrate them. Then, as the half-elf forces it away, somehow the trace of a triumphant grin passes over the monster's features, only to be suddenly dashed as it is drawn back in again. Benek's mighty blow shatters the telekinetic wards like long-worked bronze and your minds ring like a bell, silencing the distracting sound as the beast tumbles across the floor. It is stunned only a moment, though, as it regains its feet and, once more, sends a psychic assault your way.

End Round 6 Summary:Redeye heals himself but otherwise does little.

Xeletoth's attack hits, but the OA provoked from Benek doesn't.

Bethan's attack misses.

At the start of Illithid's turn, the NV-provoked OA from Benek hits, bloodying the thing. The -2 Will defense aura fails.

Enemy Actions:Illithid stands and uses Mind Blast from C5-G9 (close blast 5).

[roll0]
[roll1]
[roll2]
[roll3] psychic and dazes (save ends).
Miss: Half damage and no daze.



Recharges:
[roll4]
[roll5]
[roll6]

Battle Status:Initiative:Benek: 27
Hruul: 24
Mai-Sal: 20
Redeye: 20
Xeletoth: 15
Bethan: 14
Illithid: 9

Battle Map:http://img834.imageshack.us/img834/8277/battle2map.jpg

Enemy Status:Illithid is bloodied, under Bethan's Oath of Enmity, marked by Xeletoth until he uses Battlemind's Demand, and slowed until the beginning of Xeletoth's next turn (-167 hp)

Ally Status:Hruul: 39/75 hp, 7/8 surges
Taking 5 ongoing fire and poison damage and -2 attack (save ends both), regenerates 2 while bloodied, and regenerates 5 while bloodied in the zone

Xeletoth: 61/98 hp, 14/15 surges
Dazed (save ends), regenerates 2 while bloodied and regenerates 5 while bloodied in the zone

Benek: 44/89 hp, 9/11 surges
Bloodied, dazed (save ends), regenerates 2 while bloodied, regenerates 5 while bloodied in the zone, and has 7 resistance against all attacks until the end of Hruul's next turn.

Redeye: 51/76 hp, 4/8 surges
Taking 10 ongoing psychic damage and immobilized (save ends both) and regenerates 5 while bloodied in the zone

Mai-Sal: 25/80 hp, 10/11 surges
Bloodied, prone, regenerates 2 while bloodied, and regenerates 5 while bloodied in the zone

Bethan: 37/88 hp, 4/9 surges
Bloodied, dazed (save ends), regenerates 2 while bloodied, and regenerates 5 while bloodied in the zone

salt3d
2011-09-26, 09:02 AM
Benek lashes out at the mind-flayer, aiming low in an attempt to hobble it with his club.

ActionsStandard Action: Steel Serpent Strike vs. Ilithid
Attack: [roll0] vs. AC
Hit: [roll1] damage, and Ilithid is slowed and cannot shift until the end of Benek's next turn.

Saving Throw vs. dazed: [roll2]
Benek
Benek (http://dl.dropbox.com/u/24340532/DnD/Characters/Benek.pdf) - Male Goliath Fighter, Stoneblessed

Current Effects: Battle Fury Stance (+4 power bonus to damage, -2 penalty to AC); Dazed (save ends); Resist 7 all.

Passive Perception: 18, Passive Insight: 18

AC: 28 (currently 26), Fort: 26, Reflex: 24, Will: 23

HP: 46/89, Temp HP:
Bloodied: 44, Surge Value: 22, Surges remaining: 9/11

Powers:
Cleave
Weapon Master's Strike
Action Point [ ]
Second Wind [ ]
Steel Serpent Strike [x]
Bull Charge [x]
Weapon Master's Gambit [ ]
Mountain Sweep [x]
Stone's Endurance [x]
Battle Fury Stance [x]
Ignore Weakness [x]
Driving Attack [ ]
Brutal Advance [x]
Shift the Battlefield [ ]
Mighty Surge [ ]

Stijl
2011-09-26, 11:35 PM
With the creature still standing, Hruul moves closer, and calls to the spirits raging about Era to buffet the Illithid.

Actions
Minor: None
Move: Hruul to Era to E8, Hruul to E11.
Standard: Call to the Howling Storm vs. Illithid (+11 after Dart vs. Ref). [roll0]. On hit, [roll1] damage. On hit, one ally adjacent to Era can shift 5 squares.
Save: [roll2]

Hruul
Male Shardmind Shaman, Animist

Current Effects: 5 ongoing poison fire damage & -2 to attacks.

Passive Perception: 27, Passive Insight: 25

AC: 24, Fort: 20, Reflex: 23, Will: 27

HP: 34/75, Temp HP:
Bloodied: 37, Surge Value: 18, Surges remaining: 7/8
Action Points: 0

Encounter Powers:
[ ] Scorching Sands
[X] Granite Armor
[X] Call to the Howling Storm
[X] Hateful Binding
[X] [X] Healing Spirit
[X] Shard Swarm
[ ] Speak with Spirits
[ ] Arcane Mutterings
[ ] Light of the Crimson Sun
[X] Call forth the Spirit World

Daily Powers:
[X] Spirit of the Healing Flood
[ ] Shrieking Wind Spirits
[X] Spirit of Autumn's Reaping
[ ] Panther Spirit Leather Armor (Item)
[X] Relentless Spirit

kladams707
2011-09-27, 08:29 AM
Mai-Sal finally stood, anger and frustration clearly visible in her eyes. The temperature began to drop ever so slightly. But the air was even colder around the illithid. She was going to show why she took the name "Frostborn". Snow began to fall around the mindflayer, obscuring the area. Unfortunately in her rage, she failed to notice Hruul until it was too late.


Move: Stand from Prone
Action: Winter's Wrath vs fortitude (Area 2 burst centered on E12), each creature in burst (thank you for War Wizardry)

Illithid:
[roll0]

Hruul: [roll1]

Damage: [roll2]

Minor: Dismiss Effect.


Statblock
Mai-Sal Frostborn (http://www.myth-weavers.com/sheetview.php?sheetid=326172), Earth Genasi Wizard|Swordmage, Spellstorm Mage
Init +10 HP 30/80 Bloodied 40 Healing Surge 20 (1 used /11)
AC 27 Fort 20 Reflex 20 Will 20 Speed 7
Str 11 (0) Con 18 (+4) Dex 12 (+1) Int 21 (+5) Wis 15 (+2) Cha 11 (0)

Son_of_Meepo
2011-09-27, 09:01 AM
Still unable to will his legs to move, Redeye tosses his knife in the direction of the mind flayer.

ActionsStart of Turn: 10 psychic damage.
Minor: Sustain Invitation to Defeat
Standard: Disheartening StrikeAttack: [roll0] vs AC
Saving Throw: [roll1]

RedeyeRedeye - Male Halfling Ardent|Rogue Phrenic Invader

Current Effects: None

Passive Perception: 23, Passive Insight: 18

AC: 27 (41 vs OA), Fort: 21 (26 vs OA), Reflex: 28 (33 vs OA), Will: 24 (29 vs OA)

HP: 41/76, Temp HP: 0
Bloodied: 38, Surge Value: 19, Surges remaining: 3/8

AP: 0

PP: 0/4

Powers:
Disheartening Strike
Energizing Strike
Fleeting Ghost
Acrobat Boots
Second Wind [x]
Second Chance [ ]
Unbalanced Mind [x]
Ardent Surge [x]
Opening Move [ ]
Lashing Blade [x]
Phrenic Strike [ ]
Daring Gamble [ ]
Warding Mind [ ]
Hounding Assault [ ]
Invitation to Defeat [x]
Profit from Weakness [ ]
Painful Revelations [x]
Moradin's Blessing of Iron [ ]
Sacrificial Drow Long Knife [ ]
Baffling Cape [ ]

Surrealistik
2011-09-27, 10:56 AM
As the tide of psychic energy savages Xeletoth's mind, and racks his body with coursing pain, the warrior's resolve is strengthened, thoughts decohered from anger as much as the mental static blasting through his neurons. From grim determination to fury, his poisonous scowl begins to devolve to a countenance of savagery under the duress of the half-elf's barely contained rage. Raising Earthsunder once more, he falls upon the resilient abomination, sword fanning out in a forceful slash across its chest.

"Why can't you just die?!"

Turn Start, Save vs Daze: [roll0]

Standard Action: Eldritch Strike, Charge
Move: 2 squares to E9.
Attack: [roll1] (see OOC) vs. Flayer AC (Charge)
Damage: [roll2]
Hit Effect: Xeletoth slides Flayer 2 squares to E8, provoking an AoO from Benek with CA due to flanking (please don't push). Flayer is slowed until the start of Xeletoth's next turn.

Turn End, Save vs Daze: [roll3]

Flayer's Turn:

Free Action: Nightmare Vortex
Effect (if Eldritch hit): Flayer is slid 2 squares to D8 then 2 squares back to E8 provoking an OA from Benek with CA (please don't push). Flayer is slowed until start of Xeletoth's next turn.
Effect (if Eldritch missed): Xeletoth slides Flayer 2 squares to E8, provoking an AoO from Benek with CA due to flanking (please don't push). Flayer is slowed until the start of Xeletoth's next turn.


Stat Block:Xeletoth (http://dl.dropbox.com/u/713896/DnD4e%20-%20Xeletoth%20L11%20-%20Adroit.pdf), Half-Elf Battlemind, Adroit Explorer

THP: 0 HP 61/98 Bloodied 49 Healing Surge 24 (14/15)
AC 29 Fort 26 Reflex 24 Will 26 (-2) Speed 5
Action Points: 0

Permanent Effects:
Heavy Blade Expertise: +2 all defenses vs OAs.
Avandra's Blessing of Confidence: Resist 5 to all damage against OAs. +1 item bonus to saving throws against effects that render you dazed, dominated, immobilized, restrained, slowed, or stunned.
Superior Fortitude: Resist all 6 vs ongoing.
Superior Will: Save against daze/stun at start of turn.

Conditions/Temporary Effects:
Nightmare Vortex (Encounter): Whenever an enemy starts its turn within 3 squares of Xeletoth, Xeletoth slides that enemy 6 squares and slows it until the start of his next turn.
Regeneration 2 (While Bloodied, Encounter):
Regeneration 5 (While Bloodied, and in zone):

Power Points: 1

Non At-Will Powers:

Wild Talent
Wrathful Warrior
True Grit

Battle Aspect
Mental Triumph

Living Fortress
Nightmare Vortex
Shattered Time

Item Powers:

Amulet of Health

Staggering Longsword
Dragonrider Armor

The_Snark
2011-09-27, 06:09 PM
Bethan hisses with fury as the illithid vanishes once more, thwarted. This game of cat-and-mouse is becoming very tiresome. She looks around locates it yet again, jogs after it; but the mental pressure exerted by the aberration presses heavily on her mind, weighing her down.

Standard Action: Menacing Presence versus the illithid
Attacks vs. AC [roll0], [roll1]
Hit: [roll2] damage plus 6 radiant and necrotic
Miss: Half damage
Effect: Any enemy that starts its turn adjacent to Bethan takes a -2 penalty to AC until the end of its next turn

The illithid has teleported by the time Bethan acts, meaning this no longer applies. She moves towards the illithid instead.

Stat block:Bethan Deeproot (http://www.myth-weavers.com/sheetview.php?sheetid=315436), Human Avenger, Ardent Champion

HP 39/88 Bloodied 44 Healing Surge 22 (6/9) Conditions: Regeneration 5 while bloodied and in the zone, regeneration 2 while bloodied, dazed (save ends)
AC 28 Fort 23 Reflex 24 Will28 Speed 6
Action points: 0
Other: Enemies must spend 1 extra square of movement to enter each space adjacent to you (antipathy gloves); while adjacent to oath of enmity target, all other enemies treat adjacent squares as difficult terrain

Powers:
Overwhelming Strike
Radiant Vengeance
Avenging Echo
Fury's Advance
Inexorable Pursuit
Fanatical Flurry (paragon path)
Strength of ManyMenacing Presence
Blade of Repulsion

Heroic Effort (racial)
Channel Divinity (Abjure Undead, Divine Guidance)
Oath of Enmity
Distracting Flare
Refocus Enmity
Oath of the Relentless Hunter

Item Powers:
Antipathy Gloves

NecroRebel
2011-09-27, 07:50 PM
Most of the attacks made on the aberration are not enough to make it pause, as it is able to easily read the intents of its assailants and bend itself out of the way. Xeletoth's assault, however, comes close enough to make it nervous, and once more reality warps to its will, leaving it in the corner of the room behind Redeye. The halfling suddenly feels the creature's mind pressing against his, giving him one, terrible command: KILL THE PRIESTESS

Round 7 Summary:Benek, Hruul, Mai-Sal, and Redeye all miss.

Xeletoth's attack is interrupted by Illithid teleporting to B20.

Bethan's attack cannot occur, as she is dazed and not within charging range, so she instead moves to D15.

Enemy Actions:Illithid uses Enslave on Redeye (ranged 10).

[roll0] Forced reroll by Second Chance: 22
On hit, dominated, +5 Will, and immune to the illithid's Mind Blast power (save ends all). Spend your 1 action per round attempting to hurt Bethan as much as possible (remember that she's Dazed, thus you get combat advantage against her) Use at-will attacks and abilities only.

Battle Status:Initiative:Benek: 27
Hruul: 24
Mai-Sal: 20
Redeye: 20
Xeletoth: 15
Bethan: 14
Illithid: 9

Battle Map:http://img339.imageshack.us/img339/8277/battle2map.jpg

Enemy Status:Illithid is bloodied, under Bethan's Oath of Enmity, and marked by Xeletoth until he uses Battlemind's Demand (-167 hp)

Ally Status:Hruul: 34/75 hp, 7/8 surges
Bloodied, regenerates 2 while bloodied, regenerates 5 while bloodied in zone

Xeletoth: 61/98 hp, 14/15 surges
Regenerates 2 while bloodied

Benek: 46/89 hp, 9/11 surges
Dazed (save ends), regenerates 2 while bloodied, regenerates 5 while bloodied in zone

Redeye: 41/76 hp, 3/8 surges
Regenerates 5 while bloodied in zone

Mai-Sal: 30/80 hp, 10/11 surges
Bloodied, regenerates 2 while bloodied, regenerates 5 while bloodied in zone

Bethan: 39/88 hp, 4/9 surges
Bloodied, dazed (save ends), regenerates 2 while bloodied, regenerates 5 while bloodied in zone

kladams707
2011-09-29, 02:19 PM
Mai-Sal decided this wasn't the time to pull anymore punches . "Stay back everyone," she warned. No sooner did she say that then a dark, yellow cloud of sulfur filled the area around the illithid.

Then she realized the problem with that idea. Instead, a blast of force emanated from her, knowing that the mindflayer would at least feel some of the attack


Attack: Dragon's teeth vs reflex. close blast 5 against all enemies, half damage on miss (damage roll in ooc forthcoming to correct

[roll0]
[roll1]




Mai-Sal Frostborn (http://www.myth-weavers.com/sheetview.php?sheetid=326172), Earth Genasi Wizard|Swordmage, Spellstorm Mage
Init +10 HP 35/80 Bloodied 40 Healing Surge 20 (1 used /11)
AC 27 Fort 20 Reflex 20 Will 20 Speed 7
Str 11 (0) Con 18 (+4) Dex 12 (+1) Int 21 (+5) Wis 15 (+2) Cha 11 (0)

salt3d
2011-09-29, 04:54 PM
Benek takes a step towards the ilithid but fails to notice the table. He crashes into it, tumbling over the top but miraculously landing on his feet before staggering a few steps further.

ActionsMove Action: Move to B12.

Saving Throw vs. dazed: [roll0]
Benek
Benek (http://dl.dropbox.com/u/24340532/DnD/Characters/Benek.pdf) - Male Goliath Fighter, Stoneblessed

Current Effects: Battle Fury Stance (+4 power bonus to damage, -2 penalty to AC).

Passive Perception: 18, Passive Insight: 18

AC: 28 (currently 26), Fort: 26, Reflex: 24, Will: 23

HP: 46/89, Temp HP:
Bloodied: 44, Surge Value: 22, Surges remaining: 9/11

Powers:
Cleave
Weapon Master's Strike
Action Point [ ]
Second Wind [ ]
Steel Serpent Strike [x]
Bull Charge [x]
Weapon Master's Gambit [ ]
Mountain Sweep [x]
Stone's Endurance [x]
Battle Fury Stance [x]
Ignore Weakness [x]
Driving Attack [ ]
Brutal Advance [x]
Shift the Battlefield [ ]
Mighty Surge [ ]

Son_of_Meepo
2011-09-30, 01:05 PM
Redeye focuses on the pain caused to the Illithid through Mal-Sai's spell, creating a feedback loop that while ainful to the halfling himself gives him insight into the weaknesses of the mind flayer.

ActionsPainful Delusions: Redeye takes 5 damage. The Illithid grants Combat Advantage (save ends).
Start of Turn: Redeye regenerates 5 hit points. (The 5 damage on Mal-Sai's turn bloodies Redeye.)
Move: C19
Minor: Sustain Invitation to Defeat (Enemies are weakened while adjacent to Redeye and take 4 psychic damage once per turn when they take damage).
Standard: Disheartening StrikeAttack: [roll0] vs AC
Hit: [roll1] damage and the mind flayer takes a -2 penalty to attack rolls until the end of Redeye's next turn.

RedeyeRedeye - Male Halfling Ardent|Rogue Phrenic Invader

Current Effects: None

Passive Perception: 23, Passive Insight: 18

AC: 27 (41 vs OA), Fort: 21 (26 vs OA), Reflex: 28 (33 vs OA), Will: 24 (29 vs OA)

HP: 41/76, Temp HP: 0
Bloodied: 38, Surge Value: 19, Surges remaining: 3/8

AP: 0

PP: 0/4

Powers:
Disheartening Strike
Energizing Strike
Fleeting Ghost
Acrobat Boots
Second Wind [x]
Second Chance [x]
Unbalanced Mind [x]
Ardent Surge [x]
Opening Move [ ]
Lashing Blade [x]
Phrenic Strike [ ]
Daring Gamble [ ]
Warding Mind [ ]
Hounding Assault [ ]
Invitation to Defeat [x]
Profit from Weakness [ ]
Painful Revelations [x]
Moradin's Blessing of Iron [ ]
Sacrificial Drow Long Knife [ ]
Baffling Cape [ ]

Surrealistik
2011-09-30, 01:34 PM
An infuriated sneer says everything about Xeletoth's disposition as he storms towards the fleeing aberration. Wild lightning and fierce winds crash and howl violently about the psychic maelstrom he projects, mirroring the half-elf's inner turbulence and rage.

Thrusting out a hand, he slams the squid-faced monster back and forth, trapping the foul creature within Redeye's enervating presence.

2x Move Action: Move 10 squares to E17

Flayer's Turn (Subject to change):

Free Action: Nightmare Vortex
Effect: Flayer is slid 1 squares to B19, then 1 square back to B20. Flayer is slowed until the start of Xeletoth's next turn.

Stat Block:Xeletoth (http://dl.dropbox.com/u/713896/DnD4e%20-%20Xeletoth%20L11%20-%20Adroit.pdf), Half-Elf Battlemind, Adroit Explorer

THP: 0 HP 61/98 Bloodied 49 Healing Surge 24 (14/15)
AC 29 Fort 26 Reflex 24 Will 26 (-2) Speed 5
Action Points: 0

Permanent Effects:
Heavy Blade Expertise: +2 all defenses vs OAs.
Avandra's Blessing of Confidence: Resist 5 to all damage against OAs. +1 item bonus to saving throws against effects that render you dazed, dominated, immobilized, restrained, slowed, or stunned.
Superior Fortitude: Resist all 6 vs ongoing.
Superior Will: Save against daze/stun at start of turn.

Conditions/Temporary Effects:
Nightmare Vortex (Encounter): Whenever an enemy starts its turn within 3 squares of Xeletoth, Xeletoth slides that enemy 6 squares and slows it until the start of his next turn.
Regeneration 2 (While Bloodied, Encounter):
Regeneration 5 (While Bloodied, and in zone):

Power Points: 1

Non At-Will Powers:

Wild Talent [X]
Wrathful Warrior [X]
True Grit [X]

Battle Aspect [ ]
Mental Triumph [ ]

Living Fortress [ ]
Nightmare Vortex [X]
Shattered Time [ ]

Item Powers:

Amulet of Health [ ]

Staggering Longsword [ ]
Dragonrider Armor [ ]

The_Snark
2011-09-30, 04:35 PM
Bethan pursues the flayer doggedly, clumsy yet inexorable. She reaches the end of the table and hops down, landing heavily; but from there it's just two steps before the illithid is within reach of her long blade. She swings at the very edge of her reach, trying to catch it off-guard.

Start of turn: Regenerate 5 hit points
Standard: Charge to B19 or C19 (whichever isn't occupied) and attack
Attacks versus AC [roll0], [roll1]
Hit: [roll]1d12+10[/roll damage Critical hit! Bethan deals 28 damage plus 6 radiant and necrotic plus ongoing 10 (save ends).
End of turn: Save against dazed [roll2]

Stat block:Bethan Deeproot (http://www.myth-weavers.com/sheetview.php?sheetid=315436), Human Avenger, Ardent Champion

HP 44/88 Bloodied 44 Healing Surge 22 (6/9) Conditions: Regeneration 5 while bloodied and in the zone, regeneration 2 while bloodied
AC 28 Fort 23 Reflex 24 Will28 Speed 6
Action points: 0
Other: Enemies must spend 1 extra square of movement to enter each space adjacent to you (antipathy gloves); while adjacent to oath of enmity target, all other enemies treat adjacent squares as difficult terrain

Powers:
Overwhelming Strike
Radiant Vengeance
Avenging Echo
Fury's Advance
Inexorable Pursuit
Fanatical Flurry (paragon path)
Strength of ManyMenacing Presence
Blade of Repulsion

Heroic Effort (racial)
Channel Divinity (Abjure Undead, Divine Guidance)
Oath of Enmity
Distracting Flare
Refocus Enmity
Oath of the Relentless Hunter

Item Powers:
Antipathy Gloves

Stijl
2011-10-01, 12:06 AM
Hruul turns slowly to find the creature as he teleports across the room again. Era follows the Illithid, appearing behind Bethan, and with a swirl of primal energy, provides enough energy to take a second swing against the foe she had just charged. Era reappears beside Hruul in the middle of the room, waiting to see where the Illithid will appear next.

Actions
Minor: Dismiss Spirit Companion
Free Action: Summon Era to C19
Standard: Spirit Infusion on Bethan. Era is dismissed, and Berthan can make a MBA at +2 to hit, +5 to damage.
Move -> Minor: Summon Era to D11.

Hruul
Male Shardmind Shaman, Animist

Current Effects: 2 Regen while bloodied.

Passive Perception: 27, Passive Insight: 25

AC: 24, Fort: 20, Reflex: 23, Will: 27

HP: 36/75, Temp HP:
Bloodied: 37, Surge Value: 18, Surges remaining: 7/8
Action Points: 0

Encounter Powers:
[ ] Scorching Sands
[X] Granite Armor
[X] Call to the Howling Storm
[X] Hateful Binding
[X] [X] Healing Spirit
[X] Shard Swarm
[ ] Speak with Spirits
[ ] Arcane Mutterings
[ ] Light of the Crimson Sun
[X] Call forth the Spirit World

Daily Powers:
[X] Spirit of the Healing Flood
[ ] Shrieking Wind Spirits
[X] Spirit of Autumn's Reaping
[ ] Panther Spirit Leather Armor (Item)
[X] Relentless Spirit

The_Snark
2011-10-01, 12:25 AM
Normally, there is a moment of respite in between two-handed sword strokes; the swordsman (or woman, in this case) has to take a second or two to halt their blade's movements and gather strength for another blow. It's an unavoidable consequence of the longblade's size and weight. But for just a moment, as primal energy flows into Bethan, she has the strength of the earth itself. Her sword reverses direction in an instant, flying towards the beleaguered flayer for the second time in as many seconds.

Attacks versus AC: [roll0], [roll1]
Hit: [roll2] Critical hit again; 42 damage plus 6 radiant and necrotic. See OOC for rolls.

NecroRebel
2011-10-01, 12:52 PM
The creature shrieks in agony as Bethan's skillful strikes cleave apart its slimy flesh, leaving great, gaping wounds across its torso. Blood flows from its many wounds as it attempts to project its pain onto yours while fleeing behind panels on the north end of the chamber.

End Round 8 Summary:Benek moves.

Mai-Sal attacks, but misses, dealing 6 damage.

Redeye moves, weakening the creature, but his attack misses.

Xeletoth moves.

Bethan charges and gets a critical hit for a total of 28 damage and 10 ongoing damage.

Hruul resummons Era, leaving the spirit in D11, and allows Bethan to get another critical hit for a total of 52 damage.

Enemy Actions:Illithid uses Mind Blast from B15-F19 (close blast 5), removes the panel between A20 and B20, and shifts to A19.

Crit! 14 damage after Weakness
[roll1]
[roll2]
[roll3]
[roll4] (halve for Weakness) psychic damage and dazes (save ends).
Half (Quarter for Weakness) on miss.

Saving Throws:
[roll=vs. CA (RA)]1d20+2 Edit: Guess it doesn't like parentheses in the brackets. Roll was a 21 total.
[roll6]

Recharge Rolls:
[roll7]
[roll8]
[roll9]

Battle Status:Initiative:Benek: 27
Mai-Sal: 20
Redeye: 20
Xeletoth: 15
Bethan: 14
Hruul: 13
Illithid: 9

Battle Map:Surrealistik pointed out that Bethan produces a zone around herself that makes it harder for enemies to move, so the illithid couldn't have shifted. So, it's instead still in B20 and weakened.

http://img189.imageshack.us/img189/8277/battle2map.jpg

Enemy Status:Illithid is bloodied, under Bethan's Oath of Enmity, slowed until the beginning of Xeletoth's next turn, weakened while adjacent to Redeye, and taking 10 ongoing damage until save (-273 hp)

At this point, I doubt any more healing is going to happen, so I'm just going to forgo doing ally status.