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  1. - Top - End - #91
    Barbarian in the Playground
     
    The Underlord's Avatar

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    Default Re: Glare of the Crimson Sun: IC

    "I may know what it is" He thinks about it. Ahhh, yes, this is one of the noble's guardian drakes .It is unlike most drakes I have seen, because it can detect tremors. I wonder where he got these. But no matter, they should not be a problem.
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    (1d20+11)[31] nature
    (1d20+4)[11] dungeoneering
    Last edited by The Underlord; 2012-03-09 at 10:12 PM.
    Quote Originally Posted by Kuulvheysoon
    The Underlord, you are clearly awesome.
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  2. - Top - End - #92
    Ogre in the Playground
     
    DrowGuy

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    Default Re: Glare of the Crimson Sun: IC

    The Damacules Estate:
    the lizard does not seem at all concerned by Hastur's waving branch. Though it does continue to hiss at the party, it does not take any movements towards them.
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  3. - Top - End - #93
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    Ascy's Avatar

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    Default Re: Glare of the Crimson Sun: IC

    Araz, Half-Elemental Artificer


    "Yeah, I'm pretty sure Damacules wouldn't like it if we kill his pet.
    But, well, it looks stupid enough, so let's just get past it."


    He draws a piece of dried meat from his backpack and throws it in the sand a couple of feet away from the entrance, hoping that the beast likes the taste as much as he does.

    "Go, get it! Good stupid lizard!"
    Last edited by Ascy; 2012-03-11 at 08:11 AM.

  4. - Top - End - #94
    Ogre in the Playground
     
    DrowGuy

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    Default Re: Glare of the Crimson Sun: IC

    The Damacules estate:
    The guard drake watches the food fly but makes no move towards it. You assume it has been trained too well. Suddenly however the drake tenses up. Its eyes widen, and it makes what you could best describe as a reptilian whimper, before rushing away into the olive groves.

    Cha'Ka
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    You feel a slight rumble coming from beneath the ground
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  5. - Top - End - #95
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    Default Re: Glare of the Crimson Sun: IC

    Quote Originally Posted by Ascy View Post
    Araz, Half-Elemental Artificer

    "Go, get it! Good stupid lizard!"
    Karak Grint, Discarded Golem

    "If he can sense movement underground," says Karak, "it is likely upset by the pests we are here to expel. It may be trained to stop at the estate's borders. I believe he would have already attacked us otherwise. We should not antagonise it needlessly."
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    There is a world of imagination
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    Quote Originally Posted by The Giant View Post
    But really, the important lesson here is this: Rather than making assumptions that don't fit with the text and then complaining about the text being wrong, why not just choose different assumptions that DO fit with the text?
    Ceterum autem censeo Hilgya malefica est

  6. - Top - End - #96
    Barbarian in the Playground
     
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    Default Re: Glare of the Crimson Sun: IC

    The thri-keen pauses. "Hold on.... I feel a slight temor. It could be the hejkin!".
    Last edited by The Underlord; 2012-03-11 at 08:41 PM.
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  7. - Top - End - #97
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    GnomeWizardGuy

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    Default Re: Glare of the Crimson Sun: IC

    Elebon, Half-Elf Battlemind

    Elebon pauses. "I don't feel anything, but it would explain the drake taking off. Keep watch."
    Emongnome

  8. - Top - End - #98
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    Default Re: Glare of the Crimson Sun: IC

    Karak Grint, Discarded Golem

    "Neither do I feel anything. But we should get ready in case they do come." Karak adjusts himself slightly, bringing his carapace and thigh to the combat position. "Distance yourselves from me. I will try to attract their attention."

    After giving the group a moment to move away (1-2 squares), Karak suddenly jumps into the air, and falls with a resounding hit, his 300 pounds smashing into the hard ground. He repeats it twice more. "It is my hope and expectation that they will be attracted to me. Those of you that do not desire close combat may desire to stand back."
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    There is a world of imagination
    Deep in the corners of your mind
    Where reality is an intruder
    And myth and legend thrive
    Quote Originally Posted by The Giant View Post
    But really, the important lesson here is this: Rather than making assumptions that don't fit with the text and then complaining about the text being wrong, why not just choose different assumptions that DO fit with the text?
    Ceterum autem censeo Hilgya malefica est

  9. - Top - End - #99
    Ogre in the Playground
     
    DrowGuy

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    Default Re: Glare of the Crimson Sun: IC

    The Damacules Estate:
    Karak's pounding says a series of shockwaves through the sand and Cha'Ka and feels the tremors pick up. Suddenly several hunched gibbering creatures like the ones Elabon describes burst from the ground. They leave no trace behind them, appearing for all intents and purposes as if they just rose from the earth like it was simple dust. Two pairs stand on either side of the path in front of you and you can see a slight static charge running between them. Another who is twitching erratically stands apart and lets out a loud high pitched gibber

    Hastur:
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    The Hejkin is speaking in a primitive dialect of Dwarven, Intruders, Tresspasers, Enemies, Foes! Ants Ants Ants Ants!


    Suddenly several Enormous Ants bigger than wolves burst from the Eastern Orchard. They scuttle erratically and pinch their mandibles madly, ready to rush towards you.

    ((Roll for Initiative! Gods I love saying that... I already placed you and the enemies on the battle map, so we'll start as soon as everyone has rolled))
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  10. - Top - End - #100
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    Default Re: Glare of the Crimson Sun: IC

    Karak Grint, Discarded Golem

    "My ploy seems to have succeeded" says Karak, looking all around him at the creatures popping out of the ground.

    Initiative - (1d20-1)[19]
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    There is a world of imagination
    Deep in the corners of your mind
    Where reality is an intruder
    And myth and legend thrive
    Quote Originally Posted by The Giant View Post
    But really, the important lesson here is this: Rather than making assumptions that don't fit with the text and then complaining about the text being wrong, why not just choose different assumptions that DO fit with the text?
    Ceterum autem censeo Hilgya malefica est

  11. - Top - End - #101
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    Default Re: Glare of the Crimson Sun: IC

    Anyone up for a friendly wager on body counts? Wait, I misspoke; I mean a competitive wager on body counts. Hastur laughs rakishly as he whips out his hand crossbows.
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    Initiative- (1d20+4)[18]


    ((yayy I get combat advantage on anyone who hasn't acted yet!!! :DDD))
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  12. - Top - End - #102
    Bugbear in the Playground
     
    GnomeWizardGuy

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    Default Re: Glare of the Crimson Sun: IC

    Elebon, Half-Elf Battlemind

    Elebon grips his alhulak tightly and holds his shield high as the ants approach. Despite having seen combat before, he's more nervous than normal. Nevertheless, he holds his ground in preparation for combat.

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    Initiative: (1d20+2)[4]
    Emongnome

  13. - Top - End - #103
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    Default Re: Glare of the Crimson Sun: IC

    Great he mutters. He grips his staff in two arms and prepares himself.
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    iniative (1d20+3)[5]
    Quote Originally Posted by Kuulvheysoon
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  14. - Top - End - #104
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    Default Re: Glare of the Crimson Sun: IC

    Araz, Half-Elemental Artificer

    Nervously, Araz grabs his obsidian blade tighter and takes off his hood.
    It has been a time since he last had to use it, and the odds were better then.
    Ah well, at least it's sharp. Always look at the positive., he thinks to himself, trying to calm his pulse.

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    Initiative - (1d20)[3]

  15. - Top - End - #105
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    DrowGuy

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    Default Re: Glare of the Crimson Sun: IC

    Initiative order is:
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    Hejkin
    Karak
    Hastur
    Ants
    Drake
    Twitching Hejkin
    Cha'Ka
    Elebon
    Araz

    Will post the hejkin's first move later today, pressed for time right now
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  16. - Top - End - #106
    Bugbear in the Playground
     
    GnomeWizardGuy

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    Default Re: Glare of the Crimson Sun: IC

    Elebon, Half-Elf Battlemind

    Elebon takes sight of a nearby hejkin. He telekinetically forces the creature toward him and compels it to attack him.

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    When Hejkin 4 starts its turn, Use Wild Focus to pull it from N14 to L17 (see below for power description).

    Wild Focus
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    Using a surge of telekinetic power, you yank an enemy toward you, forcing it to fight.
    Psionic
    Free Action -- Close burst 10
    Trigger: An enemy starts its first turn during an encounter.
    Target: The triggering enemy in the burst
    Effect: You pull the target a number of squares equal to your Charisma modifier and mark it until the end of your next turn.
    Emongnome

  17. - Top - End - #107
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    DrowGuy

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    Default Re: Glare of the Crimson Sun: IC

    The Damacules Eastate:
    As the Hejkin is brutally wrenched from its fellows, the other Hejkin quickly scamper after it, surrounding the main portion of the party and flanking Karak and Elebon, they slash out at Karak, Elebon and Araz viciously with their claws.

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    Hejkin 1: attack Elebon(1d20+8)[20] (CA) damage(1d8+3)[8] and Elebon is marked by it until the end of its next turn

    Hejkin 2: attack Araz (1d20+6)[10] damage(1d8+3)[10] Araz marked

    Hejkin 3: attack Karak (1d20+8)[15] (CA) damage(1d8+3)[7] Karak marked

    Hejkin 4: attack Karak (violating mark, they seem to consider him a greater threat) (1d20+8)[23] (CA) damage(1d8+3)[8] Karak marked if the other one didn't hit


    The Hejkin dragged by Elabon screeches in suprise as telkinetic force drags him between the two warriors. Sizing the two up the Hejkin slashes at the huge figure covered in the Mekillot carcase, scoring a blow through the Golem's stone carapace before shrieking in pain as Psionic energy batters its mind. The other Hejkin rush towards them, one blocked by Karak's shield and the other sidestepped by Araz. But one manages to glance Elabon with his claw while the Half-Elf is distracted by it's comrade.
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    8 damage to Karak and Elabon marked by Hejkin 4 and 1 respectively, 8 damage to Hejkin 4 from mind spike
    Last edited by Ravian; 2012-03-13 at 11:55 AM.
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  18. - Top - End - #108
    Bugbear in the Playground
     
    GnomeWizardGuy

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    Default Re: Glare of the Crimson Sun: IC

    Elebon, Half-Elf Battlemind

    Elebon lashes out with his alhulak at the hejkin attacking Karak. The weapon barely touches the creature, but it recoils from the staggering force of the attack.

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    Mind Spike: Hejkin 4 takes 8 force and psychic damage when it hit Karak.

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    Mind Spike
    You force your enemy to feel the pain that it inflicts on your friend.
    Force, Psionic, Psychic
    Immediate Reaction -- Melee 1
    Trigger: An adjacent enemy marked by you deals damage to your ally with an attack that doesn’t include you as a target
    Target: The triggering enemy
    Effect: The target takes force and psychic damage equal to the damage that its attack dealt to your ally.

    NOTE:
    The Wild Focus took place when Hejkin 4 started its turn, so it wouldn't be in place to provide flanking until the others attacked (assuming your posted order is indeed the order the creatures acted). Even though Elebon got hit, it probably isn't enough to worry about retconning, especially since his position affected where the rest went to.

    Also, Hejkin took a -2 to attack Karak, though it probably still hit.
    Emongnome

  19. - Top - End - #109
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    Default Re: Glare of the Crimson Sun: IC

    Karak Grint, Discarded Golem

    Karak ignores the hits received, even the one that cracks his skin. He deftly steps out of the flank and into one of his own, and tries to smack his attacker on the knees, although he misses. He continues to pound the ground, keeping their attention on him.

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    Karak
    HP 25/33 Bloodied 16 Healing Surge 8 (0 used /12)
    AC 19 Fort 15 Reflex 13 Will 14 Speed 6

    Move: shift to M16

    Standard: Weight of the Earth @Hej4
    to Hit AC - (1d20+9)[12] (inc. CA)
    Damage - (1d10+4)[5]
    If hit, slow him UEMNT

    Free: Nature's Wrath: Mark all around me until the end of my next turn
    Mark UEMNT Hej3 & Hej4.
    Last edited by Grey_Wolf_c; 2012-03-13 at 12:17 PM.
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    There is a world of imagination
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    Quote Originally Posted by The Giant View Post
    But really, the important lesson here is this: Rather than making assumptions that don't fit with the text and then complaining about the text being wrong, why not just choose different assumptions that DO fit with the text?
    Ceterum autem censeo Hilgya malefica est

  20. - Top - End - #110
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    Default Re: Glare of the Crimson Sun: IC

    Hastur sneaks forward into a nearby olive tree, and fires off a cheap-shot at the knees of the twitching creature in the back, aiming to hobble it. He does his best to keep out of sight to avoid detection from the ants.

    Spoiler
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    stealth check to stay hidden- (1d20+9)[13]
    Sneak attack on twitching hejekin-[roll]1d20+7+2[/roll]
    Regular damage- (2d6+4)[14]
    Sneak attack damage- (2d8)[12]
    Effects- slowed until the end of my next turn.


    ((sorry, i was going to post my action yesterday, but after i moved, i just couldn't get anything to load.))

    ((Darn, bad stealth roll. Any chance i can take ten? I'm unfamilier on how that works. No big deal if i can't though.))
    Last edited by TheKoalaNxtDoor; 2012-03-15 at 03:27 PM.
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  21. - Top - End - #111
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    TheKoalaNxtDoor's Avatar

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    Default Re: Glare of the Crimson Sun: IC

    ((dang, sorry I thought I was supposed t put my combat adavntage bonus seperately. Here's my attack roll.))

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    Attack roll-(1d20+9)[28]
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  22. - Top - End - #112
    Ogre in the Playground
     
    DrowGuy

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    Default Re: Glare of the Crimson Sun: IC

    The Damacules Estate:
    The Twitching Hejkin suddenly becomes stiff as Hastur's crossbow plunges into its hip. It shrieks as its blood pours out and paints the hard earth the color of the sun. It screeches in the direction of the ants
    Hastur:
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    Pain! Pain! Hurt! Ants! Ants! Find! Kill! Kill! Kill!

    The Ants blindly rush toward the olive tree Hastur is in. Not appearing to see him but sensing him all the same, snapping furiously with their mandibles.
    Spoiler
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    Sorry folks Ants have Tremor Sense! Though you still have cover
    Ant 1: attack (1d20+4)[24] 4 damage
    Ant 2: attack (1d20+4)[17] 4 damage
    Ant 3: attack (1d20+4)[13] 4 damage
    Ant 4: attack (1d20+4)[10] 4 damage


    Suddenly the guard drake rushes out from the olive tree savagely snapping at one of the ants attacking Hastur
    Spoiler
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    Bite at Ant 3 (1d20+7)[24] damage(1d10+9)[13]

    the Ant is shredded apart in the drake's fangs, the other ants quickly go into the frenzy, abandoning their assault on Hastur and surrounding the Drake instead
    Spoiler
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    Ants 1,2, and 4 shift 2 squares as a free action


    The twitching Hejkin limps to one of its allies, a look of rage on its gibbering face, suddenly it shouts with a single deep note like an earthquake that sends shockwaves through Karak, Elebon and Araz knocking them about
    Spoiler
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    Earth's Voice: close blast 5 (2d6+3)[12] thunder damage and pushes 3 squares and knocks prone anyone hit
    Karak: attack(1d20+5)[13] against fortitude
    Elebon: attack(1d20+5)[21] against fortitude
    Araz: attack(1d20+5)[15] against fortitude

    Karak manages to resist the shock waves, holding his stone body against the tremors, Elebon and Araz are not as lucky as the shockwaves knock them both to their feet, Elebon dashes his head against a rock on the ground as he falls, blood mixing with sand in a red silt.
    Last edited by Ravian; 2012-03-15 at 08:05 PM.
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  23. - Top - End - #113
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    The Underlord's Avatar

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    Default Re: Glare of the Crimson Sun: IC

    You shall burn he says ominously and throws a firey seed at an ant.
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    I'm presuming I can hit the ground automatically. He throws the seed at 013 P14 Until the start of my next turn the squares around burst into flame, dealing 4 fire damage whenever something enters it or starts there turn there. Since it only affects enemies it shouldn't hit the drake. I guess the flames part for it or something.
    Last edited by The Underlord; 2012-03-17 at 02:17 PM.
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  24. - Top - End - #114
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    GnomeWizardGuy

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    Default Re: Glare of the Crimson Sun: IC

    Elebon, Half-Elf Battlemind

    Elebon groans and spits out blood as he stands back up. Shaking off the daze, he grips his shield tight and starts spinning his alhulak around his head, facing west. "Watch out, Araz!" he shouts as he spins it wider and wider. He attempts to catch one of the hejkin with the alhulak while forcing back its ally.

    Spoiler
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    Move Action:
    Stand from prone.

    Minor Action:
    Battlemind's Demand on Hejkin 1, marking it.

    Standard Action:
    Concussive Spike (blast 3), targetting Hejkin 1
    ...Attack: (1d20+8)[19] vs. AC
    ...Hit: (1d8+4)[7] and push Hejkin 2 4 squares to F14

    Elebon smacks the hejkin in the head and with a surge of mental energy, pushes the other hejkin 20 feet away, keeping it off him and his allies temporarily.
    Last edited by Emongnome777; 2012-03-17 at 12:25 AM.
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  25. - Top - End - #115
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    Default Re: Glare of the Crimson Sun: IC

    Araz, Half-Elemental Artificer

    Still dizzy from the shockwave, Araz clumsily stands up, only to have him face one of the ugly creatures straight on.
    From the corner of his eye, he can see Elebon, hitting the Hejkin with his attack, and sees his opportunity. "Thanks!"
    He infuses his obsidian shard with a tiny bit of elemental power, sharpening its edge even more, and strikes at the foul monster.

    Spoiler
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    Move Action: Stand up from Prone
    Standard Action: Magic Weapon against Hejkin 1
    Attack vs. AC - (1d20+8)[18]
    Damage - (1d6+4)[9]
    On a Hit, each ally adjacent to Araz gains a +1 power bonus to attack rolls, and a +4 power bonus to damage rolls until the end of Araz' next turn.
    Minor Action: Healing Infusion: Resistive Formula on Elebon
    Elebon gains +1 power bonus to AC until the end of the encounter. You can end the bonus to gain temporary hit points equal to your healing surge value +4

    On the strike, the energy stored within the weapon disperses from the blade and clings to Elebon's alhulak.
    Last edited by Ascy; 2012-03-17 at 03:13 PM.

  26. - Top - End - #116
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    DrowGuy

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    Default Re: Glare of the Crimson Sun: IC

    The Damacules Estate:
    ((I'm going to roll for Cha'Ka to move things along))
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    (1d20+6)[26] vs Reflex (1d6)[6] fire damage


    The Ant is incinerated in the blaze, causing the others to jerk around erratically, appearing to begin to retreat, one of them manages to escape the blaze without catching fire, the drake is suprised by the flames and also perplexed that they appear to be ignoring it
    Spoiler
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    ants 1 and 2 shift to P9 and O12 respectively, this means that Ant 2 will not die at the start of its turn because it starts its turn outside the zone.


    The Hejkin begin throwing a fit as they watch the twitcher bleed from Hastur's Bolt. One scampers atop one of the boundary stones, clinging to it with its claws, while another spying Hastur in the trees, attempts to ignore Karak and kill the offender. The other two, finding themselves isolate from the rest of the pack attempt to burrow towards the wounded twitcher

    Spoiler
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    Hejkin 1 attempts to burrow to L15, provoking opportunity attacks from Araz and Elebon, ((I'm sure Elebon has some fancy Defender power to use, so I'll only roll for Araz's attack))
    (1d20+4)[24] damage(1d6+1)[4]

    Hejkin 2 burrows to K14 and readies an attack against anyone coming in range

    Hejkin 3 shifts to M15 and tries to attack Hastur through cover and violating Karak's mark
    (1d20+2)[10] damage(1d8+3)[5] and Hastur marked until end of next turn

    Hejkin 4 shifts to M17 atop the rock due to Earth Walk and attacks Karak (1d20+8)[15](CA) damage(1d8+3)[7] and Karak marked until end of next turn
    Last edited by Ravian; 2012-03-19 at 07:47 PM.
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  27. - Top - End - #117
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    Default Re: Glare of the Crimson Sun: IC

    Karak Grint, Discarded Golem

    The moment the Hejkin turns to attack his ally in the tree, Karak explodes into action, delivering an overhand blow at the Hejkin before he can even start his attack.

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    Immediate Interrupt (Hej 3 mark violation): Warden's Fury
    To Hit Fortitude - (1d20+7)[17] (Note: Vs. Fort, not AC)
    Damage - (1d10+4)[13], and he grants CA to me and my allies until the end of my next turn.

    My turn is next, but I'll wait for Elebon to take his MBA before moving.

    Ravian: moving away doesn't fire off the mark violation attacks, we just get the same MBAs everyone else gets, as far as I know. But it does mean we can actually get two attacks, one for violating the mark (immediate attack) while the other is an OA.

    Also, nice crits. First time I'm happy to see a DM rolling two crits in the same update
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  28. - Top - End - #118
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    GnomeWizardGuy

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    Default Re: Glare of the Crimson Sun: IC

    Elebon, Half-Elf Battlemind

    Elebon takes a swipe at the escaping Hejkin.

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    Unfortunately, my defender-ness doesn't include creatures simply walking into Mordor away. That's why I needed Melee Training so badly so my OA is respectable. Oh well, here goes nothing. Yeah, no mark punishment, etc., just a simple OA for the creature moving away like everyone else gets.

    OA vs. Hejkin 1
    ...Attack: (1d20+4)[13] vs. AC
    ...Hit: (1d8)[7]

    EDIT: Obviously a miss and he can't do anthing to stop the movement. NOTE: I did NOT update the spreadsheet (I can't from work).
    Last edited by Emongnome777; 2012-03-19 at 01:01 PM.
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  29. - Top - End - #119
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    Grey_Wolf_c's Avatar

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    Default Re: Glare of the Crimson Sun: IC

    Karak Grint, Discarded Golem

    Karak's eyes shine happily for a second, realising that the enemy, in its haste to protect their leader, has left themselves open to his favourite counter-attack. Stealing himself for the damage that is to come, he steps right into the middle of the melee, bracing himself as the furthest Hejkin takes a swipe at him, even as the one behind him feints from his high perch.

    But the attack is not enough to stop Karak, and as before, he jumps into the air, its powerful legs sending him high up. As he falls, the land around him trembles, and the Hejkin are left barely able to stand, much less move. While they are struggling to gain their footing, Karak takes advantage of it and spins his thighbone around, aiming at their heads.

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    Karak
    HP 25/33 Bloodied 16 Healing Surge 8 (0 used /12)
    AC 19 Fort 15 Reflex 13 Will 14

    Move: shift to L16, forcing Hej2 to use its attack on Karak
    Free: Mark all around (hej1, 2, 3, 4)

    (optional: if the attack bloodies Karak, minor: warforged resolve: gain 3 HP and 3 THP)

    Standard: Roots of Stone
    Close burst 1
    Effect: The burst creates a zone of rippling earth that
    lasts until the end of your next turn.
    To Hit Hej1 AC - (1d20+7)[14]
    To Hit Hej2 AC - (1d20+7)[20]
    To Hit Hej3 AC - (1d20+7)[16] +2 CA, if 17 was a hit in my previous post
    To Hit Hej4 AC - (1d20+7)[26]
    Damage - (1d10+4)[10]
    If any of the hit ones leave the zone (Emongnome: willingly or not, hint hint ), they are knocked prone and take 3 damage.
    Last edited by Grey_Wolf_c; 2012-03-19 at 01:28 PM.
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  30. - Top - End - #120
    Ogre in the Playground
     
    DrowGuy

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    Default Re: Glare of the Crimson Sun: IC

    The Hejkin that ignore Karak is struck soundly between the shoulder blades, staggering it. As the golem moves into the melee, one of the Hejkin slashes at him with its claws

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    (1d20+6)[19] damage(1d8+3)[10] and marked (though it doesn't matter since it ends on the same turn

    Karak flinches as the Hejkin's claws dig into his stone carapace, but refuses to give up, calling on his own reslience to lessen the blows effects.
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    Karak is bloodied, uses Warforged resilence and is no longer bloodied


    the Warden's attack staggers all but one of the Hejkin, who seems to be aided by the static going between it and one of the other Hejkin next to it, another is only barely hit as the electric energy between it and its fellows improves its reactions. 2 of the Hejkin are especially harmed, as the rocks beat their gnarly hide savagely.

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    Hejkin 3 and 4 are both bloodied
    Last edited by Ravian; 2012-03-19 at 08:09 PM.
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