Almost as the words leave Dorvin's mouth, he, Quillan and Nayce reduce the derro to a bloody pulp on the floor. The remaining ambushers exchange glances.
Suicidally insane, Am1 and Am3 move to flank Isari, shrouding themselves in darkness as they do so and blinding Isari and Rusty in the process.
Enclosing Darkness. Close burst 1 zone to end derro's next turn. Derro ambushers can see through it, but other creatures in the cloud are blinded. Cloud provides full cover.
Attack: 1d20+13=23 - Am1 v Isari. Miss
Attack: 1d20+13=33 - Am3 v Isari. Crit.
Damage: 10 untyped, plus 6 poision, plus 5 for CA.
21hp damage to Isari.
The other ambusher wraps more shadows around itself and heads towards the lift.
Amenephus - BLOODIED; (second wind used); ongoing 5 poison damage (se)
Isari - BLOODIED; blinded by enclosing darkness
Derro Artillery 1
Derro Artillery 2
Rusty - (second wind used); blinded by enclosing darkness
Nayce
Dorvin - (second wind used)
Quillan - +2 to damage and speed, +5 Athletics to end encounter
Derro Ambusher 1 - BLOODIED; full cover to end next turn (-5 to hit)
Derro Ambusher 3 - takes 1d6+2 if moving away from Isari before end his next turn; full cover to end next turn (-5 to hit)
Derro Ambusher 4 - full cover to end next turn (-5 to hit)
That power only allows the basic attacks on a miss, by the way.
It's still deader than dead. Your attack hit and took it down to single figures, so either of Quillan's attacks would have finished it off completely. I'd edit out the comment including Nayce the pulpy bloodiness, but I'm out of the window to do that.
Divine light engulfs the group in front of Amenephus and as it dies away, the party sees that one derro has been incinerated and the other is bloodied. In contrast, both Isari and Rusty feel energised by the holy power.
Rusty is no longer blinded as the source of the blindness is dead.
Amenephus
Spoiler:
For future reference, when rolling area attacks, you need to roll the attack for each opponent, but only one set of damage which applies to all you hit.
Isari - BLOODIED; blinded by enclosing darkness
Derro Artillery 1
Derro Artillery 2
Rusty - (second wind used)
Nayce
Dorvin - (second wind used)
Quillan - +2 to damage and speed, +5 Athletics to end encounter
Derro Ambusher 3 - takes 1d6+2 if moving away from Isari before end his next turn; full cover to end next turn (-5 to hit)
Derro Ambusher 4 - full cover to end next turn (-5 to hit)
Amenephus - BLOODIED; (second wind used)
Tell me about Ambusher 4. What is granting him his cover? Is the door in the way open or closed? Do we still have line of sight? I don't like these little buggers getting away.
Tell me about Ambusher 4. What is granting him his cover? Is the door in the way open or closed? Do we still have line of sight? I don't like these little buggers getting away.
He's granted cover by his Cloud of Darkness power - the same thing that's blinding Isari courtesy of Am3. The gate to the lift is open. You have line of sight, but you attack him at -5 due to the dark swirling shadows wrapped around him.
Nayce runs after the fleeing ambusher and attempts to drag it back into the room with a shadowy noose.
Move to L12. Executioner's Noose on Am4. 1d20 + 6 ⇒ (14) + 6 = 20 vs Fortitude (includes the -5 penalty). 1d6 + 11 ⇒ (6) + 11 = 17 force damage on a hit, pulling him to M12 and making him slowed to the end of my next turn. I'll put a shroud on him too.
Dorvin - (second wind used)
Quillan - +2 to damage and speed, +5 Athletics to end encounter
Derro Ambusher 3 - takes 1d6+2 if moving away from Isari before end his next turn; full cover to end next turn (-5 to hit)
Derro Ambusher 4 - BLOODIED full cover to end next turn (-5 to hit; slowed to end Nayce's next turn; one shroud
Amenephus - BLOODIED; (second wind used)
Isari - +2 all defenses to start next turn (second wind used); blinded by enclosing darkness
Derro Artillery 1 - BLOODIED
Derro Artillery 2
Rusty - (second wind used)
Nayce
Shift to D11. Brash Assault vs Am3. 1d20 + 11 ⇒ (16) + 11 = 27
1d10 + 5 ⇒ (3) + 5 = 8 Am3 can make a free basic melee attack against me with CA. IF Am3 makes this attack, Isari can make a basic melee attack against AM3 and has CA for it!
Dorvin leaps at one of the ambushers and yells, "C'mon then, c'mon!"
Quillan - +2 to damage and speed, +5 Athletics to end encounter
Derro Ambusher 3 - takes 1d6+2 if moving away from Isari before end his next turn; full cover to end next turn (-5 to hit)
Derro Ambusher 4 - BLOODIED full cover to end next turn (-5 to hit; slowed to end Nayce's next turn; one shroud
Amenephus - BLOODIED; (second wind used)
Isari - +2 all defenses to start next turn (second wind used); blinded by enclosing darkness
Derro Artillery 1 - BLOODIED
Derro Artillery 2
Rusty - (second wind used)
Nayce
Dorvin - (second wind used)
Even blinded, Isari's blade hisses home, just catching the derro while it is offguard. The cloud of darkness disappears as the creature slumps dead to the ground.
Quillan - +2 to damage and speed, +5 Athletics to end encounter
Derro Ambusher 4 - BLOODIED full cover to end next turn (-5 to hit; slowed to end Nayce's next turn; one shroud
Amenephus - BLOODIED; (second wind used)
Isari - +2 all defenses to start next turn (second wind used); blinded by enclosing darkness
Derro Artillery 1 - BLOODIED
Derro Artillery 2
Rusty - (second wind used)
Nayce
Dorvin - (second wind used)
Not sure if this is only on my end, but the map coordinates are barely showing on the image right now, like they've been mostly cut off.
"Get back here ya' little back biter!" shouts Quillan at the distant ambusher before once again charging ahead with speed uncharacteristic of his stout race.
After a quick prayer, the divine charge running through his muscles pours out of his hands and fills his weapon for a moment, which begins to spark and crackle with electricity. With a heavy overhand swipe, Quillan crashes the axe into the derro after muttering his ancient oath.
Move Action: Move to L11
Minor Action: Oath of Enmity on Am4
Standard Action: Sparking Wounds on Am4 w/ OoE
1d20 + 13 ⇒ (10) + 13 = 23 vs. AC
1d20 + 13 ⇒ (15) + 13 = 28 vs. AC
1d12 + 13 ⇒ (10) + 13 = 23 damage and on a hit, every enemy next to Am4 takes 5 fire and lightning damage at the end of his next turn. If no enemies are next to him, then he takes 5 fire and lightning damage.
Quillan's uncanny sprint ends in a blow which shakes the chamber. Sparks fly and lightning crackles into the ambusher as it is crushed into oblivion.
Quillan
Spoiler:
It's a quirk of Photobucket. The edges get eaten quite often, particularly during complex combats for some reason. This is why I always keep a blank copy on the account so I can re-do it when it gets bad. Like now :)
Amenephus - add +8 to your healed hp. +3 for your Wis bonus and +5 for your Beacon earlier in the combat. You also give a +2 to someone's next attack on A1. I've given it to Isari as he's the next up, unless you've got some rampant objection to that.
Restoring himself, Amenephus sends a blade of divine light lancing into the threatening, but bloodied, artillery.
Isari dashes over to the derro and slashes at it as he places his aegis on the other.
Move to D5 and use Chilling Blow on A1(takes 2 Cold damage each time it attacks before end of my next turn if hit) and placing my Aegis of Shielding on A2.1d20 + 15 ⇒ (13) + 15 = 28
Isari's blow is enough to finish the A1 as ice forms in its wounds. The last derro drops his crossbow and heads towards the dropped bombard at Amenephus's feet. Picking it up, he shifts backwards, taking refuge behind the shield and glares madly at the party.
Move to bombard.
Minor to pick up bombard.
Move to shift away.
With an enraged roar, Rusty thuds towards the last standing foe and bloodies it with a single sweep of his blade.
In the distance, more disturbing howling can be heard.
Nayce
Dorvin - (second wind used)
Quillan - +2 to damage and speed, +5 Athletics to end encounter
Amenephus - BLOODIED; (second wind used)
Isari - +2 all defenses to start next turn (second wind used); +2 to next attack on A1
Derro Artillery 2 - under Isari's Aegis of Shielding; +4 AC while holding bombard; slowed to end Rusty's next turn
Rusty - (second wind used)
Nayce sends his shadowy noose after the remaining artillery.
Shroud on Artillery 2. Executioner's Noose using said shroud. 1d20 + 11 ⇒ (3) + 11 = 14 vs Fortitude. 1d6 + 11 ⇒ (1) + 11 = 12 force damage and it is slowed until the end of my next turn. 1d6 ⇒ 6 shroud damage. I will decline to pull it anywhere.
DM:
DM, you mentioned the possibility of swapping out powers, etc, once we've had a chance to do a combat or two. I'd like to dump my "Inescapable Blade" at-will. It's not particularly useful, and I've hardly used it.
Dorvin - (second wind used)
Quillan - +2 to damage and speed, +5 Athletics to end encounter
Amenephus - (second wind used)
Isari - +2 all defenses to start next turn (second wind used); +2 to next attack on A1
Derro Artillery 2 - under Isari's Aegis of Shielding; +4 AC while holding bombard; slowed to end Rusty's next turn
Rusty - (second wind used)
Nayce
Quillan - +2 to damage and speed, +5 Athletics to end encounter
Amenephus - (second wind used)
Isari - +2 all defenses to start next turn (second wind used); +2 to next attack on A1
Derro Artillery 2 - under Isari's Aegis of Shielding; +4 AC while holding bombard; slowed to end Rusty's next turn
Rusty - (second wind used)
Nayce
Dorvin - (second wind used)
As I've used a Channel Divinity power, I mark the target until the end of my next turn, and an ally within 5 squares (that takes in everyone) can expend a healing surge - anyone fancy it?
Amenephus then expends an action point and hits him again with a basic melee attack:
The cackle dies on the derro's lips as Quillan swings hard and true. Bar the sound of the unearthly howling from the dark corridor, silence fills the chamber once more and the party surveys the scene of carnage before them.
Now, the emaciated bodies of the slaughters settlers are mingled with the abominable derro and their crazed weapons.
OUT OF COMBAT. Please take 1083XP each, bringing you to a total of 14549. Tough battle.
Ah. Amenephus posted while I was calculating XP :D. Keep the power and the AP old chap. It was dead before you got to it.
"What now?" asks Quillan while wiping the gore off of his notched executioner's axe.
"Somethin' in brewin' in these halls to be sure. I'm not thinkin' we're ready to dice into the depths just yet though until we're better prepared. Perhaps Nayce may be willin' to scout a bit though?"
Using one more surge to bring me to 69/74 HP and 6/8 surges.
Rev:
I may want to change out one of my own At-Will powers. I haven't used Focused Fury once in 2 battles now. I'm sure it may come in handy eventually but I'd rather have something with better utility so I'll probably take Leading Strike instead.
"What now?" asks Quillan while wiping the gore off of his notched executioner's axe.
"Somethin' in brewin' in these halls to be sure. I'm not thinkin' we're ready to dice into the depths just yet though until we're better prepared. Perhaps Nayce may be willin' to scout a bit though?"
Using one more surge to bring me to 69/74 HP and 6/8 surges.
** spoiler omitted **
"I think some careful scouting may be well-advised, but first we need to find a place to regroup. A few of you took some nasty blows there."
I'm all for scouting, but I could use the short rest too - I'd like my encounter powers back before scouting, just in case.
It's the nature of pbp that plot points can get a little lost over the weeks that pass in combat. I'd just remind you that you came down in response to the Citadel-shaking noises caused by Vianna (the dwarf girl) turning into a gold dragon and ripping open the gates that let the derro in. She then went down the Great Staircase opposite in dwarf form.
You have been commissioned by Varden Redfell and Father Jappe to find out why the elementals have left their posts in the Hearthforges and to see if anything is amiss with Abelard the Fire Shepherd. Neither Father Jappe nor Varden know about the newly opened gate, Vianna's transformation or the abrupt arrival of the derro. The one survivor of the blood-soaked ritual you found also went down the Great Staircase.
We should tell the bods upstairs and short rest. I'd also like to rebuild Dorvin a bit as there is a Warlord build in Martial Power 2 that is perfect for him.
We should tell the bods upstairs and short rest. I'd also like to rebuild Dorvin a bit as there is a Warlord build in Martial Power 2 that is perfect for him.
Feel free on the rebuild. Just don't change the basic class/race combo. If you need to change stats around, please check with me first. Oh, and equipment is what it is. No change there at this point.
"Quick rest it is, but we can't be stoppin' just now. As soon as these grunts don't show their faces again then this place'll likely be crawlin' with the vermin. Fightin' a dozen of 'em was bad enough."
Wow, this is a tough situation. Do we go down the Great Stairs after Vianna and the survivor, with our backs to more derro raiders? Or do we go after the derro, which could turn out to be a never-ending fight?
Maybe we can ask the miners to help barricade the derro tunnel. We can then go after Vianna more securely.