| Thom Verikal |
What about Thom dropping a Circle of Protection on it, if I can hit it it shouldpush the Vestige away from the group, and allow Barel to get free, I hope.
Daily utility 10:
KEYWORDS Arcane, Implement, Zone
You weave a circle of protective runes that guard your allies and can draw power from your familiar for greater strength.
Standard Action, Area Burst 1 within 20 squares
Effect: The burst becomes a zone of protection until the end of your next turn. You and allies gain resist to all damage equal to your Intelligence modifier (+5) while in the zone. Enemies must spend 2 extra squares of movement to enter the zone. You make an attack.
Target: Each enemy in burst
Attack: Intelligence +15 vs. Fortitude
Arcane Familiar: Add a +4 power bonus to the attack roll if
your familiar is in the burst.
Hit: Push the target from the burst's origin square to a space outside the zone. You cannot push the target when doing so causes the target to take damage or make a saving throw.
Sustain Minor: The effect persists.
| Arishat |
@Rev
Vengeance is Mine. The Vestige attacked Arishat, and this is an immediate reaction she can respond with. She makes a basic melee attack, and one ally within 5 squares can move their speed and make a basic melee attack on the same target. Would that let Barel move, and if so would he then not be engulfed?
| Arishat |
Arishat bares her teeth as the Vestige strikes her. "Hurt me, will you? Have some of this." She stabs furiously at it, and realises Barel is in that area. "Barel. Move! Hit the thing!" As reinforcement for her command, her helmet glows for a moment.
Immediate reaction; Vengeance is Mine; Attack the vestige, 1d20 + 17 ⇒ (20) + 17 = 37
Damage, 1d10 + 9 ⇒ (6) + 9 = 15
Free Action; use Daily power of Helm of Heroes, when you grant a basic attack to an ally you can instead grant them a standard action
Barel can move his speed and make a standard action.
Thinking: Barel can Aid Another with a standard action, help Thom's spell go off.
| Barel Dlode |
Indeed Barel propels himself from the creature with speed seldom seen in a dwarf. He pushes with his feet and rockets out of the creature, trying to add to any power that Thom sends towards this creature. After exiting the tortured thing, he heads past Arishat and Tavar holding his hammer and shield at arms length, trying to break any tendrils that are holding his teammates.
"Way to go Arishat!!!"
Move action: to P23
Standard action: aid Thom.
Do we want to all delay until after Thom to see if we got everyone free? If we do, we can all act after Thom but before the vestige and get the heck out of here?!
| Rev DM |
Thanks to Arishat's quick thinking, Barel emerges at surprising speed from the depths of nightmare and rapidly makes his way towards Thom.
Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.
Note that the Tortured Vestige has an aura 5. Enemies within the aura take a -2 penalty to attack rolls, skill checks and ability checks.
Skill challenge:
8 successes/0 failures
Lynore
Arishat - +2 all defenses to start next turn (used second wind); grabbed (se); taking 10 ongoing necrotic (se)
Barel - in boiling cloud form
Kidlat
Tavar - grabbed (se); taking 10 ongoing necrotic (se)
Thom
Tortured Vestige
| Lynore |
free: Assassin's Shroud #3 on Vestige 3d6 + 9 ⇒ (5, 1, 3) + 9 = 18 does 2d6+6 on miss, brutal 1 on Inescapable shadow 1d6 ⇒ 1 reroll, 1d6 ⇒ 3 reroll 2
Move: Shadow Step to U26
Standard: Inescapable Shadow to T21 1d20 + 16 ⇒ (20) + 16 = 36 vs ac; 2d8 + 14 ⇒ (6, 6) + 14 = 26 CRIT :) + 3d6 ⇒ (4, 5, 3) = 12 62 damage on that hit
AP: Gloom Thief 1d20 + 16 ⇒ (4) + 16 = 20 vs ac; 2d8 + 14 ⇒ (1, 4) + 14 = 19 and I am invisible until the end of my next turn
minor: Stalker's form-minor action, you assume a shadowy form that lasts until you make an attack roll or until the end of your next turn. While in this form, you are insubstantial, and you gain vulnerable 5 radiant. In addition, you can make Stealth checks to become hidden if you have any cover or concealment, and you can use cover granted by your allies both to become hidden and to remain hidden. sustain minor, 1/day you can become phased until the end of your next turn (Stalker's Form)
"I am coming for your Barel, try and push your way through."
Lynore dives into the shadows appearing next to the Cleric before disappearing again and exploding out of the shadows. Lynore seems to be staggered from her follow up swing, before fading into the background.
| Rev DM |
Lynore - Barel's out already (i.e. before your last set of actions). It got a little confusing, but Arishat used an immediate interrupt that allowed him a move. Do you want to keep the attack roll and the power?
The group suggestion is that you should aid Thom in trying to push the Vestige away so you can go through the portal. You can do whatever you prefer of course, but this is a slightly delicate situation, so I'm checking first.
| Rev DM |
You can keep the 20 for your next attack roll or skill check. You don't need to roll at all to aid Thom, you just need to be within melee range of him. Apologies for this being so confusing, but it's a very tricky scenario and I don't want anyone to feel cheated :)
Just let me know where you'd like to move to, and I'll update the map.
Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.
Note that the Tortured Vestige has an aura 5. Enemies within the aura take a -2 penalty to attack rolls, skill checks and ability checks.
Skill challenge:
8 successes/0 failures
Lynore - to confirm position
Arishat - +2 all defenses to start next turn (used second wind); grabbed (se); taking 10 ongoing necrotic (se)
Barel - in boiling cloud form
Kidlat
Tavar - grabbed (se); taking 10 ongoing necrotic (se)
Thom
Tortured Vestige
| Rev DM |
Lynore shreds the fabric of space as she leaps to Thom's side readying herself to help him.
Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.
Note that the Tortured Vestige has an aura 5. Enemies within the aura take a -2 penalty to attack rolls, skill checks and ability checks.
Skill challenge:
8 successes/0 failures
Arishat - +2 all defenses to start next turn (used second wind); grabbed (se); taking 10 ongoing necrotic (se)
Kidlat
Tavar - grabbed (se); taking 10 ongoing necrotic (se)
Thom
Barel - in boiling cloud form; readied action to help Thom
Lynore - readied action to help Thom
Tortured Vestige
| Arishat |
27/81 hit points; 5/8 surges
"Let go of me." Arishat tries to struggle free of the creatures grip. Regardless of her success, she draws her spear back and thrusts, hard. "Hit the thing. Aim for the weak points." She glares around. "Come on Tavar, we can get out of this."
Move action; Athletics check to break the grab 1d20 + 12 ⇒ (5) + 12 = 17
Standard action; Lead the attack; attack roll 1d20 + 15 ⇒ (4) + 15 = 19; damage 3d10 + 9 ⇒ (5, 5, 10) + 9 = 29; on hit, all allies within 10 squares gain a +5 attack bonus against the vestige till the end of my next turn; on a miss, all allies with 10 gain a +1 attack bonus teomnt
Inspiring Word on Tavar, he can spend a healing surge and regain an additional 3d6 ⇒ (2, 1, 2) = 5 hit points.
| Rev DM |
Arishat struggles, but can do no more than guide her friends and heal Tavar.
Still grabbed. Can I have a save v ongoing necrotic please?
Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.
Note that the Tortured Vestige has an aura 5. Enemies within the aura take a -2 penalty to attack rolls, skill checks and ability checks.
Skill challenge:
8 successes/0 failures
Kidlat
Tavar - grabbed (se); taking 10 ongoing necrotic (se)
Thom
Barel - in boiling cloud form; readied action to help Thom
Lynore - readied action to help Thom
Tortured Vestige
Arishat - +2 all defenses to start next turn (used second wind); grabbed (se); taking 10 ongoing necrotic (se)
| Rev DM |
Acting for Kidlat. He is going to move adjacent to Tavar and make an Athletics v Monster Fort check to try and free him.
Kidlat moves to Tavar and yanks.
1d20 + 12 ⇒ (13) + 12 = 25 - Argh. So close ... can anyone give me a swift aid another here? DC16 will do it.
Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.
Note that the Tortured Vestige has an aura 5. Enemies within the aura take a -2 penalty to attack rolls, skill checks and ability checks.
Skill challenge:
8 successes/0 failures
Tavar - grabbed (se); taking 10 ongoing necrotic (se)
Thom
Barel - in boiling cloud form; readied action to help Thom
Lynore - readied action to help Thom
Tortured Vestige
Arishat - +2 all defenses to start next turn (used second wind); grabbed (se); taking 10 ongoing necrotic (se)
Kidlat
| Rev DM |
Ugh. I hate that dice roller. It was a 28, not a 25. Not that it makes any difference, really.
Thom does what he can, but his help is not enough. Tavar is still trapped by the Vestige.
Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.
Note that the Tortured Vestige has an aura 5. Enemies within the aura take a -2 penalty to attack rolls, skill checks and ability checks.
Skill challenge:
8 successes/0 failures
Tavar - grabbed (se); taking 10 ongoing necrotic (se)
Thom
Barel - in boiling cloud form; readied action to help Thom
Lynore - readied action to help Thom
Tortured Vestige
Arishat - +2 all defenses to start next turn (used second wind); grabbed (se); taking 10 ongoing necrotic (se)
Kidlat
| Rev DM |
Tavar struggles in the Vestige's grip, but the thing is simply too strong for him.
Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.
Note that the Tortured Vestige has an aura 5. Enemies within the aura take a -2 penalty to attack rolls, skill checks and ability checks.
Skill challenge:
8 successes/0 failures
Thom
Barel - in boiling cloud form; readied action to help Thom
Lynore - readied action to help Thom
Tortured Vestige
Arishat - +2 all defenses to start next turn (used second wind); grabbed (se); taking 10 ongoing necrotic (se)
Kidlat
Tavar - grabbed (se); taking 10 ongoing necrotic (se)
| Thom Verikal |
OK Thom will delay until just before the tortured Visage actions, and get the +4 for the AA bonuses
Thom waits until the very last second, and...
Circle of Protection:
KEYWORDS Arcane, Implement, Zone
You weave a circle of protective runes that guard your allies and can draw power from your familiar for greater strength.
Standard Action, Area Burst 1 within 20 squares At S21
Effect: The burst becomes a zone of protection until the end of your next turn. You and allies gain resist to all damage equal to your Intelligence modifier (+5) while in the zone. Enemies must spend 2 extra squares of movement to enter the zone. You make an attack.
Target: Each enemy in burst
Attack: Intelligence 1d20 + 15 + 4 + 2 ⇒ (11) + 15 + 4 + 2 = 32 vs. Fortitude
Arcane Familiar: Add a +4 power bonus to the attack roll if
your familiar is in the burst.
Hit: Push the target from the burst's origin square to a space outside the zone. You cannot push the target when doing so causes the target to take damage or make a saving throw.
Sustain Minor: The effect persists.
| Rev DM |
Thom calls on all the resources available to him and hurls a circle of protection around Arishat and Tavar, breaking the grip of the Vestige. Banished, the creature reaches once more, seeking to overwhelm the comrades.
Teleporting to menace the wizard, it extends misty tendrils once more reaching over the portal. Kidlat swings doll-like in its grasp and is inexorably drawn into the Vestige's being.
Lashing Mist (AC). Four mist tendril attacks on up to four creatures, no more than two per target. 10 ongoing necrotic on hit. If both attacks hit, target is grabbed.
Targets Kidlat x 2, Barel and Thom
1d20 + 25 ⇒ (20) + 25 = 45 - Vestige v Barel. Hits. Crit
1d20 + 25 ⇒ (5) + 25 = 30 - Vestige v Kidlat. Hits
1d20 + 25 ⇒ (19) + 25 = 44 - Vestige v Kidlat. Hits
1d20 + 25 ⇒ (7) + 25 = 32 - Vestige v Thom. Hits
25 damage to Barel and 10 ongoing necrotic (se)
2d8 + 9 ⇒ (7, 5) + 9 = 21 - damage to Kidlat (first attack)
2d8 + 9 ⇒ (7, 1) + 9 = 17 - damgage to Kidlat (second attack)
38 damage to Kidlat and 10 ongoing necrotic (se)
2d8 + 9 ⇒ (1, 2) + 9 = 12 - damage to Thom
12 damage to Thom and 10 ongoing necrotic (se)
Engulf (Will) v Kidlat
1d20 + 23 ⇒ (6) + 23 = 29. Hits
2d10 ⇒ (9, 2) = 11 untyped plus 2d10 ⇒ (7, 10) = 17 necrotic.
17 damage to Kidlat and he is engulfed.
55 total damage to Kidlat and his is bloodied.
Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.
Note that the Tortured Vestige has an aura 5. Enemies within the aura take a -2 penalty to attack rolls, skill checks and ability checks.
Skill challenge:
8 successes/0 failures
Arishat - +2 all defenses to start next turn (used second wind); taking 10 ongoing necrotic (se)
Kidlat - BLOODIED; 42/96 hp; engulfed; taking 10 ongoing necrotic (se)
Tavar - taking 10 ongoing necrotic (se)
Thom - taking 10 ongoing necrotic (se)
Barel - in boiling cloud form; taking 10 ongoing necrotic (se)
Lynore - invisible until she attacks
Tortured Vestige
| Arishat |
17/81 hit points; 5/8 surges; ongoing 10 necrotic (se); used second wind, defences normal
"We're going to have to kill the thing, I think." She tries to suit action to words, moving closer to the vestige and striking at it. And muttering under her breath, "Come on, Ari, you're good at this."
Move to T24
Standard: Stand the Fallen; targetting the Vestige, Attack roll 1d20 + 15 ⇒ (14) + 15 = 29, Damage 3d10 + 9 ⇒ (7, 9, 6) + 9 = 31
Effect: All allies within 5 squares can spend a healing surge and recover an additional 3 hit points
Minor: Inspiring Word on Arishat, spend a healing surge and recover an extra 3d6 ⇒ (2, 6, 3) = 11 hit points, and make a saving throw against necrotic damage with a bonus 1d20 + 2 ⇒ (19) + 2 = 21
Saving Throw against necrotic, if that one fails 1d20 ⇒ 20
Edit: Now on 48/81 hit points, 4/8 surges, no ongoing damage.
| Rev DM |
Arishat swings, misses and disappears through the portal as Kidlat bellows from the depths of the Vestige. You can just make out his words.
"Run! I can teleport clear. Run, now."
Suiting the action to the words, he does just that, breaking free of the Vestige and entering the portal himself.
Armathor's step to top of portal and vanish
1d20 ⇒ 1 - save v ongoing necrotic.
Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.
Note that the Tortured Vestige has an aura 5. Enemies within the aura take a -2 penalty to attack rolls, skill checks and ability checks.
Skill challenge:
8 successes/0 failures
Tavar - taking 10 ongoing necrotic (se)
Thom - taking 10 ongoing necrotic (se)
Barel - in boiling cloud form; taking 10 ongoing necrotic (se)
Lynore - invisible until she attacks
Tortured Vestige
Arishat - (used second wind); elsewhere
Kidlat - BLOODIED; 56/96 hp/ 5/10 surges; taking 10 ongoing necrotic (se); elsewhere
Arishat/Kidlat ONLY
Group 2 Portal
You strike the floor hard, landing within a domed chamber. A circle of runes in the ceiling marks the portal through which you've just passed. Your eye is drawn to a great green face carved into the stone of the floor beside you. The graven image of a horned devil stares up blindly - eyes blank, mouth opened to reveal a space of dead black within it. A single word has been scrawled into stone beneath the face; "Devourer".
Glowing Stone archways are set around the chamber, each with white mist swirling inside. Between the arches, some twenty well-rotted humanoid corpses hang from the ceiling, entwined with chains that drip black ichor to the floor.
Apologies for the less-than-awe inspiring evocation of the Devourer. I'm not that great with Fractal Mapper.