Rev DM |
Yup, the glowstone can be dropped as part of Lanthair's standard action as a minor. If that makes sense.
Thom steps closer and unleashes a roll of thunder that wipes out one of the swarms and sends M3 reeling backwards. He is still dangerously exposed to an incoming zombie however.
Weakened though it is, the Maw continues to do sterling work on the side of the angels, keeping at some of the enemy occupied.
Arrow marks the gateway. You are currently on the stairs.
Swarms have aura 2. Enemies starting turn within aura take 5 damage plus 3 extra for each swarm adjacent.
Enemies starting adjacent to two or more swarms are slowed to start next turn.
Lanthair
James - DSA 1; concealment
Arishat
Barel - reach 1
Raya - weakened to end swarm's next turn; 13 damage start of turn due to swarm auras; prone; dazed (se)
Skeletal swarm 1 - slowed (zone)
Skeletal swarm 2
Skeletal swarm 3
Skeletal swarm 4
Skeletal swarm 5 - slowed (zone)
Skeletal swarm 6 - slowed (zone)
Zombie Slayer 1 - slowed (zone)
Zombie Slayer 3 - slowed (zone)
Zombie Slayer 4
Zombie Slayer 5 - slowed (zone)
Mangler 1 - slowed (zone)
Mangler 2 - cursed; slowed TEBarel's NT; marked by Raya; slowed (zone)
Deathdrinker Skeleton
Thom - Maw is weakened to end swarm's next turn
Lanthair |
Feel free to correct if I have done any of this incorrectly.
Lanthair rushes into the battle, striking at the largest of the abominations.
Storm's Wake movement technique to move to R3, avoiding OAs, to flank M2 with Raya. Storm's Wake: 1d20 + 23 ⇒ (14) + 23 = 37 vs Reflex on M2. 2d10 + 18 ⇒ (6, 9) + 18 = 33 damage on a hit. I will not push it because I like it where it is.
Send glowstone to P6 (one square N of Raya) to damage those radiant vulnerable creatures in the vicinity.
Rev DM |
Belated Happy Thanksgiving to those that celebrate it.
Lanthair's abrupt appearance on the scene clears the field of battle considerably. As he slams into the Mangler, it flails wildly, catching Barel and the halfling in its involuntary movement.
Immediate reaction to being hit. Mangler takes extra 10 damage and attacks close burst 1. On hit target is knocked prone.
1d20+24=32 v Raya. Miss.
1d20+22=42 v Barel. Crit.
1d20+22=34 v Lanthair. Hit.
2d12+4=16
28 damage to Barel and he is knocked prone.
16 damage to Lanthair and he is knocked prone.
Arrow marks the gateway. You are currently on the stairs.
Swarms have aura 2. Enemies starting turn within aura take 5 damage plus 3 extra for each swarm adjacent.
Enemies starting adjacent to two or more swarms are slowed to start next turn.
James - DSA 1; concealment
Arishat
Barel - reach 1; prone
Raya - weakened to end swarm's next turn; prone; dazed (se)
Skeletal swarm 3
Skeletal swarm 4
Skeletal swarm 5 - slowed (zone)
Zombie Slayer 3 - slowed (zone)
Zombie Slayer 4
Mangler 1 - slowed (zone)
Mangler 2 - cursed; slowed TEBarel's NT; marked by Raya; slowed (zone)
Deathdrinker Skeleton
Thom - Maw is weakened to end swarm's next turn
Lanthair - prone
Sir James Durham-Fairfax |
'Yes, keep near the others. They have their trap ready...' James thinks then as the bright illumination enhances the area , he knows his place. The warlock sticks to the shadows out of sight.
Calling upon his connection to the zombies, he tries to make it's head explode or at least the eyes temporarily lose their focus, however he is distracted.
He flits into the darkness out of sight of the dark skeletal mangler. 'He is my next target?...Good something tasty then.'
Minor: Curse Z3 & Z4
Standard: Eyebite Vs Z4 (will): 1d20 + 23 ⇒ (4) + 23 = 27
Damage: 1d6 + 17 ⇒ (3) + 17 = 20 (psychic & invisible to Z4 teojnt)
Move: to V13 Concelament Gained! Avoiding OA's where possible.
Did the zone burn up S1 & S2?
Rev DM |
Oddly, these do have vulnerability. I'm not sure why. It could be a misprint of course or just poor editing.
James slinks into the shadows, but remains visible to his victim. Dead Nerull's power is long gone, but his ancient purpose grants extreme willpower to his creatures.
Arrow marks the gateway. You are currently on the stairs.
Swarms have aura 2. Enemies starting turn within aura take 5 damage plus 3 extra for each swarm adjacent.
Enemies starting adjacent to two or more swarms are slowed to start next turn.
Arishat
Barel - reach 1; prone
Raya - weakened to end swarm's next turn; prone; dazed (se)
Skeletal swarm 3
Skeletal swarm 4
Skeletal swarm 5 - slowed (zone)
Zombie Slayer 3 - slowed (zone); cursed
Zombie Slayer 4 - cursed
Mangler 1 - slowed (zone)
Mangler 2 - cursed; slowed TEBarel's NT; marked by Raya; slowed (zone)
Deathdrinker Skeleton
Thom - Maw is weakened to end swarm's next turn
Lanthair - prone
James - DSA 1; concealment
Arishat |
"Well, nice to see everything is in position. Come on people, let's get rid of another of these vashvej." Suiting words to actions, she lashes out with her spear. "There's your target." She carefully moves to place herself between Thom and the onrushing zombies.
Hail of Steel vs M2, 1d20 + 22 ⇒ (1) + 22 = 23 vs AC, 2d10 + 10 ⇒ (1, 3) + 10 = 14 damage. All allies within 5 may make a basic attack against the target immediately as a free action.
Move to T8
Guardian Iatos |
if it were a OA, or Immediate Action, I could not swing, but it happens to be a free action, so dazed can sit this one out.
Disoriented and prone, Raya hacks at the Mangler 2 with the fell Ruinblade.
Virtuous Strike
1d20 + 22 ⇒ (14) + 22 = 36 for 1d10 + 1d10 + 10 ⇒ (1) + (2) + 10 = 13 radiant damage.
Rev DM |
Had a feeling that might be the case.
Arishat presents herself as a more tempting target than Thom with a brisk swish of her tail, but fails to stab her opponent.
Can one of you kind souls do something with Barel? He has fallen over.
Arrow marks the gateway. You are currently on the stairs.
Swarms have aura 2. Enemies starting turn within aura take 5 damage plus 3 extra for each swarm adjacent.
Enemies starting adjacent to two or more swarms are slowed to start next turn.
Barel - reach 1; prone
Raya - weakened to end swarm's next turn; prone; dazed (se)
Skeletal swarm 3
Skeletal swarm 4
Skeletal swarm 5 - slowed (zone)
Zombie Slayer 3 - slowed (zone); cursed
Zombie Slayer 4 - cursed
Mangler 1 - slowed (zone)
Mangler 2 - cursed; slowed TEBarel's NT; marked by Raya; slowed (zone)
Deathdrinker Skeleton
Thom - Maw is weakened to end swarm's next turn
Lanthair - prone
James - DSA 1; concealment
Arishat
Guardian Iatos |
Barel also overmarks Raya, much to her chagrin.
save vs daze 1d20 ⇒ 14
Eight damage taken from swarms, slowed USOMNT.
Raya clears her head, standing.
She hefts Ruinblade, the fell blade glowing a sickly, pallid light. She speaks quietly, "Dark minions...learn fear." as the terror longsword does its work.
Turn Undead
1d20 + 19 ⇒ (2) + 19 = 21 vs M1's will
1d20 + 19 ⇒ (18) + 19 = 37 vs M2's will
1d20 + 19 ⇒ (8) + 19 = 27 vs Z3's will
for 3d10 + 4 ⇒ (7, 2, 4) + 4 = 17
I choose to only push Z3, but since its a minion, if I hit, it goes poof.
She turns her head aside for a moment, a golden hue emanating about her.
Action Point! Tears of the Evergold
All enemies on the board (they are all within 10) suffer damage equal to their highest vulnerability.
She raises her off-hand, Lightning coursing about her fist, then booming against the Manglers.
Astral Thunder
1d20 + 19 ⇒ (6) + 19 = 25 vs M1's Fort
1d20 + 19 ⇒ (12) + 19 = 31 vs M2's Fort
1d20 + 19 ⇒ (19) + 19 = 38 vs Z3's Fort if Turn Undead missed
for 2d8 + 6 ⇒ (6, 4) + 6 = 16, the targets take damage equal to their radiant vulnerability, and are minus four to strikes UEOMNT
Rev DM |
Barel rises and swats viciously at the incoming Mangler, driving his hammer hard into its legs. Once more the creature retaliates instinctively, hurling Raya and Barel to the ground once more.
Imediate reaction: Takes 10 additional damage and flails in a close burst 1 (AC). On hit target is knocked prone.
1d20+22=42 v Barel. Crit. 28 damage
1d20+22=35 v Raya. Hits. 2d12+4=14
1d20+22=24 v Lanthair. Miss.
28 damage to Barel.
14 damage to Raya.
Both knocked prone.
On her knees, Raya hears Ruinblade's triumphant song scream through her head as she channels her power and the undead start to burn. No mere minion can stand against her. Divine light sears over the battlefield, wiping the minor undead away and severely wounding the remainder. James' helm glows as the dessicated souls fall and he absorbs their ancient energy.
The Manglers and the outsize skeleton maintain their attack, determined to oust these enemies of dead Nerull. The skeleton turns insubstantial and seems to grow more dangerous the closer it gets.
M1 attacks Raya
M2 attacks Barel
M3 attacks Arishat
1d20+22=37 v Raya. Hits. 2d12+11=30
1d20+22=36 v Barel. Hits. 2d12+11=18
1d20+22=33 v Arishat. Hits. 2d12+11=20
30 damage to Raya
18 damage to Barel
20 damage to Arishat
Damage totals this turn:
46 to Barel
44 to Raya
20 to Arishat
Arrow marks the gateway. You are currently on the stairs.
Swarms have aura 2. Enemies starting turn within aura take 5 damage plus 3 extra for each swarm adjacent.
Enemies starting adjacent to two or more swarms are slowed to start next turn.
Thom
Lanthair - prone
James - DSA 3; concealment
Arishat
Barel - reach 1; prone
Raya - used AP; prone
Mangler 1 - slowed (zone)
Mangler 2 - cursed; slowed TEBarel's NT; marked by Raya; slowed (zone)
Deathdrinker Skeleton - insubstantial and phasing to ENT
Thom Verikal |
Thom grits his teeth as he sees the Deathdrinker approaching. Gotta slow it down... He summons one of his favorite spells to do just that.
Standard: Entangling Force
RANGE Area burst 1 within 10 squares
TARGET Deathdrinker
A burst of force erupts around your enemies, knocking them off balance and impeding their movement.
Attack: Intelligence 1d20 + 20 ⇒ (20) + 20 = 40 vs. Reflex CRIT!
Hit: 3d6+14 MAX = 32 + CRIT 4d6 + 32 ⇒ (6, 4, 4, 4) + 32 = 50 force damage.
UEONT, the target is slowed and can't teleport, and it provokes opportunity attacks when it shifts.
Wand of Accuracy: On a miss, you deal 6 force damage to the target.
.
The Maw continues to chew away at M1.
Intelligence 1d20 + 19 ⇒ (16) + 19 = 35 vs. Reflex; 2d6 + 6 ⇒ (4, 2) + 6 = 12 damage.
Rev DM |
Hoping things get less hectic towards the end of next week. Still at the mercy of the school and the lovely way it has of springing things I didn't know about on me at no notice.
Even in its insubstantial state, Thom's desperate measures make an impact. The skeleton turns a baleful gaze on the mage, suggesting that if it ever gets him in its grasp it will not be a pleasant experience. The Maw clings on, taking another bite out of M1 and suffering a return attack as a result. The indiscriminate flailing slams into the Maw and Raya, pushing them both flat.
M1 immediate reaction - close burst 1 v Fort. Takes additional 10 damage. On hit target knocked prone.
Targets Maw, Raya
1d20+22=42 - crit v Maw (which I suspect demolishes it unless it can take 28 damage)
1d20+24=36 - v Raya. 2d12+4=18
28 damage to Maw. If still around, is now prone. Which is not an image I want.
14 damage to Raya
Arrow marks the gateway. You are currently on the stairs.
Swarms have aura 2. Enemies starting turn within aura take 5 damage plus 3 extra for each swarm adjacent.
Enemies starting adjacent to two or more swarms are slowed to start next turn.
Lanthair - prone
James - DSA 3; concealment
Arishat
Barel - reach 1; prone
Raya - used AP; prone
Mangler 1 - slowed (zone)
Mangler 2 - cursed; slowed TEBarel's NT; marked by Raya; slowed (zone)
Deathdrinker Skeleton - insubstantial and phasing to ENT; slowed, can't teleport and takes OAs on shift to end Thom's next turn
Thom