Female Eladrin Wizard 9
Shae takes a moment to recover, and then also moves to examine the portculluses. "That was a rather interesting fight." she opines while resting. Spend a surge. Search: 1d20 + 10 ⇒ (6) + 10 = 16 HP: 56/56
Female Eladrin Wizard 9
I'm back. Sorry for the protracted absence, was in the hospital. FIne now, though, and raring to get back. Shae works on trying to free herself from the paralysis. Save: 1d20 ⇒ 1 However, she doesn't manage to do so. HP: 42/56
Female Eladrin Wizard 9
"Thanks!" Shae calls out to Otto, and flicks him a smile before turning her focus back onto the enemies. This time, however, she changes tactics, and instead of calling down elemental destruction, she attacks the Eidolon's mind. Phantasmal Assailant, using Wand of Accuracy with it as a free action. Targets Will. 1d20 + 14 ⇒ (7) + 14 = 21. On hit: 2d10 + 10 ⇒ (2, 8) + 10 = 20 psychic damage. In addition, he takes continuing 5 psychic damage and grants CA to my allies (save ends both.) My own save vs immobilize: 1d20 ⇒ 18 HP: 49/56
Female Eladrin Wizard 9
As the second ghoul tries to bite her, a mystic shield springs up around Shae. Shield, from my scepter. Kicks my AC to 26, and turns hit into miss, so I take 10 and immobilized from the first, nothing from the second, and then the 15 from the big guy. Bloodied. HP: 25/56
Female Eladrin Wizard 9
As the ghoul grabs at Shae, she's no longer there. However, she doesn't fall back to safety, she moves to attack. Fey Escape feat: I may use fey step in reaction to being grabbed, immobilized, or restrained. I'll teleport two squares west, putting me on the other side of Ghoul 7. The zone of acid fades away as Shae takes in the tactical situation before unleashing more magic. This time, the magic is fire, waves of it radiating from her body, leaving her friends untouched, but burning the enemy. [ooc]Her acid zone ends at the start of her turn. Fire Shroud, Close burst 3, enemies only. Targets Fort. Ghoul 3: 1d20 + 12 ⇒ (12) + 12 = 24, Ghoul 4: 1d20 + 12 ⇒ (10) + 12 = 22, Ghoul 7: 1d20 + 12 ⇒ (20) + 12 = 32, Ghoul 8: 1d20 + 12 ⇒ (19) + 12 = 31, Reaper Wraith: 1d20 + 12 ⇒ (14) + 12 = 26. On hit: 1d8 + 10 ⇒ (7) + 10 = 17 fire damage, and continuing 7 fire damage (se). Ghoul 7 was crit so he takes 2d6 + 18 ⇒ (1, 5) + 18 = 24 fire damage and continuing 7 fire damage (se). As the fires die down, blades of force energy manifest around her. Minor: Guardian Blades. Enemies who start thier turn adjacent to me, or move adjacent to me, take 6 force damage. HP: 50/56
Female Eladrin Wizard 9
Even as Manny's Ice Storm ends, more death falls on the ghouls in back as Shae hits them as well. Same 4 all the way in the back, hitting with Corrosive Mists, targets Fort: Front Top: 1d20 + 12 ⇒ (13) + 12 = 25, Front Bottom: 1d20 + 12 ⇒ (6) + 12 = 18, Back Top: 1d20 + 12 ⇒ (3) + 12 = 15 and Back Bottom: 1d20 + 12 ⇒ (10) + 12 = 22. Damage: 2d8 + 6 ⇒ (6, 2) + 6 = 14 acid damage and the whole back hall is filled with an acid mist until the start of my next turn. Any creature that starts it's turn in the zone, or enters it, takes 6 acid damage. HP: 56/56
Female Eladrin Wizard 9
Shae ponders for a little while, sitting on her disc, before she speaks. "It would seem to me, and I may well be wrong, that the words would indicate that the Sleeper is in some sort of stasis state, where it cannot dream. Once removed from the state - awoken - then it can once more dream. It's dreams will call out to this 'That Which Waits Beyond the Stars', which given the nature of this Cult, would likely not be something that wants to cavort in flowers and have tea parties. It would seem that the logical thing to do is find the Sleeper, and either destroy it, or make sure it cannot dream, before it calls to whatever 'That Which Waits beyond the Stars is'"
Female Eladrin Wizard 9
"I think I can get us down, one at a time." Shae says, as she consults her spellbook. Fabes, what I'm thinking is the Floating Disc ritual. It's 3 feet around, so Shae and one person should be able to be on it. Her minimum arcana check is 21, so it can hold at least 500 pounds. With a move of 5, it would take a while to move us all down to the ledge, but, I think it's possible. Would that work? Even if I can't use it as an elevator for everyone, one at a time, it will be how I get to the ledge in any event.
Female Eladrin Wizard 9
"No matter where we camp, we'll have some danger. We're not safe, but I see no other options." Shae will then perform 2 rituals to help conceal us: Create Campsite: Spirits set up the site and prepare a meal with our supplies and the roll determines the perception target number for the camp to be noticed. Nature: 1d20 + 10 ⇒ (18) + 10 = 28 and Explorer's Fire: This alters the light of a fire, so that it cannot be seen from more then 5 squares away. It does not alter heat or sound from the fire. There is a roll, but the ritual doesn't say what it's for. Arcana: 1d20 + 17 ⇒ (3) + 17 = 20
Female Eladrin Wizard 9
Shae stays where she is, focusing internally to adjust her magic. Use refocus to swap Melf's Acid Arrow for Wizards Fury. HP: 28/56
Female Eladrin Wizard 9
Save: 1d20 ⇒ 16. Made that one. One surge spent, since it's all I have. I start this next fight bloodied and surge empty.
HP: 28/56
Female Eladrin Wizard 9
Sorry for slowness, busy day yesterday. Shae moves closer once more and tags the heretic with a magic missile. 3 east. 8 force to H4, save: 1d20 ⇒ 6. Fail again. HP: 17/56
Female Eladrin Wizard 9
My kitty condolences as well. Shae moves as she tries to put the fire out, and takes a shot if she sees an opponent. Move: 3 NE, then 4 east. If I can see either of the baddies, then 8 points of magic missile affection for that person. Save: 1d20 ⇒ 6. Fail. HP: 22/56
Female Eladrin Wizard 9
Shae sends a magic missile at a heretic, mostly, though, she's trying to put out the fires on her! 8 damage to H2. Save: 1d20 ⇒ 1. Fail. HP: 14/56
Female Eladrin Wizard 9
Shae moves slighty to the south, and then aims her scepter at some tieflings and rays of ice fire from it. Move two south, then use Icy Rays, one of the dailies from my Scepter of Winter, on Heretics 5 and 6. Targets reflex. H5: 1d20 + 12 ⇒ (4) + 12 = 16 and H6: 1d20 + 12 ⇒ (1) + 12 = 13. On hit: 1d10 + 10 ⇒ (1) + 10 = 11 cold damage and the target is immobilized until EOMNT HP: 26/56
Female Eladrin Wizard 9
As she tries to put the fires on herself out, Shae sends a magical missile at heretic 2. Ongoing damage bloodies me, 8 points for heretic 2, save: 1d20 ⇒ 10. Made the save. HP: 26/56
Female Eladrin Wizard 9
Shae moves slightly, the sends another blast of fire at the enemy. Shift 1 north, then Scorching Burst on the square south of heretic 2. It catches both lackeys and the heretic. Targets reflex. North lackey: 1d20 + 12 ⇒ (1) + 12 = 13, south lackey: 1d20 + 12 ⇒ (9) + 12 = 21, and heretic: 1d20 + 12 ⇒ (17) + 12 = 29. On hit: 1d10 + 6 ⇒ (6) + 6 = 12 fire damage. Saves vs Psychic: 1d20 ⇒ 16 and fire: 1d20 ⇒ 6. Made the first, will use Circlet of Second chances to reroll the second. 1d20 ⇒ 8. Fail again. HP: 31/56
Female Eladrin Wizard 9
Shae holds her ground, her blades flashing around her and calls a burst of fire up amidst a cluster of the foe. No move. Scorching burst vs the group of 3 cultists 7 SE of her. Targets reflex. 1d20 + 12 ⇒ (14) + 12 = 26, 1d20 + 12 ⇒ (6) + 12 = 18, 1d20 + 12 ⇒ (12) + 12 = 24. On hit: 1d10 + 6 ⇒ (9) + 6 = 15 fire damage. Save vs Ongoing: 1d20 ⇒ 8. Fail. HP: 32/56
Female Eladrin Wizard 9
Even as the acid mist rolls away, and her blades cut into the hippogriff, Shae is elsewhere. Fey Step. 2 South east, 1 south. As she reappears both her weapons flare as she casts, flames shoot from her blade, and spikes from her wand. Fire Shroud, close burst 3 getting enemies only. It hits Hippogryph, Berserker 2, Shadowblade 2, targets Fort. Hippo: 1d20 + 12 ⇒ (7) + 12 = 19, B2: 1d20 + 12 ⇒ (19) + 12 = 31, SB2: 1d20 + 12 ⇒ (6) + 12 = 18. On hit: 1d10 + 8 ⇒ (4) + 8 = 12 fire damage and ongoing 7 fire damage. AP. Skewering Spikes, same three targets vs reflex. Hippo: 1d20 + 12 ⇒ (18) + 12 = 30, B2: 1d20 + 12 ⇒ (9) + 12 = 21, SB2: 1d20 + 12 ⇒ (20) + 12 = 32. On hit: 1d10 + 8 ⇒ (9) + 8 = 17 damage. Crit on SB2. Damage becomes: 2d6 + 18 ⇒ (1, 1) + 18 = 20 Save: 1d20 ⇒ 3 HP: 45/56
Female Eladrin Wizard 9
Shaerynn keeps moving forward, then points her sword and chants and a mist of acid forms around the shadowblades. Move 2 east then 2 southeast. Corrosive Mist targeted 1 southwest of Shadowblade One. It's an area burst two, so it gets them both. Targets Fort. Attacks: SB1 1d20 + 12 ⇒ (13) + 12 = 25 and SB2 1d20 + 12 ⇒ (12) + 12 = 24. On hit: 2d8 + 10 ⇒ (1, 6) + 10 = 17 acid damage and any creature that starts or ends it's turn in the zone takes 6 acid damage. Zone lasts until EOMNT HP: 56/56
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