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"net.rptools.maptool.client.ui.zone.ZoneRenderer.getZone()" because
"zoneRenderer" is null error executing expression imp =
getImpersonated().
Error trace : powerBarEx@lib:BS <<< macroLink
Server started; please wait for map to refresh.
=^v^= has connected.
vonel has connected.
vonel is disconnected.
=^v^= is disconnected.
Riot has connected.
Riot is disconnected.
=^v^= has connected.
Riot has connected.
|
Ra'ven:
hi
|
vonel has connected.
Ganaroth has connected.
|
|
Ganaroth:
Hiya.
Sorry about Sunday, folks.
|
|
|
Riot:
All
good! Your mental health is more important than game
|
|
|
Ganaroth:
Doesn't
stop me from wanting both, though!
|
|
|
Ganaroth:
How
is you all?
|
|
|
Ganaroth:
Happy
to hear that.
|
|
|
Ganaroth:
Hmm.
Not good enough. Improve your level of happiness. (stern, but also
facetious.)
|
|
Ra'ven:
at
least I don't have to enhance my calm
|
|
|
Ganaroth:
I've
basically been wandering around the lower city all day, because
it's enormous and I have to steal everything. It is nice that I'm
able to now talk to people and stuff again, now that I found
Minsc. I didn't want to miss out on his interjections.
|
|
Ra'ven:
i'm
sorta torn on if I want my new durge playthorugh to just murder
the party members I don't intend on using
|
|
|
Ganaroth:
I
mean, if you kill too many of your party members, don't the other
non-evil ones have things to say about it?
|
|
Ra'ven:
shadowheart,
astorian and minthra are my intended party members
|
|
|
Riot:
I've
also seen the evil durge epilogue and uh. Woof.
|
|
|
Ganaroth:
Oh,
if you're going team evil, you should be fine.
|
|
Ra'ven:
chevo
says I must blood for the blood god
|
|
|
Ganaroth:
Should
probably be an offensive spellcaster, though.
|
|
|
Ganaroth:
Team
evil lacks AoE.
|
|
Ra'ven:
shadowheart
gets to be a light cleric explode everything
|
|
Ra'ven:
respec
says team evil gets whatever
|
|
|
Riot:
If
you kill Karlach I do NOT want to hear about it, at all, ever
|
|
|
Ganaroth:
I
mean, sure. But if you were going to keep their original stuff.
Shadowheart can blast, but since she needs to split her spells
between healing, buffing, and offense, she's less effective at it
than a dedicated sorceror or evoker wizard.
|
|
Ra'ven:
asti
gets monk/rogue, shadowheart gets light clierc aura death, durg
gets sir pali critsalot, minth is going to be a pew pew warlock
laser
|
|
|
Ganaroth:
Sure,
sounds good.
|
|
Ra'ven:
need
a mod for the meh shirt you get from killing karlach that says "I
killed the most popular muscle waifu and all i got was this shirt"
|
|
|
Ganaroth:
But
yeah, I'm just going to be sad about Karlach.
|
|
Ra'ven:
I
mean techincally she dies unless you specifically convince her
otherwise at the ending
|
|
|
Riot:
Yes
which I always do
|
|
|
Riot:
I
have never and will never watch the bad ending
|
|
|
Ganaroth:
Someone
really should make that mod, actually. Something I will literally
never need, but make the robe Mizora hands out to Wyll have that
T-shirt model.
|
|
Ra'ven:
I
mean her exploding and being free from the taint of the hells
evermore isn't exactlly a bad ending
|
|
|
Ganaroth:
It's
bad when I can do something to prevent it.
|
|
Ra'ven:
that's
like, half of the protag endings of dnd crpgs
|
|
|
Riot:
To
me it is because it's mean to the character after a lifetime of
shit already
|
|
|
Riot:
But
I am also a little baby and I acknowledge this
|
|
|
Ganaroth:
Which
protags are you talking about, Akaiku?
|
|
Ra'ven:
why
the other option is literally to banish her to hell to keep
fighting for her life
|
|
|
Ganaroth:
Alternatively,
go to hell with her and follow up on a promising lead involving a
strike on Bel's Forge in order to get her fixed.
|
|
Ra'ven:
anyways
speaking of dnd
|
|
Ra'ven:
we
should like
|
|
Ra'ven:
play
it
|
|
Ra'ven:
saving
her before the ending was cut content
|
|
Ra'ven:
or,
you know, half implemented then not finished so cut
|
|
|
Ganaroth:
It
is now content that exists.
|
|
|
Ganaroth:
So...
if you choose to let her die, that's on you now.
|
|
|
Riot:
The
Gondians + Dammon + all the infernal components etc in the Steel
Watch seem to have been the original intent to fix her
|
|
|
Riot:
Especially
what with all the comments specifically about the Steel Watch
using upgraded versions of her own engine
|
|
|
Ganaroth:
Yeah,
that seems like the original plan. But now it's going on a raid
with her postgame. And fuck if I'm going to let her die if all I
need to do to save her is go on another adventure.
|
|
Ra'ven:
actually
I'm saying that the lead the game ends with is false and she just
dies of old age fighting endless devils with her husbandu
|
Last time, there was fightan. The Emir summoned the other monster group
that Anand claimed would NOT be summoned, then ran through the doors
behind his throne (Literally through them, as though phasing). Anand was
absolutely incensed at his dishonorable action, and agreed to help kill
two of the summoned monsters alongside you, as compensation. She also
claimed that stern words were in the offing. Along with the Emir's
retreat, what seems to be some kind of security system that he called
Seeker activated, and is now bedeviling the group.
|
|
Ganaroth:
(It
is Kris's turn, and he is free to chop chop chop.)
|
=^v^=:
(( she also also suggested she would
say things that would be somewhat obnoxious for the Emir if we followed
up on, starting with 'hey has anyone checked the underside of the island
below this palice? ))
|
|
Ganaroth:
((Ah,
yes. She did indeed say that! Thanks for reminding me, so that I
won't be dumb and put that info in a letter somewhere or something
instead.))
|
|
Kris:
|
Dwarven
Armor - Power
: Free
|
|
Effect:
You regain hit points as if you had spent
a healing surge.
|
|
vonel:
(( what's the thp from Sera for item
daily? ))
|
Sera:
|
|
Whenever an ally uses a magic item's daily power,
that ally gains
10
temporary hit points.
|
|
|
Kris:
Gained 21 HP. Gained 10 temp HP.
HP:
62 / 85 + 10 temp.—
Surges:
11 / 12 —
APs:
0 —
Daily Items:
1
|
|
|
Ganaroth:
(I
just love how hilariously good at pseudohealing artificers are.)
|
|
Kris:
|
While his ally distracts his opponent, Kris lands yet
another blow.
|
|
|
|
(1) Dretch Swarm 1
|
—
|
Rolled
30
vs. AC
|
—
|
17
damage
.
|
|
Effect:
Until the end of the encounter, once per
round when an ally hits the target with a melee attack, you
can make a melee basic attack with combat advantage against
the target as a free action.
|
|
|
Kris:
|
Krises sword explodes into countless fragments hindering
his foes movements.
|
|
|
|
(1) Dretch Swarm 1
|
—
|
Rolled
37
vs. Reflex
|
—
|
15
force damage
.
CRIT:
16
force damage, plus 7 force damage.
|
|
|
|
(1) Dretch Lackey 8
|
—
|
Rolled
36
vs. Reflex
|
—
|
15
force damage
.
|
|
|
|
(1) Dretch Lackey 9
|
—
|
Rolled
31
vs. Reflex
|
—
|
15
force damage
.
|
|
|
|
(1) Dretch Lackey 10
|
—
|
Rolled
26
vs. Reflex
|
—
|
15
force damage
.
|
|
Hit:
the targets are slowed until the start of
your next turn.
|
|
Effect:
The burst creates a zone of difficult
terrain and any enemies that start their turn within the
zone or enter the zone take 5 force damage.
|
|
Special:
Kris losses his sword and cannot use it
to make attacks until the start of his next turn
|
|
|
|
Ganaroth:
(Okay.
Did you mean that ability to be an aread burst, or a close burst?)
|
|
|
Ganaroth:
(If
it's an area burst like the card says, there are several OAs about
to happen.)
|
|
|
Ganaroth:
(That
being said, those are all hits.)
|
vonel:
(( It's an area, and Kris has resist
10 all at the moment, so he figures he can tank what ever is coming. ))
=^v^=:
(( woo crit on the boss ))
vonel:
(( my 2d6+d12 keeps rolling like shit
on those apperantly. ))
|
Dretch Swarm 1:
|
|
|
(1) Kris
|
—
|
Rolled
30
vs. AC
( Hit )
|
—
|
19
damage
.
|
|
Hit:
and the target is slowed until the end of the
mob's next turn.
|
|
Apply
The
target is slowed until the end of the swarm's next turn.
|
|
|
Kris:
Suffered 9 dmg. Lost 0 HP and 9 temp
HP.
HP:
62 / 85 + 1 temp.—
Surges:
11 / 12 —
APs:
0 —
Daily Items:
1
|
|
Dretch Lackey 8:
|
|
|
(1) Kris
|
—
|
Rolled
24
vs. AC
( Miss )
|
—
|
12
damage
.
|
|
|
Dretch Lackey 10:
|
|
|
(1) Kris
|
—
|
Rolled
36
vs. AC
( Hit )
|
—
|
12
damage
.
|
|
|
Dretch Lackey 9:
|
|
|
(1) Kris
|
—
|
Rolled
25
vs. AC
( Miss )
|
—
|
12
damage
.
|
|
|
Kris:
Suffered 2 dmg. Lost 1 HP and 1 temp
HP.
HP:
61 / 85—
Surges:
11 / 12 —
APs:
0 —
Daily Items:
1
|
|
Hector Achilon:
(Sorry,
one moment)
|
|
Hector Achilon:
(Actually,
Kris, would you like to take a little less damage than that?)
|
|
Hector Achilon:
(You
know. Keep some thp.)
|
|
Hector Achilon:
|
Special:
When you use your Channel Divinity Power,
you may regain the use of this power.
|
|
|
Reduce the triggering attack's damage by
10
.
|
|
|
Hector Achilon:
(Like
that sort of thing.)
|
|
Hector Achilon:
(If
not, no big deal.)
|
vonel:
(( Sure, extra thp is good. ))
|
Hector Achilon:
|
Effect:
All of Hector's encounter attacks inflict
deafness until the end of his next turn in addition to their
normal effects. Whenever Hector hits a deafened enemy, an
ally within 5 squares gains a +2 power bonus to attack and
damage rolls. If an ally hits an enemy deafened by Hector,
the deafened condition last for another round.
|
|
Apply
All
of Hector's encounter attacks inflict deafness until the end
of his next turn in addition to their normal effects.
Whenever Hector hits a deafened enemy, an ally within 5
squares gains a +2 power bonus to attack and damage rolls
until the end of his next turn.
|
|
|
Kris:
Gained 1 HP. Gained 8 temp HP.
HP:
62 / 85 + 8 temp.—
Surges:
11 / 12 —
APs:
0 —
Daily Items:
1
|
vonel:
(( should now be correct for damage
rerduction. ))
|
Mezzodemon 3:
|
|
|
(2) Ra'ven
|
—
|
Rolled
17
vs. Fortitude
( Miss )
|
—
|
27
poison damage
.
|
|
|
|
(3) Lucky
|
—
|
Rolled
30
vs. Fortitude
( Hit )
|
—
|
16
poison damage
.
|
|
Hit:
and ongoing 5 poison damage (save ends).
|
|
|
Mezzodemon 3:
(Ugh.
27 damage. Need to fix that again.)
|
|
Ra'ven:
|
Really no good options, huh?
|
|
Trigger:
Ra'ven or her rider are attacked
|
|
Effect:
If Ra'ven is hit, her rider gains combat
advantage vs the attacker until the rider's next attack. If
the rider is hit, Ra'ven gets it. If both are hit, they both
get it.
|
|
|
Lucky:
Suffered 17 dmg.
HP:
14 / 73—
Surges:
4 / 6 —
APs:
0 —
Daily Items:
1
|
|
Mezzodemon 3:
(just
using the power again to expend it after checking the box. No
effects for this one.)
|
|
Mezzodemon 3:
|
Hit:
and ongoing 5 poison damage (save ends).
|
|
|
Mezzodemon 3:
I've finished my turn.
|
|
Anand, Iron Falcon:
|
Raging
Hydra Style and Tranquil Wind Style
|
|
Effect:
At the start of combat, Anand makes two
initiative checks. Anand takes a full turn on both
initiative counts. On one of these turns, Anand may use
Raging Hydra powers, while on the other turn she may use
Tranquil Wind powers. She can choose which set is available
on each of her turns, but each set may only be used once per
round, until the start of her next turn.
|
|
|
Anand, Iron Falcon:
|
Tranquil
Wind Hurricane Sweep
|
|
|
|
(1) Dretch Swarm 2
|
—
|
Rolled
25
vs. Reflex
|
—
|
23
damage
.
|
|
|
|
(2) Mezzodemon 1
|
—
|
Rolled
22
vs. Reflex
|
—
|
16
damage
.
|
|
Hit:
and the target must spend a standard action
to stand up (save ends).
|
|
Effect:
Anand knocks the target prone.
|
|
Click to toggle
|
" = "
|
Click to toggle
|
" »" bgcolor="#D6D7C6">
Click to toggle
|
|
Prone
|
|
on Selected Target(s)
|
|
Apply
The
target must spend a standard action to stand up. (save ends)
|
|
|
Mezzodemon 3:
(Two
hits.)
|
|
Anand, Iron Falcon:
"Silly,
silly demons. Even after all this conditioning, they still just
can't understand a plan."
|
|
Iron Falcon 2:
I've finished my turn.
|
|
Mezzodemon 1:
|
|
|
(2) Anand, Iron Falcon
|
—
|
Rolled
17
vs. AC
|
—
|
17
damage
.
|
|
Hit:
and the target is restrained and takes
ongoing 5 damage (save ends both). Until the effect ends,
the mezzodemon cannot use trident or skewering tines.
|
|
Apply
The
target is restrained and takes ongoing 5 damage (save ends
both). Until the effect ends, the mezzodemon cannot use
trident or skewering tines.
|
|
=^v^=:
(( oh hey I think prone people can't
oppertunity attack ))
|
Anand, Iron Falcon:
(Womp
womp.)
|
|
Anand, Iron Falcon:
(No,
they can. They just take the normal -2)
|
Ra'ven has received initiative.
|
Mezzodemon 1:
I've finished my turn.
|
:
Rolled
12.
Saving throw
|
|
|
Success:
Mezzodemon 1 has overcome Disabled icon.
|
|
=^v^=:
(( hmm, being slowed would really
suck ))
|
Anand, Iron Falcon:
"Seriously.
How hard is it to understand "If you aren't the first group called
in, don't eat anyone?" This is why they're only good as shock
troops."
|
|
Ra'ven provokes whatever
|
|
Seeker's Teleport:
|
Trigger:
A creature uses a ranged or area attack,
or moves willingly during its turn. Make the Seeker's
Teleport attack after the triggering attack or movement is
completed.
|
|
|
|
(8) Ra'ven
|
—
|
Rolled
24
vs. Will
( Miss )
|
|
|
Hit:
Roll 1d10
8
Depending on the roll, the target is teleported. 1: Teleport
1 Square NW, 2: Teleport 1 Square North, 3: Teleport 1
square NE, 4: Teleport 1 square West, 5: Teleport 1 square
East, 6: Teleport 1 square SW, 7: Teleport 1 square south,
8: Teleport 1 square SE, 9-10: Return to your starting
position, or teleport to a square beyond the range of your
attack to the target, or the furthest possible square if
that is not possible.
|
|
|
Ra'ven isn't actually done moving,
just the aoo possibly slowing matters
|
|
Anand, Iron Falcon:
(Well,
I missed, so no effect regardless.)
|
Riot:
(( brb ))
|
Anand, Iron Falcon:
(Also,
I forgot to do this and a different thing against Kris, but I
don't want to back up. Oh well.)
|
=^v^=:
(( ug I forgot to enumerate but
moving along with ra'ven is basically forced movement to the target so
it probably doesn't provoke for them as well as her when she provokes ))
|
Anand, Iron Falcon:
(That's
fine.)
|
=^v^=:
(( but proney demonswarm gets it's
bite? ))
|
Anand, Iron Falcon:
(I
mean... didn't you only shift?)
|
=^v^=:
(( no I'm moving, but that's the
first square to move to ))
|
Anand, Iron Falcon:
(Ok
then.)
|
|
Dretch Swarm 2:
|
|
|
(1) Ra'ven
|
—
|
Rolled
28
vs. AC
( Hit )
|
—
|
19
damage
.
|
|
Hit:
and the target is slowed until the end of the
mob's next turn.
|
|
Apply
The
target is slowed until the end of the swarm's next turn.
|
|
=^v^=:
(( figures ))
|
Anand, Iron Falcon:
(sympathy.
such are the risks of business.)
|
=^v^=:
(( damn you coin flips ))
|
Ra'ven:
|
Five
Storms (attack)
: close
burst 1
|
|
She strums her bowstring and all her foes nearby are
struck
|
|
|
|
(1) Dretch Swarm 2
|
—
|
Rolled
18
vs. Reflex
|
—
|
16
thunder damage
.
|
|
|
|
(1) Mezzodemon 3
|
—
|
Rolled
19
vs. Reflex
|
—
|
16
thunder damage
.
|
|
=^v^=:
(( ya those rolls it should have had
))
|
Anand, Iron Falcon:
(Sadly,
both of them manage to evade.)
|
|
Anand, Iron Falcon:
(wait,
hold.)
|
|
Anand, Iron Falcon:
(I'm
wrong. It hits the swarm, thanks to the def debuff.)
|
=^v^=:
(( swarm 2 sorta had a large debuff
to def right? ))
|
Anand, Iron Falcon:
(Damage
dealt.)
|
=^v^=:
(( sec ))
=^v^=:
(( okay just checking that ))
|
Ra'ven:
|
Really painful, still sets on fire
|
|
Trigger:
She hits with an attack during her turn
while in wolf form and having combat advantage.
|
|
|
|
(1) Mezzodemon 3
|
—
|
( Autohit )
|
—
|
17
fire damage
.
|
|
Effect:
If the target wasn't hit by the triggering
attack, it also takes -2 to attack rolls until end of next
turn. She can shift 1.
|
|
Apply
-2
to attacks that include Ra'Ven
|
|
=^v^=:
(( ignore the -2 it's targeted not
hit ))
=^v^=:
(( also because fuck that swarm ))
|
Ra'ven:
|
Thunderbolts and lightning, very very frightning
|
|
Effect:
Slide anyone hit with thunder or lightning
1 square.
|
|
|
Mezzodemon 3:
|
Trigger:
The mezzodemon takes acid, cold, fire,
lightning, or thunder damage.
|
|
Effect:
The mezzodemon gains resist 10 to the
triggering damage type until the end of the encounter or
until it uses variable resistance again.
|
|
|
Ra'ven:
|
Effect:
She ignores 5 points of fire resist
|
|
Riot:
(( back ))
Riot:
(( is Lucky dead yet ))
|
Mezzodemon 3:
((WB.
And no.))
|
|
Ra'ven:
Suffered 9 dmg.
HP:
35 / 70—
Surges:
7 / 8 —
APs:
0 —
Daily Items:
1
|
=^v^=:
(( oh hey at least there is this one
upside to taking that stupid slow ))
|
Ra'ven:
|
The wounds seem to burn off...
|
|
Effect:
She gains +1 to speed in beast form and
bloodied regeneration 2 until end of encounter.
|
|
Special:
Her rider also benefits from this
regeneration, if she has one.
|
|
|
Mezzodemon 3:
(Very
cool.)
|
=^v^=:
(( lucky now has bloodied regen
whilst riding ))
Riot:
(( that says until the end of the
encounter so it would seem even if she hops off? ))
=^v^=:
(( this is likely icky ))
=^v^=:
(( the intent is until end of
encounter any rider gets it whilst riding ))
=^v^=:
(( but regen hits at the begining of
your turn so you get 2 hp and can hop off if you want ))
Riot:
(( Ah ))
|
Mezzodemon 3:
((Yeah.
The wording is a little ambiguous, but I understand the intent.))
|
|
Mezzodemon 3:
(just
a little, though.)
|
|
Mezzodemon 3:
(I'll
be back real quick, sorry.)
|
|
Ra'ven:
|
Really no good options, huh?
|
|
Trigger:
Ra'ven or her rider are attacked
|
|
Effect:
If Ra'ven is hit, her rider gains combat
advantage vs the attacker until the rider's next attack. If
the rider is hit, Ra'ven gets it. If both are hit, they both
get it.
|
|
=^v^=:
(( also that for lucky ))
|
Ra'ven:
I've
finished my turn.
|
|
Ra'ven:
>.>
|
|
Mezzodemon 3:
(back,
sorry.)
|
|
Mezzodemon 3:
(lol,
can't quite.)
|
|
Derghodemon 1:
|
Effect:
The derghodemon uses claw four times, no
more than twice against a single target. If a single target
is hit with claw twice, the derghodemon grabs the target.
|
|
Apply
The
derghodemon grabs the target.
|
|
|
Derghodemon 1:
|
|
|
(1) Io
|
—
|
Rolled
36
vs. AC
( Hit )
|
—
|
13
damage
.
|
|
|
|
(1) Io
|
—
|
Rolled
22
vs. AC
( Miss )
|
—
|
8
damage
.
|
|
|
|
(2) Ra'ven
|
—
|
Rolled
18
vs. AC
( Miss )
|
—
|
12
damage
.
|
|
|
|
(2) Ra'ven
|
—
|
Rolled
36
vs. AC
( Hit )
|
—
|
12
damage
.
|
|
=^v^=:
(( sec ))
|
Io:
|
Trigger:
A creature within 5 squares of you hits
you.
|
|
Special:
Channel Divinity
|
|
|
Effect: The triggering enemy takes radiant damage
equal to
5
,
and you push the target 2 squares. Level 11: 1d6+Con. Level
21: 2d6+Con.
|
|
|
Mezzodemon 3:
(ah)
|
|
Io punts the guy out of being able to
hit ra'ven
|
|
Io:
Suffered 13 dmg.
HP:
49 / 66—
Surges:
10 / 11 —
APs:
0 —
Daily Items:
1
|
|
Mezzodemon 3:
(nice)
|
|
Derghodemon 1:
I've finished my turn.
|
|
Vile Shadow Demon 1:
|
Effect:
Any enemy in the aura that hits the shadow
demon with a melee attack takes 5 necrotic damage.
|
|
Apply
Any
enemy in the aura that hits the shadow demon with a melee
attack takes 5 necrotic damage.
|
|
|
Vile Shadow Demon 1:
|
|
|
(3) Kris
|
—
|
Rolled
33
vs. Fortitude
( Hit )
|
—
|
20
necrotic damage
.
|
|
|
|
(2) Yltheria
|
—
|
Rolled
27
vs. Fortitude
( Hit )
|
—
|
25
necrotic damage
.
|
|
Effect:
The burst creates a zone of darkness that
lasts until the end of the shadow demon's next turn. The
zone blocks line of sight for all creatures that cannot see
in darkness. Any enemy that starts its turn in the zone
takes 5 necrotic damage and is immobilized until the start
of its next turn.
|
|
Special:
Recharge when first bloodied.
|
|
|
Mezzodemon 3:
(20.
Sigh.)
|
|
Kris:
Suffered 10 dmg. Lost 2 HP and 8 temp
HP.
HP:
60 / 85—
Surges:
11 / 12 —
APs:
0 —
Daily Items:
1
|
=^v^=:
(( dang these guys have tons of don't
move powers! ))
vonel:
(( wait that couldn't have targeted
Kris... ))
|
Vile Shadow Demon 1:
(sorry.
I meant it to be Hector.)
|
|
Vile Shadow Demon 1:
(My
bad.)
|
|
Kris:
Gained 2 HP. Gained 8 temp HP.
HP:
62 / 85 + 8 temp.—
Surges:
11 / 12 —
APs:
0 —
Daily Items:
1
|
|
Hector Achilon:
|
|
Effect:
You have necrotic resistance equal
to
10
|
|
|
Hector Achilon:
Suffered 10 dmg.
HP:
40 / 68—
Surges:
8 / 9 —
APs:
1 —
Daily Items:
1
|
|
Yltheria:
Suffered 20 dmg. Lost 18 HP and 2 temp
HP.
HP:
13 / 59—
Surges:
7 / 7 —
APs:
0 —
Daily Items:
1
|
|
Yltheria:
"Ugh.
Doesn't feel as nice from this end."
|
|
Vile Shadow Demon 1 spends an ap.
|
|
Vile Shadow Demon 1:
|
|
|
(3) Kris
|
—
|
Rolled
35
vs. Will
( Hit )
|
|
|
|
(2) Hector Achilon
|
—
|
Rolled
33
vs. Will
( Hit )
|
|
Hit:
The shadow demon pushes the target up to its
speed, and the target grants combat advantage (save ends).
|
|
Apply
The
target grants combat advantage (save ends).
|
|
|
Vile Shadow Demon 1:
(There
we go.)
|
|
Vile Shadow Demon 1:
I've finished my turn.
|
|
Derghodemon 2:
|
Effect:
The derghodemon uses claw four times, no
more than twice against a single target. If a single target
is hit with claw twice, the derghodemon grabs the target.
|
|
Apply
The
derghodemon grabs the target.
|
|
=^v^=:
(( isn't kris currently slowed? ))
vonel:
(( aye ))
|
Vile Shadow Demon 1:
(There
you go, then. Thanks for reminding me.)
|
|
Derghodemon 2:
|
|
|
(2) Rai Patience Argent
|
—
|
Rolled
37
vs. AC
( Hit )
|
—
|
CRIT:
13
damage.
|
|
|
|
(2) Rai Patience Argent
|
—
|
Rolled
30
vs. AC
( Hit )
|
—
|
11
damage
.
|
|
|
|
(3) Eileen
|
—
|
Rolled
28
vs. AC
( Hit )
|
—
|
8
damage
.
|
|
|
|
(3) Eileen
|
—
|
Rolled
24
vs. AC
( Hit )
|
—
|
8
damage
.
|
|
|
Rai Patience Argent:
Suffered 24 dmg.
HP:
32 / 77—
Surges:
11 / 11 —
APs:
0 —
Daily Items:
1
|
|
Eileen:
Suffered 16 dmg.
HP:
26 / 73—
Surges:
7 / 10 —
APs:
1 —
Daily Items:
1
|
=^v^=:
(( GIANT SPIDERS ))
|
Derghodemon 2 manages to grab both
Eileen and Patience.
|
=^v^=:
(( demon 1 must feel inadiquate ))
|
Derghodemon 2:
|
|
|
(2) Rai Patience Argent
|
—
|
Rolled
20
vs. AC
( Miss )
|
—
|
13
damage
.
|
|
Hit:
and the target enters the derghodemon's
space, is restrained, and takes ongoing 10 damage (save ends
all). If the derghodemon moves, the restrained creature
moves with it.
|
|
Special:
1/Round. The derghodemon must not have a
creature restrained.
|
|
Apply
The
target enters the derghodemon's space, is restrained, and
takes ongoing 10 damage (save ends all). If the derghodemon
moves, the restrained creature moves with it.
|
|
|
Derghodemon 2:
I've finished my turn.
|
|
Dretch Swarm 2:
I've finished my turn.
|
:
Rolled
21.
Saving throw
|
|
|
Success:
Dretch Swarm 2 has overcome Disabled icon.
|
The
target is slowed until the end of the swarm's next turn.
ended on Ra'ven
|
|
Dretch Lackey 7:
|
|
|
(1) Anand, Iron Falcon
|
—
|
Rolled
32
vs. AC
|
—
|
12
damage
.
|
|
|
Anand, Iron Falcon yawns. "It's
actually pretty funny how they're trying to beat me, you know?
They can't beat you either. I can already see it. Still, you have
to be nice and weak for the next stage, so I guess they're doing
something."
|
|
Dretch Lackey 7:
I've finished my turn.
|
|
Anand, Iron Falcon:
(Oh,
I forgot, she's still in Hydra mode.)
|
|
Anand, Iron Falcon:
|
Effect:
Anand has threatening reach 2, and can
make opportunity attacks against enemies within 2 squares of
her. If an enemy ends its turn within 2 squares of Anand,
she may use Raging Hydra Fang twice against the triggering
enemy as a free action.
|
|
|
Anand, Iron Falcon:
|
|
|
(1) Dretch Lackey 7
|
—
|
Rolled
32
vs. AC
|
—
|
31
damage
.
|
|
=^v^=:
(( dang she should slice up that
swarm too ))
|
Anand, Iron Falcon:
(True.)
|
=^v^=:
(( since like, 2 free swings is free
))
|
Anand, Iron Falcon:
(I'm
wrong again. She's in Tranquil Wind, derp. I had a reason I
thought the other, but I was dumb.)
|
|
Anand, Iron Falcon:
(feel
kinda dumb. The whole reason I have her split in two styles is so
there are opportunities to NOT suck that counter.)
|
|
Dretch Lackey 6:
|
|
|
(1) Ra'ven
|
—
|
Rolled
34
vs. AC
( Hit )
|
—
|
12
damage
.
|
|
|
Dretch Lackey 1:
I've finished my turn.
|
|
Ra'ven:
Suffered 2 dmg.
HP:
33 / 70—
Surges:
7 / 8 —
APs:
0 —
Daily Items:
1
|
|
Purge Demon 2:
|
|
|
(9) Rai Patience Argent
|
—
|
Rolled
23
vs. AC
( Miss )
|
—
|
22
damage
.
|
|
(Sec.)
|
|
(10) Eileen
|
—
|
Rolled
21
vs. Reflex
( Miss )
|
—
|
10
damage
.
|
|
Hit:
and the target takes a -2 penalty to all
defenses (save ends). The infector then makes a secondary
attack.
|
|
Secondary Hit:
and the target takes a -2 penalty
to all defenses (save ends).
|
|
Special:
Technically, RAW says that this attack
should be able to double-tap, but I'm pretty sure that
wasn't the intent, so I won't do it.
|
|
Apply
-2
penalty to all defenses (save ends).
|
|
|
Anand, Iron Falcon:
(womp
womp)
|
|
Purge Demon 2:
I've finished my turn.
|
|
Mezzodemon 2:
|
|
|
(2) Io
|
—
|
Rolled
24
vs. AC
( Miss )
|
—
|
18
damage
.
|
|
Io has received initiative.
|
Mezzodemon 2:
When
you hit an enemy within 3 squares of you with a power, you gain a
+2 feat bonus to ac until the start of your next turn.
ended on Io
I've finished my turn.
|
=^v^=:
(( oooh I can try another 'miss this
roll by 1' on the pen! What was the restore resources one? ))
|
Mezzodemon 2:
(History!)
|
|
Io:
|
|
Rewrite the Story: A factual reference.:
|
Effect:
Make a history check. On a 13 or better,
you and all allies regain the use of an encounter power, and
gain a +2 bonus to its first attack roll, if applicable. If
the check was an 18 or better, you and all allies may regain
a daily power instead, with the same bonus. If the result is
a 26 or better, in addition to regaining a power, you may
regain hit points as though you had spent a healing surge,
and regain an action point, as well as the use of it in this
encounter.
|
|
Riot:
(( WELL THEN ))
=^v^=:
(( question, that last bit seems only
Io? ))
|
Mezzodemon 2:
(It's
supposed to be all, sorry.)
|
|
Mezzodemon 2:
(I
make typos.)
|
=^v^=:
(( I like everyone getting free
healing surge of hp also action point refresh and daily ))
Riot:
(( So we regain a daily, heal, and
regain an AP? Niiiice ))
|
Mezzodemon 2:
((Well,
it's a nice effect.))
|
Riot:
(( great roll ))
|
Mezzodemon 2:
(Yup.)
|
=^v^=:
(( that is, in fact, a good roll and
I'm glad I didn't miss that by 1 again ))
|
Yltheria:
Gained 14 HP.
HP:
27 / 59—
Surges:
7 / 7 —
APs:
0 —
Daily Items:
1
|
=^v^=:
(( HP FOR ALL ALSO DAILYS AND ETC ))
|
Lucky:
Gained 18 HP.
HP:
32 / 73—
Surges:
4 / 6 —
APs:
0 —
Daily Items:
1
|
|
Ra'ven:
Gained 17 HP.
HP:
50 / 70—
Surges:
7 / 8 —
APs:
0 —
Daily Items:
1
|
|
Sera:
Gained 19 HP.
HP:
69 / 77—
Surges:
11 / 11 —
APs:
0 —
Daily Items:
1
|
vonel:
(( -.- ))
|
Io:
Gained 16 HP.
HP:
65 / 66—
Surges:
10 / 11 —
APs:
0 —
Daily Items:
1
|
vonel:
(( eileen has only spent an item
daily ))
|
Io:
You have gained 1 action point(s), 0
magic item daily power use(s), and 0 healing surges.
|
|
Kris:
Gained 21 HP.
HP:
83 / 85 + 8 temp.—
Surges:
11 / 12 —
APs:
0 —
Daily Items:
1
|
|
Eileen:
Gained 18 HP.
HP:
44 / 73—
Surges:
7 / 10 —
APs:
1 —
Daily Items:
1
|
Riot:
(( How do I regain the AP and the
daily? ))
vonel:
(( and hasn't spent an action point ))
=^v^=:
(( at least it's a 'may' so you can
get an encounter back if you want ))
|
Yltheria:
(Correct.)
|
|
Kris:
You have gained 1 action point(s), 0
magic item daily power use(s), and 0 healing surges.
|
|
Hector Achilon:
Gained 17 HP.
HP:
57 / 68—
Surges:
8 / 9 —
APs:
1 —
Daily Items:
1
|
=^v^=:
(( also I suppose that might give
elieen an action point regardless, just she wouldn't get the spend
another one effect ))
=^v^=:
(( regain action point is
utilities->gain milestone ))
|
Sera:
You have gained 1 action point(s), 0
magic item daily power use(s), and 0 healing surges.
|
=^v^=:
(( refresh a daily is just load the
power macro and hit save ))
|
Lucky:
You have gained 1 action point(s), 0
magic item daily power use(s), and 0 healing surges.
|
|
Rai Patience Argent:
Gained 19 HP.
HP:
51 / 77—
Surges:
11 / 11 —
APs:
0 —
Daily Items:
1
|
|
Ra'ven:
You have gained 1 action point(s), 0
magic item daily power use(s), and 0 healing surges.
|
=^v^=:
(( huh, Io hadn't used a daily yet
either, oh well ))
|
Io:
You have spent an action point.
Current APs:
0
|
|
Rai Patience Argent:
(And
Hector hadn't used an AP. Not everybody benefits equally. Way of
the world, sadly.)
|
=^v^=:
(( Oh wait, they did ))
=^v^=:
(( lucky you haven't used your second
wind right? ))
Riot:
(( She has yes ))
=^v^=:
(( then screw it io gets encounter
back ))
|
Io:
|
Effect:
When Io spends an action point to take an
extra action, they also gain a +2 bonus to all defenses
until the end of their next turn.
|
|
Apply
When
Io spends an action point to take an extra action, they also
gain a +2 bonus to defenses until the end of their next turn.
|
|
|
Rai Patience Argent:
(The
two remaining Pen abilities are Diplomacy and Bluff, btw)
|
=^v^=:
(( what's the action point bonuses? ))
|
Rai Patience Argent:
((Some
cool stuff from Eileen
))
|
|
Eileen:
|
See the power of the science!
|
|
|
Tactical Presence:
When an ally you can see
spends an action point to make an attack, the ally gains a +
2
bonus to the first attack roll of that attack.
Tactical
Assault:
When an ally who can see you spends an action
point to make an attack, the attack's damage roll gains a +
5
bonus.
|
|
|
Io:
|
|
|
(5) Dretch Swarm 2
|
—
|
Rolled
28
vs. Fortitude
|
—
|
20
radiant damage
.
|
|
|
|
(5) Mezzodemon 3
|
—
|
Rolled
35
vs. Fortitude
|
—
|
17
radiant damage
.
|
|
|
|
(5) Dretch Lackey 6
|
—
|
Rolled
21
vs. Fortitude
|
—
|
21
radiant damage
.
|
|
Hit:
and the target blinded (save ends), and dazed
until the end of your next turn.
|
|
Miss:
Half damage, and the target is blinded until
the end of your next turn.
|
|
Apply
The
target is blinded (save ends).
|
|
Apply
The
target is blinded until the end of your next turn.
|
|
Apply
The
target is dazed until the end of your next turn.
|
|
vonel:
(( only thing she actually done this
fight it feels like, be a stat stick for everyone else. ))
=^v^=:
(( bet Rai is feelin that too ))
=^v^=:
(( also ug 20 dmg ))
Riot:
(( btw the dailies are not refreshing
by doing the Load->Save thing but I'll just have to remember which ones
I wanted to refresh ))
=^v^=:
(( which ones? ))
Riot:
(( Lightning Motes and Jaws of the
Wolf ))
=^v^=:
(( you'd have to load/save then
probably also swap which character is impersonated ))
Riot:
(( Done that three times now ))
=^v^=:
(( I assume some hits right? ))
|
Rai Patience Argent:
(2
hits)
|
=^v^=:
(( Huh, the refresh changing colors
on the button bar isn't doing it ))
Hector Achilon has received initiative.
|
Io:
The
target takes a -4 penalty to all defenses until the end of your
next turn.
ended on Dretch Swarm 2
The
target takes a -4 penalty to all defenses until the end of your
next turn.
ended on Dretch Swarm 3
I've
finished my turn.
|
|
Hector Achilon:
|
|
|
(0) Dretch Swarm 1
|
—
|
Rolled
35
vs. AC
|
—
|
CRIT:
21
damage, plus 9 necrotic damage.
|
|
Hit:
and one ally within 5 squares of you gains +3
power bonus to melee attack rolls against the target until
the end of your next turn.
|
|
Apply
+3
bonus to melee attack rolls against the target until the end
of your next turn.
|
|
|
Hector Achilon:
|
Weapon
of Astral Flame Secondary Attack.
|
|
|
|
(0) Dretch Swarm 1
|
—
|
Rolled
35
vs. Reflex
|
—
|
CRIT:
16
fire damage, plus 12 necrotic
damage.
|
|
=^v^=:
(( lol ))
|
Rai Patience Argent:
(HAHAHAHA)
|
Riot:
(( welp lol ))
=^v^=:
(( rip swarm effect but like, woo
hit's also defaned so bonus to kris ))
|
Hector Achilon:
|
|
|
(0) Hector Achilon
|
—
|
Rolled
16
vs. Will
( Miss )
|
|
Hit:
The target takes a -2 penalty to a chosen
defense until the end of your next turn.
|
|
|
Hector Achilon:
|
Effect:
All of Hector's encounter attacks inflict
deafness until the end of his next turn in addition to their
normal effects. Whenever Hector hits a deafened enemy, an
ally within 5 squares gains a +2 power bonus to attack and
damage rolls. If an ally hits an enemy deafened by Hector,
the deafened condition last for another round.
|
|
Apply
All
of Hector's encounter attacks inflict deafness until the end
of his next turn in addition to their normal effects.
Whenever Hector hits a deafened enemy, an ally within 5
squares gains a +2 power bonus to attack and damage rolls
until the end of his next turn. If an ally hits an enemy
deafened by Hector, the deafened condition last for another
round.
|
|
vonel:
(( Hey Kris get's a free swing ))
|
Kris:
|
|
|
(0) Dretch Swarm 1
|
—
|
Rolled
29
vs. AC
|
—
|
13
damage
.
|
|
|
Hector Achilon:
|
Effect:
All of Hector's encounter attacks inflict
deafness until the end of his next turn in addition to their
normal effects. Whenever Hector hits a deafened enemy, an
ally within 5 squares gains a +2 power bonus to attack and
damage rolls. If an ally hits an enemy deafened by Hector,
the deafened condition last for another round.
|
|
Apply
All
of Hector's encounter attacks inflict deafness until the end
of his next turn in addition to their normal effects.
Whenever Hector hits a deafened enemy, an ally within 5
squares gains a +2 power bonus to attack and damage rolls
until the end of his next turn. If an ally hits an enemy
deafened by Hector, the deafened condition last for another
round.
|
|
Apply
+2
to attack and damage rolls until the end of Hector's next
turn.
|
|
|
Hector Achilon:
(+5
bonus to hit, +2 damage for Kris's attack.)
|
|
Hector Achilon:
(Oh,
you did it. Sorry, I had my text thing unflagged from a sec ago.)
|
Rai Patience Argent has received initiative.
Riot:
(( so quick and likely very stupid
question - do all characters get Second Wind as a standard action in
this game? ))
|
Hector Achilon:
I've finished my turn.
|
:
Rolled
7.
Saving throw
|
|
|
Failure:
Hector Achilon remains with Combat adv.
(all).
|
All
of Hector's encounter attacks inflict deafness until the end of
his next turn in addition to their normal effects. Whenever Hector
hits a deafened enemy, an ally within 5 squares gains a +2 power
bonus to attack and damage rolls until the end of his next turn.
ended on Dretch Swarm 1
All
of Hector's encounter attacks inflict deafness until the end of
his next turn in addition to their normal effects. Whenever Hector
hits a deafened enemy, an ally within 5 squares gains a +2 power
bonus to attack and damage rolls until the end of his next turn.
ended on Dretch Swarm 1
|
=^v^=:
(( no just players ))
Riot:
(( what? ))
=^v^=:
(( second wind is a pc power,
monsters don't get it ))
|
Hector Achilon:
((Dwarves
can do it as a minor.))
|
|
Hector Achilon:
((MOST
monsters don't get it.))
|
Riot:
(( Okay it doesn't specify that in the
PHB that I can see is why I asked ))
|
Hector Achilon:
(There
are a couple.)
|
Riot:
(( Ah I misunderstood your statement ))
Riot:
(( I meant all PCs vs just like.
Fighters and Rangers or something ))
|
Hector Achilon:
((Nodnod.
Unless otherwise stated, all pcs use it as a standard. Dwarves
have a racial power that lets them use it as a minor action.))
|
=^v^=:
(( hand full of effects can make it
be used otherwise too, heal check can trigger it on others (but that
heal check is also traditionally a standard action) ))
|
Rai Patience Argent:
|
|
Once per turn as a minor action, you can place a
Warlock's Curse on the enemy nearest to you that you can
see. A cursed enemy is more vulnerable to your attacks. If
you hit a cursed enemy with an attack, you deal extra
damage. You decide whether to apply the extra damage after
making the damage roll. You can deal this extra damage only
once per turn.n A Warlock's Curse remains in effect until
the end of the encounter or until the cursed enemy drops to
0 hit points or fewer.n You can place a Warlock's Curse on
multiple targets over the course of an encounter; each curse
requires the use of a minor action. You can't place a
Warlock's Curse on a creature that is already affected by
your or another character's Warlock's Curse.n As you advance
in level, your extra damage increases. Level: 1st through
10th: +
4
11th through 20th: +
8
21st through 30th:t+
14
|
|
Click to toggle
|
" = "
|
Click to toggle
|
" »" bgcolor="#D6D7C6">
Click to toggle
|
|
Curse:Green
|
|
on Selected Target(s)
|
|
Riot:
(( I just remember in 5e it was class
based. Like Fighters could Second Wind, but my Monk could not ))
|
Rai Patience Argent:
|
|
|
(2) Dretch Swarm 3
|
—
|
Rolled
25
vs. Reflex
|
—
|
13
cold damage
.
|
|
|
|
(2) Derghodemon 2
|
—
|
Rolled
28
vs. Reflex
|
—
|
14
cold damage
.
|
|
Hit:
and the target grants combat advantage until
the end of your next turn.
|
|
Effect:
If you hit both targets, you can teleport
them, swapping their positions.
|
|
Apply
The
target grats combat advantage until the end of your next
turn.
|
|
Trigger:
Patience uses an encounter or daily power
which targets an enemy.
|
|
Effect:
The enemy takes a -2 penalty to the next
attack roll it makes against Patience
|
|
Apply
The
target takes a -2 penalty to its next attack roll against
Patience.
|
|
|
Rai Patience Argent:
"There,
Eileen. Hopefully this one will be a better target for you."
|
|
Rai Patience Argent:
"And
for good measure..."
|
|
Rai Patience Argent:
|
|
Effect:
Until the end of the encounter, any
attack that uses the target gains a +1 power bonus to attack
rolls and a bonus to damage rolls equal to your Constitution
modifier
5
.
As a minor action, the target's wielder can end the effect
in order to remove an effect on him or her that a save can
end.
|
|
Apply
Until
the end of the encounter, any attack that uses the target
gains a +1 power bonus to attack rolls and a bonus to damage
rolls equal to your Constitution modifier. As a minor
action, the target's wielder can end the effect in order to
remove an effect on him or her that a save can end.
|
|
|
Rai Patience Argent:
|
Effect:
You teleport 1 square.
|
|
|
Rai Patience Argent:
I've finished my turn.
|
|
Rai Patience Argent:
(OA
is allowed.)
|
|
Ra'ven:
|
|
|
(0) Dretch Swarm 3
|
—
|
Rolled
17
vs. AC
|
—
|
9
damage
.
|
|
Special:
This power can be used as a basic attack
|
|
=^v^=:
(( 1..... ))
|
Rai Patience Argent:
(mmm...no.)
|
=^v^=:
(( one is the lonely number ))
=^v^=:
(( come on lucky you can roll better
then 1! ))
|
Rai Patience Argent:
(Yeah,
but 2 is right on its heels.)
|
|
Rai Patience Argent:
(In
fact, some people say it can be as bad as 1.)
|
|
|
Ganaroth:
(I'll
just make my attack. Lucky, you can smack it when you wish.
)
|
|
Dretch Swarm 3:
|
|
|
(0) Ra'ven
|
—
|
Rolled
26
vs. AC
( Hit )
|
—
|
28
damage
.
|
|
|
|
(0) Lucky
|
—
|
Rolled
32
vs. AC
( Hit )
|
—
|
20
damage
.
|
|
Hit:
and the target is slowed until the end of the
mob's next turn.
|
|
Apply
The
target is slowed until the end of the swarm's next turn.
|
|
Riot:
(( oh, MBA? ))
|
Dretch Swarm 3:
(Yarp.)
|
|
Lucky:
Suffered 10 dmg.
HP:
22 / 73—
Surges:
4 / 6 —
APs:
1 —
Daily Items:
1
|
|
Lucky:
|
|
|
(0) Dretch Swarm 3
|
—
|
Rolled
27
vs. AC
|
—
|
18
damage
.
|
|
|
Dretch Swarm 3:
(Hits)
|
|
Ra'ven:
Suffered 18 dmg.
HP:
32 / 70—
Surges:
7 / 8 —
APs:
1 —
Daily Items:
1
|
Riot:
(( Oh also ))
|
Dretch Swarm 3:
(But
wait, don't you get a +2d8 bonus?)
|
* Riot rolls: 2d8 => 10
|
Ra'ven:
|
Trigger:
Target makes an attack against Ra'ven or
her rider whilst a big wolfmonster
|
|
(0) Dretch Swarm 3
|
—
|
Dretch Swarm 3
|
Effect:
The target grants combat advantage
to Ra'ven untill the end of it's next turn if it attacked
her rider and grants combat advantage to her rider untill
end if it's next turn if it attacked Ra'ven
|
|
Apply
Grants
combat advantage to Ra'ven
|
|
Apply
Grants
combat advantage to Ra'ven's rider
|
|
Riot:
(( little radiant damage ))
|
Dretch Swarm 3:
|
Trigger:
An enemy hits the swarm
|
|
Effect:
Up to four dretch lackeys (roll a d4 to
determine the exact number) appear in squares within 2
squares of the swarm. They can appear in occupied squares
and act on the swarm's turn. Dretch lackeys created in this
fashion are worth no experience points.
|
|
|
Dretch Swarm 3:
(Lol,
identical inits making things weird. I'll fix that real quick.)
|
|
Dretch Swarm 3:
I've finished my turn.
|
:
Rolled
12.
Saving throw
|
|
|
Success:
Dretch Swarm 3 has overcome
Ongoing
5 fire damage (save ends).
.
|
|
:
Rolled
13.
Saving throw
|
|
|
Success:
Dretch Swarm 3 has overcome
Ongoing
5 fire damage (save ends).
.
|
Grants
combat advantage to Ra'ven
ended on Dretch Swarm 3
Grants
combat advantage to Ra'ven's rider
ended on Dretch
Swarm 3
|
|
Dretch Lackey 3:
|
|
|
(1) Anand, Iron Falcon
|
—
|
Rolled
36
vs. AC
|
—
|
12
damage
.
|
|
|
Dretch Lackey 3:
I've finished my turn.
|
|
Dretch Lackey 2:
|
|
|
(1) Ra'ven
|
—
|
Rolled
28
vs. AC
( Hit )
|
—
|
12
damage
.
|
|
|
Ra'ven:
Suffered 2 dmg.
HP:
30 / 70—
Surges:
7 / 8 —
APs:
1 —
Daily Items:
1
|
|
Dretch Lackey 2:
I've finished my turn.
|
|
Anand, Iron Falcon:
|
|
|
(2) Dretch Swarm 2
|
—
|
Rolled
26
vs. Reflex
|
—
|
17
fire damage
.
|
|
|
|
(1) Dretch Lackey 1
|
—
|
Rolled
23
vs. Reflex
|
—
|
17
fire damage
.
|
|
|
|
(1) Dretch Lackey 3
|
—
|
Rolled
23
vs. Reflex
|
—
|
17
fire damage
.
|
|
Hit:
and ongoing 10 fire damage (save ends). The
target is pushed up to 3 squares.
|
|
Apply
Ongoing
10 fire damage (save ends)
|
|
|
Anand, Iron Falcon:
(And
things explode.)
|
|
Anand, Iron Falcon:
|
Effect:
Anand ignores all damage and effects from
difficult terrain, hazardous terrain, and zones. She also
regenerates 10 hit points at the beginning of her turn, as
long as she has at least 1 hit point.
|
|
=^v^=:
(( by the way lucky, ra'ven is going
to bounce out of there on her turn if you hapen to still be riding, you
can come with ))
|
Anand, Iron Falcon:
"Oh,
hells. Why not?"
|
|
Anand, Iron Falcon:
(uses
an AP)
|
|
Anand, Iron Falcon:
|
Effect:
Anand may use and combination of 4 Hydra
Style attacks. At 372 hp, 248 hp, and 124 hp, she gains
another Hydra Style attack whien using this power.
|
|
|
Anand, Iron Falcon:
|
|
|
(2) Dretch Swarm 2
|
—
|
Rolled
28
vs. AC
|
—
|
22
damage
.
|
|
|
|
(1) Mezzodemon 1
|
—
|
Rolled
37
vs. AC
|
—
|
18
damage
.
|
|
|
|
(1) Mezzodemon 1
|
—
|
Rolled
30
vs. AC
|
—
|
32
damage
.
|
|
|
|
(1) Mezzodemon 1
|
—
|
Rolled
31
vs. AC
|
—
|
18
damage
.
|
|
|
Ra'ven:
"Ha,
they annoy you to, don't they!" she chortles in a fairly unearthly
wolf though
|
=^v^=:
(( wasn't it the swarm and either the
other swarm or one of the big spider things what she said she'd pwn? ))
|
Anand, Iron Falcon:
"Yes,
yes, I know you asked me to kill the spider, but this one was
RIGHT THERE!" She laughs. "Oh, dear, you have no idea. You might
have once, but I'll have to teach you again. These creatures are
foul. Disgusting blights."
|
|
Anand, Iron Falcon:
"And
now..." She suddenly vanishes.
|
|
Seeker's Void:
|
Trigger:
A creature reduces an ally to 0 hit
points or fewer.
|
|
Effect:
The triggering creature ceases to exist
until the end of its next turn. While the creature does not
exist, it cannot take actions, does not have line of sight
to any creature, and no creature has line of sight to it. At
the end of the creature's next turn, it returns to the space
it previously occupied, or another square within 3 if that
square is now occupied by a monster that cannot share spaces.
|
|
Riot:
(( Don't like that ))
Yltheria has received initiative.
|
Iron Falcon 1:
I've finished my turn.
|
vonel:
(( Ah the "other thing" that was
suposed to happen to Kris I assume ))
|
Iron Falcon 1:
(Yeah.)
|
|
Seeker's Teleport:
|
Trigger:
A creature uses a ranged or area attack,
or moves willingly during its turn. Make the Seeker's
Teleport attack after the triggering attack or movement is
completed.
|
|
|
|
(21) Yltheria
|
—
|
Rolled
35
vs. Will
( Hit )
|
|
|
Hit:
Roll 1d10
1
Depending on the roll, the target is teleported. 1: Teleport
1 Square NW, 2: Teleport 1 Square North, 3: Teleport 1
square NE, 4: Teleport 1 square West, 5: Teleport 1 square
East, 6: Teleport 1 square SW, 7: Teleport 1 square south,
8: Teleport 1 square SE, 9-10: Return to your starting
position, or teleport to a square beyond the range of your
attack to the target, or the furthest possible square if
that is not possible.
|
|
|
Iron Falcon 1:
(Ouch.
Bad option, lol.)
|
=^v^=:
(( yith is also immoblized and takes
10 dmg? ))
|
Iron Falcon 1:
(why?)
|
=^v^=:
(( doom shadow zone? ))
|
Iron Falcon 1:
(Doom
shadow zone doesn't do that.)
|
|
Vile Shadow Demon 1:
|
Effect:
Any enemy that starts its turn in the zone
takes 5 necrotic damage and is immobilized until the start
of its next turn.
|
|
Apply
Immobilized
until the start of its next turn.
|
|
|
Iron Falcon 1:
(Oh,
wait, not the aura.
|
|
Iron Falcon 1:
(Got
it.)
|
|
Yltheria:
Suffered 5 dmg.
HP:
22 / 59—
Surges:
7 / 7 —
APs:
1 —
Daily Items:
1
|
Riot:
(( brb, need like 5 mins for dog ))
|
Yltheria:
|
|
|
(1) Derghodemon 2
|
—
|
Rolled
16
vs. Will
|
|
Hit:
You slide the target up to 3 squares, and it
is immobilized until the end of your next turn. Also until
the end of your next turn, when an enemy starts its turn
adjacent to the target, the target makes a melee basic
attack against that enemy as a free action. The target gains
a power bonus to the attack roll and the damage roll equal
to your implement's enhancement bonus. (+2)
|
|
Miss:
You slide the target up to 3 squares.
|
|
|
Use this OR Necrotizing Mist during an encounter.
|
|
Apply
Immobilized
until the end of your next turn.
|
|
Apply
Until
the end of your next turn, when an enemy starts its turn
adjacent to the target, the target makes a melee basic
attack against that enemy as a free action. The target gains
a power bonus to the attack and damage roll equal to your
implement's attack bonus (+2)
|
|
|
Iron Falcon 1:
(I
missclicked.)
|
|
Iron Falcon 1:
(I'm
sorry. I can't even use that one.)
|
|
Yltheria:
|
|
|
(1) Derghodemon 2
|
—
|
Rolled
23
vs. Will
|
|
Hit:
Choose one of the following effects: * The
target uses a free action to make a melee basic attack
against a creature of your choice, with a +4 power bonus to
the attack roll. * You slide the target up to 3 squares.
|
|
|
Iron Falcon 1:
(Just
barely...)
|
|
Iron Falcon 1:
((Eileen
and Patience are no longer grabbed.))
|
|
Summoned Poltergeist 1:
|
|
|
(1) Derghodemon 2
|
—
|
Rolled
20
vs. Reflex
|
—
|
14
damage
.
|
|
Hit:
and the Poltergeist slides the target 2
squares.
|
|
|
Iron Falcon 1:
(darn)
|
|
Yltheria:
Each
ally in the burst can shift up to 4 squares as a free action and
gains a +4 power bonus to damage rolls until the end of your next
turn.
ended on Ra'ven
Each
ally in the burst can shift up to 4 squares as a free action and
gains a +4 power bonus to damage rolls until the end of your next
turn.
ended on Hector Achilon
+4
power Bonus to AC and Reflex until the end of your next turn.
ended on Yltheria
I've finished my turn.
|
|
Seeker's Kinetic Wave:
|
Effect:
The focus for the Seeker's Kinetic Wave
teleports to any unoccupied square.
|
|
Lucky has received initiative.
|
Seeker's Kinetic Wave:
I've finished my turn.
|
=^v^=:
(( hey lucky heal 2 hp ))
|
Seeker's Kinetic Wave:
(2
hp for the 2 hp god.)
|
|
Seeker's Kinetic Wave:
(Anyway,
that's the thing you didn't know about the kinetic wave thing from
last time. It can only fire every other round, and you can tell
where it's going to come from.)
|
|
Ra'ven 's wounds that's blood seems to
burn as it drips, closing the wound seem to also crawl up Lucky,
taking in her wounds and similarly buring them away
|
|
Seeker's Kinetic Wave:
(Gross!
But cool.)
|
|
Seeker's Kinetic Wave:
(Waiting
for her to return.)
|
=^v^=:
(( "BLOOD DOESN'T DRIP UP!" Ra'ven
"Some does...." ))
Riot:
(( back ))
|
Lucky:
Gained 2 HP.
HP:
24 / 73—
Surges:
4 / 6 —
APs:
1 —
Daily Items:
1
|
|
Seeker's Kinetic Wave:
(Welcome
back!)
|
vonel:
(( Better then Eileen yelling it back
in ))
=^v^=:
(( Elieen yells the past away so it
never happened really ))
=^v^=:
(( or possibly commisars it and
scares the blood back into your body ))
Riot:
(( Note to self: Killing a thing is
losing a turn lol ))
|
Seeker's Kinetic Wave:
((It
sure is.))
|
|
Seeker's Kinetic Wave:
((Because
Seeker is AN ASSHOLE.))
|
=^v^=:
(( but you have combat advantage vs
basically evrything in melee right now too ))
=^v^=:
(( just don't shank the minions lest
you need to poof away ))
|
Seeker's Kinetic Wave:
(Heh,
yeah, minions are a different kind of dangerous now.)
|
=^v^=:
(( ironically shanking a minion as
part of an attack would be a strictly better full defense on your next
turn, action-wise ))
|
Seeker's Kinetic Wave:
(huh,
true.)
|
Riot:
(( Yeah but Lucky wouldn't be moving
with Ra'ven anymore, she'd be stuck where she is (or within 3 squares) ))
=^v^=:
(( good for yith's or something
trying to get out of a bunch of annoying effects ))
=^v^=:
(( yep, so just slice up something ))
Riot:
(( was just gonna swing on the swarm
next to us ))
=^v^=:
(( mez demon 3 happens to be granting
ca and not taking half damage from melee ))
|
Mezzodemon 3 waves.
|
|
Lucky:
|
One two, one two and through and through~
|
|
|
|
(0) Dretch Swarm 3
|
—
|
Rolled
24
vs. AC
|
—
|
7
damage
.
|
|
(Sec.)
|
|
(0) Dretch Swarm 3
|
—
|
Rolled
34
vs. AC
|
—
|
11
damage
.
|
|
|
If both attacks hit, deal extra damage equal to
4
|
|
|
Mezzodemon 3:
(Both
hit.)
|
* Riot rolls: 4d8 => 20
=^v^=:
(( whilst riding something you can
attack from any of the ridden creature's squares fwiw ))
Riot:
(( pls don't die Swarm ))
Riot:
(( Ah Yeah that makes sense ))
|
Mezzodemon 3:
(Would
you also like to Quarry it before your attack?)
|
=^v^=:
(( swarm has like 50 or something hp
left and takes half dmg ))
Riot:
(( damn you said Mez Demon my brain
read Swarm ))
Riot:
(( whoops ))
Riot:
(( also sure ))
|
Lucky:
|
Effect:
Closest foe is subjected to Lucky's Quarry
and takes extra damage when hit. Using this again removes
the old quarry.
|
|
(0) Dretch Swarm 3
|
—
|
Dretch Swarm 3
|
|
|
Apply
Lucky
does extra damage to this guy
|
|
|
Mezzodemon 3:
(Ok,
so the above attacks targeted the mezzodemon, right?)
|
|
Mezzodemon 3:
(Or
not?)
|
Riot:
(( Oh Sorry yeah if that's okay let's
do that then ))
|
Lucky:
|
Effect:
Closest foe is subjected to Lucky's Quarry
and takes extra damage when hit. Using this again removes
the old quarry.
|
|
(2) Mezzodemon 3
|
—
|
Mezzodemon 3
|
|
|
Apply
Lucky
does extra damage to this guy
|
|
Riot:
(( Love that I completely read mez
demon and my brain went SWARM 3, OF COURSE ))
|
Mezzodemon 3:
(have
to be closest monster.)
|
Riot:
(( or second closest ))
|
Mezzodemon 3:
(oh.
huh.)
|
Riot:
(( Second Shot does that ))
|
Mezzodemon 3:
(Nice.)
|
|
Mezzodemon 3:
(In
any case, 1 hit plus quarry.)
|
=^v^=:
(( it's 25 vs that guy, you got +2
from ca but you forgot swordskill giving you another +1/+1 right? ))
Riot:
(( I forget, does the Pale Fire +2
attack bonus auto apply? And yeah duh I always forget Swordskill ))
|
Mezzodemon 3:
(Nothing
auto applies.)
|
=^v^=:
(( no bonuses auto apply ))
Riot:
(( So another +2 from that then ))
|
Mezzodemon 3:
(So
is that a 27 total, then?)
|
=^v^=:
(( there are waaaay too many odd
conditional bonuses to auto all of them and autoing _most_ of them makes
it super wierd ))
=^v^=:
(( looks like it ))
Riot:
(( Gotcha. And yeah I think so ))
|
Mezzodemon 3:
(In
which case, you just barely got 2 hits.)
|
Riot:
(( Nice ))
Riot:
(( I'll take barely ))
=^v^=:
(( also the +1 dmg on both hits too ))
|
Mezzodemon 3:
(So,
roll quarry and pale fire dice, lol.)
|
|
Mezzodemon 3:
(24
plus whatever else you roll.)
|
* Riot rolls: 1d6 => 5
|
Ra'ven:
think
the 4d8 was the pale
|
Riot:
(( Yeah the 4d8 was Pale Fire radiant
))
=^v^=:
(( it was 20 ))
|
Mezzodemon 3:
(Ah,
found it. Sorry, that was way up there.)
|
Riot:
(( yeah lots of discussion, it got a
little lost, sorry ))
|
Mezzodemon 3:
(49
damage, then.)
|
|
Mezzodemon 3:
(Ranger
wombo combo.)
|
|
Dretch Swarm 1:
|
|
|
(0) Kris
|
—
|
Rolled
19
vs. AC
( Miss )
|
—
|
20
damage
.
|
|
|
|
(0) Hector Achilon
|
—
|
Rolled
24
vs. AC
( Miss )
|
—
|
21
damage
.
|
|
Hit:
and the target is slowed until the end of the
mob's next turn.
|
|
Apply
The
target is slowed until the end of the swarm's next turn.
|
|
|
Kris:
|
You activated my trap card.
|
|
Effect:
Kris is adding to the chain.
|
|
|
Dretch Swarm 1:
(womp
womp)
|
|
Dretch Swarm 1:
(Wuh
oh.)
|
|
Kris:
|
Disciplined
Counter
: Immediate
Reaction
|
|
An enemy's miss allows Kris to rebalance the flow of
energy by making an instant counterattack.
|
|
Trigger:
An adjacent enemy misses you with a melee
attack.
|
|
|
|
(0) Dretch Swarm 1
|
—
|
Rolled
28
vs. Reflex
|
—
|
7
force damage
.
|
|
Hit:
you slide the target up to 2 squares. The
target grants combat advantage until the end of your next
turn.
|
|
Apply
Combat
Advantage
|
|
Apply
Mark
|
|
=^v^=:
(( yay casts violence ))
Riot:
(( Sorry, was looking something up ))
vonel:
(( oh whoops, used the wrong weapon
there ))
|
Lucky:
|
:
Rolled
3.
Saving throw
|
|
|
Failure:
Lucky remains with Slowed.
|
|
Riot:
(( Ah well ))
|
Kris:
|
Disciplined
Counter
: Immediate
Reaction
|
|
An enemy's miss allows Kris to rebalance the flow of
energy by making an instant counterattack.
|
|
Trigger:
An adjacent enemy misses you with a melee
attack.
|
|
|
|
(0) Dretch Swarm 1
|
—
|
Rolled
20
vs. Reflex
|
—
|
6
force damage
.
|
|
Hit:
you slide the target up to 2 squares. The
target grants combat advantage until the end of your next
turn.
|
|
Apply
Combat
Advantage
|
|
Apply
Mark
|
|
vonel:
(( there, correct weapon ))
|
Dretch Swarm 1:
((I'm
going to allow you to use your original ROLL at least, though.))
|
vonel:
(( hit then? ))
|
Dretch Swarm 1:
(With
that original roll, it's a hit, yes.)
|
|
Dretch Swarm 1:
((Seemed
like a dick move to make you roll twice and take lowest.))
|
|
Dretch Swarm 1:
|
Effect:
The swarm can occupy the same space as
another creature, and an enemy can enter its space, which is
difficult terrain. The swarm cannot be pulled, pushed, or
slid by melee or ranged attacks. It can squeeze through any
opening that is large enough for at least one of the
creatures it comprises.
|
|
|
Dretch Swarm 1:
(It
can't be force moved be ranged or melee.)
|
vonel:
(( Ah got it ))
=^v^=:
(( combat advantage at least ))
|
Dretch Swarm 1:
(yup.)
|
Eileen has received initiative.
|
Dretch Swarm 1:
The
target is slowed until the end of the swarm's next turn.
ended on Kris
The
target is slowed until the end of the swarm's next turn.
ended on Kris
I've finished my turn.
|
|
Dretch Swarm 1:
(Go,
Eileen. Do your own bidding and bust a cap.)
|
|
Dretch Swarm 1:
(You
currently have a +1 attack +5 damage from Moonlight Sigil, also.)
|
|
Rai Patience Argent:
|
|
Effect:
Until the end of the encounter, any
attack that uses the target gains a +1 power bonus to attack
rolls and a bonus to damage rolls equal to your Constitution
modifier
5
.
As a minor action, the target's wielder can end the effect
in order to remove an effect on him or her that a save can
end.
|
|
Apply
Until
the end of the encounter, any attack that uses the target
gains a +1 power bonus to attack rolls and a bonus to damage
rolls equal to your Constitution modifier. As a minor
action, the target's wielder can end the effect in order to
remove an effect on him or her that a save can end.
|
|
|
Seeker's Kinetic Wave has no melee
attacks, and can be moved around freely without risk.
|
vonel:
(( can I share a square with the
poltergeist? ))
=^v^=:
(( well, it has a 1 in 5 chance of
flat negating the move at least ))
|
Seeker's Kinetic Wave:
(You
can't, sorry. It's only small, and occupies its square.)
|
=^v^=:
(( note, the explosion the orb does
is quite a lot of damage and burst 3 I think? ))
|
Seeker's Kinetic Wave:
Blast
5.
|
vonel:
(( aka full move to get out of it ))
Riot:
(( I mean we can't target it either ))
|
Seeker's Kinetic Wave:
((And
yup, movement can get dicey. I'm just mentioning that so that you
don't worry about it OA ing you.))
|
|
Seeker's Kinetic Wave:
(Basic
tactic, for instance: People scatter to limit its targeting
ability, or run beyond its range, etc. People don't have to just
group up and suck it.)
|
=^v^=:
(( stand on opposite sides and hope
the wheel of teleportality doesn't decide against it ))
|
Seeker's Kinetic Wave:
(Yes.
Speaking of which.)
|
vonel:
(( Nah, I want to be one up but can't
so go here and get slapped by attacks ))
|
Seeker's Teleport:
|
Trigger:
A creature uses a ranged or area attack,
or moves willingly during its turn. Make the Seeker's
Teleport attack after the triggering attack or movement is
completed.
|
|
|
|
(14) Eileen
|
—
|
Rolled
22
vs. Will
( Hit )
|
|
|
Hit:
Roll 1d10
9
Depending on the roll, the target is teleported. 1: Teleport
1 Square NW, 2: Teleport 1 Square North, 3: Teleport 1
square NE, 4: Teleport 1 square West, 5: Teleport 1 square
East, 6: Teleport 1 square SW, 7: Teleport 1 square south,
8: Teleport 1 square SE, 9-10: Return to your starting
position, or teleport to a square beyond the range of your
attack to the target, or the furthest possible square if
that is not possible.
|
|
|
Seeker's Kinetic Wave:
(Alas.)
|
=^v^=:
(( damn turn negation again ))
=^v^=:
(( rip elieen ))
|
Seeker's Kinetic Wave:
(Not
total negation. She's free to charge now, or use an enabler.)
|
|
Eileen:
|
Direct
the Strike
: Ranged 5
|
|
Eileen directs an ally to attack as an enemy lowers its
guard.
|
|
(1) Rai Patience Argent
|
—
|
Rai Patience Argent
|
Effect:
The target makes a basic attack as
a free action against an enemy of your choice that you can
see and is within 10 squares of you.
|
|
Sera has received initiative.
|
Eileen:
I've finished my turn.
|
|
Seeker's Kinetic Wave:
(Who
do you want Patience to smack?)
|
vonel:
(( don't care ))
|
Seeker's Kinetic Wave:
(okay,
I feel as though there are some bad feelings going right now, so
I'd like to end the night, and maybe we'll feel better on
thursday.)
|
=^v^=:
(( but combat... ))
|
Rai Patience Argent:
|
|
|
(5) Derghodemon 2
|
—
|
Rolled
12
vs. Reflex
|
—
|
18
damage
.
|
|
Special:
This power counts as a ranged basic attack
|
|
|
|
Once per turn as a minor action, you can place a
Warlock's Curse on the enemy nearest to you that you can
see. A cursed enemy is more vulnerable to your attacks. If
you hit a cursed enemy with an attack, you deal extra
damage. You decide whether to apply the extra damage after
making the damage roll. You can deal this extra damage only
once per turn. A Warlock's Curse remains in effect until the
end of the encounter or until the cursed enemy drops to 0
hit points or fewer. You can place a Warlock's Curse on
multiple targets over the course of an encounter; each curse
requires the use of a minor action. You can't place a
Warlock's Curse on a creature that is already affected by
your or another character's Warlock's Curse. As you advance
in level, your extra damage increases. Level: 1st through
10th: +
4
11th through 20th: +
9
21st through 30th: +
14
|
|
Click to toggle
|
" = "
|
Click to toggle
|
" »" bgcolor="#D6D7C6">
Click to toggle
|
|
Curse:Green
|
|
on Selected Target(s)
|
|
=^v^=:
(( lol, rai gets teleported now? ))
|
Seeker's Kinetic Wave:
(Sure.
But then we're done. I don't want to be part of an IRL fight.)
|
|
Seeker's Teleport:
|
Trigger:
A creature uses a ranged or area attack,
or moves willingly during its turn. Make the Seeker's
Teleport attack after the triggering attack or movement is
completed.
|
|
|
|
(17) Rai Patience Argent
|
—
|
Rolled
28
vs. Will
( Hit )
|
|
|
Hit:
Roll 1d10
3
Depending on the roll, the target is teleported. 1: Teleport
1 Square NW, 2: Teleport 1 Square North, 3: Teleport 1
square NE, 4: Teleport 1 square West, 5: Teleport 1 square
East, 6: Teleport 1 square SW, 7: Teleport 1 square south,
8: Teleport 1 square SE, 9-10: Return to your starting
position, or teleport to a square beyond the range of your
attack to the target, or the furthest possible square if
that is not possible.
|
|
vonel:
(( sigh, I just rlized I had a way
out of that... if it's okay can I go back? ))
|
Seeker's Kinetic Wave:
(Sure,
you can. But then the night is done, ok?)
|
vonel:
(( sure ))
|
Eileen:
|
By erecting mental bulwarks, Eileen wards herself
against hostile psychic attacks.
|
|
Trigger:
An attack targets your Will.
|
|
Effect:
You gain a +2 power bonus to Will until
the start of your next turn.
|
|
Apply
+2
power bonus to Will
|
|
|
Seeker's Kinetic Wave:
(Cool.
We're done now. Good night. No shouting, please.)
|
Ganaroth is disconnected.
|
Eileen:
-.-
|
|
Ra'ven:
yes
|
|
Ra'ven:
who's
shouting tho?
|
|
Sera:
Not
a clue
|
|
Ra'ven:
memeber
when big sis cat got stunned save ends and failed the save 5 times
in a row?
|
|
Ra'ven:
that
was hilariously bullshit
|
|
Ra'ven:
ya
know, the one in tyg's game with lum
|
|
Eileen:
yeah
but that was just on dice not rolliong well
|
|
Eileen:
this
was the dm npc force moving the giuy out of melee range of my
melee only character and then having my move negated forcing me
out of melee again.
|
|
Eileen:
Like
I havn't had a real action to take on Eileen this whole god damn
fight
|
|
Ra'ven:
yes,
but a decent chunk of that is bad luck
|
|
Ra'ven:
also
swarms
|
|
Ra'ven:
also
also the upside of 2 characters
|
|
Eileen:
that
basicly go right after one another
|
|
Ra'ven:
?
|
|
Ra'ven:
oh
right
|
|
Eileen:
Kris
is first in init and Eileen is second to last
|
|
Eileen:
I
spend more time sitting around not doing any thing then actually
doing something
|
|
Ra'ven:
that
will always be true though? half of the pogs are monsters, other
players exist?
|
|
Ra'ven:
unless
you mean like, specifically elieen
|
Riot is disconnected.
|
|
vonel:
Honeslty
I'm starting to not like playing Eileen, Kris has a fun personatly
and Perra always has something to do. Also Perra is the character
I'd rather be playing as my main any way.
|
|
|
vonel:
It
just feels like the only thing Eileen brings is being a stat stick
for AP's and that's about it.
|
|
Ra'ven:
ah
ya
|
|
Ra'ven:
the
downside of taclords
|
|
Ra'ven:
they
are often rather good but they are also single target melee
|
|
Ra'ven:
single
target melee no bonus accuracy tools
|
|
|
vonel:
I
don't even get my own ap bonuses
|
|
Ra'ven:
they
get compensated via being a good passive stat stick as well, so if
that's not your style of like fun
|
|
Ra'ven:
for
their questionable personal glory
|
|
Ra'ven:
on
the bright side like
|
|
Ra'ven:
elieen
can like just, you know, stay hq bridge bunny
|
|
Ra'ven:
if
you want
|
|
Ra'ven:
and
you can lean on kris and perra for playing
|
|
|
vonel:
I've
been seriously considering it
|
|
Ra'ven:
and
whilst loosing a taclord sucks from a person not playing a taclord
standpoint, oh well is what it is
|
|
Ra'ven:
I
mean unlike mosts of our games Elieen isn't a destined one or
anything
|
vonel is disconnected.
=^v^= is disconnected.
=^v^= has connected.
Ganaroth has connected.
|
Ra'ven:
hi
|
Riot has connected.
|
Ra'ven:
my
new backup videocard seems to hate certain aspects of city of
heroes
|
|
|
Ganaroth:
You
backup card has poor taste.'
|
|
Ra'ven:
water
reflections over medium or any level of ambiant occlusion quarters
my fps
|
|
Ra'ven:
and
they stack
|
|
Ra'ven:
all
full I get like 6fps
|
|
Ra'ven:
also
the screen is super dark and most textures are black
|
|
|
Ganaroth:
That's
very strange, considering that you can probably run CoH on a
smartwatch.
|
|
Ra'ven:
it's
written in old opengl which is a shitshow about being supported
nowadays
|
|
|
Ganaroth:
Yeah...
Luckily, there is a bizzarely dedicated series of people who will
quite willingly invent tools to allow people to keep playing even
with its fossil code.
|
|
|
Ganaroth:
So
how are you, Riot?
|
|
Ra'ven:
don't
think anyone has really touched the renderer though, so intel gets
to suck
|
|
Ra'ven:
I
also hit my head on a doorframe
|
|
|
Riot:
I'm
alright. Stressing about work because we haven't had any calls and
I'm about to hit rent and bills and be very low on money
|
|
|
Riot:
Also
one of my closest friends gets here tomorrow, they're visiting for
the weekend
|
|
|
Riot:
Also
oof, that sucks. Doorframes don't agree with body parts
|
|
|
Ganaroth:
I'm
sorry that things are so stressful. Those kinds of things just
shut me right the fuck down, so good on you for being able to
carry on!
|
|
|
Ganaroth:
I
hope you have a bunch of fun with your friend.
|
|
|
Ganaroth:
I
started reading the undead unluck manga, because I got intrigued
by some of the things I heard about later events, and it's been
interesting. So far, the anime has been incredible faithful to the
source material. More than they usually are, for better or worse,
although in this case I'll call it a positive. There are a few
small changes, mostly having to do with the manga having a lot
more background characters (I assume because they don't need to be
animated) and a few side story panels.. Those at least I wish were
there, because they offer up some interesting quiet, solitary
moments that have us questioning exactly how much we really
understand these characters. I have also noted that chapter 12 is
roughly the beginning of episode 6. Given that the season will
have 24 episodes, the ratio is obvious. But there are 196
chapters, so it kinda looks like they'll have to keep renewing for
a while if I want to see it all animated. On the other hand, more
stuff to read about.
|
vonel has connected.
|
|
Ganaroth:
(So
did Sera go last time, or is it the beginning of her turn? I don't
remember.)
|
|
Ra'ven:
begining
of sera's turn
|
|
|
Ganaroth:
(Ok
then. I guess when you'd like, then.)
|
Riot:
(( could I get a reminder of the
Kinetic Wave's ability? ))
=^v^=:
(( blast 5 push 3 and decently high
damage ))
=^v^=:
(( also prone ))
Riot:
(( I meant what triggers it. Ranged
attacks, movement, and I think one other thing? ))
Riot:
(( Sorry, wasn't clear ))
|
|
Ganaroth:
(I
apologize if I can't quite reach 3/10 excitement today. I'm doing
my best. Kinetic Wave can fire... well, every turn, but to
reposition itself requires a standard action. It is very accurate,
and deals 3d12+5 force damage, pushes 3 squares, and knocks prone.)
|
=^v^=:
(( oh move actions or ranged attacks
trigger the telport thing ))
Riot:
(( Ah okay I am thinking of the
teleport ))
|
|
Ganaroth:
(Like
Akaiku says.)
|
=^v^=:
(( ranged or area I mean. ))
Riot:
(( Ah okay the Area was what I was
forgetting ))
Riot:
(( Thanks ))
Riot:
(( And it only makes a person Vanish
if it rolls a specific roll, right? ))
|
|
Ganaroth:
(You
vanish when you get a kill.)
|
Riot:
(( Ahhhh that's right ))
|
Seeker's Void:
|
Trigger:
A creature reduces an ally to 0 hit
points or fewer.
|
|
Effect:
The triggering creature ceases to exist
until the end of its next turn. While the creature does not
exist, it cannot take actions, does not have line of sight
to any creature, and no creature has line of sight to it. At
the end of the creature's next turn, it returns to the space
it previously occupied, or another square within 3 if that
square is now occupied by a monster that cannot share spaces.
|
|
Riot:
(( roger roger ))
|
Seeker's Teleport:
|
Trigger:
A creature uses a ranged or area attack,
or moves willingly during its turn. Make the Seeker's
Teleport attack after the triggering attack or movement is
completed.
|
|
|
|
Example
|
—
|
Rolled
31
vs. Will
|
|
|
Hit:
Roll 1d10
9
Depending on the roll, the target is teleported. 1: Teleport
1 Square NW, 2: Teleport 1 Square North, 3: Teleport 1
square NE, 4: Teleport 1 square West, 5: Teleport 1 square
East, 6: Teleport 1 square SW, 7: Teleport 1 square south,
8: Teleport 1 square SE, 9-10: Return to your starting
position, or teleport to a square beyond the range of your
attack to the target, or the furthest possible square if
that is not possible.
|
|
|
Seeker's Teleport:
(That's
the other one)
|
|
Sera:
|
Bitter blood calls for bitter revenge - and the Reach
will speak and make it so.
|
|
|
|
(9) Vile Shadow Demon 1
|
—
|
Rolled
23
vs. AC
|
—
|
23
Force damage
.
|
|
Hit:
The foe is immoblized, save ends.
|
|
Effect:
Until end of encounter she can use the
secondary power at will.
|
|
Apply
Immoblized
|
|
Apply
Sera
can use A Whisper until end of encounter
|
|
Riot:
(( Also I assume if it misses, the
secondary power does not come into effect ))
=^v^=:
(( nah, effect is always ))
|
Seeker's Teleport:
(That
is sadly a miss. However, Effect lines work whether you miss or
hit.)
|
Riot:
(( well half damage isn't great but
it's better than none! ))
|
Vile Shadow Demon 1:
|
Effect:
The shadow demon takes half damage from
all attacks, except those that deal force damage. Whenever
the shadow demon takes radiant damage, it loses this trait
until the start of its next turn.
|
|
Apply
The
shadow demon takes half damage from all attacks, except
those that deal force damage. Whenever the shadow demon
takes radiant damage, it loses this trait until the start of
its next turn.
|
|
=^v^=:
(( teleporty thing? ))
=^v^=:
(( iroincally force ))
|
Seeker's Teleport:
(Yup.)
|
Riot:
(( well good, half vs a quarter lol ))
|
Seeker's Teleport:
|
Trigger:
A creature uses a ranged or area attack,
or moves willingly during its turn. Make the Seeker's
Teleport attack after the triggering attack or movement is
completed.
|
|
|
|
(24) Sera
|
—
|
Rolled
31
vs. Will
( Hit )
|
|
|
Hit:
Roll 1d10
2
Depending on the roll, the target is teleported. 1: Teleport
1 Square NW, 2: Teleport 1 Square North, 3: Teleport 1
square NE, 4: Teleport 1 square West, 5: Teleport 1 square
East, 6: Teleport 1 square SW, 7: Teleport 1 square south,
8: Teleport 1 square SE, 9-10: Return to your starting
position, or teleport to a square beyond the range of your
attack to the target, or the furthest possible square if
that is not possible.
|
|
Riot:
(( Yltheria need to make a saving
throw? ))
Riot:
(( wait no, it's 5, not 10 ))
Riot:
(( nevermind ))
Kris has received initiative.
|
Sera:
The
enemy take a -2 penalty to all defenses until the end of your next
turn.
ended on Dretch Swarm 3
The
enemy take a -2 penalty to all defenses until the end of your next
turn.
ended on Dretch Swarm 3
The
ally gains a +2 bonus to all defenses until the end of your next
turn.
ended on Eileen
Slowed
ended on Dretch Swarm 1
I've
finished my turn.
Ayalin THINGS HERE
|
|
Seeker's Teleport:
(She
also doesn't need a save. The immob is eont.)
|
Riot:
(( cool ))
|
Hector Achilon:
|
Effect:
Targets one creature in the burst. The
next time the target misses with an attack roll before the
end of your next turn, it can reroll that attack roll. It
must use the new result, even if it is lower.
|
|
|
Ra'ven:
?
|
|
Seeker's Teleport:
(Sorry.)
|
|
Seeker's Teleport:
(Misclick.)
|
|
Seeker's Teleport:
(just
go on.)
|
|
Kris:
|
Kris hit's one enemy, then cleave into another.
|
|
|
|
(0) Dretch Swarm 1
|
—
|
Rolled
40
vs. AC
|
—
|
CRIT:
23
force damage, plus 5 force
damage.
|
|
|
Hit:
An enemy adjacent to you other than
the target takes
5
damage.
|
|
|
Hector Achilon:
(Well,
obviously that hits.)
|
=^v^=:
(( crit dice remain low x.x ))
|
Kris swats a awarm
|
=^v^=:
(( Kris gets zotted? ))
|
Dretch Swarm 1:
|
Trigger:
An enemy hits the swarm
|
|
Effect:
Up to four dretch lackeys (roll a d4 to
determine the exact number) appear in squares within 2
squares of the swarm. They can appear in occupied squares
and act on the swarm's turn. Dretch lackeys created in this
fashion are worth no experience points.
|
|
Riot:
(( so we can't actively target the
Seeker right? ))
=^v^=:
(( nope it's just zone effects, maybe
we can rub skills against it to try to counter it's effects somehow
though! ))
|
Seeker's Void:
|
Trigger:
A creature reduces an ally to 0 hit
points or fewer.
|
|
Effect:
The triggering creature ceases to exist
until the end of its next turn. While the creature does not
exist, it cannot take actions, does not have line of sight
to any creature, and no creature has line of sight to it. At
the end of the creature's next turn, it returns to the space
it previously occupied, or another square within 3 if that
square is now occupied by a monster that cannot share spaces.
|
|
|
Hector Achilon:
(Kris,
you're gone, as a reward for finishing off that bunch of assholes.)
|
|
Kris:
I've finished my turn.
|
|
Kris waves to hector as he pops out
|
Riot:
(( lol ))
|
Mezzodemon 3:
Recharge:
Rolled 6 vs. 5, and
Poison Breath
has been recharged!
|
|
Hector Achilon:
"Well,
he didn't go through the gate, so that's something..."
|
=^v^=:
(( worse, corn field in ioha ))
|
Mezzodemon 3:
|
|
|
(1) Ra'ven
|
—
|
Rolled
17
vs. AC
( Miss )
|
—
|
17
damage
.
|
|
Hit:
and the target is restrained and takes
ongoing 5 damage (save ends both). Until the effect ends,
the mezzodemon cannot use trident or skewering tines.
|
|
Apply
The
target is restrained and takes ongoing 5 damage (save ends
both). Until the effect ends, the mezzodemon cannot use
trident or skewering tines.
|
|
|
Mezzodemon 3:
I've finished my turn.
|
=^v^=:
(( she get to poof back early? ))
|
Anand, Iron Falcon pops back into
existence, looking decidedly annoyed. "This Palace's security
spirit. I suppose I can't get angry. This one, at least, is just
doing its job. Still, you won't be able to kill it, not from here.
It lives beneath us, in a place that you'd have a lot of trouble
getting to."
|
|
Iron Falcon 2:
I've finished my turn.
|
|
Mezzodemon 1:
|
|
|
(1) Anand, Iron Falcon
|
—
|
Rolled
35
vs. AC
|
—
|
24
damage
.
|
|
Hit:
and the target is restrained and takes
ongoing 5 damage (save ends both). Until the effect ends,
the mezzodemon cannot use trident or skewering tines.
|
|
Apply
The
target is restrained and takes ongoing 5 damage (save ends
both). Until the effect ends, the mezzodemon cannot use
trident or skewering tines.
|
|
|
Ra'ven is greatful for her 'mom'
sucking up some rather high rolls
|
|
Anand, Iron Falcon glares. "Oh, just
go and leave me alone, will you?"
|
|
Anand, Iron Falcon:
|
Effect:
Anand has threatening reach 2, and can
make opportunity attacks against enemies within 2 squares of
her. If an enemy ends its turn within 2 squares of Anand,
she may use Raging Hydra Fang twice against the triggering
enemy as a free action.
|
|
=^v^=:
(( isn't hydra her second turn
action? does her stance change when she's zotted? ))
|
Anand, Iron Falcon:
((She
can choose which form to take on one turn, but needs to pick the
opposite one on the next turn.))
|
|
Anand, Iron Falcon:
((Since
she's gone through both, she got to pick this time around, but
will only be able to use Tranquil Wind when her next actual turn
comes up.))
|
=^v^=:
(( oh coo ))
|
Anand, Iron Falcon:
|
|
|
(1) Mezzodemon 1
|
—
|
Rolled
31
vs. AC
|
—
|
25
damage
.
|
|
|
|
(1) Mezzodemon 1
|
—
|
Rolled
26
vs. AC
|
—
|
13
damage
.
|
|
=^v^=:
(( lol, poof ))
|
Anand, Iron Falcon:
"I
brought you here, and so help me, I will make you leave. Oh well.
Like I said, before, that one doesn't count!"
|
Ra'ven has received initiative.
|
Iron Falcon 2:
I've finished my turn.
|
=^v^=:
(( she gets sent back to the penalty
box right? ))
|
Anand, Iron Falcon:
((Yup.))
|
|
Ra'ven:
Gained 2 HP.
HP:
32 / 70—
Surges:
7 / 8 —
APs:
1 —
Daily Items:
1
|
|
Seeker's Void:
|
Trigger:
A creature reduces an ally to 0 hit
points or fewer.
|
|
Effect:
The triggering creature ceases to exist
until the end of its next turn. While the creature does not
exist, it cannot take actions, does not have line of sight
to any creature, and no creature has line of sight to it. At
the end of the creature's next turn, it returns to the space
it previously occupied, or another square within 3 if that
square is now occupied by a monster that cannot share spaces.
|
|
|
Ra'ven:
|
Effect:
She shifts 2 squares
|
|
Staff of Travel:
She can teleport instead of shift
|
|
=^v^=:
(( teleporty thing hit? ))
|
Anand, Iron Falcon:
(I
believe teleporting doesn't actually count as movement.)
|
|
Anand, Iron Falcon:
(It
doesn't normally trigger movement related stuff.)
|
=^v^=:
(( coo! ))
|
Ra'ven:
|
|
|
(1) Dretch Swarm 3
|
—
|
Rolled
25
vs. Reflex
|
—
|
11
lightning damage
.
|
|
|
|
(1) Mezzodemon 2
|
—
|
Rolled
15
vs. Reflex
|
—
|
13
lightning damage
.
|
|
(Sec.)
|
|
(1) Dretch Swarm 3
|
—
|
Rolled
24
vs. Fortitude
|
—
|
18
thunder damage
.
|
|
(Sec.)
|
|
(3) Derghodemon 2
|
—
|
Rolled
31
vs. Fortitude
|
—
|
12
thunder damage
.
|
|
(Sec.)
|
|
(1) Mezzodemon 2
|
—
|
Rolled
16
vs. Fortitude
|
—
|
17
thunder damage
.
|
|
Secondary Miss:
Half damage
|
|
Effect:
She can jump up to 5 squares between
attacks without provoking.
|
|
=^v^=:
(( 11 on the first, 18 on the second,
also lol ))
|
Anand, Iron Falcon:
(Hit
miss hit hit miss.)
|
=^v^=:
(( horray for half damage also double
tapping weaknes son the swarm ))
|
Ra'ven:
|
Also everything is on fire
|
|
Trigger:
She uses an encounter or daily attack
|
|
Effect:
All hit targets take ongoing 5 fire
|
|
Apply
Take
ongoing 5 fire damage
|
|
|
Derghodemon 2:
|
Trigger:
The derghodemon takes acid, cold, fire,
lightning, or thunder damage.
|
|
Effect:
The derghodemon gains resist 15 to the
triggering damage type until the end of the encounter or
until it uses variable resistance again.
|
|
|
Anand, Iron Falcon:
(Gains
15 lightning resist.)
|
|
Ra'ven:
wouldn't
it have to be thunder since it didn't actually take lightning,
being only targetd by the second bit?
|
|
Anand, Iron Falcon:
(Apologies.
Yes, then.)
|
|
Mezzodemon 2:
|
Trigger:
The mezzodemon takes acid, cold, fire,
lightning, or thunder damage.
|
|
Effect:
The mezzodemon gains resist 10 to the
triggering damage type until the end of the encounter or
until it uses variable resistance again.
|
|
|
Anand, Iron Falcon:
(He'll
take lightning resist, though.)
|
|
Ra'ven:
|
Trigger:
She hits with an attack during her turn.
|
|
|
|
(1) Derghodemon 2
|
—
|
( Autohit )
|
—
|
7
fire damage
.
|
|
Effect:
She shifts (teleports?) 1 square. If the
target wasn't hit by the triggering attack, it also takes -2
to attack rolls until end of next turn.
|
|
Apply
-2
to attacks that include Ra'Ven
|
|
|
Ra'ven:
I've
finished my turn.
|
=^v^=:
(( oh right had ca vs the swarm but
hit both times anyways ))
|
Derghodemon 1:
|
|
|
(2) Ra'ven
|
—
|
Rolled
35
vs. Fortitude
( Hit )
|
|
Hit:
and the target falls prone.
|
|
Effect:
Before the attack, the derghodemon moves
it's burrow speed below the surface of the ground, avoiding
attacks of opportunity as it pass underneath other
creature's spaces. As burrows beneath the space of a large
or smaller creature on the ground, the derghobemon makes an
attack against that creature.
|
|
Click to toggle
|
" = "
|
Click to toggle
|
" »" bgcolor="#D6D7C6">
Click to toggle
|
|
Prone
|
|
on Selected Target(s)
|
|
|
Derghodemon 1:
|
|
|
(2) Ra'ven
|
—
|
Rolled
29
vs. Fortitude
( Hit )
|
|
Hit:
and the target falls prone.
|
|
Effect:
Before the attack, the derghodemon moves
it's burrow speed below the surface of the ground, avoiding
attacks of opportunity as it pass underneath other
creature's spaces. As burrows beneath the space of a large
or smaller creature on the ground, the derghobemon makes an
attack against that creature.
|
|
Click to toggle
|
" = "
|
Click to toggle
|
" »" bgcolor="#D6D7C6">
Click to toggle
|
|
Prone
|
|
on Selected Target(s)
|
|
|
Derghodemon 1:
(sorry,
double click because everything sucks.
|
|
Derghodemon 1:
|
Effect:
The derghodemon uses claw four times, no
more than twice against a single target. If a single target
is hit with claw twice, the derghodemon grabs the target.
|
|
Apply
The
derghodemon grabs the target.
|
|
=^v^=:
(( I'ma gunna assume that attack
doesn't count as making a melee attack whilst adjacent to Ra'ven ))
|
Derghodemon 1:
(it
does not. That's why despite the "passing underneath" bit, it's
still listed as melee 3.)
|
|
Derghodemon 1:
|
|
|
(1) Yltheria
|
—
|
Rolled
37
vs. AC
( Hit )
|
—
|
10
damage
.
|
|
|
|
(1) Yltheria
|
—
|
Rolled
25
vs. AC
( Miss )
|
—
|
7
damage
.
|
|
|
|
(2) Io
|
—
|
Rolled
20
vs. AC
( Miss )
|
—
|
6
damage
.
|
|
|
|
(2) Io
|
—
|
Rolled
24
vs. AC
( Miss )
|
—
|
12
damage
.
|
|
|
Derghodemon 1:
(lol)
|
|
Derghodemon 1:
((I
think it will AP, then.)
|
|
Derghodemon 1:
(though
Yltheria does have a response.)
|
|
Yltheria:
|
Effect:
You gain resist 10 necrotic and resist 10
fire until the end of the encounter. Whenever a creature
makes a melee attack roll against you, it takes 2d6 + your
intelligence modifer necrotic damage. No creature can take
this damage more than once per turn.
|
|
|
17
Necrotic Damage. Use this OR Insightful warning in an
encounter.
|
|
Apply
Whenever
a creature makes a melee attack roll against you, it takes
2d6 + Int modifier (+6) Necrotic damage. No creature can
take this damage more than once per turn.
|
|
|
Yltheria:
Suffered 10 dmg.
HP:
12 / 59—
Surges:
7 / 7 —
APs:
1 —
Daily Items:
1
|
|
Derghodemon 1:
|
|
|
(1) Yltheria
|
—
|
Rolled
39
vs. AC
( Hit )
|
—
|
CRIT:
13
damage.
|
|
|
|
(2) Io
|
—
|
Rolled
25
vs. AC
( Miss )
|
—
|
13
damage
.
|
|
|
|
(1) Yltheria
|
—
|
Rolled
20
vs. AC
( Miss )
|
—
|
13
damage
.
|
|
|
|
(2) Io
|
—
|
Rolled
30
vs. AC
( Hit )
|
—
|
6
damage
.
|
|
|
Yltheria:
Suffered 13 dmg.
HP:
-1 / 59—
Surges:
7 / 7 —
APs:
1 —
Daily Items:
1
|
|
Io:
Suffered 6 dmg.
HP:
59 / 66—
Surges:
10 / 11 —
APs:
0 —
Daily Items:
1
|
|
Hector Achilon:
"No!"
The barely visible pupils of his eyes recede as the blue-white
light behind them inscreases.
|
|
Derghodemon 1:
I've finished my turn.
|
|
Lucky:
|
She launches two swords towards the enemy, cutting into
their attack - and their body.
|
|
Trigger:
Enemy in range attacks an ally
|
|
|
|
(3) Derghodemon 1
|
—
|
Rolled
34
vs. AC
|
—
|
21
damage
.
|
|
(Sec.)
|
|
(3) Derghodemon 1
|
—
|
Rolled
21
vs. AC
|
—
|
22
damage
.
|
|
Hit:
and make the secondary attack with combat
advantage with your offhand weapon
|
|
Miss:
full damage, no secondary attack
|
|
Secondary Hit:
The foe takes a -2 penality to the
triggering attack
|
|
|
Hector Achilon:
"I
won't let you die. It won't happen..."
|
|
Lucky:
"Fuck
you! Leave the kid alone! Come at ME motherfucker!"
|
=^v^=:
(( side note you have combat
advantage on both of those attacks cause of this ))
|
Ra'ven:
|
Really no good options, huh?
|
|
Trigger:
Ra'ven or her rider are attacked
|
|
Effect:
If Ra'ven is hit, her rider gains combat
advantage vs the attacker until the rider's next attack. If
the rider is hit, Ra'ven gets it. If both are hit, they both
get it.
|
|
Riot:
(( Okay so that's a 23 then, does that
hit? ))
|
Hector Achilon:
(Sadly,
a 23 vs AC does not hit.)
|
|
Lucky:
|
Sometimes I'm just better.
|
|
Trigger:
Miss with an attack or fail a saving throw
|
|
Effect:
Add +4 to the triggering roll.
|
|
=^v^=:
(( also a +1 to damage ))
=^v^=:
(( also you can beatdown it to prone
it ))
|
Hector Achilon:
(Heroic
Effort makes it hit, though.)
|
|
Lucky:
|
Trigger:
She hits with a daily or encounter
|
|
Effect:
Foe is knocked prone.
|
|
Click to toggle
|
" = "
|
Click to toggle
|
" »" bgcolor="#D6D7C6">
Click to toggle
|
|
Prone
|
|
on Selected Target(s)
|
|
=^v^=:
(( sadly can't make it miss ))
|
Hector Achilon:
(It
can't save Yltheria, since the attack was a crit, but it certainly
did real damage.)
|
=^v^=:
(( and it's multiple attacks so it
doesn't quite save io imposing the -2 from prone ))
Riot:
(( Yeah it was more anger than
anything, I knew the attack roll was too high ))
Riot:
(( Lucky did it because she's furious
))
|
Hector Achilon:
((Totally
understandable. And since that attack is technically melee 5,
teleport doesn't trigger.))
|
Riot:
(( whew ))
=^v^=:
(( also your 2d8 each hit ))
Riot:
(( Oh yeah ))
=^v^=:
(( also your +1 from ca each hit ))
* Riot rolls: 4d8 => 19
Riot:
(( I always forget the damn radiant
lol ))
=^v^=:
(( also also your +2 to hit from that
effect in case it wasn't needed ))
|
Hector Achilon:
So
21 more damage, then.
))
|
|
Vile Shadow Demon 1:
|
|
Hector Achilon:
...
|
=^v^=:
(( basically secondary should have
been 25 with the +2 power and the combat advantage ))
|
Hector Achilon:
(The
fuck was that? I was trying to do a recharge roll.)
|
=^v^=:
(( unsure! I just say blank screen ))
|
Vile Shadow Demon 1:
|
|
Hector Achilon:
(Ok,
I guess I'll just roll manually.)
|
|
Vile Shadow Demon 1:
|
|
|
(1) Io
|
—
|
Rolled
21
vs. Fortitude
( Miss )
|
—
|
23
necrotic damage
.
|
|
Effect:
The burst creates a zone of darkness that
lasts until the end of the shadow demon's next turn. The
zone blocks line of sight for all creatures that cannot see
in darkness. Any enemy that starts its turn in the zone
takes 5 necrotic damage and is immobilized until the start
of its next turn.
|
|
Special:
Recharge when first bloodied.
|
|
|
Io:
|
Effect:
Whenever an attack is made against Io's
Fort defense and misses, Io gains 5 temporary hit points.
|
|
|
Io:
Gained 5 temp HP.
HP:
59 / 66 + 5 temp.—
Surges:
10 / 11 —
APs:
0 —
Daily Items:
1
|
|
Hector Achilon:
(Make
sure to take the half damage too.)
|
|
Io:
Suffered 11 dmg. Lost 6 HP and 5 temp
HP.
HP:
53 / 66—
Surges:
10 / 11 —
APs:
0 —
Daily Items:
1
|
=^v^=:
(( thought it already used that ))
|
Vile Shadow Demon 1:
|
Effect:
The shadow demon uses claw.
|
|
|
Vile Shadow Demon 1:
|
|
|
(1) Io
|
—
|
Rolled
20
vs. Reflex
( Miss )
|
—
|
14
necrotic damage
.
|
|
|
8
additional necrotic damage if the shadow demon has combat
advantage against the target.
|
|
=^v^=:
(( oh that might be why it flipped
out it's recharge special ))
|
Hector Achilon:
AP
|
|
Vile Shadow Demon 1:
|
|
|
(1) Io
|
—
|
Rolled
34
vs. Will
( Hit )
|
—
|
12
psychic damage
.
|
|
Hit:
and the target is dominated (save ends).
While the target is dominated, the shadow demon is removed
from play.
|
|
|
Aftereffect: The shadow demon returns to play in
an unoccupied square of its choice within 5 squares of the
target.
|
|
Apply
The
target is dominated (save ends). While the target is
dominated, the shadow demon is removed from play.
|
|
|
Vile Shadow Demon 1:
I've finished my turn.
|
|
Io idly wonders what they will do
immoblized and without line of sight to anyone
|
|
Hector Achilon:
(Shoot
blindly and waste a turn?)
|
|
Derghodemon 2:
|
|
|
(2) Lucky
|
—
|
Rolled
16
vs. Fortitude
( Miss )
|
|
Hit:
and the target falls prone.
|
|
Effect:
Before the attack, the derghodemon moves
it's burrow speed below the surface of the ground, avoiding
attacks of opportunity as it pass underneath other
creature's spaces. As burrows beneath the space of a large
or smaller creature on the ground, the derghobemon makes an
attack against that creature.
|
|
Click to toggle
|
" = "
|
Click to toggle
|
" »" bgcolor="#D6D7C6">
Click to toggle
|
|
Prone
|
|
on Selected Target(s)
|
|
|
Derghodemon 2:
|
Effect:
The derghodemon uses claw four times, no
more than twice against a single target. If a single target
is hit with claw twice, the derghodemon grabs the target.
|
|
Apply
The
derghodemon grabs the target.
|
|
|
Ra'ven:
|
Really no good options, huh?
|
|
Trigger:
Ra'ven or her rider are attacked
|
|
Effect:
If Ra'ven is hit, her rider gains combat
advantage vs the attacker until the rider's next attack. If
the rider is hit, Ra'ven gets it. If both are hit, they both
get it.
|
|
=^v^=:
(( o wait miss ))
|
Derghodemon 2:
|
|
|
(2) Lucky
|
—
|
Rolled
36
vs. AC
( Hit )
|
—
|
13
damage
.
|
|
|
|
(2) Lucky
|
—
|
Rolled
29
vs. AC
( Hit )
|
—
|
11
damage
.
|
|
|
|
(2) Ra'ven
|
—
|
Rolled
26
vs. AC
( Hit )
|
—
|
12
damage
.
|
|
|
|
(2) Ra'ven
|
—
|
Rolled
31
vs. AC
( Hit )
|
—
|
10
damage
.
|
|
=^v^=:
(( dang thats a lot of no damage ))
|
Derghodemon 2:
|
|
|
(2) Ra'ven
|
—
|
Rolled
28
vs. AC
( Hit )
|
—
|
19
damage
.
|
|
Hit:
and the target enters the derghodemon's
space, is restrained, and takes ongoing 10 damage (save ends
all). If the derghodemon moves, the restrained creature
moves with it.
|
|
Special:
1/Round. The derghodemon must not have a
creature restrained.
|
|
Apply
The
target enters the derghodemon's space, is restrained, and
takes ongoing 10 damage (save ends all). If the derghodemon
moves, the restrained creature moves with it.
|
|
Riot:
(( what do you mean a lot of no damage
))
=^v^=:
(( we both have resist 10 ))
Riot:
(( yeah does that apply to each attack
roll? ))
=^v^=:
(( each damage roll ))
|
Derghodemon 2:
(It
does)
|
=^v^=:
(( so you talke like 4 damage nad
ra'ven taks 11 ))
Riot:
(( Ah okay. So 4 damage to Lucky then
and 2 for Ra'ven ))
|
Lucky:
Suffered 4 dmg.
HP:
20 / 73—
Surges:
4 / 6 —
APs:
1 —
Daily Items:
1
|
|
Derghodemon 2:
((So
no, you don't take a lot of damage. Otoh, you are also both
grabbed, and Ra'ven is restrained as well.))
|
|
Ra'ven stays mad about it not taking
the attack from adjacent
|
|
Derghodemon 2:
(It
has reach 3. It's not THAT stupid.)
|
|
Derghodemon 2:
I've finished my turn.
|
|
Ra'ven:
Suffered 2 dmg.
HP:
30 / 70—
Surges:
7 / 8 —
APs:
1 —
Daily Items:
1
|
|
Ra'ven:
Suffered 9 dmg.
HP:
21 / 70—
Surges:
7 / 8 —
APs:
1 —
Daily Items:
1
|
|
Dretch Lackey 6:
|
|
|
(1) Eileen
|
—
|
Rolled
26
vs. AC
( Hit )
|
—
|
12
damage
.
|
|
|
Derghodemon 2:
(Sorry,
even blinded it looks like it can still get a shot it
occasionally.)
|
|
Eileen:
Suffered 12 dmg.
HP:
32 / 73—
Surges:
7 / 10 —
APs:
1 —
Daily Items:
1
|
|
Dretch Lackey 6:
I've finished my turn.
|
|
Dretch Lackey 5:
|
|
|
(1) Hector Achilon
|
—
|
Rolled
26
vs. AC
( Miss )
|
—
|
12
damage
.
|
|
|
Dretch Lackey 5:
I've finished my turn.
|
|
Dretch Lackey 1:
|
|
|
(1) Hector Achilon
|
—
|
Rolled
40
vs. AC
( Hit )
|
—
|
12
damage
.
|
|
|
Hector Achilon:
Suffered 12 dmg.
HP:
45 / 68—
Surges:
8 / 9 —
APs:
1 —
Daily Items:
1
|
|
Dretch Lackey 1:
I've finished my turn.
|
|
Dretch Lackey 4:
|
|
|
(1) Hector Achilon
|
—
|
Rolled
34
vs. AC
( Hit )
|
—
|
12
damage
.
|
|
|
Hector Achilon:
Suffered 12 dmg.
HP:
33 / 68—
Surges:
8 / 9 —
APs:
1 —
Daily Items:
1
|
|
Dretch Lackey 4:
I've finished my turn.
|
|
Dretch Lackey 3:
|
|
|
(1) Hector Achilon
|
—
|
Rolled
39
vs. AC
( Hit )
|
—
|
CRIT:
12
damage.
|
|
|
Derghodemon 2:
(Hector
getting his ass kicked, but at least it was a minioncrit.)
|
|
Hector Achilon:
Suffered 12 dmg.
HP:
21 / 68—
Surges:
8 / 9 —
APs:
1 —
Daily Items:
1
|
|
Dretch Lackey 3:
I've finished my turn.
|
|
Purge Demon 2:
|
|
|
(10) Summoned Poltergeist 1
|
—
|
Rolled
36
vs. AC
|
—
|
CRIT:
26
damage.
|
|
(Sec.)
|
|
(10) Eileen
|
—
|
Rolled
17
vs. Reflex
( Miss )
|
—
|
6
damage
.
|
|
Hit:
and the target takes a -2 penalty to all
defenses (save ends). The infector then makes a secondary
attack.
|
|
Secondary Hit:
and the target takes a -2 penalty
to all defenses (save ends).
|
|
Special:
Technically, RAW says that this attack
should be able to double-tap, but I'm pretty sure that
wasn't the intent, so I won't do it.
|
|
Apply
-2
penalty to all defenses (save ends).
|
|
=^v^=:
(( lol ))
|
Derghodemon 2:
(Lol,
amusingly enough, if Yltheria wasn't down OR if the summon had
been at full, that wouldn't have killed it. Oh well.)
|
|
Purge Demon 2:
I've finished my turn.
|
|
Mezzodemon 2:
|
|
|
(1) Lucky
|
—
|
Rolled
35
vs. AC
( Hit )
|
—
|
22
damage
.
|
|
Hit:
and the target is restrained and takes
ongoing 5 damage (save ends both). Until the effect ends,
the mezzodemon cannot use trident or skewering tines.
|
|
Apply
The
target is restrained and takes ongoing 5 damage (save ends
both). Until the effect ends, the mezzodemon cannot use
trident or skewering tines.
|
|
|
Derghodemon 2:
(wuwahahaha,
a couple of restrained captives.)
|
=^v^=:
(( dang, almost a crit and almost max
damage ))
|
Lucky:
Suffered 12 dmg.
HP:
8 / 73—
Surges:
4 / 6 —
APs:
1 —
Daily Items:
1
|
Io has received initiative.
|
Mezzodemon 2:
I've finished my turn.
|
|
Io:
|
Effect:
You gain a +2 feat bonus to Will. This
bonus increases to +3 at 11th level, and +4 at 21st level.
If you are dazed or stunned, you can make a saving throw at
the start of your turn to end that effect, even if the
effect doesn't normally end on a save.
|
|
|
Io:
|
:
Rolled
14.
Saving throw
|
|
|
Success:
Io has overcome
The
target is dominated (save ends). While the target is
dominated, the shadow demon is removed from play.
.
|
|
=^v^=:
(( yeet ))
=^v^=:
(( wait ))
=^v^=:
(( fuck me I always forget that ))
=^v^=:
(( NEVERMIND ))
|
Io remains dominated
|
|
Derghodemon 2:
(So,
how does that get you out of dom? Lol, I know you caught it.)
|
|
Io:
Suffered 5 dmg.
HP:
48 / 66—
Surges:
10 / 11 —
APs:
0 —
Daily Items:
1
|
=^v^=:
(( it's the various and sundry items
that grant save vs dom ))
|
Io:
|
|
|
(7) Hector Achilon
|
—
|
Rolled
30
vs. Reflex
( Hit )
|
—
|
CRIT:
12
radiant damage, plus 8 damage.
|
|
|
|
(7) Eileen
|
—
|
Rolled
22
vs. Reflex
( Hit )
|
—
|
12
radiant damage
.
|
|
|
|
(9) Rai Patience Argent
|
—
|
Rolled
11
vs. Reflex
( Miss )
|
—
|
10
radiant damage
.
|
|
vonel:
(( poor hector ))
|
Hector Achilon:
Suffered 20 dmg.
HP:
1 / 68—
Surges:
8 / 9 —
APs:
1 —
Daily Items:
1
|
|
Eileen:
|
Effect:
While you are bloodied, you have resist 2
to all damage.
|
|
|
Eileen:
Suffered 10 dmg.
HP:
22 / 73—
Surges:
7 / 10 —
APs:
1 —
Daily Items:
1
|
=^v^=:
(( ironically hector can just zot
some minions to take a breather ))
|
Io is done then?
|
|
Hector Achilon:
"Get....
the girl..."
|
Hector Achilon has received initiative.
|
Io:
|
:
Rolled
14.
Saving throw
|
|
|
Success:
Io has overcome
The
target is dominated (save ends). While the target is
dominated, the shadow demon is removed from play.
.
|
|
|
Io:
I've finished my turn.
|
:
Rolled
3.
Saving throw
|
|
|
Failure:
Io remains with The target is dominated
(save ends). While the target is dominated, the shadow demon
is removed from play..
|
When
Io spends an action point to take an extra action, they also gain
a +2 bonus to defenses until the end of their next turn.
ended on Io
The
target is dazed until the end of your next turn.
ended
on Mezzodemon 3
The
target is blinded until the end of your next turn.
ended on Dretch Lackey 6
|
|
Io:
-.-
|
|
Hector Achilon:
(You
did it first, I'll go with yours.)
|
=^v^=:
(( shadow guy poofs back somewhere
nobody can see ))
|
Hector Achilon:
|
(0) Hector Achilon
|
—
|
Hector Achilon
|
The target spends a healing surge and regains
17
+
8
|
|
|
Hector Achilon:
|
Effect:
You gain a +2 shield bonus to AC, and you
have proficiency with scale armor. Whenever you use a cleric
healing power to allow a target to spend a healing surge,
that target gains a +2 bonus to attack rolls until the end
of your next turn.
|
|
Apply
+2
to attack rolls until the end of your next turn.
|
|
|
Hector Achilon:
|
Effect:
When you use your healing word, you regain
hit points equal to your strength modifier
|
|
|
When you use your healing word, you regain hit
points equal to your strength modifier. (+
5
)
|
|
|
Hector Achilon:
|
Effect:
When you use your healing word, the target
also gains a power bonus to all defenses equal to your
Charisma modifier against the next attack made against him
or her before the end of your next turn.
|
|
Apply
When
you use your healing word, the target also gains a power
bonus to all defenses equal to your Charisma modifier
against the next attack made against him or her before the
end of your next turn.
|
|
|
Hector Achilon:
|
Effect:
Targets of your healing word class feature
also gain a +2 bonus to all defenses until the start of your
next turn.
|
|
Apply
Targets
of your healing word class feature also gain a +2 bonus to
defenses until the start of your next turn.
|
|
|
Hector Achilon:
Gained 30 HP.
HP:
31 / 68—
Surges:
8 / 9 —
APs:
1 —
Daily Items:
1
|
|
Dretch Lackey 3:
|
|
|
(7) Hector Achilon
|
—
|
Rolled
33
vs. AC
( Hit )
|
—
|
12
damage
.
|
|
|
Hector Achilon:
(miss)
|
|
Dretch Lackey 5:
|
|
|
(6) Hector Achilon
|
—
|
Rolled
28
vs. AC
( Hit )
|
—
|
12
damage
.
|
|
|
Hector Achilon:
(miss)
|
|
Dretch Lackey 1:
|
|
|
(6) Hector Achilon
|
—
|
Rolled
31
vs. AC
( Hit )
|
—
|
12
damage
.
|
|
|
Hector Achilon:
(hit)
|
|
Dretch Lackey 4:
|
|
|
(7) Hector Achilon
|
—
|
Rolled
29
vs. AC
( Hit )
|
—
|
12
damage
.
|
|
|
Hector Achilon:
(miss)
|
Riot:
(( are those just auto 12 damage? ))
|
Hector Achilon:
Suffered 12 dmg.
HP:
19 / 68—
Surges:
8 / 9 —
APs:
1 —
Daily Items:
1
|
vonel:
(( the 33 miss but the 31 hits? ))
=^v^=:
(( minions auto hit, also one of
those +acs are next attack ))
=^v^=:
(( I mean minions do fixed damage,
not autohit ))
vonel:
(( Ah got it ))
|
Hector Achilon:
(Yes.
He had a huge +ac to the first attack.)
|
=^v^=:
(( "HOW DO WORDS WORK" : Me, probably
))
|
Hector Achilon:
|
|
|
(1) Derghodemon 1
|
—
|
Rolled
24
vs. AC
|
—
|
16
damage
.
|
|
|
Hit:
And the next ally who hits the target
before the end of your next turn regains hit points equal to
5
|
|
|
Hector Achilon:
(Darn.
That would have been nice if it had hit. Oh well. AP and then a
thing.)
|
|
Hector Achilon:
|
Special:
Targets one dying ally in the burst.
|
|
(1) Yltheria
|
—
|
Yltheria
|
Effect:
The target can spend up to two
healing surges. Until the end of the encounter, or until the
target is restored to full hit points, the target gains a +2
power bonus to attack and damage rolls, but grants combat
advantage.
|
|
Apply
Until
the end of the encounter, or until the target is restored to
full hit points, the target gains a +2 power bonus to attack
and damage rolls, but grants combat advantage.
|
|
|
Yltheria:
Gained 29 HP.
HP:
29 / 59—
Surges:
7 / 7 —
APs:
1 —
Daily Items:
1
|
=^v^=:
(( doesn't he get +2 to hit from his
healing word? ))
|
Hector Achilon:
(gasp.)
|
|
Hector Achilon:
(You're
right, and that makes him hit.)
|
|
Hector Achilon:
|
Trigger:
When using a melee or ranged weapon
attack power, you hit a creature that is granting combat
advantage to you.
|
|
Effect:
The creature is weakened until the end of
your next turn, and you can shift 2 squares.
|
|
Apply
Weakened
until the end of your next turn
|
|
=^v^=:
(( maybe doesn't wanna encourage the
orb to shoot more people ))
|
Hector Achilon:
(Yeah,
that makes sense.)
|
Rai Patience Argent has received initiative.
|
Hector Achilon:
+3
bonus to melee attack rolls against the target until the end of
your next turn.
ended on Kris
+2
to attack and damage rolls until the end of Hector's next turn.
ended on Kris
I've finished my turn.
|
=^v^=:
(( teleporty thing? ))
|
Seeker's Teleport:
|
Trigger:
A creature uses a ranged or area attack,
or moves willingly during its turn. Make the Seeker's
Teleport attack after the triggering attack or movement is
completed.
|
|
|
|
(23) Rai Patience Argent
|
—
|
Rolled
38
vs. Will
( Hit )
|
|
|
Hit:
Roll 1d10
9
Depending on the roll, the target is teleported. 1: Teleport
1 Square NW, 2: Teleport 1 Square North, 3: Teleport 1
square NE, 4: Teleport 1 square West, 5: Teleport 1 square
East, 6: Teleport 1 square SW, 7: Teleport 1 square south,
8: Teleport 1 square SE, 9-10: Return to your starting
position, or teleport to a square beyond the range of your
attack to the target, or the furthest possible square if
that is not possible.
|
|
=^v^=:
(( maybe she can kill the swarm to
dode the attack! ))
|
Rai Patience Argent:
|
Cloak
of Translocation (Daily)
|
|
Effect:
You regain the use of an encounter
teleportation power that you have already used during this
encounter.
|
|
|
Rai Patience Argent:
|
Effect:
You can teleport 3 squares, and you gain a
+2 power bonus to all defenses until the end of your next
turn.
|
|
Apply
You
gain +2 power bonus to all defenses until the end of you
next turn.
|
|
=^v^=:
(( thp for the thp gods ))
|
Rai Patience Argent:
|
Effect:
On your turn, if you move at least 3
squares away from where you started your turn, you gain
concealment until the end of your next turn.
|
|
=^v^=:
(( you get your magic item daily thp
))
|
Rai Patience Argent:
|
Effect:
While you have concealment from your
Shadow Walk class feature, any creature affected by your
Warlock's Curse grants combat advantage to you.
|
|
|
Rai Patience Argent:
Gained 10 HP.
HP:
61 / 77—
Surges:
11 / 11 —
APs:
1 —
Daily Items:
1
|
|
Sera:
|
|
Whenever an ally uses a magic item's daily power,
that ally gains
10
temporary hit points.
|
|
|
Rai Patience Argent:
Suffered 10 dmg.
HP:
51 / 77—
Surges:
11 / 11 —
APs:
1 —
Daily Items:
1
|
|
Rai Patience Argent:
Gained 10 temp HP.
HP:
51 / 77 + 10 temp.—
Surges:
11 / 11 —
APs:
1 —
Daily Items:
1
|
|
Hector Achilon:
(ap)
|
=^v^=:
(( +hit and +dmg! ))
|
Eileen:
|
See the power of the science!
|
|
|
Tactical Presence:
When an ally you can see
spends an action point to make an attack, the ally gains a +
2
bonus to the first attack roll of that attack.
Tactical
Assault:
When an ally who can see you spends an action
point to make an attack, the attack's damage roll gains a +
5
bonus.
|
|
|
Rai Patience Argent:
|
|
|
(13) Derghodemon 2
|
—
|
Rolled
25
vs. Will
|
—
|
23
psychic damage
.
|
|
Hit:
Choose the target or a creature within 3
squares of the target and within the target's line of sight.
You place your Arcing Moonbeam on that creature; if the
creature is already inflicted with your Moonbeam by you, you
can deal your Moonbeam's extra damage to that creature
instead of to the target. Level 21: 2d6 + Constitution
modifier psychic damage.
|
|
Effect:
Augment (Sun God): One ally who hits the
target before the end of your next turn can roll a saving
throw. Augment (Hunter God): You gain your Prime Shot bonus
against the target until the end of your next turn. Augment
(other vestige): See the ?Eyes of the Vestige Augment? entry
for the daily power that grants access to the vestige.
|
|
|
Augment (Sun God):
One Ally who hits the
target before the end of your next turn can roll a saving
throw.
You gain
your prime shot bonus against the target until the end of
your next turn.
|
|
Apply
You
are channeling the lost spirit of Pelor, acquired from the
Maze of Hope. One ally who hits the target before the end of
your next turn can roll a saving throw.
|
|
Apply
One
ally adjacent to you gains a +2 bonus to all of your
defenses until the end of your next turn.-
|
|
Apply
You
are channeling the lost spirit of Melora, thanks to the
power of the maze of the Hunt. You gain your prime shot
bonus against the target against until the end of your next
turn.
|
|
Apply
The
bonus to attack rolls from you prime shot increases to +3
until the end of your next turn.
|
|
|
|
Kord Pact Boon:
One creature cursed by you
and within 5 squares of you gains vulnerable 5 thunder until
the end of your next turn.
Eyes of the Vestige Augment:
Your eyes of the vestige attack deals
5
extra thunder damage.
|
|
Apply
Your
eyes of the vestige attack deals 1d6 extra thunder damage.
|
|
Apply
You
are channeling the lost spirit of Kord, wrestled from the
Maze of Thunder. One creature cursed by you and within 5
squares of you gains vulnerable 5 thunder until the end of
your next turn.
|
|
|
Rai Patience Argent:
|
|
Once per turn as a minor action, you can place a
Warlock's Curse on the enemy nearest to you that you can
see. A cursed enemy is more vulnerable to your attacks. If
you hit a cursed enemy with an attack, you deal extra
damage. You decide whether to apply the extra damage after
making the damage roll. You can deal this extra damage only
once per turn.n A Warlock's Curse remains in effect until
the end of the encounter or until the cursed enemy drops to
0 hit points or fewer.n You can place a Warlock's Curse on
multiple targets over the course of an encounter; each curse
requires the use of a minor action. You can't place a
Warlock's Curse on a creature that is already affected by
your or another character's Warlock's Curse.n As you advance
in level, your extra damage increases. Level: 1st through
10th: +
5
11th through 20th: +
6
21st through 30th:t+
13
|
|
Click to toggle
|
" = "
|
Click to toggle
|
" »" bgcolor="#D6D7C6">
Click to toggle
|
|
Curse:Green
|
|
on Selected Target(s)
|
|
=^v^=:
(( can you stand whilst restrained?
It's not actually a move... ))
|
Hector Achilon:
(yes)
|
|
Seeker's Teleport:
|
Trigger:
A creature uses a ranged or area attack,
or moves willingly during its turn. Make the Seeker's
Teleport attack after the triggering attack or movement is
completed.
|
|
|
|
(21) Rai Patience Argent
|
—
|
Rolled
28
vs. Will
( Hit )
|
|
|
Hit:
Roll 1d10
9
Depending on the roll, the target is teleported. 1: Teleport
1 Square NW, 2: Teleport 1 Square North, 3: Teleport 1
square NE, 4: Teleport 1 square West, 5: Teleport 1 square
East, 6: Teleport 1 square SW, 7: Teleport 1 square south,
8: Teleport 1 square SE, 9-10: Return to your starting
position, or teleport to a square beyond the range of your
attack to the target, or the furthest possible square if
that is not possible.
|
|
|
Hector Achilon:
(She
has really long range, so it's funny.)
|
=^v^=:
(( what is a square beyond the range
of her attack turn ot to be? Just yeet her a million miles away after
she hits? ))
vonel:
(( 21 square teleport? ))
|
Hector Achilon:
(Yes.)
|
|
Ra'ven shoulda longbowed some stuff,
teleport 41 squares
|
|
Hector Achilon:
(Teleporting
is much less of a hinderance to people with a lot of range, so that
|
|
Hector Achilon:
(so
that's the compensator.)
|
|
Rai Patience Argent:
I've finished my turn.
|
|
Dretch Swarm 3:
|
|
|
(0) Eileen
|
—
|
Rolled
29
vs. AC
( Hit )
|
—
|
19
damage
.
|
|
Hit:
and the target is slowed until the end of the
mob's next turn.
|
|
Apply
The
target is slowed until the end of the swarm's next turn.
|
|
|
Eileen:
|
Effect:
While you are bloodied, you have resist 2
to all damage.
|
|
|
Eileen:
Suffered 17 dmg.
HP:
5 / 73—
Surges:
7 / 10 —
APs:
1 —
Daily Items:
1
|
|
Dretch Swarm 3:
The
target is slowed until the end of the swarm's next turn.
ended on Lucky
Grants
combat advantage to Ra'ven
ended
on Dretch Swarm 3
Grants
combat advantage to Ra'ven's rider
ended on Dretch Swarm 3
I've finished my turn.
|
|
Dretch Swarm 3:
|
:
Rolled
11.
Saving throw
|
|
Success:
Dretch Swarm 3 has overcome
Take
ongoing 5 fire damage
.
Aftereffect:
Dretch Swarm 3 is now subject to
Take
5 cold damage.
|
|
|
Ra'ven is glad those don't get halfed
|
|
Dretch Lackey 2:
|
|
|
(1) Ra'ven
|
—
|
Rolled
39
vs. AC
( Hit )
|
—
|
12
damage
.
|
|
|
Ra'ven:
Suffered 2 dmg.
HP:
19 / 70—
Surges:
7 / 8 —
APs:
1 —
Daily Items:
1
|
|
Rai Patience Argent:
"Almost.
Just a little more. We can win this! I don't want her to have the
satisfaction of seeing us run!"
|
|
Dretch Lackey 2:
I've finished my turn.
|
|
Anand, Iron Falcon:
|
:
Rolled
8.
Saving throw
|
|
|
Failure:
Anand, Iron Falcon remains with The target
is restrained and takes ongoing 5 damage (save ends both).
Until the effect ends, the mezzodemon cannot use trident or
skewering tines..
|
|
|
Rai Patience Argent:
(Actually,
screw it, she'll use her action recovery ability to shrug that
shit off.)
|
|
Anand, Iron Falcon:
|
Effect:
When starting her turn dazed, dominated,
immobilized, restrained, slowed, or stunned, Anand can end
one condition and take 10 damage. Even while stunned or
dominated, Anand can take free actions.
|
|
|
Anand, Iron Falcon:
"....and
I'm back. This thing sure is a... hey, the spider moved. I
|
|
Anand, Iron Falcon:
"I'll
get it, hold on."
|
Yltheria has received initiative.
|
Iron Falcon 1:
I've finished my turn.
|
=^v^=:
(( she shoudln't be immoblized at
least ))
=^v^=:
(( also, just now I learned that I
did make it so if you popped open the 'show effects' window it updates
as you click on other tokens ))
|
Yltheria:
|
|
|
(6) Dretch Swarm 3
|
—
|
Rolled
29
vs. Reflex
|
—
|
13
necrotic damage
.
|
|
|
|
(1) Derghodemon 1
|
—
|
Rolled
21
vs. Reflex
|
—
|
13
necrotic damage
.
|
|
|
|
(5) Mezzodemon 2
|
—
|
Rolled
22
vs. Reflex
|
—
|
13
necrotic damage
.
|
|
|
|
(6) Dretch Lackey 6
|
—
|
Rolled
32
vs. Reflex
|
—
|
13
necrotic damage
.
|
|
Hit:
and the target is dazed until the end of your
next turn.
|
|
Miss:
Damage is dealt, but target is not dazed.
|
|
Effect:
The burst creates a zone that lasts until
the end of the encounter. An enemy that enters the zone or
starts its turn in the zone takes 5 necrotic damage.
|
|
|
Use this OR Summon Blackfire Skeleton in a day.
|
|
Apply
Dazed
until the end of your next turn.
|
|
|
Anand, Iron Falcon:
(*wrong,
sorry)
|
vonel:
(( So does she get yeeted or removed
first? ))
|
Anand, Iron Falcon:
(Removed)
|
=^v^=:
(( probably removed, since yeet is
after effect resolves specifically ))
vonel:
(( and now I know ))
=^v^=:
(( and knowing is half the (disapears
abruptly) ))
=^v^=:
(( you also forgot her +2 I think? ))
=^v^=:
(( 2 more damage to all of them,
maybe even hits more ))
|
Yltheria:
|
|
Until the end of the encounter, any creature that
hits you with a melee attack takes
6
damage.
|
|
Apply
Until
the end of the encounter, any creature that hits you with a
melee attack takes 1d6 damage.
|
|
Riot:
(( and 10 thp ))
=^v^=:
(( she can't do that though? ))
|
Anand, Iron Falcon:
(Oh,
you're right, durr.)
|
=^v^=:
(( err, she'd have had to do it first
at least, can't take actions in ioha ))
|
Anand, Iron Falcon:
((M,
I'll let her do that, then.))
|
|
Yltheria:
|
|
Until the end of the encounter, any creature that
hits you with a melee attack takes
2
damage.
|
|
Apply
Until
the end of the encounter, any creature that hits you with a
melee attack takes 1d6 damage.
|
|
|
Yltheria:
I've finished my turn.
|
|
Yltheria:
((Von,
I'm really sorry, but Eileen is the only valid target.))
|
vonel:
(( Yep ))
=^v^=:
(( at least Sera still has a heal ))
vonel:
(( maybe it'll roll a 1 ))
Riot:
(( Yeah but it's a matter of if she
can get there ))
|
Seeker's Kinetic Wave:
|
|
|
(2) Eileen
|
—
|
Rolled
31
vs. Reflex
( Hit )
|
—
|
11
force damage
.
|
|
Hit:
the target is pushed 3 squares and is knocked
prone.
|
|
vonel:
(( snerk ))
|
Yltheria:
(snrrrrrrrk)
|
=^v^=:
(( or it could lol fub the damage
roll vs resist 10 force ))
vonel:
(( forgot it was force and that
damage ))
|
Eileen:
Suffered 1 dmg.
HP:
4 / 73—
Surges:
7 / 10 —
APs:
1 —
Daily Items:
1
|
|
Eileen:
"Huh..."
|
|
Yltheria:
(welp.
The dice gods were merciful.)
|
Lucky has received initiative.
|
Seeker's Kinetic Wave:
I've finished my turn.
|
Riot:
(( Sucks she got pushed out of reach
of Sera's next turn ))
=^v^=:
(( hey lucky, bear in mind that you
have combat advantage vs both guys next to us, can attack from any
square Ra'ven occupys and have a -2 to attack cause restrained ))
=^v^=:
(( also you get 2hp ))
|
Lucky:
Gained 2 HP.
HP:
10 / 73—
Surges:
4 / 6 —
APs:
1 —
Daily Items:
1
|
Riot:
(( so the attack roll is +1 from
Swordskill then ))
=^v^=:
(( yes ))
Riot:
(( Preference on which you want me to
hit? ))
=^v^=:
(( demon 2 if you don't care ))
=^v^=:
(( lol ))
=^v^=:
(( derg 2 ))
Riot:
(( okay that's what I was planning.
Prolly burning that AP and the refreshed Daily, even though it won't
show as refreshed ))
=^v^=:
(( literally surrounded on 3 sides by
2 ))
=^v^=:
(( it actually WILL on the roll, it
just won't on the powerbar ))
|
Lucky:
|
Effect:
Closest foe is subjected to Lucky's Quarry
and takes extra damage when hit. Using this again removes
the old quarry.
|
|
(1) Derghodemon 2
|
—
|
Derghodemon 2
|
|
|
Apply
Lucky
does extra damage to this guy
|
|
=^v^=:
(( also if you wanna be saucy on your
action point you can try to side kill the minion ))
Riot:
(( oh she also has +2 to attack rolls
from Pale Fire ))
=^v^=:
(( who you'd also have combat
advantage on ))
=^v^=:
(( since if you get poofed away you
are flat immune to being beat up ))
|
Lucky:
|
|
|
(1) Derghodemon 2
|
—
|
Rolled
28
vs. AC
|
—
|
15
damage
.
|
|
Hit:
1[W] + Strength modifier damage. Until the
end of your next turn, the target takes 2 extra damage
whenever it is hit. If both attacks hit, the extra damage
equals 1 + your Wisdom modifier
|
|
Apply
The
target takes 2 extra damage whenever it is hit.
|
|
Trigger:
Once per round when you hit your quarry
|
|
|
|
Effect:
Add extra
6
damage to attack, or 6 if a crit.
|
|
Riot:
(( dammit forgot to do the second
attack ))
|
Lucky:
|
(Sec.)
|
|
(1) Derghodemon 2
|
—
|
Rolled
33
vs. AC
|
—
|
14
damage
.
|
|
Hit:
1[W] + Strength modifier damage. Until the
end of your next turn, the target takes 2 extra damage
whenever it is hit. If both attacks hit, the extra damage
equals 1 + your Wisdom modifier
|
|
Apply
The
target takes 2 extra damage whenever it is hit.
|
|
Trigger:
Once per round when you hit your quarry
|
|
|
|
Effect:
Add extra
2
damage to attack, or 6 if a crit.
|
|
Riot:
(( there ))
=^v^=:
(( woo get that extra damage ))
=^v^=:
(( also get that 2d8 extra damage on
each ))
|
Yltheria:
36
so far. Then pale fire damage.)
|
* Riot rolls: 4d8 => 22
|
Yltheria:
(Sorry,
not 36. I was adding in something that wasn't there.)
|
=^v^=:
(( ya it's 35+22 ))
=^v^=:
(( plus it takes like, idk 5 extra
damage or whatever +1luckywis is ))
=^v^=:
(( from future hits ))
Riot:
(( wis mod is +2 ))
=^v^=:
(( so 3 extra damage ))
=^v^=:
(( gunna action point and dice it
more? ))
Riot:
(( yeah was gonna AP and burn the
Daily on it ))
|
Lucky:
You have spent an action point.
Current APs:
0
|
|
Eileen:
|
See the power of the science!
|
|
|
Tactical Presence:
When an ally you can see
spends an action point to make an attack, the ally gains a +
2
bonus to the first attack roll of that attack.
Tactical
Assault:
When an ally who can see you spends an action
point to make an attack, the attack's damage roll gains a +
5
bonus.
|
|
Riot:
(( Sweet ))
|
Yltheria:
(Nuuuuuuuumbeerrrrrrrrs)
|
=^v^=:
(( luckly eleen isn't blinded or
unconsious! ))
=^v^=:
(( come on primary hand crit! ))
|
Lucky:
|
Like biting. With swords.
|
|
|
|
(1) Derghodemon 2
|
—
|
Rolled
25
vs. AC
|
—
|
25
damage
.
|
|
(Sec.)
|
|
(1) Derghodemon 2
|
—
|
Rolled
20
vs. AC
|
—
|
29
damage
.
|
|
Secondary Miss:
Half damage.
|
|
Trigger:
She hits with a daily or encounter
|
|
Effect:
Foe is knocked prone.
|
|
Click to toggle
|
" = "
|
Click to toggle
|
" »" bgcolor="#D6D7C6">
Click to toggle
|
|
Prone
|
|
on Selected Target(s)
|
|
Riot:
(( damn ))
Riot:
(( horrible rolls there ))
=^v^=:
(( rip, at least half damage ))
=^v^=:
(( and who knows maybe 25 hits ))
|
Yltheria:
(Sadly,
yeah, horrible rolls. Sorry!)
|
Riot:
(( also missing negates the radiant
damage I assume, right? ))
|
Rai Patience Argent:
|
|
Effect:
One willing ally takes on the form
of a Shiere Knight until the end of the encounter or until
you dismiss the effect as a minor action. While in the this
form, the target gains darkvision, gains a +2 power bonus to
attack rolls, deals 2d8 extra radiant damage with melee
attacks, amd gains resist first equal to
10
|
|
Riot:
(( it just says "deals 2d8 extra
damage with melee attacks" but doesn't specify hit or miss damage ))
=^v^=:
(( doesn't say on hit ))
=^v^=:
(( also knock it prone with your
encounter ))
|
Lucky:
|
Trigger:
She hits with a daily or encounter
|
|
Effect:
Foe is knocked prone.
|
|
Click to toggle
|
" = "
|
Click to toggle
|
" »" bgcolor="#D6D7C6">
Click to toggle
|
|
Prone
|
|
on Selected Target(s)
|
|
|
Yltheria:
(No,
looks like it would just add on, then get halved like everything
else.)
|
=^v^=:
(( so even if both of those miss its
still pretty big dmg ))
* Riot rolls: 4d8 => 21
Riot:
(( not enough to kill it, sadly ))
Eileen has received initiative.
Riot:
(( wait, which one has us restrained?
))
=^v^=:
(( both ))
=^v^=:
(( der has ra'ven, mez has lucky ))
|
Yltheria:
(One
has one of you, one the other, I believe.)
|
Riot:
(( Damn so she can only overcome one
at best ))
Riot:
(( Shows both on Lucky ))
|
Yltheria:
(Okay,
so that's one hit, one miss, and 2d8 that is halved, and 2d8 that
is not, lol.)
|
Riot:
(( Sorry, I shoulda split those 2d8
rolls in that case ))
|
Ra'ven:
derg
has lucky grabbed, mez has restrained and ongoing 5 (which you
ignore cause resist) save ends
|
Riot:
(( I thought the Grab was a
restraining condition ))
=^v^=:
(( you can use your move to try to
escape the grab if you like ))
=^v^=:
(( nah, grab is immoblizing ))
=^v^=:
(( also you escape grab as move
action I think ))
|
Yltheria:
(Grab
is immob, but with different ending conditions, essentially.)
|
Riot:
(( Ohhh. Okay so do I roll something
to escape the grab? ))
=^v^=:
(( athletic xP ))
|
Lucky:
|
:
Rolled
18.
Saving throw
|
|
|
Success:
Lucky has overcome
The
target is restrained and takes ongoing 5 damage (save ends
both). Until the effect ends, the mezzodemon cannot use
trident or skewering tines.
.
|
|
|
Yltheria:
(Athletics
vs enemy fort, or Acrobatic vs enemy reflex.)
|
|
Lucky:
|
=^v^=:
(( see that super ends the grab ))
|
Yltheria:
((Yeah,
you aint grabbed now.)
|
Riot:
(( cool ))
|
Eileen:
|
Inspiring
Word 2
: Minor - Close
burst 5
|
|
Eileen calls out to a wounded ally and offers inspiring
words of courage and determination that invigorates her
comrade.
|
|
(0) Eileen
|
—
|
Eileen
|
Effect:
The target can spend a healing
surge and regain
18
+
10
hit points.
Mark of Healing:
The target can also
make a saving throw.
|
|
|
Eileen:
Gained 28 HP.
Spent a healing surge.
HP:
32 / 73—
Surges:
6 / 10 —
APs:
1 —
Daily Items:
1
|
=^v^=:
(( in the event it costs you nothing
ra could use a saving throw ))
vonel:
(( you what sure, if gan let's me
change the target on that to Ra I've got a differnt power I can use on
Eileen insted. ))
|
Yltheria:
(After
Sera's turn, I have to leave. I know we didn't do all that much,
but what little energy I began with is now gone.)
|
Riot:
(( no worries, I have to clean because
I've got company getting here tomorrow and I procrastinate everything I
do ))
vonel:
(( same ))
|
Yltheria:
(Oh,
ok. That makes me feel a little less guilty.)
|
|
Yltheria:
(I
just get emotionally knocked on my ass easily, lol.)
|
Riot:
(( Entirely valid ))
Riot:
(( Can Eileen change the target on
that Inspiring Word? ))
|
Yltheria:
(yes,
if she would like.)
|
|
Eileen:
Suffered 28 dmg.
HP:
4 / 73—
Surges:
6 / 10 —
APs:
1 —
Daily Items:
1
|
|
Eileen:
|
Inspiring
Word 2
: Minor - Close
burst 5
|
|
Eileen calls out to a wounded ally and offers inspiring
words of courage and determination that invigorates her
comrade.
|
|
(3) Ra'ven
|
—
|
Ra'ven
|
Effect:
The target can spend a healing
surge and regain
17
+
4
hit points.
Mark of Healing:
The target can also
make a saving throw.
|
|
|
Yltheria:
(Sorry
if the question was asked; I didn't see it earlier.)
|
|
Ra'ven:
Gained 212 HP.
Spent a healing surge.
HP:
70 / 70—
Surges:
6 / 8 —
APs:
1 —
Daily Items:
1
|
Riot:
(( I figured, that's why I asked
again, all good! ))
=^v^=:
(( nuberz! ))
vonel:
(( uhhh ))
Riot:
(( I'm gonna say that's not the right
health lmao ))
Riot:
(( Ra'ven just became a Goddess ))
|
Yltheria:
(Lawl.)
|
=^v^=:
(( hold on ))
|
Eileen isn't that good at healing
|
|
Yltheria:
(Apotheosis!)
|
Riot:
(( Oh also I posted a thing in
off-topic you might like, G ))
|
Ra'ven:
Suffered 51 dmg.
HP:
19 / 70—
Surges:
6 / 8 —
APs:
1 —
Daily Items:
1
|
|
Ra'ven:
Gained 21 HP.
HP:
40 / 70—
Surges:
6 / 8 —
APs:
1 —
Daily Items:
1
|
|
Ra'ven:
|
:
Rolled
9.
Saving throw
|
|
|
Failure:
Ra'ven remains with The target enters the
derghodemon's space, is restrained, and takes ongoing 10
damage (save ends all). If the derghodemon moves, the
restrained creature moves with it..
|
|
=^v^=:
(( rip ))
Riot:
(( damn ))
|
Yltheria:
(sympathy)
|
|
Eileen:
|
It's difficult to take Eileen down, even when she's
faltering.
|
|
|
Effect
You gain
8
temporary hit points and can make a saving throw against one
effect on you that deals ongoing damage. If you are
bloodied, you also regain
8
hit points.
|
|
|
Eileen:
Gained 8 HP. Gained 8 temp HP.
HP:
12 / 73 + 8 temp.—
Surges:
6 / 10 —
APs:
1 —
Daily Items:
1
|
|
Eileen:
You have gained 0 action point(s), 0
magic item daily power use(s), and 1 healing surges.
|
=^v^=:
(( hey does this mean riot is out
this sunday? ))
|
Yltheria:
(I
don't know, you'd have to ask Riot. Hey, Riot! You out this
sunday?)
|
Riot:
(( Oh nah, they'll be gone Sunday
morning ))
Riot:
(( I will still be here ))
=^v^=:
(( good, from the perspective of dnd
playing ))
|
Yltheria:
(I
will also try to be.)
|
vonel:
(( Does Lucky or Ra have good basic?
))
=^v^=:
(( ra normally would have the bestest
basic but lucky has another 2d8 ))
|
Yltheria:
(Lucky
|
|
Eileen:
You have spent an action point.
Current APs:
0
|
|
Yltheria:
(Lucky's
is pretty gnarly right now.)
|
|
Eileen:
|
Direct
the Strike
: Ranged 5
|
|
Eileen directs an ally to attack as an enemy lowers its
guard.
|
|
(4) Lucky
|
—
|
Lucky
|
Effect:
The target makes a basic attack as
a free action against an enemy of your choice that you can
see and is within 10 squares of you.
|
|
Riot:
(( Which badmen do you want her to
hit? ))
=^v^=:
(( lucky.. I sense a guy... kick it's
ass ))
=^v^=:
(( derg 2 again obv ))
|
Derghodemon 2 is vulnerable, so a
little more damage would be dealt.
|
vonel:
(( yeah ))
Riot:
(( It's EIleen's choice, right? ))
Riot:
(( Ok ))
=^v^=:
(( mba that ass with your + like 5 to
hit and such ))
|
Lucky:
|
|
|
(1) Derghodemon 2
|
—
|
Rolled
23
vs. AC
|
—
|
13
damage
.
|
|
Riot:
(( and a whiff ))
vonel:
(( lucky not so lucky ))
Riot:
(( Yeah she had +5 to hit and still
missed ))
=^v^=:
(( 2's gunna 2 ))
Sera has received initiative.
|
Eileen:
I've finished my turn.
|
|
Derghodemon 2:
(sorry.
Can't do much about that.)
|
Riot:
(( Damn she just absolutely cannot
reach Eileen to give her this heal ))
vonel:
(( worse comes to worse Eileen stands
there getting free 10's on her death saves. ))
Riot:
(( movement of 6 with close burst 5
for the heal ))
|
Derghodemon 2:
(Yeah,
if it makes you feel better, Warforged are almost impossible to
kill as long as the enemy doesn't focus them after they drop.)
|
|
Eileen:
|
Effect:
When you make a death saving throw, you
can take the better result of your die roll or 10.
|
|
|
Ra'ven also does funny things when
dropped
|
vonel:
(( So if Eileen goes down it's not
the worst thing ))
|
Derghodemon 2:
(Hector
also has a couple of abilities that affect death saves, which have
just never been used yet.)
|
|
Hector Achilon:
|
Effect:
Hector and his allies must fail 5 Death
saving throws instead of three before dying.
|
|
|
Hector Achilon:
|
Effect:
You gain a +2 bonus to heal cheacks. In
addition, any ally within 5 squares of you gains a +5 feat
bonus to death saving throws.
|
|
|
Ra'ven:
|
Trigger:
She is dropped to 0 hp or lower
|
|
Effect:
She can be dazed instead of unconscious
until she fails a death save.
|
|
Click to toggle
|
" = "
|
Click to toggle
|
" »" bgcolor="#D6D7C6">
Click to toggle
|
|
Dazed
|
|
on Selected Target(s)
|
|
Riot:
(( Gotcha. Still wish I could help. I
mean Sera was supposed to have something as well, but I don't know if we
decided against it or changed it, it's on her character sheet but I know
we made changes since then ))
|
Derghodemon 2:
(sorry)
|
=^v^=:
(( also it gets funnier from there ))
|
Ra'ven:
|
Okay, that's extremely not a wolf noise!
|
|
Trigger:
A foe reduces Ra'ven to 0 or fewer hp
|
|
Effect:
The foe takes 10 thunder damage
|
|
vonel:
(( So don't worry about healing
Eileen, go heal Yith or Hector or Lucky if you can reach, there going to
need it more ))
=^v^=:
(( also fuck up vile shadow demon if
you can ))
=^v^=:
(( the domination disappear chaining
will get obnoxious ))
Riot:
(( I was also thinking of deleting all
the Lackeys next to Kris, but that would require Kris taking possibly 5
dmg. What do y'all think? ))
|
Derghodemon 2:
(Just
remember that the shadow demon currently has total concealment.)
|
|
Kris sin't here man
|
vonel:
(( isn't ))
|
Derghodemon 2:
(Kris
is in nullspace at the moment, so you're free to fire.)
|
vonel:
(( he got voided for killing the
swarm ))
Riot:
(( Oh perfect. Want me to delete the
minions so he can focus on something more important when he comes back?
))
=^v^=:
(( also kris also has resist all 10 ))
Riot:
(( Yeah that's why I said 5, the
attack is 1d10+5 ))
Riot:
(( tbf I can't recall how many HP they
have ))
=^v^=:
(( 1 ))
|
Derghodemon 2:
(1
each.)
|
Riot:
(( that's what I was thinking ))
vonel:
(( I'd use your heal before attacking
though, if you kill something you get sent to timeout right away. ))
|
Derghodemon 2:
(Yup.)
|
Riot:
(( Ah very true, good call ))
=^v^=:
(( lets see if you get unmoved ))
vonel:
(( that to ))
Riot:
(( Okay, Hector or Yltheria? and Yeah
we'll see how far I get moved ))
|
Seeker's Teleport:
|
Trigger:
A creature uses a ranged or area attack,
or moves willingly during its turn. Make the Seeker's
Teleport attack after the triggering attack or movement is
completed.
|
|
|
|
(22) Sera
|
—
|
Rolled
23
vs. Will
( Hit )
|
|
|
Hit:
Roll 1d10
10
Depending on the roll, the target is teleported. 1: Teleport
1 Square NW, 2: Teleport 1 Square North, 3: Teleport 1
square NE, 4: Teleport 1 square West, 5: Teleport 1 square
East, 6: Teleport 1 square SW, 7: Teleport 1 square south,
8: Teleport 1 square SE, 9-10: Return to your starting
position, or teleport to a square beyond the range of your
attack to the target, or the furthest possible square if
that is not possible.
|
|
|
Derghodemon 2:
(Ouch,
sorry.)
|
Riot:
(( Godamnit lol ))
|
Derghodemon 2:
(I
keep hitting that one, even though it should only be 20% of hits.)
|
Riot:
(( The two digits that completely fuck
me ))
Riot:
(( ripperoni ))
|
Derghodemon 2:
(Oh
well.)
|
Riot:
(( So starting position since it was
just a move and not an attack? ))
|
Derghodemon 2:
(Yeah.)
|
Riot:
(( does she have LOS to those Lackeys?
))
=^v^=:
(( I think like, 2 times it hasn't
been the 9 or 10 ))
|
Derghodemon 2:
(I
think they would all have at least cover against you. 3d
perspective is a bit of a shit, huh?
|
=^v^=:
(( though cover was from center of
area ))
Riot:
(( Okay so -2 on the attack roll? ))
|
Derghodemon 2:
(If
you are throwing out an aoe, then cover doesn't matter in this
case, since you can place the boom among them.)
|
Riot:
(( Oh okay cool ))
|
Sera:
|
|
|
(8) Dretch Lackey 1
|
—
|
Rolled
31
vs. Reflex
|
—
|
18
fire damage
.
|
|
|
|
(7) Dretch Lackey 3
|
—
|
Rolled
31
vs. Reflex
|
—
|
12
fire damage
.
|
|
|
|
(9) Dretch Lackey 4
|
—
|
Rolled
18
vs. Reflex
|
—
|
11
fire damage
.
|
|
|
|
(7) Dretch Lackey 5
|
—
|
Rolled
18
vs. Reflex
|
—
|
17
fire damage
.
|
|
Hit:
and the enemy target takes -2 to all defenses
until the end of your next turn.
|
|
Effect:
The burst creates a zone that lasts until
the start of your next turn. Any creature that enters the
zone or ends its turn there takes 5 fire damage. A creature
can take this damage only once per turn.
|
|
Apply
The
enemy take a -2 penalty to all defenses until the end of
your next turn.
|
|
vonel:
(( 15, 15, 2, 2, nice ))
|
Derghodemon 2:
(2
hits 2 misses)
|
Riot:
(( Well the area has 5 fire damage So
that's good! ))
Eileen has received initiative.
Eileen has received initiative.
=^v^=:
(( assuming they don't run ya ))
Riot:
(( true ))
Kris has received initiative.
|
Sera:
I've
finished my turn.
Ayalin THINGS HERE
|
=^v^=:
(( oh hey that got fixed suddenly ))
Riot:
(( I do not know what that is lol ))
=^v^=:
(( also ignore that ))
|
Derghodemon 2:
(K.
Sorry for being mentally dead.)
|
|
Derghodemon 2:
(Now
that I am dead, I will go and bury myself.)
|
Riot:
(( No worries! Hopefully we'll be up
for playing Sunday. Gnight! ))
=^v^=:
(( I should save gaem ))
|
Derghodemon 2:
(Gnight!)
|
|
Kris:
night
|
|
Kris:
lesat
Kris pops back in within 3 sense his square is occupied
|
=^v^=:
(( also maybe shadowguy misses with
it's needing a 10 to hit io ))
Riot is disconnected.
|
Ra'ven:
|
Wait that's actually a big number!
|
|
Trigger:
She hit with wolf's den and a foe enters
a square adjancet to her and grants combat advantage to her
|
|
|
|
(1) Dretch Lackey 2
|
—
|
( Autohit )
|
—
|
11
thunder damage
.
|
|
|
Ra'ven:
|
Small number, get dunked minion
|
|
Trigger:
She hit with wolf's den and a foe enters
a square adjancet to her does not grants combat advantage to
her
|
|
|
|
(1) Dretch Lackey 2
|
—
|
( Autohit )
|
—
|
1
thunder damage
.
|
|
|
Ra'ven:
|
A quick jab opens the way for many more
|
|
|
|
(1) Mezzodemon 2
|
—
|
Rolled
18
vs. Reflex
|
—
|
15
thunder damage
.
|
|
Hit:
Until end of next turn she can do 1 thunder
damage (or cosiderably more if she is werewolf'd and has
combat advatage) as a free action to anyone who enters a
square adjacent to her.
|
|
=^v^= is disconnected.
vonel is disconnected.
|
Hector Achilon:
|
Special:
Targets one dying ally in the burst.
|
|
(0) Hector Achilon
|
—
|
Hector Achilon
|
Effect:
The target can spend up to two
healing surges. Until the end of the encounter, or until the
target is restored to full hit points, the target gains a +2
power bonus to attack and damage rolls, but grants combat
advantage.
|
|
Apply
Until
the end of the encounter, or until the target is restored to
full hit points, the target gains a +2 power bonus to attack
and damage rolls, but grants combat advantage.
|
|
|
Hector Achilon:
Gained 5 HP.
HP:
24 / 68—
Surges:
8 / 9 —
APs:
1 —
Daily Items:
1
|
|
Hector Achilon:
|
|
|
(0) Hector Achilon
|
—
|
Rolled
18
vs. Fortitude
( Miss )
|
—
|
19
radiant damage
.
|
|
Hit:
and you can push the target 1 square.
|
|
Effect:
Until the end of the encounter, you have
regeneration 5 while bloodied, and you and each ally in the
burst gain a +2 power bonus to AC.
|
|
|
Hector Achilon:
|
|
|
(0) Hector Achilon
|
—
|
Rolled
22
vs. Fortitude
( Miss )
|
—
|
15
radiant damage
.
|
|
Hit:
and you can push the target 1 square.
|
|
Effect:
Until the end of the encounter, you have
regeneration 5 while bloodied, and you and each ally in the
burst gain a +2 power bonus to AC.
|
|
Apply
Until
the end of the encounter, you have regeneration 5 while
bloodied, and you and each ally in the burst gain a +2 power
bonus to AC.
|
|
vonel has connected.
|
Hector Achilon:
Heya.
|
|
Eileen:
Hey
|
=^v^= has connected.
|
Eileen:
hey
|
|
Ra'ven:
a
zone is missing
|
|
Hector Achilon:
Yo.
What zone?
|
|
Eileen:
Oh,
Sera's buring zone
|
|
Ra'ven:
ylth's
darkness zone too
|
|
Ra'ven:
also
also shadow demon's darkness zone too
|
|
Eileen:
Huh,
all the zones are mia
|
|
Ra'ven:
dats
wierd
|
|
Hector Achilon:
I
can see them. (shrugs)
|
|
Hector Achilon:
Yup,
you just moved in, then out of Yltheria's zone, I believe.
|
=^v^=:
(( don't show up in draw explorere
either, did t hey get hildden somehow? ))
|
Hector Achilon:
If
it would help, I can just draw them where I see them again.)
|
=^v^=:
(( sec ))
=^v^= is disconnected.
superfox has connected.
superfox is disconnected.
=^v^= has connected.
|
Hector Achilon:
(And
have you returned with arcane knowledge?)
|
logfox:
(( maybe it's having a dark theme
that made them not show up, logfox can see them but loging as gm doesn't
show ))
|
Hector Achilon:
(Would
it be okay if we tried my brute force idea of just drawing them
again?)
|
|
Hector Achilon:
Sigh.
Guess not.
|
|
|
=^v^=:
it's
extremely concerning that locations are being wrong between two
clients!
|
|
Eileen:
the
burning zone showed back up
|
|
Eileen:
While
we wait I'm goign to go get a pizza cooking, so forgive any
delayed responces.
|
|
|
=^v^=:
rioto
not here yet right?
|
|
Hector Achilon:
(That
seems to be the case. The reason that the burning zone returned is
because while I didn't draw anything new, I DID use undo and redo
drawing, which made that one disappear and reappear.)
|
|
Ra'ven:
for
instance I can't see the burning spot
|
|
Hector Achilon:
(Apparently
you're the odd one out, then.)
|
|
Ra'ven:
still
|
=^v^= is disconnected.
|
Hector Achilon:
(Clearly
it's user error.)
|
|
Hector Achilon:
(
)
|
=^v^= has connected.