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=^v^= has connected.
vonel has connected.
vonel: yar
vonel is disconnected.
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Riot has connected.
Riot is disconnected.
=^v^= has connected.
Riot has connected.
Ra'ven: hi
Riot: hi 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?
vonel: good
Ganaroth: Happy to hear that.
Riot: Alright
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?
Riot: I would imagine so
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.
Ganaroth: Lol.
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
Riot: Anyway yes DND
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:
  Arcane Rejuvenation  
    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:
  Bedeviling Assault  
 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.
Apply Mark
Ganaroth: (Hits.)
Kris:
  Shard Burst  
 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
Apply Slowed
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. ))
Ganaroth: (kk)
=^v^=: (( woo crit on the boss ))
vonel: (( my 2d6+d12 keeps rolling like shit on those apperantly. ))
Dretch Swarm 1:
  Frenzied Claws  
  (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:
  Savage Claws  
  (1) Kris    Rolled 24 vs. AC ( Miss )    —    12 damage .  
Dretch Lackey 10:
  Savage Claws  
  (1) Kris    Rolled 36 vs. AC ( Hit )    —    12 damage .  
Dretch Lackey 9:
  Savage Claws  
  (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:
  Reverent Mettle  
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:
  Silence  
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:
  Poison Breath  
  (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).
Miss: Half Damage
Mezzodemon 3: (Ugh. 27 damage. Need to fix that again.)
Ra'ven:
  Shared Vengance  
 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:
  Poison Breath  
Hit: and ongoing 5 poison damage (save ends).
Miss: Half Damage
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).
Miss: Half damage.
Effect: Anand knocks the target prone.
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Click to toggle
Click to toggle 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:
  Skewering Tines  
  (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:
  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:
  Frenzied Claws  
  (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:
  Flurry of Bites  
 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:
  Moving people  
 Thunderbolts and lightning, very very frightning
Effect: Slide anyone hit with thunder or lightning 1 square.
Mezzodemon 3:
  Variable Resistance  
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.
Special: 2/Encounter
Ra'ven:
  Better fire  
 Some fire is just better
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:
  Wolfheal  
 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:
  Shared Vengance  
 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:
  Flailing Assault  
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:
  Claw  
  (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:
  Scales of Wrath  
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:
  Shadow Shift  
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:
  Abyssal Void  
  (3) Kris    Rolled 33 vs. Fortitude ( Hit )    —    20 necrotic damage .  
  (2) Yltheria    Rolled 27 vs. Fortitude ( Hit )    —    25 necrotic damage .  
Miss: Half 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:
  Necrotic Resistance  
    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:
  Abyssal Horror  
  (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:
  Flailing Assault  
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:
  Claw  
  (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:
  Death Hook  
  (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:
  Savage Claws  
  (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:
  Raging Hydra Counter  
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:
  Raging Hydra Fang  
  (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:
  Savage Claws  
  (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:
  Leaping Blast  
  (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:
  Trident  
  (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:
  : Rolled 32. History
Rewrite the Story: A factual reference.:
  Sic Semper Tyrannis  
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:
  Chromatic Scales  
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:
  Tactical Presence  
 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:
  Blinding Dragonfire  
  (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:
  Righteous Brand  
  (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:
  Fear of Death  
  (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:
  Silence  
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:
  Basic Attack (Melee)  
  (0) Dretch Swarm 1    Rolled 29 vs. AC    —    13 damage .  
Apply Mark
Hector Achilon:
  Silence  
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:
  Arcing Moonbeam  
    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  
" = " " »" bgcolor="#D6D7C6">
Click to toggle
Click to toggle 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:
  Elder Constellation  
  (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.
  Glamour  
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:
  Moonlight Sigil  
    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:
  Ethereal Sidestep  
Effect: You teleport 1 square.
Rai Patience Argent: I've finished my turn.
Rai Patience Argent: (OA is allowed.)
Ra'ven:
  Wolfbite  
 \/\/\/\/\/\/\/
  (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:
  Frenzied Claws  
  (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:
  Basic Attack (Melee)  
  (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:
  Vengance  
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:
  Breakaway Dretch  
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.
Special: 1/Round
    2 Dretch Breakaways.  
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:
  Savage Claws  
  (1) Anand, Iron Falcon    Rolled 36 vs. AC    —    12 damage .  
Dretch Lackey 3: I've finished my turn.
Dretch Lackey 2:
  Savage Claws  
  (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:
  Raging Hydra Flame  
  (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:
  Ignore Hardship  
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:
  Raging Hydra Fury  
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:
  Raging Hydra Fang  
  (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:
  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:
  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:
  Void Zone  
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:
  Charm of the Defender  
  (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:
  Hypnotism  
  (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:
  Ghostly Rage  
  (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:
  Seeker's Positioning  
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:
  Twin Strike (melee)  
 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:
  Hunters Quarry  
 Going to stab THAT guy
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:
  Hunters Quarry  
 Going to stab THAT guy
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:
  Frenzied Claws  
  (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:
  Trap Card  
 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:
  Swarm  
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:
  Moonlight Sigil  
    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:
  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:
  Eldritch Blast  
  (5) Derghodemon 2    Rolled 12 vs. Reflex    —    18 damage .  
Special: This power counts as a ranged basic attack
  Arcing Moonbeam  
      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  
" = " " »" bgcolor="#D6D7C6">
Click to toggle
Click to toggle 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:
  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:
  Closed Mind  
 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
Ganaroth: Hey,
Riot has connected.
Ganaroth: Hiyo.
Riot: hi hi
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: But I'm alive so
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: Hi Von.
vonel: Hey
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
Riot: She did not go
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:
  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:
  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:
  The Reach Speaks  
 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.
Miss: Half Damage.
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:
  Insubstantial  
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:
  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:
  Favor of the Gateway  
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:
  Cleave  
 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.  
Apply Mark
Hector Achilon: (Well, obviously that hits.)
=^v^=: (( crit dice remain low x.x ))
Kris swats a awarm
=^v^=: (( Kris gets zotted? ))
Dretch Swarm 1:
  Breakaway Dretch  
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.
Special: 1/Round
    4 Dretch Breakaways.  
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:
  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:
  Skewering Tines  
  (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:
  Skewering Tines  
  (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:
  Raging Hydra Counter  
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:
  Raging Hydra Fang  
  (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:
  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:
  Five Storms (move)  
 Carefully over there now
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:
  Lightning strike  
 Zap! Kaboom!
  (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 .  
Miss: Half 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:
  Hellfire Wave  
 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:
  Variable Resistance  
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.
Special: 2/Encounter
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:
  Variable Resistance  
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.
Special: 2/Encounter
Anand, Iron Falcon: (He'll take lightning resist, though.)
Ra'ven:
  Flurry of Blows  
 Also set them on fire.
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:
  Earth Furrow  
  (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.
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Click to toggle
Click to toggle Click to toggle Prone on Selected Target(s)
Derghodemon 1:
  Earth Furrow  
  (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.
" = " " »" bgcolor="#D6D7C6">
Click to toggle
Click to toggle Click to toggle Prone on Selected Target(s)
Derghodemon 1: (sorry, double click because everything sucks.
Derghodemon 1:
  Flailing Assault  
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:
  Claw  
  (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:
  Blackfire Shield  
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:
  Claw  
  (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:
  Hook and Shackle  
 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:
  Shared Vengance  
 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:
  Heroic Effort  
 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:
  Beat Down  
 Hit them so hard
Trigger: She hits with a daily or encounter
Effect: Foe is knocked prone.
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=^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:
  Abyssal Void  
  (1) Io    Rolled 21 vs. Fortitude ( Miss )    —    23 necrotic damage .  
Miss: Half 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:
  Belligerence  
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:
  Void Rake  
Effect: The shadow demon uses claw.
Special: 1/round
Vile Shadow Demon 1:
  Claw  
  (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:
  Vile Posession  
  (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:
  Earth Furrow  
  (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.
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Derghodemon 2:
  Flailing Assault  
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:
  Shared Vengance  
 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:
  Claw  
  (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:
  Death Hook  
  (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:
  Savage Claws  
  (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:
  Savage Claws  
  (1) Hector Achilon    Rolled 26 vs. AC ( Miss )    —    12 damage .  
Dretch Lackey 5: I've finished my turn.
Dretch Lackey 1:
  Savage Claws  
  (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:
  Savage Claws  
  (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:
  Savage Claws  
  (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:
  Leaping Blast  
  (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:
  Skewering Tines  
  (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:
  Superior Will  
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:
  Blades of Light  
  (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:
  Ironwrought Resistance  
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:
  Healing Word 2  
(0) Hector Achilon  Hector Achilon   The target spends a healing surge and regains 17 + 8  
Hector Achilon:
  Battle Cleric's Lore  
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:
  Battle Healer  
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:
  Defensive Healing Word  
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:
  Shielding Word  
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:
  Savage Claws  
  (7) Hector Achilon    Rolled 33 vs. AC ( Hit )    —    12 damage .  
Hector Achilon: (miss)
Dretch Lackey 5:
  Savage Claws  
  (6) Hector Achilon    Rolled 28 vs. AC ( Hit )    —    12 damage .  
Hector Achilon: (miss)
Dretch Lackey 1:
  Savage Claws  
  (6) Hector Achilon    Rolled 31 vs. AC ( Hit )    —    12 damage .  
Hector Achilon: (hit)
Dretch Lackey 4:
  Savage Claws  
  (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:
  Recovery Strike  
  (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:
  Blackened Soul  
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:
  Spectral Flourish  
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:
  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:
  Ethereal Stride  
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:
  Shadow Walk  
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:
  Shadow Warlock Armor  
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:
  Arcane Rejuvenation  
    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:
  Tactical Presence  
 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:
  Eyes of the Vestiges  
  (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 Augment  
      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:
  Arcing Moonbeam  
    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  
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=^v^=: (( can you stand whilst restrained? It's not actually a move... ))
Hector Achilon: (yes)
Seeker's Teleport:
  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:
  Frenzied Claws  
  (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:
  Ironwrought Resistance  
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:
  Savage Claws  
  (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:
  Tower of Iron Will  
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:
  Grasp of the Grave  
  (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:
  Talon Amulet Daily  
    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:
  Talon Amulet Daily  
    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:
  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:
  Hunters Quarry  
 Going to stab THAT guy
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:
  Lashing Leaves  
  (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.
  Hunters Quarry Damage  
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:
  Lashing Leaves  
  (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.
  Hunters Quarry Damage  
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:
  Tactical Presence  
 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:
  Jaws of the Wolf  
 Like biting. With swords.
  (1) Derghodemon 2    Rolled 25 vs. AC    —    25 damage .  
  (Sec.) (1) Derghodemon 2    Rolled 20 vs. AC    —    29 damage .  
Miss: Half damage.
Secondary Miss: Half damage.
  Beat Down  
 Hit them so hard
Trigger: She hits with a daily or encounter
Effect: Foe is knocked prone.
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Click to toggle 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:
  Pale Fire  
    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:
  Beat Down  
 Hit them so hard
Trigger: She hits with a daily or encounter
Effect: Foe is knocked prone.
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Click to toggle 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:
  : Rolled 32. Athletics
=^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:
  Warforged Resolve  
 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:
  Basic Attack (Melee)  
  (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:
  Warforged Resilience  
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:
  Death  
Effect: Hector and his allies must fail 5 Death saving throws instead of three before dying.
Hector Achilon:
  Harbinger of Rebirth  
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:
  Nightmarish Resilence  
 Suprisingly hard to stop
Trigger: She is dropped to 0 hp or lower
Effect: She can be dazed instead of unconscious until she fails a death save.
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Click to toggle 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:
  Vengance Scream  
 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:
  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:
  Firebomb  
  (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:
  Wolfy Thunder Counter  
 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:
  Thunder Counter  
 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:
  Wolves Den (attack)  
 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:
  Blackened Soul  
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:
  Divine Power  
  (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:
  Divine Power  
  (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.
=^v^=: oi
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.
logfox: wth
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?)
logfox: sec
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.