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Reevinja Mk II rolled 2 8-sided dice:
7, 7
Total: 14 (2-16)
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Reevinja Mk II Vice Captain
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Posted: Sun Feb 07, 2010 8:15 pm
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Reevinja Mk II rolled 1 20-sided dice:
9
Total: 9 (1-20)
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Posted: Sun Feb 07, 2010 8:26 pm
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Reevinja Mk II Vice Captain
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Reevinja Mk II rolled 6 20-sided dice:
18, 12, 2, 19, 3, 7
Total: 61 (6-120)
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Reevinja Mk II Vice Captain
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Posted: Sun Feb 07, 2010 8:27 pm
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Reevinja Mk II rolled 2 10-sided dice:
1, 9
Total: 10 (2-20)
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Posted: Sun Feb 07, 2010 8:30 pm
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Reevinja Mk II Vice Captain
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Reevinja Mk II rolled 4 6-sided dice:
1, 4, 6, 6
Total: 17 (4-24)
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Reevinja Mk II Vice Captain
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Posted: Sun Feb 07, 2010 8:32 pm
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Posted: Sun Feb 07, 2010 8:44 pm
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Sentinel's blade-lined shield tears into the fur and flesh of the beast, sending blood (and fur) all about and causing it to roar in anger. It immediately strikes back by slamming Sentinel with one of its' fist, then attempts to slam both down onto the Warforged - unfortunately, the first strike knocks him off-balance, allowing one of the two follow-up strikes to also land home.
The fat beasts continue to stay outside of the main melee, one of them hurling a moderate-sized hunk of flesh which explodes around most of the group - but only harms Barberie, and Xavier. The second hurls a large chunk of its' badly burned flesh toward Toranis as he skirts around the side of the battiefield - luckily for the spelcaster, its' wounds prevent it from throwing accurately and the glob of flesh (and subsiquent burst) fall too short.
[ As mentioned, looking for someone to take Red Herring's turn. I'm not going to be picky with this - I'll say anyone can do it, you guys can even alternate who does if you so desire. /Shrug.
@Sentinel: 3 Fire Damage [Ongoing 5 Fire], plus 20 damage (G: Immediate Reaction attack), plus 16 damage (G: Slam) for a total of 39 damage. (I noticed I hadn't added the fire damage, hence why I did it here.) @Barberie: 23 fire/necrotic damage. @Xavier: 23 fire/necrotic damage.
G: 21 Damage, plus 32 lightning damage for a total of 53 damage.
[ Initiative - Round 6 || Click For Map || ]
[37] R [34 Damage] [33] RD [10 Damage] [28] Sentinel [79 Damage] ------- Adjacent allies + Sentinel gain cover vs. ranged and area attacks. ------- Adjacent allies gain a +1 shield bonus to AC ------- Iron Bulwark: +2 Power Bonus to AC (End of Round 7 Turn) ------- Extinguishing Rain: Resist 6 Fire [27] Toranis [16 Damage] ------- Lightning Field: When hit on melee/enemy moves adjacent. [End of Round 7 Turn] ------- Extinguishing Rain: Resist 6 Fire [26] G [345 Damage - Bloodied] ------- Marked: Sentinel (End of Sentinel's Round 7 Turn) [25] S1 [31 Damage], S2 [91 Damage - Bloodied] [23] Xavier [47 Damage] ------- Extinguishing Rain: Resist 6 Fire [16] Soveliss [83 Damage] [Ongoing 5 Fire Damage - Save Ends] ------- Extinguishing Rain: Resist 6 Fire [14] Barberie [94 Damage - Bloodied] ------- Armor: +2 Reflex While Bloodied ------- Fearsome Presence: +2 All Defenses until stance ends. ------- Thunderfury Boar: Until rage ends, when an adjacent enemy hits or misses her, she can make a melee basic as an imm. reaction ------- Inspire Fury: While raging, any allies within 5 squares who hit with a melee attack get +2 to damage. ------- Extinguishing Rain: Resist 6 Fire [12] Red Herring [41 Damage] ------- Combat Advantage - Grant CA to R until end of round 6 turn. ------- Firesoul Aura: 5 fire damage to anything which hits him in melee. ------- Displacer Armor: Attacks against Red roll 2d20, taking the lowest result. ------- Resist 5 All Damage
Round 6: Xavier, Soveliss, Barberie, Red Herring - Go! ]
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Reevinja Mk II Vice Captain
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Posted: Sun Feb 07, 2010 8:45 pm
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Posted: Sun Feb 07, 2010 9:06 pm
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Reevinja Mk II Vice Captain
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Posted: Sun Feb 07, 2010 9:13 pm
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Cunning Witch Angus rolled 1 20-sided dice:
6
Total: 6 (1-20)
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Posted: Sun Feb 07, 2010 9:31 pm
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Cunning Witch Angus rolled 1 8-sided dice:
1
Total: 1 (1-8)
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Posted: Sun Feb 07, 2010 9:32 pm
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Posted: Mon Feb 08, 2010 9:12 am
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The last attack is quite taxing on the Wizard and he feels a trickle of blood flow from the corner of his lips. [Xavier is now bloodied] Xavier glares a bit as he looks at the new creatures which have now joined the battle. He curses for having not paid closer attention to the portal from the start. He leans close and speaks to Sentinel.
"I need to go deactivate that portal before something bigger finds its way through."
His staff glows a more subtle color as he begins casting a new sort of spell.
"Avoiding the cold clutch of death, the hand of Fate sees fit to let me live. Clever Escape." There's a flash of light but it appears as though nothing has changed.
Minor Action
Quote: Clever Escape Daily - Arcane, Illusion, Teleportation Effect: You become invisible and teleport 6 squares. You leave behind an illusionary image of yourself in the space you occupied. The illusion stands in place, takes no actions, and uses your defenses if it is attacked. It lasts until the end of the encounter or until it is touched or hit by an attack. Your invisibility lasts until the end of your next turn or until you make an attack roll. A creature can recognize the illusion by making a successful Insight check (DC 15+one-half your level+your Int modifier/DC 30)
Teleporting to I-11
Move Action
Quote: Using Fey Step to teleport to I-6
Once he has moved across the room, his still invisible staff glows with a blue light as he mutters another spell. "Majestic glaciers of the great north, stand before me as a pillar of solitude and protect me from harm. Ice Wall." The ground rumbles as a massive sheet of ice rises from the ground, cutting off most of those creatures from that portal.
Standard Action
Quote: Daily ✦ Arcane, Cold, Conjuration, Implement Standard Action Area wall 12 within 10 squares Effect: You conjure a solid wall of contiguous squares filled with arcane ice. The wall can be up to 12 squares long and up to 6 squares high. Any creature that starts its turn adjacent to the wall takes 2d6 + Intelligence modifier cold damage. The wall blocks line of sight and prevents movement. No creature can enter a square containing the wall. Special: As a standard action, a creature can attack one square of the wall. Each square has 50 hit points. Any creature that makes a melee attack against the wall takes 2d6 cold damage. The wall has vulnerability 25 to fire. If the wall is not destroyed, it melts away after 1 hour.
((Wall will begin in I-9 and go across to N-9, then drop to N-10 and go back to I-10 making a continuous wall which doubles on itself.))
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bamaotaku rolled 2 6-sided dice:
1, 5
Total: 6 (2-12)
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Posted: Mon Feb 08, 2010 10:28 am
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iDragow rolled 4 6-sided dice:
6, 1, 5, 3
Total: 15 (4-24)
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Posted: Mon Feb 08, 2010 3:28 pm
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His allies were beginning to slow. Their wounds were catching up to them. Soveliss decided to forgo stabbing anything for a bit and focus on helping them to recover. "Barbarie, I want you to hold this flank. I'm going to go assist Sentinel."
Without waiting for a response, the Eladrin hurried over to the construct. Placing a hand upon the Warforged's back, Soveliss tried to reassure him. "Come, Sentinel! Let us be the spearhead that pierces their defenses! If we a cut hole through the center of their ranks, their forces will crumble!"
Quote: Minor Action: Inspiring Word on Barbarie. Surge+Int+Cha+4d6( 15). Move Action: 2 squares NE. Standard Action: Aid the Injured on Sentinel. Use a healing surge. Save against ongoing fire: 11
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iDragow rolled 1 20-sided dice:
11
Total: 11 (1-20)
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Posted: Mon Feb 08, 2010 3:29 pm
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