In Progress
One tempest rushes forward ending his movement just a few feet from Riaan. He stomps on the ground and a shockwave threatens to knock the swordmage over. Riaan keeps his feet however and the tempest pauses before wading into melee.
The other tempest approaches, ending at one flank, and immediately the first slides into the the other with supernatural alacrity. It's swipes it's blade at Riaan as it passes. The sword sinks deep into the side of Riaan as the genasi twists the blade.
The other tempest swings its blade and then just as quickly shifts away from Riann. His attack strikes another devastating blow that stagger Riaan.
The acid flinging genasi surges forward throwing a liquid missile at Riann hoping to finish him. The bolt impacts the swordmage squarely in the chest.
The swordmage cannot withstand the assault and falls at the feet of one of the marauders.
[sblock=action]Tempest 2 moves within 2 squares of Riaan and uses Earthshock which fails to knock Riaan prone. It then readies an attack for the other tempest to move adjacent to Riaan.
Tempest 1 moves adjacent to Riaan, triggering the readied action of tempest 2.
It uses Rush of the River to shift into flank and attack with combat advantage. It attacks Riaan and hit dealing extra damage with CA for a total of 22.
Tempest 1 then completes its turn using Rush of the River to deal another 29 damage, bloodying Riaan. before shifting away.
The Acid Genasi move up and throws a Wave Bolt at Riaan hitting for 17 damage and sliding him 3 squares.
Riaan takes a total of 68 damage and is dying! (Unless someone has an immediate to save him from one of the attacks)[/sblock]
[sblock=Terrain]
Red Squares: Fire. If you enter a square of fire or begin your turn there, you take 5 fire damage.
Campfires: If you enter a square of fire or begin your turn there, you take 5 fire damage.
Green Circle: Acid vortex. If you enter a square of acid or begin your turn there, you take 5 acid damage and must make an Acrobatics check (DC 16) or fall prone.
Bushes: Difficult terrain. Provides concealment to those within.
Tress: 20 feet tall, trunks provide cover. If you are 10 feet or higher, foliage provides concealment to those within.
Dense Jungle: Costs 4 squares to enter. Provides Cover and Concealment (Total Concealment if 2 or more squares of intervening jungle). Concealment works both ways.
Rocks: Cover from attacks on ground, but not from attack above.
Tents: Wooden stilt houses. Flap in tent is entrance, 10 feet up. Ladders allow access with an Athletics check DC 11. Huts completely on fire have ladders that are also on fire. (5 damage per square and Athletics check becomes DC 16).[/sblock]
[sblock=Crunch][sblock=Map]http://beta.ditzie.com/1443/4d9fd100ae2ac
1. Click the hyperlink of the last posted map.
2. Move your token.
3. Hit the Enter key.
4. The URL in the address bar will change, this is the link to the updated map. Copy and paste it into your post. (Please do not forget this).[/sblock]
[sblock=Status]
https://spreadsheets.google.com/ccc...DVzBjTjJYSURQTGc&hl=en&authkey=CNncgLAB#gid=0[/sblock]
[sblock=Intitative]
Tempest (29.10)
Water Genasi (25.09)
Riaan (22.03)
Crush (19.03)
Serek (19.02)
Karananak (19.02)
Acid Genasi (18.07)
Fire Genasi (14.05)
Varis (14.03)
Ryk (12.08)
Up next: Riaan, Crush, Serek, and Karananak[/sblock][/sblock]