Tharos's magic missiles don't hit the Shambler.
[sblock]MISS.[/sblock]
Erdric's arrows go wide or bounce off the dragon.
[sblock]MISS, MISS.[/sblock]
Starwinds shoots a slightly different ray at the dragon, who dodges. Erdric fires an arrow as she shoots, but this one manages to hit.
[sblock]MISS, no attack for Xak
Erdric uses Combined Fire:
Roll Lookup
1d20+17; 3d10+10+2d8 → [5,17] = (22) MISS
1d20+17; 3d10+10+2d8 → [10,6,1,10,8,2] = (37)
REROLL! HIT. 37 damage.
[/sblock]
Torment rushes at the dragon, swinging his chain. This too fails to injure the beast.
[sblock]With reach, Torment can attack the dragon from the ground.
Charge:
Roll Lookup
1d20+18; 2d4+8 → [11,18] = (29) MISS
1d20+18; 2d4+8 → [2,3,8] = (13) [/sblock]
The Shambler huddles defensively while one of its tendrils rips up the webbing binding it.
[sblock]Regen 5. Total D.
Escape Web:
Roll Lookup[/sblock]
By
VictimEN at 2008-12-06
[sblock=Status/Initiative: round 15]
29: Glib. [COLOR=""]-28/83 HP,[/COLOR]. 2/6. Prone. AP=0
*Sly Flourish
[sblock=Powers used]
Tornado Strike, E
Bait and Switch, E
Tumble, E
Second Wind, E
Elven Accuracy, E
[/sblock]
28: Narbel.
-57/108 HP, Bloodied . +0 temp HP 8/16. AP=0
*potion
[sblock=Powers used]Crushing Blow, E
Second Wind, E
All Bets are Off, E
Come and Get It, E
1 Potion of Vit
[/sblock]
26: Blue Dragon. -182/655 HP. Flying: Alt 2. AP 1/2. Cursed. Quarry. Divine Challenge.
*Breath weapon
[sblock=Powers used]
Breath weapon: 5 and 6.
Frightful Presence, E
[/sblock]
24: Tharos.
-48/69 Bloodied 1/6. Water walking. AP=0
*magic missile
[sblock=Powers used]Ice Rays, E
Thunderlance, E
Fireburst, E
Shield, E
Stormcage, E
Wall of Fire, D
Web, D
Orb of Reversed Polarity, D
1/2 Daily Item uses.
1 potion
[/sblock]
22: Erdric. -19/85 HP. 4/7. Concealed. AP=0
*Twin Shot, Combined Fire
[sblock=Powers used]Elven Accuracy, E
Hawk's Talon, E
Evasive Strike, E
Expeditious Stride, E
Combined Fire, E
Spray of Arrows, D.
Excruciating Shot, D.
Split the Tree, D
Helm of Eagle, D
Dragonbane bow, D
2/2 Daily Item powers used[/sblock]
22: Starwinds.
-58/86 HP, Bloodied. AP=0. 5/9 surges. 1 failed death save.
*Lance of Faith
[sblock=Powers used]Dire Radiance, E
Channel Divinity, E
Healing Word, 2/2
Bastion of Health, E
Breath Weapon, E
Mantle of Glory, E
Second Wind, E
Solar Wrath, E
Avenging Flame, D
Bless, Daily.
Shadowform, D
Spiritual Weapon, D
Holy Symbol, D
1/2 daily item powers used.
[/sblock]
22: Torment.
-48/96 HP, Bloodied 5/11. 1 failed death save.
*charge
[sblock=Powers used]Lion's Roar, E
Guarding Attack, E
Inspiring Word, 2/2, E
Slash and Press, E
Break their Nerve, E
Second Wind, E
Bastion of Defense, D
Stand Tough, D
Stand the Fallen, D
Tactical Shift, D
1 potion
[/sblock]
17: Shambler 1
-138/160 HP, Bloodied Quarry. Cursed. Eyebite, Psychic Lock. Total D +2 defenses.
*Total D
16: Reed. -21/96 HP. Concealed. Stealth bonus
*Eyebite
[sblock=Powers used]
Mire the Mind, E
Will of Feywild, E
Curse of Bloody Fangs, D
[/sblock]
15: Xak.
-71/115 HP, Bloodied 10/18 surges.
*crossbow
[sblock=Powers used]
Divine Cleansing, E
Divine Mettle, E
Invigorating Smite, E
Second Wind, E
Benign Transposition, E
Healing Font, D
Lay on Hands, 2/4.
Hallowed Circle, D
On Pain of Death, D
[/sblock]
[sblock=Restrained]You grant combat advantage. You’re immobilized.
You can’t be forced to move by a pull, a push, or a
slide.
You take a –2 penalty to attack rolls.[/sblock]
[sblock=Prone]Grant CA against melee attacks
+2 defenses against ranged attacks from non adjacent creatures
lying on the ground
-2 penalty to attack
Flying creatures knocked prone safely descend a number of squares equal to their speed, and then crash if they haven't reached the ground
can't move normally, must crawl or stand up[/sblock]
[sblock=Enveloped]restrained (save ends). While the target is restrained,
no creature has line of sight or line of effect to it. At the start of
the shambling mound’s turn each round, the enveloped target
takes 10 damage and the shambling mound regains 10 hit
points. The shambling mound can envelop up to 2 creatures at a
time. When the target makes its save, it reappears in a square of
its choice adjacent to the shambling mound.
[/sblock]
[/sblock]
[sblock=Map Key]
Green grass squares: tall grasses up to about a person's height. Light obscuring terrain: Concealment to things in/through it; and more than 5 squares of it blocks line of sight. Difficult terrain.
Brown squares: ground. No terrain effects.
Olive mud squares: about an inch of water and then mud. -1 Speed to creatures moving in it without some sort of water walking/swamp effect. This speed reduction for moving in affected squares is a difficult terrain effect. Shifting is unaffected, since it only affects your speed.
I wanted something less harsh than difficult terrain (especially with the anti shift stuff last time) that would still reward people for picking stuff that helps to deal with swampy terrain features.
[/sblock]