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[Adventure] Artemis' Pact
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<blockquote data-quote="Someone" data-source="post: 5506844" data-attributes="member: 5656"><p>The accumulation of static back at the tunnel finally oscillates so quickly that becomes unstable and explodes in a large burst of lightning. Nobody was in the area, though.</p><p></p><p>Shale's orb flashes, and one of the bats at the ceiling seem to contract and expand quickly, finally dissapearing and appearing again near the water, badly mangled. As Shale's body flashes again, it's light being focused towards the large crystal on his hand, the area around the bat warps once again, twisting and bending. The flying critter dissapears with an audible "pop" and reappears at the mouth of the tunnel. </p><p></p><p>[sblock=actions]Crap, I've failed the rolls I didn't want to miss and made the ones I didn't mind if I failed. I'll try to explain the actions. </p><p></p><p>Start of turn the Mote explodes in a burst 3 area, catching no one.</p><p></p><p>Draw orb as minor.</p><p></p><p>As a free action use Forceful Push on K11 bat, sliding one square down. I assume they're clinging to the ceiling, 20 feet high. If they're not then this step's not neccesary.</p><p></p><p>As a standard action manifest Dimension Scramble centered at K12, 1 square high. This should catch both the swarm and the bat. It crits the bat for 12 damage, but I assume it doesn't hit the swarm, which was the important thing. Teleport the bat to I12, ground level.</p><p></p><p>Spend 1 action point for another standard action to manifest Dimension Scramble again, centered at K12 and catching again both enemies. I assume I failed to hit the worm swarm's Fort defense, but did hit the bat. Obviously ignore the 1d20+6 damage roll; the correct one is 11. If I hit the worms, since it's an area attack it should deal 21 damage. Teleport the bat to I11, ground level, and the worms (unlikely) to I10.</p><p></p><p>Move action 3 squares towards the south.</p><p></p><p>The plan was to teleport both swarm together and them move them again to the tunnel, freeing us to move and regroup at the south and allowing some good AoE action against both, but looks like that'll have to wait.</p><p></p><p>As a reminder, use one of both defensive powers (Intellect fortress or the Orb) if attacked and is useful[/sblock]</p><p></p><p></p><p>[sblock=mini-stats] <strong><a href="http://l4w.wikia.com/wiki/PC%3AShale_%28Someone%29" target="_blank">Shale</a></strong><a href="http://l4w.wikia.com/wiki/PC%3AShale_%28Someone%29" target="_blank">http://l4w.wikia.com/wiki/PC:Shale_(Someone)</a> Shardmind psion 3 </p><p>Status: </p><p>Initiative: +1, Passive perception: 11, Passive Insight: 16</p><p>Defenses: AC: 18, For: 13, Ref: 17, Will: 17 </p><p>HP: 31/33, Bloodied: 16, Surge value: 8, Surges/day: 6/7 Speed: 6 squares</p><p>Languages: Common, Deep Speech, Elemental</p><p>AP: 0, Power points: 4/4</p><p> </p><p>Powers: </p><p><span style="color: lime">Static Mote, Dimensional Scramble, Betrayal</span></p><p><span style="color: red">Shard Swarm, Far Hand, <s>Forceful Push</s>, Intellect Fortress, Orb of mental constitution (item), Second Wind</span></p><p><span style="color: gray">Living Missile, Amulet of resolution (item)</span>[/sblock]</p></blockquote><p></p>
[QUOTE="Someone, post: 5506844, member: 5656"] The accumulation of static back at the tunnel finally oscillates so quickly that becomes unstable and explodes in a large burst of lightning. Nobody was in the area, though. Shale's orb flashes, and one of the bats at the ceiling seem to contract and expand quickly, finally dissapearing and appearing again near the water, badly mangled. As Shale's body flashes again, it's light being focused towards the large crystal on his hand, the area around the bat warps once again, twisting and bending. The flying critter dissapears with an audible "pop" and reappears at the mouth of the tunnel. [sblock=actions]Crap, I've failed the rolls I didn't want to miss and made the ones I didn't mind if I failed. I'll try to explain the actions. Start of turn the Mote explodes in a burst 3 area, catching no one. Draw orb as minor. As a free action use Forceful Push on K11 bat, sliding one square down. I assume they're clinging to the ceiling, 20 feet high. If they're not then this step's not neccesary. As a standard action manifest Dimension Scramble centered at K12, 1 square high. This should catch both the swarm and the bat. It crits the bat for 12 damage, but I assume it doesn't hit the swarm, which was the important thing. Teleport the bat to I12, ground level. Spend 1 action point for another standard action to manifest Dimension Scramble again, centered at K12 and catching again both enemies. I assume I failed to hit the worm swarm's Fort defense, but did hit the bat. Obviously ignore the 1d20+6 damage roll; the correct one is 11. If I hit the worms, since it's an area attack it should deal 21 damage. Teleport the bat to I11, ground level, and the worms (unlikely) to I10. Move action 3 squares towards the south. The plan was to teleport both swarm together and them move them again to the tunnel, freeing us to move and regroup at the south and allowing some good AoE action against both, but looks like that'll have to wait. As a reminder, use one of both defensive powers (Intellect fortress or the Orb) if attacked and is useful[/sblock] [sblock=mini-stats] [B][url=http://l4w.wikia.com/wiki/PC%3AShale_%28Someone%29]Shale[/url][/B][url=http://l4w.wikia.com/wiki/PC%3AShale_%28Someone%29][/url] Shardmind psion 3 Status: Initiative: +1, Passive perception: 11, Passive Insight: 16 Defenses: AC: 18, For: 13, Ref: 17, Will: 17 HP: 31/33, Bloodied: 16, Surge value: 8, Surges/day: 6/7 Speed: 6 squares Languages: Common, Deep Speech, Elemental AP: 0, Power points: 4/4 Powers: [COLOR=lime]Static Mote, Dimensional Scramble, Betrayal[/COLOR] [COLOR=red]Shard Swarm, Far Hand, [s]Forceful Push[/s], Intellect Fortress, Orb of mental constitution (item), Second Wind[/COLOR] [COLOR=gray]Living Missile, Amulet of resolution (item)[/COLOR][/sblock] [/QUOTE]
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