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Dwarmaj
Kenji
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    Casino - the altar room

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    Kenji


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    Post by Kenji Tue Feb 01, 2011 10:33 am

    Casino - the altar room Ritual12

    The 2 double doors where you're at close loosely enough to peer through. Ember rolls a 6+11+3*=20 religion check and recognizes enough of what's going on to know destroying the glass statue will disrupt the ritual. Letting the ritual happen might release a Vampire God's avatar if it works. *GM bonus, Ember "just so happens" to remember key info from her quick skimming of the computer downstairs.

    I didn't place all the tokens, but there are 3 guests shackled and prone to each small stool on the first & second levels (difficult terrain next to the small stools). About 1/3 are alive, the other 2/3 dead. Around 100 total.

    This round, Blade & Ember rolled a '17' & '16' total respectively for their insight rolls, so don't know if they're Vamps or how old. There are 2 groups of 9 (suspected) Vamps in the audience, plus Sam, Mercury, and another woman on the stage, around a spun glass life size image of a large winged Vampire. The glass statue is encased in a red glowing ball of magic and the statue appears to be made of a bunch of thin glass straws, because they're filling with Mercury's blood.

    Mercury (NE of sphere) is now 1/2 topless and the topless half has her arm reaching within the red magic sphere and her wrist is offered to the statue's sharpened glass fangs. Her regeneration is keeping up with her bleeding, but it's dripping into and filling up the glass "La Magra" statue. The girl to the statue's SE is also 1/2 topless, kneeling, and with her topless half arm reaching through the magic and grabbing the statue's phallus.

    Mr. Mui is 1/2 on the higher level stage area, and half standing on top of the red magic energy surrounding the roughly 2/3 filled with blood glass statue. His booted feet seem to find the energy solid.

    The area between the stage area and the audience tiers is a sea of blood, you think at least an inch thick.
    Dwarmaj
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    Post by Dwarmaj Tue Feb 01, 2011 10:51 am

    If anyone has a long range weapon you may want to try taking out the statue. I only have daggers/shurikens so my range is pretty short.

    I'll wait a few seconds then...

    Angel will move into the room as far as he can. Move if surprise round or move/move if normal.
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    Post by Kenji Tue Feb 01, 2011 11:00 am

    Once you go in, that's a surprise round. As long as you're quiet outside, it's free actions.
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    Post by jibuki Tue Feb 01, 2011 11:07 am

    What is the range to the statue? What about launching holy water at the statue? I can with my dejada' I believe.
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    Post by Kenji Tue Feb 01, 2011 11:21 am

    jibuki wrote:What is the range to the statue? What about launching holy water at the statue? I can with my dejada' I believe.

    Once right inside the big double doors, it is 21 squares to the statue. It looks like Angel is readying a surprise round charge. What does everyone else do/ready?
    Mick
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    Post by Mick Tue Feb 01, 2011 11:44 am

    I can hit the statue for a auto 12 hp each round from 20 squares.
    Once were inside the room the 18 other vamps will be swarming us. Stopping us from reaching the statue.
    Do we want to hold the ground at the door while I chip away at it with MM?
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    Post by Kenji Tue Feb 01, 2011 11:54 am

    Mick wrote:I can hit the statue for a auto 12 hp each round from 20 squares...

    Your new staff gives you +4 total damage to MM? Cool!
    Dwarmaj
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    Post by Dwarmaj Tue Feb 01, 2011 12:33 pm

    bradly wrote:
    Mick wrote:I can hit the statue for a auto 12 hp each round from 20 squares...

    Your new staff gives you +4 total damage to MM? Cool!

    Staff of Ruin
    Level 8 Uncommon
    This gnarled, jagged staff fits the hand of any wizard seeking to devastate her opponent.

    Price: 3,400 gp
    Implement (Staff)
    Enhancement: +2 attack rolls and damage rolls
    Critical: +2d10 damage
    Property: Whenever you make an attack using this staff, you gain an item bonus to the attack’s damage rolls equal to the staff’s enhancement bonus.


    Since there is no roll with Magic Missle, the staff doesn't add an item bonus.

    The +2 Enchantment does add because the power specifically says it does.
    Mick
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    Post by Mick Tue Feb 01, 2011 12:47 pm

    Oh, I only get the +2 addition damage on all my other spells.
    jibuki
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    Post by jibuki Tue Feb 01, 2011 1:39 pm

    Using a religion check, do I think that holy water would spoil/delay the ritual? What about a fist sized rock?
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    Post by Kenji Tue Feb 01, 2011 3:08 pm

    jibuki wrote:Using a religion check, do I think that holy water would spoil/delay the ritual? What about a fist sized rock?

    That would be an arcana check to see if it'll get through the magic energy field, and none of you have any idea, but you doubt it'll have any effect. The casino owner is standing on the magic energy.
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    Post by Kenji Tue Feb 01, 2011 3:28 pm

    Dwarmaj wrote:
    I'll wait a few seconds then...

    Angel will move into the room as far as he can.

    Blade sees Angel about to act and can take a suprise round action first, then Angel moves W max into the room.

    surprise round:

    Blade 24
    Angel 19 (moved into the room)
    Telgarth 19
    Ember 10
    Ashe 8

    then...

    1/2 topless girl kneeling on stage
    Sam Mui
    Blade
    Mercury
    Angel
    Telgarth
    18 Vamps in pews
    Ember
    Ashe

    Note: The doors are very heavy thick (6") doors and move very easily if pushed very slowly, but offer very weighty resistance if tried to push fast. Difficult terrain going through that square if doors aren't open already.
    Ross
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    Character Name: Kazoo Noisemaker
    Player Name: Ross

    Casino - the altar room Empty Re: Casino - the altar room

    Post by Ross Tue Feb 01, 2011 3:51 pm

    Move: Parallel Angel towards the Altar.
    Free: Try to Shroud one of the ones on the stage. If further than 10 squares hit a close by target with it instead.


    _________________
    CHARACTERS:

    Silk - Human/Hexblade [4e-Dark Nights Rising Campaign]
    Kazoo - Halfling(Kender)/Hybrid(Rogue/Druid) [4e-Against the Giants]
    Morbius Von Kas - Vryloka/Blackguard [4e-Rainbow Warriors Campaign]
    Man'Tis Man'Todea - Thri-Kreen/Berserker [4e-Slave Lords Campaign]
    Nathan Grey - Ardent (4e-Terran One Campaign)
    Walt Dixon - Bladesinger (4e-Terran One Campaign)
    Shandral Aurlong - Human/Sorcerer [5e-Horde of the Dragon Queen Campaign]
    Danilo Rand - Monk/Human [5e-Princes of the Apocalypse Campaign]
    Battlefield Soldier: Saturnicus
    Diablo III Battletag: Saturnus#1572
    Neverwinter: @bobpatrick.com
    XBox GamerTag: Drizityn


    Kazoo the Kender: "Hmm, I'll take....the Wand of Wonder." The rest of the party regretted giving Kazoo the first treasure pick.
    Krystoff
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    Post by Krystoff Tue Feb 01, 2011 5:42 pm

    Ashe has a range 10 area burst 1 so in effect range 11 spell. It does do radiant damage so it will disrupt the regen of Mercury.

    jibuki
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    Post by jibuki Tue Feb 01, 2011 6:20 pm

    Could I reach the first vampire in the South second level with a charge?

    If so, charge. If not 4W, 2 SW
    Mick
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    Post by Mick Tue Feb 01, 2011 8:06 pm

    move up behind Angel & Blade
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    Post by Kenji Tue Feb 01, 2011 8:33 pm

    [quote="Krystoff"]Telgarth tries to charge the Vamp in the 2nd tier but is 1 square shy of movement (did you want to run & take -5 to hit & -2 defenses?)[/url]

    Oh, I guess Telgarth also could have charged the one closest to the door instead, too...


    Last edited by bradly on Wed Feb 02, 2011 10:16 am; edited 1 time in total
    Krystoff
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    Post by Krystoff Tue Feb 01, 2011 9:10 pm

    Ashe will use blazing starfall on the two vamps to my NW (closest two).

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    Post by Kenji Wed Feb 02, 2011 2:37 am

    Krystoff wrote:Ashe will use blazing starfall on the two vamps to my NW (closest two).

    Ashe summons a Blazing Starfall and 1+6=7 miss, 11+6=17 miss, but everyone took note of the sun magic display that didn't appear to come from a magic item. A lot of looks of disbelief and excitement.

    The 1/2 topless girl stands up & walks SW, & with her minor appears to have grabbed a gun from under the stage. She also covers up as part of the move actions.

    Sam Mui: "My coven! I present to you the Zodiac Slayers. As promised and as prophesiesed. And on the same day we summon La Magra! Today is a day of days, and tomorrow the mayor will have little choice but to support the Great Feast!" You all also note Sam is wearing a different jacket than before & also wearing a sword.

    (Everyone, NPCs, gets happier & braver... you get the feeling everyone here both wants a piece of you guys, but are also a little afraid of you all.)

    Blade's turn... then Mercury, then Angel, then Telgarth.

    On Mercury's turn, she stabs her wrist harder into the fangs of the glass statue and is now taking damage faster than her regeneration, but is filling up with blood faster too. Blade, Angel, Telgarth, then baddies...
    Ross
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    Casino - the altar room Empty Re: Casino - the altar room

    Post by Ross Wed Feb 02, 2011 5:42 am

    Free: Assassin's Shroud on the one to my NW (he should have 2 shrouds now)
    Standard: Executioner's Noose on the one to my NW, activating 2 Shrouds and Night Stalker damage if I hit, or just 1 Shroud if I miss.
    Move: 6 towards the statue, angling south by 2 squares.


    _________________
    CHARACTERS:

    Silk - Human/Hexblade [4e-Dark Nights Rising Campaign]
    Kazoo - Halfling(Kender)/Hybrid(Rogue/Druid) [4e-Against the Giants]
    Morbius Von Kas - Vryloka/Blackguard [4e-Rainbow Warriors Campaign]
    Man'Tis Man'Todea - Thri-Kreen/Berserker [4e-Slave Lords Campaign]
    Nathan Grey - Ardent (4e-Terran One Campaign)
    Walt Dixon - Bladesinger (4e-Terran One Campaign)
    Shandral Aurlong - Human/Sorcerer [5e-Horde of the Dragon Queen Campaign]
    Danilo Rand - Monk/Human [5e-Princes of the Apocalypse Campaign]
    Battlefield Soldier: Saturnicus
    Diablo III Battletag: Saturnus#1572
    Neverwinter: @bobpatrick.com
    XBox GamerTag: Drizityn


    Kazoo the Kender: "Hmm, I'll take....the Wand of Wonder." The rest of the party regretted giving Kazoo the first treasure pick.
    Krystoff
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    Post by Krystoff Wed Feb 02, 2011 7:43 am

    Hmm not good guys, not even a 50% chance to hit them. That is versus reflex in case it matters. =)

    Mick
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    Post by Mick Wed Feb 02, 2011 8:12 am

    hopefully they are all minions
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    Post by Mick Wed Feb 02, 2011 9:40 am

    Angel's turn?
    Dwarmaj
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    Post by Dwarmaj Wed Feb 02, 2011 9:46 am

    I was waiting for the resolution of Blade's turn...

    It may change what I end up doing.
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    Post by Kenji Wed Feb 02, 2011 9:55 am

    Mick wrote:hopefully they are all minions

    Two of you can find out for sure with a minor action (& a slightly above average insight roll). Though you're about to find out quite a bit from Ashe & Blade...

    Krystoff wrote:That is versus reflex in case it matters. =)

    Yes, I got v ref, but I did forget that this is a surprise round and so they provoke CA. Ashe's total to-hits were 9, 19, hit the closest Vampiress exactly for 10 radiant, though you think you did more. She is not dusted nor bloodied.

    Ross wrote:Free: Assassin's Shroud on the one to my NW (he should have 2 shrouds now)
    Standard: Executioner's Noose on the one to my NW, activating 2 Shrouds and Night Stalker damage if I hit, or just 1 Shroud if I miss.
    Move: 6 towards the statue, angling south by 2 squares.

    Blade moves in as he throws up another shroud and shoots an Executioner's Noose 18+6=24 v fort hit for 1 (1d6) +6 dex +6 NS +8 (2d6 shrouds)= 21 hits. That one is not quite, but almost bloodied. Now that you're in the middle of lots of them, you notice quite a few of them have ritualistic cuts on their arms.

    Angel's turn...

    Note: the area Angel & Blade are approaching with the small light brown stools actually have 3 prone bodies shackled to each, about 1/3 sill alive. It is difficult terrain going through them and the sea of blood (a couple inches deep) looks like a slipping hazard.

    Side Note: You also notice the floor you're on is a very nice rubberized grate and underneath is a great big drip pan leading to in front of the stage area. It is a 10' even height horizontal jump to go from the first tier with the bodies, over the blood pool to the lower stage area where Mercury & the statue are.

    Casino - the altar room Ritual14
    Dwarmaj
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    Post by Dwarmaj Wed Feb 02, 2011 10:25 am

    Angel's turn:

    Move: move 6 west

    Standard: move 2, then jump to the edge. Hopefully jumping over the difficult terrain and not going into the slippery area.
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    Post by Kenji Wed Feb 02, 2011 10:32 am

    Dwarmaj wrote:Angel's turn:

    Move: move 6 west

    Standard: move 2, then jump to the edge. Hopefully jumping over the difficult terrain and not going into the slippery area.

    Because of the difficult terrain from going through the bodies, you needed to do a 'run' action to jump & clear the blood pool, but Angel 16+10=26 athletics and makes it to the other side, but is provoking CA until his next turn from running.

    Ember's turn...
    Dwarmaj
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    Post by Dwarmaj Wed Feb 02, 2011 10:53 am

    bradly wrote:
    Dwarmaj wrote:Angel's turn:

    Move: move 6 west

    Standard: move 2, then jump to the edge. Hopefully jumping over the difficult terrain and not going into the slippery area.

    Because of the difficult terrain from going through the bodies, you needed to do a 'run' action to jump & clear the blood pool, but Angel 16+10=26 athletics and makes it to the other side, but is provoking CA until his next turn from running.

    Ember's turn...

    Hmm, it was a nice jump...

    But my plan was to jump over the bodies/stools and remain on the east side of the "river of blood" this round. If that's not possible, then running and jumping across is ok.
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    Post by Kenji Wed Feb 02, 2011 10:58 am

    Dwarmaj wrote:Hmm, it was a nice jump...

    But my plan was to jump over the bodies/stools and remain on the east side of the "river of blood" this round. If that's not possible, then running and jumping across is ok.

    Oh. Both are possible. Up to you, I can move you back E not provoking CA or leave you on the W provoking CA.
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    Post by Mick Wed Feb 02, 2011 11:10 am

    Ember's turn?

    1/2 topless girl kneeling on stage
    Sam Mui
    Blade
    Mercury
    Angel
    Telgarth
    18 Vamps in pews
    Ember
    Ashe


    Last edited by Mick on Wed Feb 02, 2011 11:14 am; edited 1 time in total
    Dwarmaj
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    Post by Dwarmaj Wed Feb 02, 2011 11:12 am

    West side is fine then.


    Hey, guy's hurry up you don't want to miss all the fun do ya.
    Mick
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    Post by Mick Wed Feb 02, 2011 11:17 am

    Looks like Ember & Ashe will be cut from the fun with Mr. Mui.
    We get to deal with the 18 other vamps.
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    Post by Kenji Wed Feb 02, 2011 11:36 am

    Mick wrote:Looks like Ember & Ashe will be cut from the fun with Mr. Mui.
    We get to deal with the 18 other vamps.

    Telgarth's turn, then the Vamps, then Ember & Ashe...
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    Post by Kenji Wed Feb 02, 2011 11:44 am

    Mick wrote:Ember's turn?

    Yeah, my bad... I was still on last encounter's initiative.
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    Post by jibuki Wed Feb 02, 2011 12:11 pm

    [quote="bradly"]
    Krystoff wrote:Telgarth tries to charge the Vamp in the 2nd tier but is 1 square shy of movement (did you want to run & take -5 to hit & -2 defenses?)[/url]

    Oh, I guess Telgarth also could have charged the one closest to the door instead, too...

    you have me in the right position.
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    Post by Kenji Wed Feb 02, 2011 2:53 pm

    jibuki wrote:you have me in the right position.

    Telgarth's turn. I have Telgarth 5 W +1 SW of his position outside the door before the surprise round. If that's where you want to be from the surprise round, your turn. If you wanted to do a run to charge the one near you, or instead attack the closer one by the door on your surprise round, let me know & what your regular turn is too since that's next anyway.
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    Post by jibuki Wed Feb 02, 2011 7:49 pm

    Are the larger tables obstacles? Could I stand in between the large and the smaller(ones stacked with corpses) and minimize the number of opponents I face at once.
    Dwarmaj
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    Post by Dwarmaj Wed Feb 02, 2011 8:07 pm

    jibuki wrote:Are the larger tables obstacles? Could I stand in between the large and the smaller(ones stacked with corpses) and minimize the number of opponents I face at once.

    Probably, then again they could stand on top of a table and swing on you.
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    Post by Kenji Wed Feb 02, 2011 8:34 pm

    Dwarmaj wrote:
    Probably, then again they could stand on top of a table and swing on you.

    yeah, it'd be a neglibile obstacle. Difficult terrain at worst to go in a sqare with a table. Definitely difficult terrain with the bodies. Iow, no, they can stand next to you.
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    Post by jibuki Wed Feb 02, 2011 10:14 pm

    follow Angel and Blade's lead and move 6 NW
    standard move through stools staying on the east side of the blood
    goal to be within 5 of Mercury.
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    Post by Kenji Wed Feb 02, 2011 10:36 pm

    jibuki wrote:follow Angel and Blade's lead and move 6 NW
    standard move through stools staying on the east side of the blood
    goal to be within 5 of Mercury.

    Telgarth does a move/move and is at the edge of the 'river of blood'.

    The Vamps in the pews go and most take a move action to close, and either go full defense or ready an action. The Vamp Ashe hit stands her ground as one of her girls steps in front, but is not regenerating. The Vamp Blade hit is regenerating, as are all the many wounded Vamps, but he moved away behind the others.

    They all look like they want bragging rights for having beaten one of you, but are all approaching you very cautiously. Mostly, that is... The 2 to the N & the 2 to the S are taking pictures from camera phones as fast as possible and the S most Vamp has a digital recorder and is 'taping' the battle.

    Ember's turn, then Ashe, then baddies...

    Casino - the altar room Ritual15
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    Post by Mick Thu Feb 03, 2011 8:26 am

    Does Ember have a AP?
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    Post by Dwarmaj Thu Feb 03, 2011 8:35 am

    Mick wrote:Does Ember have a AP?

    This is the 3rd encounter since our last extended rest. Everyone should have at least one AP...
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    Post by Mick Thu Feb 03, 2011 8:47 am

    If so, she will
    move and standard action move to right behind Telgarth.
    AP: cast Flaming Sphere on the space N of the statue.
    attack the vamp to the sphere's east.

    Effect: You conjure a Medium flaming sphere that
    occupies a square within range, and the sphere attacks.
    Any creature that starts its turn adjacent to the sphere
    takes 1d4 + Intelligence modifier (+6) fire damage. As a
    move action, you can move the sphere 6 squares.
    Attack: Intelligence vs. Reflex
    Hit: 2d6 + Intelligence modifier (+6) fire damage.
    Sustain Minor: You can sustain this power until the end
    of the encounter. As a standard action, you can make
    another attack with the sphere.

    +2 Ruin Staff Implement: +8 attack, 2d6+16 damage

    free action: say "Telgarth can you stay here and cover my back?"
    Krystoff
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    Post by Krystoff Thu Feb 03, 2011 9:23 am

    If Ashe does a move and a move straight west does that bring me within 11 squares of the statue? It looks like it does but I could be counting wrong. If yes I will:

    Free: Shed the brightest light possible from the Sunblade (See sunblade below)
    Move: 6 West
    Standard: 6 West
    AP: Blazing Starfall on the statue making sure to get Mercury in the blast. Other targets are a lesser priority.

    If not Ashe will do move and a move and still shed the brightest light possible.


    Sunblade Level 4+
    This heavy golden sword attacks with the power and intensity of
    the sun, burning nearby enemies.
    Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
    Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
    Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
    Weapon: Heavy Blade
    Enhancement: Attack rolls and damage rolls
    Critical: +1d6 damage per plus
    Property: This weapon can shed bright or dim light up to 20
    squares. You control the brightness and range of the light.

    Power (At-Will ✦ Radiant): Free Action. All damage dealt
    by this weapon is radiant damage. Another free action
    returns the damage to normal.
    Power (Daily ✦ Radiant): Standard Action. You cause
    motes of light to burst out and attach to your enemies.
    Make an attack: Close burst 1; targets enemies; Strength
    vs. Reflex (apply a bonus to the attack roll equal to the
    weapon’s enhancement bonus); on a hit, the target takes
    1d8 radiant damage.
    Level 14 or 19: 2d8 radiant damage.
    Level 24 or 29: Close burst 2; 3d8 radiant damage.

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    Kenji


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    Post by Kenji Thu Feb 03, 2011 11:21 am

    Mick wrote:If so, she will
    move and standard action move to right behind Telgarth.
    AP: cast Flaming Sphere on the space N of the statue.
    attack the vamp to the sphere's east.

    Ember moves way into the alter room and summons a Flaming Sphere N of the statue which 16+8=24 v ref barely hit Mercury for 22 hits of fire damage. The fires do not appear to be penetrating the magic energy around the statue...

    Krystoff wrote:If Ashe does a move and a move straight west does that bring me within 11 squares of the statue? It looks like it does but I could be counting wrong. If yes I will:

    Free: Shed the brightest light possible from the Sunblade (See sunblade below)
    Move: 6 West
    Standard: 6 West
    AP: Blazing Starfall on the statue making sure to get Mercury in the blast. Other targets are a lesser priority.

    Ashe does a move/move and 19+6=25, 14+6=20 v ref, hit Sam for 9 radiant (you think you did more) and missed Mercury. Ashe also doesn't think his magic penetrated the energy field surrounding the statue either.

    Ashe also shines his heirloom sword full, and every non-PC is the room is smoking and taking damage (& not regenerating). The Vamp Blade hit is bloodied once again. A lot of them shoot hateful looks at Ashe...

    The girl on the stage tries to shoot the one burnig her with sunlight and 6+9=15 miss.

    Sam Mui, more than happy to take Angel on mono-au-trio, says, "Brave, but what are you going to do after you kill me? Kill all 20 of my coven elders??" He then does a Vampiric shift/attack and swings his sword at you and 15+13=28 hit for 11 damage + 8 flurry. Angel is bloodied from the hit. At the start of Sam's turn, he also took 15 fire from starting adjacent to the Flaming Sphere.

    Sam then yells at his coven, "Come on people, this isn't a spectator sport!"

    Blade's turn, then Mercury, then Angel then Telgarth...

    Casino - the altar room Ritual17


    Last edited by bradly on Thu Feb 03, 2011 11:30 am; edited 1 time in total
    jibuki
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    Post by jibuki Thu Feb 03, 2011 11:30 am

    Is Telgarth within 5 of Mercury?
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    Kenji


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    Post by Kenji Thu Feb 03, 2011 11:34 am

    jibuki wrote:Is Telgarth within 5 of Mercury?

    Exactly 5, but she goes before you and doesn't like being next to a Flaming Sphere...
    Krystoff
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    Post by Krystoff Thu Feb 03, 2011 12:08 pm

    Intimidation time next round, hopefully I can live through the hate that is going to be directed at me. If I could have done it this round I would have =).

    Dwarmaj
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    Post by Dwarmaj Thu Feb 03, 2011 1:20 pm

    Can you provide a little more info?

    bradly wrote:
    Mercury... has her arm reaching within the red magic sphere and her wrist is offered to the statue's sharpened glass fangs...

    Mr. Mui... is half standing on top of the red magic energy surrounding the roughly 2/3 filled with blood glass statue. His booted feet seem to find the energy solid.

    Is the energy field solid or not?

    It sound like Mercury was able to put her arm into the file, but it is also able to support Mr. Mui.

    It also looks to be solid since Ember and Ashe's spells didn't penetrate it.

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