As you flip through the book's pages you find, to your dismay, that almost the entire book is filled with blank pages. As if it was being copied, or even written, and was never finished. All the book contains is a short passage describing Lis-beht, the dragon said, in the Serran Pantheon, to guard the way to the afterlife. The passage is followed by a name and a couple of words from an unfinished sentence, "Vor-kaleth was the."
"It's... mostly empty," Shira'stasa says, disappointedly. "There's a passage in here about Lis-beht, and the afterlife." Not understanding, she passes the book to whoever will take it to dwell on it for a few moments more. Were they protecting the afterlife by effacing this symbol?
"Maybe this temple is devoted to Lis-beht? Seems a bit weird to worship a dragon, but I wouldn't be surprised if someone did," Cleo says, shrugging her shoulders. "What would you even pray for, though? 'O great dragon, please don't eat me. I am not as wicked as I seem. Give me a head start in exploring your Labyrinth'? It would definitely be strange."
Geral scratches at his chin as he thinks. No, that doesn't make sense... "... What if the gods fought him at some point?.. Maybe, and this is just a guess here. Maybe Lis-Beht lost, and as punishment for challenging the gods, was forced to guard the entrance to the underworld? Would that be possible? I mean, I'm just making guesses here, but it's possible."
"Possibly," Shira'stasa says, her mind's gears running. "Perhaps Lis-beht was central to the Pantheon at one point, maybe even the God King of them. The others could have mutinied against his divine rule, ridding him of his deific power and like you said, sellsword, forcing him to the labyrinth. We should look for more evidence of this strange... battle or such that caused his symbol to be effaced from most everything here."
"Why would the gods bow to something they defeated?" Eoli says, confused at the conflicting views. "Besides, I'm more interested by this other name. Vor-kaleth... What could that mean? At the very least, it is a thing that no longer exists."
"Vor-kaleth? Hm, let me see that," Cleo says, before glancing at the book. "'Vor-kaleth was the' ... Was the what? Maybe if Lis-beht is the guardian of the afterlife, Vor-kaleth tried to infiltrate it? No, that would be weird. Well, maybe the symbols have something to do with whoever that was, and not Lis-beht."
Still pondering the words, Cleo wanders around the rest of the rooming, checking to see if there are any useful clues besides the book. There has to be something here that could help puzzle this out.
Look around the room, just to get a better look at it and what there is to be found.
Perception check, in case it is needed to see anything particularly hidden or for whatever reason: 7
As far as you can tell, nothing has been missed within the room. Aside from the one book, there is no paper left in the room and you cannot find anything else that seems important. The only thing you see that is new to you, is the next staircase down deeper into the temple, which is a few steps down a short corridor leading out of the library.
"Well this place seems pretty barren besides that book," Cleo says, after walking the room and looking for signs of anything useful. "We could stand here thinking of ideas about what this book is all about, or we could just move on and see what else we find." The last bit is said in a tone clearly indicating that it is the correct option.
Getting up from his position perched against the column, Cameryn rejoins the rest of the group who are bickering over the pointless book. Jumping at Cleo's comment, he says, "I'm up for that. Let's get a move on. No sense in standing here arguing about a book that clearly none of you understand anyways." With this, Cameryn gives Cleo a light shove forward to urge her on.
Perception to see anything hidden and whatnot in the next corridor and yaddie yadda for once it's clear that Cleo moved to the next room too: 8(1d20) +13 = 21
You make your way down the stairs, not noticing any traps. At the bottom you find yourselves in another long room, similar to the first room you found yourselves in. Again there are a couple of skeletons, one robed and one a Golden Spear. On the far end of the room there is another long corridor, you can see a reddish glow coming from that corridor.
Spotting the skeletons, Cleo immediately begins to check for more spearheads to add to her collection. Hopefully these are as valuable as that mercenary thinks. They are kinda heavy.
With the new spearheads in her pack, Cleo looks down the hall and notices the glow coming from the next corridor. "Hey, you guys should hurry up and come down here," she calls back to the others, who are still perusing the library for some reason. "There is a weird red light. It's kinda spooky."
Shira'stasa heads down to where the elf and her fellow Tenant are, herself noticing the reddish glow coming from down the corridor. "Curious," she says. "What could be emitting a glow like this?" She motions for Cleo to follow, and slowly steps down the hall to get a better view.
Warily following behind the two tenants, Eoli looks around the corridor. "I'm liking this place less and less," he says, noticing the ruddy glow as Cleo rummages around for more spearheads. "If you insist on continuing, be more cautious."
Last edited by PureZaros on Fri Sep 26, 2014 5:12 pm, edited 1 time in total.
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
Cleo, Shira and Eoli make their way towards the source of the light. After heading through an arch, they emerge in a large room, lined with pillars and statues. You count 6 statues, 3 on either side of the room facing the ones on the other side. However your eyes are drawn to the source of the red glow which bathes the entire room in its light. At the far end of the room there is what looks like a large red gemstone on a pedestal. It is a dark murky red and its colour appears to be swirling and changing.
Shira'stasa's eyes widen as she beholds the contents of the chamber. "Cleo... have you ever, in your studies, seen anything like this? I know I haven't." She studies the faces of the statues, seeing if she recognizes any of their figures, before slowly stepping forward to the gem to investigate. What in the world could this gem be? It's... enticing. Inviting, even, as if it was placed here for us to find. I must see it.
While you cannot tell or recognise what the magic is, you determine that the gemstone was the source of the magic you detected closer to the surface. You notice nothing that looks particularly dangerous in the room.
"Do not get too close to the gem, Shira'stasa. the magic we could sense from the surface originated from it. It is extremely powerful." Eoli says, beginning to move with more confidence as he fails to see anything that could endanger his allies. "It might be safest if I call out a wisp to handle it."
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
"Powerful, you say..." Shira'stasa steps closer to the gem, just feet away from it. Power from the Gods themselves? This is an incredible find... Am-ines will tremble when he finds that I have sought out something this divine! She feels compelled toward the massive gemstone, with its swirling color.
Geral looks about as the group heads onwards, waiting a bit before motioning for the rest of the party to follow. When he enters the chamber, he eyes the gem with a slight confusion. Is this a temple after all? Or is it a magic college, given the size of the gem. "Odd that such a thing would be in a temple. I vote we don't touch it and leave it alone. Even if it does hold great power, it has been trapped here who knows how long. For all we know, it could hold a dangerous demon waiting to poses the one who touches it."
"Well he is right about it being magical. Not really sure what it is, though, I am just as stumped as you," the girl responds to Shira'stasa. "I bet if anything down here is valuable it is that. Kinda eerie, though, don't you think? A magical gemstone hidden under the sand?"I kinda want it, but I don't want to touch it...
"Valuable? This looks priceless. Perhaps it has power beyond mortal worth," she notes audibly, mostly to herself. She steps up to the pedestal the giant gemstone is seated on. Turning back to her companions, she speaks up. "I appreciate your concern, but we cannot simply pass by such a treasure." She turns back to the beautiful crystal, engulfed in its brilliant patterns within. It is mine, she thinks to herself. She places her right hand on the top of it, cautiously.
As Shira'stasa's hand nears the gemstone it begins to pulse quicker and quicker. Her hand touches the gem and there is a sudden flash of light, Shira'stasa finding herself knocked backwards a few feet. Strange misty tendrils, swirling red and black, begin to come out of the gem from where Shira'stasa touched it. The misty substance begins to gather behind the pedestal, and it appears to be forming the vortex seen on the cover of the book in the library.
The gemstone shatters as the last of its colour disappears, leaving a twisted red and black vortex of mist in its place. To some, the shape of the vortex looks to be that of a man. Suddenly the vortex moves, slamming itself into the chest of the nearest statue. The vortex disappears inside and after a moment the statue begins to move.
"Dammit, woman! I told you to be cautious!" Eoli yells as the mist begins to form. Moving to the center of the room, he calls back behind him to the others still out in the hall. "You lot had better get in here, the tenant released something!"
Cameryn watches the situation from afar, listening to everything happen. As the odd mist is unleashed from gemstone, he darts down the hall shouting, "I thought tenants were supposed to be smart. That wasn't smart at all. Nice work."Well, this ought to be fun. Damned tenant.
Shira'stasa cries out, surprised, when the gem reacts. "Quiet, all of you! Perhaps this is the being that was imprisoned by the Gods themselves! Vor-kaleth!" She snaps open her tome, ready to respond to any hostile activity from the strange entity. "You there!" she commands, pointing at the statue. "Speak to us!"
Cleo's eyes widen as the gem turns into a vortex, which then seemingly possesses a statue. Well that was not what I expected to happen."Um, I'm not really sure it can talk," the girl says, as she puts her guard up just in case of a fight. Punching stone... this is going to hurt.
Geral's hand goes to his sword and he holds there for a moment. "I don't know if my blade is going to do much to this thing, but we can't let whatever it is get out of this room. Out of one fight and into another, perfect, does no one here have any common sense?"
Statue: This statue is seemingly possessed by whatever was unleashed from the gemstone. It is large but slow. The coordinate given will be the bottom left square the statue occupies.
Seeing the statue eye her friend, Cleo rushes forward and delivers a searing punch against the colossus. She shakes her hand off afterwards, the stone as hard as she expected it to be. I hope we don't have to fight all six of these.
Standard Action: Blistering Flourish Attack Technique on Statue
Attack: 26 vs Reflex = crit!
Hit: 13 damage. Until the end of my next turn, my melee attacks deal +3 fire damage.
No Action: Desert Wind Flurry of Blows
Effect: Statue takes 5 fire damage, plus 3 more from Blistering Flourish, for a grand total of 8 fire damage.
Mental Crucible: I gain resist 5 fire (or +2 if I already have resist fire of 5+)
Unarmed Combatant: unarmed attack has +3 proficiency, 1d8 damage, unarmed group, can be affected by ki foci. Must have a free hand to use it.
Unarmored Defense: +2 to AC when in cloth armor or no armor and not using a shield.
Full Discipline: Can only use one full discipline power per round, but can use it as many times as the power would allow (at-will's any number of times in a round, encounters once per round, etc.) Can use full discipline techniques in whatever order I like, and if I spend an action point I can choose a different full discipline power.
Beast Nature: I am considered both a magical beast and a humanoid.
Elusive: +2 racial bonus to checks made to escape grabs and to saving throws against effects that immobilize, restrain, or slow me.
Fey Origin: I am considered Fey.
Language of Beasts: I can speak to and understand natural and fey felines in my hybrid or animal form, and understand but not speak to them in human form.
Shapechanger: I am considered a shapechanger.
Ki Focus Expertise: +1 to damage with ki focus vs bloodied targets.
Unarmored Agility: +2 to AC when in cloth armor or no armor.
Cleo's punch takes a sizeable chunk of stone out of the statue and sends it bouncing across the room, the ancient stone is still hard but it does appear to be weakened. The Statue responds, sweeping an arm at Cleo in an attempt to knock her back, however the young tenant is able to avoid the slow attack. Failing to hit its target, the Statue steps backwards off its base, dust littering the floor as the stone legs move for the first time.
Statue: This statue is seemingly possessed by whatever was unleashed from the gemstone. It is large but slow. The coordinate given will be the bottom left square the statue occupies.
Cleo attempts to sneak up on the statue and hit it once again as it walks away, but the step up onto its pedestal causes her to momentarily lose balance and she fails to reach the creature in time. Ugh, really?
Mental Crucible: I gain resist 5 fire (or +2 if I already have resist fire of 5+)
Unarmed Combatant: unarmed attack has +3 proficiency, 1d8 damage, unarmed group, can be affected by ki foci. Must have a free hand to use it.
Unarmored Defense: +2 to AC when in cloth armor or no armor and not using a shield.
Full Discipline: Can only use one full discipline power per round, but can use it as many times as the power would allow (at-will's any number of times in a round, encounters once per round, etc.) Can use full discipline techniques in whatever order I like, and if I spend an action point I can choose a different full discipline power.
Beast Nature: I am considered both a magical beast and a humanoid.
Elusive: +2 racial bonus to checks made to escape grabs and to saving throws against effects that immobilize, restrain, or slow me.
Fey Origin: I am considered Fey.
Language of Beasts: I can speak to and understand natural and fey felines in my hybrid or animal form, and understand but not speak to them in human form.
Shapechanger: I am considered a shapechanger.
Ki Focus Expertise: +1 to damage with ki focus vs bloodied targets.
Unarmored Agility: +2 to AC when in cloth armor or no armor.
As Cleo seems to falter in advancing on the statue, Eoli calls up a wisp near her to help. The spirit darts into the tenant's body, taking control and striking out at the statue again. Cleo's fist, unfortunately, just glances off of the hard stone again.
Cursing under his breath, he calls up another wisp in the same spot, this time allowing it to build it's rocky armor. The wisp readies itself for any movement that the statue may make.
Free Action:Call Spirit Companion to [-A, 8]
Standard Action:Spirit Infusion
Cleo makes an MBA
Attack: 16 vs AC... Miss
Minor Action:Call Spirit Companion to [-A, 8]
Move Action: Eoli to [A, 13]
Ready Opportunity Action:Spirit's Wrath
When an enemy leaves a square adjacent to SC without shifting, make an attack vs Reflex. If hit, 1d6+4 damage and target grants CA until EoNT.
Allies have +2 to saving throws while adjacent to my SC
Spirit Companion:
Occupies one square. Enemies can't move through it, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. Spirit Companions cannot be OA'd as they are conjurations, not creatures.
The spirit can be targeted by melee or ranged attacks. If a single melee or ranged attack (Area attacks are ineffective.) deals damage equal to 10 + half of your level or higher, the spirit disappears and you take damage equal to 5 + half of your level. Otherwise, the spirit is unaffected by the attack.
The spirit companion shares most of your stats, as well as any effects that affect movement, sight, or actions. Spirit Boon: Allies gain a +2 bonus to saving throws when adjacent to your Spirit Companion. In addition, if your Spirit Companion is not present at the start of your turn, you can summon it once during that turn as a free action.
Astral Majesty: You have a +1 bonus to all defenses against attacks made by a bloodied creature. Astral Resistance: You have resistance to necrotic and radiant damage equal to 5 + half of your level. Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.
Totem Expertise: +1 feat bonues to implement attack rolls made with a totem and you ignore partial cover and partial concealment on implement attacks made with a totem. Battle Intuition: You can use your Wisdom modifier instead of Dexterity to determine Initiative. Also, you gain a +2 feat bonus to initiative.
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
As the strange being commandeers the nearest statue warrior, Shira'stasa can feel her arcane power surging within her body, begging to be released. I will show you death, she thinks. With a flash of spectral flame, her zombie hand apparition appears, and with it a pile of bones collected from the previous chambers. It slams them to the floor and they snap into shape: a skeletal being with a layer of "skin" consisting of green-black flame. The horrible creature slashes wildly at the statue, the heat cracking the stone. "Reveal your true form, Vor-kaleth! Don't hide away in some forgotten statue!" she cries, taunting it.
Minor:Mage Hand in C9, forcing enemy to grant CA to all my allies while the Hand is adjacent.
Standard:Flaming Sphere in Mage Hand's Hand in C9. (lol) Crits for 17 fire dabage. Creatures starting adjacent to the Flame Sphere take 1d4+5 fire dabage.
Attack: 1d20+8=28
Damage: 17 dabage.
Tome Expertise: You gain a +1 feat bonus to implement attack rolls with a tome. Enemies adjacent to your conjurations/summoned creatures grant CA. Enemies immune to fear are immune to this effect.
Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.
Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.
Geral looks over at Shira with a roll of his eyes. She's still going on about that. He doubts Vor-Kaleth would be hiding at this point. he decides his best move is to go around the statue, bringing his blade up and striking at the thing. Despite it's tough stone armor, he manages to chip at the statue, making it crack slightly. "It's not invincible! Don't be afraid to strike at it, we can take this thing if we all focus it! We should hurry before it controls more statues!"
Genasi Firesoul: +1 Reflexes, Resist 5 Fire, and Firepulse.
Swordbond: By spending 1 hour with any light or heavy blade, the blade becomes swordbonded. As a standard action, the blade can be called from 10 squares away. If the bonded weapon is broken, the blade can be reforged with an hour of meditation.
Swordmage Warding: +1 AC or +3 AC when wielding a blade one handed and the other hand is free.
Heavy Blade Expertise: +1 to attack rolls with Heavy Blade. +2 to defenses against OAs.
Rose King's Shield: +2 to Endurance. While using a longsword, once per turn melee attacks grant +5 temporary HP. This is improved to +10 if more than 2 squares are moved before the end of your turn.
Last edited by kalis5 on Tue Sep 30, 2014 5:24 pm, edited 1 time in total.
Seeing the others positioning themselves around the statue, Cameryn follows suit. He attempts to land a powerful blow on it, but the stony exterior proves to be too strong as the sword doesn't even chip away at the stone. Stupid statue... Stupid tenant that summoned this thing.
Heavy Blade Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a heavy blade. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, while wielding a heavy blade, you gain a +2 bonus to all defenses against opportunity attacks.
Wild Step: You ignore difficult terrain when you shift.
Censure of Unity: You gain a +1 bonus to damage rolls against your oath of enmity target for each ally adjacent to that target. The bonus increases to +2 at 11th level and +3 at 21st level.
Sense Threat: When you roll initiative, you can make a Perception check and use its result for your initiative check. When you do so, allies within 10 squares of you who have a lower initiative than yours gain a +2 racial bonus to their initiative.
Wood Elf Reactive Stealth: If you have any cover or concealment when you roll initiative, you can make a Stealth check to hide at the same time.
Armor of Faith: While you are wearing cloth armor or no armor and aren't using a shield, you gain a bonus +3 to AC.
Fey Origin: You are considered a fey creature for the purpose of effects that relate to your creature origin.
Unarmored Agility: You gain a +2 feat bonus to AC while wearing either cloth or no armor.
As the Statue becomes surrounded, it starts to show signs of the stone deteriorating. It raises one of its arms and brings it down hard on top of Cleo, the young tenant recoiling in pain.
Statue: This statue is seemingly possessed by whatever was unleashed from the gemstone. It is large but slow. The coordinate given will be the bottom left square the statue occupies.
Eoli's Spirit Companion Allies have +2 to saving throws while adjacent to the SC. Shira's Magehand Forces enemy to grant CA to all allies while the Hand is adjacent.
Cleo manages to keep her footing this time, and lands another powerful blow against the seemingly-brittle statue. However, the pain from its blow takes its toll on the girl and she backs away to avoid being hit again.
Standard Action: Blistering Flourish Attack Technique
Attack: 18 vs Reflex = hit.
Hit: 12 damage, plus 3 more fire damage, for a grand total of 15 damage dealt. Until the end of my next turn, my melee attacks deal +3 fire damage.
No Action: Desert Wind Flurry of Blows
Effect: 5 fire damage, plus 3 more fire damage, for a grand total of 8 damage.
Mental Crucible: I gain resist 5 fire (or +2 if I already have resist fire of 5+)
Unarmed Combatant: unarmed attack has +3 proficiency, 1d8 damage, unarmed group, can be affected by ki foci. Must have a free hand to use it.
Unarmored Defense: +2 to AC when in cloth armor or no armor and not using a shield.
Full Discipline: Can only use one full discipline power per round, but can use it as many times as the power would allow (at-will's any number of times in a round, encounters once per round, etc.) Can use full discipline techniques in whatever order I like, and if I spend an action point I can choose a different full discipline power.
Beast Nature: I am considered both a magical beast and a humanoid.
Elusive: +2 racial bonus to checks made to escape grabs and to saving throws against effects that immobilize, restrain, or slow me.
Fey Origin: I am considered Fey.
Language of Beasts: I can speak to and understand natural and fey felines in my hybrid or animal form, and understand but not speak to them in human form.
Shapechanger: I am considered a shapechanger.
Ki Focus Expertise: +1 to damage with ki focus vs bloodied targets.
Unarmored Agility: +2 to AC when in cloth armor or no armor.
Hold steady, tenant!" Eoli cries, seeing the staggering girl backpedal away from the statue. He sends a bright spark of energy fling to her, invigorating her and stopping the ringing that is most likely going on in her head. A dimmer spark also flies off of Eoli's golem as it resonates with him, hitting Geral and closing up the wounds that he had. That was quite a solid hit, hopefully it doesn't have many more of those.
Standard Action:Healing Spirit on Cleo
Cleo spends a healing surge and regains 6 HP, bringing her to a total of 17 HP and unbloodying her.
Geral also regains 5 HP as a result of the secondary effect, bringing him back up to a full 31 HP.
Minor Action: Wasted, dammit. :P
Ready Opportunity Action:Spirit's Wrath
When an enemy leaves a square adjacent to SC without shifting, make an attack vs Reflex. If hit, 1d6+4 damage and target grants CA until EoNT.
Allies have +2 to saving throws while adjacent to my SC
Spirit Companion:
Occupies one square. Enemies can't move through it, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. Spirit Companions cannot be OA'd as they are conjurations, not creatures.
The spirit can be targeted by melee or ranged attacks. If a single melee or ranged attack (Area attacks are ineffective.) deals damage equal to 10 + half of your level or higher, the spirit disappears and you take damage equal to 5 + half of your level. Otherwise, the spirit is unaffected by the attack.
The spirit companion shares most of your stats, as well as any effects that affect movement, sight, or actions. Spirit Boon: Allies gain a +2 bonus to saving throws when adjacent to your Spirit Companion. In addition, if your Spirit Companion is not present at the start of your turn, you can summon it once during that turn as a free action.
Astral Majesty: You have a +1 bonus to all defenses against attacks made by a bloodied creature. Astral Resistance: You have resistance to necrotic and radiant damage equal to 5 + half of your level. Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.
Totem Expertise: +1 feat bonues to implement attack rolls made with a totem and you ignore partial cover and partial concealment on implement attacks made with a totem. Battle Intuition: You can use your Wisdom modifier instead of Dexterity to determine Initiative. Also, you gain a +2 feat bonus to initiative.
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
The skeletal creature again slashes out at the cracking statue with terrible might, but little accuracy. Shira'stasa stands still, in a trance of sorts as she channels her arcane and divine power through the apparition.
Minor:Standard:Flaming Sphere attack on the Statue. Will 15? for 14 fire damage? Creatures starting adjacent to the Sphere take 1d4+5 fire damage.
Attack: 1d20+8=12
Memory of a Thousand Lifetimes: 1d6=3
Damage: 2d6+5=14
Tome Expertise: You gain a +1 feat bonus to implement attack rolls with a tome. Enemies adjacent to your conjurations/summoned creatures grant CA. Enemies immune to fear are immune to this effect.
Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.
Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.
Geral strikes at the Statue again, but grimaces as his blade simply bounces off this time. He shakes his head, watching it and thinking. Best buy the others more time. He starts to shout at it. "Oi, big guy! Some statue you are, so slow like that, what are you made of, sand? You're crumbling to dust right before me! Come on, try and hit me, I dare you! If you're a great god, prove it! Smite me! Come on!"
Genasi Firesoul: +1 Reflexes, Resist 5 Fire, and Firepulse.
Swordbond: By spending 1 hour with any light or heavy blade, the blade becomes swordbonded. As a standard action, the blade can be called from 10 squares away. If the bonded weapon is broken, the blade can be reforged with an hour of meditation.
Swordmage Warding: +1 AC or +3 AC when wielding a blade one handed and the other hand is free.
Heavy Blade Expertise: +1 to attack rolls with Heavy Blade. +2 to defenses against OAs.
Rose King's Shield: +2 to Endurance. While using a longsword, once per turn melee attacks grant +5 temporary HP. This is improved to +10 if more than 2 squares are moved before the end of your turn.
Aegis of Assault: Target is marked. It suffers a -2 to all attack rolls that do not include Geral. If a target is hit without Geral being included, Geral teleports up to 10 squares to a spot next to the target and makes a basic melee attack.
Cameryn grumbles at Geral's obnoxious taunting at the statue. Just shut up, you stupid man. Ignoring the rambling man, Cameryn instead tries another swing at the ancient statue. This strike proves much more successful, though, taking a great chunk of stone out of the figure.
Heavy Blade Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a heavy blade. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, while wielding a heavy blade, you gain a +2 bonus to all defenses against opportunity attacks.
Wild Step: You ignore difficult terrain when you shift.
Censure of Unity: You gain a +1 bonus to damage rolls against your oath of enmity target for each ally adjacent to that target. The bonus increases to +2 at 11th level and +3 at 21st level.
Sense Threat: When you roll initiative, you can make a Perception check and use its result for your initiative check. When you do so, allies within 10 squares of you who have a lower initiative than yours gain a +2 racial bonus to their initiative.
Wood Elf Reactive Stealth: If you have any cover or concealment when you roll initiative, you can make a Stealth check to hide at the same time.
Armor of Faith: While you are wearing cloth armor or no armor and aren't using a shield, you gain a bonus +3 to AC.
Fey Origin: You are considered a fey creature for the purpose of effects that relate to your creature origin.
Unarmored Agility: You gain a +2 feat bonus to AC while wearing either cloth or no armor.
Cameryn's blade smashes into the statue sending debris flying everywhere as the statue crumbles into pieces. As the Statue falls apart, the vortex flies from the statue to the one opposite on the other side of the room. The vortex hits Geral and Eoli with great force, knocking them both backwards. Upon hitting the second statue, it appears to take control in the same way before it starts to make its way towards the exit.
Statue: Dies, moves to (A,19) hitting Geral for 16 damage and pushing him to (A,12) and hitting Eoli for 12 damage and pushing him to (A,14), walks to (E,15).
Statue: This statue is seemingly possessed by whatever was unleashed from the gemstone. It is large but slow. The coordinate given will be the bottom left square the statue occupies.
Eoli's Spirit Companion Allies have +2 to saving throws while adjacent to the SC. Shira's Magehand Forces enemy to grant CA to all allies while the Hand is adjacent.