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Of Towers and Prophecies

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You depart Loudwater immediately, feeling the need to be rid of Zark's company as quickly as possible. Heading south out of town, the journey begins as a pleasant one. The Southwood is lovely, birds and woodland creatures being your only companions. You make camp for the night in a grassy meadow, and a restful evening's sleep makes Zark seem much further away.

Your walk the following morning takes you to the shores of Highstar Lake, where you turn west to skirt the edge. Heading south once more, rolling hills make way to flat grasses dotted with sparse trees. Little by little, the ground beneath your feet becomes softer, and within only a couple of hours, you seem to be walking through a giant puddle stretching as far as the eyes can see, hiding just under the marsh grasses. This is the High Moor. Flies are thick, and after a time, you no longer even bother to swat at them for the little good it does. The walking is slow; the wading is slower and frequent.

  •   For Marcus Only
    •  From your travels, you have heard stories of the High Moor. Lying just north of Najara, the country of the nagas (snakefolk), the High Moor is home to some of that country's wilder and more primitive denizens. The King of Snakes, who rules Najara, is technically the liege lord of those who live in the High Moor, but he ignores them for the most part, allowing them to live their lives according to whatever customs and practices they have. Sacrifice of non-reptilian creatures - typically trapped or poisoned - is said to bring the favor of the gods.


The going is tough, and your legs get weary quickly from the walk, some more than others.

OOC: Please roll an endurance check, DC 10. Those who fail will lose one healing surge. Since Geron automatically passes, he will give a +2 to the lowest roll any other character, helping him/her along. (Note that this still might not make that character pass.)
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Ered is barely able to keep up without slowing Geron down. He doesn't want to give his fellow dwarf anything to complain about, though, so he presses on.

Endurance (24H) (1d20+6+1=10)


  •  Ered Sarn
    • Male Dwarf Shaman 2
    • Passive Perception: 20, Passive Insight: 20, Senses: Low-Light Vision
    • AC: 17, Fort: 16, Reflex: 11, Will: 16 - Speed: 5
    • HP: 35/35, Bloodied: 17, Surge Value: 8, Surges left: 11/11
    • Action Points: 1
    • Resists: None.

    • Cast-Iron Stomach (Race): +5 to saving throws versus poison.
    • Stand Your Ground (Race): Reduce forced movement by 1 square. Can attempt a save to avoid falling prone.
    • Companion Spirit (Class): See stat block below.

    • Powers
    • -Call Spirit Companion
    • -Spirit of the Tempest
    • -Voice of Battle
    • -World Speaker's Command - Opportunity Action
    • -Bramble Ally
    • -Healing Spirit (with Vigorous Spirit) x2
    • -Second Wind
    • -Speak with Spirits
    • -Protective Roots
    • -Spirit of Grief's Shadow


    • Items
    • -Bloodhunter Totem +1 - Citical: +1d6 damage per plus, or +1d10 damage per plus against a bloodied target.
    • -Bloodhunter Totem +1 - You gain a +1 bonus to attack rolls using this totem against bloodied creatures.


  •  Emyn Sarn
    • Ered Sarn's Spirit Companion
    • AC: 17, Fort: 16, Reflex: 11, Will: 16 - Speed: 5
    • HP: "11"

    • Targeting and Damage: The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack.
    • Conjuring, Space and Movement: You conjure your spirit companion in an unoccupied square in the burst (minor action, close burst 20). The spirit lasts until you fall unconscious, until you dismiss it as a minor action, or until you use this power again. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed.
    • Spirit Boon: Any ally who provokes an opportunity attack by entering or leaving a square adjacent to your spirit companion gains a bonus to all defenses against that attack. The bonus equals your Constitution modifier (+4).

    • Powers Emanating from Emyn
    • -Spirit of the Tempest (Secondary Effect)
    • -Voice of Battle (Attack and Secondary Effect)
    • -World Speaker's Command - Opportunity Action (Attack)
    • -Bramble Ally (Secondary Effect)
    • -Healing Spirit x2 (Secondary Effect)
    • -Protective Roots
    • -Spirit of Grief's Shadow (Secondary Effect)
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
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Registered: Jul 2008
Posts: 5245
Feeling more at home in town than in the country, the halfling nevertheless is able to keep up. "These marsh flies are huge! What do they eat out here, ducks? crocodiles?" Endurance (1d20+1+2=17)
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Member
Registered: Dec 2009
Posts: 115
Location: california
Used to foot travel from his life as a killer for hire, these few days of travel have little effect on Marcus' legs. This place reminds him a little of where he grew up, and his eyes scan the scenery as he silently walks, lost in thought.

Endurance check:1d20+4+1=18

  •   Jon
    •  Marcus decides to keep his knowledge of the area on a need to know basis for now. However, he makes sure to keep an eye on his surroundings to look out for possible danger. I assume I use perception for that? 1d20+5=9. :(
    • « Last edit by SamH on Thu Sep 16, 2010 9:56 pm. »
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Registered: Oct 2008
Posts: 7786
"If you can't keep up, then get yourself back to Loudwater!" mutters Geron at the slow pace of some of the others.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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Registered: Sep 2009
Posts: 1238
Even weighed down by her armor, the human's years of formal military training have prepared her for forced marches.

Endurance check (1d20+4+1=18)
_______________
Sentinel - Warforged Shielding Swordmage (Eberron)
Allena Walmond - Human Paladin of Amaunator (Forgotten Realms)
Variel - Elf Beastmaster Ranger
Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)
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Registered: Jul 2008
Posts: 5245
OOC: Sam, can you make your avatar pic smaller? It is crowding the screen.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Muck and puddles don't seem to faze the group at all.

OOC: Ari, you are the last one, so feel free to roll it with the +2 from Geron.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Jun 2009
Posts: 361
Location: Scottsdale
Oboro very much enjoyed traveling through the scenic countryside until arriving at the High Moor. As the ground transitions from solid to mush and the air from empty to filled with buzzing, Oboro's upper lip reaches ever higher toward her nose. With a constant "grossed out" facial expression and regular high pitched noises, Oboro makes it clear how she feels. She thinks to herself, "Swamps, I hate swamps."

Despite her reservations, Oboro seems quite capable traversing the swap so long as the party puts up with her squeaks and squeals.

Endurance check +6 +1 (24hrs): (1d20+7=20)
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Registered: Jun 2009
Posts: 3164
The going not as tough as expected, you make good time, following the instructions Zark gave you toward the abandoned temple. Things are going smoothly when you come on a mud lake, around which gather several reptilian figures. Two behind the mud - grayscaled - carry javelins, with spears strapped across their backs. One with green scales carrying a long spear stands next to a large black scaled lizardman with a huge club in both hands.

Chittering in warning, the two grayscaled lizardfolk launch their javelins at Allena, the closest target. Two loud clangs signify two javelins bouncing off plate armor.

User posted image

Features of the Area
Trees:
The tree trunks take up the entire central square of the tree, providing cover and blocking line of sight and effect
Mud: Any character entering the mud (squares F-G 3-6) must roll a DC 15 athletics check or become slowed. Each subsequent turn, the character must make a DC 15 athletics check to try to move. Each failed check will result in the character going deeper and deeper into the mud, becoming immobilized, dazed, stunned, and unconscious with consecutive failures. A success will result in all conditions being removed and the character shifting one square out of the mud.
Swamp: Some of the area is deep swamp (squares D-H 2-7 and I2-3 and 5-6). These squares are difficult terrain for PCs.

Initiative Order
Yellow grayscaled lizardfolk - no damage
Red grayscaled lizardfolk - no damage
-->Berna - 29/29 (7/7, 1 AP)
Marcus - 37/37 (11/11, 1 AP)
Ered - 35/35 (11/11, 1 AP)
Greenscaled lizardfolk - no damage
Allena - 40/40 (12/12, 1 AP)
Geron - 39/39 (13/13, 1 AP)
Oboro - 27/27 (7/7, 1 AP)
Blackscaled lizardfolk - no damage
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Jul 2008
Posts: 5245
Berna seizes her chance to strike before the lizardmen know what hit them. She moves along the edge of the deep swamp and then slashes at both enemies. Then she looks back at the others "A little help here?"

Move: to D4
Standard: Acrobatic Blade Trick hits AC 17 on Green for 7 damage and hits AC 24 on Black for 15 damage. ABT (CA)(24h) on Green, Black (1d20+10+2+1=17, 1d20+10+2+1=24, 1d4+5+1=7, 2d6=8 )If both are hit, shift back to C5
Ready: Second Chance

  •  Berna Rhobarrden
    • Female Halfling Rogue 1
    • Passive Perception: 16, Passive Insight: 11
    • AC:16, Fort:11, Reflex:16, Will:14 - Speed:6
    • HP:24/24, Bloodied:17, Surge Value:6, Surges left:7/7
    • Action Points: 1, Second Wind: not used
    •  
    • Powers
      • Acrobatic Strike
      • Sly Flourish
      • Second Chance (when hit, enemy rerolls the attack and uses the second roll, even if it's lower.)
      • Acrobat's Blade Trick
      • Handspring Assault

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Surprising herself and the lizardmen, Berna slashes them both, shifting back into the cover of the trees.

User posted image

Features of the Area
Trees:
The tree trunks take up the entire central square of the tree, providing cover and blocking line of sight and effect
Mud: Any character entering the mud (squares F-G 3-6) must roll a DC 15 athletics check or become slowed. Each subsequent turn, the character must make a DC 15 athletics check to try to move. Each failed check will result in the character going deeper and deeper into the mud, becoming immobilized, dazed, stunned, and unconscious with consecutive failures. A success will result in all conditions being removed and the character shifting one square out of the mud.
Swamp: Some of the area is deep swamp (squares D-H 2-7 and I2-3 and 5-6). These squares are difficult terrain for PCs.

Initiative Order
Yellow grayscaled lizardfolk - no damage
Red grayscaled lizardfolk - no damage
Berna - 29/29 (7/7, 1 AP)
-->Marcus - 37/37 (11/11, 1 AP)
Ered - 35/35 (11/11, 1 AP)
Greenscaled lizardfolk - down 7
Allena - 40/40 (12/12, 1 AP)
Geron - 39/39 (13/13, 1 AP)
Oboro - 27/27 (7/7, 1 AP)
Blackscaled lizardfolk - down 15
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Member
Registered: Dec 2009
Posts: 115
Location: california
"With pleasure," Marcus replies to the Halfling. With a roar, he charges the closest Lizardman he can see.

Standard Action: Howling strike charge to C4, hitting green lizardman AC 1d20+9+1+1=17 for 1d12+1d6+5+2=19 damage.

OOC:If someone else charges to D4 or E4, I can use pressing strike to get behind them next round and provide flanking. Also, do I get a bonus to hit since the lizards haven't moved yet? If so, I haven't added it yet
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Registered: Jun 2009
Posts: 3164
Marcus charges in, blade flashing, and sinks his sword into the green lizardman.

User posted image

Features of the Area
Trees:
The tree trunks take up the entire central square of the tree, providing cover and blocking line of sight and effect
Mud: Any character entering the mud (squares F-G 3-6) must roll a DC 15 athletics check or become slowed. Each subsequent turn, the character must make a DC 15 athletics check to try to move. Each failed check will result in the character going deeper and deeper into the mud, becoming immobilized, dazed, stunned, and unconscious with consecutive failures. A success will result in all conditions being removed and the character shifting one square out of the mud.
Swamp: Some of the area is deep swamp (squares D-H 2-7 and I2-3 and 5-6). These squares are difficult terrain for PCs.

Initiative Order
Yellow grayscaled lizardfolk - no damage
Red grayscaled lizardfolk - no damage
Berna - 29/29 (7/7, 1 AP)
Marcus - 37/37 (11/11, 1 AP)
-->Ered - 35/35 (11/11, 1 AP)
Greenscaled lizardfolk - down 26
Allena - 40/40 (12/12, 1 AP)
Geron - 39/39 (13/13, 1 AP)
Oboro - 27/27 (7/7, 1 AP)
Blackscaled lizardfolk - down 15

OOC: No. The only time you would get a bonus to hit like that is in a surprise round.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Ered summons Emyn behind the lizardfolk, then aims his totem at the big blackscale and a light darts out, striking the brute. At the same time, faint green strands dart from Emyn to the lizardfolk near him, keeping them in place.

Minor action - Summon Emyn to E2.

Standard action - Bramble Ally on Blackscale.

Bramble Ally on Blackscale. (24H) (1d20+7+1=22, 2d6+5=16)

Hits Reflex 22 for 16 damage, and on a hit, until the end of my next turn any enemy that starts its turn adjacent to my spirit companion is immobilized during that turn.


  •  Ered Sarn
    • Male Dwarf Shaman 2
    • Passive Perception: 20, Passive Insight: 20, Senses: Low-Light Vision
    • AC: 17, Fort: 16, Reflex: 11, Will: 16 - Speed: 5
    • HP: 35/35, Bloodied: 17, Surge Value: 8, Surges left: 11/11
    • Action Points: 1
    • Resists: None.

    • Cast-Iron Stomach (Race): +5 to saving throws versus poison.
    • Stand Your Ground (Race): Reduce forced movement by 1 square. Can attempt a save to avoid falling prone.
    • Companion Spirit (Class): See stat block below.

    • Powers
    • -Call Spirit Companion
    • -Spirit of the Tempest
    • -Voice of Battle
    • -World Speaker's Command - Opportunity Action
    • -Bramble Ally
    • -Healing Spirit (with Vigorous Spirit) x2
    • -Second Wind
    • -Speak with Spirits
    • -Protective Roots
    • -Spirit of Grief's Shadow


    • Items
    • -Bloodhunter Totem +1 - Citical: +1d6 damage per plus, or +1d10 damage per plus against a bloodied target.
    • -Bloodhunter Totem +1 - You gain a +1 bonus to attack rolls using this totem against bloodied creatures.


  •  Emyn Sarn
    • Ered Sarn's Spirit Companion
    • AC: 17, Fort: 16, Reflex: 11, Will: 16 - Speed: 5
    • HP: "11"

    • Targeting and Damage: The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack.
    • Conjuring, Space and Movement: You conjure your spirit companion in an unoccupied square in the burst (minor action, close burst 20). The spirit lasts until you fall unconscious, until you dismiss it as a minor action, or until you use this power again. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed.
    • Spirit Boon: Any ally who provokes an opportunity attack by entering or leaving a square adjacent to your spirit companion gains a bonus to all defenses against that attack. The bonus equals your Constitution modifier (+4).

    • Powers Emanating from Emyn
    • -Spirit of the Tempest (Secondary Effect)
    • -Voice of Battle (Attack and Secondary Effect)
    • -World Speaker's Command - Opportunity Action (Attack)
    • -Bramble Ally (Secondary Effect)
    • -Healing Spirit x2 (Secondary Effect)
    • -Protective Roots
    • -Spirit of Grief's Shadow (Secondary Effect)
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
« Last edit by Gary on Sun Sep 19, 2010 8:21 am. »
Moderator
Registered: Jun 2009
Posts: 3164
Emyn appears, striking one lizardman, and preventing those near him from moving. The blackscaled lizard roars in anger, rather than pain.

Green, unable to move, still has a good target in front of him in the form of Marcus. Spear stabs flesh, and the barbarian feels a hint of something unnatural running through his veins. (7 damage to Marcus, and 5 OGD poison damage)

User posted image

Features of the Area
Trees:
The tree trunks take up the entire central square of the tree, providing cover and blocking line of sight and effect
Mud: Any character entering the mud (squares F-G 3-6) must roll a DC 15 athletics check or become slowed. Each subsequent turn, the character must make a DC 15 athletics check to try to move. Each failed check will result in the character going deeper and deeper into the mud, becoming immobilized, dazed, stunned, and unconscious with consecutive failures. A success will result in all conditions being removed and the character shifting one square out of the mud.
Swamp: Some of the area is deep swamp (squares D-H 2-7 and I2-3 and 5-6). These squares are difficult terrain for PCs.

Initiative Order
Yellow grayscaled lizardfolk - no damage, immobilized
Red grayscaled lizardfolk - no damage
Berna - 29/29 (7/7, 1 AP)
Marcus - 30/37 (11/11, 1 AP), 5 ogd poison (save ends)
Ered - 35/35 (11/11, 1 AP)
Greenscaled lizardfolk - down 26
-->Allena - 40/40 (12/12, 1 AP)
Geron - 39/39 (13/13, 1 AP)
Oboro - 27/27 (7/7, 1 AP)
Blackscaled lizardfolk - down 31, immobilized
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Sep 2009
Posts: 1238
Unable to move through the soft swampy ground easily, Allena swings wide in an effort to force the lizards to deal with the difficult terrain. "Lathander, god of the morning, bring your light to this dank place!" Hearing her pleas, Allena's god channels his divine might through her sword, causing all nearby enemies to take notice of her. Finally, Allena drops to a defensive posture, and feels her god's protection flow about her.

Actions:
Move: Move to C3 via D6, C5, B4
Standard: Valorous Smite against Greenscaled lizardfolk (1d20+8+1=23, 2d10+4=22)
Attack hits AC 23 for 22 damage :shock: Upon a hit, all enemies within 3 are subject to Allena's Divine Sanction until the end of her next turn.: Yellow grayscaled lizardfolk, Greenscaled lizardfolk, Blackscaled lizardfolk
Minor: Virtue - Allena uses a healing surge and gains a surge's value in temp hp. (+10 temp HP)

  •  Allena Walmond
    • Human Paladin 2
    • Passive Perception: 13, Passive Insight: 20
    • AC:21 Fort:15 Reflex:15, Will:17 - Speed:5
    • HP:40+10THP/40, Bloodied:17, Surge Value:10, Surges left:11/12
    • Action Points: 1, Second Wind: not used
    •  
    • Powers  
    • Items
      • Plate Armor
      • Heavy Shield
      • Bastard Sword
      • Backpack
      • Bedroll
      • Belt Pouch
      • Flint and Steel
      • Hempen Rope (50ft)
      • Torch (2)
       
    • Abilities
      • Languages Common, Chondathan
      • Human Defense Bonus +1 to Fort, Ref, and Will defenses.
      • Bonus At-Will Power
      • Bonus Feat
      • Bonus Skill
      •  
      • Skills
        • Acrobatics -3
        • Arcana +0
        • Athletics -3
        • Bluff 5
        • Diplomacy +12
        • Dungeoneering +3
        • Endurance +4
        • Heal +6
        • History -1
        • Insight +10
        • Intimidate +10
        • Nature +3
        • Perception +3
        • Religion +5
        • Stealth -3
        • Streetwise +5
        • Thievery -3


OOC: Viktor, you're in the same boat I am with speed 5. Now that we know we'll have some marks laid out, maybe you can move forward one square, then charge?
_______________
Sentinel - Warforged Shielding Swordmage (Eberron)
Allena Walmond - Human Paladin of Amaunator (Forgotten Realms)
Variel - Elf Beastmaster Ranger
Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)
Moderator
Registered: Jun 2009
Posts: 3164
OOC: That hits, bloodying green. Geron is up.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Oct 2008
Posts: 7786
"Humph! More filth! This time standing in filth." Geron grunts more than says.

OOC: I'll take my turn soon, actually didn't realize I was up. Jon, can you please update the status list and map if possible. It looks like Ered hit black for 16, but it's only down 15 from Berna's atatck. Also, I think bramble ally attack means green should be immoblized. Maybe I'm getting green and black confused, but I want to know for sure who is injured how and where everyone is before taking my turn please. By my count, green should be down 48 and black should be down 31. Nathan, I'm probably not going to charge, since Geron has STR 8 for a melee basic and you know how THAT is for certain defenders.

EDIT: Looks like black's damage is/was correct, sorry, I maybe looked at an earlier post or it was updated. It's a little confusing for me to know where everyone is though and who is marked. I'll take my turn hoping I'm seeing it right without the map and latest status update.


User posted image

  • Geron Kalddar
    • Dwarf Resilient Battlemind, Level 2
    • Passive Perception: 20, Passive Insight: 15
    • AC: 18 Fort: 15 Reflex: 11 Will: 17 Speed: 5, Initiative: 1
    • HP: 39, Bloodied: 19, Surge Value: 9, Surges: 13/13
    • Cast-Iron Stomach: +5 save vs poison
    • Stand Your Ground: -1 space forced movement / imm save vs prone att
    • Dwarven Resilience: second wind as minor action
    • Forgeborn Resistances: Acid: 2, Cold: 2, Fire: 2, Lightning: 2
    • Other Resistances: Necrotic: 5, Radiant: 0, Poison: 0, Thunder: 0, Force: 0
    • Powers
    • Battlemind's Demand (minor: burst 3, mark an enemy)
    • Blurred Step (free once/turn: shift one if marked adj enemy shifts)
    • Mind Spike (imm react: adj marked enemy damages ally without attacking me, reflect damage)
    • Conductive Defense
    • Iron Fist
    • Augment Points: 1 2
    • Battle Resilience (resist 7 until end of next turn when first hit or missed)
    • Dimension Slide (slide self or ally 1, teleport self or ally 3)
    • Elemental Legacy (+3 elemental damage when hitting)
    • Second Wind
    • Aspect of Elevated Harmony
    • Items
    • Scalemail
    • Greataxe
    • Skull Mask (+1 item bonus to intimidate, resist 5 necrotic, enemies who can see you take -2 penalty to saves vs fear)
    • New Psionic Powers
      • Conductive Defense
      • Your attack surrounds a foe with a shroud of crackling lightning, threatening retribution for strikes against your allies.
      • At-Will, Augmentable, Lightning, Psionic, Weapon
      • Standard Action, Melee 1
      • Target: One creature
      • Attack: Constitution vs. Reflex
      • Hit: 1W+Con modifier lightning damage. Until the start of your next turn, the target takes lightning damage equal to you Con modifier whenever it hits one of your allies.
      • Augment 1: As above, and, until the start of your next turn, the target also takes the lightning damage whenever it shifts to a square adjacent to one of your allies.
      • Augment 2: 2W+Con modifier lightning damage. Until the start of your next turn, the target takes lightning damage equal to you Con modifier whenever it hits one of your allies.
      • Dimension Slide
      • You bend the space around you to better position yourself and an ally on the battlefield.
      • Encounter, Psionic, Teleportation
      • Move Action, Ranged 5
      • Target: You and one ally
      • Effect: You slide one target 1 square and teleport the other target 3 squares.
      • _______________
        Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
        « Last edit by Viktor on Mon Sep 20, 2010 11:18 pm. »
Moderator
Registered: Oct 2008
Posts: 7786
"Let's do this." Geron moves under the tree, passing Berna, Marcus, and Allena to intentionally provoke the greenscaled lizard, feeling smug that Allena will exact radiant retribution. He strikes the same lizard with a blow that leaves a shroud of lightning crackling around it as an additional threat. Satisfied, he catches the furthest lizards eye and nods to it mockingly, inviting it to fight him in a duel.

Move: to D2, provoking OA from green
Standard: 1d20+8=21, 1d12+6=11 Conductive Defense vs green
Free: Elemental Legacy to inflict 3 extra cold damage to green
Minor: Battlemind's Demand on red, lasts until end of encounter or until superseded

OOC: Conductive Defense hits green 21 vs REFLEX for 11 lightning damage (+3 cold damage from elemental legacy for 14 total damage) and until start of Geron's next turn, anytime green hits an ally of Geron's it will take 4 lightning damage. If we did this correctly, I think green will take some ancillary damage no matter whom it attacks. BTW if somehow green was killed before elemental legacy damage (e.g. divine sanction damage for taking the OA plus Geron's attack), then I'm not using it.

User posted image

  • Geron Kalddar
    • Dwarf Resilient Battlemind, Level 2
    • Passive Perception: 20, Passive Insight: 15
    • AC: 18 Fort: 15 Reflex: 11 Will: 17 Speed: 5, Initiative: 1
    • HP: 39, Bloodied: 19, Surge Value: 9, Surges: 13/13
    • Cast-Iron Stomach: +5 save vs poison
    • Stand Your Ground: -1 space forced movement / imm save vs prone att
    • Dwarven Resilience: second wind as minor action
    • Forgeborn Resistances: Acid: 2, Cold: 2, Fire: 2, Lightning: 2
    • Other Resistances: Necrotic: 5, Radiant: 0, Poison: 0, Thunder: 0, Force: 0
    • Powers
    • Battlemind's Demand (minor: burst 3, mark an enemy)
    • Blurred Step (free once/turn: shift one if marked adj enemy shifts)
    • Mind Spike (imm react: adj marked enemy damages ally without attacking me, reflect damage)
    • Conductive Defense
    • Iron Fist
    • Augment Points: 1 2
    • Battle Resilience (resist 7 until end of next turn when first hit or missed)
    • Dimension Slide (slide self or ally 1, teleport self or ally 3)
    • Elemental Legacy (+3 elemental damage when hitting)
    • Second Wind
    • Aspect of Elevated Harmony
    • Items
    • Scalemail
    • Greataxe
    • Skull Mask (+1 item bonus to intimidate, resist 5 necrotic, enemies who can see you take -2 penalty to saves vs fear)
    • New Psionic Powers
      • Conductive Defense
      • Your attack surrounds a foe with a shroud of crackling lightning, threatening retribution for strikes against your allies.
      • At-Will, Augmentable, Lightning, Psionic, Weapon
      • Standard Action, Melee 1
      • Target: One creature
      • Attack: Constitution vs. Reflex
      • Hit: 1W+Con modifier lightning damage. Until the start of your next turn, the target takes lightning damage equal to you Con modifier whenever it hits one of your allies.
      • Augment 1: As above, and, until the start of your next turn, the target also takes the lightning damage whenever it shifts to a square adjacent to one of your allies.
      • Augment 2: 2W+Con modifier lightning damage. Until the start of your next turn, the target takes lightning damage equal to you Con modifier whenever it hits one of your allies.
      • Dimension Slide
      • You bend the space around you to better position yourself and an ally on the battlefield.
      • Encounter, Psionic, Teleportation
      • Move Action, Ranged 5
      • Target: You and one ally
      • Effect: You slide one target 1 square and teleport the other target 3 squares.
      • _______________
        Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2009
Posts: 3164
OOC: Sorry about the lack of a full update. Ruth and I opened escrow on a house on Friday, so life is filled with paperwork and such. Full update coming later today.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Jun 2009
Posts: 3164
Allena moves forward, smiting the nearest lizardman, calling upon Lathander to sanction two of the others. Finally, the paladin, already at full strength, seems to grow even stronger. Geron also moves toward the now bleeding lizard, opening himself to an attack. The lizard jumps at the chance, stabbing the battlemind for 10 damage and 5 OGD poison (BR kicks in, so Geron takes 3). After it feels a nearly crippling radiant blow from Lathander for attacking, Geron finishes the poor beast with a combination of lightning and cold.

User posted image

Features of the Area
Trees:
The tree trunks take up the entire central square of the tree, providing cover and blocking line of sight and effect
Mud: Any character entering the mud (squares F-G 3-6) must roll a DC 15 athletics check or become slowed. Each subsequent turn, the character must make a DC 15 athletics check to try to move. Each failed check will result in the character going deeper and deeper into the mud, becoming immobilized, dazed, stunned, and unconscious with consecutive failures. A success will result in all conditions being removed and the character shifting one square out of the mud.
Swamp: Some of the area is deep swamp (squares D-H 2-7 and I2-3 and 5-6). These squares are difficult terrain for PCs.

Initiative Order
Yellow grayscaled lizardfolk - no damage, immobilized, DivS
Red grayscaled lizardfolk - no damage, BD
Berna - 29/29 (7/7, 1 AP)
Marcus - 30/37 (11/11, 1 AP), 5 ogd poison (save ends)
Ered - 35/35 (11/11, 1 AP)
Allena - 40(+10 temp)/40 (12/12, 1 AP)
Geron - 36/39 (13/13, 1 AP), res all 7, 5 ogd poison (save ends)
-->Oboro - 27/27 (7/7, 1 AP)
Blackscaled lizardfolk - down 31, immobilized, DivS

OOC: Doing OGD to a resilient battlemind is the most unsatisfying thing ever.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
« Last edit by Jonathan Berg on Tue Sep 21, 2010 8:39 pm. »
Moderator
Registered: Sep 2009
Posts: 1238
OOC: I believe the blackscaled lizardfolk should eb under div sanc.

"Excellent tactics, Geron."
_______________
Sentinel - Warforged Shielding Swordmage (Eberron)
Allena Walmond - Human Paladin of Amaunator (Forgotten Realms)
Variel - Elf Beastmaster Ranger
Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)
Moderator
Registered: Jun 2009
Posts: 3164
OOC: Edited above.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Jun 2009
Posts: 361
Location: Scottsdale
Reminded of her allies potent skill in battle, Oboro smiles to herself seeing the green lizard-man die before she has a chance to act. Oboro moves with the group and gets excited to invoke the will of Ilmater against these evil creatures. She closes her eyes,focuses her thoughts, and begins to chant soft words. As she finishes her spell, she opens her eyes wide and flashes hot beams of radiance at all three foes.

Move action: move to C6, avoiding the swamp.

Standard action: Hand of Radiance vs black, red, and yellow lizardfolk.
Wis +8 +1 (24hrs) vs Ref black, red, and yellow: (1d20+9=24, 1d20+9=16, 1d20+9=20)
Dmg: (1d4+7=11)

  •  Oboro Suba-Gakkerae
    • Female Human Hybrid Invoker/Cleric 2
    • Passive Perception: +6, Passive Insight: +13
    • AC:17, Fort:13, Reflex:13, Will:18 - Speed:5
    • HP:27/27, Bloodied:13, Surge Value:6, Surges left:7/7
    •  Action Points: 1, Second Wind: not used
    •  
    • Powers
      • Astral Seal
      • Mantle of the Infidel
      • Hand of Radiance
      • Healing Word
      • Divine Glow
      • Divine Call
      • Silent Malediction
      •  
        « Last edit by Ari on Wed Sep 22, 2010 11:32 am. »

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