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Witchcross Wedding

Moderators: Emily, Michael Doss.

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Moderator
Registered: Oct 2008
Posts: 7786
"Well, whatever his past liasons might have been, we're now in the thick of it. Let's make this quick."

OOC: I just noticed that Emily's narrative describes this encounter as the next morning, which means we have all our surges and daily powers back.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Member
Registered: Jul 2008
Posts: 1061
Location: Glendale, CA
Daggoth gives Hedoni a dirty look, and then shakes his head while muttering something about impetuous youth.

Coming around Ravenblade, Daggoth charges headlong into the already injured dryad.

Move to N5
Charge to L6
Charge vs Purple dryad (1d20+18+1=32, 1d12+8=19)
Hits 32 vs AC for 19 damage
Marking.



  •  Daggoth Varkash
    • Male Dragonborn Fighter 11
    • Passive Perception: 16, Passive Insight: 16
    • AC:27, Fort:24, Reflex:20, Will:18 - Speed:5
    • HP:114/114, Bloodied:57, Surge Value:32, Surges left:13/13
    • Action Points: 1, Second Wind:not used
    •  
    • Powers
    • Cleave
    • Tide of Iron
    • Pass Forward
    • (Cloak)Bloodied: Second wind: Use 2 surges
    • Steel Serpent Strike
    • Dragon Breath (cold|enlarged)
    • Sweeping Blow
    • Come and get it
    • Inexorable Advance(2 attacks)
    • Comeback Strike
    • Inspiring Word(2of2)[
    • Victorious Surge
    • Vigilant Protector (stance)
    • Rain Of Steel (stance)
    • (Ironskin Belt) minor: resist 5 damage

    • Armor: Black Iron Armor +2 :resist 5 fire and 5 necrotic
    • Arms: Battleforged Heavy Sheild
    • Waist: Ironskin Belt
    • Neck: Cloak of the Walking Wounded +2
    • Legs: Dwarven Greaves
    • Head:Vortex Mask

Moderator
Registered: Jul 2008
Posts: 5245
Perhaps with some regret, Daggoth charges at the dryad Hedoni attacked. He easily carves out a chunk of her flesh.

The far dryad seperates herself from her tree and angrily scratches at Daggoth for 12 damage. The injured dryad also claws Daggoth for 11 damage.

Readied: Hed: Shield, Staff, Shroud
Initiative: Status
Hedoni: 66/66
Daggoth: 91/114
Purple Dryad: down 31, immob ENT Hed, marked
Blue Dryad: no damage
->Salazar: 75/75
Mal:76 (+4 temp)/76
Dryad A: no damage
Dryad B: no damage
Dryad C: no damage
Dryad D: no damage
Ravenblade: 89/89
Pink drake: no damage
Yellow drake: no damage
Peach drake: no damage
Red vulture drake: no damage
Orange vulture drake: no damage

User posted image

  •   Features
      Illumination: The twilight provides dim light. Only creatures with low light vision or darkvision take no penalty.
      Trees: Climbing any tree requires a DC 15 Athletics check.
      Dimensional turbulence: A creature that teleports slides 1d4 squares in a random direction after teleporting.
      River: When a living creature of intelligence 5 or higher touches or drinks water from the Water of Dreams, the water makes an opportunity attack. On a hit, the target heals 10 damage, falls unconscious (save ends), and after, is weakend and slowed (save ends).

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar realizes there's little hope for talk now and turns to his other talent - fire. Lots and lots of fire. He considers that fire might be even more potent against the foes of the flora variety.

"I'd like to point out that I was planning to talk and Hedoni started blasting. Maybe it's his turn to be dragged to Olorin's kicking and screaming..."

Move action - Move to M6.

Standard action - Flame Spiral (close burst 2, up to 3 targets) against Purple, Blue, and C.

Flame Spiral Purple, Blue C (24H) (1d20+14+1=25, 1d20+14+1=28, 1d20+14+1=35, 1d10+17=24) / Crit (2d10=15)

Hits Reflex 25 against Purple for 24 fire damage, hits Reflex 28 against Blue for 24 fire damage, and hits Reflex 35 - CRIT! - against C for 42 fire damage. Hit or miss, until the end of my next turn, any enemy that enters a square adjacent to me or starts their turn their takes 1d6+17 damage.

Readying Sudden Scales, Fog Form, and Belt of Raging Endurance in that order.

Arcana, Nature (24H) (1d20+11+1=16, 1d20+4+1=18)

Arcana 16 and Nature 18 on the dryads and drakes.


  •  Salazar Miller
    • Male Human Sorcerer 11 / Dragon Guardian
    • Passive Perception: 14, Passive Insight: 14, Senses: Normal
    • AC: 25, Fort: 22, Reflex: 21, Will: 25 - Speed: 6
    • HP: 75/75, Bloodied: 37, Surge Value: 21, Surges left: 10/10
    • Action Points: 1
    • Resists: 10 Fire, 10 Poison, 10 Necrotic

    • Dragon Scales (Class): +2 AC until the end of an encounter once first bloodied.
    • Dragon Soul (Class) and Guardian's Resistance (Paragon Path): Resist 10 fire and 10 poison, pierce 10 fire resistance and 10 poison resistance in enemies.
    • Dragon Breath Action (Paragon Path): When you make a close blast attack with an action point, score a crit on 16-20.
    • Action Surge (Feat): +3 to hit with attacks gained via Action Point.
    • Staff Expertise (Feat): +2 to hit with staffs, do not provoke OA's with ranged attacks, gain reach 1 with melee attacks.
    • War Wizardry (Feat): -5 to attack allies with arcane powers, half damage on a hit.

    • Powers
    • -Blazing Starfall
    • -Burning Spray
    • -Dragonfrost
    • -Dragon's Breath (requires familiar in active mode)
    • -Flame Spiral
    • -Fog Form
    • -Guardian's Breath
    • -Rimestorm
    • -Second Wind
    • -Spatial Trip
    • -Sudden Scales
    • -Thundering Roar
    • -Ice Javelins
    • -Sun's Illumination
    • -Winds of Change

    • Items
    • -Staff of Ruin +2 - +2 attack / +4 damage, +2d10 damage on a crit.
    • -Laughing Death Drowmesh +3 - Resist 10 Necrotic.
    • -Laughing Death Drowmesh +3 (Daily) - Immediate Reaction. Use this power when struck by a melee attack. The attacker takes 3d6 necrotic damage and also takes a -2 penalty to Fortitude defense until the end of my next turn.
    • -Choker of Eloquence +2 (Daily) - Free Action. Use this power after you roll a Bluff or Diplomacy check. Reroll that check, using the second result even if it's lower.
    • -Gauntlets of Blood (Heroic) - +2 damage against bloodied targets.
    • -Belt of Raging Endurance (Encounter) - Immediate Interrupt. Trigger: An enemy hits you and causes damage. Effect: You gain resist 15 against that attack, but you also take 10 damage at the end of your next turn. Also, gain 1 healing surge.
    • -Potion of Healing (Heroic) x2
_______________
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
Moderator
Registered: Jul 2008
Posts: 5245
The forest erupts in flames and the dryad's call out for help. The drakes seem to twitter with concern at the sight of the fire.

  •   For Hedoni only
      "Fire! Fire! Help sisters!"

Salazar knows that dryads are shy forest dwellers that use their powers to frighten away trespassers or lure them into traps. They have the ability to teleport short distances within the confines of their forests.

Readied: Hed: Shield, Staff, Shroud; Sal: Scales, Fog, Belt
Initiative: Status
Hedoni: 66/66
Daggoth: 91/114
Purple Dryad: down 55, immob ENT Hed, marked, bloodied
Blue Dryad: down 24
Salazar: 75/75, FS ENT
->Mal:76 (+4 temp)/76
Dryad A: no damage
Dryad B: no damage
Dryad C: burnt to a smoldering piece of charcoal
Dryad D: no damage
Ravenblade: 89/89
Pink drake: no damage
Yellow drake: no damage
Peach drake: no damage
Red vulture drake: no damage
Orange vulture drake: no damage

User posted image

  •   Features
      Illumination: The twilight provides dim light. Only creatures with low light vision or darkvision take no penalty.
      Trees: Climbing any tree requires a DC 15 Athletics check.
      Dimensional turbulence: A creature that teleports slides 1d4 squares in a random direction after teleporting.
      River: When a living creature of intelligence 5 or higher touches or drinks water from the Water of Dreams, the water makes an opportunity attack. On a hit, the target heals 10 damage, falls unconscious (save ends), and after, is weakend and slowed (save ends).

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
"Everywhere we go, we have to fight! I expect this from Daggoth. Sometimes Arombalosh. I used to expect it from Sal. But now Hedoni? I think it's contagious!" Mal sighs, then walks around the nearer dryad and meets eyes with the fighter. The two swing their blades at the tree person in unison, trying to hit high and low at the same time.

Move Action: Walk (Move 5) to I5

Standard Action: Hammer and Anvil (Melee 2; +16 vs. Ref; Hit: 2d4+7 Fire damage, one ally adjacent gets basic melee attack on target as free action with +4 damage; Crit: 15+2d6 Fire dam)

Hammer and Anvil (+16 W, +1 24hr, +2 CA, +1 vs. bloodied) (1d20+20=26, 2d4+7=10)

Daggoth MBA (Str vs. AC, +18 W; Hit: 1d12+8 dam; +3d6 dam on crit); +1 to attack when bloodied

Daggoth MBA (+18 W, +1 24hr) (1d20+19=32, 1d12+8+4=19)

OOC: Walk to I5, H&A on Purple, hitting Ref 26 for 13 Fire damage (that's my minimum) and Daggoth gets MBA on Purple, hitting 32 AC for 19 damage. Infernal Wrath is ready (2d6+4 Fire damage to a creature that hits me from 10 or fewer sq away, you can roll it).


  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune 11
    • Passive Perception: 17, Passive Insight: 17
    • AC:25, Fort:21, Reflex:19, Will:21 - Speed:5
    • HP:76+4 temp/76, Bloodied:38, Surge Value:20, Surges left:9/9
    • Action Points: 1, Second Wind: not used, Resist Fire 10
    •  
    • Powers
      • Intuitive Strike
      • Rousing Assault
      • IS Inspiring Word +1 1 2 3
      • Infernal Wrath
      • Inspired Belligerence
      • Tactical Orders
      • Hammer and Anvil
      • Warlord's Strike
      • Join the Crowd
      • Lady Luck Smiles
      • Stand Tough +1
      • Lamb to the Slaughter
      • Exemplar of Action
      • Caging Glaive
      • Foe Stone
      • Flaming Glaive +2
      • Couters of Second Chances
      • Power Jewel
      • Boots of Dancing
       
    • Items
      • Healer's Finemail +2
      • Belt of Vigor
      • Fey-Blessed Circlet
      • Hempen Rope (50ft)
      • Grappling Hook, Hammer, Pitons (10)
      • Hand Axe x2
      • Waraxe, Light Shield
       
    • Abilities
      • Basic Melee Attack +16 (+5 lvl, +4 Str, +2 Prof, +2 Exp, +2 Enh, +1 HB)
      • Damage: 2d4+7 (2d4 Glaive, +4 Str, +2 W, +1 HB)
      • Bloodhunt (+1 att vs. bloodied)
      • Inspiring Presence (Allies regain 9 HP w/ AP)
      • Combat Leader (+2 Init to me and allies w/in 10)
      • Hellfire Blood
      • Heavy Blade Expertise (+2 def vs. OAs)
      • Polearm Flanker (Flank in Reach)
      • Know Your Strength (Dam rolls of 1 or 2 become 3)
      • Seize the Day
       
    • Skills
      • Acrobatics +3
      • Arcana +6
      • Athletics +13
      • Bluff +11
      • Diplomacy +14
      • Dungeoneering +7
      • Endurance +6
      • Heal +12
      • History +6
      • Insight +7
      • Intimidate +14
      • Nature +7
      • Perception +7
      • Religion +6
      • Stealth +5
      • Streetwise +9
      • Thievery +3
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Wishing things could have been different, Mal joins the attack against the dryads. With Daggoth's coordinated attack, he does 32 damage to Purple.

The lesser dyrads untangle themselves from their trees, shriek something in Elven and converge on Hedoni. The wizard activates his staff and sheild defenses, but one is able to rip at him for 6 damage. A second later, Hedoni vanishes from sight (Tenebrous Shroud, invisible until ENT).
  •   For Hedoni only
      "Leave us and our forest alone!"

Readied: Hed: Shield, Staff, Shroud ; Sal: Scales, Fog, Belt; Mal: IW
Initiative: Status
Hedoni: 62/66, invisible ENT, +4AC and Ref ENT
Daggoth: 91/114
Purple Dryad: down 87, immob ENT Hed, marked, bloodied
Blue Dryad: down 24
Salazar: 75/75, FS ENT
Mal:76 (+4 temp)/76
Dryad A: no damage
Dryad B: no damage
Dryad C: burnt to a smoldering piece of charcoal
Dryad D: no damage
->Ravenblade: 89/89
Pink drake: no damage
Yellow drake: no damage
Peach drake: no damage
Red vulture drake: no damage
Orange vulture drake: no damage

User posted imagebr>
  •   Features
      Illumination: The twilight provides dim light. Only creatures with low light vision or darkvision take no penalty.
      Trees: Climbing any tree requires a DC 15 Athletics check.
      Dimensional turbulence: A creature that teleports slides 1d4 squares in a random direction after teleporting.
      River: When a living creature of intelligence 5 or higher touches or drinks water from the Water of Dreams, the water makes an opportunity attack. On a hit, the target heals 10 damage, falls unconscious (save ends), and after, is weakend and slowed (save ends).

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Seeing Salazar cause deep red sap to pour out of the one dryad, Ravenblade touches his orc-eye to grant his companion some temporary health.

OOC: Using orc-eye amulet to grant Salazar 5 temp hp. I hate how these things can't be done in a timely order with play by post. I'll take Rav's turn shortly.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 7786
Growling under his breath in exasperation at having to fight forest loving dryads thanks to the reckless fey amongst their party, Ravenblade takes a few measured steps forward to confront the sap-oozing dryad. "I am sorry it has come to this. I will try to keep your roots intact." he says by way of apology before both his craghammers smash the dryad form opposite sides. He twists his arms and wrenches her aside towards Salazar and then spins her all the way around before letting go.

Move: to L4
Standard: Plant to the Hilt vs purple dryad, +1 24h (1d20+18+1+1=39, 1d10.minroll(3)+13+3=22, 1d20+17+1+2=36, 1d10.minroll(3)+12=20)
Free: Salazar's Flame Spiral damage on purple when purple is slid adjacent to him by Ravenblade's Plant to the Hilt attack. (1d6+17=21)
Minor: HQ on blue dryad if purple is dead

OOC: All damage is non-lethal please. I accidentally added 2 to the second plant to the hilt attack. 1st hit is 39 vs AC for 22 damage (+1 24h, +1 bloodthirsty, +3 dam bloodthirsty) and purple is slid 2 spaces to M5. 2nd hit is 34 vs AC for 20 damage and purple is slid 4 spaces from M5 all the way around Rav to end at L5. FYI, Rav gets +1 to all slides and pushes from bludgeon expertise feat.

I also rolled Salazar's flame spiral damage once as Gary typed it for an additional 21 fire damage to purple. By the flame spiral text it sounds like a creature can take the damage multiple times, in which case purple would incur two more rolls of flame spiral damage due to being slid around so much. I may be reading it wrong though. Also, I wonder how Gary got the 1d6+17 damage number since the card just says 1d6 (no attribute mods, although items would add to this).

In any case, Rav's attacks deal 42 damage plus at least one roll of flame spiral extra damage. If purple is dead, then HQ on blue dryad. If purple is not dead, it soon will be due to flame spiral extra damage at start of it's turn, so I suggest we focus on blue now.


User posted image

surges: 9/9
action point(s) left: 1, not yet used in this encounter

  •  Ravenblade
    • Male Dwarf Ranger, Hammer of Moradin, Level 11
    • Passive Perception: 24, Passive Insight: 19
    • AC: 25 Fort: 23 Reflex: 21 Will: 21 Speed: 5, Initiative: +7
    • HP: 89, Bloodied: 44, Surge Value: 22, Surges: 9
    •  
    • Class/Racial Features and Feats
      • Class/Racial Features
      • Cast-Iron Stomach: +5 save vs poison
      • Dwarven Resilience: second wind as minor action
      • Hammer Bond: +1 bonus to attack rolls with hammers
      • Hunterís Quarry: 2d6 extra damage on a target marked with HQ, once per round
      • Powerful Action: When you spend an action point to make an attack, each target hit by the attack is knocked prone or dazed until the end of your next turn. You choose the effect for each target after the attackís other effects are resolved.
      • Running Attack: +1 to hit with powers that include movement and moved at least 2 spaces
      • Stand Your Ground: -1 space forced movement / imm save vs prone att
      • Feats
      • Armor Proficiency Chainmail:
      • Bludgeon Expertise: +1/2/3 attack at H/P/E tiers, +1 to push and slide effects from attacks
      • Dwarven Weapon Training: +2 damage and prof with all axes/hammers
      • Flank on the Run: When adjacent to an enemy and move to another square adjacent to that enemy, you do not provoke an opportunity attack from that enemy for leaving your square
      • Soldier of Virtue: paladin multi-class, one paladin skill, virtueís touch 1/day
      • Toughness: +5/10/15 hp at H/P/E tiers
      • Two-Weapon Fighting: +1 damage while wielding two melee weapons
      • Two-Weapon Defense: +1 AC/REFLEX while wielding any two weapons
       
    • Basic Attacks
      • The following attacks respectively already include +1 24h, +1 charge, +1 running attack in charge, +1 against bloodied and +3 damage against bloodied.
      • Basic Melee (Bloodthirsty): 1d20+19;1d10.minroll(3)+13 (1d20+20;1d10.minroll(3)+16 vs bloodied target), +3d10 on a crit
      • Basic Melee Charge (Avalanche): 1d20+20;1d10.minroll(3)+12+1d10, +2d10 and prone on a crit
      • Basic Melee Charge (Bloodthirsty): 1d20+21;1d10.minroll(3)+13 (1d20+22;1d10.minroll(3)+16 vs bloodied target), +3d10 on a crit
      • Basic Ranged: 1d20+16+1;1d6+8 (with Rebounding Throwing Hammer)
       
    • Powers/Item Powers During Play
      • Hunterís Quarry
      • Marauder's Rush
      • Twin Strike
      • Hammer Throw
      • Invigorating Stride
      • Lashing Leaves
      • Natural Terrain Understanding
      • Plant to the Hilt
      • Second Wind
      • Thundertusk Boar Strike
      • Attacks on the Run
      • Commanding Confrontation
      • Root Gate
      • Snarling Wolf Stance
      • Virtueís Touch
      • Item Powers
      • Backlash Tattoo
      • Orc's Eye Amulet
      • Rebounding Throwing Hammer
      • Resplendent Circlet
      • Wavestrider Boots
       
    • Items
      • Items
      • Imposter's Chainmail +2 (at-will/polymorph minor) +2 bluff rolls
      • Avalanche Craghammer +2 charge att 1W extra dam, crit=2d10+prone
      • Bloodthirsty Craghammer +3 +1 Att, +3 dam to bloodied enemies, crit=3d10
      • Rebounding Throwing Hammer +1
      • Backlash Tattoo
      • Wavestrider Boots
      • Orc's Eye Amulet +2
      • Resplendent Circlet
      • Alchemical Silver
      • Life Shroud
      • Potion of Healing 1 / 2 / 3
       
    • Skills
      • Acrobatics +10
      • Arcana +4
      • Athletics +13
      • Bluff +7
      • Diplomacy +5
      • Dungeoneering +11
      • Endurance +14
      • Heal +14
      • History +4
      • Insight +9
      • Intimidate +5
      • Nature +14
      • Perception +14
      • Religion +4
      • Stealth +5
      • Streetwise +5
      • Thievery +5
       
    • Descriptions of Powers
      • Hunterís Quarry minor to place, 2d6 extra damage 1/round on a hit
      • Marauder's Rush can be used in a charge instead of MBA, 1d20+18;1d10+17
      • Twin Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+18/17;1d10+8/7
      • Hammer Throw ranged 10, STR vs FORT, can use any hammer, 1d20+18;2d10+11 1st target and dazed UENT Rav, 1d20+18;1d10+11 and prone on 2nd target within 3 of 1st target
      • Invigorating Stride move, shift 4, canít end adj to enemy, can use 2nd wind
      • Lashing Leaves melee, 1 target, 1 attack per weapon, 1d20+18/17;1d10+13/12, if one hit then target takes 2 extra damage for all hits UENT Rav, if two hits then 5 extra damage
      • Natural Terrain Understanding minor, burst 3, allies, grants +2 AC UENT Rav and target can shift 2
      • Plant to the Hilt melee, 1 target, 1 attack per weapon, 1d20+18/17;1d10+13/12, if one hit then slide target 2, if two hits, then the second slide increases to 4, target must end adjacent
      • Second Wind minor, gain 22 hp and +2 def
      • Thundertusk Boar Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+18/17;1d10+13/12, if one hit then push target 2, if both attacks hit same target then push 6
      • Attacks on the Run melee/ranged, 1 or 2 targets, can use main weapon only, either 2 attacks on single or 1 attack each target, 1d20+18;3d10+13, can move 5 before the attacks, Ĺ damage on miss
      • Commanding Confrontation ranged, 1 HQ target, 1d20+13;3d6+5, Ĺ damage on miss, effect: until target is no long your quarry, all your melee attacks against it deal extra 6 damage
      • Root Gate minor, burst 10, create 2 single space, unoccupied zones that last UEE, when you or ally enters a zone can teleport to the second zone as a free action as long as itís not occupied, enemies canít teleport
      • Snarling Wolf Stance minor, stance, when enemy hits or misses you with melee or close attack, you can make a MBA as an imm reaction, you can then shift 3 but canít end adj to an enemy
      • Virtueís Touch melee touch, 1 target, remove blinded, dazed, deafened, slowed, stunned, or weakened
      • Item Powers
      • Backlash Tattoo the first time youíre bloodied in an encounter, you can make a basic ranged or melee attack as an imm reaction
      • Orc's Eye Amulet imd reac, 5 temp HP to ally bloodying an enemy
      • Rebounding Throwing Hammer +1 free, on a miss, roll basic ranged on enemy within 5 of target
      • Resplendent Circlet minor, enemy adj to ally, burst 5, c.a. until EoE
      • Wavestrider Boots minor, walk on liquids until EoE
    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
First, the dwarf uses his amulet to Salazar's benefit. Then he turns to the dryad apologetically. Ravenblade's first blow fells the dyrad. Although she is down, she will live to see the forest green and strong another day.

Agitated by the fire-shooting human, the drakes focus on Salazar. Yellow and Peach swoop down on Salazar miss and fly away. Pink does 8 damage to Ravenblade and wings away. Unfortunately for the woodland inhabitant, the sorcerer returns the favor and erupts in flame as the reptiles come near. Flame spiral against yellow, peach, orange and red (1d6+17=22, 1d6+17=20, 1d6+17=18, 1d6+17=23) As soon as the vulture drakes feel the fire on their skin, they both let out a deafening screech. The first wave of sound pummels Daggoth and Mal for 13 damage while Salazar takes 21 despite his sudden scales (crit). The second blast of sound does 16 to Hedoni, Daggoth, and Ravenblade; Salazar fades in the second wave of sound and takes 8 (Fog form). Mal reacts instinctively with Infernal Wrath on Orange (2d6+4 =9). The combined shrieks leave a foul ringing in all your ears, distracting you from the fight. (5 ogd necrotic damage and -2 to att and saving throws, save ends all). Finally, the two large drakes claw furiously at Salazar. Even though he is only half there, the sorcerer still takes 15 damage.

OOC: I hope I applied the interrupts and reactions right. Let me know if I misinterpreted them. That could have been a lot worse for Salazar.

Readied: Hed: Shield, Staff, Shroud ; Sal: Scales, Fog, Belt; Mal: IW
Initiative: Status
->Hedoni: 46/66, invisible ENT, (+4AC and Ref ENT), (5 ogd, -2 to att, -2 to saves SE)
Daggoth: 62/114, (-2 to att, -2 to saves SE)
Purple Dryad: unconscious
Blue Dryad: down 24, HQ
Salazar: 36/75, FS ENT, insub ENT, bloodied (-2 to att, -2 to saves SE)
Mal:67/76 (5 ogd, -2 to att, -2 to saves SE)
Dryad A: no damage
Dryad B: no damage
Dryad C: burnt to a smoldering piece of charcoal
Dryad D: no damage
Ravenblade: 65/89, (5 ogd, -2 to att, -2 to saves SE)
Pink drake: no damage, hovering 5 feet up
Yellow drake: down 22, hovering 5 feet up
Peach drake: down 20, hovering 5 feet up
Red vulture drake: down 23
Orange vulture drake: down 27

User posted image

  •   Features
      Illumination: The twilight provides dim light. Only creatures with low light vision or darkvision take no penalty.
      Trees: Climbing any tree requires a DC 15 Athletics check.
      Dimensional turbulence: A creature that teleports slides 1d4 squares in a random direction after teleporting.
      River: When a living creature of intelligence 5 or higher touches or drinks water from the Water of Dreams, the water makes an opportunity attack. On a hit, the target heals 10 damage, falls unconscious (save ends), and after, is weakend and slowed (save ends).

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Hedoni shrugs off the necrotic damage (Resist 15 Necrotic), but shakes his head trying to get rid of the ringing. Realizing quickly that he's invisible, he takes his leave of the company of dryads, and seeing the ugly cluster that is the battlefield, sees what he can do to clear things up. He slams his staff on the ground in front of him, and a wave of energy moves forth, sending everything in a different direction. To appease his comrades, he makes sure the Dryad isn't fatally wounded.

Remembering the odd spacial effects of the forest, Hedoni thinks to himself, "This is going to be messy...", then realizes that the rather impressive scope of the attack was enough to shake off the screech of the vulture drakes.

Move Action: Shift to M3
Standard Action: Cast Hammerfall step, 5x5 - K4-O8, hitting Pink Drake, Yellow Drake, Peach Drake, Red Vulture Drake, Orange Vulture Drake, and Blue Dryad.

Hammerfall Step (attack): (1d20+14-1=27, 1d20+14-1=17, 1d20+14-1=28, 1d20+14-1=21, 1d20+14-1=32, 1d20+14-1=32)
Hammerfall Step (damage, including Destructive Wizardry): (2d6+9+3=22)
Saving Roll: (1d20-2=10)

Hammerfall Step hits Fortitude 27 on Pink Drake, Fortitude 17 on Yellow Drake, Fortitude 28 on Peach Drake, Fortitude 21 on Red Vulture Drake, Fortitude 32 on Orange Vulture Drake, and Fortitude 32 on Blue Dryad for 22 damage (non-lethal to Blue Dryad). On a hit, enemies are teleported 3 squares south (plus 1d4 random). Ravenblade is teleported to I4, Salazar to K4, and Daggoth to J4 (plus 1d4 random each).

Hedoni saves from his effects.

The above attack takes the -2 attack into consideration, and the damage above takes the +3 for Destructive Wizardry into consideration.

  •  Hedoni Mindartis
    • Male Eladrin Wizard 11
    • AC:24, Fort:21, Reflex:23, Will:24 - Speed:6
    • HP:66, Bloodied:33, Surge Value:16, Surges left:9/9, Action Points: 0
    • Resistance: 15 Necrotic (Tenebrous Shroud)
    • Passive Perception: 19, Passive Insight: 19
    •  
    • Powers
      • Ray of Frost
      • Winged Horde (info)
      • Cantrips (Ghost Sound, Light (Minor), Mage Hand (Minor), Prestidigitation)
      • Staff of Defense (Immediate Interrupt)
      • Second Wind
      • Fey Step (Twist the Arcane Fabric) (Move)
      • Force Orb
      • Icy Rays
      • Twist of Space
      • Shield (Immediate Interrupt)/Jump (Move)
      • Hammerfall Step
      • Wizard's Escape (Immediate Interrupt)/Dimension Door (Move)
      • Illusory Wall/Arcane Gate (Minor)
      • Rolling Thunder/Freezing Cloud
      • Bigby's Icy Grasp/Stinking Cloud
      • Wall of Fire/Taunting Phantoms
      • Healing Word (Minor)
      • Acrobat Boots (Minor)
      • Hat of Disguise
      • Bracers of Mental Might
      • Tenebrous Shroud (Immediate Interrupt)
      • Feinting Gloves (Minor)
      • Elderwood Falcon
      • (Key: At-Will, Encounter, Daily, Item Power, Utility, Used/Not Available)

    • Magic Items
      • Bag of Holding
      • Amulet of Protection +2
      • Githweave Summoned Armor +3 (Can be sent to another dimension and recalled at will)
      • Staff of Ruin +2 (2d10 extra damage on critical attack)
      • Cat Familiar (+2 Acrobatics, no range limit, +5 to cat's Stealth)
      • Feinting Gloves (+2 to bluff checks to gain CA, Daily Power)
      • Bracers of Mental Might (Use INT instead of STR, Encounter Power)
      • Acrobat Boots (+1 Acrobatics, Stand up from Prone as minor action, At-Will Power)
      • Elderwood Falcon (Conjuration, Daily Power, info)
      • Hat of Disguise (Illusion, At-Will Power, info)
      • Tenebrous Shroud (Resist 15 Necrotic, Invisible UENT when hit by melee - Daily Power, info)

_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jul 2008
Posts: 5245
Unseen, Hedoni steps forward and unleashes a wave of hammering confusion. All but Red are hit. The drakes squawk in surprise as they pop painfully into new locations. As expected, the wizard's teleportation is affected by the erratic planar turbulence. Salazar finds himself floating 10 feet up in the air and falls the to ground with minimal damage. fall (1d10=2) The others are also annoyingly transported to new random locations. Finally, Hedoni pops back into view.

OOC: Thought about having flame spiral attack Hedoni, due to the fall damage, but I'll leave that decision up to Gary.

Readied: Hed: Shield, Staff, Shroud ; Sal: Scales, Fog, Belt; Mal: IW
Initiative: Status
Hedoni: 46/66
->Daggoth: 62/114, (-2 to att, -2 to saves SE)
Purple Dryad: unconscious
Blue Dryad: down 46, HQ, bloodied
Salazar: 35/75, FS ENT, insub ENT, bloodied (-2 to att, -2 to saves SE)
Mal:67/76 (5 ogd, -2 to att, -2 to saves SE), prone
Dryad A: no damage
Dryad B: no damage
Dryad C: burnt to a smoldering piece of charcoal
Dryad D: no damage
Ravenblade: 65/89, (5 ogd, -2 to att, -2 to saves SE)
Pink drake: down 22, hovering 5 feet up
Yellow drake: down 44, hovering 15 feet up, bloodied
Peach drake: down 42, hovering 10 feet up, bloodied
Red vulture drake: down 23
Orange vulture drake: down 49

User posted image

  •   Features
      Illumination: The twilight provides dim light. Only creatures with low light vision or darkvision take no penalty.
      Trees: Climbing any tree requires a DC 15 Athletics check.
      Dimensional turbulence: A creature that teleports slides 1d4 squares in a random direction after teleporting.
      River: When a living creature of intelligence 5 or higher touches or drinks water from the Water of Dreams, the water makes an opportunity attack. On a hit, the target heals 10 damage, falls unconscious (save ends), and after, is weakend and slowed (save ends).

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
OOC: Mmm. 110 damage done. 112 if you count Salazar =D
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Member
Registered: Jul 2008
Posts: 1061
Location: Glendale, CA
Daggoth stands confused for a second. The enemy he was about to eviscerate with his axe was now no longer in front of him.


"What the...? Where the...?"

Daggoth decides to regain the fray by concentrating on the dryads.

"Come get some twiggy!"


Move to K2
Using come and get it.
Pulling D to L1
Pulling A to L3
Come and get it vs D, B, and A (1d20+18-2=34, 1d20+18-2=24, 1d20+18-2=26, 1d12+8=16)
D: 34 vs AC for 16 damage
B: 24 vs AC for 16 damage
A: 26 vs AC for 16 damage
Marking all 3

save (1d20=5)
Save Failed.



  •  Daggoth Varkash
    • Male Dragonborn Fighter 11
    • Passive Perception: 16, Passive Insight: 16
    • AC:27, Fort:24, Reflex:20, Will:18 - Speed:5
    • HP:62/114, Bloodied:57, Surge Value:32, Surges left:13/13
    • Action Points: 1, Second Wind:not used
    •  
    • Powers
    • Cleave
    • Tide of Iron
    • Pass Forward
    • (Cloak)Bloodied: Second wind: Use 2 surges
    • Steel Serpent Strike
    • Dragon Breath (cold|enlarged)
    • Sweeping Blow
    • Come and get it
    • Inexorable Advance(2 attacks)
    • Comeback Strike
    • Inspiring Word(2of2)[
    • Victorious Surge
    • Vigilant Protector (stance)
    • Rain Of Steel (stance)
    • (Ironskin Belt) minor: resist 5 damage

    • Armor: Black Iron Armor +2 :resist 5 fire and 5 necrotic
    • Arms: Battleforged Heavy Sheild
    • Waist: Ironskin Belt
    • Neck: Cloak of the Walking Wounded +2
    • Legs: Dwarven Greaves
    • Head:Vortex Mask

Moderator
Registered: Jul 2008
Posts: 5245
Daggoth moves to engage the lesser dryads, easily hacking two of them to pieces.

Blue comes at Hedoni, scratching the eladrin's face for 14 damage. The deep gash in his cheek will most probably leave an ugly scar. She curses him.

  •   For Hedoni Only
      "Perhaps you will cut me down today, but by Nature's pure grace, from this day on, if ever you gaze at your countenance, you will remember the pain you inflicted on this blessed forest."

Readied: Sal: Belt
Initiative: Status
Hedoni: 32/66, bloodied
Daggoth: 62/114, (-2 to att, -2 to saves SE)
Purple Dryad: unconscious
Blue Dryad: down 46, HQ, bloodied
->Salazar: 35/75, FS ENT, insub ENT, bloodied (-2 to att, -2 to saves SE)
Mal:67/76 (5 ogd, -2 to att, -2 to saves SE), prone
Dryad A: splinted in two
Dryad B: no damage, marked
Dryad C: burnt to a smoldering piece of charcoal
Dryad D: chopped to timber
Ravenblade: 65/89, (5 ogd, -2 to att, -2 to saves SE)
Pink drake: down 22, hovering 5 feet up
Yellow drake: down 44, hovering 15 feet up, bloodied
Peach drake: down 42, hovering 10 feet up, bloodied
Red vulture drake: down 23
Orange vulture drake: down 49

User posted image

  •   Features
      Illumination: The twilight provides dim light. Only creatures with low light vision or darkvision take no penalty.
      Trees: Climbing any tree requires a DC 15 Athletics check.
      Dimensional turbulence: A creature that teleports slides 1d4 squares in a random direction after teleporting.
      River: When a living creature of intelligence 5 or higher touches or drinks water from the Water of Dreams, the water makes an opportunity attack. On a hit, the target heals 10 damage, falls unconscious (save ends), and after, is weakend and slowed (save ends).

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Hedoni shakes his head, saying nothing back to the dryad. The group can tell there's a history here, but now's not the time to get into it.

OOC: Wizard's Escape readied. Teleport north 5 squares (plus whatever weirdness ensues) if Hedoni is hit by a melee attack.
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar strides forward, then takes a moment to prepare himself for the punishment he's about to bring upon himself. Suitable prepared, a blast of arcane force surges forth from his staff at the clutch of drakes before him.

Move action - Move to M6.

Standard action - Second Wind, healing 21 HP and going to 9/10 surges, and granting +2 to all defenses until the end of my next turn.

Action Point! Salazar heals 9 HP from Mal's Inspiring Presence.

Standard action - Guardian's Breath (close blast 3, L-N/6-8) against Red, Orange, Pink, and Peach.

Guardian's Breath (close blast 3, L-N/6-8) against Red, Orange, Pink, and Peach. (Action Surge, 24H) (1d20+14+3+1=23, 1d20+14+3+1=23, 1d20+14+3+1=36, 1d20+14+3+1=23, 2d10+17=29) / Crit (2d10=9)

Hits Reflex 23 against Red for 29 damage, hits Reflex 23 against Orange for 29 damage, hits Reflex 36 - CRIT! due to my Dragon Breath Action paragon path feature - against Pink for 46 damage, and hits Reflex 33 against Peach for 31 damage (2 extra from Gauntlets of Blood). On a hit, the target is marked and has vulnerable 5 to my attacks until the end of my next turn, and until the mark ends if the target makes an attack that doesn't include me, it takes 2d6+10 damage after the attack is resolved.

Salazar has +2 AC until the end of the encounter from his Dragon Scales class feature.

Readying Belt of Raging Endurance and Laughing Death Drowmesh daily power (Immediate Reaction. Use this power when struck by a melee attack. The attacker takes 3d6 necrotic damage and also takes a -2 penalty to Fortitude defense until the end of my next turn.).


  •  Salazar Miller
    • Male Human Sorcerer 11 / Dragon Guardian
    • Passive Perception: 14, Passive Insight: 14, Senses: Normal
    • AC: 25, Fort: 22, Reflex: 21, Will: 25 - Speed: 6
    • HP: 65/75, Bloodied: 37, Surge Value: 21, Surges left: 9/10
    • Action Points: 0
    • Resists: 10 Fire, 10 Poison, 10 Necrotic

    • Dragon Scales (Class): +2 AC until the end of an encounter once first bloodied.
    • Dragon Soul (Class) and Guardian's Resistance (Paragon Path): Resist 10 fire and 10 poison, pierce 10 fire resistance and 10 poison resistance in enemies.
    • Dragon Breath Action (Paragon Path): When you make a close blast attack with an action point, score a crit on 16-20.
    • Action Surge (Feat): +3 to hit with attacks gained via Action Point.
    • Staff Expertise (Feat): +2 to hit with staffs, do not provoke OA's with ranged attacks, gain reach 1 with melee attacks.
    • War Wizardry (Feat): -5 to attack allies with arcane powers, half damage on a hit.

    • Powers
    • -Blazing Starfall
    • -Burning Spray
    • -Dragonfrost
    • -Dragon's Breath (requires familiar in active mode)
    • -Flame Spiral
    • -Fog Form
    • -Guardian's Breath
    • -Rimestorm
    • -Second Wind
    • -Spatial Trip
    • -Sudden Scales
    • -Thundering Roar
    • -Ice Javelins
    • -Sun's Illumination
    • -Winds of Change

    • Items
    • -Staff of Ruin +2 - +2 attack / +4 damage, +2d10 damage on a crit.
    • -Laughing Death Drowmesh +3 - Resist 10 Necrotic.
    • -Laughing Death Drowmesh +3 (Daily) - Immediate Reaction. Use this power when struck by a melee attack. The attacker takes 3d6 necrotic damage and also takes a -2 penalty to Fortitude defense until the end of my next turn.
    • -Choker of Eloquence +2 (Daily) - Free Action. Use this power after you roll a Bluff or Diplomacy check. Reroll that check, using the second result even if it's lower.
    • -Gauntlets of Blood (Heroic) - +2 damage against bloodied targets.
    • -Belt of Raging Endurance (Encounter) - Immediate Interrupt. Trigger: An enemy hits you and causes damage. Effect: You gain resist 15 against that attack, but you also take 10 damage at the end of your next turn. Also, gain 1 healing surge.
    • -Potion of Healing (Heroic) x2
_______________
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
Moderator
Registered: Jul 2008
Posts: 5245
Salazar blasts the drakes with his sorcery. He destroys two of the smaller drakes and draws the ire of the larger ones. He fails to shake off the creatures' roars echoing in his ears. save (1d20-2=1)

Readied: Sal: Belt; LDD
Initiative: Status
Hedoni: 32/66, bloodied
Daggoth: 62/114, (-2 to att, -2 to saves SE)
Purple Dryad: unconscious
Blue Dryad: down 46, HQ, bloodied
Salazar: 65/75, +2 all def ENT, +2AC EE, (-2 to att, -2 to saves SE)
->Mal:67/76 (5 ogd, -2 to att, -2 to saves SE)
Dryad B: no damage, marked
Ravenblade: 65/89, (5 ogd, -2 to att, -2 to saves SE)
Pink drake: dead
Yellow drake: down 44, hovering 15 feet up, bloodied
Peach drake: dead
Red vulture drake: down 52, marked by Sal, vulnerable 5 Sal
Orange vulture drake: down 78, bloodied, marked by Sal, vulnerable 5 Sal

User posted image

  •   Features
      Illumination: The twilight provides dim light. Only creatures with low light vision or darkvision take no penalty.
      Trees: Climbing any tree requires a DC 15 Athletics check.
      Dimensional turbulence: A creature that teleports slides 1d4 squares in a random direction after teleporting.
      River: When a living creature of intelligence 5 or higher touches or drinks water from the Water of Dreams, the water makes an opportunity attack. On a hit, the target heals 10 damage, falls unconscious (save ends), and after, is weakend and slowed (save ends).

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Wed Feb 09, 2011 10:33 am. »
Moderator
Registered: Oct 2008
Posts: 4627
"Let's go finish this!" Mal calls to the members of his phalanx. "Hedoni, stop getting yourself into so much trouble." Then, the warlord swings his blade and yells, "ATTACK!"

Minor Action: Tactical Orders (Close burst 3; Mal and an ally in burst can shift speed as a free action) to N6

Minor Action: Improved Saving Inspiring Word +3 (Close burst 5; One ally gets Healing Surge +3d6+7 HP or Healing Surge +7 HP and a saving throw)

Improved Inspiring Word (Hedoni) (16+3d6+7=29)

Standard Action: Lady Luck Smiles (Melee 2; +16 vs. AC; Hit: 4d4+7 Fire dam, allies w/in 5 sq can roll twice on any melee or ranged attack UENT; Crit: 23+2d6 Fire dam)

Lady Luck Smiles on Blue (+16 W, +1 24hr, +1 vs. bloodied, +2 CA) (1d20+20=36, 4d4+7=15)

Save vs. OGD, -2 att, -2 save (1d20-1=16)

Ready Immediate Interrupt: Join the Crowd (Trigger: Creature not targeted by ally's burst/blast; Melee 2; +16 vs. AC; Hit: 4d4+7 Fire dam, slide target 4 sq; Crit: 23+2d6 Fire dam)

Join the Crowd (+16 W, +1 24hr) (???, ???)

OOC: Tactical Orders to N6. Ravenblade or Daggoth can shift speed. I was thinking of moving Daggoth to L6, but if Ravenblade wants to move or Daggoth wants to stay put then we can change it to something else. IW on Hedoni, healing him for 29 HP to 61 and down a surge. Lady Luck Smiles on Blue with flanking from Polearm Flanker (choosing sq O5), hitting AC 34 (forgot the -2 to attack) for 19 fire damage (four 2s converted into 3s). This is non-lethal. Allies that make a melee or ranged attack within 5 sq of me can roll attack twice and use either result UENT. Save success. I have Join the Crowd ready in case someone makes a burst or blast that does not include someone in my melee range. The attack roll currently doesn't include bonuses for CA or vs. bloodied and the damage roll should have all 1s and 2s increased to 3 and it is fire damage. If I hit, I can slide the creature 4 and I will try to get them in the burst. This damage is non-lethal as well.


  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune 11
    • Passive Perception: 17, Passive Insight: 17
    • AC:25, Fort:21, Reflex:19, Will:21 - Speed:5
    • HP:62/76, Bloodied:38, Surge Value:20, Surges left:9/9
    • Action Points: 1, Second Wind: not used, Resist Fire 10
    •  
    • Powers
      • Intuitive Strike
      • Rousing Assault
      • IS Inspiring Word +1 1 2 3
      • Infernal Wrath
      • Inspired Belligerence
      • Tactical Orders
      • Hammer and Anvil
      • Warlord's Strike
      • Join the Crowd
      • Lady Luck Smiles
      • Stand Tough +1
      • Lamb to the Slaughter
      • Exemplar of Action
      • Caging Glaive
      • Foe Stone
      • Flaming Glaive +2
      • Couters of Second Chances
      • Power Jewel
      • Boots of Dancing
       
    • Items
      • Healer's Finemail +2
      • Belt of Vigor
      • Fey-Blessed Circlet
      • Hempen Rope (50ft)
      • Grappling Hook, Hammer, Pitons (10)
      • Hand Axe x2
      • Waraxe, Light Shield
       
    • Abilities
      • Basic Melee Attack +16 (+5 lvl, +4 Str, +2 Prof, +2 Exp, +2 Enh, +1 HB)
      • Damage: 2d4+7 (2d4 Glaive, +4 Str, +2 W, +1 HB)
      • Bloodhunt (+1 att vs. bloodied)
      • Inspiring Presence (Allies regain 9 HP w/ AP)
      • Combat Leader (+2 Init to me and allies w/in 10)
      • Hellfire Blood
      • Heavy Blade Expertise (+2 def vs. OAs)
      • Polearm Flanker (Flank in Reach)
      • Know Your Strength (Dam rolls of 1 or 2 become 3)
      • Seize the Day
       
    • Skills
      • Acrobatics +3
      • Arcana +6
      • Athletics +13
      • Bluff +11
      • Diplomacy +14
      • Dungeoneering +7
      • Endurance +6
      • Heal +12
      • History +6
      • Insight +7
      • Intimidate +14
      • Nature +7
      • Perception +7
      • Religion +6
      • Stealth +5
      • Streetwise +9
      • Thievery +3
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Mal feels a little woozy from the drakes' attack but is still able to take care of Hedoni. His flaming glaive burns the dryad's skin.

The lesser dryad scratches at Hedoni for 6 damage.

Readied: Sal- Belt, LDD ; Mal - JtC
Active: Lady Luck Smiles - any ally with 5 of Mal can roll attack twice and use either result UENT Mal
Initiative: Status
Hedoni: 55/66
Daggoth: 62/114, (-2 to att, -2 to saves SE)
Purple Dryad: unconscious
Blue Dryad: down 65, HQ, bloodied
Salazar: 65/75, +2 all def ENT, +2AC EE, (-2 to att, -2 to saves SE)
Mal:62/76
Dryad B: no damage, marked
->Ravenblade: 65/89, (5 ogd, -2 to att, -2 to saves SE)
Pink drake: dead
Yellow drake: down 44, hovering 15 feet up, bloodied
Peach drake: dead
Red vulture drake: down 52, marked by Sal, vulnerable 5 Sal
Orange vulture drake: down 78, bloodied, marked by Sal, vulnerable 5 Sal

User posted image

  •   Features
      Illumination: The twilight provides dim light. Only creatures with low light vision or darkvision take no penalty.
      Trees: Climbing any tree requires a DC 15 Athletics check.
      Dimensional turbulence: A creature that teleports slides 1d4 squares in a random direction after teleporting.
      River: When a living creature of intelligence 5 or higher touches or drinks water from the Water of Dreams, the water makes an opportunity attack. On a hit, the target heals 10 damage, falls unconscious (save ends), and after, is weakend and slowed (save ends).

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Wed Feb 09, 2011 4:19 pm. »
Moderator
Registered: Oct 2008
Posts: 7786
Encouraged by Mal's battle-prowess and somehow feeling strangely lucky, Ravenblade moves right up to one of the large drakes and flanks it with Daggoth. Seemingly wantonly, he then hurls his bloodthirsty craghammer at the other drake, sure he can't miss and expecting the adjacent drake to at least claw him for this bravado. His flame and anvil tattoo tickles in anticipation. The ranger-paladin then turns and hurls his weapon again, this time point blank.

Move: to K9
Standard: 1st Hammer Throw, vs orange, +1 24h, +1 bloodthirsty, +3 dam bloodthirsty, dazez UENT Rav on a hit (1d20+18+1+1=27, 2d10.minroll(3)+11+3=33) vs FORT
Lady Luck Smiles roll for 1st Hammer Throw vs orange (1d20+18+1+1=23)

2nd Hammer Throw vs red, +1 24h, +2 CA, vs FORT, knock prone on a hit (1d20+18+1+2=32, 1d10.minroll(3)+11=20)
Lady Luck Smiles roll for 2nd Hammer Throw vs red. (1d20+18+1+2=37)

Free: Salazar's Guardian Breath marking damage on red if red uses an OA to attack Ravenblade for his ranged attack while adjacent. (2d6+10=17)
Minor: Natural Terrain Understanding to grant Daggoth, Salazar, and Mal +2 AC UENT Ravenblade. Also, they can shift 2 as a free action. I'll wait to see if orange and red are still standing to see where they should shift.


Readied Immediate Reaction: Backlash Tattoo melee basic attack on red if Ravenblade is bloodied.
Lady Luck Smiles Backlash Tattoo roll vs red if Ravenblade is bloodied.

OOC: Move to flank red with Daggoth. Hammer Throw is two ranged attacks, two creatures, vs FORT. It uses a melee weapon as a thrown weapon. 1st throw provokes an OA from red drake, which would trigger Salazar's extra damage and if it bloodies Ravenblade it would also trigger his Backlash Tattoo. I forgot to include the -2 attack debuffs for all my rolls, so orange is hit 25 vs FORT for 33 damage and dazed UENT Rav. Red is hit 35 vs FORT for 20 damage and knocked prone. The hit rolls listed here are the highest with Lady Luck Smiles help.

Natural Terrain Understanding is burst 3, allies gain +2 AC UENT Rav and they can shift 2 as a free action. Waiting to see how orange and red fare before these shifts.

Save vs all current effects. (1d20-1=9) (edited to add this roll)

User posted image

surges: 9/9
action point(s) left: 1, not yet used in this encounter

  •  Ravenblade
    • Male Dwarf Ranger, Hammer of Moradin, Level 11
    • Passive Perception: 24, Passive Insight: 19
    • AC: 25 Fort: 23 Reflex: 21 Will: 21 Speed: 5, Initiative: +7
    • HP: 89, Bloodied: 44, Surge Value: 22, Surges: 9
    •  
    • Class/Racial Features and Feats
      • Class/Racial Features
      • Cast-Iron Stomach: +5 save vs poison
      • Dwarven Resilience: second wind as minor action
      • Hammer Bond: +1 bonus to attack rolls with hammers
      • Hunterís Quarry: 2d6 extra damage on a target marked with HQ, once per round
      • Powerful Action: When you spend an action point to make an attack, each target hit by the attack is knocked prone or dazed until the end of your next turn. You choose the effect for each target after the attackís other effects are resolved.
      • Running Attack: +1 to hit with powers that include movement and moved at least 2 spaces
      • Stand Your Ground: -1 space forced movement / imm save vs prone att
      • Feats
      • Armor Proficiency Chainmail:
      • Bludgeon Expertise: +1/2/3 attack at H/P/E tiers, +1 to push and slide effects from attacks
      • Dwarven Weapon Training: +2 damage and prof with all axes/hammers
      • Flank on the Run: When adjacent to an enemy and move to another square adjacent to that enemy, you do not provoke an opportunity attack from that enemy for leaving your square
      • Soldier of Virtue: paladin multi-class, one paladin skill, virtueís touch 1/day
      • Toughness: +5/10/15 hp at H/P/E tiers
      • Two-Weapon Fighting: +1 damage while wielding two melee weapons
      • Two-Weapon Defense: +1 AC/REFLEX while wielding any two weapons
       
    • Basic Attacks
      • The following attacks respectively already include +1 24h, +1 charge, +1 running attack in charge, +1 against bloodied and +3 damage against bloodied.
      • Basic Melee (Bloodthirsty): 1d20+19;1d10.minroll(3)+13 (1d20+20;1d10.minroll(3)+16 vs bloodied target), +3d10 on a crit
      • Basic Melee Charge (Avalanche): 1d20+20;1d10.minroll(3)+12+1d10, +2d10 and prone on a crit
      • Basic Melee Charge (Bloodthirsty): 1d20+21;1d10.minroll(3)+13 (1d20+22;1d10.minroll(3)+16 vs bloodied target), +3d10 on a crit
      • Basic Ranged: 1d20+16+1;1d6+8 (with Rebounding Throwing Hammer)
       
    • Powers/Item Powers During Play
      • Hunterís Quarry
      • Marauder's Rush
      • Twin Strike
      • Hammer Throw
      • Invigorating Stride
      • Lashing Leaves
      • Natural Terrain Understanding
      • Plant to the Hilt
      • Second Wind
      • Thundertusk Boar Strike
      • Attacks on the Run
      • Commanding Confrontation
      • Root Gate
      • Snarling Wolf Stance
      • Virtueís Touch
      • Item Powers
      • Backlash Tattoo
      • Orc's Eye Amulet
      • Rebounding Throwing Hammer
      • Resplendent Circlet
      • Wavestrider Boots
       
    • Items
      • Items
      • Imposter's Chainmail +2 (at-will/polymorph minor) +2 bluff rolls
      • Avalanche Craghammer +2 charge att 1W extra dam, crit=2d10+prone
      • Bloodthirsty Craghammer +3 +1 Att, +3 dam to bloodied enemies, crit=3d10
      • Rebounding Throwing Hammer +1
      • Backlash Tattoo
      • Wavestrider Boots
      • Orc's Eye Amulet +2
      • Resplendent Circlet
      • Alchemical Silver
      • Life Shroud
      • Potion of Healing 1 / 2 / 3
       
    • Skills
      • Acrobatics +10
      • Arcana +4
      • Athletics +13
      • Bluff +7
      • Diplomacy +5
      • Dungeoneering +11
      • Endurance +14
      • Heal +14
      • History +4
      • Insight +9
      • Intimidate +5
      • Nature +14
      • Perception +14
      • Religion +4
      • Stealth +5
      • Streetwise +5
      • Thievery +5
       
    • Descriptions of Powers
      • Hunterís Quarry minor to place, 2d6 extra damage 1/round on a hit
      • Marauder's Rush can be used in a charge instead of MBA, 1d20+18;1d10+17
      • Twin Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+18/17;1d10+8/7
      • Hammer Throw ranged 10, STR vs FORT, can use any hammer, 1d20+18;2d10+11 1st target and dazed UENT Rav, 1d20+18;1d10+11 and prone on 2nd target within 3 of 1st target
      • Invigorating Stride move, shift 4, canít end adj to enemy, can use 2nd wind
      • Lashing Leaves melee, 1 target, 1 attack per weapon, 1d20+18/17;1d10+13/12, if one hit then target takes 2 extra damage for all hits UENT Rav, if two hits then 5 extra damage
      • Natural Terrain Understanding minor, burst 3, allies, grants +2 AC UENT Rav and target can shift 2
      • Plant to the Hilt melee, 1 target, 1 attack per weapon, 1d20+18/17;1d10+13/12, if one hit then slide target 2, if two hits, then the second slide increases to 4, target must end adjacent
      • Second Wind minor, gain 22 hp and +2 def
      • Thundertusk Boar Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+18/17;1d10+13/12, if one hit then push target 2, if both attacks hit same target then push 6
      • Attacks on the Run melee/ranged, 1 or 2 targets, can use main weapon only, either 2 attacks on single or 1 attack each target, 1d20+18;3d10+13, can move 5 before the attacks, Ĺ damage on miss
      • Commanding Confrontation ranged, 1 HQ target, 1d20+13;3d6+5, Ĺ damage on miss, effect: until target is no long your quarry, all your melee attacks against it deal extra 6 damage
      • Root Gate minor, burst 10, create 2 single space, unoccupied zones that last UEE, when you or ally enters a zone can teleport to the second zone as a free action as long as itís not occupied, enemies canít teleport
      • Snarling Wolf Stance minor, stance, when enemy hits or misses you with melee or close attack, you can make a MBA as an imm reaction, you can then shift 3 but canít end adj to an enemy
      • Virtueís Touch melee touch, 1 target, remove blinded, dazed, deafened, slowed, stunned, or weakened
      • Item Powers
      • Backlash Tattoo the first time youíre bloodied in an encounter, you can make a basic ranged or melee attack as an imm reaction
      • Orc's Eye Amulet imd reac, 5 temp HP to ally bloodying an enemy
      • Rebounding Throwing Hammer +1 free, on a miss, roll basic ranged on enemy within 5 of target
      • Resplendent Circlet minor, enemy adj to ally, burst 5, c.a. until EoE
      • Wavestrider Boots minor, walk on liquids until EoE
    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
« Last edit by Viktor on Wed Feb 09, 2011 4:59 pm. »
Moderator
Registered: Jul 2008
Posts: 5245
As Ravenblade is about to throw his hammer, Red bites the dwarf's leg for 13 damage leaving a oozing puncture wound (+5 ogd necrotic, SE). His hammer hits Orange, dazing the large lizard, and his other hammer also hits, knocking Red onto its back.

OOC: I won't take the drakes' turns until you figure out where you want Salazar, Mal and Daggoth to shift.

Readied: Sal- Belt, LDD ; Mal - JtC
Active: Lady Luck Smiles - any ally with 5 of Mal can roll attack twice and use either result UENT Mal
Initiative: Status
Hedoni: 55/66
Daggoth: 62/114, +2 AC ENT Rav, (-2 to att, -2 to saves SE)
Purple Dryad: unconscious
Blue Dryad: down 65, HQ, bloodied
Salazar: 65/75, +2 all def ENT, +2AC EE, (-2 to att, -2 to saves SE), +2 AC ENT Rav
Mal:62/76, +2 AC ENT Rav,
Dryad B: no damage, marked
->Ravenblade: 47/89, (5 ogd, -2 to att, -2 to saves SE)
Pink drake: dead
Yellow drake: down 44, hovering 15 feet up, bloodied
Peach drake: dead
Red vulture drake: down 72, marked by Sal, vulnerable 5 Sal, bloodied, prone
Orange vulture drake: down 111, bloodied, marked by Sal, vulnerable 5 Sal, dazed

User posted image

  •   Features
      Illumination: The twilight provides dim light. Only creatures with low light vision or darkvision take no penalty.
      Trees: Climbing any tree requires a DC 15 Athletics check.
      Dimensional turbulence: A creature that teleports slides 1d4 squares in a random direction after teleporting.
      River: When a living creature of intelligence 5 or higher touches or drinks water from the Water of Dreams, the water makes an opportunity attack. On a hit, the target heals 10 damage, falls unconscious (save ends), and after, is weakend and slowed (save ends).

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
OOC: Mal should stay where he is within 2 sq of as many enemies as possible (so that Join the Crowd is more likely).
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
"Watch those tree roots! Step over them!" calls out Ravenblade as he guides Daggoth and Salazar into new positions.

OOC: Leave Mal where he is, shift Salazar to L5 to free up his mobility and shift Daggoth to M7. I think red should be down another 17 hp due to the extra damage I rolled from Salazar's Guardian Breath ancillary, when red OA attacked Ravenblade. Edited to fix where Daggoth shifts to.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
« Last edit by Viktor on Thu Feb 10, 2011 1:42 am. »
Moderator
Registered: Jul 2008
Posts: 5245
After Salazar and Daggoth follow Ravenblade's instructions, the drakes make their move. Yellow swoops down to claw at Daggoth, but the fighter ducks the attack. Red stands up to bite Ravenblade, but only tastes the ranger's armor. Orange stumbles and smashes loudly into Daggoth's sheild.

Readied: Sal- Belt, LDD ; Mal - JtC
Active: Lady Luck Smiles - any ally with 5 of Mal can roll attack twice and use either result UENT Mal
Initiative: Status
->Hedoni: 55/66
Daggoth: 62/114, +2 AC ENT Rav, (-2 to att, -2 to saves SE)
Purple Dryad: unconscious
Blue Dryad: down 65, HQ, bloodied
Salazar: 65/75, +2 all def ENT, +2AC EE, (-2 to att, -2 to saves SE), +2 AC ENT Rav
Mal:62/76, +2 AC ENT Rav,
Dryad B: no damage, marked
Ravenblade: 47/89, (5 ogd, -2 to att, -2 to saves SE)
Pink drake: dead
Yellow drake: down 44, hovering 5 feet up, bloodied
Peach drake: dead
Red vulture drake: down 72, marked by Sal, vulnerable 5 Sal, bloodied
Orange vulture drake: down 111, bloodied, marked by Sal, vulnerable 5 Sal, dazed

User posted image

  •   Features
      Illumination: The twilight provides dim light. Only creatures with low light vision or darkvision take no penalty.
      Trees: Climbing any tree requires a DC 15 Athletics check.
      Dimensional turbulence: A creature that teleports slides 1d4 squares in a random direction after teleporting.
      River: When a living creature of intelligence 5 or higher touches or drinks water from the Water of Dreams, the water makes an opportunity attack. On a hit, the target heals 10 damage, falls unconscious (save ends), and after, is weakend and slowed (save ends).

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light

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