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Witchcross Wedding

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Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Red and Orange should take damage from Salazar's mark.
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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: Oct 2008
Posts: 7786
Gary wrote
OOC: Red and Orange should take damage from Salazar's mark.


OOC: Here are the rolls for the two mark damages on red and orange. Red also took 17 damage from the previous mark roll during Ravenblade's turn. By my count, red should be down 106 and orange should be down 131 after this. Lots of cool new powers! I'm actually feeling humbled by Salazar's striker multi-damage sorceror's powers. :)

Guardian Breath mark on red and orange. (2d6+10=17, 2d6+10=20)
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
The drakes pay the price for ignoring Salazar. Red cries out in pain and Orange collapses dead.

OOC: I appreciate the help with Salazar's mark.

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 106, marked by Sal, vulnerable 5 Sal, bloodied
Orange vulture drake: dead

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
Revitalized, Hedoni sees the advances the group is making with the drakes, and takes up that fight. He shifts away from the dryads, then hits the red drake with a mighty orb of force.

Move Action: Shift to N2
Standard Action: Cast Force Orb on Red Vulture Drake.

Force Orb: (1d20+14+1=27, 2d8+9=22) (first roll)

Force Orb: (1d20+14+1=21) (LLS second attack roll)

Force Orb hits Reflex 27 on Red Vulture Drake for 22 force damage.

  •  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:8/9, 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)

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Hedoni Midartis - Eladrin Wizard, Scales of War
« Last edit by Michael Doss on Thu Feb 10, 2011 12:57 pm. »
Moderator
Registered: Jul 2008
Posts: 5245
Hedoni's magical ball of force smashes the drake's head in.

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: dead
Orange vulture drake: dead

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
Member
Registered: Jul 2008
Posts: 1061
Location: Glendale, CA
"Lets mop this up shall we?"

With a quick spring, he is quickly baring down on the bleeding dryad.

Charge to M5
Charge vs Blue Dryad (1d20+18+1-2=19, 1d20+18+1-2=35, 1d12+8=11)
35 vs AC for 11 nonlethal damage
Marking


Unfortunately, the ringing in his head still persists

save (1d20=1)


  •  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

  • « Last edit by marek on Sun Feb 13, 2011 2:30 am. »
Moderator
Registered: Jul 2008
Posts: 5245
Daggoth collides with the dryad and she elbows him in the ribs for 15 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: 47/114, +2 AC ENT Rav, (-2 to att, -2 to saves SE), bloodied
Purple Dryad: unconscious
Blue Dryad: down 76, HQ, bloodied, marked
->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: dead
Orange vulture drake: dead

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 tries to blast the last two dryads with frost, but unfortunately the spell comes across more like a cool breeze than a frigid blizzard.

Standard action - Rimestorm (close blast 3, L-N/2-4, enemies only) against Blue and B, non-lethal damage.

Rimestorm Blue and B (24H) (1d20+14+1=20, 1d20+14+1=16, 2d8+17=27)

Hits Fort 20 against Blue for 29 non-lethal cold damage (2 extra from Gauntlets of Blood), and hits Fort 16 - Natural 1 misses - against B for 27 non-lethal cold damage . On a hit, is knocked prone and also takes a -2 to Fort until the ned of my next turn.

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

Readying Belt of Raging Endurance.


  •  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
Neither dryad is affected much by Salazar's spell, but he is able to clear his head save (1d20=13). (Yellow is too far for Join the Crowd.)

Readied: Sal- Belt; 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: 47/114, +2 AC ENT Rav, (-2 to att, -2 to saves SE), bloodied
Purple Dryad: unconscious
Blue Dryad: down 76, HQ, bloodied, marked
Salazar: 65/75, +2AC EE, +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: dead
Orange vulture drake: dead

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
"Let's finish this!" Mal steps around the dryad and cuts her deeply.

Move Action: Walk (Move 5) to P4

Minor Action: Inspired Belligerence (Close burst 5; allies gain CA and +4 to dam. against target USNT)

Standard Action: Warlord's Strike (Melee 2; +16 vs. AC; Hit: 4d4+7 Fire dam, allies gain +5 to damage against target UENT; Crit: 23+2d6 Fire dam)

Warlord's Strike (+16 W, +1 24hr, +2 CA, +1 vs. bloodied) (1d20+20=32, 4d4+7=15)

OOC: Walk to P4, IB on Blue Dryad (All allies have CA and +5 damage vs. Blue USNT). Warlord's Strike on Blue Dryad, hitting AC 32 (CA from Polearm Flanker, attacking from O3) for 19 Fire damage (NON-LETHAL) and allies get +5 damage on Blue Dryad UENT (so, CA and +10 damage against Blue).


  •  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: Oct 2008
Posts: 7786
Ravenblade waits.

OOC: Delay until after yellow drake.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Mal's attack knocks the dyrad out. The last lesser dryad flees (16 squares away) and the injured drake flies up and away (also 16 squares away). A gentle wind stirs the majestic trees, otherwise the forest is quiet.

The group gains 2800 experience.

Current Status
Hedoni: 55/66
Daggoth: 47/114, bloodied
Salazar: 65/75
Mal:62/76
Ravenblade: 47/89
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Ravenblade cringes under the ongoing damage until he straightens and recovers with Mal's aid. Once recuperated, he searches the bodies, the glade, and hopes he doesn't have to climb the large tree to retrive the wayfinder, his holy symbol, and other possessions.

Save vs OGD (1d20+1=5, 1d20+1=11, 1d20+1=3, 1d20+1=21)

Healing Surge with Mal's help (22+3d6+7=46)

OOC: Rav takes OGD twice before saving, bringing him to 37/89. He then uses one surge with Mal's help to regain 46 hp, leaving him at 83/89.

User posted image

surges: 8/9
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
      • Hunter’s 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 attack’s 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, virtue’s 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
      • Hunter’s 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
      • Virtue’s 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
      • Hunter’s 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, can’t 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, ˝ damage on miss
      • Commanding Confrontation ranged, 1 HQ target, 1d20+13;3d6+5, ˝ 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 it’s not occupied, enemies can’t 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 can’t end adj to an enemy
      • Virtue’s Touch melee touch, 1 target, remove blinded, dazed, deafened, slowed, stunned, or weakened
      • Item Powers
      • Backlash Tattoo the first time you’re 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)
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Administrator
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Posts: 2639
Location: Santa Ana, CA
Hedoni stands over the dryads, regarding them distastefully. As they begin to stir, he says, "See me, tree folk. I am Hedoni Mindartis, and these woods are the home of my clan, and my race. I want no quarrel with you, but will not allow you to stand in my way in my quest. Leave now and spread the word to your kind."

He then takes a moment to heal himself from battle, and look for the group's missing items.

OOC: Using one surge to get back to full, down to 7/9.
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Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Oct 2008
Posts: 4627
Mal walks around, looking for his Foe Stone. Meanwhile, he aids his allies.

Inspiring Word (Daggoth) (3d6+7=17)

OOC: Daggoth regains surge +17 HP (should be around 50 total HP, I think. I don't remember his surge value). Everyone else should be able to heal all of the way without my help.
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Mal takes a moment to get the group back up to speed while Hedoni shouts a warning to the other forest spirits. You look around but find nothing other than the usual flora and fauna on the ground. Rav; Mal; Sal; Dag; Hed (1d20+14=23, 1d20+7=15, 1d20+4=22, 1d20+6=7, 1d20+9=14) Ravenblade and Salazar spot some quick reflections of light, probably something small and shiny, high up in the largest tree.

OOC: Yup, someone will have to climb the tree. Climbing any tree requires a DC 15 Athletics check

Current Status
Hedoni: 66/66
Daggoth: 96/114
Salazar: 65/75
Mal:62/76
Ravenblade: 83/89
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Concentrating briefly, Ravenblade morphs his chainmail in to lighter clothes and then makes his way up the tree, knowing he's the only one likely to take this kind of initiative.

Athletics roll, +1 24h, +1 when removing the armor penalty after morphing his chainmail into clothes. (1d20+13+1=30, 1d20+13+1=17)

OOC: I rolled twice to go up and then to come back down.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Ravenblade climbs up the tree with no problem although coming down is a bit more challenging. About 100 feet up, Ravenblade discovers that the tree is littered with items the drakes have collected over the years. He combs their nests to find the items they creatures had snatched from you as well as variety of other trinkets – a small silver bell, pieces of copper wire, red satin ribbons, assorted coins (worth about 5 gold), a charm bracelet with letter "V" attached, a half dozen shirt buttons, a plain gold ring, and a small silver spoon with a shell motif on the handle. One dazzling item stands out – giant mithral ring with a huge dark stone. On the inside of the mithral ring is an inscription in Elven.
  •   For Hedoni only
      the inside of the giant ring in engraved “To my Beloved Husband, His Misshapen Majesty King Ethala IV on his 100th birthday.”

User posted image
User posted image
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Hedoni looks at the items, wondering if can discern any magical properties. Seeing the ring, he wonders about the name engraved on it, then asks his comrades, "Any of you know anything about "King Ethala the Fourth"?"

Arcana and History checks: (1d20+17+1=33, 1d20+14+1=35)

As soon as he asks, he remembers himself, and tells the group...

OOC: Mmm. Crit history check.
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Hedoni Midartis - Eladrin Wizard, Scales of War
« Last edit by Michael Doss on Mon Feb 14, 2011 4:34 pm. »
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Registered: Jul 2008
Posts: 5245
Since Hedoni wrote his thesis on the magical history of the Feywild, he knows almost everything there is to know about the four formorian kings named Ethala and their interplay with the human arcane world.

Ethala II was known for his impressive powers of oration. In one of Hedoni's favorite historical manuscripts, Gregory Absalm’s The Tree of Learning, there is a famous passage which relates how, while journeying in the Feywild, the last of the human metalurgic mages, Martin Pale, paid a visit to Ethala II. Upon greeting the magician, the king made a great speech full of metaphors and obscure allusions, but what Ethala II seemed to be saying was that fey, and formorians in particular, were naturally wicked creatures who did not alwlays know when there were going wrong. To this Marin Pale briefly and somewhat enigmatically replied that not all humans have the same size feet.

For several centuries, no one had the faintest idea what any of this might mean, though several theories were advanced. The most popular was developed by Lord Pantler. Pantler said that Ethala and Martin Pale were speaking of theology. That Fey were beyond the reach of the righteous gods, such as Ioun, Erathis, and Pelor, and what will become of them of Judgement Day no one knows. According to Pantler, Ethala II meant to enquire of Pale if there were any hope for fey, that they might be received by the gods of Light and Good. Pale’s reply – that human’s feet are different sizes – was his way of saying that not all humans are worthy of righteous salvation. Based on this Pantler goes on to attribute to Pale a rather odd belief that the Bright City of Hestavar, is large enough to hold only a finite number of the Human Blessed; for every human who is damned to the Nine Hells, a place opens up in the Bright City for a fey. Pantler’s reputation as a scholar rests entirely on the book he wrote on the subject.

In Jack Belasis’s historical treatise, Hedoni read a very different explanation. Three centuries before Martin Pale set foot in the formorian realm, Ethala I had another human visitor, a magician even greater than Pale – Ralph Stokesy – who had left behind him a pair of boots. The boots, said Belasis, were old, which is probably why Stokesey did not take them with him, but their prescence in the castle caused great consternation to all its fey inhabitants who held the magician in great veneration. In Particualy, Ethala I was in a pickle because he feared that in some devious incomprehensible way, humans might hold him responsible for the loss of the boots. So he was trying to rid himself of the terrible objects by passing them on to Pale, who did not want them.

King Ethala IV, also known as the Crooked King, was the most recent Formoran King of the Underdark, and husband to the current Queen Cachlain. Ethala IV was quite deformed, even for a formorian. His features were all extremely bad, yet, taken together, some said his ugly parts made a rather pleasing whole. The two were married for over a hundred years, but never had any offspring. King Ethala died in a bizzare hunting accident and Queen Cachlain took up the mantle of sole ruler of the formorian realm. The Queen continues her husband's mandate that no humans wearing boots be allowed in the royal castle.

OOC: That's what you get for a crit history roll. I plagerized most of this from the book I'm currently reading.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Mon Feb 14, 2011 5:38 pm. »
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Hedoni relates the important parts about Ethala IV's life to the group.

OOC: That's damned impressive. But is the ring magical? =)
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Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Oct 2008
Posts: 7786
"Hmmmm.....now my head feels a little tired. Hedoni, you know too much."

OOC: Great write-up! What book are you reading?
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
"I must have slept through that class," Salazar comments. "I guess I should take my boots off if we find a castle, though."
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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
As far as Hedoni can tell, the ring is not magical.

OOC: I'm reading Jonathan Strange and Mr. Norell by Susanna Clarke. A very amusing novel about the return of modern magic to England in early the 1800's.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Now that you have it back in your possession, the Wayfinder guides you deeper into the forest. At times, the direction the arcane compass pulls you completely changes; one moment it is tugging you north, then northeast, then east. After an hour or two the direction changes again, swinging west back the way you came. It suggests you are heading for a moving target.

Night falls and you manage to keep following the same direction for some time. You cross over a low stone bridge and follow a short path up to some stone cliffs. The air here has the same shimmering quality you’ve experience throughout this forest. A still deep pond is at the base of the cliffs. YOu can't see much of anything in this darkness, you hear and smell, more than see, the large dragon resting on cliff ledge some 30 feet up. (It is a moonless night and none of you has darkvision so -5 to attack in the absence of the light source.)

OOC: I like the links to google docs for the character sheets so I included them. I also changed the tokens to silver circles.

Readied:
Initiative: Status
->Daggoth: 96/114
Dragon ??: no damage
Mal:62/76
Hedoni: 66/66
Salazar: 65/75
Ravenblade: 83/89

User posted image
  •   Features
      Illumination: It is full night. Only creatures with darkvision take no penalty.
      Cliffs: Climbing the stone cliffs requires a DC 15 Athletics check.
      Dimensional turbulence: A creature that teleports slides 1d4 squares in a random direction after teleporting.
      Shrubs: Squares with plants are difficult terrain.
      Water: 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 weakened and slowed (save ends).

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

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