DeadGoblins.com » Eberron » Seekers of the Ashen Crown, Part 2

Seekers of the Ashen Crown, Part 2

Moderators: Josh, Michael Doss.

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Moderator
Registered: Sep 2009
Posts: 1238
OOC: Viktor, I wouldn't worry about anything. After Jon's done, they are going to rename this honor duel The Kurvilis and in 500 years there will be stories of a goblin so powerful he won the match just by looking at you.
_______________
Sentinel - Warforged Shielding Swordmage (Eberron)
Allena Walmond - Human Paladin of Amaunator (Forgotten Realms)
Variel - Elf Beastmaster Ranger
Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)
Member
Registered: Sep 2010
Posts: 378
Geen steps up and into the circle. He looks across at his opponent. He can't help it, but he has some jitters. Is that what the humans call 'butterflys'. Geen gives the obligatory respectful gesture, but he is too wound up to know what he did or if he really did it.

INITIATIVE ---> Initiative (+1 24hr/+2 Lan) (1d20+6+1+2=21)

OOC-I am going to use Disruptive Strike 1st chance I get and/or Pursuit of the Huner. Feel free to make the attack rolls for me if he wins initiative and you need to move the game forward.
« Last edit by DasachTra7 on Sat Sep 03, 2011 10:32 pm. »
Moderator
Registered: Oct 2008
Posts: 4627
Jezirpa whispers something in goblin, but it seems to have no effect (History Meditation Failure). "Let's do this." Jezirpa starts towards Geen, who quickly dances away behind the boulder. "Come on, tree man. Don't run away. I want to trade blows." Jezirpa walks a little further and says, "Aha! Tree man can't hide." Then he runs at the wilden flail raised and bashes Geen right across the face (Crit! for 14 dam).

OOC: He moved closer before attacking, so I used PotH to move you behind the boulder and then you couldn't use Disruptive Strike. Geen has +1d6 dam on his attack.

Bout 4: Jezirpa vs. Geen
Jezirpa:
=>Geen: 31/45, 6/8 surges (0 AP)

Party Condition:
Geen: 31/45, 6/8 surges (0 AP)
Khav: 31/40, 7/8 surges (0 AP), Bout 2 Victory
Kurvilis: 36/36, 7/8 surges (1 AP), Bout 1 Victory
Lan: 36/41, 7/9 surges (0 AP), 4/4 PP
Sentinel: 24/50, 8/11 surges (0 AP), damaged, Bout 3 Victory

Wordbearer Condition:
Yeraa: down 7, Lost Bout 1, at G2
Tikulti: fighting in unknown Bout, at F2
Govaan: down 43, bloodied, Lost Bout 3, at I2
Hobgoblin Warcaster: fighting in unknown Bout, at D3
Akitani: unconscious, Lost Bout 2, at J2
Jezirpa: fighting in Bout 4, at L3
Hobgoblin soldier w/ eyepatch: fighting in unknown Bout, at C4

User posted image

  •  The Amalorkar:
    • Rules:
      *For each bout, each side fields a single combatant. These champions face each other in nonlethal combat in the ring. You may choose your order, but each PC must fight at least once.
      *Combatants enter the open ends of the circle, roll initiative, and engage (Lan's party initiative bonus will count).
      *A combatant loses and must stop fighting when he or she: 1) is knocked unconscious; 2) Is forced out of the circle; or 3) Takes damage and fails to deal damage to the opponent in the same round.
      *The entire amalorkar is considered a single encounter. This is also the same day as the Bladebearer encounter. Any Dailies and APs you used then are gone.
      *Non-combatants can be anywhere outside of the ring, but will be considered on the edge unless otherwise noted.
      *Using an action while outside of the ring is considered cheating, except for using a second wind. This will result in an automatic loss for the bout that is occurring. Healing actions during a bout are considered cheating, as well (other than second wind). Powers that heal as a side effect are allowed.
      *The first side to win five bouts wins the amalorkar.
      *A combatant can also use a Free Action each round to "meditate" or "mitigate" on his turn. These are DC 12 skill checks that can improve your odds in the bout.

      Meditation
      Arcana: Combatant draws on the mystical power of the amalorkar circle, gaining +2 bonus to the defense of his choice.
      History: Combatant evokes mental images of great deeds or other significant events, perhaps including personal ancestors, gaining a +2 bonus to his attack roll.
      Religion: Combatant calls on deities, spirits, or other spiritual entities for strength, gaining +2 bonus to a saving throw.

      Mitigation
      Bluff: Combatant derides the foe's faith or skill. The foe must roll its next meditation or mitigation twice, taking the lower result.
      Insight: Combatant carefully gauges a foe, gaining a +2 bonus to next meditation or mitigation skill check.
      Intimidate: Combatant rattles the foe's nerves with a display of anger. The foe takes a -2 penalty to its next meditation or mitigation skill check.


  •  Features of the Area
    • Illumination: Bright light
      Black Smoke Circle: Curls of black smoke billow up from the circle of ash as long as the amalorkar continues. The smoke is not thick enough to block sight. However, a creature that enters a smoke square disturbs the ash, which rises up to engulf the creature. The individual mus succeed on a DC 12 Endurance check or be blinded UENT. A creature that enters a square of ash is not considered to have lost the bout; this only occurs if the creature is forced to move entirely outside the circle (and consider any square with 50% or more covered in ash to be a part of the circle).
      Boulders: These 5 foot tall rocks take Athletics DC 10 to climb and are cover terrain.
      Sheer Cliff: The cliffs lead vertically up into the mountains for hundreds of feet.
      Rubble: These squares of loose rock and gravel are difficult terrain.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Member
Registered: Sep 2010
Posts: 378
OOC-Today has been a very busy day, due to it being a holiday. Had some family stuff, then I have my regular table-top DnD game on Sundays. Sorry for the delay.

--------------------------

Geen howls as he gets hit, the pain is the most brutal attack he has ever taken in his short life as an adventurer. He winces from the blow and takes a serious look at his foe and then his surrounding. Jezirpa has left an opening, by continuing to lunge at Geen, and now Geen seems ready to respond and take advantage.

He maneuvers away, but stays on the fringes of the circle. He spins, and fires, but his shot is way wild and misses miserably.

[MINOR] HQ on Jezirpa
[STANDARD] Uses EVASIVE STRIKE vs Jezirpa. Shifts to D7. : Evasive Strike w/ damage (1d20+11+1=13, 2d10+5=19, 1d6=6, 1d6=1)

Hits AC:13 for 26 dmg
Moderator
Registered: Oct 2008
Posts: 7786
Seeing Geen's shot go wide and the bout soon to end, Lan begins stretching his shoulder, being careful with his injured side.

Initiative roll (1d20+2+1=22)

OOC: Josh, please let me know if this was high enough to go first when you post your next update.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 4627
As Geen misses with his arrow, Yeraa calls out, "Well, done Jezirpa! Murdaak, you are next." The warcaster steps into the ring. Lan looks around and realizes that he is the only one left. He reluctantly walks into the circle. Murdaak salutes and raises his quarterstaff, drawing on the power of the circle (Arcana Success, +2 attack). "Pretty human will NOT defeat me!" Murdaak points his staff at Lan and a wave of energy pulses from it and smacks Lan right back out of the circle (hit for 13 dam, slid 3 squares out of the circle, Murdaak wins the Bout). Murdaak raises his arms in triumph.

OOC: Jezirpa wins by not taking damage. Murdaak rolled higher initiative than Lan could roll, then slid him out of the circle on the first attack. It is now 3-2. I will put up another post between Bouts 5 and 6, I just wanted to show you the result of Bout 5. I assume Kurvilis is next, but I figure I should ask.

Bout 5: Murdaak vs. Lan
Murdaak:
Lan: 23/41, 7/9 surges (0 AP), 4/4 PP


Party Condition:
Geen: 31/45, 6/8 surges (0 AP), Bout 4 loss
Khav: 31/40, 7/8 surges (0 AP), Bout 2 Victory
Kurvilis: 36/36, 7/8 surges (1 AP), Bout 1 Victory
Lan: 23/41, 7/9 surges (0 AP), 4/4 PP, Lost Bout 5
Sentinel: 24/50, 8/11 surges (0 AP), damaged, Bout 3 Victory

Wordbearer Condition:
Yeraa: down 7, Lost Bout 1, at G2
Tikulti: fighting in unknown Bout, at F2
Govaan: down 43, bloodied, Lost Bout 3, at I2
Murdaak: Won Bout 5, at D3
Akitani: unconscious, Lost Bout 2, at J2
Jezirpa: Won Bout 4, at L3
Hobgoblin soldier w/ eyepatch: fighting in unknown Bout, at C4

User posted image

  •  The Amalorkar:
    • Rules:
      *For each bout, each side fields a single combatant. These champions face each other in nonlethal combat in the ring. You may choose your order, but each PC must fight at least once.
      *Combatants enter the open ends of the circle, roll initiative, and engage (Lan's party initiative bonus will count).
      *A combatant loses and must stop fighting when he or she: 1) is knocked unconscious; 2) Is forced out of the circle; or 3) Takes damage and fails to deal damage to the opponent in the same round.
      *The entire amalorkar is considered a single encounter. This is also the same day as the Bladebearer encounter. Any Dailies and APs you used then are gone.
      *Non-combatants can be anywhere outside of the ring, but will be considered on the edge unless otherwise noted.
      *Using an action while outside of the ring is considered cheating, except for using a second wind. This will result in an automatic loss for the bout that is occurring. Healing actions during a bout are considered cheating, as well (other than second wind). Powers that heal as a side effect are allowed.
      *The first side to win five bouts wins the amalorkar.
      *A combatant can also use a Free Action each round to "meditate" or "mitigate" on his turn. These are DC 12 skill checks that can improve your odds in the bout.

      Meditation
      Arcana: Combatant draws on the mystical power of the amalorkar circle, gaining +2 bonus to the defense of his choice.
      History: Combatant evokes mental images of great deeds or other significant events, perhaps including personal ancestors, gaining a +2 bonus to his attack roll.
      Religion: Combatant calls on deities, spirits, or other spiritual entities for strength, gaining +2 bonus to a saving throw.

      Mitigation
      Bluff: Combatant derides the foe's faith or skill. The foe must roll its next meditation or mitigation twice, taking the lower result.
      Insight: Combatant carefully gauges a foe, gaining a +2 bonus to next meditation or mitigation skill check.
      Intimidate: Combatant rattles the foe's nerves with a display of anger. The foe takes a -2 penalty to its next meditation or mitigation skill check.


  •  Features of the Area
    • Illumination: Bright light
      Black Smoke Circle: Curls of black smoke billow up from the circle of ash as long as the amalorkar continues. The smoke is not thick enough to block sight. However, a creature that enters a smoke square disturbs the ash, which rises up to engulf the creature. The individual mus succeed on a DC 12 Endurance check or be blinded UENT. A creature that enters a square of ash is not considered to have lost the bout; this only occurs if the creature is forced to move entirely outside the circle (and consider any square with 50% or more covered in ash to be a part of the circle).
      Boulders: These 5 foot tall rocks take Athletics DC 10 to climb and are cover terrain.
      Sheer Cliff: The cliffs lead vertically up into the mountains for hundreds of feet.
      Rubble: These squares of loose rock and gravel are difficult terrain.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
OOC: Again, I know that Kurvilis is likely to go up. I just want confirmation. Also, Jon can go ahead and roll initiative if that is the case, but do not go yet.

Bout 6: Unknown vs. Unknown


Party Condition:
Geen: 31/45, 6/8 surges (0 AP), Bout 4 loss
Khav: 31/40, 7/8 surges (0 AP), Bout 2 Victory
Kurvilis: 36/36, 7/8 surges (1 AP), Bout 1 Victory
Lan: 23/41, 7/9 surges (0 AP), 4/4 PP, Lost Bout 5
Sentinel: 24/50, 8/11 surges (0 AP), damaged, Bout 3 Victory

Wordbearer Condition:
Yeraa: down 7, Lost Bout 1, at G2
Tikulti: fighting in unknown Bout, at F2
Govaan: down 43, bloodied, Lost Bout 3, at I2
Murdaak: Won Bout 5, at D3
Akitani: unconscious, Lost Bout 2, at J2
Jezirpa: Won Bout 4, at L3
Hobgoblin soldier w/ eyepatch: fighting in unknown Bout, at C4



  •  The Amalorkar:
    • Rules:
      *For each bout, each side fields a single combatant. These champions face each other in nonlethal combat in the ring. You may choose your order, but each PC must fight at least once.
      *Combatants enter the open ends of the circle, roll initiative, and engage (Lan's party initiative bonus will count).
      *A combatant loses and must stop fighting when he or she: 1) is knocked unconscious; 2) Is forced out of the circle; or 3) Takes damage and fails to deal damage to the opponent in the same round.
      *The entire amalorkar is considered a single encounter. This is also the same day as the Bladebearer encounter. Any Dailies and APs you used then are gone.
      *Non-combatants can be anywhere outside of the ring, but will be considered on the edge unless otherwise noted.
      *Using an action while outside of the ring is considered cheating, except for using a second wind. This will result in an automatic loss for the bout that is occurring. Healing actions during a bout are considered cheating, as well (other than second wind). Powers that heal as a side effect are allowed.
      *The first side to win five bouts wins the amalorkar.
      *A combatant can also use a Free Action each round to "meditate" or "mitigate" on his turn. These are DC 12 skill checks that can improve your odds in the bout.

      Meditation
      Arcana: Combatant draws on the mystical power of the amalorkar circle, gaining +2 bonus to the defense of his choice.
      History: Combatant evokes mental images of great deeds or other significant events, perhaps including personal ancestors, gaining a +2 bonus to his attack roll.
      Religion: Combatant calls on deities, spirits, or other spiritual entities for strength, gaining +2 bonus to a saving throw.

      Mitigation
      Bluff: Combatant derides the foe's faith or skill. The foe must roll its next meditation or mitigation twice, taking the lower result.
      Insight: Combatant carefully gauges a foe, gaining a +2 bonus to next meditation or mitigation skill check.
      Intimidate: Combatant rattles the foe's nerves with a display of anger. The foe takes a -2 penalty to its next meditation or mitigation skill check.


  •  Features of the Area
    • Illumination: Bright light
      Black Smoke Circle: Curls of black smoke billow up from the circle of ash as long as the amalorkar continues. The smoke is not thick enough to block sight. However, a creature that enters a smoke square disturbs the ash, which rises up to engulf the creature. The individual mus succeed on a DC 12 Endurance check or be blinded UENT. A creature that enters a square of ash is not considered to have lost the bout; this only occurs if the creature is forced to move entirely outside the circle (and consider any square with 50% or more covered in ash to be a part of the circle).
      Boulders: These 5 foot tall rocks take Athletics DC 10 to climb and are cover terrain.
      Sheer Cliff: The cliffs lead vertically up into the mountains for hundreds of feet.
      Rubble: These squares of loose rock and gravel are difficult terrain.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Perhaps too confident, Kurvilis is a bit slower this time. 1d20+7+2+1=16 Initiative 16
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Oct 2008
Posts: 7786
Lan swallows his pride and nods to Murdaak in acceptance. Once outside the circle, he closes his eyes and recovers (second wind with amulet of life to heal 20 hp and grants 7 thp to two allies due to bolstering mantle feat).

OOC: Who wants the 7 thp? Khav and Kurvilis?
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2009
Posts: 3164
OOC: Give them to Khav and Sentinel. If Kurvilis gets into a damage doing contest, he will lose anyway.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Sep 2009
Posts: 1238
OOC: Between the THP and Sentinel using second wind, he'll be in ok shape.
_______________
Sentinel - Warforged Shielding Swordmage (Eberron)
Allena Walmond - Human Paladin of Amaunator (Forgotten Realms)
Variel - Elf Beastmaster Ranger
Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)
Moderator
Registered: Oct 2008
Posts: 7786
OOC: Agreed then. 7 thp to khav and sentinel.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 4627
"Well done, Murdaak." Yeraa looks around a little, "Ulkuuz, you are up." The soldier with the eyepatch walks in cautiously. The Keepers send in Kurvilis once again, hoping he can quickly get the drop on another. Ulkuuz, though, remembers how fast Kurvilis was last time and acts fast. He calls on the guidance of his ancestors as he walks up to the gnome (History Meditation Success). The hobgoblin swings his flail around and smacks Kurvilis in the chest. As the flail is about to hit, the wizard throws up an arcane barrier, but the flail still penetrates (11 dam to Kurvilis, Shield activated, +4 AC/Ref UENT).

Bout 6: Ulkuuz vs. Kurvilis
Ulkuuz:
Kurvilis: 25/36, 7/8 surges (1 AP), Bout 1 Victory, +4 AC/Ref UENT

Party Condition:
Geen: 31/45, 6/8 surges (0 AP), Bout 4 loss
Khav: 31+ 7THP/40, 7/8 surges (0 AP), Bout 2 Victory
Kurvilis: 36/36, 7/8 surges (1 AP), Bout 1 Victory
Lan: 41/41, 5/9 surges (0 AP), 4/4 PP, Lost Bout 5
Sentinel: 24+7 THP/50, 8/11 surges (0 AP), damaged, Bout 3 Victory

Wordbearer Condition:
Yeraa: down 7, Lost Bout 1, at G2
Tikulti: fighting in unknown Bout, at F2
Govaan: down 43, bloodied, Lost Bout 3, at I2
Murdaak: Won Bout 5, at D3
Akitani: unconscious, Lost Bout 2, at J2
Jezirpa: Won Bout 4, at L3
Hobgoblin soldier w/ eyepatch: fighting in Bout 6, at C4

User posted image

  •  The Amalorkar:
    • Rules:
      *For each bout, each side fields a single combatant. These champions face each other in nonlethal combat in the ring. You may choose your order, but each PC must fight at least once.
      *Combatants enter the open ends of the circle, roll initiative, and engage (Lan's party initiative bonus will count).
      *A combatant loses and must stop fighting when he or she: 1) is knocked unconscious; 2) Is forced out of the circle; or 3) Takes damage and fails to deal damage to the opponent in the same round.
      *The entire amalorkar is considered a single encounter. This is also the same day as the Bladebearer encounter. Any Dailies and APs you used then are gone.
      *Non-combatants can be anywhere outside of the ring, but will be considered on the edge unless otherwise noted.
      *Using an action while outside of the ring is considered cheating, except for using a second wind. This will result in an automatic loss for the bout that is occurring. Healing actions during a bout are considered cheating, as well (other than second wind). Powers that heal as a side effect are allowed.
      *The first side to win five bouts wins the amalorkar.
      *A combatant can also use a Free Action each round to "meditate" or "mitigate" on his turn. These are DC 12 skill checks that can improve your odds in the bout.

      Meditation
      Arcana: Combatant draws on the mystical power of the amalorkar circle, gaining +2 bonus to the defense of his choice.
      History: Combatant evokes mental images of great deeds or other significant events, perhaps including personal ancestors, gaining a +2 bonus to his attack roll.
      Religion: Combatant calls on deities, spirits, or other spiritual entities for strength, gaining +2 bonus to a saving throw.

      Mitigation
      Bluff: Combatant derides the foe's faith or skill. The foe must roll its next meditation or mitigation twice, taking the lower result.
      Insight: Combatant carefully gauges a foe, gaining a +2 bonus to next meditation or mitigation skill check.
      Intimidate: Combatant rattles the foe's nerves with a display of anger. The foe takes a -2 penalty to its next meditation or mitigation skill check.


  •  Features of the Area
    • Illumination: Bright light
      Black Smoke Circle: Curls of black smoke billow up from the circle of ash as long as the amalorkar continues. The smoke is not thick enough to block sight. However, a creature that enters a smoke square disturbs the ash, which rises up to engulf the creature. The individual mus succeed on a DC 12 Endurance check or be blinded UENT. A creature that enters a square of ash is not considered to have lost the bout; this only occurs if the creature is forced to move entirely outside the circle (and consider any square with 50% or more covered in ash to be a part of the circle).
      Boulders: These 5 foot tall rocks take Athletics DC 10 to climb and are cover terrain.
      Sheer Cliff: The cliffs lead vertically up into the mountains for hundreds of feet.
      Rubble: These squares of loose rock and gravel are difficult terrain.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Kurvilis stands his ground, and strands of power again emanate from the gnome.

Beguiling strands with history auto success 1d20+10+1+2=23 Hits WILL 23 for 8 damage and pushing out of the ring.

If that missed, ACTION POINT beguiling strands 1d20+10+1=19 Meaning this would also miss.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Oct 2008
Posts: 4627
Kurvilis calls on the Dhakaani ancestors, as well (History Meditation Success). They guide his attack as he guides Ulkuuz out of the ring (7 dam, pushed out of ring). Before Ulkuuz even realizes what has happened, he has lost the match.

OOC: Ok, who is next? You need to win one of the next 3 matches.

Bout 7: Unknown vs. Unknown


Party Condition:
Geen: 31/45, 6/8 surges (0 AP), Bout 4 loss
Khav: 31+ 7THP/40, 7/8 surges (0 AP), Bout 2 Victory
Kurvilis: 25/36, 7/8 surges (1 AP), Bout 1,6 Victory
Lan: 41/41, 5/9 surges (0 AP), 4/4 PP, Lost Bout 5
Sentinel: 24+7 THP/50, 8/11 surges (0 AP), damaged, Bout 3 Victory

Wordbearer Condition:
Yeraa: down 7, Lost Bout 1, at G2
Tikulti: fighting in unknown Bout, at F2
Govaan: down 43, bloodied, Lost Bout 3, at I2
Murdaak: Won Bout 5, at D3
Akitani: unconscious, Lost Bout 2, at J2
Jezirpa: Won Bout 4, at L3
Ulkuuz: down 7, Lost Bout 6, at C4



  •  The Amalorkar:
    • Rules:
      *For each bout, each side fields a single combatant. These champions face each other in nonlethal combat in the ring. You may choose your order, but each PC must fight at least once.
      *Combatants enter the open ends of the circle, roll initiative, and engage (Lan's party initiative bonus will count).
      *A combatant loses and must stop fighting when he or she: 1) is knocked unconscious; 2) Is forced out of the circle; or 3) Takes damage and fails to deal damage to the opponent in the same round.
      *The entire amalorkar is considered a single encounter. This is also the same day as the Bladebearer encounter. Any Dailies and APs you used then are gone.
      *Non-combatants can be anywhere outside of the ring, but will be considered on the edge unless otherwise noted.
      *Using an action while outside of the ring is considered cheating, except for using a second wind. This will result in an automatic loss for the bout that is occurring. Healing actions during a bout are considered cheating, as well (other than second wind). Powers that heal as a side effect are allowed.
      *The first side to win five bouts wins the amalorkar.
      *A combatant can also use a Free Action each round to "meditate" or "mitigate" on his turn. These are DC 12 skill checks that can improve your odds in the bout.

      Meditation
      Arcana: Combatant draws on the mystical power of the amalorkar circle, gaining +2 bonus to the defense of his choice.
      History: Combatant evokes mental images of great deeds or other significant events, perhaps including personal ancestors, gaining a +2 bonus to his attack roll.
      Religion: Combatant calls on deities, spirits, or other spiritual entities for strength, gaining +2 bonus to a saving throw.

      Mitigation
      Bluff: Combatant derides the foe's faith or skill. The foe must roll its next meditation or mitigation twice, taking the lower result.
      Insight: Combatant carefully gauges a foe, gaining a +2 bonus to next meditation or mitigation skill check.
      Intimidate: Combatant rattles the foe's nerves with a display of anger. The foe takes a -2 penalty to its next meditation or mitigation skill check.


  •  Features of the Area
    • Illumination: Bright light
      Black Smoke Circle: Curls of black smoke billow up from the circle of ash as long as the amalorkar continues. The smoke is not thick enough to block sight. However, a creature that enters a smoke square disturbs the ash, which rises up to engulf the creature. The individual mus succeed on a DC 12 Endurance check or be blinded UENT. A creature that enters a square of ash is not considered to have lost the bout; this only occurs if the creature is forced to move entirely outside the circle (and consider any square with 50% or more covered in ash to be a part of the circle).
      Boulders: These 5 foot tall rocks take Athletics DC 10 to climb and are cover terrain.
      Sheer Cliff: The cliffs lead vertically up into the mountains for hundreds of feet.
      Rubble: These squares of loose rock and gravel are difficult terrain.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
OOC: Are those who lost on each side allowed to fight again?
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: I'm fine going with Khav next if no one else objects. Between my high initiative and good accuracy, I have a good shot.
_______________
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: Jun 2009
Posts: 3164
OOC: Go for it!
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Oct 2008
Posts: 4627
OOC: Yes, people are allowed to go again no matter what, as long as they aren't unconscious. I'll start Khav's Bout in an hour or so. Feel free to roll initiative.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Khav enters the ring, not quite as on top of things as last time.

Initiative (Lan Bonus, 24H) (1d20+9+2+1=16)


  •  Khavak'aashta
    • Male Half-Orc Rogue-Thief (Assassin) 4
    • Full Character Sheet
    • Passive Perception: 19, Passive Insight: 14, Senses: Low-Light Vision
    • AC: 19, Fort: 17, Reflex: 20, Will: 16 - Speed: 6
    • HP: 31 + 7 temp HP/40, Bloodied: 20, Surge Value: 10, Surges left: 7/8
    • Action Points: 0
    • Resists: 5 Necrotic, 5 Poison

    • Half-Orc Resiliance (Race): Gain 5 temp HP first time bloodied in an encounter.
    • Swift Charge (Race): +2 speed when charging.
    • First Strike (Class): At the start of an encounter, gain combat advantage against foes who have not yet acted.
    • Sneak Attack (Class): Once per turn, deal 2d8 (Backstabber feat) bonus damage with combat advantage when using a crossbow, light blade, short bow, or sling.
    • Skill Mastery (Class): Gain additional trained skill, and during a skill challenge, a natural 20 automatically succeeds and counts as an additional success.
    • Light Blade Expertise (Feat): +1/tier to hit with light blades, and +1/tier damage with combat advantage with light blades.

    • Powers
    • -Ambush Trick
    • -Tumbling Trick
    • -Unbalancing Trick
    • -Backstab 1 / 2
    • -Furious Assault
    • -Half-Orc Resilience
    • -Second Wind
    • -Shadow Step
    • -Sudden Leap

    • Items
    • -Final Sleep Ki Focus +1 - Properties - +1d12 Crit. Right after you reduce an enemy to 0 hit points with an implement attack or a weapon attack using this ki focus, you can shift 1 square as a free action.
    • -Deathcut Leather Armor +1 - Properties - Resist 5 necrotic. Resist 5 poison.
    • -Deathcut Leather Armor +1 - Power (Daily Necrotic): Immediate Reaction. You can use this power when an enemy hits you with a melee attack. Deal 1d10 necrotic damage to that enemy.
    • -Amulet of Protection +2
_______________
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: 4627
"I will take the next one." Yeraa steps forward at the same time as Khav. Before she can act, Khav moves...

Bout 7: Khav vs. Yeraa
=>Khav: 31+ 7THP/40, 7/8 surges (0 AP), Bout 2 Victory
Yeraa: down 7, Lost Bout 1

Party Condition:
Geen: 31/45, 6/8 surges (0 AP), Bout 4 loss
Khav: 31+ 7THP/40, 7/8 surges (0 AP), Bout 2 Victory
Kurvilis: 25/36, 7/8 surges (1 AP), Bout 1,6 Victory
Lan: 41/41, 5/9 surges (0 AP), 4/4 PP, Lost Bout 5
Sentinel: 24+7 THP/50, 8/11 surges (0 AP), damaged, Bout 3 Victory

Wordbearer Condition:
Yeraa: down 7, Lost Bout 1, at G2
Tikulti: fighting in unknown Bout, at F2
Govaan: down 43, bloodied, Lost Bout 3, at I2
Murdaak: Won Bout 5, at D3
Akitani: unconscious, Lost Bout 2, at J2
Jezirpa: Won Bout 4, at L3
Ulkuuz: down 7, Lost Bout 6, at C4

User posted image

  •  The Amalorkar:
    • Rules:
      *For each bout, each side fields a single combatant. These champions face each other in nonlethal combat in the ring. You may choose your order, but each PC must fight at least once.
      *Combatants enter the open ends of the circle, roll initiative, and engage (Lan's party initiative bonus will count).
      *A combatant loses and must stop fighting when he or she: 1) is knocked unconscious; 2) Is forced out of the circle; or 3) Takes damage and fails to deal damage to the opponent in the same round.
      *The entire amalorkar is considered a single encounter. This is also the same day as the Bladebearer encounter. Any Dailies and APs you used then are gone.
      *Non-combatants can be anywhere outside of the ring, but will be considered on the edge unless otherwise noted.
      *Using an action while outside of the ring is considered cheating, except for using a second wind. This will result in an automatic loss for the bout that is occurring. Healing actions during a bout are considered cheating, as well (other than second wind). Powers that heal as a side effect are allowed.
      *The first side to win five bouts wins the amalorkar.
      *A combatant can also use a Free Action each round to "meditate" or "mitigate" on his turn. These are DC 12 skill checks that can improve your odds in the bout.

      Meditation
      Arcana: Combatant draws on the mystical power of the amalorkar circle, gaining +2 bonus to the defense of his choice.
      History: Combatant evokes mental images of great deeds or other significant events, perhaps including personal ancestors, gaining a +2 bonus to his attack roll.
      Religion: Combatant calls on deities, spirits, or other spiritual entities for strength, gaining +2 bonus to a saving throw.

      Mitigation
      Bluff: Combatant derides the foe's faith or skill. The foe must roll its next meditation or mitigation twice, taking the lower result.
      Insight: Combatant carefully gauges a foe, gaining a +2 bonus to next meditation or mitigation skill check.
      Intimidate: Combatant rattles the foe's nerves with a display of anger. The foe takes a -2 penalty to its next meditation or mitigation skill check.


  •  Features of the Area
    • Illumination: Bright light
      Black Smoke Circle: Curls of black smoke billow up from the circle of ash as long as the amalorkar continues. The smoke is not thick enough to block sight. However, a creature that enters a smoke square disturbs the ash, which rises up to engulf the creature. The individual mus succeed on a DC 12 Endurance check or be blinded UENT. A creature that enters a square of ash is not considered to have lost the bout; this only occurs if the creature is forced to move entirely outside the circle (and consider any square with 50% or more covered in ash to be a part of the circle).
      Boulders: These 5 foot tall rocks take Athletics DC 10 to climb and are cover terrain.
      Sheer Cliff: The cliffs lead vertically up into the mountains for hundreds of feet.
      Rubble: These squares of loose rock and gravel are difficult terrain.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
"No," Khav growls, "I'll take you!" He then steps forward, picking up speed and hammers Yeraa's legs with the flat of his blade legs, knocking her on her back.

Free action - Intimidate (24H) (1d20+9+1=24)

Intimidate 24, the foe takes a -2 penalty to its next meditation or mitigation skill check.

Move action - Unbalancing Trick to shift up to 2 squares, ending at H8, and the next time I hit an enemy with a melee basic attack this turn, I knock them prone.

Standard action - Charge Yeraa with MBA, ending in G6. All damage non-lethal.

MBA Charge Short Sword (CA from First Strike, Charge, 24H, SA, LBE) (1d20+12+2+1+1=29, 1d6+7+2d8+1=16)

Hits AC 29 for 16 damage, and on a hit, knocks prone.


  •  Khavak'aashta
    • Male Half-Orc Rogue-Thief (Assassin) 4
    • Full Character Sheet
    • Passive Perception: 19, Passive Insight: 14, Senses: Low-Light Vision
    • AC: 19, Fort: 17, Reflex: 20, Will: 16 - Speed: 6
    • HP: 31 + 7 temp HP/40, Bloodied: 20, Surge Value: 10, Surges left: 7/8
    • Action Points: 0
    • Resists: 5 Necrotic, 5 Poison

    • Half-Orc Resiliance (Race): Gain 5 temp HP first time bloodied in an encounter.
    • Swift Charge (Race): +2 speed when charging.
    • First Strike (Class): At the start of an encounter, gain combat advantage against foes who have not yet acted.
    • Sneak Attack (Class): Once per turn, deal 2d8 (Backstabber feat) bonus damage
      _______________
      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: 4627
Khav's words shock Yeraa for a moment as he charges and knocks her down (Intimidate Success, 16 dam to Yeraa). Yeraa stands up and chants in goblin, "Dhakaani warlords, keepers of the Arkantaash, guide my blade true." She sings quietly as she twirls her blade around, hitting Khav hard (14 dam to Khav).

Bout 7: Khav vs. Yeraa
=>Khav: 24/40, 7/8 surges (0 AP), Bout 2 Victory
Yeraa: down 23, Lost Bout 1

Party Condition:
Geen: 31/45, 6/8 surges (0 AP), Bout 4 loss
Khav: 24/40, 7/8 surges (0 AP), Bout 2 Victory
Kurvilis: 25/36, 7/8 surges (1 AP), Bout 1,6 Victory
Lan: 41/41, 5/9 surges (0 AP), 4/4 PP, Lost Bout 5
Sentinel: 24+7 THP/50, 8/11 surges (0 AP), damaged, Bout 3 Victory

Wordbearer Condition:
Yeraa: down 7, Lost Bout 1, at G2
Tikulti: fighting in unknown Bout, at F2
Govaan: down 43, bloodied, Lost Bout 3, at I2
Murdaak: Won Bout 5, at D3
Akitani: unconscious, Lost Bout 2, at J2
Jezirpa: Won Bout 4, at L3
Ulkuuz: down 7, Lost Bout 6, at C4

User posted image

  •  The Amalorkar:
    • Rules:
      *For each bout, each side fields a single combatant. These champions face each other in nonlethal combat in the ring. You may choose your order, but each PC must fight at least once.
      *Combatants enter the open ends of the circle, roll initiative, and engage (Lan's party initiative bonus will count).
      *A combatant loses and must stop fighting when he or she: 1) is knocked unconscious; 2) Is forced out of the circle; or 3) Takes damage and fails to deal damage to the opponent in the same round.
      *The entire amalorkar is considered a single encounter. This is also the same day as the Bladebearer encounter. Any Dailies and APs you used then are gone.
      *Non-combatants can be anywhere outside of the ring, but will be considered on the edge unless otherwise noted.
      *Using an action while outside of the ring is considered cheating, except for using a second wind. This will result in an automatic loss for the bout that is occurring. Healing actions during a bout are considered cheating, as well (other than second wind). Powers that heal as a side effect are allowed.
      *The first side to win five bouts wins the amalorkar.
      *A combatant can also use a Free Action each round to "meditate" or "mitigate" on his turn. These are DC 12 skill checks that can improve your odds in the bout.

      Meditation
      Arcana: Combatant draws on the mystical power of the amalorkar circle, gaining +2 bonus to the defense of his choice.
      History: Combatant evokes mental images of great deeds or other significant events, perhaps including personal ancestors, gaining a +2 bonus to his attack roll.
      Religion: Combatant calls on deities, spirits, or other spiritual entities for strength, gaining +2 bonus to a saving throw.

      Mitigation
      Bluff: Combatant derides the foe's faith or skill. The foe must roll its next meditation or mitigation twice, taking the lower result.
      Insight: Combatant carefully gauges a foe, gaining a +2 bonus to next meditation or mitigation skill check.
      Intimidate: Combatant rattles the foe's nerves with a display of anger. The foe takes a -2 penalty to its next meditation or mitigation skill check.


  •  Features of the Area
    • Illumination: Bright light
      Black Smoke Circle: Curls of black smoke billow up from the circle of ash as long as the amalorkar continues. The smoke is not thick enough to block sight. However, a creature that enters a smoke square disturbs the ash, which rises up to engulf the creature. The individual mus succeed on a DC 12 Endurance check or be blinded UENT. A creature that enters a square of ash is not considered to have lost the bout; this only occurs if the creature is forced to move entirely outside the circle (and consider any square with 50% or more covered in ash to be a part of the circle).
      Boulders: These 5 foot tall rocks take Athletics DC 10 to climb and are cover terrain.
      Sheer Cliff: The cliffs lead vertically up into the mountains for hundreds of feet.
      Rubble: These squares of loose rock and gravel are difficult terrain.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
« Last edit by Josh on Mon Sep 05, 2011 5:27 pm. »
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
"I defeated Akitani, and I'll defeat you as well," Khav boasts. He then backs up carefully and rams into Yeraa again, knocking her once more upon her back.

Free action - Intimidate (24H) (1d20+9+1=13)

Intimidate 13, the foe takes a -2 penalty to its next meditation or mitigation skill check.

Move action - Unbalancing Trick to shift up to 2 squares, ending at H8, and the next time I hit an enemy with a melee basic attack this turn, I knock them prone.

Standard action - Charge Yeraa with MBA, ending in G6. All damage non-lethal.

MBA Charge Short Sword (Charge, 24H) (1d20+12+1+1=32, 1d6+7=8)

Hits AC 32 for 8 damage, and on a hit, knocks prone.


  •  Khavak'aashta
    • Male Half-Orc Rogue-Thief (Assassin) 4
    • Full Character Sheet
    • Passive Perception: 19, Passive Insight: 14, Senses: Low-Light Vision
    • AC: 19, Fort: 17, Reflex: 20, Will: 16 - Speed: 6
    • HP: 24/40, Bloodied: 20, Surge Value: 10, Surges left: 7/8
    • Action Points: 0
    • Resists: 5 Necrotic, 5 Poison

    • Half-Orc Resiliance (Race): Gain 5 temp HP first time bloodied in an encounter.
    • Swift Charge (Race): +2 speed when charging.
    • First Strike (Class): At the start of an encounter, gain combat advantage against foes who have not yet acted.
    • Sneak Attack (Class): Once per turn, deal 2d8 (Backstabber feat) bonus damage with combat advantage when using a crossbow, light blade, short bow, or sling.
    • Skill Mastery (Class): Gain additional trained skill, and during a skill challenge, a natural 20 automatically succeeds and counts as an additional success.
    • Light Blade Expertise (Feat): +1/tier to hit with light blades, and +1/tier damage with combat advantage with light blades.

    • Powers
    • -Ambush Trick
    • -Tumbling Trick
    • -Unbalancing Trick
    • -Backstab 1 / 2
    • -Furious Assault
    • -Half-Orc Resilience
    • -Second Wind
    • -Shadow Step
    • -Sudden Leap

    • Items
    • -Final Sleep Ki Focus +1 - Properties - +1d12 Crit. Right after you reduce an enemy to 0 hit points with an implement attack or a weapon attack using this ki focus, you can shift 1 square as a free action.
    • -Deathcut Leather Armor +1 - Properties - Resist 5 necrotic. Resist 5 poison.
    • -Deathcut Leather Armor +1 - Power (Daily Necrotic): Immediate Reaction. You can use this power when an enemy hits you with a melee attack. Deal 1d10 necrotic damage to that enemy.
    • -Amulet of Protection +2
_______________
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: 4627
Khav again calls out Yeraa (Intimidation Success). Stepping back, he rams right back into the dirge singer (hit for 8 dam, bloodied, prone). In a repeat of the last round, Yeraa stands up and calls to her ancestors (History Success). This time, though, their help does not allow her sword to hit the half-orc, ending the match, and with it the Amalorkar.

As Yeraa misses, the other goblins cheer out. Loudest among these is Govaan and Tikulti. Yeraa speaks, "You fight well, and the spirits of our Six Kings favor us joining together to search for Arkantaash."

OOC: You gain 750 XP for the Skill Challenge and Amalorkar combined.

Party Condition:
Geen: 31/45, 6/8 surges (0 AP), Bout 4 loss
Khav: 24/40, 7/8 surges (0 AP), Bout 2,7 Victory
Kurvilis: 25/36, 7/8 surges (1 AP), Bout 1,6 Victory
Lan: 41/41, 5/9 surges (0 AP), 4/4 PP, Lost Bout 5
Sentinel: 24+7 THP/50, 8/11 surges (0 AP), damaged, Bout 3 Victory

Wordbearer Condition:
Yeraa: down 31, bloodied, Lost Bout 1, 7
Tikulti: fighting in unknown Bout
Govaan: down 43, bloodied, Lost Bout 3
Murdaak: Won Bout 5
Akitani: unconscious, Lost Bout 2
Jezirpa: Won Bout 4
Ulkuuz: down 7, Lost Bout 6
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light

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