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Haven of the Bitter Glass

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Ravenblade suppresses a groan as his stomach clenches again and threatens to disembowel itself. He nods respectfully to Aurythria. "Hmmmm....yes, we'll get that traitor." he glances uncomfortably at the sphere. "Afterwards, maybe you can explain what that thing has done to me....and why." He turns to Mal and grins. "Commander Mal. Shall we go hunt us a githyanki snob."

OOC: Good to go.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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Registered: Jul 2008
Posts: 5245
As you dash back up the steps, onto the main floor of the mansion, Vesper appears down the hallway. Breathless she shouts, “He went that way!” and points further down the hall.

User posted image
OOC: A little bit more plot/role playing before the next fight. How you handle this brief exchange with Vesper can help or hurt you.

Current Status
Ravenblade: 75/99
Vesper: no damage
Sir Murrak: 103/103
Hedoni: 77/77
Mal: 86/86
Daggoth: 93/126
Salazar: 81/90


User posted image
  •   Map Key
      M4. Porch This outside porch overlooks the gardens, and has comfortable chairs and small tables.
      M5. Tea Room The area where Telicanthus takes tea looks out onto well tended gardens and features a table large enough to sit several guests. Windows line the walls, and a discreet lavatory stands at one corner of the room.
      M6. Parlor The parlor is where musicians typically play during teatime. This room has formal furniture, a portrait of Telicanthus over the fireplace, and a wall of books about many different religions that have probably never been read.
      M7. Store room
      M8. Library The library is a comfortable room with stained glass on the upper windows. The walls are lined with bookcases. Most of the books are on either stained glass manufacture or the history of Sayre and Auger, including quite a few tomes that include rough maps of the ancient city. Other subjects include architecture, mining, books about good manners, racial customs, the social registry of Sayre, and more.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Fri Feb 03, 2012 1:45 pm. »
Moderator
Registered: Oct 2008
Posts: 7786
Ravenblade looks at Vesper and the surroundings. Why is she breathless? Does she even know who we're looking for since we didn't mention it?

Insight and perception. (1d20+11+1=17, 1d20+16+1=21)

OOC: Rav is at full hp.

User posted image

AC: 31 (29 bloodied), Resistances: Fire 5, Cold 5, Poison 5, Acid 3, Lightning 3
Surges: 8/12, Action point(s) left: 0/1, used this battle

  •   Ravenblade
    • Male Dwarf Ranger, Hammer of Moradin, Level 14
    • Passive Perception: 26, Passive Insight: 21
    • AC: 31/29 Fort: 25 Reflex: 23 Will: 23 Speed: 6, Initiative: +9
    • HP: 105, Bloodied: 52, Surge Value: 30, Surges: 12
    •  
    • 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 Durability: +2 surges, +CON mod surge value
      • 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
      • Forgeborn Heritage: resist 2/3/5 at H/P/E tiers for fire, cold, acid, lightning, gain Elemental Legacy power
      • 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, and +4 WIS mod for Marauder's Rush at-will.
      • Basic Melee (Avalanche): 1d20+20;1d10.minroll(3)+12, +2d10 and prone on a crit
      • Basic Melee Charge (Avalanche): 1d20+22;1d10.minroll(3)+16+1d10.minroll(3), +2d10 and prone on a crit
      • Basic Melee Charge (Crashing): 1d20+22;1d10.minroll(3)+16, 2d6 and prone on a crit
      • Basic Ranged: 1d20+20;1d10.minroll(3)+10 (with Crashing Craghammer)
       
    • Powers/Item Powers During Play
      • Hunter’s Quarry
      • Marauder's Rush
      • Twin Strike
      • Elemental Legacy
      • Hammer Throw
      • Invigorating Stride
      • Lashing Leaves
      • Natural Terrain Understanding
      • Quick Throw
      • Second Wind
      • Thundertusk Boar Strike
      • Attacks on the Run
      • Commanding Confrontation
      • Frenzied Skirmish
      • Root Gate
      • Stalwart Defense
      • Virtue’s Touch
      • Item Powers
      • Backlash Tattoo
      • Melora's Storm Blessing
      • Resplendent Circlet
      • Symbol of Scorned Fate
      • Viper Belt
      • Crashing Craghammer
       
    • Items
      • Items
      • Agile Braidmail +3 +2 AC when not bloodied
      • Avalanche Craghammer +2 charge att 1W extra dam, crit=2d10+prone
      • Crashing Craghammer +2 melee and heavy thrown 5/10, crit=2d6+prone
      • Symbol of Scorned Fate
      • Backlash Tattoo
      • Gauntlets of Blood (paragon) +4 damage to boodied targets
      • Silt Striders +1 speed, can walk/stand on all non-liquid surfaces, ignore difficult terrain of dirt, sand, or silt and leave no tracks in that terrain.
      • Viper Belt resist 5 poison
      • Melora's Storm Blessing If an enemy uses a forced movement effect against you, you can shift 1 square as a free action at the end of the forced movement.
      • Cloak of Survival +2 +3 endurance, resist 5 fire/cold
      • Resplendent Circlet enemies within 10 have -2 insight
      • Life Shroud
      • Potion of Healing (heroic) 1 / 2 / 3
      • Potion of Vitality (paragon) 1
       
    • Skills
      • Acrobatics +13
      • Arcana +6
      • Athletics +16
      • Bluff +7
      • Diplomacy +7
      • Dungeoneering +13
      • Endurance +19
      • Heal +16
      • History +6
      • Insight +11
      • Intimidate +7
      • Nature +16
      • Perception +16
      • Religion +6
      • Stealth +8
      • Streetwise +7
      • Thievery +8
       
    • 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+19;1d10+16
      • Twin Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+19;1d10+7
      • Elemental Legacy free, trigger: hit an enemy, effect: deal 3/6/9 at H/P/E tiers extra acid, cold, fire, or lightning damage
      • Hammer Throw ranged 10, STR vs FORT, can use any hammer, 1d20+19;2d10+10 1st target and dazed UENT Rav, 1d20+19;1d10+10 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+19;1d10+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
      • Quick Throw ranged minor, 1 target, 1 attack, 1d20+19;3d10+10, before the attack shift 1, must target a creature not yet attacked this turn and can't attack that target again during the current turn
      • Second Wind minor, gain 30 hp and +2 def
      • Thundertusk Boar Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+19;1d10+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+19;3d10+12, can move 5 before the attacks, ˝ damage on miss
      • Commanding Confrontation ranged, 1 HQ target, 1d20+16;3d10+7, ˝ damage on miss, effect: until target is no long your quarry, all your melee attacks against it deal extra 6 damage
      • Frenzied Skirmish melee, 1 or 2 targets, 1 attack per weapon, before or after attack you can move speed without provoking OA's, 1d20+19;1d10+12, if an attack hits the target is dazed UENT Rav, if both attacks hit the same target it's dazed and slowed UENT Rav
      • 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
      • Stalwart Defense minor, stance, gain resist all 5 and +2 FORT until stance ends
      • Virtue’s Touch minor, 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
      • Melora's Storm Blessing move, fly 5
      • Resplendent Circlet minor, enemy adj to ally, burst 5, c.a. until EoE
      • Symbol of Scorned Fate free, when you first fail a save throw against an effect, that effect does not affect you UENT (also, if the effect changes or has an additional effect after failing to save those changes don't yet occur)
      • Viper Belt no action, +2 when making a poison save throw
      • Crashing Craghammer free, when hitting with a ranged attack the target and all adjacent creatures are knocked prone
    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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Registered: Jul 2008
Posts: 5245
Ravenblade has a hard time reading Vesper. Her face has a look of urgency and expectation, but beyond that, he's not sure. Ravenblade notices the hallway is hung with portraits of noble githyanki; he assumes they must be Telicanthus's ancestors. The floor is of polished marble tile and shows no signs or tracks the the ranger can read. Strains of chamber music drift in from the tea room.

Current Status:
Ravenblade: 99/99
Vesper: no damage
Sir Murrak: 103/103
Hedoni: 77/77
Mal: 86/86
Daggoth: 93/126
Salazar: 81/90


User posted image
  •   Map Key
      M4. Porch This outside porch overlooks the gardens, and has comfortable chairs and small tables.
      M5. Tea Room The area where Telicanthus takes tea looks out onto well tended gardens and features a table large enough to sit several guests. Windows line the walls, and a discreet lavatory stands at one corner of the room.
      M6. Parlor The parlor is where musicians typically play during teatime. This room has formal furniture, a portrait of Telicanthus over the fireplace, and a wall of books about many different religions that have probably never been read.
      M7. Store room
      M8. Library The library is a comfortable room with stained glass on the upper windows. The walls are lined with bookcases. Most of the books are on either stained glass manufacture or the history of Sayre and Auger, including quite a few tomes that include rough maps of the ancient city. Other subjects include architecture, mining, books about good manners, racial customs, the social registry of Sayre, and more.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
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Posts: 2639
Location: Santa Ana, CA
Hedoni looks out the door at Vesper, and says, "Who did?", hoping for a quick answer. Knowing she's been less than forthcoming before, Hedoni sees what he can determine from her demeanor, as well as any signs in the hall that Ravenblade might have missed.

Insight and Perception check: (1d20+10+1=27, 1d20+10+1=17)
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Hedoni Midartis - Eladrin Wizard, Scales of War
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Registered: Jul 2008
Posts: 5245
Vesper's brows knit in frustration, "Who? That snake Telicanthus of course. You want to get him, don't you?"

Hedoni senses that the half-elf is being sincere, that she is eager for them to go after Telicanthus.

The eldrin hears the music drifting in from the parlor, but doesn't know the name of the piece. He can tell that the portraits on the wall are of mediocre quality, and probably not very old at all. However he doesn't notice anything that will help them here.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Sir Murrak gazes back to his companions. He would treat her like any suspect person... with suspicion.

OOC: How do we feel about intimidate on Vesper?
_______________
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
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Registered: Oct 2008
Posts: 7786
Perhaps it's something in how Sir Murrak is squaring his shoulders, but Ravenblade has a flashback to his childhood. He was sitting cross-legged in a tunnel, cradling a baby-bat with a broken wing, when some of the other boys found him. The usual taunts and empty threats, but one of them tried to stop the unfair badgering. Ravenblade remembers clearly what the tallest by said to this one. "Mur, you're just as bad as Arom. Both of you have grass in your head and aren't true dwarves. You're just a bunch of filthy mongrels!" As he and the other boys laughed, the one named Mur squared his shoulders and then.....

Ravenblade's mind snaps back to the present. He turns slightly and says calmly, as if talking to a skittish animal. "Sir Murrak. I believe this time we're better off with all the friends we can get, no matter who they might be."
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
"Vesper, will you help us? We know firsthand what you can do in a tight spot. I'd be happy to have you alongside us this time," Salazar says.

Diplomacy (24H) (1d20+21+1=28)
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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
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Registered: Jun 2009
Posts: 3164
Perhaps the dwarf was right. Odd, but a possibility. At the least, he reminded Sir Murrak of his vows. "Lady Vesper, if you could please tell us what we might expect?"

diplomacy (1d20+20+1=31)
_______________
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
"Milady, you can help us in this fight and stop the githyanki here, weakening them in the future. Your business would surely collapse were they to be successful."

Diplomacy check (+17 skill, +1 24hr) (1d20+18=23)
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
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Registered: Jul 2008
Posts: 5245
Vepser blinks in surprise. She looks from Ravenblade, to Salazar, then Murrak and finally Mal. She seems to be weighing her options, trying to decide what to do. Then she nods, "Fine. I'll help you take that ball-licking swine down."

OOC: Well done all. I'm waiting for my secretary assistant husband to finish uploading and compiling the level 14 character information. See you all tomorrow at Mike's house.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
His mind finally recovered, Salazar realizes that the repeated psychic barrages of the sphere have actually strengthened his resolve. It won't be nearly so easy to affect his mind now.

Updated stat block below. I'm only down 9 HP, but I'll use a surge anyway, since I'm still at 10/10 surges. So, 95/95 HP and 9/10 surges.


  •  Salazar Miller
    • Male Human Sorcerer 14 / Dragon Guardian
    • Full Character Sheet
    • Passive Perception: 16, Passive Insight: 16, Senses: Normal
    • AC: 27, Fort: 28, Reflex: 26, Will: 32 - Speed: 6
    • HP: 95/95, Bloodied: 47, Surge Value: 26, Surges left: 9/10
    • 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.
    • Superior Will (Feat): +2/3/4 tier feat bonus to Will defense. In addition, may make a save against Dazed or Stunned conditions at the beginning of my turn, even if the effect does not allow for a save.
    • War Wizard's Staff (Feat): When you use a close arcane attack with a staff implement, you can slide one adjacent creature to a different square adjacent to you before making the attack.

    • 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
    • -Thunder and Strike
    • -Ice Javelins
    • -Shield of Dragon Might
    • -Sun's Illumination
    • -Winds of Change

    • Items
    • -Accurate Staff of Ruin +3 - +3 attack / +6 damage, +3d10 damage on a crit. Additional +1 bonus to hit from Accurate superior implement.
    • -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.
    • -Brooch of Vitality +3 - Property: Increase your maximus HP by5.
    • -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.
    • -Gem of Colloquy (Head Slot) (Paragon) - +3 to item bonus to Bluff and Diplomacy checks and understand and speak two languages chosen at the time of gem's creation (Abyssal, Supernal).
    • -Siberys Shard of the Mage (Heroic) - +1 to implement damage rolls with Accurate Staff of Ruin +3. PDF does not include this in the damage calculations.
    • -Flame Bracers (Heroic) - Property: When you score a critical hit, the target takes 1d6 extra fire damage.
    • -Flame Bracers (Heroic) - Power (Daily): Minor Action. The next time you hit with an attack, the target takes 1d6 extra fire damage..
    • -Boots of Quickness (Heroic) - Gain a +1 bonus to Reflex defense.
    • -Fireheart Tattoo (Heroic) - When you spend an action point to take an extra action, you gain 5 temporary hit points.
    • -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
« Last edit by Gary on Sat Feb 04, 2012 11:58 am. »
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Registered: Jul 2008
Posts: 5245
With Vesper's help, the Liberators discover Telicanthus and his personal assistant in his office. Telicanthus desperately attempts to link his health to that of Ravenblade, but Hedoni severs the tie. As you halt the githyanki's flight, you easily take care of Telicanthus's household guards and secure the mansion.

The group gained 8,250 experience. You also find some very valuable and powerful items. (level 14 Avalanche Hammer Craghammer +3 for Murrak, level 15 Flaming Glaive +3 for Mal, level 16 Iron Armbands of Power and level 14 Cloak of the Walking Wounded +3 for Daggoth.)

When you bring Telicanthus in shackles to the city prison, Lord Torrance swears he had no idea of his friend’s evil designs. He denounces the githyanki and praises Sir Murrak for his assistance in the matter. “Sir Murrak, I commend you for you outstanding service to the city and to me. With this matter taken care of, I feel that it is no longer necessary for you accompany the Liberators any more. Please report for duty at the barracks tomorrow. I will reward you with higher ranking responsibilities from now own.”

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
A few days go by and you have some time to relax and catch up with friends.
  •   For Daggoth only
      Daggoth had worked for Torrance years ago. It was a straightforward job and paid decently. Daggoth’s fondest memories of his time there were in the manor kitchen. He became good friends with the cook, Henry, and even greater friends with Henry's chicken sausages. It was in Henry's kitchen that Daggoth truly began to appreciate the fine art of roasting, curing, stuffing and frying meats.

      Unfortunately, his service with Torrance ended in a less than honorable way. It all started with the lord's request to bring the local goose girl for some questions. From his time in the kitchen, Daggoth knew that Torrance loved poultry, especially large birds like goose and turkey. At first, it didn't seem strange that the lord would want to interview the dwarf woman who supplied so many fine fowl to his table. However, Torrance continued asking Daggoth to bring the woman to his suite of rooms day after day, and finally with living, breathing goose in her arms. Daggoth got a bad feeling about the situation but was unsure what to do about it. The dwarf woman clearly did not enjoy her visits to the manor, and after about two weeks, the woman disappeared.

      Once the goose girl was gone, Daggoth tried not to dwell on her plight. The dragonborn couldn't suppress a smile when he heard Torrance swearing in frustration and the girl's sudden absence. However, Daggoth's misgivings came back a later when Henry announced to the household that he'd obtained a fine peacock from a ranch not far from town. The dwarf woman who raised the exotic birds had assured him that they would be perfect for roasting, brazing, baking and stuffing. When Torrance demanded he needed to interview the peacock rancher and that she bring a sample of her flock for his inspection, Daggoth's feeling of unease returned. The dragonborn's concern turned to dread when Torrance commanded Daggoth to escort the woman and a sample bird from the ranch to his manor. Not sure what else he could do, Daggoth grudgingly did as he was told.

      When Daggoth saw the dwarf woman leave, she no longer had the peahen with her. She also looked wretched, her hair and clothes were a mess, and she had the most pitiful expression of despair on her face. Daggoth couldn't help himself. As the poor woman passed through the manor gates, he stopped her with a gentle hand on her shoulder and asked if there was anything he could do to help her. The dwarf looked up at him and whispered, “Only the devil can help me now,” and she trudged away.

      If the woman was summoned to the manor again and again or if she escaped like the goose girl, Daggoth would never find out. Torrance must have observed Daggoth's small gesture of help to the wretched girl, because the next morning Daggoth was accused of stealing from the armory. Sure enough, two silver daggers with the Torrance family crest were found in the dragonborn's satchel. Lord Torrance announced that he would be merciful and not prosecute Daggoth if he gave back the daggers and agreed to leave Sayre immediately and never return.

      By that point, Daggoth was more than ready to leave Lord Torrance's service and easily found work near Brindol. Now, walking the streets of Sayre, Daggoth is acutely aware of Torrance’s threat to have him punished if he returned to the city.

      User posted image
      User posted image

  •   For Ravenblade only
      Kalad has more than one conversation with Ravenblade, complaining about the politics of the Convox. Of course, coming from a religious order he is used to some level of posturing that goes on when any group of people try to work together, but this is absurd. They still haven't come up with a name and can't seem to get beyond that. Kalad has been given then position of general for the Convox’s forces, but he can't get the council to agree on a plan of action. Torrance is the worst of them – selfish, protectionist, and negative. During their last talk, Kalad had even suggested that things would be much easier if only Torrance could be removed from the council, “Not assassination or anything, but maybe if he could just be convinced to retire or something.”

      Backtracking from his suggestion to remove Lord Torrance from the Convox council, Kalad changes the subject. “So how is the service of Moradin sitting with you? Do you still feel drawn to Melora, or is the balance changing?”

      As if prompted by their spiritual discussion, Ravenblade later has a dream where the goddess Melora comes to him in the shape of a great horned owl. She flies down out of a grand forest and lands heavily on his hammer. She gives him a angry penetrating look and at first Ravenblade feels a twinge of regret for choosing to divide his soul between two divine forces. Then the ranger understands that her feeling of anger is not directed towards him, but to something else, a new threat. The goddess closes her eyes and imparts her concern to him. The woods around Sayre are being polluted by an evil force. She asks Ravenblade to remember his affinity for the natural world and restore the forest to their natural glory and beauty.

  •   For Hedoni only
      It took very little time for Hedoni to become rather intimate with Vesper. On the surface, they seem to be almost kindred spirits. One of their favorite pastimes was a game of chance involving Nefelese rum, three decks of cards, and teleportation. There was a unique womanly mixture in her; the tenderness of a woman, the ruthlessness of a human and the cunning of an elf. For the sake of those extraordinary qualities, the wizard had almost been overcome with a feeling quite foreign to his nature. There were a couple times when he had come close to forgiving his pride, and been content, almost, to lie down in her path, and let Vesper set her slender foot upon his heart. After a long night of playing games, the lovely half-elf had succeeded in winning back the two bracelets that were originally gifts from the Baron, as well as another bracelet Hedoni had completely forgotten he’d had. Desperate for something else to wager, the eladrin had dug into his bag of holding and come out with a simple silver bracelet with a letter “V” charm on it.

      User posted image

      Vesper had been thrilled with the prize. When Hedoni told her that they'd come across it in a drake's nest in the feywild, she exclaimed that it must be the same bracelet the Queen Cachlain had given her when she joined the formorian's service. Her sudden feeling of good fortune vanished and was replaced with a frown of bad memories. Vesper admitted she has mixed feelings about the day she began working for the Stone Skinned Queen, because it was only a week after her wretched tiefling father had left her and her mother. She enjoyed her work and was proud to continue to serve her queen, but was she was also glad to be in Sayre and the mistress of her own fortunes here.

  •   For Sir Murrak only
      For as long as Murrak has been in Lord Torrance's service, he has heard gossip about the man's obsession with dwaven girls. It was common knowledge that the ruler of Sayre like to visit the brothels. Most nobles enjoyed the services of a courtesan from time to time; that was no crime, almost expected of them. But the gossip has never sat well with him that Torrance was overly fond of dwarf women. There are even some whispers of Torrance's strange obsessions with dwarves and birds, but Murrak usually dismisses these tales at idle pratter and tries to focus on his duties. He has been happy to find work, reputable work, and until now hasn’t had any misgivings about serving the ruler of Sayre. All that changed when he met the Liberators.

      Now, the very night that the Liberators unmask Telecanthus as a githyanki spy, Murrak has a strange dream. The goddess Ioun, embodied by a proud golden eagle, flies down from the heavens and lands on Murrak’s hammer. The glowing eagle gazes into his eye, sending him a look of disappointment and hurt. The knight is overcome with remorse that hasn’t always been the most faithful follower of his goddess. He makes a silent vow to visit the temple more often. The goddess of knowledge and civilization nods slightly and then imparts the knowledge that there is terrible corruption going on in Sayre. She looks to him to uncover the corruption in the city and redeem the city.

  •   For Mal only
      Over multiple conversations, Amyria shares with Mal her frustration with the Convox council. They still haven't come up with a name and can't seem to get beyond that. She also getting worried about Nefelus, and island nation run by a council of Deva mages. She had visited Nefelus and gotten assurances that they would send a delegate to the convox. What's more, when ever she brings up her concerns about the silence from Nefelus, Lord Torrance blocks any attempts to address the issue. Sayre and Nefelus have historically been rivals and she is sure that Torrance is jealous of the Nefelese power and that if any of the Nefelus deva join the convox, they would easily overshadow him.

      The warlord also has a rather disturbing dream. Mal dreams that he is standing in the royal court of the Stone Skinned Queen, Cachlain of the formorians. The room is actually a vast underground chamber, cold and silent, with pillars of purple crystal that shimmer with some arcane inner light. Cachlain, giant and grotesque in her foromian splendor, is seated in her enormous throne, and peers down at him with anger. Then Vesper, clad head to toe in black, approaches and bows to the formorian queen. With a single fluid stroke, the half-elf produces a jeweled dagger from her belt and stabs Mal in the stomach. “Take that tiefling! Take that for my father!” Then the dream ends and Mal is left suddenly awake and wondering if there was any meaning in the dream.

  •   For Salazar only
      Aurythria tells Salazar how Lord Torrance is blocking any meaningful action in the Convox. They still haven't come up with a name and can't seem to get beyond that. She describes him as a fat cat, self-serving and not willing to stick his neck out for anything.

      The headmaster also relates an anecdote “The other day Torrance asked me if I could actually turn into a dragon. I answered no, 'I am a dragon who can actually turn into a human.' I tired to explain that I remain in human form so I can fit through the corridors and rooms at the academy, to teach and administer effectively … and to participate in the monthly table tennis tournaments. Oppose-able thumbs are a requirement for table tennis. Aurythria continued “Torrance pressed on, oblivious to the size requirements for teaching at Olorin's and asked if I could turn into any kind of flying creature, for example an eagle. I told him I could turn into an eagle, but why would I want to? I pointed out that if I wanted to fly somewhere I would do so in my natural form.” The master mage continued, “He seemed so disappointed, so I didn't pursue the matter. But I don't mind telling you that there was only one time I choose to be a sparrow for an evening. I had heard rumors that a renowned nightingale was giving an operatic performance in the north woods, but her arias were overrated.”

      Then she changes the subject and places her hand on Salazar’s head, “Have you felt any stirrings from the demon?” She moved her fingers over his scalp, probing for unseen demonic traces. “I must say I’m very proud of how far you’ve come - as a mage and as a moral individual. But you mustn’t rest easy on your accomplishments. The mouse must always be wary, for the cat may be watching and waiting for the right time to pounce.”

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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Sat Feb 04, 2012 9:45 pm. »
Moderator
Registered: Jul 2008
Posts: 5245
Ravenblade scouts around in the forest and discovers a suspicious clearing. He stakes out the spot and discovers a group of Vecna cultists meeting there. The ranger decides to return with force to clean up the filth from the forest....
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
When a group of cloaked and hooded figures begins a Vecna worship circle, you confront them.Sir Murrak leaves the vampire in one quick swoop, while Ravenblade finishes the creature off before it can even make a proper attack. A moment later, Mal pulls one of the enemies to him and Murrak and Ravenblade crush him.

Red moves back and mutters some incantation about keeping secrets safe from prying eyes. Salazar had the will to resist, but Hedoni and Murrak take 14 damage and can no longer see her. Even Hedoni's staff can't help him

OOC: I don't remember why Torrance is vulnerable 5 and when it expires. I think it might have been something Murrak did.

Readied: Hed - Staff, Sheild ; Sal - SS
Current Status:
Red Cultist: down 14, inv to Hed and Mur
->Daggoth: 89/133, RS
Sir Murrak: 68/109
Ravenblade: 81/105
Hedoni: 78/78
Mal: 72/91, can't see Red, takes 10 from belt ENT
Torrence: down 87, bloodied, 5 ogd, takes +5 dam (ENT Murrak?), marked
Green cultist: no damage, prone
Salazar: 86/95

User posted image
  •   Features
      Illumination It is midnight. There is a half moon over head providing some illumination.
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
OOC: The vulnerable 5 on Torrance was from Daggoth's breath attack. I don't know if it expires at the start or end of his turn. Ravenblade is still affected by "can't see red, save ends".
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2009
Posts: 3164
OOC: If you want other conditions, Murrak has +2 speed and +5 dmg on charges EE. Murrak, Ravenblade, Mal, and Hedoni have +5 dmg on all attacks EE. Murrak also has +2 att and +7 dmg on his next attack roll.
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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: I would like to thank all of you for putting up with the call in play. It was...interesting...and worked out more or less, I think (with a couple of solvable kinks to work out if it is necessary to do that again). I did miss being there, but I was able to get stuff done while playing and being involved. Thanks!

Anywho...I guess I have the +3 Flaming Glaive, as well? Is there anything I should know about the rest of the enemies we are facing?
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
OOC: No worries Josh. I'm glad it worked out for you too. I think the greates hassle were the "technical difficulties". If we can resolve those, then I can see this easily happening again when needed. Of course, it's always better to have you around in person.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Josh wrote
OOC: I would like to thank all of you for putting up with the call in play. It was...interesting...and worked out more or less, I think (with a couple of solvable kinks to work out if it is necessary to do that again). I did miss being there, but I was able to get stuff done while playing and being involved. Thanks!

Anywho...I guess I have the +3 Flaming Glaive, as well? Is there anything I should know about the rest of the enemies we are facing?

OOC: At times the technical difficulties were distracting, but not insurmountable. Overall, it was better to have your input than not. To rub in your absence a bit, you missed out on some scrumptious homemade baked goods.

As for this battle, you know that Torrance is Torrance because Murrak recognized his voice. Otherwise, all you know about these enemies is that they worship Vecna, the god of secrets and death.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Member
Registered: Jul 2008
Posts: 1061
Location: Glendale, CA
OOC: I dont recall exactly, but do I have any hindering effects on me?
Member
Registered: Jul 2008
Posts: 1061
Location: Glendale, CA
Daggoth looks over at the unharmed cultist.

"Hey you, join the party!"

Charge to J16
Charge vs green (1d20+21+1+1=25, 1d12+15=25)
25 vs AC for 25 damage, and IC still hates me.
Marking




  •  Daggoth Varkash
    • Male Dragonborn Dreadnought Fighter, level 14
    • Passive Perception: 18, Passive Insight: 18
    • AC: 30, Fort: 30, Reflex :25, Will: 23 - Speed: 5
    • HP: 89/133, Bloodied: 66, Surge Value: 38, Surges: 14/14 Initiative: 8
    • Dreadnought Action: when you spend an action point, gain resist all 10 USNT
    • Unfailing Resources: minor to spend 10 hp and auto-save
    • Inspiring Breath: allies gain +5 damage against enemies hit by dragon breath
    • Grit: gain 4 thp when you spend a healing surge
    • Powers
    • Cleave
    • Tide of Iron
    • Pass Forward
    • Cloak of Walking Wounded +3 when bloodied and using second wind you can use 2 surges
    • Dynamic Waraxe +3 minor, change this weapon into any other melee weapon UEE or until you switch it back with a minor
    • Crumpling Slam
    • Dragon Breath (cold|enlarged) minor, +14 vs REF, blast 3 or 5, 2d6+4 dam, allies gain +5 damage to enemies hit UENT
    • Sweeping Blow
    • Come and get it
    • Inexorable Advance
    • Unbreakable imm react, if hit reduce damage by 9
    • Fighter's Grit minor, UENT ignore dazed, immobilized, slowed, AND weakened
    • Strikebacks minor, imm react, if hit, attack with basic melee
    • Comeback Strike
    • Inspiring Word
    • Victorious Surge
    • Rain Of Steel (stance)
    • Blood Iron imm react, when becoming bloodied gain resist all 5 UEE
    • Ironskin Belt minor, resist all 5 UENT
    • Dwarven Greaves imm inter, when hit with a pull/push/slide you negated the forced movement
    • Vortex Mask minor, pull one enemy within 5 up to 2 squares, if enemy was marked you can pull it up to 4
    • Battleforged Heavy Shield free, when an adjacent ally regains hp, that ally regains surge value extra hp

    • Weapon: Dynamic Waraxe +3
    • Armor: Black Iron Armor +3: resist 10 fire and 10 necrotic
    • Arms: Battleforged Heavy Sheild
    • Waist: Ironskin Belt
    • Neck: Cloak of the Walking Wounded +3
    • Legs: Dwarven Greaves
    • Head: Vortex Mask
    • Hands: Strikebacks
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Registered: Jul 2008
Posts: 5245
Daggoth goes after the untouched foe, but the cultist sees him coming and rolls to avoid his charge.

Readied: Hed - Staff, Sheild ; Sal - SS
Current Status:
Red Cultist: down 14, inv to Hed, Rav and Mur
Daggoth: 89/133, RS
->Sir Murrak: 68/109, +2 speed and +5 dmg on charges EE, +5 dmg on all attacks EE, +2 att and +7 dmg on next att
Ravenblade: 81/105, +5 dmg on all attacks EE
Hedoni: 78/78, +5 dmg on all attacks EE
Mal: 72/91, can't see Red, takes 10 from belt ENT,+5 dmg on all attacks EE
Torrence: down 87, bloodied, 5 ogd
Green cultist: no damage, prone, marked
Salazar: 86/95

User posted image
  •   Features
      Illumination It is midnight. There is a half moon over head providing some illumination.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light

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