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Haven of the Bitter Glass

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Ravenblade gets into position and raises his craghammers. "Now!" As Sir Murrak swoops his pegasus into a flanking position, Ravenblade bashes twice into the last foe. "Filthy death-lover!"

Minor: HQ red
Move: N18 (or whichever spot will allow Murrak to flank with Rav)
Standard: Ready Lashing Leaves red, AC, trigger flanking. +19, +1 24h, +2 CA, +12 dam, +5 dam Murrak, +4 dam bloodied. On one hit, target is vulnerable 2 UENT Rav. On two hits, target is vulnerabl 5 UENT Rav. (1d20+22=36, 1d10.minroll(3)+21=28, 1d20+22=30, 1d10.minroll(3)+21=30)
Free: Mal's Favored Fortune immediate interrupt to re-roll the first damage die. (1d10.minroll(3)+21=29)
Free: HQ extra damage (2d6=7)

OOC: Took this turn on the assumption Jon wants to wait for flanking. If he doesn't want to wait, that's fine and this will be the turn after he goes but not readied....even if green is killed by Murrak (can't be too sure with these death-worshippers). If only the first attack hit, red takes 29+7=36 damage and vulnerable 2. If both attacks hit, red takes 36+30+2 (from first hits vulnerable 2)=68 damage and vulnerable 5.

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)
Moderator
Registered: Jun 2009
Posts: 3164
Seeing Ravenblade in position, Sir Murrak and Valor charge the last foe.

Standard: Charge to MN20/21 charge vs red, last HS (1d20+20+3+2+1+1=30, 2d10.minroll(3)+15+10+2+1d6+11=58) Hits AC 30 for 58 damage and dazed UENT.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Jul 2008
Posts: 5245
The mounted knight comes swooping down on the last enemy, but the cultist dodges to the side and avoids the charge. Ravenblade moves forward and gets in one good thwack.

Readied: Hed - Shield
Current Status:
Red Cultist: down 115, marked by Sal, bloodied, vul 2 ENT Rav
Daggoth: 73/133, RS
Sir Murrak: 84/109, +2 speed and +5 dmg on charges EE, +5 dmg on all attacks EE
Ravenblade: 75/105, +5 dmg on all attacks EE
-> Hedoni: 62/78, +5 dmg on all attacks EE
Mal: 6/91, +5 dmg on all attacks EE, bloodied
Torrence: knocked out
Green cultist: dead
Salazar: 62/95, prone

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
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Hedoni makes his way toward the last cultist standing, but doesn't get off much of a shot.

Move Action: Walk to J16.
Standard Action: Icy Rays on Red cultist.

Icy Rays: (1d20+18+1=23, 1d10+15=25)

Icy Rays hits Reflex 23 on Red cultist for 25 cold damage.

OOC: Grrr.

  •  Hedoni Mindartis
    • Male Eladrin Wizard 14
    • AC:27, Fort:25, Reflex:28, Will:29 - Speed:6
    • HP:78, Bloodied:39, Surge Value:19, Surges left:6/9, Action Points: 2
    • Resistance: 15 Necrotic (Tenebrous Shroud), 5+1/2 level (12) Cold (Winterkin Heritage)
    • Passive Perception: 22, Passive Insight: 22
    •  
    • Powers
      • Beguiling Strands
      • Winged Horde
      • Cantrips (Ghost Sound, Light (Minor), Mage Hand (Minor), Prestidigitation)
      • Staff of Defense (Immediate Interrupt)
      • Second Wind
      • Fey Step (Twist the Arcane Fabric) (Move)
      • Icy Rays
      • Twist of Space
      • Shield (Immediate Interrupt)/Jump (Move)
      • Hammerfall Step
      • Prismatic Burst
      • Winter's Shroud (Immediate Interrupt)
      • Wizard's Escape (Immediate Interrupt)/Dimension Door (Move)
      • Illusory Wall/Arcane Gate (Minor)
      • Rolling ThunderFreezing Cloud
      • Bigby's Icy Grasp/Stinking Cloud
      • Wall of Fire/Taunting Phantoms
      • Wayfarer's Evasion
      • 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 +3 (3d10 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)
      • Escape Tattoo (Teleport 3 when hit by crit attack)
      • Stalwart Belt (Gain Con mod temp hit points after crit)
      • Siberys Shard of the Mage (+1 damage when using staff as implement)
      • Ring of Retreat (+1 to teleporting - info)

_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jul 2008
Posts: 5245
Hedoni's magic seems to fail him for the moment and his spell is terribly ineffective.

Readied: Hed - Shield
Current Status:
Red Cultist: down 115, marked by Sal, bloodied, vul 2 ENT Rav
Daggoth: 73/133, RS
Sir Murrak: 84/109, +2 speed and +5 dmg on charges EE, +5 dmg on all attacks EE
Ravenblade: 75/105, +5 dmg on all attacks EE
Hedoni: 62/78, +5 dmg on all attacks EE
->Mal: 6/91, +5 dmg on all attacks EE, bloodied
Torrence: knocked out
Green cultist: dead
Salazar: 62/95, prone

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
Member
Registered: Jul 2008
Posts: 1061
Location: Glendale, CA
OOC: Did I miss something how did I get all the way back there from I16?
Moderator
Registered: Oct 2008
Posts: 7786
marek wrote
OOC: Did I miss something how did I get all the way back there from I16?


OOC: Time rift. Duh.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Anytime someone teleports, I'd blame Hedoni.
_______________
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
OOC: It is called the DM left her flash drive at home and had to recreate the map, but she didn't quite replicate it right.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
OOC: The time rift is repaired.

Readied: Hed - Shield
Current Status:
Red Cultist: down 115, marked by Sal, bloodied, vul 2 ENT Rav
Daggoth: 73/133, RS
Sir Murrak: 84/109, +2 speed and +5 dmg on charges EE, +5 dmg on all attacks EE
Ravenblade: 75/105, +5 dmg on all attacks EE
Hedoni: 62/78, +5 dmg on all attacks EE
->Mal: 6/91, +5 dmg on all attacks EE, bloodied
Torrence: knocked out
Green cultist: dead
Salazar: 62/95, prone

User posted image
  •   Features
      Illumination It is midnight. There is a half moon over head providing some illumination.


edited to fix Daggoth's and Hedoni's position on the map
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
"Almost over, we have this." Mal steps out, his wounds healed. He hacks once, swinging hard, but wide. He swings again, boosting his allies, while clobbering the cultist.

Minor Action: Improved Saving Inspiring Word +5 (Close burst 5; One ally gets Healing Surge +3d6+10 HP or Healing Surge +10 HP and a saving throw)

Inspiring Word (Mal) (22+3d6+10=44)

Move Action: Walk (Move 5)

Standard Action: Sacrificial Lure (Melee 2; +20 vs. AC; Hit: 4d4+15 Fire dam, USNT, one ally w/in 5 gains +5 to next attack roll; Effect: Take -2 to AC USNT; Crit: 31+3d6 Fire dam)

Sacrificial Lure (+20 W, +1 24hr, +1 vs. bloodied, +2 CA) (1d20+24=26, 4d4+10+5+2=28)

Action Point! Seize the Day (Roll odd on 1st att, gain 12 temp HP; Roll even on 1st att, each ally w/in 5 gains 7 temp HP)

Standard Action: Lady Luck Smiles (Melee 2; +20 vs. AC; Hit: 4d4+10 Fire dam, allies w/in 5 sq can roll twice on any melee or ranged attack UENT; Crit: 26+3d6 Fire dam)

Lady Luck Smiles (+20 W, +1 24hr, +1 vs. bloodied, +2 CA) (1d20+24=40, 4d4+10+5+2=31)

OOC: IW on Mal, healing 44 HP to 50 HP, down to 9/10 surges. Walk to P19. SacLure on Red, hitting AC 26 for 35 Fire dam (change a 1 to a 3 and includes the +5 dam, and 2 vulnerable, but forgot the extra 5 dam SacLure provides). On a hit, one ally can take +5 on their attack roll (whoever wants it can have it) and I have -2 AC USNT. Also, everyone has CA on Red now due to Vexing Flanker. Action Point. LLS on Red, hitting AC 40 for 32 Fire dam (change a 2 to a 3) and all allies can reroll a melee or ranged attack. Ravenblade, Salazar and Murrak gain 7 THP from my AP. Damage is non-lethal.


  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune 14
    • Passive Perception: 19, Passive Insight: 19
    • AC:27, Fort:26, Reflex:23, Will:26 - Speed:5
    • HP:50/91, Bloodied:45, Surge Value:22, Surges left:9/10
    • Action Points: 0, Second Wind: not used, Resist Fire 12
    •  
    • Powers
      • Intuitive Strike
      • Rousing Assault
      • IS Inspiring Word +5 1 2 3
      • Infernal Wrath
      • Inspired Belligerence
      • Tactical Orders
      • Warlord's Strike
      • Sacrificial Lure
      • Lady Luck Smiles
      • Death From Two Sides
      • Rousing Words +5
      • Favored Fortune
      • Lamb to the Slaughter
      • Exemplar of Action
      • Caging Glaive
      • Foe Stone
      • Flaming Glaive +3
      • Rebounding Throwing Hammer +1
      • Couters of Second Chances
      • Power Jewel
      • Boots of Dancing
      • Strikebacks
      • Belt of Raging Endurance
       
    • Items
      • Healer's Finemail +2
      • Healer's Brooch +3
      • Khyber Shard of Fiery Depth
      • Fey-Blessed Circlet
      • Hempen Rope (50ft)
      • Grappling Hook, Hammer, Pitons (10)
      • Hand Axe x2
      • Waraxe, Light Shield
       
    • Abilities
      • Melee Basic Attack +20 (+7 lvl, +5 Str, +2 Prof, +2 Exp, +3 Enh, +1 HB), Reach 2
      • Damage: 2d4+10 (2d4 Glaive, +5 Str, +3 W, +1 HB, +1 KSoFD)
      • Ranged Basic Attack +15 (+7 lvl, +5 Str, +2 Prof, +1 Enh), Ranged 5/10
      • Damage: 1d6+6 (1d6 Thr Hammer, +5 Str, +1 W)
      • Bloodhunt (+1 att vs. bloodied)
      • Inspiring Presence (Allies regain 10 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 (AP: even roll grants allies w/in 5 sq 7 THP, odd grants Mal 12 THP)
      • Polearm Gamble (When enemy moves adj, take OA and grant CA UENT)
      • Vexing Flanker (Flanking grants CA to allies)
      • Boots of Dancing (Do not grant CA while Dazed)
      • Strikebacks (+1 bonus to OAs)
       
    • Skills
      • Acrobatics +5
      • Arcana +8
      • Athletics +16
      • Bluff +14
      • Diplomacy +17
      • Dungeoneering +9
      • Endurance +8
      • Heal +14
      • History +8
      • Insight +9
      • Intimidate +17
      • Nature +9
      • Perception +9
      • Religion +8
      • Stealth +7
      • Streetwise +12
      • Thievery +5
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Mal brings himself back from the brink of death and walks over the the last foe. His first swing is off, but his second hits its mark.

Readied: Hed - Shield
LLS: all allies can reroll a melee or ranged attack ENT Mal
Current Status:
Red Cultist: down 147, marked by Sal, bloodied, vul 2 ENT Rav, grants CA
Daggoth: 73/133, RS
Sir Murrak: 84 (+7 temp)/109, +2 speed and +5 dmg on charges EE, +5 dmg on all attacks EE
Ravenblade: 75 (+7 temp)/105, +5 dmg on all attacks EE
Hedoni: 62/78, +5 dmg on all attacks EE
Mal: 50/91, +5 dmg on all attacks EE
Torrence: knocked out
Green cultist: dead
->Salazar: 62 (+7 temp)/95, prone

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
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar stands up and blasts the cultists with a shard of deadly ice. "Die, foul Vecnite!"

Move action - Stand up.

Standard action - Dragonfrost against Red.

Dragonfrost Red (24H, CA, Gauntlets) (1d20+19+2+1=38, 1d8+22+2=31)

Hits Fort 38 for 31 (38 after Vulnerable 5 Salazar and Vulnerable 2 Ravenblade) cold damage.

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

Actually, I had Fog Form readied when Red charged me, so I should have taken half damage from that attack. That would have made the 38 damage only 19, leaving Salazar at 81/95, and now at 81+7 temp/95.

Readying Belt of Raging Endurance.


  •  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: 81 + 7 Temp HP/95, Bloodied: 47, Surge Value: 26, 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.
    • 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
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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
Salazar's bolt of cold freezes the cultist's dark blood to ice and the last enemy dies.

The group gains 7,400 experience.

Lord Torrence emerges from his stupor "What is the meaning of this? Why have you attacked our worship circle?"

Current Status:
Red Cultist: dead
Daggoth: 73/133
Sir Murrak: 84 /109
Ravenblade: 75/105
Hedoni: 62/78
Mal: 50/91
Blue cultist: dead
Torrence: knocked out
Green cultist: dead
Vampire: dead
Salazar: 81/95
  •   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: Jun 2009
Posts: 3164
Sir Murrak and Valor move over to his Lord, Murrak dismounting beside the prone figure. "My Lord Torrence, I think I should be asking you what this "circle" was? Why are you in association with worshippers of death?"
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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: Jul 2008
Posts: 5245
Torrence doesn't seem anywhere close to contrite, "Death is just the mirror of life. Death is part of life. Yes we respect the holiness of death, but our circle hasn't killed anyone. We protect each other's secrets, that's what our faith is focused on. Now, you and these libertines on the other hand, you have quite a bit of death on your hands."
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
"Liberators, not libertines," Salazar counters. "And I've yet to hear of a Vecnite who wasn't rotten to the core. So, what secret of yours were they protecting?"
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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: Jun 2009
Posts: 3164
"It is true, my lord, that death is a part of life. However, it is also true that worshippers of Vecna have caused more death than any other cult in our world's long history. And to have you, the honored Lord of Sayre, associated with them is insulting to our great city, the long lines of her Lords, and to my own honor for having served you with bravery and loyalty for these years. Now, my lord, you will answer my questions, or you will be brought back to the city in broad daylight wearing chains while strapped to the back of Valor, and we will let the people judge whether worshipping at the altar of Death is becoming of their Lord. The choice is yours!"
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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: Jul 2008
Posts: 5245
Torrance stares at Sir Murrak. He opens his mouth to reply and then shuts it again. The politician's mind seems to be weighing his options and searching for a way out.

Instead of answering the question he changes the subject, "And what about you?," pointing to Daggoth, "You were never to show your scaly face in this city again. I should have had you arrested the moment you set foot in town."
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Sir Murrak looks at Daggoth in surprise, wondering how Lord Torrence knows him. But this is not the way chivalry was taught to him. Prisoners, even highly born ones, do not issue questions of their captors if they are being treated fairly. Lord Torrence was, and as such, his behavior was unacceptable. "Then so be it, my lord. You are hereby under arrest by my authority, and will be kept bound until your public trial may commence." Sir Murrak shakes his head in sadness, and reaches into Valor's saddlebags for strong rope, and begins to tie the lord up. He makes a mental note to ask Daggoth what this was all about when they are alone later.
_______________
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
Content with how well and definitive Murrak is handling the situation, Ravenblade busies himself searching the corpses and Torrence.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Torrence scoffs, "By your authority? I gave you your authority. You can arrest me about as well as you can give birth to me."

Trying to find away out, he threatens, "If you insist on fouling my name with your preposterous accusations, then I will not hesitate to bring charges against Daggoth. No doubt the courts will sentence him to a long and lonely punishment."

Ravenblade searches the dead and finds only a mundane dagger and two holy symbols of vecna.

OOC: Nice role playing all. I'd like Daggoth to have a say here too.
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
Mal walks around, soothing everyone's wounds, content to let Murrak and Daggoth deal with Lord Torrence for the moment.

Inspiring Word (Mal, Daggoth (22+3d6+10=41, 38+3d6+10=61)

OOC: This gets Mal and Daggoth to full with 1 surge each and I think everyone else just needs 1 surge each.
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
OOC: One surge use for Rav.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2009
Posts: 3164
OOC: 1 for Murrak
_______________
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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