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Initiates!

Moderators: Jonathan Berg, Michael Doss.

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Moderator
Registered: Oct 2008
Posts: 7786
Jonathan Berg wrote
OOC: I will come up with something. Viktor, an intimidate check in a combat situation is a standard action. Also, please specify which knowledge check(s) you are doing?


OOC: Fine, make it his standard action and I might use the others depending on what you have to say for this and the knowledge check. As for knowledge checks, I had no idea what you meant by doing knowledge checks on specific other party members but picked the green team member with martial training. Technically, all of them except the ganasi are natural humanoids though, so I guess nature skill. Same outcome.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2009
Posts: 3164
Corvan remembers from his time with Ret that the rogue prefers using his crossbow from afar rather than closing up with a dagger as many rogues do. Garrl just laughs at Corvan's attempt. He flexes and sneers back. "Why would they leave MY side to fight with a wimp like you? Kill them all!" Corvan understands that as long as Garrl is alive and well, his team cannot be intimidated into switching sides. (Intimidate fail.)

OOC: Viktor, that leaves a move and minor, if you would like.
_______________
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
Member
Registered: Oct 2011
Posts: 309
Jak speaks quickly and quietly to his companions, "It looks like we shall be depriving the Tower of some burgeoning pupils. If they will not stand down, we should strike Qaxar down first. He will heal the others and our efforts would be wasted. Corvan or I can keep Garrl's limited attention while the rest of the crew accomplish that."

Knowledge religion vs Qazar: 1d20+1(24hr)+5(base)+10(familiarity)

Knowledge check of 25.

  •  Jak
    • Male Minotaur Paladin 1
    • Passive Perception: 15, Passive Insight: 18
    • AC:18, Fort:15, Reflex:11, Will:14 - Speed:5
    • HP:27/27, Bloodied:13, Surge Value:6, Surges left:7/12
    •  
    • Powers
      • Ardent Strike (Standard; Melee; Str vs AC; 1W+5; Can use while charging. Hit: Target is subject to my Divine Sanction UENT)
      • Holy Strike (Standard; Melee; Str vs AC; 1W+5 Radiant Damage; If I marked the target: +3 damage)
      • Divine Challenge (Minor; Close Burst 5; Single target is marked by me. 5 Radiant damage if mark is violated)
      • Lay on Hands (Minor; Uses left: 1/3; Touch; I spend a Healing Surge, target gains HP as if they had spent a Healing Surge)
      • Second Wind (Lose surge, gain 6 HP, +2 def)
      • Action Point x0 (Gain action)
      • Goring Charge (Standard; Melee; Str+4 vs AC; 1d6+4; Can use while charging; Target is knocked prone)
      • Valorous Smite (Standard; Melee; Cha vs AC; 2W+3; Each enemy within 3 squares of me is subject to Divine Sanction UENT)
      • Shining Symbol (Standard; Blast 3; Str vs. Will; 1d8+5 Radiant; Each hit enemy in blast takes a -2 penalty to attack rolls UENT)
      • Divine Mettle (Minor; Channel Divinity; Close Burst 10; Target makes a saving throw with bonus equal to my Cha)
      • Divine Strength (Minor; Channel Divinity; Personal; Apply extra Str damage on next attack this turn)
      • Blood of the Mighty (Standard; Melee; Reliable; Str vs AC; 4W+5; I take 5 damage, which can't be reduced in any way)
       
    • Items
      • +1 Bloodclaw Falchion (+3 Prof, +1 Magic, 2d4+1 Damage, 1d6 Crit) Encounter Ability: Free action upon a hit; I take enhancement bonus damage. Increase the damage dealt to the target by double the amount of damge I took. Triple when I wield the weapon two-handed.
      • Plate Armor (+8 AC, -2 armor check, -1 speed)
       
    • Abilities
      • Ability Scores Str =18 Con =12 Dex =9 Int =10 Wis =16 Cha =14
      • Basic Melee Attack +9 (+4 Str, +3 Prof, +1 Magic +1 Feat, +0 lvl)
      • Basic Melee Damage 2d4+5 (2d4 Falchion, +4 Str, +1 Magic)
      • Ferocity (Make a melee basic attack when dropped to 0 HP)
      • Heedless Charge (+2 AC vs OA while charging)
      • Vitality (Gain 1 healing surge)
      • Channel Divinity (Invoke a Channel Divinity power or class feature; Encounter)
      • Lay on Hands (Gain Lay on Hands at-will power; Minor)
      • Divine Challenge (Gain Divine Challenge at-will power; Minor)
       
    • Skills
      • Acrobatics -3
      • Arcana +0
      • Athletics +2
      • Bluff +2
      • Diplomacy +2
      • Dungeoneering +3
      • Endurance +4
      • Heal +8
      • History +0
      • Insight +8
      • Intimidate +2
      • Nature +5
      • Perception +5
      • Religion +5
      • Stealth -3
      • Streetwise +2
      • Thievery -3
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Jak - Minotaur Paladin 1, The Dark Campaign<br>
Narg - Razorclaw Shifter Scout 6, Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Jak knows the Qaxar is a skilled healer, but his greater skill lies in the use of a wicked spiked mace he carries. In fact, inflicting pain seems to give him greater ability to heal it in others.
_______________
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
Not comfortable with the situation, knowing that Ret is out there waiting to pinion someone, Corvan fastens his heavy shield to help him deflect any projectiles. Nodding to Jak in acknowledgement of his plan, he charges at Garrl landing a solid blow that may have just been enough. "I don't need to use magic rings as a crutch like you do Garrl. It's clear how little you care for your companions since you decided not to trust them with any of the rings." he says loud enough for all the green team to hear, hoping to further undermine their sense of loyalty.

Minor: equip heavy shield
Standard: Charge Garrl with singing stick, AC, +1 24, +1 charge, marking. (1d20+8+1+1=21, 1d6+4=10)
Move: to H16

OOC: Going with Daniel's plan. Assuming 21 AC hit for 10 damage, gain +1 AC/reflex (ki) reflected below. EDIT: changed the turn since no standard action left

User posted image

Current Defenses: AC 20, FORTITUDE 17, REFLEX 16, WILL 11
Surges: 4/9, Action point(s) left: 1/1, not yet used this battle

  •   Corvan Danaviss
    • Male Human Weaponmaster, Level 1
    • Passive Perception: 10, Passive Insight: 10
    • AC: 18 Fort: 17 Reflex: 14 Will: 11 Speed: 6, Initiative: +3
    • HP: 26, Bloodied: 13, Surge Value: 6, Surges: 9
    •  
    • Class/Racial Features and Feats
      • Class/Racial Features
      • Arena Training: Proficiency with Greatspear and Singing Stick. You gain a +2 proficiency bonus to attack rolls with improvised weapons. Your attacks with one-handed improvised weapons deal 1d8 damage, and your attacks with two-handed improvised weapons deal 1d10 damage.
      • Feats
      • Master at Arms: +1/+2/+3 to hit per tier, minor action: sheathe one weapon and draw one weapon
      • Master of the Fist (Monk Multiclass): You gain training in Athletics or Acrobatics (chosen). You also gain the monkís Unarmed Combatant feature (+3/1d8) and gain proficiency with ki focuses.
      • Superior Implement Training (Mountain Ki Focus): can use mountain ki focuses
       
    • Basic Attacks
      • The following attacks respectively already include +1 24h, +1 charge.
      • Basic Melee (Unarmed): 1d20+9;1d8+4
      • Basic Melee Charge (Unarmed): 1d20+10;1d8+4
      • Basic Ranged (Repeating Crossbow): 1d20+7;1d8+3
       
    • Powers/Item Powers During Play
      • Combat Agility
      • Combat Challenge
      • Footwork Lure
      • Grappling Strike
      • Weapon Master's Strike
      • Funneling Flurry
      • Second Wind
      • Shove and Slap
      • Item Powers
      • none yet
      •  
    • Items
      • Items
      • Adventurer's Kit
      • Mountain Ki Focus Forceful: pull/push/slides with attack powers increase by 1 square, Shielding: when hitting at least one target with an attack power gain +1 AC/REFLEX until start of next turn
      • Hide Armor
      • Greatspear +3/1d10, polearm/spear/reach
      • Singing Stick +3/1d6, offhand/defensive/mace
      • Longsword +3/1d8, heavy blade
      • Repeating Crossbow +2/1d8, 10/20 range, crossbow
      • Widow's Knife +3/1d4, 5/10 range, offhand/light thrown/lightblade
      • Battleaxe +2/1d10, versatile/axe
      • Heavy Shield +2/+1 AC/REFLEX, heavy shield
       
    • Skills
      • Acrobatics +7 (trained)
      • Arcana +0
      • Athletics +8 (trained)
      • Bluff -1
      • Diplomacy -1
      • Dungeoneering +0
      • Endurance +4 (trained)
      • Heal +5 (trained)
      • History +0
      • Insight +0
      • Intimidate +4 (trained)
      • Nature +0
      • Perception +0
      • Religion +0
      • Stealth +2
      • Streetwise -1
      • Thievery +2
       
    • Descriptions of Powers
      • Combat Agility Opportunity Action, Trigger: An enemy adjacent to you takes an action that provokes an opportunity attack. Effect: After the triggering enemy completes the action, you shift a number of squares equal to your Dexterity modifier. You must end the shift closer to the target than you were when you began the shift. Then make the following attack. Target: The triggering enemy. Attack: Strength vs. AC. Hit: 1[W] + Strength modifier damage, and you knock the target prone.
      • Combat Challenge hit or miss an enemy you can mark it, Immediate Interrupt Melee, Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy.
      • Footwork Lure Melee weapon, Target: One creature, Attack: Strength vs. AC, Hit: 1[W] + Strength modifier damage. You can shift 1 square and slide the target 1 square into the space you left.
      • Grappling Strike Melee touch, Requirement: You must have a hand free. Target: One creature, Attack: Strength vs. AC, Hit: 1[W] + Strength modifier damage, and you grab the target. The grab ends automatically at the end of your next turn.
      • Weapon Master's Strike Melee weapon, Target: One creature, Effect: Before making this attack, you may sheathe a weapon and draw a different one as a free action. Attack: Strength vs. AC, Hit: 1[W] + Strength modifier damage. In addition, the target takes an additional effect based on the weapon you wield. Axe: The target takes extra damage equal to your Constitution modifier. Mace: You slide the target 1 square. Heavy Blade: Until the end of your next turn, you gain a +1 power bonus to AC against the targetís attacks. Spear or Polearm: Until the end of your next turn, the target provokes opportunity attacks from you when it shifts.
      • Funneling Flurry Melee weapon, Requirement: You must be wielding two melee weapons. Targets: Two creatures, Attack: Strength vs. AC (main weapon and off-hand weapon), one attack per target, Hit: 1[W] + Strength modifier damage, and you slide the target 1 square.
      • Shove and Slap Melee 1, Requirement: You must be using a shield. Primary Target: One creature, Primary Attack: Strength + 3 vs. Fortitude, Hit: 2d10 + Strength modifier damage, and you push the primary target a number of squares equal to 1 + your Wisdom modifier. You can shift 1 square into the space your target occupied. Miss: Half damage, and you push the primary target 1 square. Effect: Make a secondary attack. Secondary Target: One creature other than the primary target, Secondary Attack: Strength + 3 vs. Fortitude, Hit: Strength modifier damage, and the secondary target is dazed (save ends).
      • Item Powers
      • none yet
    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
« Last edit by Viktor on Sat Jan 14, 2012 11:38 am. »
Moderator
Registered: Jun 2009
Posts: 3164
OOC: Viktor, you don't have a standard action left. Let me know what you would like to do.
_______________
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
Jonathan Berg wrote
OOC: Viktor, you don't have a standard action left. Let me know what you would like to do.


OOC: crap, forgot, well, minor for equipping hte shield so AC 20, REF 16 then, will still say the same stuff, then move to H16 for cover with Stealth to hide in the trees (1d20+2+1=20)

Your features say the rock and trees provide cover and line of sight for ranged attacks, are you sure it's both of them?
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2009
Posts: 3164
Corvan melts into the trees. All you see is a small face dart out from behind the rocks (L14). A crossbow bolt seems to materialize out of nowhere, but clangs harmlessly off of Jak's armor. A small figure scampers across the meadow and disappears into trees.

Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
Corvan - 26/26 (4/9, 1 AP), hidden (stealth 21)
Ret (Halfling Rogue) - no damage, hidden (last seen at N16)
==>Hammer - 27/31 (8/11, 2 AP)
Drogon (Dragonborn Sorcerer) - no damage (at J7)
Koliak - 22/22 (6/6, 3/3 PP, 1 AP)
Garrl (Goliath Warden) - no damage (at J10)
Jak - 27/27 (7/12, 0 AP)
Tchort - 25/26 (7/9, 1 AP)
Wavryn (Genasi Swordmage) - no damage (at K11)
Qaxar (Human Cleric) - no damage (at M10)
Dwimmerlaik - 24/24 (6/7, 2 AP)
Bella (Human Mage) - no damage (at L8)

User posted image

  •  Features
      Illumination: Bright light.
      Rocks and Trees: The rocks and trees are difficult terrain and offer cover. The also block line of sight for ranged attacks.
_______________
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
Threat. Like old times. Target squish first. Closer. Closer. Swing! SMASH!!!!! "ROAAAAARRRRR" Swing again. SMASH!!!! Squished.

Move Action: Walk (Move 6) to G9

Standard Action: Howling Strike Charge (+8 vs. AC; Hit: 3d6+4 dam; Crit: 22 dam, free MBA; Rage: Move 2 extra sq on charge) to I8

Howling Strike Charge (+7 W, +1 24hr, +1 charge) (1d20+9=28, 3d6+4=20)

Action Point!

Standard Action: Tyrant's Rage (+7 vs. Will; Hit: 4d6+4 dam, dazed (SE); Miss: half dam, dazed UENT; Rage: Push all adj. enemies 1 sq as Minor action; Crit: 28 dam, free MBA)

Tyrant's Rage (+7 W, +1 24hr, +1 ring) (1d20+9=28, 4d6+4=17)

Free Action: Swift Charge (Trigger: When you reduce enemy to 0 HP, charge an enemy) to K8

Standard Action: Howling Strike Charge (+8 vs. AC; Hit: 3d6+4 dam; Crit: 22 dam, free MBA; Rage: Move 2 extra sq on charge)

Swift Howling Strike Charge (+7 W, +1 24hr, +1 charge, +1 ring) (1d20+10=??, 3d6+4=??)

OOC: Walk to G9, HowlStr to I8, hitting Drogon AC 29 (forgot the ring bonus) for 20 dam. AP! Tyrant's Rage hitting Drogon Will 28 for 17 dam and dazed (SE) (miss would be 8 dam and dazed UENT). If that kills him, gain 8 THP and Swift Charge to K8, hitting Bella AC ?? for ?? dam.


  •  Hammer
    • Male Warforged Barbarian 1, Iron Wolf Warrior
    • Passive Perception: 10, Passive Insight: 10
    • AC:16, Fort:16, Reflex:13, Will:12 - Speed:6
    • HP:27/31, Bloodied:15, Surge Value:7, Surges left:8/11
    •  
    • Powers
      • Howling Strike (AC; W+1d6+4; Can use on a charge; Rage: 2 extra sq on charge)
      • Recuperating Strike (AC; W+4; Gain 3 THP; Rage: Gain 8 THP)
      • Second Wind (Lose surge, gain 7 HP, +2 def)
      • Action Point x1 (Gain action)
      • Warforged Resolve (Minor: 3 THP, Saving Throw vs. OGD, regain 3 HP if bloodied)
      • Swift Charge (Free, when you reduce an enemy to 0 HP, charge enemy)
      • Iron Wolf Charge (Free, deal 1d6 dam on charge; Cb2 vs. Will, push 2 & -2 to attack UENT)
      • Avalanche Strike (AC; 3W+4+3, attackers gain +4 to hit me USNT)
      • Tyrant's Rage (AC; 2W+4, dazed (SE); URE, push adj enemies 1 sq as minor; Miss: 1/2 dam, dazed UENT)
       
    • Items
      • Maul (+2 Prof, 2d6 dam)
      • Hide Armor (+3 AC, -1 armor check)
       
    • Abilities
      • Basic Melee Attack +7 (+4 Str, +2 Prof, +0 lvl, +1 Exp)
      • Basic Melee Damage 2d6+4 (2d6 Maul, +4 Str)
      • Living Construct (No need to eat, drink, breathe, or sleep)
      • Warforged Mind (+1 Will)
      • Warforged Resilience (+2 to saves vs. OGD)
      • Unsleeping Watcher (4 hrs of inactivity counts as extended rest)
      • Barbarian Agility (+1 AC/Ref when not in heavy armor)
      • Improved Rageblood Vigor (Gain 8 THP when dropping enemy to 0 HP)
      • Rampage (Critical hit grants free MBA)
      • Bludgeon Expertise (+1 to att; +1 bonus to push/slide w/ Weapon)
       
    • Skills
      • Acrobatics +1
      • Arcana -1
      • Athletics +8
      • Bluff +1
      • Diplomacy +1
      • Dungeoneering +0
      • Endurance +9
      • Heal +0
      • History -1
      • Insight +0
      • Intimidate +8
      • Nature +0
      • Perception +0
      • Religion -1
      • Stealth +1
      • Streetwise +1
      • Thievery +1
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Member
Registered: Oct 2011
Posts: 309
OOC: Which trees did Ret scamper into? 1-4 trees, 8-10 trees, 15-18 trees or the bottom right corner trees?
_______________
Jak - Minotaur Paladin 1, The Dark Campaign<br>
Narg - Razorclaw Shifter Scout 6, Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
With a roar and two mighty swings, Hammer ends Drogon's life in a pile of blood and gore. His charge stops short of Bella, though, as the mage is able to dodge.

OOC: Wow! What a turn! The bottom right trees, Daniel.

Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
Corvan - 26/26 (4/9, 1 AP), hidden (stealth 21)
Ret (Halfling Rogue) - no damage, hidden (last seen at N16)
Hammer - 27 (+8 temp)/31 (8/11, 1 AP), TyRage
Drogon (Dragonborn Sorcerer) - dead
==>Koliak - 22/22 (6/6, 3/3 PP, 1 AP)
Garrl (Goliath Warden) - no damage (at J10)
Jak - 27/27 (7/12, 0 AP)
Tchort - 25/26 (7/9, 1 AP)
Wavryn (Genasi Swordmage) - no damage (at K11)
Qaxar (Human Cleric) - no damage (at M10)
Dwimmerlaik - 24/24 (6/7, 2 AP)
Bella (Human Mage) - no damage (at L8)

User posted image

  •  Features
      Illumination: Bright light.
      Rocks and Trees: The rocks and trees are difficult terrain and offer cover. They also block line of sight for ranged attacks.
_______________
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
Member
Registered: Sep 2010
Posts: 378
Surveying the battlefield, Koliak starts making calculations in his head. Unable to see Ret, he looks towards the cluster of the other group. He moves a bit to his left.

He raises both his arms up in the air, bringing them together, side-by-side, hands in fists, and concentrates on the task at hand. He motions at Garrl, as if he is grabbing him in both of his hands, hands and fingers extended outward. In a final motion, he clenches them both together.

Garrl elevates just a bit as he is manipulated by Koliak. He flings his arm away, crashing Garrl into Wavryn, causing both to get to hurt and knocking Wavryn flat on his back. Garrl meanwhile continues to be flung through the air until he settles in a crumpled heap near the rocks.

Koliak isn't finished. With a snarl, he gestures to clumped up group, and flicks his hand. Qaxar is jolted and although he tries to plant his feet more firmly in the ground, he leaves behind track marks as he is forcefully moved near the rocks as well.

Koliak has three to them close together and decides to launch another attack. This time a big psychic blast centered amongst them. Bella resists, but Koliak thinks she is 'just lucky'. The other two are hit hard and are scrambled to new positions atop the craggy rocks. 'That should put them out of the way for a lil' bit.' thinks Koliak.

[MOVE] Moves to C12
[STANDARD] Uses LIVING MISSILE vs. Garrl : Living Missile vs. Garrl (1d20+7+1=22, 2d6+6=13) | Slides to K11 (for 2ndry attack) & ending at N7 *** Secondary attack vs. Wavryn : Living Missile vs. Wavyrn (1d20+7+1=23)
[MINOR] Uses FORCEFUL PUSH vs. Qaxar, slide to N8
[FREE] Uses ACTION POINT
[STANDARD] Uses MIND LOCK Augment 2 : Dimensional Scramble Aug 2; vs. Garrl, Qaxar, Bella (1d20+7+1=25, 1d20+7+1=24, 1d20+7+1=11, 2d6+6=9)


1st attack vs. Garrl hits FORT:22 which Immobilizes (save ends)
2ndry attack vs. Wavryn hits REF:23 for 13 dmg (6 dmg to Garrl) and both are knocked prone
3rd attack vs. Garrl hits FORT:25 for 9 dmg : teleported to M6 (on top of rocks)
4th attack vs. Qaxar hits FORT:24 for 9 dmg : teleported to N6 (on top of rocks)
5th attack vs. Bella hits FORT:9 for a miss
« Last edit by DasachTra7 on Sun Jan 15, 2012 1:48 pm. »
Moderator
Registered: Jun 2009
Posts: 3164
Massive attacks by Koliak leave Wavryn on the ground, and Garrl and Qaxar both hurt in the rocks. Garrl shakes off the immobilization as if it nothing. The big man rises and charges at Hammer, huge sword slashing down. It connects, dealing 23 damage (15 after THP) and knocking the metal man to his knees (prone). Swinging again, Garrl connects once more and Hammer begins to dream metal dreams (16 damage, unconscious, dying).

OOC: It doesn't matter for your last turn, but Forceful Push is not an implement power so does not stack with the petrified orb. All ended up in a burst 1 still, but FP will only slide 1.

Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
Corvan - 26/26 (4/9, 1 AP), hidden (stealth 21)
Ret (Halfling Rogue) - no damage, hidden (last seen at N16)
Hammer - -4/31 (8/11, 1 AP), TyRage, prone, unconscious, dying 0/3, marked by Garrl
Drogon (Dragonborn Sorcerer) - dead
Koliak - 22/22 (6/6, 1/3 PP, 0 AP)
Garrl (Goliath Warden) - down 15 (at K7)
==>Jak - 27/27 (7/12, 0 AP)
Tchort - 25/26 (7/9, 1 AP)
Wavryn (Genasi Swordmage) - down 13 (at K11), prone
Qaxar (Human Cleric) - down 9 (at N6)
Dwimmerlaik - 24/24 (6/7, 2 AP)
Bella (Human Mage) - no damage (at L8)

User posted image

  •  Features
      Illumination: Bright light.
      Rocks and Trees: The rocks and trees are difficult terrain and offer cover. They also block line of sight for ranged attacks.
_______________
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
« Last edit by Jonathan Berg on Sun Jan 15, 2012 3:55 pm. »
Member
Registered: Oct 2011
Posts: 309
Jak rushes to his crew-mates side and calls down Dol Dorn's healing power to revive the construct. The terrible gashes left by Garrl mend swiftly and Jak can see the dim light from Hammer's eyes flare again with vitality. "Find your feet Hammer, the crew needs you smashing things once more!"

Move Action: Move to H 10.

Standard Action: Move to K 9.

Minor Aciton: Lay on Hands to Hammer.


  •  Jak
    • Male Minotaur Paladin 1
    • Passive Perception: 15, Passive Insight: 18
    • AC:18, Fort:15, Reflex:11, Will:14 - Speed:5
    • HP:27/27, Bloodied:13, Surge Value:6, Surges left:6/12
    •  
    • Powers
      • Ardent Strike (Standard; Melee; Str vs AC; 1W+5; Can use while charging. Hit: Target is subject to my Divine Sanction UENT)
      • Holy Strike (Standard; Melee; Str vs AC; 1W+5 Radiant Damage; If I marked the target: +3 damage)
      • Divine Challenge (Minor; Close Burst 5; Single target is marked by me. 5 Radiant damage if mark is violated)
      • Lay on Hands (Minor; Uses left: 0/3; Touch; I spend a Healing Surge, target gains HP as if they had spent a Healing Surge)
      • Second Wind (Lose surge, gain 6 HP, +2 def)
      • Action Point x0 (Gain action)
      • Goring Charge (Standard; Melee; Str+4 vs AC; 1d6+4; Can use while charging; Target is knocked prone)
      • Valorous Smite (Standard; Melee; Cha vs AC; 2W+3; Each enemy within 3 squares of me is subject to Divine Sanction UENT)
      • Shining Symbol (Standard; Blast 3; Str vs. Will; 1d8+5 Radiant; Each hit enemy in blast takes a -2 penalty to attack rolls UENT)
      • Divine Mettle (Minor; Channel Divinity; Close Burst 10; Target makes a saving throw with bonus equal to my Cha)
      • Divine Strength (Minor; Channel Divinity; Personal; Apply extra Str damage on next attack this turn)
      • Blood of the Mighty (Standard; Melee; Reliable; Str vs AC; 4W+5; I take 5 damage, which can't be reduced in any way)
       
    • Items
      • +1 Bloodclaw Falchion (+3 Prof, +1 Magic, 2d4+1 Damage, 1d6 Crit) Encounter Ability: Free action upon a hit; I take enhancement bonus damage. Increase the damage dealt to the target by double the amount of damge I took. Triple when I wield the weapon two-handed.
      • Plate Armor (+8 AC, -2 armor check, -1 speed)
       
    • Abilities
      • Ability Scores Str =18 Con =12 Dex =9 Int =10 Wis =16 Cha =14
      • Basic Melee Attack +9 (+4 Str, +3 Prof, +1 Magic +1 Feat, +0 lvl)
      • Basic Melee Damage 2d4+5 (2d4 Falchion, +4 Str, +1 Magic)
      • Ferocity (Make a melee basic attack when dropped to 0 HP)
      • Heedless Charge (+2 AC vs OA while charging)
      • Vitality (Gain 1 healing surge)
      • Channel Divinity (Invoke a Channel Divinity power or class feature; Encounter)
      • Lay on Hands (Gain Lay on Hands at-will power; Minor)
      • Divine Challenge (Gain Divine Challenge at-will power; Minor)
       
    • Skills
      • Acrobatics -3
      • Arcana +0
      • Athletics +2
      • Bluff +2
      • Diplomacy +2
      • Dungeoneering +3
      • Endurance +4
      • Heal +8
      • History +0
      • Insight +8
      • Intimidate +2
      • Nature +5
      • Perception +5
      • Religion +5
      • Stealth -3
      • Streetwise +2
      • Thievery -3
_______________
Jak - Minotaur Paladin 1, The Dark Campaign<br>
Narg - Razorclaw Shifter Scout 6, Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Jak gives some of his own strength so that Hammer can awaken.

Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
Corvan - 26/26 (4/9, 1 AP), hidden (stealth 21)
Ret (Halfling Rogue) - no damage, hidden (last seen at N16)
Hammer - 7/31 (8/11, 1 AP), TyRage, prone, marked by Garrl
Drogon (Dragonborn Sorcerer) - dead
Koliak - 22/22 (6/6, 1/3 PP, 0 AP)
Garrl (Goliath Warden) - down 15 (at K7)
Jak - 27/27 (6/12, 0 AP)
==>Tchort - 25/26 (7/9, 1 AP)
Wavryn (Genasi Swordmage) - down 13 (at K11), prone
Qaxar (Human Cleric) - down 9 (at N6)
Dwimmerlaik - 24/24 (6/7, 2 AP)
Bella (Human Mage) - no damage (at L8)

User posted image

  •  Features
      Illumination: Bright light.
      Rocks and Trees: The rocks and trees are difficult terrain and offer cover. They also block line of sight for ranged attacks.
_______________
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
Feeling strangely possessive at seeing the near destruction of Hammer, Tchort moves closer and slides one foe off balance to let Jak land a blow. He then conjures up some molten rain and further repairs Hammer.

Move: to G10
Standard: Blunder Wavyrn, WILL, slide to L9 and Jak gets a free MBA with +4 to hit and +2 vs prone target. (1d20+5+1+2=28, 1d6+4=5) CRIT for 10 damage (rings were included)
Jak's free MBA: +1 24h, +4 blunder, +2 prone target (1d20+9+1+4+2=32, 2d4+5=9)
Action Point: Argent Rain, REFLEX, centered on M8, vs Bella and Wyvern. Zone UENT Tchort, anyone entering or ending a turn there takes 5 fire damage, but only once per turn. (1d20+5+1+2=22, 1d20+5+1+2=14, 1d10+4=12)
Minor: Majestic Word Hammer, healing him for 11 hp at cost of his surge, choosing not to slide so that bella can't get out of the zone with a mere shift

OOC: The idea here was to keep Bella and Wyvern in the zone so they end their turns in it. Infernal Wrath first enemy to hit him. Will likely also use Virtue of Cunning when an ally is missed.

  •  Tchort
    • Male Cunning Bard Tiefling 1
    • Passive Perception: 14, Passive Insight: 14
    • AC:16, Fort:12, Reflex:15, Will:15 - Speed:6
    • HP:26/26, Bloodied:13, Surge Value:6, Surges left:9/9
    • Action Points: 0 already used this battle, Second Wind: not used
    •  
    • Powers
      • Staggering Note (Standard, R10)
      • Vicious Mockery (Standard, R10)
      • Majestic Word 1 (Minor, CB5)
      • Majestic Word 2 (Minor, CB5)
      • Blunder (Standard, R5)
      • Argent Rain (Standard, AB1-10)
      • Infernal Wrath (Free, CB10)
      • Words of Friendship (Minor, Special)
      • Stirring Shout (Standard, R10)

       
    • Abilities
      • Languages Common, Draconic
      • Resist 5 fire
      • Bloodhunt, +1 to attack against bloodied foes
      • Song of Rest, at end of short rest, each ally spending a healing surge adds +Cha mod to HP regained
      • Bardic Virtue: Cunning Once per round: When an enemy misses an ally within 8 squares, slide ally 1 square as a free action
       
    • Items
      • Armor: Leather Armor
      • Shield: Light Shield
      • Weapon: Longsword
      • Implement: Wand
       
    • Skills
      • Acrobatics +6
      • Arcana +8
      • Athletics +3
      • Bluff +10
      • Diplomacy +9
      • Dungeoneering +4
      • Endurance +6
      • Heal +4
      • History +7
      • Insight +4
      • Intimidate +9
      • Nature +5
      • Perception +4
      • Religion +7
      • Stealth +7
      • Streetwise +9
      • Thievery +5
    • Rituals
      • Traveler's Chant:
      • Comrades' Succor:
       

  • _______________
    Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2009
Posts: 3164
Tchort moves forward, inspiring Jak to make an attack against the hurt and prone Wavryn, bloodying the swordmage, but Jak feels flames singe him back (imm int to deal 8 fire damage to Jak). He then heals Hammer more, stemming the flow of blood, and summons fire, singing Bella. Wavryn feels no heat. Wavryn stands woozily. With a flourish that belies his wounded state, Wavryn swings his blade. It misses Hammer, but Jak takes it full in the gut for 12 damage. Finally, the genasi turns his attentions to Tchort (marked). He remains in the fire, but feels nothing (resist 5 fire). Qaxar moves into position behind Hammer. While his mace only grazes the barbarian (5 damage), it inspires him to heal Wavryn a bit (Wavryn regains 10 HP) and Garrl also feels a boost of stamina (regains 5 HP).

Argent Rain Zone - Any creature entering or ending its turn in the zone takes 5 fire damage. Lasts ENT Tchort.
Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
Corvan - 26/26 (4/9, 1 AP), hidden (stealth 21)
Ret (Halfling Rogue) - no damage, hidden (last seen at N16)
Hammer - 13/31 (7/11, 1 AP), TyRage, prone, marked by Garrl, bloodied
Drogon (Dragonborn Sorcerer) - dead
Koliak - 22/22 (6/6, 1/3 PP, 0 AP)
Garrl (Goliath Warden) - down 10 (at K7)
Jak - 7/27 (6/12, 0 AP), bloodied
Tchort - 25/26 (7/9, 0 AP), marked by Wavryn
Wavryn (Genasi Swordmage) - down 22 (at L9), bloodied
Qaxar (Human Cleric) - down 9 (at J7)
==>Dwimmerlaik - 24/24 (6/7, 2 AP)
Bella (Human Mage) - down 12 (at L8)

User posted image

  •  Features
      Illumination: Bright light.
      Rocks and Trees: The rocks and trees are difficult terrain and offer cover. They also block line of sight for ranged attacks.
_______________
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
« Last edit by Jonathan Berg on Mon Jan 16, 2012 11:08 am. »
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Dwimmerlaik moves closer, then charges forward to see if his icy blade can slay the fire creature.

Move action - Move to H10.

Standard action - Charge to K10, attacking Wavryn with Icy Skewer.

Icy Skewer Wavryn (Charge, 24H) (1d20+9+1+1=30, 1d8+10=17)

Hits AC 31 (forgot to code the ring) for 17 cold damage, and on a hit, I gain a +2 power bonus to all defenses against the target's attack until the end of my next turn. If that kills Wavryn, teleport to K6 with Soul Step.


  •  Dwimmerlaik
    • Male Revenant (Human) Hexblade (Fey Pact) 1
    • Full Character Sheet
    • Passive Perception: 11, Passive Insight: 11, Senses: Low-Light Vision
    • AC: 18, Fort: 12, Reflex: 15, Will: 15 - Speed: 6
    • HP: 24/24, Bloodied: 12, Surge Value: 6, Surges left: 6/7
    • Action Points: 2
    • Resists: None

    • Past Life - Human (Race): Human feats, paragon paths, and epic destinies are available if all other prerequisites are met.
    • Undead (Race): You are considered to be both a living creature and an undead creature for effects that relate to that keyword.
    • Unnatural Vitality (Race): At 0 HP or below, can choose to remain conscious and dazed until failing a death saving throw.
    • Son of Alagondar Starting Feature (Theme): While you flank an enemy, your allies gain a +1 power bonus to attack rolls against that enemy. In addition, you gain the Low Blow power.
    • Rod Expertise (Feat): +1 to hit with rods, +1 shield bonus to AC and Reflex.

    • Basic Attacks
    • -Eldritch Bolt - RBA, +6 vs Reflex, 1d10+8 force damage, range 10, one creature.
    • -Icy Skewer - MBA, +9 vs AC, 1d10+8 cold damage and gain a +2 power bonus to all defenses against the target's attack until the end of my next turn, range melee, one creature.

    • Powers
    • -Eldritch Bolt
    • -Icy Skewer
    • -Soul Step
    • -Dark Reaping
    • -Low Blow
    • -Piercing Shard
    • -Star Shackles

    • Items
    • -None yet.
_______________
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
Dwimmerlaik brings the swordmage to death's door, but not quite through it. Bella, scorched with no end to the fire in sight, reaches out and touches Hammer. He feels himself succumb to her will entirely (dominated UENT). The enchantress then shifts toward the protection offered by Garrl, before being singed once again by the fire.

Over the crackling of the flames and the screams of the injured, you can barely hear shouts coming from down the road, around a bend. (Appx. 50 feet away, think V2 if there was one.)

Argent Rain Zone - Any creature entering or ending its turn in the zone takes 5 fire damage. Lasts ENT Tchort.
Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
==>Corvan - 26/26 (4/9, 1 AP), hidden (stealth 21)
Ret (Halfling Rogue) - no damage, hidden (last seen at N16)
Hammer - 13/31 (7/11, 1 AP), TyRage, prone, marked by Garrl, bloodied
Drogon (Dragonborn Sorcerer) - dead
Koliak - 22/22 (6/6, 1/3 PP, 0 AP)
Garrl (Goliath Warden) - down 10 (at K7)
Jak - 7/27 (6/12, 0 AP), bloodied
Tchort - 25/26 (7/9, 0 AP), marked by Wavryn
Wavryn (Genasi Swordmage) - down 39 (at L9), bloodied
Qaxar (Human Cleric) - down 9 (at J7)
Dwimmerlaik - 24/24 (6/7, 2 AP), +2 def vs Wavryn
Bella (Human Mage) - down 17 (at L8), bloodied

User posted image

  •  Features
      Illumination: Bright light.
      Rocks and Trees: The rocks and trees are difficult terrain and offer cover. They also block line of sight for ranged attacks.
_______________
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
« Last edit by Jonathan Berg on Mon Jan 16, 2012 3:41 pm. »
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Don't forget Dwim's +2 defenses against Wavryn. :)
_______________
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: Edited above.
_______________
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
Feeling foolish for thinking he could out-sneak a halfling, Corvan emerges from the trees and rounds the boulder to survey the battle. He quickly takes in the fallen Hammer who is jerking as if not entirely in control, the severely wounded Jak, the molten rain, and in the thick of it Garrl. With a growl, followed by a bellow, Corvan charges straight towards the goliath warden. Just as he charges over Hammer's body, Corvan twists his left arm and his weapon hums as it comes down hard. Not on Garrl, who already raised his weapon to parry, but on the unsuspecting and now quite unliving Wavyrn.

"You fools! I gave you fair warning not to follow this shit for brains oaf! Now you will all die! Bloody Six, we give them no quarter! No mercy!" he roars and slams his shield hard into Bella's face. An audible crack is heard as blood gushes out of her broken nose and forehead and she too falls. Before Bella even hits the ground, Corvan whips his shield around and bashes it into the side of Qaxar's head, not very forcefully, but in just the right place to daze.


Move: to i10 by stepping out at i15 first
Standard: Charge (singing stick) Wavyrn to K8 (over prone Hammer), AC, +124h, +1 charge. (1d20+8+1+1=26, 1d6+4=6)
Action Point: Shove and Slap 1st attack, Bella, FORT, choosing not to push or shift, half damage on a miss. (1d20+7+1=18, 2d10+4=17)
Shove and Slap 2nd attack, Qaxar, FORT, 4 damage and dazed save ends on a hit. (1d20+7+1=15, 4=)


OOC: I think this took out Wavyrn and Bella and hopefully dazed Qaxar. Marking all enemies attacked. Let's hope the noise down the road isn't the Gold Team to finish off who survives here.
Wavyrn: AC 26 for 6 damage (hit to kill)
Bella: FORT 18 for 17 damage (hit to kill)
Qaxar: FORT 15 for 4 damage and dazed save ends (hit to kill)
EDIT: Modified as per DM's ruling, charging to L10 instead.


User posted image

Current Defenses: AC 20, FORTITUDE 17, REFLEX 17, WILL 11
Surges: 4/9, Action point(s) left: 1/1, not yet used this battle

  •   Corvan Danaviss
    • Male Human Weaponmaster, Level 1
    • Passive Perception: 10, Passive Insight: 10
    • AC: 18 Fort: 17 Reflex: 14 Will: 11 Speed: 6, Initiative: +3
    • HP: 26, Bloodied: 13, Surge Value: 6, Surges: 9
    •  
    • Class/Racial Features and Feats
      • Class/Racial Features
      • Arena Training: Proficiency with Greatspear and Singing Stick. You gain a +2 proficiency bonus to attack rolls with improvised weapons. Your attacks with one-handed improvised weapons deal 1d8 damage, and your attacks with two-handed improvised weapons deal 1d10 damage.
      • Feats
      • Master at Arms: +1/+2/+3 to hit per tier, minor action: sheathe one weapon and draw one weapon
      • Master of the Fist (Monk Multiclass): You gain training in Athletics or Acrobatics (chosen). You also gain the monkís Unarmed Combatant feature (+3/1d8) and gain proficiency with ki focuses.
      • Superior Implement Training (Mountain Ki Focus): can use mountain ki focuses
       
    • Basic Attacks
      • The following attacks respectively already include +1 24h, +1 charge.
      • Basic Melee (Unarmed): 1d20+9;1d8+4
      • Basic Melee Charge (Unarmed): 1d20+10;1d8+4
      • Basic Ranged (Repeating Crossbow): 1d20+7;1d8+3
       
    • Powers/Item Powers During Play
      • Combat Agility
      • Combat Challenge
      • Footwork Lure
      • Grappling Strike
      • Weapon Master's Strike
      • Funneling Flurry
      • Second Wind
      • Shove and Slap
      • Item Powers
      • none yet
      •  
    • Items
      • Items
      • Adventurer's Kit
      • Mountain Ki Focus Forceful: pull/push/slides with attack powers increase by 1 square, Shielding: when hitting at least one target with an attack power gain +1 AC/REFLEX until start of next turn
      • Hide Armor
      • Greatspear +3/1d10, polearm/spear/reach
      • Singing Stick +3/1d6, offhand/defensive/mace
      • Longsword +3/1d8, heavy blade
      • Repeating Crossbow +2/1d8, 10/20 range, crossbow
      • Widow's Knife +3/1d4, 5/10 range, offhand/light thrown/lightblade
      • Battleaxe +2/1d10, versatile/axe
      • Heavy Shield +2/+1 AC/REFLEX, heavy shield
       
    • Skills
      • Acrobatics +7 (trained)
      • Arcana +0
      • Athletics +8 (trained)
      • Bluff -1
      • Diplomacy -1
      • Dungeoneering +0
      • Endurance +4 (trained)
      • Heal +5 (trained)
      • History +0
      • Insight +0
      • Intimidate +4 (trained)
      • Nature +0
      • Perception +0
      • Religion +0
      • Stealth +2
      • Streetwise -1
      • Thievery +2
       
    • Descriptions of Powers
      • Combat Agility Opportunity Action, Trigger: An enemy adjacent to you takes an action that provokes an opportunity attack. Effect: After the triggering enemy completes the action, you shift a number of squares equal to your Dexterity modifier. You must end the shift closer to the target than you were when you began the shift. Then make the following attack. Target: The triggering enemy. Attack: Strength vs. AC. Hit: 1[W] + Strength modifier damage, and you knock the target prone.
      • Combat Challenge hit or miss an enemy you can mark it, Immediate Interrupt Melee, Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy.
      • Footwork Lure Melee weapon, Target: One creature, Attack: Strength vs. AC, Hit: 1[W] + Strength modifier damage. You can shift 1 square and slide the target 1 square into the space you left.
      • Grappling Strike Melee touch, Requirement: You must have a hand free. Target: One creature, Attack: Strength vs. AC, Hit: 1[W] + Strength modifier damage, and you grab the target. The grab ends automatically at the end of your next turn.
      • Weapon Master's Strike Melee weapon, Target: One creature, Effect: Before making this attack, you may sheathe a weapon and draw a different one as a free action. Attack: Strength vs. AC, Hit: 1[W] + Strength modifier damage. In addition, the target takes an additional effect based on the weapon you wield. Axe: The target takes extra damage equal to your Constitution modifier. Mace: You slide the target 1 square. Heavy Blade: Until the end of your next turn, you gain a +1 power bonus to AC against the targetís attacks. Spear or Polearm: Until the end of your next turn, the target provokes opportunity attacks from you when it shifts.
      • Funneling Flurry Melee weapon, Requirement: You must be wielding two melee weapons. Targets: Two creatures, Attack: Strength vs. AC (main weapon and off-hand weapon), one attack per target, Hit: 1[W] + Strength modifier damage, and you slide the target 1 square.
      • Shove and Slap Melee 1, Requirement: You must be using a shield. Primary Target: One creature, Primary Attack: Strength + 3 vs. Fortitude, Hit: 2d10 + Strength modifier damage, and you push the primary target a number of squares equal to 1 + your Wisdom modifier. You can shift 1 square into the space your target occupied. Miss: Half damage, and you push the primary target 1 square. Effect: Make a secondary attack. Secondary Target: One creature other than the primary target, Secondary Attack: Strength + 3 vs. Fortitude, Hit: Strength modifier damage, and the secondary target is dazed (save ends).
      • Item Powers
      • none yet
    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
« Last edit by Viktor on Mon Jan 16, 2012 9:35 pm. »
Moderator
Registered: Jun 2009
Posts: 3164
OOC: Just got off the phone with Gary, and he reminded me that we ruled that you cannot share a square with a prone character (as ruled in SoW in the coin monster fight), only an unconscious one. Also, even if that were not the case, Hammer being dominated would prevent you from standing over him to begin with. So, want to retake?
_______________
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
OOC: Sigh. I think next time I'd better just post rolls and actions and only add characterization after we all read our rule books to save myself some time and disappointment.

I recall the "you can't stand over a conscious and prone ally" thing, so I see now how this turn wouldn't jive with the rules (FWIW, dominated allies still count as allies). I also recall situations in SoW, and other threads, before the coin monster battle where we did have allies stand over prone allies (or at least remain prone underneath after being revived). However, the coin monster battle had so much proneness that we all starting wondering what tactics to use and looked things up.

Anyhow, rule and battle memories aside, this kills the whole turn, tactics, fluff, and all. I don't feel like rethinking things and redoing so just go ahead and use his charge attack against Wavryn (L10) and assume it's done in slience.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2009
Posts: 3164
Sighing to himself at Hammer's prone body taking up so much room, Corvan nevertheless finishes off Wavryn with an effective charge. Ret fires his crossbow from the shadows of the trees, bolt sinking into Dwimmerlaik's leg for 8 damage. He then steps out. "Come and get me!!" he shouts, trying to taunt the Red Team to split up. Bella mentally instructs hammer to attack Jak. Rolling over, he does so... hard. MBA (ring, prone) (1d20+7+1-2=25, 2d6+4=14) The minotaur goes down to the floor next to his "ally."

OOC: Sorry about that, Viktor. I am just trying to keep our games consistent with each other, not trying to spoil your fun description of a great turn.

Argent Rain Zone - Any creature entering or ending its turn in the zone takes 5 fire damage. Lasts ENT Tchort.
Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
Corvan - 26/26 (4/9, 1 AP)
Ret (Halfling Rogue) - no damage (at O15))
Hammer - 13/31 (7/11, 1 AP), TyRage, prone, marked by Garrl, bloodied, dominated ENT Bella
Drogon (Dragonborn Sorcerer) - dead
==>Koliak - 22/22 (6/6, 1/3 PP, 0 AP)
Garrl (Goliath Warden) - down 10 (at K7)
Jak - -7/27 (6/12, 0 AP), prone, unconscious, dying 0/3
Tchort - 25/26 (7/9, 0 AP)
Wavryn (Genasi Swordmage) - dead
Qaxar (Human Cleric) - down 9 (at J7)
Dwimmerlaik - 16/24 (6/7, 2 AP)
Bella (Human Mage) - down 17 (at L8), bloodied

User posted image

  •  Features
      Illumination: Bright light.
      Rocks and Trees: The rocks and trees are difficult terrain and offer cover. They also block line of sight for ranged attacks.
_______________
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
« Last edit by Jonathan Berg on Mon Jan 16, 2012 9:52 pm. »

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