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The Sceptre Tower

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Moderator
Registered: Jun 2009
Posts: 3164
Neither Dwimmerlaik nor Corvan is able to bring down the soldier. The golem hardly feels the heat from Tchort's Argent Rain, but steps forward and brings a fist down on Jak. (5 damage to Jak - 2 after resist, OGD 5 Radiant SE)

OOC: Tinypic isn't loading, so Dwim is at F6 and the golem moved next to Jak. And the zone is gone.

Golem's Radiant Aura - All enemies of the golem take -2 to attack rolls in aura 1.
Son of Alagondar (+1 to att vs) - Yellow
Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
Wizard - dead
Hammer - 21 (+8 temp)/37 (9/11, 2 AP), -2 AC USNT
Soldier Yellow - down 40, bloodied, marked
Dwimmerlaik - 17/29 (5/7, 2 AP), vuln 5 radiant SE, +2 def vs yellow UENT
Corvan - 18/32 (7/9, 2 AP)
Granite Golem - down 20
==>Tchort - 24/31 (8/9, 1 AP)
Koliak - 21/26 (6/6, 0/3 PP, 0 AP)
Jak - 18/33 (6/12, 1 AP), +2 def UENT, res all 3 UENT, OGD 5 radiant SE

User posted image

  •  Features
      Illumination: Bright light.
      Wall: The wall around the staircase is only 3 feet tall, but blocks LoS for any creature further than 1 square down the stairs.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Sep 2009
Posts: 1238
With a cry of bloodlust, Tchort throws the soldier against the golem, providing an opening for the injured Jak to swing his falchion. Sadly, the hurt paladin's swing goes far wide of the target. "Dammit Jak! Pay attention next time or we'll he having roast minotaur tenderloin for our supper! Get back into formation and clear the way for Koliak to knock them on their asses!"

Actions:
Standard: Staggering Note against yellow (24Hr) (Bloodlust) (1d20+6+1+1=26)
Attack hits will 26 for 4 thunder damage. Target slides to G4. Jak gets a free MBA MBA against yellow (24Hr) (Son of Alagondar) (Flanking) (1d20+10+1+1+2=15, 2d4+5=13)
Flub! for auto miss.
Move: Moment of Escape upon Jak, sliding him to F7
OOC: Pulling Jak back should let Koliak blast, regives Jak options for targeting and postitioning, and should leave Hammer room to set up a charge on the golem after Jak makes his move. I hate wasting my own turns with a flub. Only good part is getting to blame someone else in character :twisted:

  •  Tchort
    • Male Cunning Bard Tiefling 2
    • Passive Perception: 15, Passive Insight: 15
    • AC:17, Fort:13, Reflex:16, Will:16 - Speed:6
    • HP:24/31, Bloodied:15, Surge Value:6, Surges left:8/9
    • Action Points: 0, Second Wind: not used
    •  
    • Powers
      • Staggering Note (Standard, R10)
      • Vicious Mockery (Standard, R10)
      • Majestic Word (Minor, CB5) (Uses remaining : 1)
      • Argent Rain (Standard, B1 within 10)
      • Blunder (Standard, R5)
      • Infernal Wrath (Free, CB10)
      • Moment of Escape (Move, R10)
      • 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 +7
      • Arcana +9
      • Athletics +4
      • Bluff +11
      • Diplomacy +10
      • Dungeoneering +5
      • Endurance +7
      • Heal +5
      • History +8
      • Insight +5
      • Intimidate +10
      • Nature +6
      • Perception +5
      • Religion +8
      • Stealth +8
      • Streetwise +10
      • Thievery +6
    • Rituals
      • Traveler's Chant:
      • Comrades' Succor:
       
  • _______________
    Sentinel - Warforged Shielding Swordmage (Eberron)
    Allena Walmond - Human Paladin of Amaunator (Forgotten Realms)
    Variel - Elf Beastmaster Ranger
    Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)
    « Last edit by nmathew on Mon Apr 09, 2012 6:05 pm. »
Member
Registered: Sep 2010
Posts: 378
Seeing the area clear of allies, Koliak grins and begins concentrating on the task at hand. A quick gesture with his hands, and then the area between the soldier & golem are blasted with psychic force.

WIth a massive force of will, Koliak forces both the soldier and golem to disappear. Only briefly though, as they reappear in the room adjacent. Koliak looks to find a better place.

"Let's finish this thing. Keep it from moving!" exclaims Koliak.

[STANDARD] Uses DIMENSIONAL SCRAMBLE @ F4 vs. Golem / Soldier : Dimensional Scramble @ F4 vs. Golem / Soldier (1d20+8+1=29, 1d20+8+1=18, 1d6+6=10) | Crit roll : Dimensional Scramble crit vs. Golem (1d6=2)
[MOVE] Moves to H6 ***Only if both creatures are hit & teleported


1st attack vs. Golem hits FORT:29 !critical! for 14 dmg & teleported to D2/D3
2nd attack vs. Soldier hits FORT:18 for 10 dmg & teleported to D4

***I can see the destination squares and the power allows me to move the target adjacent to blast. I think by doing this, it will severly hamper the golem's ability to attack and move through small doorway & the soldier will just be 'in the way'.
« Last edit by DasachTra7 on Mon Apr 09, 2012 7:14 pm. »
Moderator
Registered: Jun 2009
Posts: 3164
Tchort moves Jak out of the way for Koliak to blast both enemies. The golem ends up in the next room over, along with the body of the dead soldier.

Golem's Radiant Aura - All enemies of the golem take -2 to attack rolls in aura 1.
Son of Alagondar (+1 to att vs) - none
Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
Wizard - dead
Hammer - 21 (+8 temp)/37 (9/11, 2 AP), -2 AC USNT
Soldier Yellow - dead
Dwimmerlaik - 17/29 (5/7, 2 AP), vuln 5 radiant SE
Corvan - 18/32 (7/9, 2 AP)
Granite Golem - down 38
Tchort - 24/31 (8/9, 1 AP)
Koliak - 21/26 (6/6, 0/3 PP, 0 AP)
==>Jak - 18/33 (6/12, 1 AP), +2 def UENT, res all 3 UENT, OGD 5 radiant SE

User posted image

  •  Features
      Illumination: Bright light.
      Wall: The wall around the staircase is only 3 feet tall, but blocks LoS for any creature further than 1 square down the stairs.
_______________
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 feels only a muted pain from the golem's lingering power, thanks to Dol Dorn. He hears the golem's movements from within the other room and moves to prevent the golem from getting at his crew. With a swing that flies wide, Jak has closed the distance and can't quite manage to shake the golem's lingering power.

Move: Move to d4.

Standard: Ardent Strike vs Golem. 1d20+1(24hr)+10(base); 2d4+5 damage
Hits AC 10 for 12

End of Turn: Save vs ongoing radiant.
Save of 7, failed.

  •  Jak
    • Male Minotaur Paladin 2
    • Passive Perception: 16, Passive Insight: 19
    • AC:"21", Fort:"18", Reflex:"14", Will:"17" - Speed:5
    • VS Opp Att: AC:21, Fort:18, Reflex:14, Will:17
    • HP:16/33, Bloodied:16, Surge Value:8, 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: 2/3; Touch; I spend a Healing Surge, target gains HP as if they had spent a Healing Surge)
      • Second Wind (Lose surge, gain 8 HP, +2 def)
      • Action Point x1 (Gain action)
      • Goring Charge (Standard; Melee; Str+4 vs AC; 1d6+4; Must 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)
      • Virtue (Minor; Personal; I spend a healing surge to gain THP equal to my surge value instead of HP.
      • 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)
      • Healing potion (heroic tier) X1
       
    • Abilities
      • Ability Scores Str =18 Con =12 Dex =9 Int =10 Wis =16 Cha =14
      • Basic Melee Attack +10 (+4 Str, +3 Prof, +1 Magic +1 Feat, +1 lvl)
      • Basic Melee Damage 2d4+5 (2d4 Falchion, +4 Str, +1 Magic)
      • Basic Ranged Attack +0 (-1 Dex, +0 Prof, +0 Magic +0 Feat, +1 lvl)
      • 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)
       
    • Feats
      • Heavy Blade Expertise +1,2,3 to attack when using a Heavy Blade. Also gain +2 defenses vs opportunity attacks.
      • Improved Initiative +4 to initiative rolls.
      • Virtuous Recovery Gain Resist all damage equal to Wis Mod (3) till the start of my next turn whenever I spend a healing surge.
       
    • Skills
      • Acrobatics -2
      • Arcana +1
      • Athletics +3
      • Bluff +3
      • Diplomacy +3
      • Dungeoneering +4
      • Endurance +5
      • Heal +9
      • History +1
      • Insight +9
      • Intimidate +3
      • Nature +6
      • Perception +6
      • Religion +6
      • Stealth -2
      • Streetwise +3
      • Thievery -2


OOC: Forgot to add the -2 to attack from the golem's aura in the roll. reflected in the bold total. Welcome back Jonathan!
_______________
Jak - Minotaur Paladin 1, The Dark Campaign<br>
Narg - Razorclaw Shifter Scout 6, Points of Light
« Last edit by Daniel on Tue Apr 10, 2012 5:54 pm. »
Moderator
Registered: Jun 2009
Posts: 3164
OOC: That obviously misses. Jak is at D4. Hammer is up.
_______________
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
Target sighted. Step back. Rush in. Hammer cleave crystals.

Move Action: Shift (Move 1, do not provoke OA)

Standard Action: Howling Strike Charge (+11 vs. AC, -2 AC USNT; Hit: 3d6+1d8+5 dam; Crit: 31+1d8 dam, free MBA; Rage: Move 2 extra sq on charge)

Howling Strike Charge (+9 W, +1 24hr, +1 charge, +1 reckless) (1d20+12=25, 3d6+1d8+5=27)

OOC: Shift to E6, Reckless Howling Strike Charge to E4, hitting Golem AC 25 for 27 damage, -2 AC for me USNT.


  •  Hammer
    • Male Warforged Barbarian 2, Iron Wolf Warrior
    • Passive Perception: 11, Passive Insight: 11
    • AC:17, Fort:17, Reflex:14, Will:13 - Speed:6
    • HP:21+8 THP/37, Bloodied:18, Surge Value:9, Surges left:9/11
    •  
    • 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 x2 (Gain action)
      • Warforged Resolve (Minor: 3 THP, Saving Throw vs. OGD, regain 3 HP if bloodied)
      • Shrug It Off (Imm Rxn, when hit by SE effect; Make saving throw and Shift 1 on success)
      • 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)
      • Vanguard Maul +1 (Daily, minor, when charging; Hit gives allies w/in 10 +1 att and dam USNT)
       
    • Items
      • Vanguard Maul +1 (+2 Prof, +1 W, 2d6+1 dam)
      • Hide Armor (+3 AC, -1 armor check)
       
    • Abilities
      • Basic Melee Attack +9 (+4 Str, +2 Prof, +1 lvl, +1 Exp, +1 W)
      • Basic Melee Damage 2d6+5 (2d6+1 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)
      • Reckless Charge (+1 to att on a charge for -2 AC USNT)
       
    • Skills
      • Acrobatics +2
      • Arcana 0
      • Athletics +9
      • Bluff +2
      • Diplomacy +2
      • Dungeoneering +1
      • Endurance +10
      • Heal +1
      • History 0
      • Insight +1
      • Intimidate +9
      • Nature +1
      • Perception +1
      • Religion 0
      • Stealth +2
      • Streetwise +2
      • Thievery +2
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
OOC: That hits. The golem is not bloodied yet. Dwim is up.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Dwimmerlaik moves into the room - but behind Jak - to get a clear shot at the golem, then sends a blast of force at it.

Move action - Move to D6.

Standard action - Eldritch Bolt against Golem.

Eldritch Bolt against Golem. (24H) (1d20+7+1=19, 1d8+10=18)

Hits Reflex 19 for 18 force damage.

End of turn - Save against Vulnerable Radiant.

Save against Vulnerable Radiant. (24H) (1d20+1=8)

Failure.


  •  Dwimmerlaik
    • Male Revenant (Human) Warlock-Hexblade (Fey Pact) (Assassin) 2
    • Full Character Sheet
    • Passive Perception: 12, Passive Insight: 12, Senses: Low-Light Vision
    • AC: 19, Fort: 13, Reflex: 16, Will: 16 - Speed: 6
    • HP: 17/29, Bloodied: 14, Surge Value: 7, Surges left: 5/7
    • 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, +7 vs Reflex, 1d10+8 force damage, range 10, one creature.
    • -Icy Skewer - MBA, +10 vs AC, 1d10+8 cold damage and gain a +2 power bonus to all defenses against the target's attacks until the end of my next turn, range melee, one creature.

    • Powers
    • -Eldritch Bolt
    • -Icy Skewer
    • -Soul Step
    • -Dark Reaping
    • -Ethereal Stride
    • -Low Blow
    • -Piercing Shard
    • -Practiced Killer 1d8 Extra Weapon Damage
    • -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: Oct 2008
Posts: 7786
Corvan shifts his shield into place and whips out his longsword. He adds his body to the Jak-Hammer formation in front of the golem and chips some granite off a thigh, at least enough to catch the thing's attention.

Move: to C4
Standard: Weapon Master's Strike (heavy blade) golem, AC, on a hit Corvan gains +1 AC from the power and +1/+1 AC/REF from his ki focus UENT. (1d20+9+1=16, 1d8+4=5)
Wielding: heavy shield and longsword

OOC: Likely missed, so I left the current defenses as such. If it somehow hit, then AC is 23 and Reflex is 18. MARKING.

User posted image

Current Defenses: AC 21, FORTITUDE 18, REFLEX 17, WILL 12
(base defenses with heavy shield: 21, 18, 17, 12 and without heavy shield: 19, 18, 15, 12)
Surges: 7/9, Action point(s) left: 2/2, not yet used this battle

  •   Corvan Danaviss
    • Male Human Weaponmaster, Level 2
    • Passive Perception: 11, Passive Insight: 11
    • AC: 19 Fort: 18 Reflex: 15 Will: 12 Speed: 6, Initiative: +5
    • HP: 32, Bloodied: 16, Surge Value: 8, 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
      • Deadly Draw: Whenever you pull or slide an enemy to a square adjacent to you, you gain combat advantage against that enemy until the end of your next turn.
       
    • Basic Attacks
      • The following attacks respectively already include +1 24h, +1 charge.
      • Basic Melee: 1d20+10 (1d8+4 Unarmed Monk Strike+Longsword, 1d6+4 Singing Stick, 1d10+4 Greatspear)
      • Basic Melee Charge: 1d20+11 (1d8+4 Unarmed Monk Strike+Longsword, 1d6+4 Singing Stick, 1d10+4 Greatspear)
      • Basic Ranged (Repeating Crossbow): 1d20+8;1d8+3
       
    • Powers/Item Powers During Play
      • Combat Agility
      • Combat Challenge
      • Footwork Lure
      • Grappling Strike
      • Weapon Master's Strike
      • Disrupting Advance
      • Forceful Drag
      • 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
      • Greatspear +3/1d10, polearm/spear/reach
      • Singing Stick +3/1d6, offhand/defensive/mace
      • Longsword +3/1d8, heavy blade
      • Unarmed Monk Strike +3/1d8
      • Improvised Weapon, one-handed +2/1d8
      • 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/+2 AC/REFLEX, heavy shield
      • Hide Battle Harness +1 As a free action, you can draw a sheathed weapon or retrieve a stowed item. You gain a power bonus to initiative equal to the itemís enhancement bonus.
      • Healing Potion 10 hp, lose one surge
       
    • Skills
      • Acrobatics 8 (trained), 6 with heavy shield
      • Arcana 1
      • Athletics 9 (trained), 7 with heavy shield
      • Bluff 0
      • Diplomacy 0
      • Dungeoneering 1
      • Endurance 5 (trained), 3 with heavy shield
      • Heal 6 (trained)
      • History 1
      • Insight 1
      • Intimidate 5 (trained)
      • Nature 1
      • Perception 1
      • Religion 1
      • Stealth 3, 1 with heavy shield
      • Streetwise 0
      • Thievery 3, 1 with heavy shield
       
    • 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.
      • Disrupting Advance melee weapon, Target: One creature, Attack: Primary ability vs. AC Hit: 2[W] + ability modifier damage, and you push the target 2 squares. The target and each enemy adjacent to the target at the end of the push are slowed until the end of your next turn. Level 11: 3[W] + ability modifier damage. Level 21: 4[W] + ability modifier damage.
      • Forceful Drag move, Requirement: You must have a creature grabbed. Effect: You move your speed. For each square you move, you slide a creature grabbed by you 1 square to a square adjacent to you. The creature remains grabbed, and you do not provoke an opportunity attack from the grabbed creature for this movement. At the end of the move, you can end the grab to knock the creature prone.
      • 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)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Emily and I are going camping, we'll back Monday evening.

Daniel, can you play Dwimmerlaik while I'm gone? You've done a great job with the other sneaky, teleporting, revenant striker whose name starts with "D" on Dead Goblins, so I figure you can handle it. ;) Just remember - Demuriath wants everyone else to die, Dwimmerlaik just wants to die himself. :P
_______________
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
Member
Registered: Oct 2011
Posts: 309
OOC: I'll do my best :)
_______________
Jak - Minotaur Paladin 1, The Dark Campaign<br>
Narg - Razorclaw Shifter Scout 6, Points of Light
Moderator
Registered: Sep 2009
Posts: 1238
OOC: Just checking. We're waiting on a DM update, not Tchort?
_______________
Sentinel - Warforged Shielding Swordmage (Eberron)
Allena Walmond - Human Paladin of Amaunator (Forgotten Realms)
Variel - Elf Beastmaster Ranger
Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)
Moderator
Registered: Jun 2009
Posts: 3164
OOC: Yeah, crazy weekend and end to last week. I will update today.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Jun 2009
Posts: 3164
Dwimmerlaik's attack hits the golem, but Corvan misses. The golem bellows in rage, then lifts its fists. One swings at Corvan, the other at Hammer. Corvan feels only air, but Hammer is hit full on in the face for 12 radiant damage (4 after THP) and dazed UENT.

Golem's Radiant Aura - All enemies of the golem take -2 to attack rolls in aura 1.
Son of Alagondar (+1 to att vs) - none
Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
Wizard - dead
Hammer - 17/37 (9/11, 2 AP), bloodied, dazed ENT golem, -2 AC USNT
Soldier Yellow - dead
Dwimmerlaik - 17/29 (5/7, 2 AP), vuln 5 radiant SE
Corvan - 18/32 (7/9, 2 AP)
Granite Golem - down 83, marked
==>Tchort - 24/31 (8/9, 1 AP)
Koliak - 21/26 (6/6, 0/3 PP, 0 AP)
Jak - 16/33 (6/12, 1 AP), bloodied, OGD 5 radiant SE

User posted image

  •  Features
      Illumination: Bright light.
      Wall: The wall around the staircase is only 3 feet tall, but blocks LoS for any creature further than 1 square down the stairs.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Sep 2009
Posts: 1238
Tchort moves towards the door, but not too close. Koliak could move into the doorway if he wanted. With a quick arcane word, he hopes to confuse the golem's standing orders.

Actions:
Move: Move to F6
Standard: Vicious Mockery against Granite Golem (24Hr) (1d20+6+1=8, 1d6+4=10)
Flub! for auto miss.

  •  Tchort
    • Male Cunning Bard Tiefling 2
    • Passive Perception: 15, Passive Insight: 15
    • AC:17, Fort:13, Reflex:16, Will:16 - Speed:6
    • HP:24/31, Bloodied:15, Surge Value:6, Surges left:8/9
    • Action Points: 0, Second Wind: not used
    •  
    • Powers
      • Staggering Note (Standard, R10)
      • Vicious Mockery (Standard, R10)
      • Majestic Word (Minor, CB5) (Uses remaining : 1)
      • Argent Rain (Standard, B1 within 10)
      • Blunder (Standard, R5)
      • Infernal Wrath (Free, CB10)
      • Moment of Escape (Move, R10)
      • 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 +7
      • Arcana +9
      • Athletics +4
      • Bluff +11
      • Diplomacy +10
      • Dungeoneering +5
      • Endurance +7
      • Heal +5
      • History +8
      • Insight +5
      • Intimidate +10
      • Nature +6
      • Perception +5
      • Religion +8
      • Stealth +8
      • Streetwise +10
      • Thievery +6
    • Rituals
      • Traveler's Chant:
      • Comrades' Succor:
       
  • _______________
    Sentinel - Warforged Shielding Swordmage (Eberron)
    Allena Walmond - Human Paladin of Amaunator (Forgotten Realms)
    Variel - Elf Beastmaster Ranger
    Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)
Moderator
Registered: Jun 2009
Posts: 3164
OOC: Koliak is up.
_______________
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
Koliak steps forward, just outside the doorway, which gives him a clear view to the monstrous construct. Whoever is behind this, has a ton of resources. Something like this cannot be cheap.

Koliak concentrates and blasts more psychic energy at the construct, hoping to shatter more it. 'If I can latch onto this thing, I may be able to tell it to slow down.' thinks the psion.

[MOVE] Moves to F5
[STANDARD] Uses MIND LOCK vs. golem : Mind Lock vs. golem (1d20+8+1=20, 1d8+6=13)

Mind Lock vs. golem hits WILL:20 for 13 dmg & Slowed (EonT)
Moderator
Registered: Jun 2009
Posts: 3164
OOC: I don't think you have line of sight from F5. Want to pick a different square?
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Sep 2009
Posts: 1238
OOC: I think he can use the lower left corner to determine a clear LOS.
_______________
Sentinel - Warforged Shielding Swordmage (Eberron)
Allena Walmond - Human Paladin of Amaunator (Forgotten Realms)
Variel - Elf Beastmaster Ranger
Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)
Member
Registered: Oct 2011
Posts: 309
Gritting his teeth through the pain of the golem's foreign radiance, Jak calls upon Dol Dorn's power to infuse his blade. "Taste the force of true holy might!" Jak's blade strikes hard, with the extra force of the blade's enchantment as well, and impels the brute to focus on Jak instead of his crew. Jak calls upon Dol Dorn once more to grant him some of the God's own hardy virtues, and feels bolstered to weather the golem's retaliation. And with the arrival of Jak's own God's power, the golem's lingering radiance is at last broken.

Standard: Valorous Smite vs Golem. 1d20+6(cha)+1(24hrs)-2(golem aura).
Hits AC 19 for 18 damage. The golem is subjected to my Divine Sanction UENT.

Free: Activate Blood Claw ability as I hit.

Minor: Virtue on myself. Spend a healing surge and gain THP instead of HP. Which also gives me Resist 3 USNT

Save: Save vs Ongoing radiant. 1d20+1(24hrs).
Save of 20 :)

  •  Jak
    • Male Minotaur Paladin 2
    • Passive Perception: 16, Passive Insight: 19
    • AC:19, Fort:16, Reflex:12, Will:15 - Speed:5
    • VS Opp Att: AC:21, Fort:18, Reflex:14, Will:17
    • HP:10/33, THP: 8, Bloodied:16, Surge Value:8, 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: 2/3; Touch; I spend a Healing Surge, target gains HP as if they had spent a Healing Surge)
      • Second Wind (Lose surge, gain 8 HP, +2 def)
      • Action Point x1 (Gain action)
      • Goring Charge (Standard; Melee; Str+4 vs AC; 1d6+4; Must 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)
      • Virtue (Minor; Personal; I spend a healing surge to gain THP equal to my surge value instead of HP.
      • 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)
      • Healing potion (heroic tier) X1
       
    • Abilities
      • Ability Scores Str =18 Con =12 Dex =9 Int =10 Wis =16 Cha =14
      • Basic Melee Attack +10 (+4 Str, +3 Prof, +1 Magic +1 Feat, +1 lvl)
      • Basic Melee Damage 2d4+5 (2d4 Falchion, +4 Str, +1 Magic)
      • Basic Ranged Attack +0 (-1 Dex, +0 Prof, +0 Magic +0 Feat, +1 lvl)
      • 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)
       
    • Feats
      • Heavy Blade Expertise +1,2,3 to attack when using a Heavy Blade. Also gain +2 defenses vs opportunity attacks.
      • Improved Initiative +4 to initiative rolls.
      • Virtuous Recovery Gain Resist all damage equal to Wis Mod (3) till the start of my next turn whenever I spend a healing surge.
       
    • Skills
      • Acrobatics -2
      • Arcana +1
      • Athletics +3
      • Bluff +3
      • Diplomacy +3
      • Dungeoneering +4
      • Endurance +5
      • Heal +9
      • History +1
      • Insight +9
      • Intimidate +3
      • Nature +6
      • Perception +6
      • Religion +6
      • Stealth -2
      • Streetwise +3
      • Thievery -2


OOC: Koliak's attack won't affect my turn unless his damage triggers some Imm Action on the golem's part, so here is Jak's turn. Since it's after Monday, I assume Gary is back in for Dwimmerlaik?
_______________
Jak - Minotaur Paladin 1, The Dark Campaign<br>
Narg - Razorclaw Shifter Scout 6, Points of Light
Member
Registered: Sep 2010
Posts: 378
OOC-sorry couldn't post sooner. Was sick all yesterday and last night. Got an appt. today, and then coming right home for more sleep.

If I don't have LOS, then move me 1 more square into the room.
Moderator
Registered: Jun 2009
Posts: 3164
OOC: Good point, Nathan. I will allow it.

Koliak's mental prowess causes some granite chips to begin to stream down the golem's side (bloodied). A radiant explosion surges forth from the golem as it gets that step closer to death. Hammer stands there wondering what is going on, but the rest of the party are all seared for 5 radiant damage (10 for Dwim after vuln) and dazed (SE).

OOC: Daniel, feel free to redo Jak's turn given this.

Golem's Radiant Aura - All enemies of the golem take -2 to attack rolls in aura 1.
Son of Alagondar (+1 to att vs) - none
Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
Wizard - dead
Hammer - 17/37 (9/11, 2 AP), bloodied, dazed ENT golem, -2 AC USNT
Soldier Yellow - dead
Dwimmerlaik - 7/29 (5/7, 2 AP), bloodied, dazed SE, vuln 5 radiant SE
Corvan - 13/32 (7/9, 2 AP), bloodied, dazed SE
Granite Golem - down 96, bloodied, marked
Tchort - 24/31 (8/9, 1 AP)
Koliak - 16/26 (6/6, 0/3 PP, 0 AP), dazed SE
==>Jak - 11/33 (6/12, 1 AP), bloodied, OGD 5 radiant SE, dazed SE

User posted image

  •  Features
      Illumination: Bright light.
      Wall: The wall around the staircase is only 3 feet tall, but blocks LoS for any creature further than 1 square down the stairs.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Yes, I'm back. Thanks, Daniel!
_______________
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
Member
Registered: Oct 2011
Posts: 309
OOC: So, with the daze, do you want me to re-roll everything? Otherwise I'll keep everything the same except for the minor action and I'll roll a separate save for daze.
_______________
Jak - Minotaur Paladin 1, The Dark Campaign<br>
Narg - Razorclaw Shifter Scout 6, Points of Light

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