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The Sceptre Tower

Moderators: Jonathan Berg, Michael Doss.

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Author Post
Moderator
Registered: Jun 2009
Posts: 3164
OOC: Sure, that is fine. The attack misses. Hammer is up and you can roll the save in the meantime.
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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
Member
Registered: Oct 2011
Posts: 309
Save: Save vs daze. 1d20+1(24 hrs).
Save of 12, success.

  •  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:11/33, 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: Since the attack didn't connect, I would not have used the Blood Claw ability.
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Jak - Minotaur Paladin 1, The Dark Campaign<br>
Narg - Razorclaw Shifter Scout 6, Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
Hammer swiiiiing.

Standard Action: Recuperating Strike (+9 vs. AC; Hit: 2d6+5 dam, 3 THP; Crit: 17+1d8, 3 THP, free MBA; Rage: Gain 8 THP)

Recuperating Strike (+9 W, +1 24hr, -2 aura) (1d20+8=16, 2d6+5=11)

OOC: RecupStr on Golem, hitting AC 16 for 11 damage and 3 THP on a hit. If I missed, I will use an AP and Warforged Resolve (3 HP and 3 THP). If I hit, I will hold onto those.


  •  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:17/37, 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 misses. Dwim can go and then I will do an update. This was a whole lot easier to do regularly when I was unemployed.
_______________
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 sends another bolt of force at the golem. He finally is able to shake off the lingering brilliance, as well as the wooziness in his head.

Standard action - Eldritch Bolt against Golem.

Eldritch Bolt against Golem. (24H) (1d20+7+1=16, 1d8+10=17)

Hits Reflex 16 for 17 force damage.

End of turn - Save against Vulnerable Radiant.

Save against Vulnerable Radiant. (24H) (1d20+1=16)

Success! End of turn - Save against Dazed.

Save against Dazed. (24H) (1d20+1=14)

Success!


  •  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: 7/29, 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: Jun 2009
Posts: 3164
The golem proves to be very difficult to damage, as Dwimmerlaik's attack also misses.

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 - 20(+3 temp)/37 (9/11, 2 AP), dazed ENT golem
Soldier Yellow - dead
Dwimmerlaik - 7/29 (5/7, 2 AP), bloodied
==>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 - 6/33 (6/12, 1 AP), bloodied

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: Oct 2008
Posts: 7786
"Fight ME, you oversized piece of gravel under my boots!!!!" challenges Corvan as he sheathes his longsword. He then bashes the golem's knee with his shield and grabs the brute's pinky toe as it lifts a leg in pain. The challenging disposition clears his head.

Move: none
Standard: Grappling Strike golem, AC, on a hit target is grabbed UENT Corvan. (1d20+9-2=21, 1d8+4=7)
Wielding: heavy shield and unarmed
Save vs dazed: 1d20=19

OOC: 7 damage, grabbed, and marking. New defenses below.

User posted image

Current Defenses: AC 22, FORTITUDE 18, REFLEX 18, 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 on vacation, and will be back Monday, May 7th.

Daniel, can you play Dwimmerlaik for me again? Thanks!
_______________
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: Sure. Enjoy!
_______________
Jak - Minotaur Paladin 1, The Dark Campaign<br>
Narg - Razorclaw Shifter Scout 6, Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Anyone curious about a cool new fantasy game system I discovered called Dungeon World, check out this thread:

http://deadgoblins.com/topic.php?id=139

It's been too long since we had a new game on Dead Goblins! ;)
_______________
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: I just want to give everyone an update. Right now I am traveling for work more than half the time. I am waiting for this to settle down, which it should in August, then it is my intention to pick the game back up. I apologize for all of this, but the new job makes all this tough.
_______________
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: Thanks for the update, Jonathan. I look forward to continuing to try to get Dwimmerlaik killed whenever you can move the game along. :)
_______________
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
Indeed, thanks for the update. Good luck with work!
_______________
Jak - Minotaur Paladin 1, The Dark Campaign<br>
Narg - Razorclaw Shifter Scout 6, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
OOC: No worries. Getting into the groove of a new job is more important than DMing. Appreciate the communication.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)

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