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The Sceptre Tower

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Moderator
Registered: Jun 2009
Posts: 3164
Dwimmerlaik's blow is as powerful as his yearning for death. The patrolmen, confidence bolstered by their numbers, move in. Two (1 and 2) attack Hammer. One nearly chops his own foot off, but the other connects with metal for 5 damage. Two others (3 and 4) move at Dwimmerlaik. Again, one finds only air, but the other stabs with rusty sword. (5 damage to Dwim.) While one is unable to reach any of you, the last one (5) swings at Jak. It, too, connects for 5 damage.

Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
Jak - 24/33 (11/12, 1 AP), marked by Blue
Soldier Red - no damage
Soldier Blue - no damage
Soldier Green - down 26, bloodied, -2 att vs Dwim ENT Dwim, PCs attacking get +1 to hit while Dwim is flanking
Soldier Yellow - no damage
Hammer - 25/37 (10/11, 1 AP), marked by Yellow, -1 AC USNT
Dwimmerlaik - 24/29 (7/7, 1 AP), +2 def UENT
Patrolman 1 - no damage
Patrolman 2 - no damage
Patrolman 3 - no damage
Patrolman 4 - no damage
Patrolman 5 - no damage
Patrolman 6 - no damage
==>Tchort - 31/31 (8/9, 0 AP)
Corvan - 21/32 (8/9, 1 AP), marked by Yellow
Koliak - 26/26 (6/6, 3/3 PP, 1 AP)


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.
      Tables and Benches: The tables and benches are all difficult terrain, but do not provide cover.
_______________
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
Hearing the battle joined, Tchort comes up the stairs only to stop short and curse. The only thing between him and several swords was Corvan. They need more room establish a position beyond the stairs, but how to deliver it? Killing the enemy generally performed that function. Seeing Swimmerlaik under assualt, he screams, "Evade!" then cries a note of power, doing his best to mentally shove a foe and create an opening for Dwimmerlaik.

Actions:
Free: Please use my class feature to slide Dwimmerlaik to G5 when the enemy misses him, and follow that up by sliding the missing enemy into the space left by Dwimmerlaik. OOC: I hope I can bunch things up for Koliak Move: Move to F8
Standard: Blunder against Soldier Green (24Hr) (1d20+6+1=12, 1d6+4=5)
Ayttak hits will 12 for 5 damage. Upon a hit,
Icy Skewer against Soldier Green (24Hr) (CA) (1d20+10+1=14, 1d8+6=11) Attack hits AC 14 for 11 damage.
Slide target 2 spaces into the hole left by wither patrol man 3 or 4 (whichever missed Dwimmerlaik and got moved earlier.

  •  Tchort
    • Male Cunning Bard Tiefling 2
    • Passive Perception: 15, Passive Insight: 15
    • AC:17, Fort:13, Reflex:16, Will:16 - Speed:6
    • HP:31/31, Bloodied:15, Surge Value:6, Surges left:8/9
    • Action Points: 1, Second Wind: not used
    •  
    • Powers
      • Staggering Note (Standard, R10)
      • Vicious Mockery (Standard, R10)
      • Majestic Word (Minor, CB5) (Uses remaining : 2)
      • 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:
       

  • OOC: Total waste. Lets hope I left them bunched enough for the blaster.
    _______________
    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
Tchort is unable to cause any blundering among his foes.

Son of Alagondar (+1 to att vs) - Green
Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
Jak - 24/33 (11/12, 1 AP), marked by Blue
Soldier Red - no damage
Soldier Blue - no damage
Soldier Green - down 26, bloodied, -2 att vs Dwim ENT Dwim
Soldier Yellow - no damage
Hammer - 25/37 (10/11, 1 AP), marked by Yellow, -1 AC USNT
Dwimmerlaik - 24/29 (7/7, 1 AP), +2 def UENT
Patrolman 1 - no damage
Patrolman 2 - no damage
Patrolman 3 - no damage
Patrolman 4 - no damage
Patrolman 5 - no damage
Patrolman 6 - no damage
Tchort - 31/31 (8/9, 0 AP)
==>Corvan - 21/32 (8/9, 1 AP), marked by Yellow
Koliak - 26/26 (6/6, 3/3 PP, 1 AP)


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.
      Tables and Benches: The tables and benches are all difficult terrain, but do not provide cover.
_______________
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 Sat Feb 18, 2012 6:26 pm. »
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Dwimmerlaik is still flanking Green in his new position, so allies still get the +1 to hit Green.
_______________
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: Yes, but since it is a theme feature, I don't want to put it in constantly. I want to figure out a different place to put it, a la MW. What's your theme name again? I am too lazy to look it 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
OOC: Son of Alagondar. However you want to track it, I just want to make sure that everyone includes it on their rolls.
_______________
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, and it will continue to occupy that spot going forward.
_______________
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
Corvan casually slides his shield onto his back. Without even looking up he says audibly, "Beating the lot of you is too easy. Let's see if I can do it with just my fists." Still looking down, he feints forward with his left hand, then pounds the soldier to his right, in the neck. The soldier stumbles backwards gasping for air, nearly falling over the bench and recovering between Dwimmerlaik and Hammer. Turning his back disdainfully, Corvan steps sideways and puts his shoulder next to Jak's. Re-equipping his shield he tells the minotaur paladin, "We will hold this side."

Standard: Funneling Flurry (unarmed monk strike), AC, green (+1 24h, +2 CA, +1 alagondar) and yellow (+1 24h). On a hit target can be slid 2 spaces. (1d20+9+1+1+2=14, 1d8+4=5, 1d20+9+1=24, 1d8+3=9) flub on green, slide yellow to H5 MARKING BOTH
Move: shift to F7
Free: re-equip heavy shield (current 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: 8/9, Action point(s) left: 1/1, 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 2009
Posts: 3164
Corvan moves an enemy out of the way with a glancing blow and garners the attention of another as well.

Son of Alagondar (+1 to att vs) - Yellow
Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
Jak - 24/33 (11/12, 1 AP), marked by Blue
Soldier Red - no damage
Soldier Blue - no damage
Soldier Green - down 26, bloodied, -2 att vs Dwim ENT Dwim, marked
Soldier Yellow - down 9, marked
Hammer - 25/37 (10/11, 1 AP), marked by Yellow, -1 AC USNT
Dwimmerlaik - 24/29 (7/7, 1 AP), +2 def UENT
Patrolman 1 - no damage
Patrolman 2 - no damage
Patrolman 3 - no damage
Patrolman 4 - no damage
Patrolman 5 - no damage
Patrolman 6 - no damage
Tchort - 31/31 (8/9, 0 AP)
Corvan - 21/32 (8/9, 1 AP), marked by Yellow
==>Koliak - 26/26 (6/6, 3/3 PP, 1 AP)


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.
      Tables and Benches: The tables and benches are all difficult terrain, but do not provide cover.
_______________
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 follows the spiral of the stairs to get to the opening.

Koliak cannot believe the amount of soldiers which are here. 'This will either be the end of us, or will prove to be a huge stepping stone for the crew.' thinks Koliak. "I, for one, do not plan on dying here today." he mumbles under his breath.

"You, move closer so I can use my blast on you!" says Koliak to the nearest soldier. He flicks his wrist and the soldier finds himself feeble to Koliak's will. He clusters up closer and next to Corvan.

Koliak then mentally connects with all of those who are clustered up near Corvan & Jak. He is able to keenly find Corvan & Jak's minds and makes sure to not include them in the psychic blast. It takes a bit more energy to do so, but is attainable. The blast then hits, dead center, and causes a couple or more of the soldiers to kneel or buckle from the force and find themselves moved towards the table.

[MOVE] Moves to G8
[MINOR] Uses FORCEFUL PUSH on Solider #3 @ H6 & slides him to G7
[STANDARD] Uses DIMENSIONAL SCRAMBLE Augment 2 vs. red, blue, #5, green, #3 : Dimensional Scramble vs. red, blue, #5, green, #3 (1d20+8+1=24, 1d20+8+1=16, 1d20+8+1=13, 1d20+8+1=27, 1d20+8+1=12, 2d6+6=11)

1st attack vs. red hits FORT:24 for 11 dmg
2nd attack vs. blue hits FORT:16 for 11 dmg
3rd attack vs. #5 hits FORT:13 for 11 dmg
4th attack vs. green hits FORT:27 for 11 dmg
5th attack vs. #3 hits FORT:12 for 11 dmg
***teleport all those are hit to F4, G4, or H4 This will make it hard for them to shift as the furniture is difficult terrain.
« Last edit by DasachTra7 on Sun Feb 19, 2012 1:02 pm. »
Moderator
Registered: Jun 2009
Posts: 3164
Koliak moves up the stairs, pulling a patrolman closer. As he lets loose with his psychic energy, the adjacent patrolman swings a rusty sword, which slices through his robes dealing 5 damage (3 gets an OA here, OoMC is an Imm Int, so can't be used on your turn). While the two patrolmen have the fortitude to resist, all three more heavily armored soldiers are hit, teleported onto a bench. Dwimmerlaik, meanwhile, finds himself nearly completely surrounded.

Son of Alagondar (+1 to att vs) - Yellow
Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
==>Jak - 24/33 (11/12, 1 AP), marked by Blue
Soldier Red - down 11
Soldier Blue - down 11
Soldier Green - down 37, bloodied, -2 att vs Dwim ENT Dwim, marked
Soldier Yellow - down 9, marked
Hammer - 25/37 (10/11, 1 AP), marked by Yellow, -1 AC USNT
Dwimmerlaik - 24/29 (7/7, 1 AP), +2 def UENT
Patrolman 1 - no damage
Patrolman 2 - no damage
Patrolman 3 - no damage
Patrolman 4 - no damage
Patrolman 5 - no damage
Patrolman 6 - no damage
Tchort - 31/31 (8/9, 0 AP)
Corvan - 21/32 (8/9, 1 AP), marked by Yellow
Koliak - 21/26 (6/6, 1/3 PP, 1 AP)


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.
      Tables and Benches: The tables and benches are all difficult terrain, but do not provide cover.
_______________
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
OOC-I wasn't sure who I'd be hitting & teleporting and I was considering using an AP. Would it be possible to use that AP now since Jak hasn't gone yet?
Moderator
Registered: Jun 2009
Posts: 3164
OOC: Sure thing! Go for it.
_______________
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
Unconcered at being stabbed at by the lone soldier, Koliak salivates at seeing just how bunched up the ones he just moved are. Dwim may be surrounded, but hopefully not for long.

With disdain for the soldier nearest him, he flings forth more potent psychic power near Dwim, once again plucking Dwim's mind from the rest and making sure he won't be hurt.

"Sorry Dwim. Forgot that I had to clear the area. Didn't mean to scare you fella." says Koliak

[FREE] Uses ACTION POINT
[FREE] uses ADEPTS INSIGHT on patrolman #5
[STANDARD] Uses DIMENSIONAL SCRAMBLE Aug 1 centered at G4 : Dimensional Scramble Aug 1 vs. #5 (adepts insight), red, blue, green, yellow (1d20+8+1+1=26, 1d20+8+1=10, 1d20+8+1=25, 1d20+8+1=26, 1d20+8+1=14, 1d6+6=8)

1st attack vs #5 hits FORT:26 for 8 dmg *teleport to E2
2nd attack vs. red hits FORT:10 for 8 dmg
3rd attack vs. blue hits FORT:25 for 8 dmg *teleport to G2
4th attack vs. green hits FORT:26 for 8 dmg *teleport to H2
5th attack vs. yellow hits FORT:14 for 8 dmg *teleport to E2 (if avail) or any square in 'E'

------

OOC-I added the +1 Adepts Insight vs. #5 hoping he is a minion and adding to my chance of hitting him and dispatching him. Koliak has now shot his load. I hope he was very helpful to you guys...
« Last edit by DasachTra7 on Sun Feb 19, 2012 10:28 pm. »
Moderator
Registered: Jun 2009
Posts: 3164
Summoning additional strength, Koliak vaporizes a foe and teleports two others (5 is dead, blue and green hit).

Son of Alagondar (+1 to att vs) - Yellow
Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
==>Jak - 24/33 (11/12, 1 AP), marked by Blue
Soldier Red - down 11
Soldier Blue - down 19
Soldier Green - down 45, bloodied, -2 att vs Dwim ENT Dwim, marked
Soldier Yellow - down 9, marked
Hammer - 25/37 (10/11, 1 AP), marked by Yellow, -1 AC USNT
Dwimmerlaik - 24/29 (7/7, 1 AP), +2 def UENT
Patrolman 1 - no damage
Patrolman 2 - no damage
Patrolman 3 - no damage
Patrolman 4 - no damage
Patrolman 5 - dead
Patrolman 6 - no damage
Tchort - 31/31 (8/9, 0 AP)
Corvan - 21/32 (8/9, 1 AP), marked by Yellow
Koliak - 21/26 (6/6, 0/3 PP, 0 AP)


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.
      Tables and Benches: The tables and benches are all difficult terrain, but do not provide cover.
_______________
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
When the patrolman falls, Dwimmerlaik vanishes in a swirl of frost and reappears opposite one of the soldiers.

OOC: Dwimmerlaik will teleport to E3 with Soul Step when 5 dies. This opens up G5 for Jak, so he can shift there and flank both Red and Yellow. That should balance out the fact that Jak's marked, since I don't think he can reach Blue without provoking an OA.
_______________
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: Consider Dwim at E3.
_______________
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 sees the perfect opening left by Dwimmerlaik's teleportation and quickly decides on a plan. Jak heals himself before shifting into the space Dwimmerlaik vacated. He pulls forth his holy symbol and Dol Dorn's power shines out and burns two of the soldiers. Jak quickly turns and brings his falchion down in a vicious smite, using the blades ability mid-strike to bite deeper into the hapless soldier caught between himself and Hammer. As the soldier screams out, Jak bellows a mighty challenge and all his enemies feel the power of Dol Dorn loom over them, promising punishment if his Priest's challenge is not met!

Minor Action: Lay on Hands to myself. I gain 8 hp and with the Virtuous Recovery feat, also gain resist 3 damage USNT.

Move Action: Shift to g5.

Standard Action: Shining Symbol vs Red, Blue and Green. 1d20+4(Str)+1(24hrs) For 1d8+5 Radiant damage and hit targets take a -2 att UENT.
22 Will vs Red for 12 Radiant and -2 att UENT.
23 Will vs Blue for 12 Radiant and -2 att UENT.
10 Will vs Green misses.

Action Point: Valorous Smite vs Yellow. 1d20+8(Cha+weapon)+2(flanking)+1(Son of Alagondar)+1(24hr). For 4d4+3(base)+3(Bloodclaw) damage and all enemies within 3 squares are subject to my Divine Sanction UENT.
27 AC vs Yellow for 19 damage. Free Action: Bloodclaw ability as I hit Yellow.
From g5, all enemies are within 3 squares, so they are all hit with my Div Sanc.


  •  Jak
    • Male Minotaur Paladin 2
    • Passive Perception: 16, Passive Insight: 19
    • AC:19, Fort:16, Reflex:12, Will:15 - Speed:5
    • HP:31/33, Bloodied:16, Surge Value:8, Surges left:9/12
    •  
    • 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 x0 (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: When I use Valorous Smite vs Yellow, I violate Blue's mark against me. I forgot to add the -2 in the attack, so AC 27.
_______________
Jak - Minotaur Paladin 1, The Dark Campaign<br>
Narg - Razorclaw Shifter Scout 6, Points of Light
« Last edit by Daniel on Mon Feb 20, 2012 10:05 pm. »
Moderator
Registered: Jun 2009
Posts: 3164
Jak heals some strength, then lays into his foes. (Nice turn!) The soldiers, suitably awed, turn their attention to the paladin. Red shifts down and, in good position, breaches Jak's defenses (11 damage =8 after resist and marked). Blue and Green move over the table, but both send their blades wide. Yellow finds the perfect chink in Jak's armor (CRIT for 15 damage =12 after resist and Jak is knocked prone).

Son of Alagondar (+1 to att vs) - none
Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
Jak - 11/33 (10/12, 0 AP), bloodied, prone, marked by Red, res all 3 USNT
Soldier Red - down 23, DivS, -2 att ENT Jak
Soldier Blue - down 31, bloodied, DivS, -2 att ENT Jak
Soldier Green - down 45, bloodied, -2 att vs Dwim ENT Dwim, DivS
Soldier Yellow - down 28, bloodied, DivS
==>Hammer - 25/37 (10/11, 1 AP), marked by Yellow
Dwimmerlaik - 24/29 (7/7, 1 AP), +2 def UENT
Patrolman 1 - no damage, DivS
Patrolman 2 - no damage, DivS
Patrolman 3 - no damage, DivS
Patrolman 4 - no damage, DivS
Patrolman 5 - dead
Patrolman 6 - no damage, DivS
Tchort - 31/31 (8/9, 0 AP)
Corvan - 21/32 (8/9, 1 AP), marked by Yellow
Koliak - 21/26 (6/6, 0/3 PP, 0 AP)


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.
      Tables and Benches: The tables and benches are all difficult terrain, but do not provide cover.
_______________
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
"Tchort! Get him out of there!" yells Corvan.

OOC: Suggesting Tchort use virtue of cunning feature to slide Jak to F4 when missed. That way only patrolman could get at him without incurring an OA from someone, maybe not even depending on where Dwim ends up. The patrolmen, as minions can't afford to attack anyone but Jak, so let's make it hard for them. Also, that way Jak won't be amidst the soldiers allowing Koliak his unaugmented dimensional scramble (which isn't ally friendly without power points.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 4627
PAIN! Anger rising. WOOOSH! CRUUUUUUUNCH! "Little man have no bones."

Standard Action: Avalanche Strike (+8 vs. AC; Hit: 6d6+4+3 dam; Effect: USNT, enemies gain +4 to hit against me; Crit: 43 dam, free MBA)

Avalanche Strike (+8 W, +1 24hr, +2 CA) (1d20+11=26, 6d6+4+3=26)

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

OOC: Avalanche Strike on Yellow, hitting AC 26 for 26 damage. USNT, enemies gain +4 to hit me. If I kill him, I get 8 THP. I will not Swift Charge (since it would require taking FIVE OAs). Shift to H6.


  •  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:25/37, Bloodied:18, Surge Value:9, Surges left:10/11
    •  
    • 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 x0 (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)
       
    • Items
      • Maul (+2 Prof, 2d6 dam)
      • Hide Armor (+3 AC, -1 armor check)
       
    • Abilities
      • Basic Melee Attack +8 (+4 Str, +2 Prof, +1 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)
      • 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: Sep 2009
Posts: 1238
Viktor wrote
"Tchort! Get him out of there!" yells Corvan. OOC: Suggesting Tchort use virtue of cunning feature to slide Jak to F4 when missed. That way only patrolman could get at him without incurring an OA from someone, maybe not even depending on where Dwim ends up. The patrolmen, as minions can't afford to attack anyone but Jak, so let's make it hard for them. Also, that way Jak won't be amidst the soldiers allowing Koliak his unaugmented dimensional scramble (which isn't ally friendly without power points.


OOC: Make it so, please.
_______________
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
Hammer squishes a soldier efficiently, then moves toward other foes.

Son of Alagondar (+1 to att vs) - none
Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
Jak - 11/33 (10/12, 0 AP), bloodied, prone, marked by Red, res all 3 USNT
Soldier Red - down 23, DivS, -2 att ENT Jak
Soldier Blue - down 31, bloodied, DivS, -2 att ENT Jak
Soldier Green - down 45, bloodied, -2 att vs Dwim ENT Dwim, DivS
Soldier Yellow - dead
Hammer - 25 (+8 temp)/37 (10/11, 1 AP), enemies get +4 to hit USNT
==>Dwimmerlaik - 24/29 (7/7, 1 AP), +2 def UENT
Patrolman 1 - no damage, DivS
Patrolman 2 - no damage, DivS
Patrolman 3 - no damage, DivS
Patrolman 4 - no damage, DivS
Patrolman 5 - dead
Patrolman 6 - no damage, DivS
Tchort - 31/31 (8/9, 0 AP)
Corvan - 21/32 (8/9, 1 AP), marked by Yellow
Koliak - 21/26 (6/6, 0/3 PP, 0 AP)


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.
      Tables and Benches: The tables and benches are all difficult terrain, but do not provide cover.
_______________
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: I just realized that if the patrolmen have ranged weapons, they don't have to get close to Jak. At least they'd be at -2 att since he's prone. Everyone, don't worry about provoking OA's from the patrolmen. Divine sanction on them means they take damage when they "target" anyone except Jak. As minions, they'll just go poof in a flash of radiance.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
With utter contempt for the soldiers, Dwimmerlaik moves over to the soldier he wounded earlier and attempts to end his meager life with the bitter taste of cold, tinged with death itself.

Move action - Move to I4, via F4-G5-H5-I4. This provokes OA's from the soldiers, which is cool, since they all have DivS and I still have +2 all defenses from Ethereal Stride until the end of this turn, and the soldiers all have other attack penalties from various effects.

Standard action - Icy Skewer against Green, using Dark Reaping triggered by P-5's death.

Icy Skewer against Green, using Dark Reaping triggered by P-5's death. (24h) (1d20+10+1=19, 1d8+10=14, 1d8+4=12)

Hits AC 19 for 14 cold damage and 12 necrotic damage, and on a hit, gain a +2 power bonus to all defenses against the target's attacks until the end of my next turn.


  •  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: 24/29, Bloodied: 14, Surge Value: 7, Surges left: 7/7
    • Action Points: 1
    • 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

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