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The Sceptre Tower

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Moderator
Registered: Jun 2009
Posts: 3164
As Dwimmerlaik passes by, one of the soldiers swings its sword. Radiant pain wracks its body and the blade goes wide (DivS triggered by Red). The other soldiers, in awe of what the minotaur has done to them, keep their swords at their sides. Dwimmerlaik then dispatches red with ease.

The patrolmen try to move for Jak. 1 climbs over the table and swings, hitting easily for 5-3=2 damage. 2 moves around the table and charges, but his swing is just short. 3 and 4, being unable to reach, huddle together for protection. 6 also moves to Jak and connects for 5-3=2 damage.

Son of Alagondar (+1 to att vs) - none
Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
Jak - 7/33 (10/12, 0 AP), bloodied, prone, res all 3 USNT
Soldier Red - dead
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)
Patrolman 1 - no damage, DivS
Patrolman 2 - no damage, DivS
Patrolman 3 - no damage, TotDef, DivS
Patrolman 4 - no damage, TotDef, 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
« Last edit by Jonathan Berg on Tue Feb 21, 2012 3:18 pm. »
Moderator
Registered: Oct 2008
Posts: 7786
OOC: Was there some hidden communication? Gary's turn states Dwim moved to i4 and attacked green. Your status also indicates this with the -2 to attack Dwim. At i4, maybe the enemies could not have maneuvered quite as they did.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Sep 2009
Posts: 1238
OOC: I'll let Jon reply to Viktor. It's likely Tchort will wait and see if someone will clear the landing (patrolman #3) so he has a clear LoS into the mess that's Jak and co. He still has a burst 1 that'll help with the people mugging our pally. Viktor, if Jon responds to your satisfaction, feel free to take Corvan's turn if I haven't taken mine yet..
_______________
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: That was totally my bad. I misread Gary's post. Let me redo.
_______________
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
OOC: Updated. Red takes DivS damage. Green is dead. 1 and 2 take TotDef instead, so only 6 hits Jak. Again, sorry about that. Serves me right for only reading through once.

Son of Alagondar (+1 to att vs) - none
Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
Jak - 9/33 (10/12, 0 AP), bloodied, prone, marked by Red, res all 3 USNT
Soldier Red - down 28, bloodied, DivS, -2 att ENT Jak
Soldier Blue - down 31, bloodied, DivS, -2 att ENT Jak
Soldier Green - dead
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, TotDef
Patrolman 2 - no damage, DivS, TotDef
Patrolman 3 - no damage, DivS, TotDef
Patrolman 4 - no damage, DivS, TotDef
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: Sep 2009
Posts: 1238
OOC: Delaying until after Corvan. "Corvan, either clear the landing or help Jax."
OOC: I don't believe I can heal Jax without access to G8 or G7.
_______________
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: Oct 2008
Posts: 7786
Grabbing his greatspear, Corvan steps forward and tries to hook a soldier away from Jak and bunched up nicely for Koliak. Missing, he shrugs and gets his shield ready again.

Move: to G6
Standard: Footwork Lure blue, AC, on a hit shift to H5 and blue is slid to G6. (1d20+9+1=15, 1d10+4=9) MARKING
Free: re-equip heavy shield

OOC: I suggest Tchort delay until after Koliak. Kol has a teleport power which would free up the space.

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: 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
OOC: That misses. I won't be able to update until morning, but Tchort or 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
Even with the soldier full defensive, Koliak doesn't trust he'll not take a swipe at him with his big weapon. Even crystals have feelings. Concentrating, his shard center ignites brightly and in a flash Koliak bends time & space and relocates to a new position, off to his left. The two soldiers who were adjacent, are slightly awed by Koliak's power, thus making them easier targets.

Koliak then targets the closest bundled group with his dimensional scramble. He pushes his arm forward, palm out, and blasts the area.

[MOVE] Uses SHARD SWARM teleporting to D6 & #3, #4 grant CA to me (EonT)
[STANDARD] Uses DIMENSIONAL SCRAMBLE Augment 1 vs. blue, red, #6 (OR blue, #4, #3 if Corvan's attack hit) : Dimensional Scramble Aug 1 vs. blue, red, #6 (OR blue, #4 (w/ CA), #3 (w/ CA) (1d20+8+1=15, 1d20+8+1=14, 1d20+8+1=25, 1d6+6=8)

1st attack vs. blue hits FORT:15 for 8 dmg
2nd attack vs. red hits FORT:14 for 8 dmg
3rd attack vs. #6 hits FORT:25 for 8 dmg

OR

1st attack vs. blue hits FORT:15 for 8 dmg
2nd attack vs. #4 hits FORT:16 (w/ +2 CA) for 8 dmg
3rd attack vs. #3 hits FORT:27 (w/ +2 CA) for 8 dmg

Teleport any hit to H2 or G2

***I will use Augment 1 vs the group w/ ally in middle @ F4. If Corvan hit & slid blue to G6, then I target H6 w/ augment 1

EDIT:Just realized I have no PP's left. Change the attack burst to K4 and use the rolls above, I guess...
« Last edit by DasachTra7 on Wed Feb 22, 2012 12:06 am. »
Moderator
Registered: Jun 2009
Posts: 3164
Corvan tries to separate the soldiers, but his lure does not succeed. Koliak vanishes and reappears, but the spacial trip must have thrown off his aim, because both patrolmen are missed.

Son of Alagondar (+1 to att vs) - none
Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
Jak - 9/33 (10/12, 0 AP), bloodied, prone, marked by Red, res all 3 USNT
Soldier Red - down 28, bloodied, DivS, -2 att ENT Jak
Soldier Blue - down 31, bloodied, marked, -2 att ENT Jak
Soldier Green - dead
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, TotDef
Patrolman 2 - no damage, DivS, TotDef
Patrolman 3 - no damage, DivS, TotDef, grant CA to Koliak ENT Kol
Patrolman 4 - no damage, DivS, TotDef, grant CA to Koliak ENT Kol
Patrolman 5 - dead
Patrolman 6 - no damage, DivS
Corvan - 21/32 (8/9, 1 AP)
Koliak - 21/26 (6/6, 0/3 PP, 0 AP)
==>Tchort - 31/31 (8/9, 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: Sep 2009
Posts: 1238
Tchort moves up the stairs, shouting encouraging words to Jak. Then, he prepares to attack, just as soon as he has some breathing room...

Actions:
Move: Shift to G8
Minor: Majestic word upon Jak (heals surge + 4), shifting him to G5
Standard: Prepared action: Vicious Mockery upon enemy Tchort has the best view of as soon as Patrolman 3 moves or dies.


  •  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: 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: Jak is at G5 and up a surge. I will update later, but Daniel, you can take Jak's turn now.
_______________
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
"Many thanks, Tchort!" Jak regains his hooves and meets the soldier's challenge with his own before attempting to strike back. His swing is wide though, and he grits his teeth for their counter attack.

Move Action: Stand from Prone.

Minor Action: Divine Challenge on Red.

Standard Action: Holy Strike vs Red. 1d20+10(base)+1(24hrs) for 2d4+8 radiant damage.
16 vs AC for 14 Radiant.

  •  Jak
    • Male Minotaur Paladin 2
    • Passive Perception: 16, Passive Insight: 19
    • AC:19, Fort:16, Reflex:12, Will:15 - Speed:5
    • HP:21/33, 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
_______________
Jak - Minotaur Paladin 1, The Dark Campaign<br>
Narg - Razorclaw Shifter Scout 6, Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Jak stands but misses with his swing. The two soldiers attack the paladin, as he knew they would. Red connects for 11 damage (and marked), but, distracted by Corvan, Blue misses.

Son of Alagondar (+1 to att vs) - none
Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
Jak - 10/33 (9/12, 0 AP), bloodied, marked by Red
Soldier Red - down 28, bloodied, DivC
Soldier Blue - down 31, bloodied, marked
Soldier Green - dead
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, TotDef
Patrolman 2 - no damage, TotDef
Patrolman 3 - no damage, TotDef, grant CA to Koliak ENT Kol
Patrolman 4 - no damage, TotDef, grant CA to Koliak ENT Kol
Patrolman 5 - dead
Patrolman 6 - no damage
Corvan - 21/32 (8/9, 1 AP)
Koliak - 21/26 (6/6, 0/3 PP, 0 AP)
Tchort - 31/31 (8/9, 0 AP), readied VM vs best viewed enemy: trigger when 3 moves or dies

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: 4627
Step. Hammer. Squish.

Move Action: Shift (Move 1, do not provoke OA) to G5

Standard Action: Recuperating Strike (+8 vs. AC; Hit: 2d6+4 dam, 3 THP; Crit: 16 dam, 3 temp HP, free MBA; Rage: Gain 8 THP)

Recuperating Strike (+8 W, +1 24hr) (1d20+9=28, 2d6+4=11)

Standard Action: Howling Strike (+8 vs. AC; Hit: 3d6+4 dam; Crit: 22 dam, free MBA)

Howling Strike Damage (1d6=3)

OOC: I realized after I had rolled the attack that I didn't have Swift Charge anymore. If it is ok, I would like to change it to Howling Strike (same exact attack, just one more d6 damage). Here is my turn assuming that I can: Shift 1 to G5, Howling Strike on Blue, hitting AC 28 for 14 damage (11 damage if only Recuperating Strike).


  •  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+8 THP/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: Jun 2009
Posts: 3164
OOC: That hits, but doesn't quite bring down blue. 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 senses one of the soldiers is near death, and he attempts to give what himself cannot have. Stepping closer, he sends his icy blade towards the wounded soldier, but is unable to end his suffering.

Move action - Shift to H5.

Standard action - Icy Skewer against Blue.

Icy Skewer against Blue. (1d20+10=13, 1d8+10=16)

Hits AC 13 for 16 cold 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
Moderator
Registered: Jun 2009
Posts: 3164
Dwimmerlaik does not come close to finishing off the soldier. The patrolmen, meanwhile, attack. 1 and 2 both connect sword to Dwimmerlaik for 10 total damage. 3 and 4 both smack sword on Corvan's armor, bouncing off harmlessly. 6 just barely misses Jak.

Son of Alagondar (+1 to att vs) - none
Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
Jak - 10/33 (9/12, 0 AP), bloodied, marked by Red
Soldier Red - down 28, bloodied, DivC
Soldier Blue - down 44, bloodied, marked
Soldier Green - dead
Soldier Yellow - dead
Hammer - 25 (+8 temp)/37 (10/11, 1 AP)
Dwimmerlaik - 14/29 (7/7, 1 AP), bloodied
Patrolman 1 - no damage
Patrolman 2 - no damage
Patrolman 3 - no damage, grant CA to Koliak ENT Kol
Patrolman 4 - no damage, grant CA to Koliak ENT Kol
Patrolman 5 - dead
Patrolman 6 - no damage
==>Corvan - 21/32 (8/9, 1 AP)
Koliak - 21/26 (6/6, 0/3 PP, 0 AP)
Tchort - 31/31 (8/9, 0 AP), readied VM vs best viewed enemy: trigger when 3 moves or dies

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
Corvan punches a soldier in the kidney, then pulls his right shoulder back before sidestepping. The solder stumbles back into a disadvantageous position.

Standard: Footwork Lure red, AC, on a hit shift Corvan shifts to F7 and red slides to G6. MARKING. (1d20+9+1=29, 1d8+4=10)
Free: Corvan gains combat advantage vs red UENT Corvan (deadly draw feat)

OOC: Nathan, I went for red (instead of 3) to put him in flanking with Dwim to give the Alagondar bonus and get him off of Jak. If you use a ranged power with Tchort the patrolmen will have OA vs him, but if they hit your infernal wrath will kill one.

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: 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
OOC: That hits, but Red is still alive. 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 quickly calculates his options, looking for the best way to clear as many of these soldiers as possible. Failing just moments before, he tries the same attack, but against two different soldiers.

Holding his orb tucked close to his body and with his other hand. palm out, he blasts psychic energy at the two soldiers whose are still a bit unaware of where, how & why Koliak got away...The blast isn't the best he's done.

[STANDARD] Uses DIMENSIONAL SCRAMBLE vs. #3 (in cover) & #4 centered @ H8 : Dimensional Scramble vs. #3 (-2 cover, +2 CA) & #4 (+2 CA) (1d20+8+2-2+1=17, 1d20+8+2+1=16, 1d6+6=11)
[MOVE] Moves to E10

1st attack vs. #3 hits FORT:17 for 11 dmg
2nd attack vs. #4 hits FORT:16 for 11 dmg
Moderator
Registered: Jun 2009
Posts: 3164
OOC: That will also target Tchort. Before I make that roll, I just want to make sure that you are ok with that.
_______________
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
Jonathan Berg wrote
OOC: That will also target Tchort. Before I make that roll, I just want to make sure that you are ok with that.


He is in full cover, is he not?
Moderator
Registered: Jun 2009
Posts: 3164
OOC: No. If you read in the features, it is a short wall only 3 feet tall that doesn't offer cover or block LoS unless you are further down on the stairs. He would have cover from a melee attack, but not a burst, if I recall the rules correctly.
_______________
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
Jonathan Berg wrote
OOC: That will also target Tchort. Before I make that roll, I just want to make sure that you are ok with that.


Since that is the case, move the attack to #1 & #2.

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