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The Sceptre Tower

Moderators: Jonathan Berg, Michael Doss.

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Moderator
Registered: Sep 2009
Posts: 1238
OOC: meh. This is the dark campaign :). feel free to blase away, but expect Tchort to return the favor.
_______________
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
Koliak waves his arms and two patrolmen are evaporated.

OOC: 1 and 2 are dead. Tchort 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: Sep 2009
Posts: 1238
OOC: if I'm wrong about the stairs rule, just add the appropriate penalty to my attack rolls to keep things moving. I believe that no penalties are taken on the attack I'm making as I have LoS and LoE on the target square.

"Fine, I'll do it myself." Not seeing an opening, Tchort decides to make his own. Gaging the distance, he descends two steps down the stairwell, points his wand upwards, and the landing above explodes in a fiery cacophony.

Actions:
Move: Shift to F8
Standard: Argent Rain centered at H7 against Patrolman 4, Patrolman 3, Soldier Red (24Hr) (bloodhunt) (1d20+6+1=19, 1d20+6+1=14, 1d20+6+1+1=25, 1d10+4=14)
Attack hits reflex 19 vs 4, 14 vs 3, 25 vs Red for 14 fire damage. Zone of 5 fire damage for entering or sticking around created.

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

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

Son of Alagondar (+1 to att vs) - none
Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
==>Jak - 10/33 (9/12, 0 AP), bloodied
Soldier Red - dead
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 - dead
Patrolman 2 - dead
Patrolman 3 - no damage
Patrolman 4 - dead
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)

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
OOC: I'm a bit late, but can I have teleported to G3 with Soul Step when 1 and 2 died?
_______________
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: Sure. Dwim is at G3 and everyone has +1 to hit Blue currently from SoA.
_______________
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 looks around at the enemies that are left. The two patrolmen look to be on the verge of throwing down their weapons and fleeing and the last soldier is bleeding freely from several deep wounds. Jak hefts his blade in preparation to finish the soldier off. "This battle is practically decided. Does anyone wish to keep one alive for questions?" At his crews' response, Jak swings and connects with a quick strike and, with a telling glance at Corvan, shifts position to prepare a flanking maneuver against the hapless patrolman.

Standard Action: Ardent Strike vs Blue 1d20+10(base)+1(24hr)+1(SoA) for 2d4+5 damage.
Hits AC 27 for 8 damage. OOC: If the Crew answers that they want to spare blue for questions, I deal non-lethal damage and take any appropriate penalty.

Move Action: Shift to e3.

  •  Jak
    • Male Minotaur Paladin 2
    • Passive Perception: 16, Passive Insight: 19
    • AC:19, Fort:16, Reflex:12, Will:15 - Speed:5
    • HP:10/33, 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: Oct 2008
Posts: 7786
Corvan nods his assent, letting Jak know his idea to keep the soldier alive for questioning is a good one.

OOC: I'm for questioning one.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2009
Posts: 3164
Blue falls to the ground unconscious at Jak's feet.

OOC: Dwim and Hammer can go in any order.
_______________
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 circles around and runs the patrolman not aflame through with his icy blade.

Move action - Move to D4 (F2-E2-D2-C3-D4 avoids OA's).

Standard action - Icy Skewer against P6.

Icy Skewer P6 (CA, 24H) (1d20+10+2+1=23, 1d10+8=12)

Hits AC 23 for 12 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: 14/29, 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
OOC: That finishes off 6. Only 3 is left. Hammer is up.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Sep 2009
Posts: 1238
"Hammer, get space then charge!"
_______________
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: 4627
"Yes, Tchort." Step back. Churn legs. Run. "Roar!" WOOOSH.

Move Action: Walk (Move 6)

Standard Action: Howling Strike Charge (+10 vs. AC, -2 AC USNT; Hit: 3d6+4 dam; Crit: 22 dam, free MBA; Rage: Move 2 extra sq on charge)

Howling Strike Charge (+8 W, +1 24hr, +1 charge, +1 reckless, +1 SoA) (1d20+11=13, 3d6+4=12)

OOC: Walk to G4, HowlStr charge to G6, hitting Patrolman 3 AC 12 (should not have included 24 hr bonus) for 12 damage.


  •  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
On the downside, Hammer misses. On the plus side, so does the patrolman, as he shifts out of the flames and tries to counterattack.

Son of Alagondar (+1 to att vs) - none
Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
==>Jak - 10/33 (9/12, 0 AP), bloodied
Soldier Red - dead
Soldier Blue - dead
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 - dead
Patrolman 2 - dead
Patrolman 3 - no damage
Patrolman 4 - dead
Patrolman 5 - dead
Patrolman 6 - dead
==>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: Oct 2008
Posts: 7786
With a blur, Corvan whips around, his singing stick humming, and whacks the last patrolman. Already dead, the hapless sod's body falls back into the fire and is burned to a crisp. Corvan proceeds to strip the corpses of their valuables.

Standard: Weapon Master's Strike 3 (singing stick), AC, slide into fire zone on a hit for 5 extra damage and cinders. (1d20+9+1+2=30, 1d6+4=5)

OOC: Searching the bodies.

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
Corvan easily dispatches the last patrolman. Searching the bodies, he finds a fairly spectacular weapon on one of the guards, surprising him that a mere soldier would carry something so nice.

OOC: The group gains 1200 XP. The weapon is a Vanguard Maul +1 from Hammer's list. Feel free to heal up, question your prisoner, and such, but we will be taking a break from this game starting Sunday, to be resumed in at least one week, maybe as many as eight or so.
_______________
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
The cuts on Dwimmerlaik's... body, corpse, whatever... seal up in a swirl of ice as Corvan searches the dead.

I'll use one surge, which including Song of Rest puts me at 25/29 HP and 6/7 surges.

I believe we all get an AP after this fight.


  •  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: 25/29, Bloodied: 14, Surge Value: 7, Surges left: 6/7
    • Action Points: 2
    • Resists: None

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

    • Basic Attacks
    • -Eldritch Bolt - RBA, +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.
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Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Oct 2008
Posts: 7786
"Hey Hammer, this looks like your kind of toy." says Corvan, tossing over the weapon he found before taking a breather.

OOC: Using one surge to heal 12 hp with song of rest to full.

User posted image

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

  •   Corvan Danaviss
    • Male Human Weaponmaster, Level 2
    • Passive Perception: 11, Passive Insight: 11
    • AC: 19 Fort: 18 Reflex: 15 Will: 12 Speed: 6, Initiative: +5
    • HP: 32, Bloodied: 16, Surge Value: 8, Surges: 9
    •  
    • Class/Racial Features and Feats
      • Class/Racial Features
      • Arena Training: Proficiency with Greatspear and Singing Stick. You gain a +2 proficiency bonus to attack rolls with improvised weapons. Your attacks with one-handed improvised weapons deal 1d8 damage, and your attacks with two-handed improvised weapons deal 1d10 damage.
      • Feats
      • Master at Arms: +1/+2/+3 to hit per tier, minor action: sheathe one weapon and draw one weapon
      • Master of the Fist (Monk Multiclass): You gain training in Athletics or Acrobatics (chosen). You also gain the monkís Unarmed Combatant feature (+3/1d8) and gain proficiency with ki focuses.
      • Superior Implement Training (Mountain Ki Focus): can use mountain ki focuses
      • Deadly Draw: Whenever you pull or slide an enemy to a square adjacent to you, you gain combat advantage against that enemy until the end of your next turn.
       
    • Basic Attacks
      • The following attacks respectively already include +1 24h, +1 charge.
      • Basic Melee: 1d20+10 (1d8+4 Unarmed Monk Strike+Longsword, 1d6+4 Singing Stick, 1d10+4 Greatspear)
      • Basic Melee Charge: 1d20+11 (1d8+4 Unarmed Monk Strike+Longsword, 1d6+4 Singing Stick, 1d10+4 Greatspear)
      • Basic Ranged (Repeating Crossbow): 1d20+8;1d8+3
       
    • Powers/Item Powers During Play
      • Combat Agility
      • Combat Challenge
      • Footwork Lure
      • Grappling Strike
      • Weapon Master's Strike
      • Disrupting Advance
      • Forceful Drag
      • Funneling Flurry
      • Second Wind
      • Shove and Slap
      • Item Powers
      • none yet
      •  
    • Items
      • Items
      • Adventurer's Kit
      • Mountain Ki Focus Forceful: pull/push/slides with attack powers increase by 1 square, Shielding: when hitting at least one target with an attack power gain +1 AC/REFLEX until start of next turn
      • Greatspear +3/1d10, polearm/spear/reach
      • Singing Stick +3/1d6, offhand/defensive/mace
      • Longsword +3/1d8, heavy blade
      • Unarmed Monk Strike +3/1d8
      • Improvised Weapon, one-handed +2/1d8
      • Repeating Crossbow +2/1d8, 10/20 range, crossbow
      • Widow's Knife +3/1d4, 5/10 range, offhand/light thrown/lightblade
      • Battleaxe +2/1d10, versatile/axe
      • Heavy Shield +2/+2 AC/REFLEX, heavy shield
      • Hide Battle Harness +1 As a free action, you can draw a sheathed weapon or retrieve a stowed item. You gain a power bonus to initiative equal to the itemís enhancement bonus.
      • Healing Potion 10 hp, lose one surge
       
    • Skills
      • Acrobatics 8 (trained), 6 with heavy shield
      • Arcana 1
      • Athletics 9 (trained), 7 with heavy shield
      • Bluff 0
      • Diplomacy 0
      • Dungeoneering 1
      • Endurance 5 (trained), 3 with heavy shield
      • Heal 6 (trained)
      • History 1
      • Insight 1
      • Intimidate 5 (trained)
      • Nature 1
      • Perception 1
      • Religion 1
      • Stealth 3, 1 with heavy shield
      • Streetwise 0
      • Thievery 3, 1 with heavy shield
       
    • Descriptions of Powers
      • Combat Agility Opportunity Action, Trigger: An enemy adjacent to you takes an action that provokes an opportunity attack. Effect: After the triggering enemy completes the action, you shift a number of squares equal to your Dexterity modifier. You must end the shift closer to the target than you were when you began the shift. Then make the following attack. Target: The triggering enemy. Attack: Strength vs. AC. Hit: 1[W] + Strength modifier damage, and you knock the target prone.
      • Combat Challenge hit or miss an enemy you can mark it, Immediate Interrupt Melee, Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy.
      • Footwork Lure Melee weapon, Target: One creature, Attack: Strength vs. AC, Hit: 1[W] + Strength modifier damage. You can shift 1 square and slide the target 1 square into the space you left.
      • Grappling Strike Melee touch, Requirement: You must have a hand free. Target: One creature, Attack: Strength vs. AC, Hit: 1[W] + Strength modifier damage, and you grab the target. The grab ends automatically at the end of your next turn.
      • Weapon Master's Strike Melee weapon, Target: One creature, Effect: Before making this attack, you may sheathe a weapon and draw a different one as a free action. Attack: Strength vs. AC, Hit: 1[W] + Strength modifier damage. In addition, the target takes an additional effect based on the weapon you wield. Axe: The target takes extra damage equal to your Constitution modifier. Mace: You slide the target 1 square. Heavy Blade: Until the end of your next turn, you gain a +1 power bonus to AC against the targetís attacks. Spear or Polearm: Until the end of your next turn, the target provokes opportunity attacks from you when it shifts.
      • Disrupting Advance melee weapon, Target: One creature, Attack: Primary ability vs. AC Hit: 2[W] + ability modifier damage, and you push the target 2 squares. The target and each enemy adjacent to the target at the end of the push are slowed until the end of your next turn. Level 11: 3[W] + ability modifier damage. Level 21: 4[W] + ability modifier damage.
      • Forceful Drag move, Requirement: You must have a creature grabbed. Effect: You move your speed. For each square you move, you slide a creature grabbed by you 1 square to a square adjacent to you. The creature remains grabbed, and you do not provoke an opportunity attack from the grabbed creature for this movement. At the end of the move, you can end the grab to knock the creature prone.
      • Funneling Flurry Melee weapon, Requirement: You must be wielding two melee weapons. Targets: Two creatures, Attack: Strength vs. AC (main weapon and off-hand weapon), one attack per target, Hit: 1[W] + Strength modifier damage, and you slide the target 1 square.
      • Shove and Slap Melee 1, Requirement: You must be using a shield. Primary Target: One creature, Primary Attack: Strength + 3 vs. Fortitude, Hit: 2d10 + Strength modifier damage, and you push the primary target a number of squares equal to 1 + your Wisdom modifier. You can shift 1 square into the space your target occupied. Miss: Half damage, and you push the primary target 1 square. Effect: Make a secondary attack. Secondary Target: One creature other than the primary target, Secondary Attack: Strength + 3 vs. Fortitude, Hit: Strength modifier damage, and the secondary target is dazed (save ends).
      • Item Powers
      • none yet
    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Member
Registered: Sep 2010
Posts: 378
Koliak watches the vultures come away with the pickings, all the way, staying near the stairwell and listening to see if any alarms have been sounded.
Moderator
Registered: Jun 2009
Posts: 3164
Koliak hears nothing unusual.
_______________
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
While humming a tune to keep everyone's spirits up, Tchort goes through the process of checking Hammer for damage and drilling him with the new weapon. "Looks like we have one way to go, but first I'd like some answers from our new friend here."

Intimidate check (1d20+10+1=27)

Tchort pulls a dagger from his belt and places the flat of the blade against the soldier's cheek, the tip at eye level. "Being quiet is a virtue, I assume you agree? No need to yell out and cause me to flinch. Who knows what could happen? The situation is simple. Tell us why you're here, what you want, and how many more of you are lurking about or Hammer here grinds you into burger starting with your fingers and toes. Tell us what you know, and we might be inclined to treat you most fairly. Ransom you back to your employer, take you back to ours for retraining, maybe even setting you on your merry way after a few oaths you religious folk take so seriously... So many delicious options you might suggest at the cost of naught but a few words, yesssssss?" Tchort smiles and awaits a response.
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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
"We are the Order of the White Rose, the representatives of Good in this world. We came to put an end to a great evil." The soldier looks truly terrified.
_______________
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
"What evil? And don't forget to tell us about how many others are stationed here. And if there are any secret passphrases we'd need to know."
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2009
Posts: 3164
"The Priest of the Stem who led us here said that the Master of the Tower was an evil being, so it was removed back to Lepidstadt for trial and execution. Those of us who remain here are searching for help in our war with Evil. I don't know how many there are, but most of our force has left with the prisoner."
_______________
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
"Evil? Evil is the violation of, or intent to violate, some moral code. Do you follow moral code? All I see are murdered soldiers. We have responded in kind, have we not?" says a perplexed psion.

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