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Alliance at Nefelus

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Ravenblade looks back down the icy slope, wondering what's taking the other so long. His blood is being to boil, flushing his cheeks as images of frost giants enslaving dwarves come unbidden to his mind.

OOC: We've used comrade's succor before, but need to have a count of everyone's current surges before being able to balance the party out. Not everyone has healed yet either.

Rav is done with healing and has 7/12 surges remaining.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
OOC: Hedoni is at 4/9 BEFORE healing. If he uses the two he needs, he'll be down to 2/9.
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Oct 2008
Posts: 4627
OOC: If Hedoni is using two surges anyways, I don't need to roll and he will be at max (roll is surge+3d6+10). He has a max of gaining 48 HP with one surge. If you want to try it to save a surge and be a few HP down (best case), then go ahead and roll it, then you can always use another to top off. Mal will not use another surge (at 4/10) and should be at 76 + 5 THP.
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
OOC: Healing: (3d6+10+20=41), so I'll use two surges and be at max.
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jul 2008
Posts: 5245
Hedoni takes a moment to catch his breath before starting the ritual to even out the reserves among the group.

OOC: I've put in the surges for each PC. Please let me know how you want to redistribute surges with commrads' succor ritual.

Current status, surges:
Hedoni: 82/82, 2/9
Daggoth: 75/139, 8/14
Salazar: 99/100, 2/10
Sir Murrak: 100/115, 9/16
Valor: 30/57
Mal: 76/96, 4/10
Ravenblade: 110/110, 7/12

  •   Features
      Illumination: This area is brightly lit.
      Ceiling: The ceiling is 60 feet from the floor.
      Floor: The floor here is treated as difficult terrain for anyone moving on it without ice walk. In addition, creatures without ice walk standing on the floor are moved one additional square when subjected to forced movement.
      Frigid Cold: The ice fortress's interior and exterior is considered an area of cold weather. Every 8 hours a PC is in the fortress without resistance to cold, the PC must succeed on a DC 22 Endurance check or lose a healing surge. If the PC has no healing surges left when the check is failed, the PC loses hit points equal to the character’s level.


_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786


OOC: I suggest Rav donates 1, Murrak donates 3, and Daggoth donates 2. One is lost to the ritual, so that leaves 5 to distribute. I would suggest 2 to Hedoni, 2 to Salazar, and 1 to Mal, resulting in the following end numbers. It should keep us going for two or three more encounters.

Current status, surges:
Hedoni: 82/82, 4/9
Daggoth: 75/139, 6/14
Salazar: 99/100, 4/10
Sir Murrak: 100/115, 6/16
Valor: 30/57
Mal: 76/96, 5/10
Ravenblade: 110/110, 6/12

_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Sounds good to me.
_______________
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
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
OOC: I approve.
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
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Registered: Oct 2008
Posts: 4627
OOC: Sure. We should make Daggoth use a surge and I would ask if you guys think if Mal should take one.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
After Hedoni finishes his ritual the even out your reserves of strength, you all move up the slippery ramp to the next level.

This room sits in stark contrast to everything you’ve seen before in the iceberg complex. Here, it appears that the room has been intricately carved from the ice; no snow, rough patches, or uneven grades mar the smooth walls, floors, and ceiling of this chamber.

Perfectly round ice columns frame a large-based platform at the far end. On top of the platform are two massive ice gargoyle statues. To either side of this platform sit smaller ones with smaller ice gargoyles. There is no visible exit from this room except where you entered.

OOC: Initiative has not yet been rolled.

Current status, surges:
Hedoni: 82/82, 4/9
Daggoth: 75/139, 6/14
Salazar: 99/100, 4/10
Sir Murrak: 100/115, 6/16
Valor: 30/57
Mal: 76/96, 5/10
Ravenblade: 110/110, 6/12

User posted image
  •   Features
      Illumination: This area is brightly lit.
      Ceiling: The ceiling is 60 feet from the floor.
      Floor: The floor here is treated as difficult terrain for anyone moving on it without ice walk. In addition, creatures without ice walk standing on the floor are moved one additional square when subjected to forced movement.
      Frigid Cold: The ice fortress's interior and exterior is considered an area of cold weather. Every 8 hours a PC is in the fortress without resistance to cold, the PC must succeed on a DC 22 Endurance check or lose a healing surge. If the PC has no healing surges left when the check is failed, the PC loses hit points equal to the character’s level.
      _______________
      Dungeon Master - Scales of War
      Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Hedoni concentrates and takes a look around.

Arcana and Dungeoneering: (1d20+20+1=37, 1d20+15+1=33)

  •  Hedoni Mindartis
    • Male Eladrin Wizard 15 | Character PDF
    • AC:27, Fort:25, Reflex:28, Will:29 - Speed:6
    • HP:82, Bloodied:41, Surge Value:20, Surges left:2/9, Action Points: 2
    • Resistance: 15 Necrotic (Tenebrous Shroud), 5+1/2 level (12) Cold (Winterkin Heritage)
    • Passive Perception: 22, Passive Insight: 22
    •  
    • Powers
      • Beguiling Strands
      • Winged Horde
      • Cantrips (Ghost Sound, Light (Minor), Mage Hand (Minor), Prestidigitation)
      • Staff of Defense (Immediate Interrupt)
      • Second Wind
      • Fey Step (Twist the Arcane Fabric) (Move)
      • Icy Rays
      • Twist of Space
      • Shield (Immediate Interrupt)/Jump (Move)
      • Hammerfall Step
      • Prismatic Burst
      • Winter's Shroud (Immediate Reaction)
      • Wizard's Escape (Immediate Interrupt)/Dimension Door (Move)
      • Illusory Wall/Arcane Gate (Minor)
      • Bigby's Icy Grasp/Stinking Cloud
      • Wall of Fire/Taunting Phantoms
      • Wayfarer's Evasion
      • Otiluke's Resilient Sphere/Prismatic Beams
      • Healing Word (Minor)
      • Hat of Disguise
      • Boots of Eagerness (Free)
      • Bracers of Mental Might
      • Tenebrous Shroud (Immediate Interrupt)
      • Resplendent Gloves
      • Elderwood Falcon
      • (Key: At-Will, Encounter, Daily, Item Power, Utility, Used/Not Available)

    • Magic Items
      • Bag of Holding
      • Amulet of Protection +2
      • Githweave Summoned Armor +3 (Can be sent to another dimension and recalled at will)
      • Staff of Ruin +3 (3d10 extra damage on critical attack)
      • Cat Familiar (+2 Acrobatics, no range limit, +5 to cat's Stealth)
      • Resplendent Gloves (+3 damage to Will attacks, CA against target hit by illusion attack - Info)
      • Bracers of Mental Might (Use INT instead of STR, Encounter Power)
      • Boots of Eagerness (Take an additional move action as a free action, Encounter Power)
      • Elderwood Falcon (Conjuration, Daily Power, info)
      • Hat of Disguise (Illusion, At-Will Power, info)
      • Tenebrous Shroud (Resist 15 Necrotic, Invisible UENT when hit by melee - Daily Power, info)
      • Escape Tattoo (Teleport 3 when hit by crit attack)
      • Stalwart Belt (Gain Con mod temp hit points after crit)
      • Siberys Shard of the Mage (+1 damage when using staff as implement)
      • Ring of Retreat (+1 to teleporting - info)

_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jul 2008
Posts: 5245
Hedoni's arcane talents allow him to see through the illusion on the far wall. There is also an inscription in Draconic next to the illusionary wall, but Hedoni can read it.
  •   For Daggoth or Salazar only
      The inscription reads,
      “Pass through this portal and enter the presence of Chillreaver, master of Icehome, greatest among the Dark Queen’s frozen children. Prepare for supplication in the proper manner, and you can enter his fearsome domain and receive his cold gift.”

Hedoni can also tell there is some type of warding spell in place protecting the room.

Current status, surges:
Hedoni: 82/82, 4/9
Daggoth: 75/139, 6/14
Salazar: 99/100, 4/10
Sir Murrak: 100/115, 6/16
Valor: 30/57
Mal: 76/96, 5/10
Ravenblade: 110/110, 6/12

User posted image
  •   Features
      Illumination: This area is brightly lit.
      Ceiling: The ceiling is 60 feet from the floor.
      Floor: The floor here is treated as difficult terrain for anyone moving on it without ice walk. In addition, creatures without ice walk standing on the floor are moved one additional square when subjected to forced movement.
      Frigid Cold: The ice fortress's interior and exterior is considered an area of cold weather. Every 8 hours a PC is in the fortress without resistance to cold, the PC must succeed on a DC 22 Endurance check or lose a healing surge. If the PC has no healing surges left when the check is failed, the PC loses hit points equal to the character’s level.
      _______________
      Dungeon Master - Scales of War
      Edeya - Githzerai Seeker - Points of Light
      « Last edit by Emily on Wed Aug 29, 2012 11:19 am. »
Moderator
Registered: Oct 2008
Posts: 7786
Ravenblade looks around as Sir Murrak prepares to fly Valor forward and high.

Perception for traps. (1d20+16+1=22)

OOC: Sir Murrak/Valor fly up 8 (40 feet) and then forward 8 to P/Q 13/14, unless someone thinks he shouldn't and stops him.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
_______________
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
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
"All this and a gift, too. I knew adventuring was worth the effort!" says Hedoni, mostly to himself. Then to the group, he describes the illusory wall as an additional means of escape, and takes a closer look at the pillars.

OOC: Hedoni readies Wizard's Escape in case of trap, and walks to T11 to look at the pillar.

Perception check: (1d20+22+1=33)

  •  Hedoni Mindartis
    • Male Eladrin Wizard 15 | Character PDF
    • AC:27, Fort:25, Reflex:28, Will:29 - Speed:6
    • HP:82, Bloodied:41, Surge Value:20, Surges left:2/9, Action Points: 2
    • Resistance: 15 Necrotic (Tenebrous Shroud), 5+1/2 level (12) Cold (Winterkin Heritage)
    • Passive Perception: 22, Passive Insight: 22
    •  
    • Powers
      • Beguiling Strands
      • Winged Horde
      • Cantrips (Ghost Sound, Light (Minor), Mage Hand (Minor), Prestidigitation)
      • Staff of Defense (Immediate Interrupt)
      • Second Wind
      • Fey Step (Twist the Arcane Fabric) (Move)
      • Icy Rays
      • Twist of Space
      • Shield (Immediate Interrupt)/Jump (Move)
      • Hammerfall Step
      • Prismatic Burst
      • Winter's Shroud (Immediate Reaction)
      • Wizard's Escape (Immediate Interrupt)/Dimension Door (Move)
      • Illusory Wall/Arcane Gate (Minor)
      • Bigby's Icy Grasp/Stinking Cloud
      • Wall of Fire/Taunting Phantoms
      • Wayfarer's Evasion
      • Otiluke's Resilient Sphere/Prismatic Beams
      • Healing Word (Minor)
      • Hat of Disguise
      • Boots of Eagerness (Free)
      • Bracers of Mental Might
      • Tenebrous Shroud (Immediate Interrupt)
      • Resplendent Gloves
      • Elderwood Falcon
      • (Key: At-Will, Encounter, Daily, Item Power, Utility, Used/Not Available)

    • Magic Items
      • Bag of Holding
      • Amulet of Protection +2
      • Githweave Summoned Armor +3 (Can be sent to another dimension and recalled at will)
      • Staff of Ruin +3 (3d10 extra damage on critical attack)
      • Cat Familiar (+2 Acrobatics, no range limit, +5 to cat's Stealth)
      • Resplendent Gloves (+3 damage to Will attacks, CA against target hit by illusion attack - Info)
      • Bracers of Mental Might (Use INT instead of STR, Encounter Power)
      • Boots of Eagerness (Take an additional move action as a free action, Encounter Power)
      • Elderwood Falcon (Conjuration, Daily Power, info)
      • Hat of Disguise (Illusion, At-Will Power, info)
      • Tenebrous Shroud (Resist 15 Necrotic, Invisible UENT when hit by melee - Daily Power, info)
      • Escape Tattoo (Teleport 3 when hit by crit attack)
      • Stalwart Belt (Gain Con mod temp hit points after crit)
      • Siberys Shard of the Mage (+1 damage when using staff as implement)
      • Ring of Retreat (+1 to teleporting - info)

_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
« Last edit by Michael Doss on Wed Aug 29, 2012 12:12 pm. »
Moderator
Registered: Jul 2008
Posts: 5245
Seeing no traps, Sir Murrak vaults forward to the center of the room as Hedoni moves to inspect the pillar. The wizard admires the fine craftsmanship in the column. The shaft twists in a tight spiral, producing a dramatic, serpentine effect of movement. Hedoni's keen eyes also notice a slight discrenpency in the ice wall at the back of the room and can tell it is a secret door. As soon as the knight crosses past the first pillar, the ice statues begin to stir.

User posted image

OOC: Sir Murrak and Hedoni still have standard and minor actions they can use.<br>
Initiative status:
->Sir Murrak: 100/115
Valor: 30/57
-> Hedoni: 82/82
Red ice gargoyle: no damage
Green ice gargoyle: no damage
Purple ice gargoyle: no damage
Gray ice gargoyle: no damage
Daggoth: 75/139
Large gargoyle A: no damage
Large gargoyle B: no damage
Salazar: 99/100
Ravenblade: 110/110
Mal: 76/96

User posted image
  •   Features
      Illumination: This area is brightly lit.
      Ceiling: The ceiling is 60 feet from the floor.
      Floor: The floor here is treated as difficult terrain for anyone moving on it without ice walk. In addition, creatures without ice walk standing on the floor are moved one additional square when subjected to forced movement.
      Frigid Cold: The ice fortress's interior and exterior is considered an area of cold weather. Every 8 hours a PC is in the fortress without resistance to cold, the PC must succeed on a DC 22 Endurance check or lose a healing surge. If the PC has no healing surges left when the check is failed, the PC loses hit points equal to the character’s level.
      _______________
      Dungeon Master - Scales of War
      Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Seeing enemies come to life, Hedoni acts quickly, shooting a brilliant ball of light from his hand, which explodes between the two large gargoyles.

Standard Action: Prismatic Burst at E13, hitting Large gargoyle A and Large gargoyle B.

Prismatic Burst: (1d20+18+1=30, 1d20+18+1=37, 3d6+18=30)

Prismatic Burst hits Will 30 against Large gargoyle A and Will 37 against Large gargoyle B for 30 radiant damage. On a hit, target is blinded UENT Hedoni. On a miss, creatures have partial concealment against target UENT target.

  •  Hedoni Mindartis
    • Male Eladrin Wizard 15 | Character PDF
    • AC:27, Fort:25, Reflex:28, Will:29 - Speed:6
    • HP:82, Bloodied:41, Surge Value:20, Surges left:2/9, Action Points: 2
    • Resistance: 15 Necrotic (Tenebrous Shroud), 5+1/2 level (12) Cold (Winterkin Heritage)
    • Passive Perception: 22, Passive Insight: 22
    •  
    • Powers
      • Beguiling Strands
      • Winged Horde
      • Cantrips (Ghost Sound, Light (Minor), Mage Hand (Minor), Prestidigitation)
      • Staff of Defense (Immediate Interrupt)
      • Second Wind
      • Fey Step (Twist the Arcane Fabric) (Move)
      • Icy Rays
      • Twist of Space
      • Shield (Immediate Interrupt)/Jump (Move)
      • Hammerfall Step
      • Prismatic Burst
      • Winter's Shroud (Immediate Reaction)
      • Wizard's Escape (Immediate Interrupt)/Dimension Door (Move)
      • Illusory Wall/Arcane Gate (Minor)
      • Bigby's Icy Grasp/Stinking Cloud
      • Wall of Fire/Taunting Phantoms
      • Wayfarer's Evasion
      • Otiluke's Resilient Sphere/Prismatic Beams
      • Healing Word (Minor)
      • Hat of Disguise
      • Boots of Eagerness (Free)
      • Bracers of Mental Might
      • Tenebrous Shroud (Immediate Interrupt)
      • Resplendent Gloves
      • Elderwood Falcon
      • (Key: At-Will, Encounter, Daily, Item Power, Utility, Used/Not Available)

    • Magic Items
      • Bag of Holding
      • Amulet of Protection +2
      • Githweave Summoned Armor +3 (Can be sent to another dimension and recalled at will)
      • Staff of Ruin +3 (3d10 extra damage on critical attack)
      • Cat Familiar (+2 Acrobatics, no range limit, +5 to cat's Stealth)
      • Resplendent Gloves (+3 damage to Will attacks, CA against target hit by illusion attack - Info)
      • Bracers of Mental Might (Use INT instead of STR, Encounter Power)
      • Boots of Eagerness (Take an additional move action as a free action, Encounter Power)
      • Elderwood Falcon (Conjuration, Daily Power, info)
      • Hat of Disguise (Illusion, At-Will Power, info)
      • Tenebrous Shroud (Resist 15 Necrotic, Invisible UENT when hit by melee - Daily Power, info)
      • Escape Tattoo (Teleport 3 when hit by crit attack)
      • Stalwart Belt (Gain Con mod temp hit points after crit)
      • Siberys Shard of the Mage (+1 damage when using staff as implement)
      • Ring of Retreat (+1 to teleporting - info)

_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Oct 2008
Posts: 7786
With a melodramatic cry of "hiyaa!" Sir Murrak barrels into one of the smaller gargoyles.

Standard: Charge purple gargoyle, to K/L 7/8, AC. Base hit 20, +3 charge on steed, +1 24h. Base damage 15, +2 lancing gloves while mounted, +2 powerful charge feat, +1d6 horned helm, +11 Holy Smite and dazed UENT Murrak. (1d20+24=30, 2d10.minroll(3)+15+2+2+1d6+11=41)
Minor: activate defender aura 1

OOC: 31 AC for 41 damage (forgot the extra +1 to hit with valiant strike as his MBA). FYI, Sir Murrak begins the battle with 15 thp thanks to his eager hero's tattoo. I haven't updated the statblock below with the daily power changes, etc since I think Jonathan should do all that when he gets back in a week.

  •   Sir Murrak
    •  Male Mul Cavalier 14
    •  Passive Perception: 18, Passive Insight: 18
    •  AC:32, Fort:30, Reflex:27, Will:28 - Speed:5
    •  HP:106/109, Bloodied:54, Surge Value:32, Surges left:16/16
    •  Resist 10 Fire; Resist 10 Necrotic; Saves +2
    •  Action Points: 1
    •  Powers
    •  Valiant Strike (MBA)
    •  Vengeful Strike
    •  Defender Aura
    •  Righteous Radiance
    •  Holy Smite (2x) (3x)
    •  Beacon of Valor
    •  Incredible Toughness
    •  Righteous Shield
    •  Cleansing Spirit
    •  Second Wind
    •  Call Celestial Steed (2x)
    •  Restore Vitality
    •  Wrath of the Gods
    •  Spirit of the Virtuous Charger
    •  Banner of Valor
    •  Chilling Smite
    •  Thundering Smite
    •  Mirrored Caparison (At-Will)
    •  Diamond Cincture (Daily)
    •  Jade Horse (Daily)
    •  Ioun’s Revelation (Daily)

Number of surges remaining: 6/16

  •   Honor (Warhorse) / Valor (Pegasus)
    •  Passive Perception: 15, Passive Insight: 15
    •  AC:32, Fort:31, Reflex:28, Will:29 - Speed:8 (fly 8 for Valor)
    •  HP:46/54, Bloodied:27, Surge Value:13
    •  Powers
    •  Kick
    •  Trample (Honor); Flyby Attack (Valor)
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
« Last edit by Viktor on Wed Aug 29, 2012 2:28 pm. »
Moderator
Registered: Jul 2008
Posts: 5245
As is his idiom, Sir Murrak charges energetically at the foes, dazing his target.

A splash of light explodes between the two larger gargoyles, temporarily blinding them.

The gargoyle Murrak attack lashes back with its claws, but the knight's sturdy armor protects him. Then another gargoyle takes flight. It swoops down and plucks Sir Murrak from the back of his mount for 13 damage, 5 of which is cold. Hedoni is also grabbed by a gargoyle for 11 damage (resist all the cold) but immediately teleports back to the safety of the group. The last gargoyle waits, ready to attack any who come close enough.

OOC: Let me know if you'd have Hedoni teleport somewhere else.

Ready: Hed - WE
Initiative status:
Sir Murrak: 100 (+2 temp)/115, grabbed by gray
Valor: 30/57
Hedoni: 71/82
Red ice gargoyle: no damage
Green ice gargoyle: no damage
Purple ice gargoyle: down 41, dazed ENT Mur
Gray ice gargoyle: no damage
->Daggoth: 75/139
Large gargoyle A: down 30, blind ENT Hed
Large gargoyle B: down 30, blind ENT Hed
Salazar: 99/100
Ravenblade: 110/110
Mal: 76 (+ ?temp)/96

User posted image
  •   Features
      Illumination: This area is brightly lit.
      Ceiling: The ceiling is 60 feet from the floor.
      Floor: The floor here is treated as difficult terrain for anyone moving on it without ice walk. In addition, creatures without ice walk standing on the floor are moved one additional square when subjected to forced movement.
      Frigid Cold: The ice fortress's interior and exterior is considered an area of cold weather. Every 8 hours a PC is in the fortress without resistance to cold, the PC must succeed on a DC 22 Endurance check or lose a healing surge. If the PC has no healing surges left when the check is failed, the PC loses hit points equal to the character’s level.
      _______________
      Dungeon Master - Scales of War
      Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
OOC: Hedoni's feeling brave, and will teleport to O14.

I'm a little confused about the damage. If it was cold, Hedoni would resist all of it, but you have 11 taken away from him in the status.
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jul 2008
Posts: 5245
Michael Doss wrote
OOC: Hedoni's feeling brave, and will teleport to O14.

I'm a little confused about the damage. If it was cold, Hedoni would resist all of it, but you have 11 taken away from him in the status.


Okay, I'll move him into the middle. That means the other gargoyle will take a swipe at him. Do you want to ready staff and shield too?
The damage was 11 regular, claw, damage and 5 cold damage, so Hedoni only took the non-cold damage.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
OOC: Sure, ready Staff and Shield, though I can't use either this turn, as I've already used Wizard's Escape, right?
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jul 2008
Posts: 5245
Feeling bold, Hedoni zips into the center of the grand hall. The last gargoyle goes for him and easily plucks the wizard up with his icy claws (Hedoni takes 8 untyped and 7 cold damage from this attack, so only 8 damage total).

Ready: Hed - WE, shield, staff
Initiative status:
Sir Murrak: 100 (+2 temp)/115, grabbed by gray
Valor: 30/57
Hedoni: 63/82, grabbed by green
Red ice gargoyle: no damage
Green ice gargoyle: no damage
Purple ice gargoyle: down 41, dazed ENT Mur
Gray ice gargoyle: no damage
->Daggoth: 75/139
Large gargoyle A: down 30, blind ENT Hed
Large gargoyle B: down 30, blind ENT Hed
Salazar: 99/100
Ravenblade: 110/110
Mal: 76 (+ 5 temp)/96

User posted image
  •   Features
      Illumination: This area is brightly lit.
      Ceiling: The ceiling is 60 feet from the floor.
      Floor: The floor here is treated as difficult terrain for anyone moving on it without ice walk. In addition, creatures without ice walk standing on the floor are moved one additional square when subjected to forced movement.
      Frigid Cold: The ice fortress's interior and exterior is considered an area of cold weather. Every 8 hours a PC is in the fortress without resistance to cold, the PC must succeed on a DC 22 Endurance check or lose a healing surge. If the PC has no healing surges left when the check is failed, the PC loses hit points equal to the character’s level.
      _______________
      Dungeon Master - Scales of War
      Edeya - Githzerai Seeker - Points of Light
Member
Registered: Jul 2008
Posts: 1061
Location: Glendale, CA
Daggoth marches straight for the nearest gargoyle, and attempts to swat it accross the room

Move to u12
Crumpling slam vs gargoyle (1d20+21=38, 2d12+20=35)
Hits 38 AC for 35 damage, and pushes 3, and knocks prone.
Marking





  •  Daggoth Varkash
    • Male Dragonborn Dreadnought Fighter, level 15
    • Passive Perception: 18, Passive Insight: 18
    • AC: 31, Fort: 30, Reflex :25, Will: 23 - Speed: 5
    • HP: 75/139, Bloodied: 69, Surge Value: 39, Surges: ?8/14 Initiative: 8
    • Dreadnought Action: when you spend an action point, gain resist all 10 USNT
    • Unfailing Resources: minor to spend 10 hp and auto-save
    • Inspiring Breath: allies gain +5 damage against enemies hit by dragon breath
    • Grit: gain 4 thp when you spend a healing surge
    • Powers
    • Cleave
    • Tide of Iron
    • Pass Forward
    • Cloak of Walking Wounded +3 when bloodied and using second wind you can use 2 surges
    • Dynamic Waraxe +3 minor, change this weapon into any other melee weapon UEE or until you switch it back with a minor
    • Crumpling Slam
    • Dragon Breath (cold|enlarged) minor, +14 vs REF, blast 3 or 5, 2d6+4 dam, allies gain +5 damage to enemies hit UENT
    • Sweeping Blow
    • Come and get it
    • Inexorable Advance
    • Unbreakable imm react, if hit reduce damage by 9
    • Fighter's Grit minor, UENT ignore dazed, immobilized, slowed, AND weakened
    • Strikebacks minor, imm react, if hit, attack with basic melee
    • Unyielding Avalanche
    • Inspiring Word
    • Victorious Surge
    • Rain Of Steel (stance)
    • Blood Iron imm react, when becoming bloodied gain resist all 5 UEE
    • Ironskin Belt minor, resist all 5 UENT
    • Dwarven Greaves imm inter, when hit with a pull/push/slide you negated the forced movement
    • Vortex Mask minor, pull one enemy within 5 up to 2 squares, if enemy was marked you can pull it up to 4
    • Battleforged Heavy Shield free, when an adjacent ally regains hp, that ally regains surge value extra hp

    • Weapon: Dynamic Waraxe +3
    • Armor: Black Iron Armor +3: resist 10 fire and 10 necrotic
    • Arms: Battleforged Heavy Sheild
    • Waist: Ironskin Belt
    • Neck: Cloak of the Walking Wounded +3
    • Legs: Dwarven Greaves
    • Head: Vortex Mask
    • Hands: Strikebacks
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Registered: Jul 2008
Posts: 5245
Daggoth moves towards the nearest foe, but quickly realizes the floor is too slippery here to walk normally. He steps carefully on the icy ground the then charges at the gargoyle doing 21 damage.

OOC: the entire room here is covered with difficult terrain; see features section. I changed Daggoth's attack to a charge instead of crumpling slam.

One of the large gargoyles lifts off its pedistal and flies for Valor, but blindly blunders into a pillar instead. The other has better sense of direction and even blind, wings over and grabs the steed in its claws. (Valor takes 11 damage and 5 ogd cold).

Ready: Hed - WE, shield, staff
Initiative status:
Sir Murrak: 100 (+2 temp)/115, grabbed by gray
Valor: 19/57 (5ogd), grabbed by B
Hedoni: 63/82, grabbed by green
Red ice gargoyle: down 21, marked
Green ice gargoyle: no damage
Purple ice gargoyle: down 41, dazed ENT Mur
Gray ice gargoyle: no damage
Daggoth: 75/139
Large gargoyle A: down 30, blind ENT Hed
Large gargoyle B: down 30, blind ENT Hed
->Salazar: 99/100
Ravenblade: 110/110
Mal: 76 (+ 5 temp)/96

User posted image
  •   Features
      Illumination: This area is brightly lit.
      Ceiling: The ceiling is 60 feet from the floor.
      Floor: The floor here is treated as difficult terrain for anyone moving on it without ice walk. In addition, creatures without ice walk standing on the floor are moved one additional square when subjected to forced movement.
      Frigid Cold: The ice fortress's interior and exterior is considered an area of cold weather. Every 8 hours a PC is in the fortress without resistance to cold, the PC must succeed on a DC 22 Endurance check or lose a healing surge. If the PC has no healing surges left when the check is failed, the PC loses hit points equal to the character’s level.
      _______________
      Dungeon Master - Scales of War
      Edeya - Githzerai Seeker - Points of Light

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