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Alliance at Nefelus

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Salazar moves as far as he can into the room, then hurls a blast of light at the blinded gargoyle within his reach.

Move action - Move to W10.

Standard action - Blazing Starfall, area burst 1, centered on M10, all creatures, targeting Large Gargoyle A.

Blazing Starfall, area burst 1, centered on M10, all creatures, targeting Large Gargoyle A. (CA, 24H) (1d20+19+2+1=31, 1d4+22=25)

Hits Reflex 31 for 25 radiant damage.

"Readying" Sudden Scales, Fog Form, and Belt of Raging Endurance, in that order.


  •  Salazar Miller
    • Male Human Sorcerer 15 / Dragon Guardian
    • Full Character Sheet
    • Passive Perception: 16, Passive Insight: 16, Senses: Normal
    • AC: 27, Fort: 28, Reflex: 26, Will: 32 - Speed: 6
    • HP: 99/100, Bloodied: 50, Surge Value: 28, Surges left: 4/10
    • Action Points: 1
    • Resists: 10 Fire, 10 Poison, 10 Necrotic

    • Dragon Scales (Class): +2 AC until the end of an encounter once first bloodied.
    • Dragon Soul (Class) and Guardian's Resistance (Paragon Path): Resist 10 fire and 10 poison, pierce 10 fire resistance and 10 poison resistance in enemies.
    • Dragon Breath Action (Paragon Path): When you make a close blast attack with an action point, score a crit on 16-20.
    • Action Surge (Feat): +3 to hit with attacks gained via Action Point.
    • Staff Expertise (Feat): +2 to hit with staffs, do not provoke OA's with ranged attacks, gain reach 1 with melee attacks.
    • Superior Will (Feat): +2/3/4 tier feat bonus to Will defense. In addition, may make a save against Dazed or Stunned conditions at the beginning of my turn, even if the effect does not allow for a save.
    • War Wizard's Staff (Feat): When you use a close arcane attack with a staff implement, you can slide one adjacent creature to a different square adjacent to you before making the attack.

    • Powers
    • -Blazing Starfall
    • -Burning Spray
    • -Dragonfrost
    • -Belt of Raging Endurance (Item Power)
    • -Dragon's Breath (requires familiar in active mode)
    • -Flame Spiral
    • -Fog Form
    • -Guardian's Breath
    • -Rimestorm
    • -Second Wind
    • -Spatial Trip
    • -Sudden Scales
    • -Thunder and Strike
    • -Flame Bracers (Item Power)
    • -Laughing Death Drowmesh (Item Power)
    • -Lightning Daggers
    • -Ring of Borrowed Spells: Greater Void Burst OR Resounding War Cry (Item Power)
    • -Shield of Dragon Might
    • -Sun's Illumination
    • -Winds of Change

    • Items
    • -Accurate Staff of Ruin +3 - +3 attack / +6 damage, +3d10 damage on a crit. Additional +1 bonus to hit from Accurate superior implement.
    • -Laughing Death Drowmesh +3 - Resist 10 Necrotic.
    • -Laughing Death Drowmesh +3 (Daily) - Immediate Reaction. Use this power when struck by a melee attack. The attacker takes 3d6 necrotic damage and also takes a -2 penalty to Fortitude defense until the end of my next turn.
    • -Brooch of Vitality +3 - Property: Increase your maximus HP by5.
    • -Gauntlets of Blood (Heroic) - +2 damage against bloodied targets.
    • -Belt of Raging Endurance (Encounter) - Immediate Interrupt. Trigger: An enemy hits you and causes damage. Effect: You gain resist 15 against that attack, but you also take 10 damage at the end of your next turn. Also, gain 1 healing surge.
    • -Gem of Colloquy (Head Slot) (Paragon) - +3 to item bonus to Bluff and Diplomacy checks and understand and speak two languages chosen at the time of gem's creation (Abyssal, Supernal).
    • -Siberys Shard of the Mage (Heroic) - +1 to implement damage rolls with Accurate Staff of Ruin +3. PDF does not include this in the damage calculations.
    • -Flame Bracers (Heroic) - Property: When you score a critical hit, the target takes 1d6 extra fire damage.
    • -Flame Bracers (Heroic) - Power (Daily): Minor Action. The next time you hit with an attack, the target takes 1d6 extra fire damage..
    • -Boots of Quickness (Heroic) - Gain a +1 bonus to Reflex defense.
    • -Fireheart Tattoo (Heroic) - When you spend an action point to take an extra action, you gain 5 temporary hit points.
    • -Ring of Borrowed Spells (Paragon) (Daily) - Standard action. The ring contains two arcane encounter attack powers of level 17 or lower that the wearer can employ using the ring's power. The powers contained in the ring are determined when it is created and cannot be changed (Greater Void Burst and Resounding War Cry). Milestone: If you've reached at least one milestone today, you gain a +2 bonus to the attack rolls of the stored power you use.
    • -Potion of Healing (Heroic) x2
_______________
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: Jul 2008
Posts: 5245
Salazar steps carefully on the ice and calls down a shower of light on one of the larger gargoyles.

Ready: Hed - WE, shield, staff; Sal - SS, Fog, Belt
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 55, 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
Moderator
Registered: Oct 2008
Posts: 7786
Assessing the situation Ravenblade moves forward as far as he can, then hurls his dwarven thrower at the gargoyle holding Hedoni. The blow hits the creature in the head with dancing flames, dazing it enough to let go of the eladrin wizard. The hammer ricochets towards one of the larger gargoyles, clipping a wing. Catching the hammer on the return, the dwarf paladin-ranger throws it once more, this time at the gargoyle near Daggoth.

Move: to W14
Standard: 1st Hammer Throw vs green gargoyle hodding Hedoni, FORT, dazed on a hit UENT Rav. (1d20+21=38, 2d10.minroll(3)+11=23)
Free: elemental legacy does 6 additional fire damage to green gargoyle
2nd Hammer Throw vs large gargoyle A, FORT, prone on a hit. (1d20+21=27, 1d10.minroll(3)+11=15)
Minor: Quick throw red gargoyle next to Daggoth, AC. (1d20+21=27, 3d10.minroll(3)+11=27)

OOC: First attack hits green garg 38 FORT for 23 regular damage and 6 fire damage, dazing UENT Rav. Dazed, it automatically lets go of Hedoni which was the goal here. Mike, maybe you can help Murrak with an enlarged enemy teleporting spell. Second attack hits large garg A 27 FORT for 15 damage and knocking prone on a hit. Third attack hits red garg 27 AC for 27 damage.

User posted image

AC: 31 (29 bloodied), Resistances: Fire 5, Cold 5, Poison 5, Acid 3, Lightning 3
Surges: 6/12, Action point(s) left: 2/4.5, not yet used

  •   Ravenblade
    • Male Dwarf Ranger, Hammer of Moradin, Level 14
    • Passive Perception: 26, Passive Insight: 21
    • AC: 31/29 Fort: 25 Reflex: 23 Will: 23 Speed: 6, Initiative: +9
    • HP: 110, Bloodied: 55, Surge Value: 31, Surges: 12
    •  
    • Class/Racial Features and Feats
      • Class/Racial Features
      • Cast-Iron Stomach: +5 save vs poison
      • Dwarven Resilience: second wind as minor action
      • Hammer Bond: +1 bonus to attack rolls with hammers
      • Hunter’s Quarry: 2d6 extra damage on a target marked with HQ, once per round
      • Powerful Action: When you spend an action point to make an attack, each target hit by the attack is knocked prone or dazed until the end of your next turn. You choose the effect for each target after the attack’s other effects are resolved.
      • Running Attack: +1 to hit with powers that include movement and moved at least 2 spaces
      • Stand Your Ground: -1 space forced movement / imm save vs prone att
      • Feats
      • Armor Proficiency Chainmail:
      • Bludgeon Expertise: +1/2/3 attack at H/P/E tiers, +1 to push and slide effects from attacks
      • Dwarven Durability: +2 surges, +CON mod surge value
      • Dwarven Weapon Training: +2 damage and prof with all axes/hammers
      • Flank on the Run: When adjacent to an enemy and move to another square adjacent to that enemy, you do not provoke an opportunity attack from that enemy for leaving your square
      • Forgeborn Heritage: resist 2/3/5 at H/P/E tiers for fire, cold, acid, lightning, gain Elemental Legacy power
      • Soldier of Virtue: paladin multi-class, one paladin skill, virtue’s touch 1/day
      • Toughness: +5/10/15 hp at H/P/E tiers
      • Two-Weapon Fighting: +1 damage while wielding two melee weapons
      • Two-Weapon Defense: +1 AC/REFLEX while wielding any two weapons
       
    • Basic Attacks
      • The following attacks respectively already include +1 24h, +1 charge, +1 running attack in charge, and +4 WIS mod for Marauder's Rush at-will.
      • Basic Melee (Avalanche): 1d20+20;1d10.minroll(3)+12, +2d10 and prone on a crit
      • Basic Melee Charge (Avalanche): 1d20+22;1d10.minroll(3)+16+1d10.minroll(3), +2d10 and prone on a crit
      • Basic Melee Charge (Dwarven Thrower): 1d20+23;1d10.minroll(3)+17, 3d6 on a crit
      • Basic Ranged: 1d20+21;1d10.minroll(3)+11 (with Dwarven Thrower Craghammer)
       
    • Powers/Item Powers During Play
      • Hunter’s Quarry
      • Marauder's Rush
      • Twin Strike
      • Cut and Run
      • Elemental Legacy
      • Hammer Throw
      • Invigorating Stride
      • Natural Terrain Understanding
      • Quick Throw
      • Second Wind
      • Thundertusk Boar Strike
      • Attacks on the Run
      • Barreling the Fish
      • Frenzied Skirmish
      • Root Gate
      • Stalwart Defense
      • Virtue’s Touch
      • Item Powers
      • Backlash Tattoo
      • Melora's Storm Blessing
      • Resplendent Circlet
      • Symbol of Scorned Fate
      • Viper Belt
      • Dwarven Thrower Craghammer
       
    • Items
      • Items
      • Agile Braidmail +3 +2 AC when not bloodied
      • Avalanche Craghammer +2 charge att 1W extra dam, crit=2d10+prone
      • Dwarven Thrower Craghammer +3 melee and heavy thrown 6/12, crit=3d6
      • Symbol of Scorned Fate
      • Backlash Tattoo
      • Gauntlets of Blood (paragon) +4 damage to boodied targets
      • Silt Striders +1 speed, can walk/stand on all non-liquid surfaces, ignore difficult terrain of dirt, sand, or silt and leave no tracks in that terrain.
      • Viper Belt resist 5 poison
      • Melora's Storm Blessing If an enemy uses a forced movement effect against you, you can shift 1 square as a free action at the end of the forced movement.
      • Cloak of Survival +2 +3 endurance, resist 5 fire/cold
      • Resplendent Circlet enemies within 10 have -2 insight
      • Life Shroud
      • Potion of Healing (heroic) 1 / 2 / 3
      • Potion of Vitality (paragon) 1
       
    • Skills
      • Acrobatics +13
      • Arcana +6
      • Athletics +16
      • Bluff +7
      • Diplomacy +7
      • Dungeoneering +13
      • Endurance +19
      • Heal +16
      • History +6
      • Insight +11
      • Intimidate +7
      • Nature +16
      • Perception +16
      • Religion +6
      • Stealth +8
      • Streetwise +7
      • Thievery +8
       
    • Descriptions of Powers
      • Hunter’s Quarry minor to place, 2d6 extra damage 1/round on a hit
      • Marauder's Rush can be used in a charge instead of MBA, 1d20+19;1d10+16
      • Twin Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+19;1d10+7
      • Cut and Run melee or ranged, 1 or 2 targets, 1 attack per weapon, can shift 5 between attacks or after both
      • Elemental Legacy free, trigger: hit an enemy, effect: deal 3/6/9 at H/P/E tiers extra acid, cold, fire, or lightning damage
      • Hammer Throw ranged 10, STR vs FORT, can use any hammer, 1d20+19;2d10+10 1st target and dazed UENT Rav, 1d20+19;1d10+10 and prone on 2nd target within 3 of 1st target
      • Invigorating Stride move, shift 4, can’t end adj to enemy, can use 2nd wind
      • Natural Terrain Understanding minor, burst 3, allies, grants +2 AC UENT Rav and target can shift 2
      • Quick Throw ranged minor, 1 target, 1 attack, 1d20+19;3d10+10, before the attack shift 1, must target a creature not yet attacked this turn and can't attack that target again during the current turn
      • Second Wind minor, gain 30 hp and +2 def
      • Thundertusk Boar Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+19;1d10+12, if one hit then push target 2, if both attacks hit same target then push 6
      • Attacks on the Run melee/ranged, 1 or 2 targets, can use main weapon only, either 2 attacks on single or 1 attack each target, 1d20+19;3d10+12, can move 5 before the attacks, ½ damage on miss
      • Barreling the Fish before that attack shift 2, primary attack melee with crit on 16-20, 1d20+20;2d10+13 half damage on miss, after primary attack shift 2 and make a ranged attack without provoking OA and crit on 16-20, 1d20+20;2d10+13
      • Frenzied Skirmish melee, 1 or 2 targets, 1 attack per weapon, before or after attack you can move speed without provoking OA's, 1d20+19;1d10+12, if an attack hits the target is dazed UENT Rav, if both attacks hit the same target it's dazed and slowed UENT Rav
      • Root Gate minor, burst 10, create 2 single space, unoccupied zones that last UEE, when you or ally enters a zone can teleport to the second zone as a3 free action as long as it’s not occupied, enemies can’t teleport
      • Stalwart Defense minor, stance, gain resist all 5 and +2 FORT until stance ends
      • Virtue’s Touch minor, melee touch, 1 target, remove blinded, dazed, deafened, slowed, stunned, or weakened
      • Item Powers
      • Backlash Tattoo the first time you’re bloodied in an encounter, you can make a basic ranged or melee attack as an imm reaction
      • Melora's Storm Blessing move, fly 5
      • Resplendent Circlet minor, enemy adj to ally, burst 5, c.a. until EoE
      • Symbol of Scorned Fate free, when you first fail a save throw against an effect, that effect does not affect you UENT (also, if the effect changes or has an additional effect after failing to save those changes don't yet occur)
      • Viper Belt no action, +2 when making a poison save throw
      • Dwarven Thrower Craghammer free, when hitting a large or larger creature, do 6 extra damage
    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
« Last edit by Viktor on Sun Sep 02, 2012 3:45 pm. »
Moderator
Registered: Oct 2008
Posts: 7786
Knowing he's in a bind, Sir Murrak decides to await the grace of his new allies' help.

OOC: Once Murrak's turn comes up, choosing for him to delay until after Hedoni.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Ravenblade walks forward over the slippery. He is pleased to see his hammer slam into the gargoyle with a hiss. Water drips off the creature as it drops Hedoni, leaving part the icy creature melted (vulnerable 10 fire). His second hammer leaves a less impressive scratch on the floor before returning to his hand. Finally his hammer knocks into Red for 27 damage.

Ready: Hed - WE, shield, staff; Sal - SS, Fog, Belt
Initiative status:
Hedoni: 63/82
Sir Murrak: 100 (+2 temp)/115, grabbed by gray
Valor: 19/57 (5ogd), grabbed by B
Red ice gargoyle: down 48, marked
Green ice gargoyle: down 39, HQ, dazed ENT Rav
Purple ice gargoyle: down 41, dazed ENT Mur
Gray ice gargoyle: no damage
Daggoth: 75/139
Large gargoyle A: down 55, 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
      « Last edit by Emily on Mon Sep 03, 2012 7:50 am. »
Moderator
Registered: Oct 2008
Posts: 4627
"Everyone is always charging in without thinking first. Well, can't leave them alone up there. CHARGE!" Mal walks as fast as he can and whips his glaive into the gargoyle, melting it a bit as the blade passes through its skin.

Move Action: Walk (Move 5)

Standard Action: Charge (Melee 2; +21 vs. AC; Hit: 2d4+10 Fire dam; Crit: 18+3d6 Fire dam)

Charge (+20 W, +1 24hr, +1 charge) (1d20+22=28, 2d4+10=14)

Minor Action: Foe Stone At-Will Item (Learn all of a target's vulnerabilities, and which of its defenses is lowest)

OOC: Walk to X11, Charge to V11, hitting Red AC 28 for 16 fire damage (change two 2s to 3s), plus 10 from vulnerable, I think. Foe Stone on Red Ice Gargoyle.


  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune 15
    • Passive Perception: 19, Passive Insight: 19
    • AC:27, Fort:26, Reflex:23, Will:26 - Speed:5
    • HP:76+5 THP/96, Bloodied:48, Surge Value:24, Surges left:4/10
    • Action Points: 0, Second Wind: not used, Resist Fire 12
    •  
    • Powers
      • Intuitive Strike
      • Rousing Assault
      • IS Inspiring Word +5 1 2 3
      • Infernal Wrath
      • Inspired Belligerence
      • Tactical Orders
      • Warlord's Strike
      • Sacrificial Lure
      • Lady Luck Smiles
      • Death From Two Sides
      • Rousing Words +5
      • Favored Fortune
      • Lamb to the Slaughter
      • Staggering Spin
      • War Master's Assault
      • Foe Stone
      • Flaming Glaive +3
      • Rebounding Throwing Hammer +1
      • Couters of Second Chances
      • Power Jewel
      • Boots of Dancing
      • Strikebacks
      • Belt of Raging Endurance
       
    • Items
      • Healer's Finemail +2
      • Healer's Brooch +3
      • Khyber Shard of Fiery Depth
      • Fey-Blessed Circlet
      • Hempen Rope (50ft)
      • Grappling Hook, Hammer, Pitons (10)
      • Hand Axe x2
      • Waraxe, Light Shield
       
    • Abilities
      • Melee Basic Attack +20 (+7 lvl, +5 Str, +2 Prof, +2 Exp, +3 Enh, +1 HB), Reach 2
      • Damage: 2d4+10 (2d4 Glaive, +5 Str, +3 W, +1 HB, +1 KSoFD)
      • Ranged Basic Attack +15 (+7 lvl, +5 Str, +2 Prof, +1 Enh), Ranged 5/10
      • Damage: 1d6+6 (1d6 Thr Hammer, +5 Str, +1 W)
      • Bloodhunt (+1 att vs. bloodied)
      • Inspiring Presence (Allies regain 10 HP w/ AP)
      • Combat Leader (+2 Init to me and allies w/in 10)
      • Hellfire Blood
      • Heavy Blade Expertise (+2 def vs. OAs)
      • Polearm Flanker (Flank in Reach)
      • Know Your Strength (Dam rolls of 1 or 2 become 3)
      • Seize the Day (AP: even roll grants allies w/in 5 sq 7 THP, odd grants Mal 12 THP)
      • Polearm Gamble (When enemy moves adj, take OA and grant CA UENT)
      • Vexing Flanker (Flanking grants CA to allies)
      • Boots of Dancing (Do not grant CA while Dazed)
      • Strikebacks (+1 bonus to OAs)
       
    • Skills
      • Acrobatics +5
      • Arcana +8
      • Athletics +16
      • Bluff +14
      • Diplomacy +17
      • Dungeoneering +9
      • Endurance +8
      • Heal +14
      • History +8
      • Insight +9
      • Intimidate +17
      • Nature +9
      • Perception +9
      • Religion +8
      • Stealth +7
      • Streetwise +12
      • Thievery +5


  •  Enemies
    • Ice Gargoyle: 83+ HP, AC 27or less, Fort 38 or less
      Large Gargoyle: 111+ HP, Fort 28+, Ref 31 or lower, Will 30 or lower
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
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Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
"Thanks, friend Dwarf!" says Hedoni, free of the creature's grasp, "but I always have a way out of a tight situation, if I need one. Of course it's nice to pay a good deed forward..."

Hedoni winks at Ravenblade then disappears, reappearing several steps away near the collection of gargoyles. He then slams his staff on the ground, sending out two waves of teleportonic energy - one hitting the enemies, and one teleporting Sir Murrak and his mount away to safety.

Move Action: Fey Step to I11
Standard Action: Hammerfall Step, hitting Large gargoyle B, Large gargoyle A, Purple ice gargoyle and Gray ice gargoyle.

Hammerfall Step: (1d20+18+1=20, 1d20+18+1=24, 1d20+18+1=35, 1d20+18+1=33, 2d6+15=23)

Hammerfall Step hits Fortitude 20 (Natural 1) on Large gargoyle B, Fortitude 24 on Large gargoyle A, Fortitude 35 on Purple ice gargoyle and Fortitude 33 on Gray ice gargoyle for 23 damage. On a hit, targets are teleported up 20 feet and fall. Sir Murrak and Valor are teleported to safety, up to four squares.

OOC: Hedoni has Winter's Shroud (immediate reaction) readied in case of any attack that grabs.

  •  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
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Registered: Oct 2008
Posts: 7786
Sir Murrak feels the disorientation of teleportonic energies.

OOC: If possible, please have Valor teleported to MN/7/8 and Murrak in Valor's saddle.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Mal charges at the gargoyle and when his flaming glaive makes contact, the beast lets out a screech of pain. Mal uses his stone to learn that the smaller gargoyles have weak will and reflexes. As he has witnessed first hand, Mal can also tell the gargoyles are vulnerable to fire.

As Hedoni's staff hits the ground, two of the smaller gargoyles are teleported 20 feet up and Sir Murrak finds himself comfortably seating back on Valor. (OOC: Since the gargoyles are flying creatures, and were in flight when you teleported them, they would not fall.)

Ready: Hed - WE, shield, staff; Sal - SS, Fog, Belt
Initiative status:
Hedoni: 63/82
->Sir Murrak: 100 (+2 temp)/115
Valor: 19/57 (5ogd)
Red ice gargoyle: down 74, bloodied, marked, gives CA ENT Mal
Green ice gargoyle: down 39, HQ, dazed ENT Rav
Purple ice gargoyle: down 64, bloodied, dazed ENT Mur, 20 feet up
Gray ice gargoyle: down 23, 20 feet up
Daggoth: 75/139
Large gargoyle A: down 55
Large gargoyle B: down 30
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
Moderator
Registered: Oct 2008
Posts: 7786
Having heard Mal's command shout to charge, Sir Murrak takes it literally and does so again. He slams into the same gargoyle he hit before, bringing both it and and the one next to it within his aura.

Standard: Charge purple gargoyle, to K/L 7/8, AC. Base hit 20, +3 charge on steed, +1 24h, +2 CA from dazed. Base damage 15, +2 lancing gloves while mounted, +2 powerful charge feat, +1d6 horned helm, +11 Holy Smite and dazed UENT Murrak. (1d20+26=45, 2d10.minroll(3)+19+1d6+11=50) (forgot the valiant strike as MBA thing again, it gives another +2 to hit in this case for AC 47)

Save OGD for Valor: 1d20+1=20

OOC: Charging to 20 feet up. Hits purple AC 47 for 50 damage and dazed and dazed UENT Murrak.

  •   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)
Moderator
Registered: Jul 2008
Posts: 5245
Sir Murrak urges Valor to fly at the injured gargolye and the collision shatters the creature to pieces.

The gargoyles do their best to grab new prey. Grey plucks Murrak off of Valor for 19 damage. Green swoops in and picks up Ravenblade for 9 damage (the cold damage was ignored). Red goes for Daggoth, but the fighter ducks down below its reach.

Ready: Hed - WS, shield, staff; Sal - SS, Fog, Belt
Initiative status:
Hedoni: 63/82
Sir Murrak: 83/115, grabbed by gray
Valor: 14/57, 20 feet up
Red ice gargoyle: down 74, bloodied, marked, gives CA ENT Mal
Green ice gargoyle: down 39, HQ, dazed ENT Rav
Purple ice gargoyle: dead
Gray ice gargoyle: down 23, 20 feet up
->Daggoth: 75/139
Large gargoyle A: down 55
Large gargoyle B: down 30
Salazar: 99/100
Ravenblade: 101/110, grabbed by green
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 moves himself adjacent to both nearby gargoyles, and cuts at both with a sweeping strike.

Use pass forward to shift to U13
sweeping blow vs red and green (1d20+24+2=31, 1d20+24+2=43, 1d12+11=18)
red: 31 vs ac for 18
green: 43 vs AC for 18
Marking both.
"ready" strikebacks
Minor: rain of steel stance




  •  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
  • « Last edit by marek on Wed Sep 05, 2012 11:14 pm. »
Moderator
Registered: Jul 2008
Posts: 5245
Daggoth eases over between the two foes and cuts across both. Then the fighters takes an offensive stance, prepared to take down any near him.

One of the larger gargoyles once again seizes Valor in its icy grasp for 11 damage (and 5 ogd SE). It doesn't look good for the pegasus. The other plucks at Hedoni for 9 damage, but the wizard instantly teleports away.

OOC: Let me know if you want Hedoni to teleport somewhere else.

Ready: Hed - WS, shield, staff; Sal - SS, Fog, Belt; Dag - Strikebacks
Initiative status:
Hedoni: 63/82, concealed SNT
Sir Murrak: 83/115, grabbed by gray
Valor: 3/57, 20 feet up, 5 ogd SE, grabbed by A
Red ice gargoyle: down 92, bloodied, marked, gives CA ENT Mal
Green ice gargoyle: down 57, HQ, dazed ENT Rav, marked
Purple ice gargoyle: dead
Gray ice gargoyle: down 23, 20 feet up
Daggoth: 75/139, RS
Large gargoyle A: down 55
Large gargoyle B: down 30
->Salazar: 99/100
Ravenblade: 101/110, grabbed by green
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
Moderator
Registered: Oct 2008
Posts: 7786
"Nooooo! Not Valor!" shouts Murrak. As he does so, a golden shimmer envelops his pegasus, absorbing the gargoyles blow and suffusing the knight with the intended pain.

Immediate Interrupt: Improved Righteous Shield, Sir Murrak takes all the damage against Valor instead of the pegasus and he gets +2 all attacks UENT and +7 to his next damage roll.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar moves over towards the nearest ice gargoyles, knocks one away from Ravenblade with his staff, then unleashes a blast of fire upon the two gargoyles.

Move action - Move to V13.

Standard action - Flame Spiral, close burst 2, up to 3 targets, targeting Red Ice Gargoyle and Green Ice Gargoyle. Before attack, sliding Green to V12 with War Wizard's Staff, which should break Green's hold on Ravenblade.

Flame Spiral, close burst 2, up to 3 targets, targeting Red Ice Gargoyle and Green Ice Gargoyle. (CA, 24H) (1d20+19+2+1=34, 1d20+19+2+1=36, 1d10+22=26)

Hits Reflex 34 for 26 fire damage (38 total damage after including +2 from Gauntlets of Blood and 10 from Vulnerable 10 fire) on Red Ice Gargoyle, and hits Reflex 36 for 26 fire damage (36 total damage after including 10 from Vulnerable 10 fire) on Green Ice Gargoyle. As an effect, any enemy who starts their turn next to me or moves adjacent until the end of my next turn takes 1d6+16 fire damage, 1d6+18 if they're bloodied due to my Gauntlets of Blood.

"Readying" Sudden Scales, Fog Form, and Belt of Raging Endurance, in that order.


  •  Salazar Miller
    • Male Human Sorcerer 15 / Dragon Guardian
    • Full Character Sheet
    • Passive Perception: 16, Passive Insight: 16, Senses: Normal
    • AC: 27, Fort: 28, Reflex: 26, Will: 32 - Speed: 6
    • HP: 99/100, Bloodied: 50, Surge Value: 28, Surges left: 4/10
    • Action Points: 1
    • Resists: 10 Fire, 10 Poison, 10 Necrotic

    • Dragon Scales (Class): +2 AC until the end of an encounter once first bloodied.
    • Dragon Soul (Class) and Guardian's Resistance (Paragon Path): Resist 10 fire and 10 poison, pierce 10 fire resistance and 10 poison resistance in enemies.
    • Dragon Breath Action (Paragon Path): When you make a close blast attack with an action point, score a crit on 16-20.
    • Action Surge (Feat): +3 to hit with attacks gained via Action Point.
    • Staff Expertise (Feat): +2 to hit with staffs, do not provoke OA's with ranged attacks, gain reach 1 with melee attacks.
    • Superior Will (Feat): +2/3/4 tier feat bonus to Will defense. In addition, may make a save against Dazed or Stunned conditions at the beginning of my turn, even if the effect does not allow for a save.
    • War Wizard's Staff (Feat): When you use a close arcane attack with a staff implement, you can slide one adjacent creature to a different square adjacent to you before making the attack.

    • Powers
    • -Blazing Starfall
    • -Burning Spray
    • -Dragonfrost
    • -Belt of Raging Endurance (Item Power)
    • -Dragon's Breath (requires familiar in active mode)
    • -Flame Spiral
    • -Fog Form
    • -Guardian's Breath
    • -Rimestorm
    • -Second Wind
    • -Spatial Trip
    • -Sudden Scales
    • -Thunder and Strike
    • -Flame Bracers (Item Power)
    • -Laughing Death Drowmesh (Item Power)
    • -Lightning Daggers
    • -Ring of Borrowed Spells: Greater Void Burst OR Resounding War Cry (Item Power)
    • -Shield of Dragon Might
    • -Sun's Illumination
    • -Winds of Change

    • Items
    • -Accurate Staff of Ruin +3 - +3 attack / +6 damage, +3d10 damage on a crit. Additional +1 bonus to hit from Accurate superior implement.
    • -Laughing Death Drowmesh +3 - Resist 10 Necrotic.
    • -Laughing Death Drowmesh +3 (Daily) - Immediate Reaction. Use this power when struck by a melee attack. The attacker takes 3d6 necrotic damage and also takes a -2 penalty to Fortitude defense until the end of my next turn.
    • -Brooch of Vitality +3 - Property: Increase your maximus HP by5.
    • -Gauntlets of Blood (Heroic) - +2 damage against bloodied targets.
    • -Belt of Raging Endurance (Encounter) - Immediate Interrupt. Trigger: An enemy hits you and causes damage. Effect: You gain resist 15 against that attack, but you also take 10 damage at the end of your next turn. Also, gain 1 healing surge.
    • -Gem of Colloquy (Head Slot) (Paragon) - +3 to item bonus to Bluff and Diplomacy checks and understand and speak two languages chosen at the time of gem's creation (Abyssal, Supernal).
    • -Siberys Shard of the Mage (Heroic) - +1 to implement damage rolls with Accurate Staff of Ruin +3. PDF does not include this in the damage calculations.
    • -Flame Bracers (Heroic) - Property: When you score a critical hit, the target takes 1d6 extra fire damage.
    • -Flame Bracers (Heroic) - Power (Daily): Minor Action. The next time you hit with an attack, the target takes 1d6 extra fire damage..
    • -Boots of Quickness (Heroic) - Gain a +1 bonus to Reflex defense.
    • -Fireheart Tattoo (Heroic) - When you spend an action point to take an extra action, you gain 5 temporary hit points.
    • -Ring of Borrowed Spells (Paragon) (Daily) - Standard action. The ring contains two arcane encounter attack powers of level 17 or lower that the wearer can employ using the ring's power. The powers contained in the ring are determined when it is created and cannot be changed (Greater Void Burst and Resounding War Cry). Milestone: If you've reached at least one milestone today, you gain a +2 bonus to the attack rolls of the stored power you use.
    • -Potion of Healing (Heroic) x2
_______________
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
« Last edit by Gary on Fri Sep 07, 2012 8:59 am. »
Moderator
Registered: Jul 2008
Posts: 5245
Seeing his mount in grave danger, Sir Murrak sacrifices his own skin to help his steed.

Salazar wrenches Ravenblade free of the gargoyle as the beast stumbles back. The sorcerer's fire does serious damage, leaving one creature badly hurt and the other nothing more than a slushy puddle on the ground.

Ready: Hed - WS, shield, staff; Sal - SS, Fog, Belt; Dag - Strikebacks
Initiative status:
Hedoni: 63/82, concealed SNT
Sir Murrak: 72/115, grabbed by gray, 5 ogd SE, +2 att and +7 dam ENT
Valor: 14/57, 20 feet up, grabbed by A
Red ice gargoyle: melted
Green ice gargoyle: down 93, bloodied, HQ, dazed ENT Rav, marked, gives CA ENT Sal
Purple ice gargoyle: dead
Gray ice gargoyle: down 23, 20 feet up
Daggoth: 75/139, RS
Large gargoyle A: down 55
Large gargoyle B: down 30
Salazar: 99/100, FS
->Ravenblade: 101/110
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
Moderator
Registered: Oct 2008
Posts: 7786
Between Daggoth's menacing stance and Salazar's fiery presence, Ravenblade knows the injured gargoyle is doomed. He sees Murrak once more flailing 20 feet up, grabbed by a gargoyle, so decides to "help" his childhood friend. Ravenblade moves ahead for a better angle and throws his dwarven hammer twice. The first throw knocks the small gargoyle back and downward, forcing it to let go of Murrak. Satisfied with the thud that Murrak makes as he hits the ground, the ranger-paladin eyes Daggoth and gives him an edge over the green gargoyle.

Move: to T13
Standard: Thundertusk Boar Strike gray gargoyle, AC, +1 24h, -2 long range. On one hit push 2 squares left and to the ground, on two hits, choosing to only push 4 squares left and down to the ground. (1d20+17+1-2=36, 1d20.minroll(3)+13=28, 1d20+16+1-2=24, 1d10.minroll(3)+12=22) (accidentally rolled a d20 for damage on the first roll)
Crit extra damage: 3d6=14
Minor: resplendent circlet Daggoth, giving him CA over green gargoyle UENT Rav

Murrak's falling damage: 2d10=8
Murrak's acrobatics roll to reduce falling damage. (1d20+6+1=11) half of 11 is 5 rounded down

OOC: Assuming only the crit hits, gray gargoyle takes 23+14=37 damage and is pushed diagonally downward 2 spaces to the left. The second attack should have also been rolled with the dwarven thrower, so it's 25 AC for 23 damage. Resplendent circlet Daggoth over green. Murrak falls for 8-5=3 damage and is prone at K6

User posted image

AC: 31 (29 bloodied), Resistances: Fire 5, Cold 5, Poison 5, Acid 3, Lightning 3
Surges: 6/12, Action point(s) left: 2/4.5, not yet used

  •   Ravenblade
    • Male Dwarf Ranger, Hammer of Moradin, Level 14
    • Passive Perception: 26, Passive Insight: 21
    • AC: 31/29 Fort: 25 Reflex: 23 Will: 23 Speed: 6, Initiative: +9
    • HP: 110, Bloodied: 55, Surge Value: 31, Surges: 12
    •  
    • Class/Racial Features and Feats
      • Class/Racial Features
      • Cast-Iron Stomach: +5 save vs poison
      • Dwarven Resilience: second wind as minor action
      • Hammer Bond: +1 bonus to attack rolls with hammers
      • Hunter’s Quarry: 2d6 extra damage on a target marked with HQ, once per round
      • Powerful Action: When you spend an action point to make an attack, each target hit by the attack is knocked prone or dazed until the end of your next turn. You choose the effect for each target after the attack’s other effects are resolved.
      • Running Attack: +1 to hit with powers that include movement and moved at least 2 spaces
      • Stand Your Ground: -1 space forced movement / imm save vs prone att
      • Feats
      • Armor Proficiency Chainmail:
      • Bludgeon Expertise: +1/2/3 attack at H/P/E tiers, +1 to push and slide effects from attacks
      • Dwarven Durability: +2 surges, +CON mod surge value
      • Dwarven Weapon Training: +2 damage and prof with all axes/hammers
      • Flank on the Run: When adjacent to an enemy and move to another square adjacent to that enemy, you do not provoke an opportunity attack from that enemy for leaving your square
      • Forgeborn Heritage: resist 2/3/5 at H/P/E tiers for fire, cold, acid, lightning, gain Elemental Legacy power
      • Soldier of Virtue: paladin multi-class, one paladin skill, virtue’s touch 1/day
      • Toughness: +5/10/15 hp at H/P/E tiers
      • Two-Weapon Fighting: +1 damage while wielding two melee weapons
      • Two-Weapon Defense: +1 AC/REFLEX while wielding any two weapons
       
    • Basic Attacks
      • The following attacks respectively already include +1 24h, +1 charge, +1 running attack in charge, and +4 WIS mod for Marauder's Rush at-will.
      • Basic Melee (Avalanche): 1d20+20;1d10.minroll(3)+12, +2d10 and prone on a crit
      • Basic Melee Charge (Avalanche): 1d20+22;1d10.minroll(3)+16+1d10.minroll(3), +2d10 and prone on a crit
      • Basic Melee Charge (Dwarven Thrower): 1d20+23;1d10.minroll(3)+17, 3d6 on a crit
      • Basic Ranged: 1d20+21;1d10.minroll(3)+11 (with Dwarven Thrower Craghammer)
       
    • Powers/Item Powers During Play
      • Hunter’s Quarry
      • Marauder's Rush
      • Twin Strike
      • Cut and Run
      • Elemental Legacy
      • Hammer Throw
      • Invigorating Stride
      • Natural Terrain Understanding
      • Quick Throw
      • Second Wind
      • Thundertusk Boar Strike
      • Attacks on the Run
      • Barreling the Fish
      • Frenzied Skirmish
      • Root Gate
      • Stalwart Defense
      • Virtue’s Touch
      • Item Powers
      • Backlash Tattoo
      • Melora's Storm Blessing
      • Resplendent Circlet
      • Symbol of Scorned Fate
      • Viper Belt
      • Dwarven Thrower Craghammer
       
    • Items
      • Items
      • Agile Braidmail +3 +2 AC when not bloodied
      • Avalanche Craghammer +2 charge att 1W extra dam, crit=2d10+prone
      • Dwarven Thrower Craghammer +3 melee and heavy thrown 6/12, crit=3d6
      • Symbol of Scorned Fate
      • Backlash Tattoo
      • Gauntlets of Blood (paragon) +4 damage to boodied targets
      • Silt Striders +1 speed, can walk/stand on all non-liquid surfaces, ignore difficult terrain of dirt, sand, or silt and leave no tracks in that terrain.
      • Viper Belt resist 5 poison
      • Melora's Storm Blessing If an enemy uses a forced movement effect against you, you can shift 1 square as a free action at the end of the forced movement.
      • Cloak of Survival +2 +3 endurance, resist 5 fire/cold
      • Resplendent Circlet enemies within 10 have -2 insight
      • Life Shroud
      • Potion of Healing (heroic) 1 / 2 / 3
      • Potion of Vitality (paragon) 1
       
    • Skills
      • Acrobatics +13
      • Arcana +6
      • Athletics +16
      • Bluff +7
      • Diplomacy +7
      • Dungeoneering +13
      • Endurance +19
      • Heal +16
      • History +6
      • Insight +11
      • Intimidate +7
      • Nature +16
      • Perception +16
      • Religion +6
      • Stealth +8
      • Streetwise +7
      • Thievery +8
       
    • Descriptions of Powers
      • Hunter’s Quarry minor to place, 2d6 extra damage 1/round on a hit
      • Marauder's Rush can be used in a charge instead of MBA, 1d20+19;1d10+16
      • Twin Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+19;1d10+7
      • Cut and Run melee or ranged, 1 or 2 targets, 1 attack per weapon, can shift 5 between attacks or after both
      • Elemental Legacy free, trigger: hit an enemy, effect: deal 3/6/9 at H/P/E tiers extra acid, cold, fire, or lightning damage
      • Hammer Throw ranged 10, STR vs FORT, can use any hammer, 1d20+19;2d10+10 1st target and dazed UENT Rav, 1d20+19;1d10+10 and prone on 2nd target within 3 of 1st target
      • Invigorating Stride move, shift 4, can’t end adj to enemy, can use 2nd wind
      • Natural Terrain Understanding minor, burst 3, allies, grants +2 AC UENT Rav and target can shift 2
      • Quick Throw ranged minor, 1 target, 1 attack, 1d20+19;3d10+10, before the attack shift 1, must target a creature not yet attacked this turn and can't attack that target again during the current turn
      • Second Wind minor, gain 30 hp and +2 def
      • Thundertusk Boar Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+19;1d10+12, if one hit then push target 2, if both attacks hit same target then push 6
      • Attacks on the Run melee/ranged, 1 or 2 targets, can use main weapon only, either 2 attacks on single or 1 attack each target, 1d20+19;3d10+12, can move 5 before the attacks, ½ damage on miss
      • Barreling the Fish before that attack shift 2, primary attack melee with crit on 16-20, 1d20+20;2d10+13 half damage on miss, after primary attack shift 2 and make a ranged attack without provoking OA and crit on 16-20, 1d20+20;2d10+13
      • Frenzied Skirmish melee, 1 or 2 targets, 1 attack per weapon, before or after attack you can move speed without provoking OA's, 1d20+19;1d10+12, if an attack hits the target is dazed UENT Rav, if both attacks hit the same target it's dazed and slowed UENT Rav
      • Root Gate minor, burst 10, create 2 single space, unoccupied zones that last UEE, when you or ally enters a zone can teleport to the second zone as a3 free action as long as it’s not occupied, enemies can’t teleport
      • Stalwart Defense minor, stance, gain resist all 5 and +2 FORT until stance ends
      • Virtue’s Touch minor, melee touch, 1 target, remove blinded, dazed, deafened, slowed, stunned, or weakened
      • Item Powers
      • Backlash Tattoo the first time you’re bloodied in an encounter, you can make a basic ranged or melee attack as an imm reaction
      • Melora's Storm Blessing move, fly 5
      • Resplendent Circlet minor, enemy adj to ally, burst 5, c.a. until EoE
      • Symbol of Scorned Fate free, when you first fail a save throw against an effect, that effect does not affect you UENT (also, if the effect changes or has an additional effect after failing to save those changes don't yet occur)
      • Viper Belt no action, +2 when making a poison save throw
      • Dwarven Thrower Craghammer free, when hitting a large or larger creature, do 6 extra damage
    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Ravenblade moves up and throws his hammer. The blunt object strikes the gargoyle once on the head, forcing the creature back. Sir Murrak falls as gracefully as he can manage, rolling to a stop on the cold hard ground.

Ready: Hed - WS, shield, staff; Sal - SS, Fog, Belt; Dag - Strikebacks
Initiative status:
Hedoni: 63/82, concealed SNT
Sir Murrak: 69/115, 5 ogd SE, +2 att and +7 dam ENT, prone
Valor: 14/57, 20 feet up, grabbed by A
Red ice gargoyle: melted
Green ice gargoyle: down 93, bloodied, marked, gives CA ENT Sal
Purple ice gargoyle: dead
Gray ice gargoyle: down 60, 10 feet up
Daggoth: 75/139, RS, CA over Green ENT Rav
Large gargoyle A: down 55
Large gargoyle B: down 30
Salazar: 99/100, FS
Ravenblade: 101/110
->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
Moderator
Registered: Oct 2008
Posts: 4627
"Ravenblade, the others Sal and Daggoth have this one, lets go help the others!" Mal walks along the ice, using the wall to steady himself. He swings his glaive at the big target, but is off-balanced and nearly falls on his butt.

Minor Action: Tactical Orders (Close burst 3; Mal and an ally in burst can shift speed as a free action)

Move Action: Walk (Move 5)

Standard Action: Charge (Melee 2; +21 vs. AC; Hit: 2d4+10 Fire dam; Crit: 18+3d6 Fire dam)

Charge (+20 W, +1 24hr, +1 charge, +2 CA) (1d20+24=25, 2d4+10=14)

OOC: TO on Mal and Ravenblade, shifting Mal to T10 and Ravenblade wherever he wishes within his speed. Walk to R10. Charge to P10, hitting Large Gargoyle A AC 25 (FLUB!) for 16 fire damage (change a 1 to a 3).


  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune 15
    • Passive Perception: 19, Passive Insight: 19
    • AC:27, Fort:26, Reflex:23, Will:26 - Speed:5
    • HP:76+5 THP/96, Bloodied:48, Surge Value:24, Surges left:4/10
    • Action Points: 0, Second Wind: not used, Resist Fire 12
    •  
    • Powers
      • Intuitive Strike
      • Rousing Assault
      • IS Inspiring Word +5 1 2 3
      • Infernal Wrath
      • Inspired Belligerence
      • Tactical Orders
      • Warlord's Strike
      • Sacrificial Lure
      • Lady Luck Smiles
      • Death From Two Sides
      • Rousing Words +5
      • Favored Fortune
      • Lamb to the Slaughter
      • Staggering Spin
      • War Master's Assault
      • Foe Stone
      • Flaming Glaive +3
      • Rebounding Throwing Hammer +1
      • Couters of Second Chances
      • Power Jewel
      • Boots of Dancing
      • Strikebacks
      • Belt of Raging Endurance
       
    • Items
      • Healer's Finemail +2
      • Healer's Brooch +3
      • Khyber Shard of Fiery Depth
      • Fey-Blessed Circlet
      • Hempen Rope (50ft)
      • Grappling Hook, Hammer, Pitons (10)
      • Hand Axe x2
      • Waraxe, Light Shield
       
    • Abilities
      • Melee Basic Attack +20 (+7 lvl, +5 Str, +2 Prof, +2 Exp, +3 Enh, +1 HB), Reach 2
      • Damage: 2d4+10 (2d4 Glaive, +5 Str, +3 W, +1 HB, +1 KSoFD)
      • Ranged Basic Attack +15 (+7 lvl, +5 Str, +2 Prof, +1 Enh), Ranged 5/10
      • Damage: 1d6+6 (1d6 Thr Hammer, +5 Str, +1 W)
      • Bloodhunt (+1 att vs. bloodied)
      • Inspiring Presence (Allies regain 10 HP w/ AP)
      • Combat Leader (+2 Init to me and allies w/in 10)
      • Hellfire Blood
      • Heavy Blade Expertise (+2 def vs. OAs)
      • Polearm Flanker (Flank in Reach)
      • Know Your Strength (Dam rolls of 1 or 2 become 3)
      • Seize the Day (AP: even roll grants allies w/in 5 sq 7 THP, odd grants Mal 12 THP)
      • Polearm Gamble (When enemy moves adj, take OA and grant CA UENT)
      • Vexing Flanker (Flanking grants CA to allies)
      • Boots of Dancing (Do not grant CA while Dazed)
      • Strikebacks (+1 bonus to OAs)
       
    • Skills
      • Acrobatics +5
      • Arcana +8
      • Athletics +16
      • Bluff +14
      • Diplomacy +17
      • Dungeoneering +9
      • Endurance +8
      • Heal +14
      • History +8
      • Insight +9
      • Intimidate +17
      • Nature +9
      • Perception +9
      • Religion +8
      • Stealth +7
      • Streetwise +12
      • Thievery +5


  •  Enemies
    • Ice Gargoyle: 97-121 HP, AC 25-27, Fort 33 or less, Ref 34 or less
      Large Gargoyle: 111+ HP, Fort 28+, Ref 31 or lower, Will 30 or lower
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
"As you wish, Mal."

OOC: Rav will move to Q12.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Hedoni steps back, then does his best to bring down the larger creatures.

Move Action: Walk to K17
Standard Action: Twist of Space (with Enlarge Spell) at K10, hitting Large gargoyle B and Large gargoyle A.

Twist of Space: (1d20+18+1=25, 1d20+18+1=25, 1d6+18-2=18)

Twist of Space hits Will 25 on Large gargoyle B, and hits Will 25 on Large gargoyle A for 18 damage. On a hit, targets are teleported closer to each other and slowed UENT Hedoni.

  •  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
Mal concentrates so hard on getting across the icy floor, he overcompensates and nearly falls down on his charge. Ravenblade follows Mal's lead and moves closer.

The wizard moves back and takes aim, but Hedoni's spell does nothing to the two larger gargoyles.

Ready: Hed - Shield, staff; Sal - SS, Fog, Belt; Dag - Strikebacks
Initiative status:
Hedoni: 63/82
->Sir Murrak: 69/115, 5 ogd SE, +2 att and +7 dam ENT, prone
Valor: 14/57, 20 feet up, grabbed by A
Red ice gargoyle: melted
Green ice gargoyle: down 93, bloodied, marked, gives CA ENT Sal
Purple ice gargoyle: dead
Gray ice gargoyle: down 60, 10 feet up
Daggoth: 75/139, RS, CA over Green ENT Rav
Large gargoyle A: down 55, 20 feet up
Large gargoyle B: down 30, 10 feet up
Salazar: 99/100, FS
Ravenblade: 101/110
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
Moderator
Registered: Oct 2008
Posts: 7786
Standing up, Sir Murrak looks above him and decides it's time for Valor to take a rest. After dismissing his steed, the knight grabs his throwing hammer and hurls it at the smaller gargoyle that accosted him. Satisfied with the throw, he feels his body cleansed of damaging influences and Mal feels confident he could do the same.

Move: stand up
Minor: dismiss Valor
Standard: RBA vs gray gargoyle, AC, +1 24h, +2 bonus, +7 dam bonus. (1d20+18+1+2=39, 1d6+9+7=20)
Save OGD: +2 Virtuous Health class feature, +1 24h. On success allies within 5 get +5 bonus to saves UST Murrak. (1d20+2+1=12) (only Mal I think)

OOC: Murrak's hp are at 64/115 and he's standing, Valor is dismissed, Mal gets +5 bonus to saves UST Murrak, gray garg is hit 39 AC for 20 damage.

  •   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)
Moderator
Registered: Jul 2008
Posts: 5245
The knight knows the best thing for Valor is to send him away from the battle. After dismissing the steed, he throws his hammer at the gargoyle and feels the cold drain out of his body.

One of the smaller gargoyles flies at Hedoni, but the wizard's shield protects him from the creature's claws. As the other gargoyle is about to attack, Daggoth gets in a a quick strike and shatters the thing to pieces rain of steel (1d12+15=24).

Ready: Hed - Shield, staff; Sal - SS, Fog, Belt; Dag - Strikebacks
Hero's poise: all allies get +2 to saves ENT Murrak
Initiative status:
Hedoni: 63/82
Sir Murrak: 64/115
Valor: 14/57, dismissed
Red ice gargoyle: melted
Green ice gargoyle: dead
Purple ice gargoyle: dead
Gray ice gargoyle: down 80, bloodied
->Daggoth: 75/139, RS
Large gargoyle A: down 55, 20 feet up
Large gargoyle B: down 30, 10 feet up
Salazar: 99/100, FS
Ravenblade: 101/110
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 picks his way further into the room. Unable to advance too far due to the slippery floor.

From this range he can at least try to get one of the flying gargoyles with his icy breath.


Double move to P12
Minor: Breath vs gargoyle A (1d20+17=35, 2d6+5=12)
Hits 35 vs reflex for 12 ice damage, and A will take 5 additional damage from any attack by an aly until end of my next turn.
Marking
"ready" strikebacks





  •  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
  • « Last edit by marek on Thu Sep 13, 2012 12:40 am. »

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