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Alliance at Nefelus

Moderators: Emily, Michael Doss.

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Moderator
Registered: Jul 2008
Posts: 5245
Daggoth moves cautiously forward and then spits his cold breath at the large gargolye. It doesn't seem to have the full effect and only hurts the creature for 7 damage now (resist 5 cold).

The gargoyle responds to Daggoth's attack by winging down and grabbing him for 11 damage and 5 on going cold damage. Daggoth quickly jabs the creature in the belly for 29 damagestrikebacks on A (1d20+21+1=36, 1d12+15=24). The other enemy swoops over and plucks Hedoni off the ground for 9 damage.

Ready: Hed - Shield, staff; Sal - SS, Fog, Belt; Dag - Strikebacks
Hero's poise: all allies get +2 to saves ENT Murrak
Initiative status:
Hedoni: 54/82, grabbed by B
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: 64/139, 5 ogd SE, RS, grabbed by A,
Large gargoyle A: down 91, bloodied, 5 feet up, vul 5 ENT Dag, marked
Large gargoyle B: down 30, 5 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: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar moves forward and hurls a blast of light at the gargoyle Daggoth attacked.

Move action - Move to S13.

Standard action - Blazing Starfall, area burst 1, centered on N13, all creatures, targeting Large Gargoyle A.

Blazing Starfall, area burst 1, centered on N13, all creatures, targeting Large Gargoyle A. (24H, Gauntlets of Blood, Daggoth bonus) (1d20+19+1=34, 1d4+22+2+5=31)

Hits Reflex 34 for 31 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
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
OOC: Question: How did the small gargoyle get back to H8? It had come down to attack me in the last map.
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jul 2008
Posts: 5245
Salazar sends an explosion of bright light at the gargoyle holding Daggoth.

OOC: Thanks Mike. I fixed the position of the gargoyle. I used an older version of the map.

Ready: Hed - Shield, staff; Sal - SS, Fog, Belt; Dag - Strikebacks
Hero's poise: all allies get +2 to saves ENT Murrak
Initiative status:
Hedoni: 54/82, grabbed by B
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: 64/139, 5 ogd SE, RS, grabbed by A,
Large gargoyle A: down 122, bloodied, 5 feet up, vul 5 ENT Dag, marked
Large gargoyle B: down 30, 5 feet up
Salazar: 99/100
->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
Ravenblade ducks past Daggoth and accosts the gargoyle hovering just above.

Minor: HQ garg A
Move: N14, no OA from flank on the run feat
Standard: Cut and Run garg A, AC, base hit 20/19, +1 24h, +1 second attack for running attack bonus. Base dam 13/12, +4 bloodied, +5 Daggoth. After the first attack, Rav will shift from N14 to M13. (1d20+21=25, 1d10.minroll(3)+22=28, 1d20+22=42, 1d10.minroll(3)+21=26, 1d20+21=30, 1d10.minroll(3)+22=32, 1d20+22=24, 1d10.minroll(3)+21=24)
Crit extra damage (avalanche): and knocked prone (2d10=11)
HQ bonus: maxed at 12 due to the crit

OOC: I accidentally doubled all the attacks and noticed I added one extra to hit on the second attack (avalanche). I still hate having two differently leveled weapons for this reason. Emily, in future please give Rav both his upgraded weapons simultaneously. I don't mind waiting longer to get them, but I seriously downgraded Rav's item complexity (and made his attacks weaker) to help avoid this sort of thing.
In any case, I think the first attack is a miss (25 AC). The second attack in the list is a crit for 31+11+12=54 damage and knocked prone. Rav ends at M13.


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
From below, Ravenblade gets in one solid blow in a weak spot on the gargoyle's belly. Cracks run through the creature's large body, then the gargoyle shatters, freeing Daggoth.

OOC: You will all get what's coming to you, very soon ... :)

Ready: Hed - Shield, staff; Sal - SS, Fog, Belt; Dag - Strikebacks
Hero's poise: all allies get +2 to saves ENT Murrak
Initiative status:
Hedoni: 54/82, grabbed by B
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: 64/139, 5 ogd SE, RS
Large gargoyle A: shattered
Large gargoyle B: down 30, 5 feet up
Salazar: 99/100
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
"I have to walk across more ice?" Mal mumbles to himself. He concentrates hard as he makes his way through, and slices a good chunk of ice off of the last small gargoyle.

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

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 vs. bloodied, +2 CA, +1 charge) (1d20+25=39, 2d4+10=15)

OOC: Foe Stone on Large Gargoyle. Walk to N12. Charge to L14 attacking Gray. Hit AC 39 for 16 Fire damage (change a 2 to a 3). Also, probably 5 more due to vulnerable fire.


  •  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: 97-117 HP, AC 25-27, Fort 33 or less, Ref 34 or less
      Large Gargoyle: 123-176 HP, AC 25+, Fort 28+, Ref 31 or lower, Will 26-30
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Still grabbed, Hedoni tries to wiggle his way out, and perhaps inflict some damage.

Move Action: Escape grab (Acrobatics vs. Reflex)
Standard Action: Winged Horde at K15, hitting Large gargoyle B and Gray ice gargoyle.

Escape (acrobatics): (1d20+16+1=27)
Winged Horde: (1d20+18+1=33, 1d20+18+1=37, 1d6+12=18)

Hedoni rolls Acrobatics 27 against Reflex of Large gargoyle B to escape.

Winged Horde hits Will 33 on Large gargoyle B, and hits Will 37 on Gray ice gargoyle for 18 psychic damage. On a hit, targets can not take opportunity actions 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
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Registered: Jul 2008
Posts: 5245
With his stone, Mal can see that the gargoyle is weakest in Will and is vulnerable to fire. He charges at the smaller enemy, his glaive leaving a huge melting gash in the creature for 26 damage (vulnerable 10 fire).

Hedoni struggles in the gargoyle's grasp, but can wriggle free. His magical swarm of insects swirls around the two enemies, dropping the smaller gargoyle.

Ready: Hed - Shield, staff; Sal - SS, Fog, Belt; Dag - Strikebacks
Hero's poise: all allies get +2 to saves ENT Murrak
Initiative status:
Hedoni: 54/82, grabbed by B
->Sir Murrak: 64/115
Valor: 14/57, dismissed
Red ice gargoyle: melted
Green ice gargoyle: dead
Purple ice gargoyle: dead
Gray ice gargoyle: dead
Daggoth: 64/139, 5 ogd SE, RS
Large gargoyle A: shattered
Large gargoyle B: down 48, 5 feet up
Salazar: 99/100
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: Jun 2009
Posts: 3164
Not all that mobile without his mount, Sir Murrak launches a hammer at the gargoyle.

Move: Walk to L8
Standard: Ranged basic using distance throwing hammer 1d20+18+1=32, 1d6+9=12 Hits AC 32 for 12 damage.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Oct 2008
Posts: 7786
Murrak moves carefully closer and hurls his throwing hammer, knocking starts into the gargoyles head.

Move: move to K8
Standard: RBA garg, AC, +1 24h, +11 radiant damage from Holy Smite and dazed on a hit UENT Murrak. (1d20+18+1=36, 1d6+9+11=25)

OOC: Not sure if Jonathan is back on the threads, so apologies for taking this turn if so.

EDIT: Hey! He's back! I started this post a while ago then was interrupted so we must have cross-posted. Oh well. Jonathan, I'll assume this means you're also back on the PoL thread.


  •   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 Fri Sep 14, 2012 7:42 pm. »
Moderator
Registered: Jul 2008
Posts: 5245
Murrak eases forward and hurls his hammer at the last foe. Ice chips rain down on the floor.

OOC: I'm going to use Viktor's post for Murrak because he rolled better and used Holy Smite.

Ready: Hed - Shield, staff; Sal - SS, Fog, Belt; Dag - Strikebacks
Hero's poise: all allies get +2 to saves ENT Murrak
Initiative status:
Hedoni: 54/82, grabbed by B
Sir Murrak: 64/115
Valor: 14/57, dismissed
Red ice gargoyle: melted
Green ice gargoyle: dead
Purple ice gargoyle: dead
Gray ice gargoyle: dead
->Daggoth: 64/139, 5 ogd SE, RS
Large gargoyle A: shattered
Large gargoyle B: down 73, bloodied, 5 feet up, dazed ENT Mur
Salazar: 99/100
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: Jun 2009
Posts: 3164
OOC: Yeah, just got back and didn't have a chance to see if I had a HS left. Thanks, Viktor!
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Jul 2008
Posts: 5245
Daggoth moves up and throws a hammer for 19 damage. The fighter shakes off the lingering cold.

The gargoyle encases Hedoni in ice.

Undaunted by the growing ice, Ravenblade comes up to the gargoyle. He misses twice.

Mal approaches and with Lady Luck on his side, he slashes his glaive through the ice. for 32 damage -20 resist all.

Hedoni, barely able to do more than breath, stays still in the ice.

Murrak gives Hedoni another save. Hedoni is able to break free from the ice but left slowed and weakened. Then Murrak throws his hammer with perfect aim.

Daggoth charges at the gargolye and slips and nearly drops his weapon (flub).

Daggoth's stance allow him to get in 11 damage to the gargoyle. The enemy strikes back at the fighter, but due to unbreakable only takes 2 damage and feel 5 vulnerable to cold.

Salazar uses burning spray but his spell fizzles out.

Ravenblade draws on Mal's luck and gets in one good hit for 24 damage. Careful to keep the creature alive, this last blow defeats the gargoyle without permanently damaging him.

The group gains 8,000 experience.

Ready: Hed - Shield, staff; Sal - SS, Fog, Belt; Dag - Strikebacks
Hero's poise: all allies get +2 to saves ENT Murrak
Initiative status:
Hedoni: 46/82
Sir Murrak: 64/115
Valor: 14/57, dismissed
Red ice gargoyle: melted
Green ice gargoyle: dead
Purple ice gargoyle: dead
Gray ice gargoyle: dead
Daggoth: 57/139, RS, vul 5 cold SE
Large gargoyle A: shattered
Large gargoyle B: defeated
Salazar: 99/100
Ravenblade: 101/110
Mal: 76 (+ 5 temp)/96


  •   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
OOC: This is Mal's status immediately after the dragon fight.

  •  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:63/96, Bloodied:48, Surge Value:24, Surges left:1/10
    • 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
      • Dimensional Stride Boots
      • 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)
      • 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
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
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Registered: Jul 2008
Posts: 5245
You move through the secret door and into a treasure chamber. After collection some magical equipment, you decipher a puzzle on the wall depicting the draconic story of creation.

In the beginning there was a distinction between the Shadow Void, the known multiverse, and the First Void, the hidden domain of pre-creation. In the First Void, Io existed alone. There was nothing else, and until Io willed it there could be nothing else.

The world-shaper’s first child was Vorel, a small, simple, yet beautiful dragon, perfect in scale and form. However, this first dragon had no passion or desire and was content with all its completeness.

Next was created a pair of powerful children, twins, male and female, the world-shapper created them: Tiamat and Bahamat, each with keen minds and lofty spirita. However, instead of allies, the two grew to be rivals. Yet the creator could not choose a favorite between them, for they each had their own strength and beauty. Instead, the world-shapper brought forth a myriad of lesser children, again and again fusing elemental energy with mortal form and soul.

Then in the Dawn War, Vorel was killed easily in its complacency. Then, distracted and weakened by grief by the loss of a child, Io was slain by the King of Terror. At the world-shapper's defeat, the twins received the divine spark from their parent and together triumphed over the King of Terror.

At the Dawn War's conclusion, Tiamat pursued Bahamat, intending to mate, and give rise to host of powerful new dragon children that combined the best traits of each. However, Bahamat rejected Tiamat. Defiant and proud, the majestic one turned away from the First Void, while Bahamat, turned away in self-righteousness and opposition. So it was that the world-shapper and the first children were lost from the First Void: first parent and child by death, then brother and sister from pride and vengeance.

In addition to a lovely ring worth about 7,000 gold, you find treasure and valuable items worth about 16,000 gold.
User posted image

Boots for Mal
User posted image Weapon for Ravenblade level 13
User posted image
Cloak for Ravenblade level 14
User posted image
Crown for Ravenblade level 12
User posted image
For Daggoth (level 16)
User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Sat Sep 15, 2012 8:23 pm. »
Moderator
Registered: Jul 2008
Posts: 5245
You move out of the treasure room and into Chillreaver's lair. Inside is an impressive and terrifying sight. The room is bathed in blue-white light, with beams focused on a small white object floating atop a pedestal high above your heads. The beams originate from ten silvery mirrors positioned along the east and west sides of the walkway you stand upon. Down below, you can see the base of the pedestal where the beams are focused; the pedestal’s length make it appear almost like an ice obelisk. An energy hangs about the room, and the air is colder than you’ve felt anywhere else in the complex. Briefly, you feel an invasive presence in your mind, as if it is searching for something . . . and then it is gone.

User posted image

You then fix your eyes upon the terrible form that sits upon a rune-inscribed icy dais at the far end of the room. A gigantic, two-headed white dragon meets your gaze, its eyes black as the soulless depths and its mouths smoking with its icy breath. It speaks, both voices echoing off the icy walls in unison, “The mages must be desperate to save their people. They send outsiders here to do their work. How weak! How pathetic! Soon the storm comes to them, and nothing will escape my wrath!”

User posted image

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Chillreaver is not at all pleased that you have arrived at this late hour. Furious, he launches his assault on you and using his breath weapon against the group again and again. He stays up in the air, hovering near the Seed to protect it from your meddling. Twice he heals from the runs on the ground.

Between the icy ground and the seed dominating Hedoni and then Valor, the group begins to dispair. Murrak and Daggoth are knocked down to unconsciousness twice and only potions of vitality keep them from utter oblivion. Finally, Hedoni manages to regain control of his abilities. After multiple attempts he finally uses his mage hand and all his arcane skill to wrench the Seed of Winter from its pedestal high above the ground. The wizard weighs the terrible shape of the group against the fact that Chillreaver isn't even bleeding yet. Although he has only a guess as to where it will lead, he uses the ring he took from Vesper and teleports the entire group, and the Seed of Winter, somewhere ...

The adventure continues in The Throne of the Stone-Skinned Queen.

The group gains 2,000 experience for defeating the Seed of Winter. You do not get any experience from Chillreaver. You also get 1,000 experience for a minor quest to recover the Seed of Winter and 5,000 experience as a major quest reward for saving the island of Nefelus from the unnatural winter. With the Seed out of Chillreaver's grasp, the climate change will halt.

Current status:
Ravenblade: 107/110
Hedoni: 78/82
Sir Murrak: -13/115, unconscious, prone, dying
Valor: 42/57
Salazar: 69/100
Daggoth: 25/139, bloodied
Mal: 63/96

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light

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