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The Throne of the Stone-Skinned Queen

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Meanwhile, in the court Cachlain in the feywild, the Stone-skinned Queen listens patiently as Sovacles, her human head adviser, gives his report. "I have good news and bad news your Majesty. As we planned, the githyanki troops moving through our realm have made it easier for the cyclops teams to procure more slaves from the Vale. Unfortunately Sangwyr's uprisings have also grown in audacity and strength. We should consider how best to put down this revolt." A dozen cyclops guards stand at attention in the hall, their scale armor reflects the soft purple light from the strange crystals embeded in the wall.

Sovacles continues, "Oh, and another piece of interesting news, although I don't know if it is good or bad, but your agent in Sayre reports that the leader of the Convox, Kalad, has been slain by githyanki assassins. I would imagine that without their dwarf general, their little council will begin squabbling again. If we're lucky, that will keep Inzira busy and out of our hair for a while."

Cachlain nods in understanding and then frowns, "And what of Nefelus? Has that two-headed dragon turned the island turned into a block of ice yet??" Her face turns wistful and then angry, "Curse those hapless adventurers I hired to retrieve the Seed of Winter for me. If only they had succeeded! If only I held that magnificent piece of arcane work in my hands right now!"

Suddenly, from just outside the grand hall, the queen hears half a dozen loud thumping sounds following by clattering noises and cries of alarm.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Sat Sep 15, 2012 9:40 pm. »
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Registered: Jul 2008
Posts: 5245
The liberators suddenly find themselves in a crystalline underground chamber, about 40 feet by 40 feet. The air here is cold and stagnant, although not as cold as Chillreaver's domain. The strange purple crystal that forms the walls around you glows faintly. The walls are supported in some places with beautifully forged iron plates. Strange, vibrantly colored mosses and fungi carpet the floors and walls. Two massive stone golems (large constructs) stand gaurd at either end of the chamber. A pair of startled firbolg servants drop the trays of refreshments they were carrying. They cry out in alarm as your group appears from out of nowhere.

The two golems turn towards you. Their blank stone faces betray no emotion, but their posture shows they will not hesitate to crush you at the slightest sign of aggression.

OOC: You are not in combat yet, buy you have not had a chance to do a short rest.

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
Stone golem A: no damage
Stone golem B: no damage
Firbolg 1: no damage
Firbolg 2: no damage
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
Mal quickly looks around, happy to finally be out of the ice. "Hedoni, put that thing in your bag of holding. Quickly. Sir Murrak, I hope you are ok." Mal puts his hands on whatever wounds he can to try to staunch the bleeding.

Heal check (+14 skill, +1 24hr) (1d20+15=24)

OOC: Not sure if you will grant me enough to take that action, but if you do, it should stabilize him.

  •  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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Posts: 5084
Location: Los Angeles, CA
"Hedoni, I always knew you'd teleport one too many times. Where have you gotten us to now? I'd absolutely hate to intrude upon anyone." Turning to the guards and servants, "Please good sirs, I hope we aren't inconveniencing you. Could you perhaps direct us to the nearest inn?"

Standard action - Total defense.

Minor action - Bluff check.

Bluff (24H) (1d20+21+1=32)

Bluff 32.

"Readying" Belt of Raging Endurance. My +2 to all defenses and Resist 10 Cold is still active from Shield of Dragon Might.


  •  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: 69/100, Bloodied: 50, Surge Value: 28, Surges left: 4/10
    • Action Points: 0
    • 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 Sun Sep 16, 2012 8:14 am. »
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Registered: Oct 2008
Posts: 7786
Ravenblade blinks his eyes in confusion for a moment, frowning. Understanding coming to him, he looks at Hedoni and breathes out a quick sigh. "Hmmmmm, that was....close." Looking around more closely at his surroundings and the golems, Ravenblade tries to glean what he can.

Dungeoneering, Nature, Perception the golems, the chamber and any sounds from outside the chamber. (1d20+13+1=30, 1d20+16+1=29, 1d20+16+1=26)

OOC: Post-Chillreaver battle status. Josh, I also updated the MBA, RBA, and charge attacks. If our "until the end of the encounter powers" and such are still active (like Salazar's Shield of Dragon Might), then Rav has +2 FORT and resist all 5. I also updated his various always-on resistances below. EDIT: Emily, I also included the link for Rav's new PDF after getting all those items.

User posted image

AC: 31 (29 bloodied), Resistances: Thunder 10, Fire 5, Cold 5, Poison 5, Necrotic 5, Acid 3, Lightning 3
Surges: 3/12, Action point(s) left: 1/4.5, used

  •   Ravenblade
    • Male Dwarf Ranger, Hammer of Moradin, Level 15
    • Passive Perception: 26, Passive Insight: 21
    • AC: 31/29 Fort: 26 Reflex: 24 Will: 24 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 (Surrounding/Dwarven Thrower): 1d20+21;1d10.minroll(3)+13, 3d6 on a crit
      • Basic Melee Charge (Surrounding): 1d20+23;1d10.minroll(3)+17, 3d6 on a crit
      • Basic Melee Charge (Dwarven Thrower): 1d20+23;1d10.minroll(3)+17, 3d6 on a crit
      • Basic Ranged (Dwarven Thrower): 1d20+21;1d10.minroll(3)+11
       
    • 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
      • Crown of the Goliath Champion
      • Melora's Storm Blessing
      • Symbol of Scorned Fate
      • Viper Belt
      • Weapon of Surrounding
      • Dwarven Thrower
      • Raven Cloak
       
    • Items
      • Items
      • Agile Braidmail +3 +2 AC when not bloodied
      • Weapon of Surrounding Craghammer +3 ccrit=3d6
      • 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.
      • Raven Cloak +3 resist 5 necrotic/cold, save bonus daily
      • Crown of the Goliath Champion immed int resist, resist 10 thunder
      • 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 +17
      • 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, ˝ 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
      • Crown of the Goliath Champion immed int to resist all damage USNT by number of healing surges spent since
      • Melora's Storm Blessing move, fly 5
      • 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
      • Weapon of Surrounding free, trigger: hit adj enemy, teleport to any space adj to that enemy
      • Dwarven Thrower Craghammer free, when hitting a large or larger creature, do 6 extra damage
      • Raven Cloak no action, trigger: fail a save, re-roll with +5 or +10 if dying
    • (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 Sat Sep 15, 2012 11:36 pm. »
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Registered: Jul 2008
Posts: 5245
The golems keep their faces blank at Salazar's words. They make no move as Mal comes to Murrak's side and stops his bleeding.

Ravenblade can tell they are now deep underground. In his dwarf bones, he can feel a vast network of subterranean tunnels, both natural and constructed, spreading out around them. He knows that the purple crystal that covers the walls is a type of quartz, its ideal crystal shape forms a six-sided prism that gently folds and bends the light.

The ranger knows that golems are given “life” by an animating spark from the Elemental Chaos. This spark is not a soul or an independent creature, but raw vitality that gives the golem the power of movement and a glimmer of sentience. Also, a golem’s creator has complete control over its actions. Without its creator present, a golem tries to obey its last orders to the best of its ability.

Ravenblade eyes his surroundings. He had heard proud voices coming from behind the ornate double doors to the north a moment ago. There are also matching sets of double doors the east and west. The doors to the east swing back and forth gently; most likely the two servants came from that direction. Ravenblade catches a faint light shining through the deep purple crystal of the eastern wall of this room. It outlines what is almost certainly a secret door.

OOC: Murrak can stop making death saving throws unless he takes more damage. His current hit point total doesn’t change as a result of being stabilized.

Current status:
Ravenblade: 107/110
Hedoni: 78/82
Sir Murrak: -13/115, unconscious, prone
Valor: 42/57
Salazar: 69/100
Mal: 63/96
->Daggoth: 25/139, bloodied
Stone golem A: no damage
Stone golem B: no damage
Firbolg 1: no damage
Firbolg 2: no damage

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Viktor, can you email me your updated .dnd4e file so I can add it to our DDI account for reference? Thanks!
_______________
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
Member
Registered: Jul 2008
Posts: 1061
Location: Glendale, CA
Daggoth, casually as possible, runs his fingers along his cloak, using what remains of his meager healing abilities.

Second wind, using my 2 remaining surges.
regain 78 hp for 103 total.


Daggoth moves closer to see Murrak's condition.

Move to K10

"I need some food, and a bed. And I think Murrak needs some badages. "
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
As carefully and quietly as possible, Hedoni concentrates on the Seed of Winter and his Mage Hand, turning them invisible with a cantrip. He then guides the Seed into his bag of holding, nonchalantly and gets his bearings.

OOC: Not sure how we're handling turn order, but since Ravenblade went, I had Hedoni go as well.

  •  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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Posts: 5245
Daggoth takes a deep breath, drawing on the last of his reserves. The firbolg servant rush out of the room and several cyclops guards come through the main doors. One of them commands "Keep your weapons sheathed and your wands stowed. If I even suspect you are going to make trouble, you'll be cut into so many pieces not even your mother would recognize your remains. Follow me and then explain yourselves to Her Majesty." Eying Salazar, he adds, "Humans must remove their shoes as well."

Ravenblade slings the unconscious Murrak over his shoulder. Hedoni discreetly tucks away the Seed of Winter into his bag of holding as the group is escorted up the steps into what is obviously a throne room. A massive throne of purple crystal stands on the far side of this room. Cachlain sits there, looking you over with her grotesque eyes. Like other fomorians, her body is deformed, and her skin purple and covered in warts. Plates of stone are bonded to her flesh. They look almost like armor and are carved with elaborate designs. Her stark baldness reveals why she is also known as "Her Hairless Majesty."

User posted image

Next to the throne is a smaller seat, and when you enter, a human rises from it. He’s a slight, bald man, and carries a staff of office. His eyes dart among you as he prepares to speak.

The unique feature of this room is the floor. Giant panes of glass—or maybe smooth crystal—form a window that looks down on an arena far below. Gladiators battle there, and you catch the queen sneaking glances at the fight. The queen's guards stand at attention, watching your group carefully.

The human advisor steps forward scowling and asks you impatiently, “Bow before her Exalted Majesty, Cachlain, The Stone-skinned Queen. Then explain. Who are you? Why do you come here?” Even the least perceptive among you notice he is only wearing socks, - elaborate, expensive, socks.

Skill Challenge: Requires 12 successes before 4 failures
0 Successes. 0 Failures
Current status:
Ravenblade: 107/110
Hedoni: 78/82
Sir Murrak: -13/115, unconscious, carried by Ravenblade
->Salazar: 69/100
Mal: 63/96
Daggoth: 78/139, bloodied
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Mon Sep 17, 2012 3:57 pm. »
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Hedoni steps forward, bows, and begins, "Your majesty, Queen Cachlain. We find ourselves honored to be in your presence. While our arrival is accidental, we hope to call upon your hospitality. As you can see, our comrade is gravely wounded. While I have full confidence in my arcanal skills, I fear the hastiness of our escape found us here instead of on the surface. Strange magics, as I'm sure you know..."

Hedoni continues to blather on, hoping a comrade will step forward and make his story at least somewhat believable.

Diplomacy Check: (1d20+13+1=17)

OOC: An unfortunate roll.

  •  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: Jun 2008
Posts: 5084
Location: Los Angeles, CA
His Boots of Quickness stuffed into his backpack (Reflex lowers by 1), Salazar bows deeply. "Your majesty, as I was telling your servants, we are here purely by accident. My friend Hedoni was experimenting with a new teleportation spell - it's his specialty, really, you would be hard-pressed to see him walk across the room twice in a day - and somehow we ended up here in your most beauteous palace. Unfortunately, we were wounded - some grievously - in the unexpected arcane flux that somehow disrupted the spell, and we are in need of a chance to recover. Any priests you have that could assist us would be most welcome, and we'd happily make a large donation to their congregations."

Bluff check.

Bluff (24H) (1d20+21+1=36)

Bluff 36.


  •  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: 69/100, Bloodied: 50, Surge Value: 28, Surges left: 4/10
    • Action Points: 0
    • 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
Cachlain completely ignores Hedoni's bland speech, but the queen smiles inwardly at Salazar's bluff. She says nothing, focusing on the arena battle underneath. Her adviser scoffs, "Accidental arrival? Experimenting with teleportation? ... Bat droppings. Only one or her Majesty's own Rings of Retreat could have brought you to the royal palace foyer. We have extensive defenses in place to prevent unwanted guests. Whose ring did you use and how did you obtain it?"

Skill Challenge: Requires 12 successes before 4 failures
1 Success. 1 Failure
Current status:
Ravenblade: 107/110
Sir Murrak: -13/115, unconscious, carried by Ravenblade
Hedoni: 78/82
Salazar: 69/100
->Mal: 63/96
Daggoth: 78/139
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
"Your Majesty," Mal starts, bowing deeply. "I assure you that my companions are not lying. We are, obviously, not in good shape and the eladrin does teleport quite a bit. In fact, he was experimenting with a ring he had obtained. He was drawn to it because of its properties but was not sure where it would lead. In a fit of desperation, he used the ring, and, well, here we are."

Diplomacy check (+17 skill, +1 24hr) (1d20+18=21)

OOC: Not sure if the group wants to reveal WHOSE ring it was yet. Ugh, bad roll.

  •  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
Moderator
Registered: Jul 2008
Posts: 5245
The fomorian queen hardly glances at Mal and appears to be getting bored.

The man at the queen's side shakes his head and seems to be loosing patience. He frowns and continues as if explaining a simple lesson to a child, "We will find out what we need to know, one way or another. There aren't so many rings that could have brought you here and it should be easy for us to find out. Clearly you have been through some scrape recently and are in need of aid. Either tell us now, plainly, who you are and what you are about, or we will have to go about this in a more time-consumming and painful way."

OOC: You could pour a potion down Murrak's mouth as a minor action.
Also you could try an aid check. Here are the new rules for aid another.<
br>
User posted image

Skill Challenge: Requires 12 successes before 4 failures
1 Success. 2 Failures
Current status:
Ravenblade: 107/110
Sir Murrak: -13/115, unconscious, carried by Ravenblade
Hedoni: 78/82
Salazar: 69/100
Mal: 63/96
->Daggoth: 78/139
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Tue Sep 18, 2012 12:47 pm. »
Member
Registered: Jul 2008
Posts: 1061
Location: Glendale, CA
Daggoth is starting to get irritated with the little human advisor.

"We have come to you for help, without so much as raising a blade or a dirty look, and we have been met with threats of death and torture from the start. You have not even given us a chance to tend to our badly injured companion without starting this interrogation. You have so far given us no reason at all to trust you or to think you will not just kill us no matter what we say.
Now, let's discuss this as civilized individuals. I do no wish to fight, but if you attack us I swear to Kord I will strangle you with those fancy socks of yours."


intimidate (1d20+14=26)

OOC: Could be worse, ummmm failing an intimidate check will not automatically put us into battle will it? Also, what if we do tell them the truth, how will that actually effect the skill check challenge?

One last note, I should be at 103 HP
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Registered: Jul 2008
Posts: 5245
The fomorian queen finally looks up from the gladiator battle she'd been watching. A look of concern crosses her face, but she still does not speak.

The human adviser answers, "You are the ones who show up, unannounced, in our domain," he hesisates and corrects himself "in Her Hairless Majesty's own home. You owe us, I mean ... her, some answers."

Skill Challenge: Requires 12 successes before 4 failures
2 Success. 2 Failures
Current status:
->Ravenblade: 107/110
Sir Murrak: -13/115, unconscious, carried by Ravenblade
Hedoni: 78/82
Salazar: 69/100
Mal: 63/96
Daggoth: 103/139
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Thu Sep 20, 2012 12:35 pm. »
Moderator
Registered: Oct 2008
Posts: 7786
Ravenblade grumbles to himself as he lowers Murrak to the ground. It sounds something like a complaint about foolish old friends who are too stubborn, but are hopefully also too stubborn to just die. Kneeling beside the knight, he looks up briefly to say to the advisor, "Dammit human! Right now I'm going to be a healer and not a babbler. By my bald head I won't answer to you before Murrak here is better!" At that, he hopes his disdain for the human and commenting on the bald head he has in common with the queen will be appreciated by the court. He then does what he can for Murrak.

1d20+16+1=33 (heal roll)
Insight (1d20+11+1=17)

OOC: The heal thing is actually a standard action and I rolled the insight in case you don't like the unconventional skill use.

User posted image

AC: 31 (29 bloodied), Resistances: Thunder 10, Fire 5, Cold 5, Poison 5, Necrotic 5, Acid 3, Lightning 3
Surges: 3/12, Action point(s) left: 1/4.5, used

  •   Ravenblade
    • Male Dwarf Ranger, Hammer of Moradin, Level 15
    • Passive Perception: 26, Passive Insight: 21
    • AC: 31/29 Fort: 26 Reflex: 24 Will: 24 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 (Surrounding/Dwarven Thrower): 1d20+21;1d10.minroll(3)+13, 3d6 on a crit
      • Basic Melee Charge (Surrounding): 1d20+23;1d10.minroll(3)+17, 3d6 on a crit
      • Basic Melee Charge (Dwarven Thrower): 1d20+23;1d10.minroll(3)+17, 3d6 on a crit
      • Basic Ranged (Dwarven Thrower): 1d20+21;1d10.minroll(3)+11
       
    • 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
      • Crown of the Goliath Champion
      • Melora's Storm Blessing
      • Symbol of Scorned Fate
      • Viper Belt
      • Weapon of Surrounding
      • Dwarven Thrower
      • Raven Cloak
       
    • Items
      • Items
      • Agile Braidmail +3 +2 AC when not bloodied
      • Weapon of Surrounding Craghammer +3 ccrit=3d6
      • 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.
      • Raven Cloak +3 resist 5 necrotic/cold, save bonus daily
      • Crown of the Goliath Champion immed int resist, resist 10 thunder
      • 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 +17
      • 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, ˝ 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
      • Crown of the Goliath Champion immed int to resist all damage USNT by number of healing surges spent since
      • Melora's Storm Blessing move, fly 5
      • 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
      • Weapon of Surrounding free, trigger: hit adj enemy, teleport to any space adj to that enemy
      • Dwarven Thrower Craghammer free, when hitting a large or larger creature, do 6 extra damage
      • Raven Cloak no action, trigger: fail a save, re-roll with +5 or +10 if dying
    • (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 tends to Murrak, but there isn't much more he can do for the Mul, without using a potion. As the dwarf puts burden down, he can't help but notice Cachlain’s behavior. She doesn’t quite seem to have all her wits about her. Its like the queen isn't fully present.

OOC: Murrak already used his second wind, so a heal check won't check him any HP. I'm not counting Heal or Insight checks as successes or failures for this skill challenge.

Skill Challenge: Requires 12 successes before 4 failures
2 Success. 2 Failures
Current status:
Ravenblade: 107/110
Sir Murrak: -13/115, unconscious, prone
-> Hedoni: 78/82
Salazar: 69/100
Mal: 63/96
Daggoth: 103/139
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Speaking to the queen's adviser, Hedoni begins"Please, there's no need for harsh words. This is truly all a misunderstanding. Her majesty, always with so much on her mind - why, with all the magical artifacts she's collected, who knows what arcanic cross contamination could be happening. The intersection of the arcane field of her vast collection could have easily misdirected my arcane teleportonic energies. We studied the queen's collection in school, at least what we knew of it. I'm a bit of student of such things myself..."

Hedoni continues, but is unsure whether the adviser cares about the history lesson.

History Check: (1d20+17+1=24)

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

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

_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jul 2008
Posts: 5245
Hedoni's tidy little speach comes across very well. The queen appears suddenly interested at the wizard's words on magical artifacts. Before her adviser can threaten you any further she speaks, her eagerness barely containted, "Tell me, what experience do you have with magical artifacts?"

Hedoni also remembers some important tidbits about Cachlain. He remembers that the Stone-skinned queen was also seeking the Seed of Winter and hired the Freeriders to obtain it. He also remembers finding an object that might be of value to her. If fact, the eladrin wizard is really quite the expert on the history of the fomorian royalty.

Skill Challenge: Requires 12 successes before 4 failures
3 Success. 2 Failures
Current status:
Ravenblade: 107/110
Sir Murrak: -13/115, unconscious, prone
Hedoni: 78/82
->Salazar: 69/100
Mal: 63/96
Daggoth: 103/139
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar tosses a potion down Murrak's drooling mouth, then turns to the queen. "Artifacts, your Majesty? Why, you wouldn't believe the things we've seen. Too numerous to count, really. There was that ring that turned people invisible, but also evil, that we had to toss in a volcano in the Shadowfell. Then there was the time we had to find all the ancient items holding pieces of an evil warlock's soul and destroy them. And how can I neglect to mention the time we found that sword stuck in that boulder? Daggoth got it out, though. We also found the severed hand and eye of an evil deity. Got a good price for those, we did. And where was it we found that large black monolith? I forget. The list goes on..."

"In any case, your Majesty, if there's a particular artifact you're interested in, let us know, and perhaps we can assist you."

Minor action - Potion of Healing to Murrak. Heals him to 10 HP at the cost of a surge.

Minor action - Bluff check.

Bluff (24H) (1d20+21+1=35)

Bluff 35.

"Readying" Belt of Raging Endurance. My +2 to all defenses and Resist 10 Cold is still active from Shield of Dragon Might.


  •  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: 69/100, Bloodied: 50, Surge Value: 28, Surges left: 4/10
    • Action Points: 0
    • 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
If the queen looked interested before, now her eyes shine with curiosity and greed. Murrak opens his eyes and hears the formorian's rough voice triumphant, "Excellent! Sovacles, what do you think?" She shoots her adviser a knowing look.

OOC: Hah! I love it Gary.

Skill Challenge: Requires 12 successes before 4 failures
4 Success. 2 Failures
Current status:
Ravenblade: 107/110
Sir Murrak: 10/115, prone
Hedoni: 78/82
Salazar: 69/100
->Mal: 63/96
Daggoth: 103/139
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
"Yes, we have proven ourselves very capable of finding items. We only have ever had one failure, and recently we turned that one into a success, as well."

Diplomacy check (+17 skill, +1 24hr) (1d20+18=29)

OOC: Hopefully that is good enough.

  •  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
Moderator
Registered: Jul 2008
Posts: 5245
Intrigued, the queen nods encouraging, "Do tell."

Skill Challenge: Requires 12 successes before 4 failures
5 Success. 2 Failures
Current status:
Ravenblade: 107/110
Sir Murrak: 10/115, prone
Hedoni: 78/82
Salazar: 69/100
Mal: 63/96
->Daggoth: 103/139
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light

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