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The Well of Demons and Shrine of Undeath (Part III of Thunderspire Labyrinth)

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Moderator
Registered: Oct 2008
Posts: 7786
Demuriath silently follows Narg's lead and stealthily joins the ranger.

Round 1

  •  Objectives
    • Major Quest: Find Paldemar and stop him from unleashing his undeadly plans.
      Minor Quest: Find the gnoll leader, Maldrick Scarmaker, who is scheming with Paldemar and find out what he knows about Paldemar.
      Minor Quest: Complete the Trials at the Well of Demons to prove your worth. To do this you will have to find the book, the mask, the bell, and the knife.
      Minor Quest: Find and defeat the Guardian of the Well of Demons.


  • Quest Items Found: the book, the knife (runic dagger), the bell (of fury)
    Encounters completed this day: 5
    Magic Weapon bonus (+1/+3):
    Readied Powers: fade away, phantasmal henchman (Cory), iron mind (Edeya), reactive shift (Narg), strikebacks (Azad)
    Initiative
    Narg: 39/55 (4/8, 2 AP) aspect of the ram, razorclaw shifting, bloodied UENT, hidden
    Demuriath: 38/53 (4/10, 3 AP) hidden
    =>Corydimbiddle: 44/55 (4/7, 1 AP) canine construct active (resist 1 range/melee), carrying the bell of fury
    =>Anna: 11/15 (1 AP):
    Edeya: 47/55 (4/8, 2 AP), carrying the book
    Azad: (9 thp) 53/70 (6/13, 2 AP) carrying the runic dagger

    User posted image

    •  Features of the Area
      • Illumination: Bright Light. I'm assuming someone is using a sunrod.
        Ceiling:50 feet high
        Doors: All doors currently open.
        Squares with triangles: Difficult terrain.
        Curtains (red lines): They block line of sight but have no effect on movement.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 4627
Corydimbiddle and Anna follow the others.

OOC: Both double move, Corydimbiddle to H18, Anna to G18.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Corydimbiddle beckons Anna and the two of them move after Narg and Demuriath. As Corydimbiddle moves within sight of the glowing circle of runes (O/P 20/21), he feels a slight tug on his belt. Looking down he notices that the bell of fury is vibrating slightly and still pulsing, perhaps a little more brightly.

Not masking their approach, Corydimbiddle and Anna make more noise than Narg and Demuriath. Fortunately, just as they get closer to the others another loud whip crack is heard and the dwarf voice shouts, "I warned you that if you do that again I"ll stuff your tail down your....ufff......urghh......"

1d20+11-2=10 Gnoll Hunter's perception check

Round 1

  •  Objectives
    • Major Quest: Find Paldemar and stop him from unleashing his undeadly plans.
      Minor Quest: Find the gnoll leader, Maldrick Scarmaker, who is scheming with Paldemar and find out what he knows about Paldemar.
      Minor Quest: Complete the Trials at the Well of Demons to prove your worth. To do this you will have to find the book, the mask, the bell, and the knife.
      Minor Quest: Find and defeat the Guardian of the Well of Demons.


  • Quest Items Found: the book, the knife (runic dagger), the bell (of fury)
    Encounters completed this day: 5
    Magic Weapon bonus (+1/+3):
    Readied Powers: fade away, phantasmal henchman (Cory), iron mind (Edeya), reactive shift (Narg), strikebacks (Azad)
    Initiative
    Narg: 39/55 (4/8, 2 AP) aspect of the ram, razorclaw shifting, bloodied UENT, hidden
    Demuriath: 38/53 (4/10, 3 AP) hidden
    Corydimbiddle: 44/55 (4/7, 1 AP) canine construct active (resist 1 range/melee), carrying the bell of fury
    Anna: 11/15 (1 AP):
    =>Edeya: 47/55 (4/8, 2 AP), carrying the book
    Azad: (9 thp) 53/70 (6/13, 2 AP) carrying the runic dagger

    User posted image

    •  Features of the Area
      • Illumination: Bright Light. I'm assuming someone is using a sunrod.
        Ceiling:50 feet high
        Doors: All doors currently open.
        Squares with triangles: Difficult terrain.
        Curtains (red lines): They block line of sight but have no effect on movement.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Edeya follows the group, still wondering about the disembodied dwarf voice.

Double Move to H19.

  •  Edeya
    • Female Githzerai Seeker 6
    • Passive Perception: 24, Passive Insight: 22
    • AC:20, Fort:15, Reflex:19, Will:19 , Speed:6, Initiative: +11
    • HP:27/50, Bloodied:25, Surge Value:12, Surges left:6/8
    • Action Points: 2
      Second Wind: not used
    •  
    • Powers
      • Biting Swarm target and adj enemies take -2 to USNT
      • Elemental Spirits adj creatures take 4 chosen damage
      • Iron Mind when hit, gain +2def until end of next turn
      • Inevitable Shot after a miss, make a ranged basic against an enemy within 5 squares of the missed target. Recharge after using an AP.
      • Encaging Spirits minor, Close burst 1. Each target pushed 1 square and is slowed ENT.
      • Flickering Arrow target can't benefit concealment, enemies within 6 take a -2 to att.
      • Escaping Shot Target is dazed, does not provoke OA, shift 4 squares.
      • Swarming Bats zone of difficult terrain and enemies grant combat advantage. Sustain minor.
      • Ensaring shot target is restrained, SE. burst 1 zone of difficult terrain. Sustain zone minor.

User posted image

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Edeya moves to join the others. Coming closer to the circle of runes, she feels a tug in her satchel, where she had stowed the black book quite a while ago. Her footfalls are naturally silent enough to not alert the gnoll hunter on guard.

1d20+11-2=12 Gnoll Hunter's perception check

Frowning, Edeya cocks her head at hearing the dwarf's latest outburst. There is something familiar about the voice, she can't quite place it, but she feels that it is someone she, or they, have met before.

Round 1

  •  Objectives
    • Major Quest: Find Paldemar and stop him from unleashing his undeadly plans.
      Minor Quest: Find the gnoll leader, Maldrick Scarmaker, who is scheming with Paldemar and find out what he knows about Paldemar.
      Minor Quest: Complete the Trials at the Well of Demons to prove your worth. To do this you will have to find the book, the mask, the bell, and the knife.
      Minor Quest: Find and defeat the Guardian of the Well of Demons.


  • Quest Items Found: the book, the knife (runic dagger), the bell (of fury)
    Encounters completed this day: 5
    Magic Weapon bonus (+1/+3):
    Readied Powers: fade away, phantasmal henchman (Cory), iron mind (Edeya), reactive shift (Narg), strikebacks (Azad)
    Initiative
    Narg: 39/55 (4/8, 2 AP) aspect of the ram, razorclaw shifting, bloodied UENT, hidden
    Demuriath: 38/53 (4/10, 3 AP) hidden
    Corydimbiddle: 44/55 (4/7, 1 AP) canine construct active (resist 1 range/melee), carrying the bell of fury
    Anna: 11/15 (1 AP):
    Edeya: 47/55 (4/8, 2 AP), carrying the book
    =>Azad: (9 thp) 53/70 (6/13, 2 AP) carrying the runic dagger

    User posted image

    •  Features of the Area
      • Illumination: Bright Light. I'm assuming someone is using a sunrod.
        Ceiling:50 feet high
        Doors: All doors currently open.
        Squares with triangles: Difficult terrain.
        Curtains (red lines): They block line of sight but have no effect on movement.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Azad does her best to be sneaky. Her best isn't very good, however.

Double move action - Move to E20 with Stealth (Stealth is half speed, right?)

Stealth check - Stealth (24H) (1d20+2+1=8)

"Readying" Forceful Reversal with Augment 1 if I'm hit by an enemy within melee range.


  •  Azad Halim al'Zahir
    • Female Tiefling Battlemind|Paladin 6
    • Full Character Sheet
    • Passive Perception: 14, Passive Insight: 15, Senses: Low-Light Vision
    • AC: 25, Fort: 18, Reflex: 17, Will: 19 - Speed: 5
    • HP: 53 + 9 temp/70, Bloodied: 35, Surge Value: 16, Surges left: 6/13
    • Power Points: 4/4
    • Action Points: 2
    • Resists: 8 Fire

    • Bloodhunt (Race): +1 to hit against bloodied creatures.
    • Imperious Majesty (Feat): You can use Charisma instead of Dexterity to determine your initiative modifier. When you hit a creature that has not yet acted in an encounter with an attack, it takes a penalty to attack rolls against you equal to your Charisma modifier until the end of your next turn.
    • Power of the Moon (Feat): +1 feat bonus to Perception, -2 AC until the end of Azad's next turn to the target when Azad hits with Enfeebling Strike.
    • Strikebacks (Item): +1 item bonus to Opportunity Attacks.

    • Powers
    • -Battlemind's Demand 0 / 1
    • -Blurred Step
    • -Divine Challenge
    • -Enfeebling Strike
    • -Forceful Reversal 0 / 1 /2
    • -Momentum Swing 0 / 1 / 2
    • -Amulet of Life +1 (Item Power)
    • -Paladin's Wrath
    • -Psionic Vigor
    • -Second Wind
    • -Speed of Thought
    • -Strikebacks (Item Power)
    • -Valorous Smite
    • -Vigilant Blade Longsword +1 (Item Power)
    • -Empathic Feedback
    • -Frost of Letherna
    • -Wrath of the Gods

    • Items
    • -Vigilant Blade Longsword +1 - Power (At-Will): Minor Action. The weapon casts bright light out to 4 squares until you end this effect as a minor action.
    • -Vigilant Blade Longsword +1 - Power (Encounter): Immediate Reaction. Trigger: You use this power when an ally adjacent to you is attacked by an enemy adjacent to you. Effect: You switch places with the ally, and the target grants combat advantage to you until the end of your next turn.
    • -Heartening Drakescale Armor +2 - Gain a saving throw bonus against fear effects equal to the armorís enhancement bonus. When you use your second wind, you gain temporary hit points equal to three times the armorís enhancement bonus.
    • -Amulet of Life +1 - Power (Encounter, Healing): Free Action. Trigger: Use this power when you spend a healing surge. Effect: You can spend an additional healing surge.
    • -Iron Armbands of Power (Heroic) - +2 item bonus to melee damage rolls.
    • -Floating Heavy Shield - You do not sink beneath the surface of any liquid (unless you choose to do so). Also, gain a +3 item bonus to Athletics checks to swim, and to Endurance checks to swim for an hour or more. Also, you can swim at your speed on the surface of the water (but not underwater).
    • -Strikebacks - +1 item bonus to Opportunity Attacks.
    • -Strikebacks - Power (Encounter): Immediate Reaction. Use this power when an adjacent enemy hits you. Make a melee basic attack against that enemy.
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Oct 2008
Posts: 7786
Azad joins the other, her armor clanking as she moves. The others look back at her with shocked expression, some with a little bit of annoyed anger. Fortunately, the gnoll on guard chose that moment to yowl back at one of it's companions and did not hear the approaching paladin. When Azad comes closer to the circle of runes, the runic dagger sheathed at her side vibrates a tugs a little in the direction of the runes, similar to how Corydimbiddle and Edeya felt their items reacting.

1d20+11-2=10 Gnoll Hunter's perception roll (flub)

OOC: The stealth rules are stupid. As written, once you are hidden, if you move more than two spaces you have to make a new stealth roll with a -5 penalty. They don't even allow moving at half-speed. I'm playing this more like you can move at regular speed and then there's an opposed or passive perception check of the enemies. Of course, you also have to be hidden (i.e. you can't walk up to someone facing you in an empty field and be unnoticed even if you crit your stealth roll). As such, Azad can move at regular speed or double speed. I'll put her at H18 for now.

Round 2

  •  Objectives
    • Major Quest: Find Paldemar and stop him from unleashing his undeadly plans.
      Minor Quest: Find the gnoll leader, Maldrick Scarmaker, who is scheming with Paldemar and find out what he knows about Paldemar.
      Minor Quest: Complete the Trials at the Well of Demons to prove your worth. To do this you will have to find the book, the mask, the bell, and the knife.
      Minor Quest: Find and defeat the Guardian of the Well of Demons.


  • Quest Items Found: the book, the knife (runic dagger), the bell (of fury)
    Encounters completed this day: 5
    Magic Weapon bonus (+1/+3):
    Readied Powers: fade away, phantasmal henchman (Cory), iron mind (Edeya), reactive shift (Narg), strikebacks (Azad)
    Initiative
    =>Narg: 39/55 (4/8, 2 AP) aspect of the ram, razorclaw shifting, bloodied UENT, hidden
    Demuriath: 38/53 (4/10, 3 AP) hidden
    Corydimbiddle: 44/55 (4/7, 1 AP) canine construct active (resist 1 range/melee), carrying the bell of fury
    Anna: 11/15 (1 AP):
    Edeya: 47/55 (4/8, 2 AP), carrying the book
    Azad: (9 thp) 53/70 (6/13, 2 AP) carrying the runic dagger, readied forceful reversal, hidden

    User posted image

    •  Features of the Area
      • Illumination: Bright Light. I'm assuming someone is using a sunrod.
        Ceiling:50 feet high
        Doors: All doors currently open.
        Squares with triangles: Difficult terrain.
        Curtains (red lines): They block line of sight but have no effect on movement.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Member
Registered: Oct 2011
Posts: 309
Narg turns slightly to the others and whispers, "Now it's the time to decide. Attack, wait or treat with them?"
_______________
Jak - Minotaur Paladin 1, The Dark Campaign<br>
Narg - Razorclaw Shifter Scout 6, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Edeya whispers "Attack."

  •  Edeya
    • Female Githzerai Seeker 6
    • Passive Perception: 24, Passive Insight: 22
    • AC:20, Fort:15, Reflex:19, Will:19 , Speed:6, Initiative: +11
    • HP:27/50, Bloodied:25, Surge Value:12, Surges left:6/8
    • Action Points: 2
      Second Wind: not used
    •  
    • Powers
      • Biting Swarm target and adj enemies take -2 to USNT
      • Elemental Spirits adj creatures take 4 chosen damage
      • Iron Mind when hit, gain +2def until end of next turn
      • Inevitable Shot after a miss, make a ranged basic against an enemy within 5 squares of the missed target. Recharge after using an AP.
      • Encaging Spirits minor, Close burst 1. Each target pushed 1 square and is slowed ENT.
      • Flickering Arrow target can't benefit concealment, enemies within 6 take a -2 to att.
      • Escaping Shot Target is dazed, does not provoke OA, shift 4 squares.
      • Swarming Bats zone of difficult terrain and enemies grant combat advantage. Sustain minor.
      • Ensaring shot target is restrained, SE. burst 1 zone of difficult terrain. Sustain zone minor.

User posted image

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Azad nods, then whispers "Attack, capture, then treat."
_______________
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: Oct 2011
Posts: 309
Narg moves into the central chamber before choosing a target.

Move: Move to K 16.

OOC: I'll charge depending on which targets are presented.
_______________
Jak - Minotaur Paladin 1, The Dark Campaign<br>
Narg - Razorclaw Shifter Scout 6, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Narg moves out into the circular corridor, ready to attack. He notices that the gnoll hunter he spotted from around the corner is facing away from him. Beyond that gnoll, further down the corridor, he sees two more gnolls. One of the makes a noise that sounds like a mix between a yelp of surprise and a growl, then points at Narg. The other two visible gnoll's begin to turn in Narg's direction. Narg's quick eye sees that none of these three gnolls are carrying a whip.

OOC: Surprise round for the Light's Shadows. Each of you gets one action (standard, move, or minor) as well as free actions during your turn.

Round 2

  •  Objectives
    • Major Quest: Find Paldemar and stop him from unleashing his undeadly plans.
      Minor Quest: Find the gnoll leader, Maldrick Scarmaker, who is scheming with Paldemar and find out what he knows about Paldemar.
      Minor Quest: Complete the Trials at the Well of Demons to prove your worth. To do this you will have to find the book, the mask, the bell, and the knife.
      Minor Quest: Find and defeat the Guardian of the Well of Demons.


  • Quest Items Found: the book, the knife (runic dagger), the bell (of fury)
    Encounters completed this day: 5
    Magic Weapon bonus (+1/+3):
    Readied Powers: fade away, phantasmal henchman (Cory), iron mind (Edeya), reactive shift (Narg), strikebacks (Azad)
    Initiative
    =>Narg: 39/55 (4/8, 2 AP) aspect of the ram, razorclaw shifting, bloodied UENT, hidden
    Demuriath: 38/53 (4/10, 3 AP) hidden
    Corydimbiddle: 44/55 (4/7, 1 AP) canine construct active (resist 1 range/melee), carrying the bell of fury
    Anna: 11/15 (1 AP):
    Edeya: 47/55 (4/8, 2 AP), carrying the book
    Azad: (9 thp) 53/70 (6/13, 2 AP) carrying the runic dagger, readied forceful reversal, hidden
    Red Gnoll Hunter:
    Black Gnoll Hunter:
    Purple Gnoll Hunter:

    User posted image

    •  Features of the Area
      • Illumination: Bright Light. I'm assuming someone is using a sunrod.
        Ceiling:50 feet high
        Doors: All doors currently open.
        Squares with triangles: Difficult terrain.
        Curtains (red lines): They block line of sight but have no effect on movement.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Member
Registered: Oct 2011
Posts: 309
Narg charges the closet gnoll, swinging low at its knee to hook it's leg with his Battleaxe. The gnoll goes down and Narg follows up with a lightning quick chop with his Handaxe.

Standard: Charge to P16. charge vs red gnoll: 1D20+13+1 = [13]+13+1 = 27 1D10.MIN(2)+13+1D6 = [9]+13+[3] = 25 .
Hits AC 27 for 25 damage and knocks the gnoll prone.

Free: Dual weapon strike vs prone red gnoll: 1D20+12+2 = [7]+12+2 = 21 1D6.MIN(2)+12+1D6.MIN(2) = [3]+12+[5] = 20 .
Hits AC 21 for 20 damage.

  •  Narg
    • Male Razorclaw Shifter Ranger 7
    • Passive Perception: 22, Passive Insight: 22
    • Speed:6, Initiative Mod: +8
    • AC:23, Fort:16, Reflex:21, Will:18
    • While Shifting: Speed:8, AC:24, Fort:16, Reflex:22, Will:18
    • HP:39/55, Bloodied:27, Surge Value:13, Surges left:4/8
    •  
    • Powers
      • Second Wind (Lose surge, gain 13 HP, +2 def UENT)
      • Action Point x1 (Gain action)
      • Aspect of the Ram (Minor; Personal; Primal, Stance; My movement during a charge doesn't provoke opportunity attacks. If I hit with a charge attack, I can knock the target prone. I gain a +2 power bonus to the damage rolls of charge attacks.
      • Aspect of the Pack Wolf (Minor; Personal; Primal, Stance; I do not provoke opportunity attacks when leaving squares adjacent to my allies. When I make a melee basic attack against an enemy Adj to 2 or more of my allies, I gain a +1 power bonus to the attack roll. I also gain a power bonus to the damage roll equal to the number of my allies Adj to the enemy.
      • Aspect of the Hungry Shark (Minor; Personal; Primal, Stance; When I make a basic attack vs. a bloodied enemy, I gain a +2 power bonus to attack rolls. I can take a move action to shift up to 3 squares to a square adjacent to a bloodied enemy. I gain a +5 power bonus to Athletics checks made to swim.
      • Dual Weapon Attack (Free; I must be weilding 2 weapons and hit with a melee basic attack on my turn; Dex vs AC (Off-hand weapon) 1W+5(dex mod); I can only use this 1/round.
      • Power Strike (No Action; Trigger: I hit an enemy with a melee basic attack using a weapon; The target takes 1W extra damage from the triggering attack.
      • Razorclaw Shifting (Minor; Personal; Req: I must be bloodied; UEoE, My speed increases by 2, and I gain a +1 bonus to AC and Reflex.
      • Reactive Shift (Immediate Reaction; Personal; Trigger: An enemy I can see ends it's turn Adj to me; I shift a number of squares up to my Wis mod(+4).
      • Oak Skin (Minor; Personal; I gain resistance to all damage equal to my Wis mod(+4) UEoE.
      • Leaf Wall (Minor; Wall 5 within 10 squares; I conjure a leafy wall that last UEoE. The wall can be up to 4 squares high and must be on a solid surface. Me and my allies have partial concealment while in the wall. Enemies grant CA while in the wall or Adj to it.
       
    • Items
      • +2 Blood Fury Battleaxe (+2 Prof, +2 Magic, 1d10+2 Damage, 1d8 Crit; 1d12 crit while I am bloodied.) Encounter Ability: Minor; I am considered bloodied for all purposes UENT.
      • +1 Bloodcrazed Handaxe (+2 Prof, +1Magic, 1d6+1 Damage, 1d6 Crit; 5/10 Range) Properties: While I am bloodied, I deal +1d6 damage when I hit with this weapon. Daily Ability: Minor; Deal damage to myself equal to half my level, ignoring any resistances. I am considered bloodied for all purposes UENT.
      • +1 Bloodcut Hide Armor (+3 AC, -1 armor check, +1 Magic) At Will Ability: Minor; Spend a healing surge: While I am bloodied, use this ability to gain resist 10 to all damage UENT.
      • Horned Helm; My charge attacks deal 1d6 extra damage.
      • Iron Armbands of Power; Gain a +2 item bonus to melee damage rolls.
       
    • Abilities
      • Ability Scores Str =10 Con =13 Dex =20 Int =8 Wis =18 Cha =10
      • Basic Melee Attack Battleaxe: +13 (+5 Dex, +2 Prof, +2 Magic +1 Feat, +3 lvl)
      • Basic Melee Attack Handaxe: +12 (+5 Dex, +2 Prof, +1 Magic +1 Feat, +3 lvl)
      • Basic Ranged Attack +7 (+0 Str, +2 Prof, +1 Magic +1 Feat, +3 lvl)
      • Razorclaw Shifting Use Razorclaw Shifting as an encounter power.
      • Attack Finesse May use my Dex mod instead of Str mod for attack and damage rolls for melee basic attacks.
      • Spinning Axe Mastery (+2 bonus to weapon damage rolls while I weild an axe in my off hand.
      • Ambush Expertise (Ranger) When I make a stealth check, allies within 10 squares gain a +2 to Stealth checks UENT.
      • Mountain Guide (Ranger) My successful Athletics check to climb reduces the DC of that climb by 2 for my alllies that see me do it.
      • Watchful Rest (Ranger) During an extended rest, me and any resting allies do not take the -5 penalty to Perception checks for sleeping.
       
    • Feats
      • Axe Expertise +1,2,3 to attack when using an axe. Also may reroll one die that results in a 1.
      • Weapon Focus (Axe) Gain +1 damage per tier with Axes.
      • Two-Weapon Fighting +1 damage while holding a melee weapon in each hand.
      • Two-Weapon Defense +1 to AC and Reflex while holding a weapon in each hand.
      • Improved Defenses +1,2,3 bonus to Fort, Reflex, and Will.
       
    • Skills
      • Acrobatics (T) +14
      • Arcana +2
      • Athletics +2
      • Bluff +3
      • Diplomacy +3
      • Dungeoneering +7
      • Endurance +3
      • Heal +7
      • History +2
      • Insight (T) +12
      • Intimidate +3
      • Nature (T) +12
      • Perception (T) +12
      • Religion +2
      • Stealth (T) +14
      • Streetwise +3
      • Thievery +7
_______________
Jak - Minotaur Paladin 1, The Dark Campaign<br>
Narg - Razorclaw Shifter Scout 6, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Narg's vicious and sudden attack nearly kills the surprised gnoll hunter outright.

OOC: Surprise round for the Light's Shadows. Each of you gets one action (standard, move, or minor) as well as free actions during your turn.

Round 2

  •  Objectives
    • Major Quest: Find Paldemar and stop him from unleashing his undeadly plans.
      Minor Quest: Find the gnoll leader, Maldrick Scarmaker, who is scheming with Paldemar and find out what he knows about Paldemar.
      Minor Quest: Complete the Trials at the Well of Demons to prove your worth. To do this you will have to find the book, the mask, the bell, and the knife.
      Minor Quest: Find and defeat the Guardian of the Well of Demons.


  • Quest Items Found: the book, the knife (runic dagger), the bell (of fury)
    Encounters completed this day: 5
    Magic Weapon bonus (+1/+3):
    Readied Powers: fade away, phantasmal henchman (Cory), iron mind (Edeya), reactive shift (Narg), strikebacks (Azad)
    Initiative
    Narg: 39/55 (4/8, 2 AP) aspect of the ram, razorclaw shifting
    =>Demuriath: 38/53 (4/10, 3 AP) hidden
    Corydimbiddle: 44/55 (4/7, 1 AP) canine construct active (resist 1 range/melee), carrying the bell of fury
    Anna: 11/15 (1 AP):
    Edeya: 47/55 (4/8, 2 AP), carrying the book
    Azad: (9 thp) 53/70 (6/13, 2 AP) carrying the runic dagger, readied forceful reversal, hidden
    Red Gnoll Hunter: down 45, bloodied, prone
    Black Gnoll Hunter:
    Purple Gnoll Hunter:

    User posted image

    •  Features of the Area
      • Illumination: Bright Light. I'm assuming someone is using a sunrod.
        Ceiling:50 feet high
        Doors: All doors currently open.
        Squares with triangles: Difficult terrain.
        Curtains (red lines): They block line of sight but have no effect on movement.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 7786
Demuriath bides his time.

OOC: Surprise round for the Light's Shadows. Each of you gets one action (standard, move, or minor) as well as free actions during your turn. Jonathan said he can't post because he's out of town until Monday. Corydimbiddle is up next.

Round 2

  •  Objectives
    • Major Quest: Find Paldemar and stop him from unleashing his undeadly plans.
      Minor Quest: Find the gnoll leader, Maldrick Scarmaker, who is scheming with Paldemar and find out what he knows about Paldemar.
      Minor Quest: Complete the Trials at the Well of Demons to prove your worth. To do this you will have to find the book, the mask, the bell, and the knife.
      Minor Quest: Find and defeat the Guardian of the Well of Demons.


  • Quest Items Found: the book, the knife (runic dagger), the bell (of fury)
    Encounters completed this day: 5
    Magic Weapon bonus (+1/+3):
    Readied Powers: fade away, phantasmal henchman (Cory), iron mind (Edeya), reactive shift (Narg), strikebacks (Azad)
    Initiative
    Narg: 39/55 (4/8, 2 AP) aspect of the ram, razorclaw shifting
    =>Corydimbiddle: 44/55 (4/7, 1 AP) canine construct active (resist 1 range/melee), carrying the bell of fury
    =>Anna: 11/15 (1 AP):
    Edeya: 47/55 (4/8, 2 AP), carrying the book
    Azad: (9 thp) 53/70 (6/13, 2 AP) carrying the runic dagger, readied forceful reversal, hidden
    Demuriath: 38/53 (4/10, 3 AP) hidden
    Red Gnoll Hunter: down 45, bloodied, prone
    Black Gnoll Hunter:
    Purple Gnoll Hunter:

    User posted image

    •  Features of the Area
      • Illumination: Bright Light. I'm assuming someone is using a sunrod.
        Ceiling:50 feet high
        Doors: All doors currently open.
        Squares with triangles: Difficult terrain.
        Curtains (red lines): They block line of sight but have no effect on movement.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 4627
"Anna, stay next to me. And keep a hold of me.", Corydimbiddle whispers to the girl as he steps into the doorway.

Move Action: Walk (Move 5)

Anna:

Move Action: Walk (Move 5)

OOC: Cory to K17, Anna to K18.


  •  Corydimbiddle
    • Male Gnome Artificer 7
    • Passive Perception: 21, Passive Insight: 16
    • AC:20, Fort:15, Reflex:17, Will:17 - Speed:5
    • HP:44/55, Bloodied:27, Surge Value:13, Surges:4/7
    • Resist Lightning 5
    •  
    • Powers
      • Magic Weapon
      • Thundering Armor
      • Second Wind
      • Action Point x1
      • Fade Away
      • Ghost Sound
      • Shielding Cube
      • Phantasmal Henchman
      • Gale-Force Infusion
      • Healing Infusion 1 2
        • Curative Admixture
        • Shielding Elixir
      • Restorative Infusion
      • Phantom Structure
      • Obedient Servant
      • Flameheart Defender
      • Augmented Weapon/Implement (+2 attack bonus)
        • 1: Corydimbiddle's Dagger
        • 2: Edeya's Bow
        • 3: Hadad's Staff
        • 4: Azad's Longsword
        • 5: Demuriath's Fullblade
      • Shockweave Armor +1 (Enc, take lightning dam, UEE daily power +1 att, +1d10 dam)
      • Shockweave Armor +1 (Daily, Int, targeted by adj, +8 vs. Fort, 2d10 dam and dazed UENT)
      • Inspiring Dagger +1 (Daily, Minor, Adj Allies get +1 dam UENT)
      • Spike Wire (Daily, Standard, +10 vs. Fort, 1d8+6, UENT xtra dam on any att)
       
    • Items
      • Inspiring Dagger +1 (+1 att/dam; 1d6 Crit)
      • Diamond Wand +2 (+2 att/dam; 2d6 Crit; Force dam grants +1 dam on next hit)
      • Shockweave Leather +1 (+1 def; Resist 5 Lightning)
      • Alchemy Gloves (+2 att w/ alchemical items)
      • Dagger
      • Wand
      • Hand Crossbow
      • Ritual Book
      • Thieves' Tools (+2 to open locks, disarm traps)
      • Sunrods x2
      • Hempen Rope (50 feet)
       
    • Abilities
      • Basic Melee +8 (+3 Prof, +3 lvl, +1 W, +1 Exp)
      • Basic Range +8 (+3 Prof, +3 lvl, +1 W, +1 Exp)
      • Implement +10 (+4 Int, +3 lvl, +2 I, +1 Exp)
      • Reactive Stealth Cover/Concealment at initiative provides Stealth check
      • Trickster's Cunning +5 racial bonus to saves vs. illusions
      • Arcane Rejuvenation When ally uses daily magic item, gains 6 temp HP
      • Arcane Empowerment Empower items once per day plus milestone
        • Impart Energy Recharge daily magic item (once/day/item)
        • Augment Energy +2 bonus to attack on an attack (once/day/tem)
      • Ritual Caster Can cast rituals and knows some to start
      • Defensive Minions Summoned creatures have +2 all defenses
      • Potent Restorables Healing Powers restore 2 extra HP
      • White Lotus Enervation Target hit by at-will takes -1 def targeted UENT
      • Arcane Familiar, Canine Construct Speed 7; +2 Ath; +2 Warding; Resist 1 on ranged and melee while adj.
       
    • Rituals
      • Brew Potion Create potion of level or lower (Potion cost)
      • Disenchant Magic Item Destroy magic item of lvl or lower (No cost)
      • Enchant Magic Item Create magic item of lvl or lower (Item cost)
      • Make Whole Repair item (20% of item cost)
       
    • Skills
      • Acrobatics +3
      • Arcana +14
      • Athletics +5
      • Bluff +3
      • Diplomacy +5
      • Dungeoneering +11
      • Endurance +4
      • Heal +6
      • History +12
      • Insight +6
      • Intimidate +3
      • Nature +6
      • Perception +11
      • Religion +7
      • Stealth +5
      • Streetwise +3
      • Thievery +8


  •  Anna
    • Child 2
    • Passive Perception: 10, Passive Insight: 10
    • AC:12, Fort:14, Reflex:14, Will:12 - Speed:5
    • HP:15/15, Bloodied:6, Surge Value:3 Surges: 2/2
    •  
      • Powers
        • Kick
        • Just Point and Shoot
        • Bite and Kick
        • Crawl Between Legs
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Corydimbiddle and Anna move cautiously into the doorway. As he does so, the bell that Corydimbiddle is carrying gives another tug at this belt.

OOC: Surprise round for the Light's Shadows. Each of you gets one action (standard, move, or minor) as well as free actions during your turn.

Round 2

  •  Objectives
    • Major Quest: Find Paldemar and stop him from unleashing his undeadly plans.
      Minor Quest: Find the gnoll leader, Maldrick Scarmaker, who is scheming with Paldemar and find out what he knows about Paldemar.
      Minor Quest: Complete the Trials at the Well of Demons to prove your worth. To do this you will have to find the book, the mask, the bell, and the knife.
      Minor Quest: Find and defeat the Guardian of the Well of Demons.


  • Quest Items Found: the book, the knife (runic dagger), the bell (of fury)
    Encounters completed this day: 5
    Magic Weapon bonus (+1/+3):
    Readied Powers: fade away, phantasmal henchman (Cory), iron mind (Edeya), reactive shift (Narg), strikebacks (Azad)
    Initiative
    Narg: 39/55 (4/8, 2 AP) aspect of the ram, razorclaw shifting
    Corydimbiddle: 44/55 (4/7, 1 AP) canine construct active (resist 1 range/melee), carrying the bell of fury
    Anna: 11/15 (1 AP):
    =>Edeya: 47/55 (4/8, 2 AP), carrying the book
    Azad: (9 thp) 53/70 (6/13, 2 AP) carrying the runic dagger, readied forceful reversal, hidden
    Demuriath: 38/53 (4/10, 3 AP) hidden
    Red Gnoll Hunter: down 45, bloodied, prone
    Black Gnoll Hunter:
    Purple Gnoll Hunter:

    User posted image

    •  Features of the Area
      • Illumination: Bright Light. I'm assuming someone is using a sunrod.
        Ceiling:50 feet high
        Doors: All doors currently open.
        Squares with triangles: Difficult terrain.
        Curtains (red lines): They block line of sight but have no effect on movement.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Edeya moves up next to the gnome and effortlessly shoots at the closest enemy.

Move: to K16.
Standard: Biting swarms his AC 33 (crit!) for 24 damage. Biting swarm on red (1d20+12+1=33, 1d12+7=15) crit (1d6=5) Target takes -2 penalty to attack rolls UENT
Ready: Iron Mind

  •  Edeya
    • Female Githzerai Seeker 6
    • Passive Perception: 24, Passive Insight: 22
    • AC:20, Fort:15, Reflex:19, Will:19 , Speed:6, Initiative: +11
    • HP:27/50, Bloodied:25, Surge Value:12, Surges left:6/8
    • Action Points: 2
      Second Wind: not used
    •  
    • Powers
      • Biting Swarm target and adj enemies take -2 to USNT
      • Elemental Spirits adj creatures take 4 chosen damage
      • Iron Mind when hit, gain +2def until end of next turn
      • Inevitable Shot after a miss, make a ranged basic against an enemy within 5 squares of the missed target. Recharge after using an AP.
      • Encaging Spirits minor, Close burst 1. Each target pushed 1 square and is slowed ENT.
      • Flickering Arrow target can't benefit concealment, enemies within 6 take a -2 to att.
      • Escaping Shot Target is dazed, does not provoke OA, shift 4 squares.
      • Swarming Bats zone of difficult terrain and enemies grant combat advantage. Sustain minor.
      • Ensaring shot target is restrained, SE. burst 1 zone of difficult terrain. Sustain zone minor.

User posted image

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Edeya moves and joins Corydimbiddle. She too feels a tug in her pouches, where the black book she is carrying is stowed.

OOC: Emily, I had Edeya move only as this is a surprise round for the PC's and the (stupid) rules only allow one action. You can keep the crit roll for whatever you want to use it for until the end of your next turn. If it's for an attack, you just need to add another 1d6 damage roll since your greatbow is a +2 weapon.
Surprise round for the Light's Shadows. Each of you gets one action (standard, move, or minor) as well as free actions during your turn.


Round 2

  •  Objectives
    • Major Quest: Find Paldemar and stop him from unleashing his undeadly plans.
      Minor Quest: Find the gnoll leader, Maldrick Scarmaker, who is scheming with Paldemar and find out what he knows about Paldemar.
      Minor Quest: Complete the Trials at the Well of Demons to prove your worth. To do this you will have to find the book, the mask, the bell, and the knife.
      Minor Quest: Find and defeat the Guardian of the Well of Demons.


  • Quest Items Found: the book, the knife (runic dagger), the bell (of fury)
    Encounters completed this day: 5
    Magic Weapon bonus (+1/+3):
    Readied Powers: fade away, phantasmal henchman (Cory), iron mind (Edeya), reactive shift (Narg), strikebacks (Azad)
    Initiative
    Narg: 39/55 (4/8, 2 AP) aspect of the ram, razorclaw shifting
    Corydimbiddle: 44/55 (4/7, 1 AP) canine construct active (resist 1 range/melee), carrying the bell of fury
    Anna: 11/15 (1 AP):
    Edeya: 47/55 (4/8, 2 AP), carrying the book, readied iron mind, (banked CRIT roll)
    =>Azad: (9 thp) 53/70 (6/13, 2 AP) carrying the runic dagger, readied forceful reversal, hidden
    Demuriath: 38/53 (4/10, 3 AP) hidden
    Red Gnoll Hunter: down 45, bloodied, prone
    Black Gnoll Hunter:
    Purple Gnoll Hunter:

    User posted image

    •  Features of the Area
      • Illumination: Bright Light. I'm assuming someone is using a sunrod.
        Ceiling:50 feet high
        Doors: All doors currently open.
        Squares with triangles: Difficult terrain.
        Curtains (red lines): They block line of sight but have no effect on movement.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Azad advances as far as her heavy armor will allow.

Move action - Move to L16.

"Readying" Forceful Reversal with Augment 1 if I'm hit by an enemy within melee range.


  •  Azad Halim al'Zahir
    • Female Tiefling Battlemind|Paladin 6
    • Full Character Sheet
    • Passive Perception: 14, Passive Insight: 15, Senses: Low-Light Vision
    • AC: 25, Fort: 18, Reflex: 17, Will: 19 - Speed: 5
    • HP: 53 + 9 temp/70, Bloodied: 35, Surge Value: 16, Surges left: 6/13
    • Power Points: 4/4
    • Action Points: 2
    • Resists: 8 Fire

    • Bloodhunt (Race): +1 to hit against bloodied creatures.
    • Imperious Majesty (Feat): You can use Charisma instead of Dexterity to determine your initiative modifier. When you hit a creature that has not yet acted in an encounter with an attack, it takes a penalty to attack rolls against you equal to your Charisma modifier until the end of your next turn.
    • Power of the Moon (Feat): +1 feat bonus to Perception, -2 AC until the end of Azad's next turn to the target when Azad hits with Enfeebling Strike.
    • Strikebacks (Item): +1 item bonus to Opportunity Attacks.

    • Powers
    • -Battlemind's Demand 0 / 1
    • -Blurred Step
    • -Divine Challenge
    • -Enfeebling Strike
    • -Forceful Reversal 0 / 1 /2
    • -Momentum Swing 0 / 1 / 2
    • -Amulet of Life +1 (Item Power)
    • -Paladin's Wrath
    • -Psionic Vigor
    • -Second Wind
    • -Speed of Thought
    • -Strikebacks (Item Power)
    • -Valorous Smite
    • -Vigilant Blade Longsword +1 (Item Power)
    • -Empathic Feedback
    • -Frost of Letherna
    • -Wrath of the Gods

    • Items
    • -Vigilant Blade Longsword +1 - Power (At-Will): Minor Action. The weapon casts bright light out to 4 squares until you end this effect as a minor action.
    • -Vigilant Blade Longsword +1 - Power (Encounter): Immediate Reaction. Trigger: You use this power when an ally adjacent to you is attacked by an enemy adjacent to you. Effect: You switch places with the ally, and the target grants combat advantage to you until the end of your next turn.
    • -Heartening Drakescale Armor +2 - Gain a saving throw bonus against fear effects equal to the armorís enhancement bonus. When you use your second wind, you gain temporary hit points equal to three times the armorís enhancement bonus.
    • -Amulet of Life +1 - Power (Encounter, Healing): Free Action. Trigger: Use this power when you spend a healing surge. Effect: You can spend an additional healing surge.
    • -Iron Armbands of Power (Heroic) - +2 item bonus to melee damage rolls.
    • -Floating Heavy Shield - You do not sink beneath the surface of any liquid (unless you choose to do so). Also, gain a +3 item bonus to Athletics checks to swim, and to Endurance checks to swim for an hour or more. Also, you can swim at your speed on the surface of the water (but not underwater).
    • -Strikebacks - +1 item bonus to Opportunity Attacks.
    • -Strikebacks - Power (Encounter): Immediate Reaction. Use this power when an adjacent enemy hits you. Make a melee basic attack against that enemy.
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Oct 2008
Posts: 7786
Azad enters the corridor. As with Corydimbiddle and Edeya, Azad feels a tugging on her belt. Glancing down, she sees the glowing runic dagger trying to dislodge itself from the sheath.

OOC: Surprise round for the Light's Shadows. Each of you gets one action (standard, move, or minor) as well as free actions during your turn.

Round 2

  •  Objectives
    • Major Quest: Find Paldemar and stop him from unleashing his undeadly plans.
      Minor Quest: Find the gnoll leader, Maldrick Scarmaker, who is scheming with Paldemar and find out what he knows about Paldemar.
      Minor Quest: Complete the Trials at the Well of Demons to prove your worth. To do this you will have to find the book, the mask, the bell, and the knife.
      Minor Quest: Find and defeat the Guardian of the Well of Demons.


  • Quest Items Found: the book, the knife (runic dagger), the bell (of fury)
    Encounters completed this day: 5
    Magic Weapon bonus (+1/+3):
    Readied Powers: fade away, phantasmal henchman (Cory), iron mind (Edeya), reactive shift (Narg), strikebacks (Azad)
    Initiative
    Narg: 39/55 (4/8, 2 AP) aspect of the ram, razorclaw shifting
    Corydimbiddle: 44/55 (4/7, 1 AP) canine construct active (resist 1 range/melee), carrying the bell of fury
    Anna: 11/15 (1 AP):
    Edeya: 47/55 (4/8, 2 AP), carrying the book, readied iron mind, (banked CRIT roll)
    Azad: (9 thp) 53/70 (6/13, 2 AP) carrying the runic dagger, readied forceful reversal (augment 1)
    =>Demuriath: 38/53 (4/10, 3 AP) hidden
    Red Gnoll Hunter: down 45, bloodied, prone
    Black Gnoll Hunter:
    Purple Gnoll Hunter:

    User posted image

    •  Features of the Area
      • Illumination: Bright Light. I'm assuming someone is using a sunrod.
        Ceiling:50 feet high
        Doors: All doors currently open.
        Squares with triangles: Difficult terrain.
        Curtains (red lines): They block line of sight but have no effect on movement.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2009
Posts: 3164
Demuriath moves into the hallway, spots the prone gnoll, and sends shadows its way.

Move: Walk to M15
Free: Shroud red
Standard: Exec Noose red, invoking shroud 1d20+10+1=21, 1d6+8+2+1d6=19 Hits FORT 21 for 19 damage (-2 for prone is canceled by CA for shroud)
_______________
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
Demuriath too moves out to engage the enemy and prepares as best he can.

OOC: Dem could only move and use the shroud as this was a surprise round. Jonathan, you can keep that roll for your next turn if you'd like. Regular turns from now on.

Round 3

  •  Objectives
    • Major Quest: Find Paldemar and stop him from unleashing his undeadly plans.
      Minor Quest: Find the gnoll leader, Maldrick Scarmaker, who is scheming with Paldemar and find out what he knows about Paldemar.
      Minor Quest: Complete the Trials at the Well of Demons to prove your worth. To do this you will have to find the book, the mask, the bell, and the knife.
      Minor Quest: Find and defeat the Guardian of the Well of Demons.


  • Quest Items Found: the book, the knife (runic dagger), the bell (of fury)
    Encounters completed this day: 5
    Magic Weapon bonus (+1/+3):
    Readied Powers: fade away, phantasmal henchman (Cory), iron mind (Edeya), reactive shift (Narg), strikebacks (Azad)
    Initiative
    =>Narg: 39/55 (4/8, 2 AP) aspect of the ram, razorclaw shifting
    Corydimbiddle: 44/55 (4/7, 1 AP) canine construct active (resist 1 range/melee), carrying the bell of fury
    Anna: 11/15 (1 AP):
    Edeya: 47/55 (4/8, 2 AP), carrying the book, readied iron mind, (banked CRIT roll)
    Azad: (9 thp) 53/70 (6/13, 2 AP) carrying the runic dagger, readied forceful reversal (augment 1)
    Demuriath: 38/53 (4/10, 3 AP) (banked 21 attack roll)
    Red Gnoll Hunter: down 45, bloodied, prone, 1 shroud
    Black Gnoll Hunter:
    Purple Gnoll Hunter:

    User posted image

    •  Features of the Area
      • Illumination: Bright Light. I'm assuming someone is using a sunrod.
        Ceiling:50 feet high
        Doors: All doors currently open.
        Squares with triangles: Difficult terrain.
        Curtains (red lines): They block line of sight but have no effect on movement.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Member
Registered: Oct 2011
Posts: 309
Narg leaves the prone gnoll for his comrades to finish off. Narg charges further down the corridor, dodging by the first gnoll's clumsy strike, and closing with second. Narg puts his momentum into his battleaxe's swing and forces the gnoll to the floor with a large gash to its chest, where he lands his second axe's chop into the unfortunate beast's neck.

Standard: Charge vs purple gnoll: 1D20+13+1+1 = [19]+13+1+1 = 34 1D10.MIN(2)+13+1D6 = [4]+13+[1] = 18 .
Charge to X 15. Hits AC 34 for 18 damage and the purple gnoll drops prone.

Free: Dual weapon strike vs prone purple gnoll: 1D20+12+2+1 = [20]+12+2+1 = 35 1D6.MIN(2)+12 = [3]+12 = 15 . crit damage: 1D6 = [5] = 5 .
Hits AC 35, crit!, for 23 damage.

  •  Narg
    • Male Razorclaw Shifter Ranger 7
    • Passive Perception: 22, Passive Insight: 22
    • Speed:6, Initiative Mod: +8
    • AC:23, Fort:16, Reflex:21, Will:18
    • While Shifting: Speed:8, AC:24, Fort:16, Reflex:22, Will:18
    • HP:39/55, Bloodied:27, Surge Value:13, Surges left:4/8
    •  
    • Powers
      • Second Wind (Lose surge, gain 13 HP, +2 def UENT)
      • Action Point x1 (Gain action)
      • Aspect of the Ram (Minor; Personal; Primal, Stance; My movement during a charge doesn't provoke opportunity attacks. If I hit with a charge attack, I can knock the target prone. I gain a +2 power bonus to the damage rolls of charge attacks.
      • Aspect of the Pack Wolf (Minor; Personal; Primal, Stance; I do not provoke opportunity attacks when leaving squares adjacent to my allies. When I make a melee basic attack against an enemy Adj to 2 or more of my allies, I gain a +1 power bonus to the attack roll. I also gain a power bonus to the damage roll equal to the number of my allies Adj to the enemy.
      • Aspect of the Hungry Shark (Minor; Personal; Primal, Stance; When I make a basic attack vs. a bloodied enemy, I gain a +2 power bonus to attack rolls. I can take a move action to shift up to 3 squares to a square adjacent to a bloodied enemy. I gain a +5 power bonus to Athletics checks made to swim.
      • Dual Weapon Attack (Free; I must be weilding 2 weapons and hit with a melee basic attack on my turn; Dex vs AC (Off-hand weapon) 1W+5(dex mod); I can only use this 1/round.
      • Power Strike (No Action; Trigger: I hit an enemy with a melee basic attack using a weapon; The target takes 1W extra damage from the triggering attack.
      • Razorclaw Shifting (Minor; Personal; Req: I must be bloodied; UEoE, My speed increases by 2, and I gain a +1 bonus to AC and Reflex.
      • Reactive Shift (Immediate Reaction; Personal; Trigger: An enemy I can see ends it's turn Adj to me; I shift a number of squares up to my Wis mod(+4).
      • Oak Skin (Minor; Personal; I gain resistance to all damage equal to my Wis mod(+4) UEoE.
      • Leaf Wall (Minor; Wall 5 within 10 squares; I conjure a leafy wall that last UEoE. The wall can be up to 4 squares high and must be on a solid surface. Me and my allies have partial concealment while in the wall. Enemies grant CA while in the wall or Adj to it.
       
    • Items
      • +2 Blood Fury Battleaxe (+2 Prof, +2 Magic, 1d10+2 Damage, 1d8 Crit; 1d12 crit while I am bloodied.) Encounter Ability: Minor; I am considered bloodied for all purposes UENT.
      • +1 Bloodcrazed Handaxe (+2 Prof, +1Magic, 1d6+1 Damage, 1d6 Crit; 5/10 Range) Properties: While I am bloodied, I deal +1d6 damage when I hit with this weapon. Daily Ability: Minor; Deal damage to myself equal to half my level, ignoring any resistances. I am considered bloodied for all purposes UENT.
      • +1 Bloodcut Hide Armor (+3 AC, -1 armor check, +1 Magic) At Will Ability: Minor; Spend a healing surge: While I am bloodied, use this ability to gain resist 10 to all damage UENT.
      • Horned Helm; My charge attacks deal 1d6 extra damage.
      • Iron Armbands of Power; Gain a +2 item bonus to melee damage rolls.
       
    • Abilities
      • Ability Scores Str =10 Con =13 Dex =20 Int =8 Wis =18 Cha =10
      • Basic Melee Attack Battleaxe: +13 (+5 Dex, +2 Prof, +2 Magic +1 Feat, +3 lvl)
      • Basic Melee Attack Handaxe: +12 (+5 Dex, +2 Prof, +1 Magic +1 Feat, +3 lvl)
      • Basic Ranged Attack +7 (+0 Str, +2 Prof, +1 Magic +1 Feat, +3 lvl)
      • Razorclaw Shifting Use Razorclaw Shifting as an encounter power.
      • Attack Finesse May use my Dex mod instead of Str mod for attack and damage rolls for melee basic attacks.
      • Spinning Axe Mastery (+2 bonus to weapon damage rolls while I weild an axe in my off hand.
      • Ambush Expertise (Ranger) When I make a stealth check, allies within 10 squares gain a +2 to Stealth checks UENT.
      • Mountain Guide (Ranger) My successful Athletics check to climb reduces the DC of that climb by 2 for my alllies that see me do it.
      • Watchful Rest (Ranger) During an extended rest, me and any resting allies do not take the -5 penalty to Perception checks for sleeping.
       
    • Feats
      • Axe Expertise +1,2,3 to attack when using an axe. Also may reroll one die that results in a 1.
      • Weapon Focus (Axe) Gain +1 damage per tier with Axes.
      • Two-Weapon Fighting +1 damage while holding a melee weapon in each hand.
      • Two-Weapon Defense +1 to AC and Reflex while holding a weapon in each hand.
      • Improved Defenses +1,2,3 bonus to Fort, Reflex, and Will.
       
    • Skills
      • Acrobatics (T) +14
      • Arcana +2
      • Athletics +2
      • Bluff +3
      • Diplomacy +3
      • Dungeoneering +7
      • Endurance +3
      • Heal +7
      • History +2
      • Insight (T) +12
      • Intimidate +3
      • Nature (T) +12
      • Perception (T) +12
      • Religion +2
      • Stealth (T) +14
      • Streetwise +3
      • Thievery +7
_______________
Jak - Minotaur Paladin 1, The Dark Campaign<br>
Narg - Razorclaw Shifter Scout 6, Points of Light
« Last edit by Daniel on Thu Jul 24, 2014 8:01 am. »
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Narg charges forward and slashes another gnoll hunter, knocking it out down and bringing it to the brink of death. As he rushed forward, he caught sight of another gnoll down a corridor in his right peripheral vision. After swinging his axes, Narg looks north and sees more foes, including a burlier gnoll wielding a whip who has a faint glow of energy emanating around him. He also sees two orcs in chains who have visible signs of whip lashings.

Round 3

  •  Objectives
    • Major Quest: Find Paldemar and stop him from unleashing his undeadly plans.
      Minor Quest: Find the gnoll leader, Maldrick Scarmaker, who is scheming with Paldemar and find out what he knows about Paldemar.
      Minor Quest: Complete the Trials at the Well of Demons to prove your worth. To do this you will have to find the book, the mask, the bell, and the knife.
      Minor Quest: Find and defeat the Guardian of the Well of Demons.


  • Quest Items Found: the book, the knife (runic dagger), the bell (of fury)
    Encounters completed this day: 5
    Magic Weapon bonus (+1/+3):
    Readied Powers: fade away, phantasmal henchman (Cory), iron mind (Edeya), reactive shift (Narg), strikebacks (Azad)
    Initiative
    Narg: 39/55 (4/8, 2 AP) aspect of the ram, razorclaw shifting
    =>Corydimbiddle: 44/55 (4/7, 1 AP) canine construct active (resist 1 range/melee), carrying the bell of fury
    =>Anna: 11/15 (1 AP):
    Edeya: 47/55 (4/8, 2 AP), carrying the book, readied iron mind, (banked CRIT roll)
    Azad: (9 thp) 53/70 (6/13, 2 AP) carrying the runic dagger, readied forceful reversal (augment 1)
    Demuriath: 38/53 (4/10, 3 AP) (banked 21 attack roll)
    Red Gnoll Hunter: down 45, bloodied, prone, 1 shroud
    Black Gnoll Hunter:
    Purple Gnoll Hunter: down 42, bloodied, prone
    Yellow Gnoll Hunter:
    Green Gnoll Hunter:
    Gnoll Leader: glowing aura 1, wields a whip
    Purple Captive Orc: chained
    Blue Captive Orc: chained

    User posted image

    •  Features of the Area
      • Illumination: Bright Light. I'm assuming someone is using a sunrod.
        Ceiling:50 feet high
        Doors: All doors currently open.
        Squares with triangles: Difficult terrain.
        Curtains (red lines): They block line of sight but have no effect on movement.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)

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