DeadGoblins.com » Points of Light » The Well of Demons and Shrine of Undeath (Part III of Thunderspire Labyrinth)

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

Moderators: Emily, Gary, Jonathan Berg, Josh, Michael Doss, Viktor.

Page: « < ... 27 28 29 30 31 32 >

Author Post
Moderator
Registered: Jul 2008
Posts: 5245
Edeya whispers furtively to Corydimbiddle "Why is Anna still with us?"

  •  Edeya
    • Female Githzerai Seeker 6
    • Passive Perception: 24, Passive Insight: 22
    • AC:20, Fort:15, Reflex:19, Will:19 , Speed:6, Initiative: +11
    • HP:50/50, Bloodied:25, Surge Value:12, Surges left:4/8
    • Action Points: 1
      Second Wind: 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.
      • Feyjump Shot Two targets, teleport each up to 3 square. If both are hit, both are dazed.
      • 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: 4627
Corydimbiddle ignores Edeya and whispers to Anna, "Stay close by." He tosses a Tempest-In-A-Teapot at Azad's feet, protecting her, while the winds whip around Kalarel. The gnome scans the mirrors to determine if anything can be done with them to stop the shadows.

Standard Action: Gale-Force Infusion (Area Burst 2 on ally w/in 10; +10 vs. Ref, each enemy; Hit: 1d10+6 dam and slide 2 sq; Effect: Centered ally gains +3 AC UENT; Crit: 16+2d6 dam)

Gale-Force Infusion: 1D20+10 = [11]+10 = 21 1D20+10 = [1]+10 = 11 1D10+6 = [2]+6 = 8

Arcana (+14), Dungeoneering (+11), Perception (+11): 1D20+14 = [4]+14 = 18 1D20+11 = [5]+11 = 16 1D20+11 = [9]+11 = 20

OOC: Gale-Force Infusion on Azad, granting her +3 AC UENT and hitting Kalarel Ref 21 for 8 damage and Shadow Azad Ref 11 for 8 damage. Anyone hit gets slid 2 sq, and I am open to suggestions on that. I was thinking Kalarel away from Azad to possibly use DC. Skill checks to figure the mirrors and shadows out (such as will breaking the mirrors kill the shadows): Arcana 18, Dungeoneering 16, Perception 20.


  •  Corydimbiddle
    • Male Gnome Artificer 7
    • Passive Perception: 21, Passive Insight: 16
    • AC:20, Fort:15, Reflex:17, Will:17 - Speed:5
    • HP:55/55, 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)
      • Spike Wire (Daily, Standard, +10 vs. Fort, 1d8+6, UENT xtra dam on any att)
       
    • Items
      • Runic Dagger +2 (+2 att/dam; 2d6 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 +9 (+3 Prof, +3 lvl, +2 W, +1 Exp)
      • Basic Range +9 (+3 Prof, +3 lvl, +2 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.
      • Runic Dagger Gain +2 THP when you hit with an arcane power using this weapon.
       
    • 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
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Azad does what she can to gain Kalarel's attention and strikes out to weaken the undead. Corydimbiddle's tempest teapot hits Kalarel, but misses shadow Azad. Focusing on the mirrors, Corydimbiddle guesses that the shadow creatures are magically connected to the mirrors and can't exist without a reflection in at least one mirror. He quickly counts how many mirrors there are and sees 10 on each side of the chamber. They don't look particularly sturdy.

Kalaral casually stands up, some of the damage to his undead body healing itself (regen 5) and chuckles once more. You're puny attempts are no match for the power of the other side of the grave. Let me stroke your warm living flesh." He reaches out a hand to Azad's cheek, but she pulls back just in time, rotten fingernails an inch from her face.

The shadow creatures converge on each of their counterparts and try to grasp everyone. Narg's and Azad's armor is strong enough, but both Edeya and Corydimbiddle are easily hit (by four or more above your AC) for 8 necrotic damage (7 after resist for Cory, 3 for Edeya after resistance)

OOC: I wasn't sure which direction, if any, you wanted Kalarel slid so I left him there. Kalarel has an aura 2 that causes 5 necrotic damage for entering the aura or starting your turn there.

  •  Objectives
    • Major Quest: Find Paldemar and stop him from unleashing his undeadly plans. FAILED
      Minor Quest: Find the gnoll leader, Maldrick Scarmaker, who is scheming with Paldemar and find out what he knows about Paldemar. FAILED by killing him in battle
      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. COMPLETED
      Minor Quest: Find and defeat the Guardian of the Well of Demons. COMPLETED
      Secondary Major Quest: Defeat Paldemar at all costs!


  • Encounters completed this day: 0
    Magic Weapon bonus (+1/+3):
    Readied Powers: fade away, phantasmal henchman (Cory), iron mind (Edeya), reactive shift (Narg), strikebacks, then forceful reversal (Azad)
    Initiative
    =>Edeya: 52/55 (4/8, 1 AP)
    Narg: 55/55 (4/8, 1 AP) aspect of the ram, bloodied
    Azad: (9 thp) 60/70 (7/13, 1 AP) +3 AC UENT Cory
    Corydimbiddle: 48/55 (4/7, 1 AP) canine construct active (resist 1 range/melee)
    Anna: 15/15 (1 AP)
    Undead Kalarel: necrotic aura range 2: 5 necrotic damage when entering or starting your turn within, down 49, DC, -2 Att/AC UENT Azad
    Shadow Azad:
    Shadow Narg:
    Shadow Edeya:
    Shadow Corydimbiddle:
    10 right-side mirrors / 10 left-side mirrors

    User posted image

    •  Features of the Area
      • Illumination: Bright Light. I'm assuming someone is using a sunrod.
        Ceiling:50 feet high
        Doors: The double doors are closed.
        Squares with triangles: Difficult terrain.
        Mirrors: Eight foot tall mirrors are set in the walls all around the chamber.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Edeya follows Corydimbiddle's look of concentration. She decides to target a mirror in addition to the real enemy.

Minor: Encaging spirits - push shadow Edeya 1
Standard: Feyjump shot on Kalarel and mirror at G2 hits AC 20 for 16 damage and hits mirror AC 24 for 13 damage. Feyjump shot on Kalarel and mirror at G2: 1D20+12 = [8]+12 = 20 1D12+7 = [9]+7 = 16 1D20+12 = [12]+12 = 24 1D12+7 = [6]+7 = 13 If both targets are hit then both are dazed UENT.

  •  Edeya
    • Female Githzerai Seeker 6
    • Passive Perception: 24, Passive Insight: 22
    • AC:20, Fort:15, Reflex:19, Will:19 , Speed:6, Initiative: +11
    • HP:52/55, Bloodied:27, Surge Value:12, Surges left:4/8
    • Action Points: 1
      Second Wind: 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.
      • Feyjump Shot Two targets, teleport each up to 3 square. If both are hit, both are dazed.
      • 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's summons some spirits of the living world to push back her shadow image as well as that of Corydimbiddle. Both shadows appear a little sluggish from the onslaught. Edeya then sends a flickering arrow at Kalarel and a mirror. The undead Kalarel is just barely hit thanks to Azad's previous attack, while the mirror shatters. As the glass shards fall to the floor, Kalarel is teleported to that spot through Edeya's magical arrow and the undead is now dazed.

OOC: Kalarel has an aura 2 that causes 5 necrotic damage for entering the aura or starting your turn there.

  •  Objectives
    • Major Quest: Find Paldemar and stop him from unleashing his undeadly plans. FAILED
      Minor Quest: Find the gnoll leader, Maldrick Scarmaker, who is scheming with Paldemar and find out what he knows about Paldemar. FAILED by killing him in battle
      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. COMPLETED
      Minor Quest: Find and defeat the Guardian of the Well of Demons. COMPLETED
      Secondary Major Quest: Defeat Paldemar at all costs!


  • Encounters completed this day: 0
    Magic Weapon bonus (+1/+3):
    Readied Powers: fade away, phantasmal henchman (Cory), iron mind (Edeya), reactive shift (Narg), strikebacks, then forceful reversal (Azad)
    Initiative
    Edeya: 52/55 (4/8, 1 AP)
    =>Narg: 55/55 (4/8, 1 AP) aspect of the ram, bloodied
    Azad: (9 thp) 60/70 (7/13, 1 AP) +3 AC UENT Cory
    Corydimbiddle: 48/55 (4/7, 1 AP) canine construct active (resist 1 range/melee)
    Anna: 15/15 (1 AP)
    Undead Kalarel: necrotic aura range 2: 5 necrotic damage when entering or starting your turn within, down 65, DC, -2 Att/AC UENT Azad, dazed UENT Edeya
    Shadow Azad:
    Shadow Narg:
    Shadow Edeya: slowed UENT Edeya
    Shadow Corydimbiddle: slowed UENT Edeya
    10 right-side mirrors (AC 10): F2, G2, H3, H4, H5, H6, H7, H8, G9, F9
    10 left-side mirrors (AC 10): C2, B2, A3, A4, A5, A6, A7, A8, B9, C9

    User posted image

    •  Features of the Area
      • Illumination: Bright Light. I'm assuming someone is using a sunrod.
        Ceiling:50 feet high
        Doors: The double doors are closed.
        Squares with triangles: Difficult terrain.
        Mirrors: Eight foot tall mirrors are set in the walls all around the chamber.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Member
Registered: Oct 2011
Posts: 309
Narg charges the cocky undead, faltering briefly at the necrotic aura his foe exudes, but still chopping violently regardless.

Standard: Charge to F2 Charge vs Kalarel: 1D20+13+1 = [6]+13+1 = 20 1D10+13+2+1D6 = [9]+13+2+[5] = 29
Hits AC 20 for 29 damage and target is knocked prone.

Free: Dual Weapon Strike vs prone Kalarel: 1D20+12+2 = [11]+12+2 = 25 1D6.MIN(2)+12 = [2]+12 = 14
Hits AC 25 for 14 damage.

  •  Narg
    • Male Razorclaw Shifter Ranger 6
    • Passive Perception: 22, Passive Insight: 22
    • Speed:6, Initiative Mod: +8
    • AC:23, Fort:16, Reflex:21, Will:18
    • While Shifting: AC:24, Fort:16, Reflex:22, Will:18
    • HP:50/55, Bloodied:27, Surge Value:13, Surges left:4/8
    •  
    • Powers
      • Second Wind (Lose surge, gain 12 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 Hungry Shark (Minor; Personal; Primal, Stance; When making a basic attack against a bloodied enemy, I gain a +2 power bonus to the attack roll. 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.
      • 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.
      • 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 does what Narg does best and knocks his foe around a bit.

OOC: Kalarel has an aura 2 that causes 5 necrotic damage for entering the aura or starting your turn there.

  •  Objectives
    • Major Quest: Find Paldemar and stop him from unleashing his undeadly plans. FAILED
      Minor Quest: Find the gnoll leader, Maldrick Scarmaker, who is scheming with Paldemar and find out what he knows about Paldemar. FAILED by killing him in battle
      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. COMPLETED
      Minor Quest: Find and defeat the Guardian of the Well of Demons. COMPLETED
      Secondary Major Quest: Defeat Paldemar at all costs!


  • Encounters completed this day: 0
    Magic Weapon bonus (+1/+3):
    Readied Powers: fade away, phantasmal henchman (Cory), iron mind (Edeya), reactive shift (Narg), strikebacks, then forceful reversal (Azad)
    Initiative
    Edeya: 52/55 (4/8, 1 AP)
    Narg: 45/55 (4/8, 1 AP) aspect of the ram
    =>Azad: (9 thp) 60/70 (7/13, 1 AP) +3 AC UENT Cory
    Corydimbiddle: 48/55 (4/7, 1 AP) canine construct active (resist 1 range/melee)
    Anna: 15/15 (1 AP)
    Undead Kalarel: necrotic aura range 2: 5 necrotic damage when entering or starting your turn within, down 108, DC, -2 Att/AC UENT Azad, dazed UENT Edeya, prone
    Shadow Azad:
    Shadow Narg:
    Shadow Edeya: slowed UENT Edeya
    Shadow Corydimbiddle: slowed UENT Edeya
    10 right-side mirrors (AC 10): F2, G2, H3, H4, H5, H6, H7, H8, G9, F9
    10 left-side mirrors (AC 10): C2, B2, A3, A4, A5, A6, A7, A8, B9, C9

    User posted image

    •  Features of the Area
      • Illumination: Bright Light. I'm assuming someone is using a sunrod.
        Ceiling:50 feet high
        Doors: The double doors are closed.
        Squares with triangles: Difficult terrain.
        Mirrors: Eight foot tall mirrors are set in the walls all around the chamber.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Azad gets her shadow duplicates attention, attacks the phantasm, then swings around to continue harassing Kalarel.

Start of turn - Take 5 necrotic damage.

Minor action - Battlemind's Demand against Shadow Azad.

Standard action - Momentum Swing (Augment 1) against Shadow Azad.

Momentum Swing (24H) (1d20+12+1=27, 1d8+7=11)

Hits AC 27 for 11 damage. As an effect, shift to G3.

"Readying" Strikebacks and then 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: 60 + 4 THP/70, Bloodied: 35, Surge Value: 16, Surges left: 7/13
    • Power Points: 3/4
    • Action Points: 1
    • 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 is able to vanquish her shadow and refocus on Kalarel.

OOC: Kalarel has an aura 2 that causes 5 necrotic damage for entering the aura or starting your turn there.

  •  Objectives
    • Major Quest: Find Paldemar and stop him from unleashing his undeadly plans. FAILED
      Minor Quest: Find the gnoll leader, Maldrick Scarmaker, who is scheming with Paldemar and find out what he knows about Paldemar. FAILED by killing him in battle
      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. COMPLETED
      Minor Quest: Find and defeat the Guardian of the Well of Demons. COMPLETED
      Secondary Major Quest: Defeat Paldemar at all costs!


  • Encounters completed this day: 0
    Magic Weapon bonus (+1/+3):
    Readied Powers: fade away, phantasmal henchman (Cory), iron mind (Edeya), reactive shift (Narg), strikebacks, then forceful reversal (Azad)
    Initiative
    Edeya: 52/55 (4/8, 1 AP)
    Narg: 45/55 (4/8, 1 AP) aspect of the ram
    Azad: (9 thp) 55/70 (7/13, 1 AP) +3 AC UENT Cory
    =>Corydimbiddle: 48/55 (4/7, 1 AP) canine construct active (resist 1 range/melee)
    =>Anna: 15/15 (1 AP)
    Undead Kalarel: necrotic aura range 2: 5 necrotic damage when entering or starting your turn within, down 108, DC, dazed UENT Edeya, prone
    Shadow Azad: gone
    Shadow Narg:
    Shadow Edeya: slowed UENT Edeya
    Shadow Corydimbiddle: slowed UENT Edeya
    10 right-side mirrors (AC 10): F2, G2, H3, H4, H5, H6, H7, H8, G9, F9
    10 left-side mirrors (AC 10): C2, B2, A3, A4, A5, A6, A7, A8, B9, C9

    User posted image

    •  Features of the Area
      • Illumination: Bright Light. I'm assuming someone is using a sunrod.
        Ceiling:50 feet high
        Doors: The double doors are closed.
        Squares with triangles: Difficult terrain.
        Mirrors: Eight foot tall mirrors are set in the walls all around the chamber.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 4627
"Break the mirrors!" Corydimbiddle shouts. He tosses his dagger at one and tries to tune his Shriekinator to break another one. "Anna, keep back."

Standard Action: Magic Weapon (+14 vs. AC; Hit: 1W+6 dam, target has -1 AC UENT, and adj. allies get +1 to attack and +3 to damage UENT; Crit: 10+2d6 damage)

Magic Weapon (1d20+14=18, 1d4+6=10)

Arcana (+14), Thievery (+8) (1d20+14=32, 1d20+8=13)

OOC: Sorry for the delay, busy week. Magic Weapon on a mirror I can reach. AC 18 for 10 damage. Arcana check (32) and Thievery check (13) to break other mirrors with those skills, if possible.


  •  Corydimbiddle
    • Male Gnome Artificer 7
    • Passive Perception: 21, Passive Insight: 16
    • AC:20, Fort:15, Reflex:17, Will:17 - Speed:5
    • HP:55/55, 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)
      • Spike Wire (Daily, Standard, +10 vs. Fort, 1d8+6, UENT xtra dam on any att)
       
    • Items
      • Runic Dagger +2 (+2 att/dam; 2d6 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 +9 (+3 Prof, +3 lvl, +2 W, +1 Exp)
      • Basic Range +9 (+3 Prof, +3 lvl, +2 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.
      • Runic Dagger Gain +2 THP when you hit with an arcane power using this weapon.
       
    • 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's quick thinking allows him to shatter a distant mirror (A6) with his dagger and to tinker with an adjacent mirror (C9) that stops it from reflecting anything.

Your shadow selves shriek in anger and once more close in. All three them are able to easily rake their claws over Corydimbiddle, Edeya, and Narg for 8 necrotic damage (7 for Cory, 3 for Edeya after resistances are applied). Corydimbiddle and Edeya feel the cold, deathly energy from the shadows merge with the necrotic essence already in their blood from the previous attacks. Suddenly, both them are unable to move (immobilized UENT shadows).

Dazed and lying on the ground, the undead Kalarel saves his words for later and instead tries to grasp Azad's ankle. So unexpected is this angle of attack that Azad doesn't have the reflexes to avoid it and feels the chill of the grave enter her (15 necrotic damage, 6 after thp, and ongoing 5 necrotic save ends).

OOC: Sorry for the long delay. Life, work, and other things have been challenging lately. Kalarel has an aura 2 that causes 5 necrotic damage for entering the aura or starting your turn there.

  •  Objectives
    • Major Quest: Find Paldemar and stop him from unleashing his undeadly plans. FAILED
      Minor Quest: Find the gnoll leader, Maldrick Scarmaker, who is scheming with Paldemar and find out what he knows about Paldemar. FAILED by killing him in battle
      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. COMPLETED
      Minor Quest: Find and defeat the Guardian of the Well of Demons. COMPLETED
      Secondary Major Quest: Defeat Paldemar at all costs!


  • Encounters completed this day: 0
    Magic Weapon bonus (+1/+3):
    Readied Powers: fade away, phantasmal henchman (Cory), iron mind (Edeya), reactive shift (Narg), strikebacks, then forceful reversal (Azad)
    Initiative
    =>Edeya: 49/55 (4/8, 1 AP) immobilized UENT shadows
    Narg: 37/55 (4/8, 1 AP) aspect of the ram
    Azad: 49/70 (7/13, 1 AP) ongoing 5 necrotic save ends
    Corydimbiddle: 41/55 (4/7, 1 AP) canine construct active (resist 1 range/melee), immobilized UENT shadows
    Anna: 15/15 (1 AP)
    Undead Kalarel: necrotic aura range 2: 5 necrotic damage when entering or starting your turn within, down 108, DC, dazed UENT Edeya, prone
    Shadow Azad: gone
    Shadow Narg:
    Shadow Edeya: slowed UENT Edeya
    Shadow Corydimbiddle: slowed UENT Edeya
    10 right-side mirrors (AC 10): F2, G2, H3, H4, H5, H6, H7, H8, G9, F9
    10 left-side mirrors (AC 10): C2, B2, A3, A4, A5, A6, A7, A8, B9, C9

    User posted image

    •  Features of the Area
      • Illumination: Bright Light. I'm assuming someone is using a sunrod.
        Ceiling:50 feet high
        Doors: The double doors are closed.
        Squares with triangles: Difficult terrain.
        Mirrors: Eight foot tall mirrors are set in the walls all around the chamber.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Frozen in place, it is all Edeya can do to aim at the adjacent mirror at F9.

Standard: biting swarm hits AC 19 for 16 damage biting swarm on mirror: 1D20+12 = [7]+12 = 19 1D12+7 = [9]+7 = 16

  •  Edeya
    • Female Githzerai Seeker 6
    • Passive Perception: 24, Passive Insight: 22
    • AC:20, Fort:15, Reflex:19, Will:19 , Speed:6, Initiative: +11
    • HP:52/55, Bloodied:27, Surge Value:12, Surges left:4/8
    • Action Points: 1
      Second Wind: 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.
      • Feyjump Shot Two targets, teleport each up to 3 square. If both are hit, both are dazed.
      • 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 easily shoots her arrow into the nearby mirror, whereupon it shatters into a thousand pieces. Her shadowy counterpart shrieks in anger at the mirror's destruction, but is otherwise unaffected at this time.

OOC: Kalarel has an aura 2 that causes 5 necrotic damage for entering the aura or starting your turn there.

  •  Objectives
    • Major Quest: Find Paldemar and stop him from unleashing his undeadly plans. FAILED
      Minor Quest: Find the gnoll leader, Maldrick Scarmaker, who is scheming with Paldemar and find out what he knows about Paldemar. FAILED by killing him in battle
      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. COMPLETED
      Minor Quest: Find and defeat the Guardian of the Well of Demons. COMPLETED
      Secondary Major Quest: Defeat Paldemar at all costs!


  • Encounters completed this day: 0
    Magic Weapon bonus (+1/+3):
    Readied Powers: fade away, phantasmal henchman (Cory), iron mind (Edeya), reactive shift (Narg), strikebacks, then forceful reversal (Azad)
    Initiative
    Edeya: 49/55 (4/8, 1 AP) immobilized UENT shadows
    =>Narg: 37/55 (4/8, 1 AP) aspect of the ram
    Azad: 49/70 (7/13, 1 AP) ongoing 5 necrotic save ends
    Corydimbiddle: 41/55 (4/7, 1 AP) canine construct active (resist 1 range/melee), immobilized UENT shadows
    Anna: 15/15 (1 AP)
    Undead Kalarel: necrotic aura range 2: 5 necrotic damage when entering or starting your turn within, down 108, DC, prone
    Shadow Azad: gone
    Shadow Narg:
    Shadow Edeya:
    Shadow Corydimbiddle:
    10 right-side mirrors (AC 10): F2, G2, H3, H4, H5, H6, H7, H8, G9, F9
    10 left-side mirrors (AC 10): C2, B2, A3, A4, A5, A6, A7, A8, B9, C9

    User posted image

    •  Features of the Area
      • Illumination: Bright Light. I'm assuming someone is using a sunrod.
        Ceiling:50 feet high
        Doors: The double doors are closed.
        Squares with triangles: Difficult terrain.
        Mirrors: Eight foot tall mirrors are set in the walls all around the chamber.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Member
Registered: Oct 2011
Posts: 309
Narg hears the small ones call to break the mirrors. With a moments hesitation towards Karalel's prone form, Narg races around his shadowy counter-part for the mirrors on it's other side. Narg barrels into the first mirror and makes a second, awkward swipe at the second mirror with his hand axe, hoping it is enough to break it.

Standard: Charge to C2. Charging mirror at C2: 1D20+13+1 = [2]+13+1 = 16 1D10+13+1D6 = [6]+13+[6] = 25

OOC: Dual Weapon Attack only has a target of 1, but maybe a target that can't dodge can take the free attack? If not, then Narg just hasn't practiced the maneuver enough to be effective. This also sets me up for another charge vs Karalel should Narg be ineffective at breaking more than one mirror in a round.
Dual Weapon Strike vs mirror on B2: 1D20+12+2 = [8]+12+2 = 22 1D6.MIN(2)+12 = [3]+12 = 15


  •  Narg
    • Male Razorclaw Shifter Ranger 6
    • Passive Perception: 22, Passive Insight: 22
    • Speed:6, Initiative Mod: +8
    • AC:23, Fort:16, Reflex:21, Will:18
    • While Shifting: AC:24, Fort:16, Reflex:22, Will:18
    • HP:37/55, Bloodied:27, Surge Value:13, Surges left:4/8
    •  
    • Powers
      • Second Wind (Lose surge, gain 12 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 Hungry Shark (Minor; Personal; Primal, Stance; When making a basic attack against a bloodied enemy, I gain a +2 power bonus to the attack roll. 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.
      • 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.
      • 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 feels the cold bite of death in Kalarel's presence before he charges away and smashes two mirrors. The shadow mimics shriek in more frustration at the destruction of the mirrors.

OOC: Kalarel has an aura 2 that causes 5 necrotic damage for entering the aura or starting your turn there.

  •  Objectives
    • Major Quest: Find Paldemar and stop him from unleashing his undeadly plans. FAILED
      Minor Quest: Find the gnoll leader, Maldrick Scarmaker, who is scheming with Paldemar and find out what he knows about Paldemar. FAILED by killing him in battle
      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. COMPLETED
      Minor Quest: Find and defeat the Guardian of the Well of Demons. COMPLETED
      Secondary Major Quest: Defeat Paldemar at all costs!


  • Encounters completed this day: 0
    Magic Weapon bonus (+1/+3):
    Readied Powers: fade away, phantasmal henchman (Cory), iron mind (Edeya), reactive shift (Narg), strikebacks, then forceful reversal (Azad)
    Initiative
    Edeya: 49/55 (4/8, 1 AP) immobilized UENT shadows
    Narg: 32/55 (4/8, 1 AP) aspect of the ram
    =>Azad: 49/70 (7/13, 1 AP) ongoing 5 necrotic save ends
    Corydimbiddle: 41/55 (4/7, 1 AP) canine construct active (resist 1 range/melee), immobilized UENT shadows
    Anna: 15/15 (1 AP)
    Undead Kalarel: necrotic aura range 2: 5 necrotic damage when entering or starting your turn within, down 108, DC, prone
    Shadow Azad: gone
    Shadow Narg:
    Shadow Edeya:
    Shadow Corydimbiddle:
    10 right-side mirrors (AC 10): F2, G2, H3, H4, H5, H6, H7, H8, G9, F9
    10 left-side mirrors (AC 10): C2, B2, A3, A4, A5, A6, A7, A8, B9, C9

    User posted image

    •  Features of the Area
      • Illumination: Bright Light. I'm assuming someone is using a sunrod.
        Ceiling:50 feet high
        Doors: The double doors are closed.
        Squares with triangles: Difficult terrain.
        Mirrors: Eight foot tall mirrors are set in the walls all around the chamber.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Azad feels the sting of undeath, but continues her assault on Kalarel. She is able to shake off some of the necrotic effect, at least.

Start of turn - Take 5 necrotic damage from aura and 5 OGD necrotic.

Standard action - Enfeebling Strike against Kalarel.

Enfeebling Strike against Kalarel. (24H) (1d20+12+1=25, 1d8+7=10)

Hits AC 25 for 10 damage, and on a hit the enemy takes a -2 penalty to attack rolls and AC until the end of my next turn.

End of turn. Save vs. OGD necrotic.

Save vs OGD Necrotic (24H) (1d20+1=20)

Success!

"Readying" Strikebacks and then 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: 39/70, Bloodied: 35, Surge Value: 16, Surges left: 7/13
    • Power Points: 3/4
    • Action Points: 1
    • 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 continues her attack and manages to fight off the necrosis that was slowly consuming her flesh.

OOC: Kalarel has an aura 2 that causes 5 necrotic damage for entering the aura or starting your turn there.

  •  Objectives
    • Major Quest: Find Paldemar and stop him from unleashing his undeadly plans. FAILED
      Minor Quest: Find the gnoll leader, Maldrick Scarmaker, who is scheming with Paldemar and find out what he knows about Paldemar. FAILED by killing him in battle
      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. COMPLETED
      Minor Quest: Find and defeat the Guardian of the Well of Demons. COMPLETED
      Secondary Major Quest: Defeat Paldemar at all costs!


  • Encounters completed this day: 0
    Magic Weapon bonus (+1/+3):
    Readied Powers: fade away, phantasmal henchman (Cory), iron mind (Edeya), reactive shift (Narg), strikebacks, then forceful reversal (Azad)
    Initiative
    Edeya: 49/55 (4/8, 1 AP) immobilized UENT shadows
    Narg: 32/55 (4/8, 1 AP) aspect of the ram
    Azad: 39/70 (7/13, 1 AP)
    =>Corydimbiddle: 41/55 (4/7, 1 AP) canine construct active (resist 1 range/melee), immobilized UENT shadows
    =>Anna: 15/15 (1 AP)
    Undead Kalarel: necrotic aura range 2: 5 necrotic damage when entering or starting your turn within, down 118, DC, prone, -2 att/AC UENT Azad
    Shadow Azad: gone
    Shadow Narg:
    Shadow Edeya:
    Shadow Corydimbiddle:
    10 right-side mirrors (AC 10): F2, G2, H3, H4, H5, H6, H7, H8, G9, F9
    10 left-side mirrors (AC 10): C2, B2, A3, A4, A5, A6, A7, A8, B9, C9

    User posted image

    •  Features of the Area
      • Illumination: Bright Light. I'm assuming someone is using a sunrod.
        Ceiling:50 feet high
        Doors: The double doors are closed.
        Squares with triangles: Difficult terrain.
        Mirrors: Eight foot tall mirrors are set in the walls all around the chamber.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 4627
OOC: Sorry for the delay. My home computer is completely kaput right now. I think I would use Thundering Armor on Azad (to avoid the OA) and hit mirror H3.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
Slightly afraid of his own shadow, Corydimbiddle tosses a protective grenade in the air towards Azad, hoping the explosion can knock out another mirror.

Standard Action: Thundering Armor (Close burst 10; +10 vs. Fort, Effect: Ally in burst gets +1 to AC UENT, attack creature adj. to that ally; Hit: 1d8+6 Thunder dam, enemy has -1 Fort UENT, and push 1 sq from target; Crit: 14+2d6 dam)

Thundering Armor (+10 I) (1d20+10=13, 1d8+6=14)

OOC: Sorry for the long delay, new computer is running and I have been getting it set up this weekend. Thundering Armor on Azad, granting her +1 AC UENT. Attack the mirror at H3. Hit Mirror Fort 13 for 14 damage.


  •  Corydimbiddle
    • Male Gnome Artificer 7
    • Passive Perception: 21, Passive Insight: 16
    • AC:20, Fort:15, Reflex:17, Will:17 - Speed:5
    • HP:55/55, 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)
      • Spike Wire (Daily, Standard, +10 vs. Fort, 1d8+6, UENT xtra dam on any att)
       
    • Items
      • Runic Dagger +2 (+2 att/dam; 2d6 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 +9 (+3 Prof, +3 lvl, +2 W, +1 Exp)
      • Basic Range +9 (+3 Prof, +3 lvl, +2 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.
      • Runic Dagger Gain +2 THP when you hit with an arcane power using this weapon.
       
    • 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's concussive grenade splits the air and shatters the nearest mirror while also bolstering Azad's armor with a temporary layer of shards. Your shadow selves shriek in anger and frustration at yet another mirror breaking. In retaliation, they each come nose to nose with you and gaze into your eyes. Inside them, you can see a reflection of yourselves, one that sees you dying a horrid death. Narg reacts instinctively and averts his gaze in time, but Edeya and Corydimbiddle shudder at the sight of their corpses each feels like they've lost a part of themselves (minus one healing surge each).

Kalarel's flesh once more knits itself back together somewhat as he stands up. Fixing his eyeless gaze upon Azad, he grasps at the tiefling with both hands, the claws from each infusing Azad with a rotting chill for 21 necrotic damage and weakened (save ends). Azad immediately strikes back and scores a hit, albeit for only 7 damage in her weakened state. Sensing Azad's nearing death, Kalarel grins a ghastly mien. "I will suck the flesh off your bones and feed on your soul." he whispers as he places his skeletal hand on Azad's armor directly over her heart. Azad is able to summon the fortitude to withstand the annihilating gesture, in part due to her having enfeebled Kalarel prior. Frustrated, Kalarel shrieks and grasps at Azad's neck for another killing blow and his claws catch on the collar of her armor (in summary, Kalarel used one action point to use a move, standard, minor, and standard).

OOC: Kalarel has an aura 2 that causes 5 necrotic damage for entering the aura or starting your turn there.

  •  Objectives
    • Major Quest: Find Paldemar and stop him from unleashing his undeadly plans. FAILED
      Minor Quest: Find the gnoll leader, Maldrick Scarmaker, who is scheming with Paldemar and find out what he knows about Paldemar. FAILED by killing him in battle
      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. COMPLETED
      Minor Quest: Find and defeat the Guardian of the Well of Demons. COMPLETED
      Secondary Major Quest: Defeat Paldemar at all costs!


  • Encounters completed this day: 0
    Magic Weapon bonus (+1/+3):
    Readied Powers: fade away, phantasmal henchman (Cory), iron mind (Edeya), reactive shift (Narg), strikebacks, then forceful reversal (Azad)
    Initiative
    =>Edeya: 49/55 (3/8, 1 AP)
    Narg: 32/55 (4/8, 1 AP) aspect of the ram
    Azad: 18/70 (7/13, 1 AP) bloodied, +1 AC UENT Cory, weakened save ends
    Corydimbiddle: 41/55 (3/7, 1 AP) canine construct active (resist 1 range/melee)
    Anna: 15/15 (1 AP)
    Undead Kalarel: necrotic aura range 2: 5 necrotic damage when entering or starting your turn within, down 120, DC, -2 att/AC UENT Azad
    Shadow Azad: gone
    Shadow Narg:
    Shadow Edeya:
    Shadow Corydimbiddle:
    10 right-side mirrors (AC 10): F2, G2, H3, H4, H5, H6, H7, H8, G9, F9
    10 left-side mirrors (AC 10): C2, B2, A3, A4, A5, A6, A7, A8, B9, C9

    User posted image

    •  Features of the Area
      • Illumination: Bright Light. I'm assuming someone is using a sunrod.
        Ceiling:50 feet high
        Doors: The double doors are closed.
        Squares with triangles: Difficult terrain.
        Mirrors: Eight foot tall mirrors are set in the walls all around the chamber.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Edeya slips past her mirror image and lets loose a white hot arrow at Kalarel. Believing the heat shouldn't bother Azad, she hopes to take down two more of those cursed mirrors.

Minor: bloodbond power to shift as a minor to F9
Move: shift to G8
Standard: Elemental spirits hits Kalarel AC 33 (crit!) for 20 damage. Adjacent creatures, including mirror at F2 and mirror at H3 take 4 fire damage at the start of their turn. Elemental spirits w/24 vs Kalarel: 1D20+12+1 = [20]+12+1 = 33 1D12+7 = [12]+7 = 19 crit: 1D6 = [1] = 1

  •  Edeya
    • Female Githzerai Seeker 6
    • Passive Perception: 24, Passive Insight: 22
    • AC:20, Fort:15, Reflex:19, Will:19 , Speed:6, Initiative: +11
    • HP:52/55, Bloodied:27, Surge Value:12, Surges left:4/8
    • Action Points: 1
      Second Wind: 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.
      • Feyjump Shot Two targets, teleport each up to 3 square. If both are hit, both are dazed.
      • 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's fiery arrow strikes true, doing more damage than even she anticipated (Second crit damage roll (1d6=4)). The nearby mirror that is still intact melts away.

OOC: Kalarel has an aura 2 that causes 5 necrotic damage for entering the aura or starting your turn there.

  •  Objectives
    • Major Quest: Find Paldemar and stop him from unleashing his undeadly plans. FAILED
      Minor Quest: Find the gnoll leader, Maldrick Scarmaker, who is scheming with Paldemar and find out what he knows about Paldemar. FAILED by killing him in battle
      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. COMPLETED
      Minor Quest: Find and defeat the Guardian of the Well of Demons. COMPLETED
      Secondary Major Quest: Defeat Paldemar at all costs!


  • Encounters completed this day: 0
    Magic Weapon bonus (+1/+3):
    Readied Powers: fade away, phantasmal henchman (Cory), iron mind (Edeya), reactive shift (Narg), strikebacks, then forceful reversal (Azad)
    Initiative
    Edeya: 49/55 (3/8, 1 AP)
    =>Narg: 32/55 (4/8, 1 AP) aspect of the ram
    Azad: 18/70 (7/13, 1 AP) bloodied, +1 AC UENT Cory, weakened save ends
    Corydimbiddle: 41/55 (3/7, 1 AP) canine construct active (resist 1 range/melee)
    Anna: 15/15 (1 AP)
    Undead Kalarel: necrotic aura range 2: 5 necrotic damage when entering or starting your turn within, down 144, DC, -2 att/AC UENT Azad
    Shadow Azad: gone
    Shadow Narg:
    Shadow Edeya:
    Shadow Corydimbiddle:
    10 right-side mirrors (AC 10): F2, G2, H3, H4, H5, H6, H7, H8, G9, F9
    10 left-side mirrors (AC 10): C2, B2, A3, A4, A5, A6, A7, A8, B9, C9

    User posted image

    •  Features of the Area
      • Illumination: Bright Light. I'm assuming someone is using a sunrod.
        Ceiling:50 feet high
        Doors: The double doors are closed.
        Squares with triangles: Difficult terrain.
        Mirrors: Eight foot tall mirrors are set in the walls all around the chamber.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Member
Registered: Oct 2011
Posts: 309
Narg darts around his copy and charges Kararel. He feels the corruption of Kararel before even reaching him, and brings his axes to bear.

Standard: Charge vs kararel: 1D20+13+1 = [10]+13+1 = 24 1D10+13+1D6 = [10]+13+[6] = 29 .
Charge to F3 and hit AC 24 for 29 damage and knock Kararel prone.
If it hits, Narg will also use Power Strike with it, Power Strike: 1D10 = [2] = 2 , adding 2 damage.

Free: Dual Weapon Strike vs prone Kararel: 1D20+12+2 = [4]+12+2 = 18 1D6.MIN(2)+12 = [3]+12 = 15
Dual weapon strike hits AC 18 for 15 damage.

  •  Narg
    • Male Razorclaw Shifter Ranger 6
    • Passive Perception: 22, Passive Insight: 22
    • Speed:6, Initiative Mod: +8
    • AC:23, Fort:16, Reflex:21, Will:18
    • While Shifting: AC:24, Fort:16, Reflex:22, Will:18
    • HP:32/55, Bloodied:27, Surge Value:13, Surges left:4/8
    •  
    • Powers
      • Second Wind (Lose surge, gain 12 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 Hungry Shark (Minor; Personal; Primal, Stance; When making a basic attack against a bloodied enemy, I gain a +2 power bonus to the attack roll. 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.
      • 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.
      • 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 is able to land one heavy blow on Kalarel, but misses with the backswing.

OOC: Kalarel has an aura 2 that causes 5 necrotic damage for entering the aura or starting your turn there.

  •  Objectives
    • Major Quest: Find Paldemar and stop him from unleashing his undeadly plans. FAILED
      Minor Quest: Find the gnoll leader, Maldrick Scarmaker, who is scheming with Paldemar and find out what he knows about Paldemar. FAILED by killing him in battle
      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. COMPLETED
      Minor Quest: Find and defeat the Guardian of the Well of Demons. COMPLETED
      Secondary Major Quest: Defeat Paldemar at all costs!


  • Encounters completed this day: 0
    Magic Weapon bonus (+1/+3):
    Readied Powers: fade away, phantasmal henchman (Cory), iron mind (Edeya), reactive shift (Narg), strikebacks, then forceful reversal (Azad)
    Initiative
    Edeya: 49/55 (3/8, 1 AP)
    Narg: 27/55 (4/8, 1 AP) aspect of the ram, bloodied
    =>Azad: 18/70 (7/13, 1 AP) bloodied, +1 AC UENT Cory, weakened save ends
    Corydimbiddle: 41/55 (3/7, 1 AP) canine construct active (resist 1 range/melee)
    Anna: 15/15 (1 AP)
    Undead Kalarel: necrotic aura range 2: 5 necrotic damage when entering or starting your turn within, down 175, DC, -2 att/AC UENT Azad, prone
    Shadow Azad: gone
    Shadow Narg:
    Shadow Edeya:
    Shadow Corydimbiddle:
    10 right-side mirrors (AC 10): F2, G2, H3, H4, H5, H6, H7, H8, G9, F9
    10 left-side mirrors (AC 10): C2, B2, A3, A4, A5, A6, A7, A8, B9, C9

    User posted image

    •  Features of the Area
      • Illumination: Bright Light. I'm assuming someone is using a sunrod.
        Ceiling:50 feet high
        Doors: The double doors are closed.
        Squares with triangles: Difficult terrain.
        Mirrors: Eight foot tall mirrors are set in the walls all around the chamber.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Member
Registered: Oct 2011
Posts: 309
OOC: I think you moved the wrong Narg. Unless the mirror equivalent is switching sides.... :mrgreen:
_______________
Jak - Minotaur Paladin 1, The Dark Campaign<br>
Narg - Razorclaw Shifter Scout 6, Points of Light

Page: « < ... 27 28 29 30 31 32 >

DeadGoblins.com » Points of Light » The Well of Demons and Shrine of Undeath (Part III of Thunderspire Labyrinth)

DeadGoblins.com is powered by UseBB 1 Forum Software