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.

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Moderator
Registered: Oct 2008
Posts: 7786
Daniel wrote
OOC: I think you moved the wrong Narg. Unless the mirror equivalent is switching sides.... :mrgreen:


OOC: Heh, heh. You're right. I'll fix it with the next map update after Azad's turn.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Azad continues pressing Kalarel, but can feel the necrotic energies are getting to her. "Cory, a little help here!"

Start of turn - Take 5 necrotic damage from aura.

Standard action - Enfeebling Strike against Kalarel.

Enfeebling Strike against Kalarel. (CA from Prone) (1d20+12+2=30, 1d8+7=10)

Hits AC 30 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.

"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: 13/70, 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 easily strikes the undead Kalarel again, but her chilled and weakened arms only inflict partial damage. The paladin continues to feel numbness in her arms as she is unable to shake the feeling.

Save vs weakened (1d20=8)

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: 13/70 (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 180, 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)
Moderator
Registered: Oct 2008
Posts: 4627
"A, Anna, they n, need our help." Corydimbiddle stabs at his image and then orders "Anna, Shoot the other one and stay back. I need to help Azad!" The gnome charges forward, bracing himself for a strike as he tosses a healing salve at the paladin.

Standard Action: Magic Weapon (+13 vs. AC; Hit: 1W+5 dam, target has -1 AC UENT, and adj. allies get +1 to attack and +3 to damage UENT; Crit: 9+1d6 damage)

Magic Weapon (+12 W, +1 MW bonus, +1 24hr) (1d20+14=32, 1d4+5=9)

Standard Action: Just Point and Shoot (Range 10/20; +4 vs. AC; Hit: 1d6+2 dam; Crit: 8 dam)

Anna Just Point and Shoot (+4 W, +1 MW bonus, +1 24hr) (1d20+6=10, 1d6+2+3=9)

Move Action: Walk (Move 5)

Minor Action: Curative Admixture (Close burst 5; Use healing infusion; target gains surge +7 HP)

OOC: MW on Shadow Corydimbiddle, hitting AC 32 for 9 damage, and Anna gets +1/+3, and Shadow Corydimbiddle has -1 AC UENT. Anna uses Just Point and Shoot on Shadow Edeya, hitting AC 10 for 9 damage. Corydimbiddle walks into the room (if capable, I don't think he can if both shadows remain), incurring an OA if necessary. Corydimbiddle moves to F6 (which I think he can see Azad from). If he can see Azad even with the pillar there, he moves to E8 instead. Curative Admixture on Azad, healing her 24 HP.


  •  Corydimbiddle
    • Male Gnome Artificer 7
    • Passive Perception: 21, Passive Insight: 16
    • AC:20, Fort:15, Reflex:17, Will:17 - Speed:5
    • HP:41/55, 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
"Y-yes Uncle." replies Anna with a quavering voice. Her arm also shakes and throws off her aim. Fortunately, Corydimbiddle's magic dagger strikes true, creating an opening for the tinker to slip by. Edeya's shadowy self gropes at him, but misses and so Azad is able to soon feel the healing salve of an infusion.

Edeya's shadow screeches at Anna, but is unable to approach her. Instead it drifts back to its live reflection and swipes at Edeya, just managing to penetrate her armor for 8 necrotic damage (3 after resist) and immobilizing her (until start of shadow's next turn). Narg's shadow once more follows him and strikes him for 8 necrotic damage.

Undead Kalarel regains some health, stands up, and clasps Azad's arm with a bony hand. Azad feels the warmth and support of her goddess retreat somewhat as the 13 necrotic damage settles in to prevent healing (until the end of Kalarel's next turn, Azad only gains half the hit points from any healing surge spent). Sensing that the hated paladin is wavering, Kalarel grabs with the other hand and promptly breaks a finger on Azad's armor.

OOC: If anyone wants to use any reactions, please post your rolls and we can incorporate them. 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: 46/55 (3/8, 1 AP) immobilized until start of Shadow Edeya's turn
    Narg: 19/55 (4/8, 1 AP) aspect of the ram, bloodied
    Azad: 24/70 (7/13, 1 AP) bloodied, weakened save ends, until the end of Kalarel's next turn, Azad only gains half the hit points from any healing surge spent
    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
    Shadow Azad: gone
    Shadow Narg:
    Shadow Edeya:
    Shadow Corydimbiddle: gone
    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
Wincing at her shadow's persistent attacks, Edeya strengthens her resolve to dismiss the thing. She turns and shoots at a mirror behind her hoping to crack the two on either side also.

Reaction: Iron mind
Standard: Elemental spirits hits AC 25 (I mistakenly added +1 for 24 hour bonus) mirror at H6. Adjacent creatures, including mirror at H5 and mirror at H4 take 4 fire damage at the start of their turn. elemental spirits on mirror at H6 (1d20+12+1=26, 1d12+7=8 )

  •  Edeya
    • Female Githzerai Seeker 6
    • Passive Perception: 24, Passive Insight: 22
    • AC:20, Fort:15, Reflex:19, Will:19 , Speed:6, Initiative: +11
    • HP:46/55, 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
« Last edit by Emily on Fri Oct 09, 2015 12:55 pm. »
Moderator
Registered: Oct 2008
Posts: 7786
Ever mindful of the dangers around her, Edeya is able to shore up her defenses and thwart the shadow's attacks (damage reversed). Whirling around, she pinions a mirror into shards and the hot flames of the shot melt the glass of the two adjacent mirrors. The remaining shadows shriek their displeasure.

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: 19/55 (4/8, 1 AP) aspect of the ram, bloodied
    Azad: 24/70 (7/13, 1 AP) bloodied, weakened save ends, until the end of Kalarel's next turn, Azad only gains half the hit points from any healing surge spent
    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
    Shadow Azad: gone
    Shadow Narg:
    Shadow Edeya:
    Shadow Corydimbiddle: gone
    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 focuses the power of the primal spirits and sees that the mirrors are almost all gone. With a growl towards the mirror foe in front of him, Narg charges off to smash another two mirrors.

Minor: Razorclaw Shifting.

Standard: Charge vs mirror at A3: 1D20+13+1 = [5]+13+1 = 19 1D10+13+1D6 = [6]+13+[2] = 21
Charge to A4 to hit the mirror in A3 for AC 19 for 21 damage.

Free: Dual Weapon Strike vs mirror on A4: 1D20+12+2 = [1]+12+2 = 15 1D6.MIN(2)+12 = [6]+12 = 18
Dual Weapon Strike vs the mirror in A4 hitting AC 15 (nat 1) for 18 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:19/55, 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 keeps bouncing around the room and manages to smash another mirror bang his knuckles trying to break a second one.

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: 19/55 (4/8, 1 AP) aspect of the ram, bloodied
    =>Azad: 24/70 (7/13, 1 AP) bloodied, weakened save ends, until the end of Kalarel's next turn, Azad only gains half the hit points from any healing surge spent
    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
    Shadow Azad: gone
    Shadow Narg:
    Shadow Edeya:
    Shadow Corydimbiddle: gone
    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 continues to press Kalarel, despite the necrotic aura and the weakness in her swoardvarm.

Start of turn - Take 5 necrotic damage from aura.

Standard action - Enfeebling Strike against Kalarel.

Enfeebling Strike against Kalarel.: 1D20+12 = [15]+12 = 27 1D8+7 = [1]+7 = 8

Hits AC 27 for 4 damage (8 before weakened), and on a hit the enemy takes a -2 penalty to attack rolls and AC until the end of my next turn.

End of tun - Save versus Weakened.

Sace vs Weaked: 1D20 = [7] = 7

Failure.

"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: 19/70, 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's face turns a little more ashen as the life force is drained out of her further from being near Kalarel. She is able to strike a blow to the undead foe, albeit feebly.

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: 19/55 (4/8, 1 AP) aspect of the ram, bloodied
    Azad: 19/70 (7/13, 1 AP) bloodied, weakened save ends, until the end of Kalarel's next turn, Azad only gains half the hit points from any healing surge spent
    =>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 179, DC, -2 att/AC UENT Azad
    Shadow Azad: gone
    Shadow Narg:
    Shadow Edeya:
    Shadow Corydimbiddle: gone
    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
Corydimbiddle digs into his bag and starts tossing devices all over. He sends healing salves to Azad and Narg, while throwing his toaster to help out Edeya.

Minor Action: Curative Admixture (Close burst 5; Use healing infusion; target gains surge +7 HP)

Minor Action: Restorative Infusion (Range 5; You or ally gains 20 temp HP. Ally can transfer any number of temp HP to an ally within 5 as a minor action)

Standard Action: Flameheart Defender (Range 5; Create small summon in unoccupied sq; Speed 6; Enemies adj. at start of my turn are marked)

OOC: Curative Admixture on Azad, healing her 24 HP (I think), Restorative Infusion on Narg, granting him 20 THP, which he can transfer to anyone else as a minor action. Summon Toastinator to E8. Out of heals.


  •  Corydimbiddle
    • Male Gnome Artificer 7
    • Passive Perception: 21, Passive Insight: 16
    • AC:20, Fort:15, Reflex:17, Will:17 - Speed:5
    • HP:41/55, 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


  •  Toastinator
    • Small Flameheart Defender
    • Passive Perception: 21, Passive Insight: 16
    • AC:22, Fort:17, Reflex:19, Will:19 - Speed:6
    • HP:25/25, Bloodied:12, Surge Value:12
    •  
      • Powers
        • Basic Melee Attack
        • Basic Range Attack
        • Opportunity Attack
        • Death Attack
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Corydimbiddle does what he can to heal his allies and then engages his trust Toastinator to help heat up the battle.

Kalarel tries to grasp Azad once more, but is too "feeble" to succeed. Narg's shadow approaches him and reaches out with dark, wispy claws only to scrape off the Ranger's armor. Edeya's shadow tries the same with her and also misses.

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: (20 thp) 19/55 (4/8, 1 AP) aspect of the ram, bloodied
    Azad: 33/70 (7/13, 1 AP) bloodied, weakened save ends
    Corydimbiddle: 41/55 (3/7, 1 AP) canine construct active (resist 1 range/melee)
    "Toastinator" (Flameheart Defender): 25/25
    Anna: 15/15 (1 AP)
    Undead Kalarel: necrotic aura range 2: 5 necrotic damage when entering or starting your turn within, down 179, DC, -2 att/AC UENT Azad
    Shadow Azad: gone
    Shadow Narg:
    Shadow Edeya:
    Shadow Corydimbiddle: gone
    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
Trying to shake her shadow attacker, Edeya turns and shoots at the mirror behind her.

Standard: Elemental spirits hits AC 26 mirror at H8 for 8 damage. Adjacent creatures, including mirror at H7 and mirror at G9 take 4 fire damage at the start of their turn. Elemental spirits: 1D20+12 = [14]+12 = 26 1D12+7 = [1]+7 = 8

  •  Edeya
    • Female Githzerai Seeker 6
    • Passive Perception: 24, Passive Insight: 22
    • AC:20, Fort:15, Reflex:19, Will:19 , Speed:6, Initiative: +11
    • HP:46/55, 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 is able to take out the remaining mirrors on the right side of the room. The shadow selves shriek in anger and frustration and all of them seem to flicker.

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: (20 thp) 19/55 (4/8, 1 AP) aspect of the ram, bloodied
    Azad: 33/70 (7/13, 1 AP) bloodied, weakened save ends
    Corydimbiddle: 41/55 (3/7, 1 AP) canine construct active (resist 1 range/melee)
    "Toastinator" (Flameheart Defender): 25/25
    Anna: 15/15 (1 AP)
    Undead Kalarel: necrotic aura range 2: 5 necrotic damage when entering or starting your turn within, down 179, DC, -2 att/AC UENT Azad
    Shadow Azad: gone
    Shadow Narg: flickering
    Shadow Edeya: flickering
    Shadow Corydimbiddle: gone
    10 right-side mirrors (AC 10): destroyed
    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 a pair of adjacent mirrors and slashes at them with his axes.

Standard: Charge vs mirror at B9: 1D20+13+1 = [10]+13+1 = 24 1D10+13+1D6 = [10]+13+[5] = 28
Charge to mirror at B9. Hit AC 24 for 28 damage.

Free: Dual Weapon Strike vs mirror on A8: 1D20+12+2 = [10]+12+2 = 24 1D6.MIN(2)+12 = [5]+12 = 17
Hits AC 24 for 17 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:19/55 Temp hp 20, 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
« Last edit by Daniel on Mon Dec 07, 2015 10:11 pm. »
Moderator
Registered: Oct 2008
Posts: 7786
With a rush, Narg dashes to two intact mirrors. CRASH-Tinkle....and both surfaces are shattered to the annoyance of the shadow beings.

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: (20 thp) 19/55 (4/8, 1 AP) aspect of the ram, bloodied
    =>Azad: 33/70 (7/13, 1 AP) bloodied, weakened save ends
    Corydimbiddle: 41/55 (3/7, 1 AP) canine construct active (resist 1 range/melee)
    "Toastinator" (Flameheart Defender): 25/25
    Anna: 15/15 (1 AP)
    Undead Kalarel: necrotic aura range 2: 5 necrotic damage when entering or starting your turn within, down 179, DC, -2 att/AC UENT Azad
    Shadow Azad: gone
    Shadow Narg: flickering
    Shadow Edeya: flickering
    Shadow Corydimbiddle: gone
    10 right-side mirrors (AC 10): destroyed
    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 continues to press Kalarel, despite the necrotic aura and the weakness in her swordarm. She is then able to finally shake off the weakness, at last.

Start of turn - Take 5 necrotic damage from aura, down to 28/70.

Standard action - Enfeebling Strike against Kalarel.

Enfeebling Strike against Kalarel. : 1D20+12 = [7]+12 = 19
1D8+7 = [1]+7 = 8


Hits AC 19 for 4 damage (8 before weakened), and on a hit the enemy takes a -2 penalty to attack rolls and AC until the end of my next turn.

End of tun - Save versus Weakened.

Save vs Weakened: 1D20 = [13] = 13


Success!

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

Stat block not working right now due to ongoing post quoting issue.
_______________
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 grimaces at the cold aura gripping her heart and is unable to connect with her blade. Fortunately, she finds some inner resolve to shake her feeble limbs with renewed vigor.

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: (20 thp) 19/55 (4/8, 1 AP) aspect of the ram, bloodied
    Azad: 28/70 (7/13, 1 AP) bloodied
    =>Corydimbiddle: 41/55 (3/7, 1 AP) canine construct active (resist 1 range/melee)
    =>"Toastinator" (Flameheart Defender): 25/25
    =>Anna: 15/15 (1 AP)
    Undead Kalarel: necrotic aura range 2: 5 necrotic damage when entering or starting your turn within, down 179, DC
    Shadow Azad: gone
    Shadow Narg: flickering
    Shadow Edeya: flickering
    Shadow Corydimbiddle: gone
    10 right-side mirrors (AC 10): destroyed
    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
"Anna, stay there. Azad, maybe this will help." Corydimbiddle throws a concussive grenade at Kalarel and then the malfunctioning toaster runs up to him.

Standard Action: Shielding Cube (Range 10; +10 vs. Ref; Hit: 2d6+6 force dam and next attack that hits enemy does +1 force damage; Effect: UENT, allies adj. to target gain +1 to AC and next hit on enemy has +1 dam bonus; Crit: 18+2d6 dam)

Shielding Cube (+10 I, +1 24hr): 1D20+11 = [11]+11 = 22 2D6+6 = [3, 4]+6 = 13

Minor Action: Shift (Move 1, do not provoke OAs)

Minor Action: Walk (Move 6)

OOC: Shielding Cube on Kalarel, hitting Reflex 22 for 13 force damage and allies adjacent to Kalarel (Azad) have +1 AC UENT, and next hit on Kalarel does +1 damage. Also, Toastinator moves to F3 through a Shift and then Walking, taking 5 necrotic damage.


  •  Corydimbiddle
    • Male Gnome Artificer 7
    • Passive Perception: 21, Passive Insight: 16
    • AC:20, Fort:15, Reflex:17, Will:17 - Speed:5
    • HP:41/55, 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


  •  Toastinator
    • Small Flameheart Defender
    • Passive Perception: 21, Passive Insight: 16
    • AC:22, Fort:17, Reflex:19, Will:19 - Speed:6
    • HP:25/25, Bloodied:12, Surge Value:12
    •  
      • Powers
        • Basic Melee Attack
        • Basic Range Attack
        • Opportunity Attack
        • Death Attack
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light

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

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