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: 1 2 3 4 5 ... > »

Author Post
Moderator
Registered: Oct 2008
Posts: 7786
Light's Shadow and the human mage of Saruun Tarlesin run away from the imploded shadow vortex and ensuing tidal wave. Behind them, they hear the creaking and crashing of minotaur statues being crushed amidst the wailing of shadow binders. They also hear the steady sound of inevitable, oncoming water. They are standing on a long walkway towards the exit of the large cavern. Corydimbiddle is in the lead carrying Anna, followed by Azad and Tarlesin, then Edeya and Hadad. Demuriath, still on the verge of destruction, lags behind.

User posted image

Catching her breath for a moment, Edeya glances back and sees two injured shadow binders fly alongside the walkways, also fleeing. There is no sound of the dragon, not it's wingbeat, nor it's roar. She also sees the murky darkness of the tidal wave not far behind. Her heart rate quickening, Edeya looks back forward again and squints to make out the figure of an unknown man at the far end of the walkway (AR4).

User posted image

OOC: This is a continuation and the party has not had a short rest yet. The tidal wave is approaching from the left.

Encounters completed this day: 1
Magic Weapon bonus (+1/+3):
Readied Powers: fade away, phantasmal henchman (when it would grant flanking CA on an ally's miss), shield, iron mind, thunderstaff/thunderwave combo (trigger enemy moves within 2 of Hadad)
Initiative
=>Edeya: 50/50 (7/8, 1 AP)
Demuriath: -11/50 (7/10, 0 AP) bloodied, dying, dazed, lose necrotic resist UEE
Corydimbiddle: 36/50 (4/7, 1 AP) grabbing Anna
Canine Construct: 1/1 active, resist 1 ranged/melee
Anna (yellow child): grabbed by Cory
Unknown Man (at AR4):
Hadad: 11/40 (4/6, 1 AP) bloodied
Azad: 28/64 (6/13, 0 AP) bloodied
Red Mage of Saruun (Tarlesin, human male): down 44+, bloodied, lose necrotic resist UEE
Yellow shadow binder: down 67, bloodied
Orange shadow binder: down 10
TIDAL WAVE:

User posted image

  •  Features of the Area
    • Illumination: Dim light from the vortex. Otherwise darkness except where you illuminate. I'm assuming someone is using a sunrod, so 20 squares radius light from the party.
      Ceiling:100+ feet high, unable to see the top.
      Bridges: These well-built bridges of stone cross the shadow water 10 feet above the water. A character knocked off the bridge falls into the water. A DC 20 Athletics check to climb up onto from out of the shadow water.
      Squares with triangles: Difficult terrain.
      _______________
      Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
      « Last edit by Viktor on Sun Jan 06, 2013 1:20 pm. »
Moderator
Registered: Jul 2008
Posts: 5245
Edeya fires at the closer shadow binder and then moves on. She strains her eyes to see the figure better.

Standard: Biting swarm hits AC 29 on Orange for 14 damage. biting swarm on Orange; CA, bow expertise (1d20+12+1=29, 1d12+1+1=14)
Free: Perception (1d20+14+1=33)
Move: to I3

  •  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:3/8
    • Action Points: 0, Second Wind: not used
    •  
    • Powers
      • Biting Swarm target and adj enemies take -2 to USNT
      • Elemental Spirits adj creatures take 4 chosen damage
      • Iron Mind when hit, gain +2def until end of next turn
      • Inevitable Shot after a miss, make a ranged basic against an enemy within 5 squares of the missed target. Recharge after using an AP.
      • Encaging Spirits minor, Close burst 1. Each target pushed 1 square and is slowed ENT.
      • Flickering Arrow target can't benefit concealment, enemies within 6 take a -2 to att.
      • Escaping Shot Target is dazed, does not provoke OA, shift 4 squares.
      • Swarming Bats zone of difficult terrain and enemies grant combat advantage. Sustain minor.
      • Ensaring shot target is restrained, SE. burst 1 zone of difficult terrain. Sustain zone minor.

User posted image

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
OOC: Viktor, I am going to assume that at -11, Demuriath has already used his second wind? Let me know if that is not the case.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Oct 2008
Posts: 7786
Jonathan Berg wrote
OOC: Viktor, I am going to assume that at -11, Demuriath has already used his second wind? Let me know if that is not the case.


OOC: He has not. Daniel has played Dem very tactically. He used the raven cloak daily and moved last turn. Look at his last posts for a statblock.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 7786
Edeya's quick shot hits the shadow binder and hampers its attack capability. Rushing forward she squints to make out details of the figure far ahead. It looks to be a humanoid male, clad in well-worn hide armor and wielding a pair of axes, one smaller than the other. Edeya knows she has never seen this man before, but something about him reminds her strongly of the druid Harkin (insight3).

OOC: This is a continuation and the party has not had a short rest yet. The tidal wave is approaching from the left.

Encounters completed this day: 1
Magic Weapon bonus (+1/+3):
Readied Powers: fade away, phantasmal henchman (when it would grant flanking CA on an ally's miss), shield, iron mind, thunderstaff/thunderwave combo (trigger enemy moves within 2 of Hadad)
Initiative
Edeya: 50/50 (7/8, 1 AP)
=>Demuriath: -11/50 (7/10, 0 AP) bloodied, dying, dazed, lose necrotic resist UEE
Corydimbiddle: 36/50 (4/7, 1 AP) grabbing Anna
Canine Construct: 1/1 active, resist 1 ranged/melee
Anna (yellow child): grabbed by Cory
Unknown Man (at AR4):
Hadad: 11/40 (4/6, 1 AP) bloodied
Azad: 28/64 (6/13, 0 AP) bloodied
Red Mage of Saruun (Tarlesin, human male): down 44+, bloodied, lose necrotic resist UEE
Yellow shadow binder: down 67, bloodied
Orange shadow binder: down 24, -2 att UENT Edeya
TIDAL WAVE:

User posted image

  •  Features of the Area
    • Illumination: Dim light from the vortex. Otherwise darkness except where you illuminate. I'm assuming someone is using a sunrod, so 20 squares radius light from the party.
      Ceiling:100+ feet high, unable to see the top.
      Bridges: These well-built bridges of stone cross the shadow water 10 feet above the water. A character knocked off the bridge falls into the water. A DC 20 Athletics check to climb up onto from out of the shadow water.
      Squares with triangles: Difficult terrain.
      _______________
      Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Member
Registered: Oct 2011
Posts: 309
OOC: I haven't been writing up a stat block for Demuraith because the previous posts didn't have one to copy-paste. He has used his action point, both encounter attack powers and the Cloak's ability so far. All dailies and encounter utilities remain, I believe.
_______________
Jak - Minotaur Paladin 1, The Dark Campaign<br>
Narg - Razorclaw Shifter Scout 6, Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Demuriath summons the strength to try to follow.

Second wind
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Oct 2008
Posts: 7786
Demuriath feels his head clear and wounds close somewhat. Practically feeling the oncoming tidal wave, he knows not how long his regained vitality will serve him.

OOC: This is a continuation and the party has not had a short rest yet. The tidal wave is approaching from the left.

Encounters completed this day: 1
Magic Weapon bonus (+1/+3):
Readied Powers: fade away, phantasmal henchman (when it would grant flanking CA on an ally's miss), shield, iron mind, thunderstaff/thunderwave combo (trigger enemy moves within 2 of Hadad)
Initiative
Edeya: 50/50 (7/8, 1 AP)
Demuriath: 12/50 (6/10, 0 AP) bloodied, lose necrotic resist UEE, +2 def UENT
=>Corydimbiddle: 36/50 (4/7, 1 AP) grabbing Anna
Canine Construct: 1/1 active, resist 1 ranged/melee
Anna (yellow child): grabbed by Cory
Unknown Man (at AR4):
Hadad: 11/40 (4/6, 1 AP) bloodied
Azad: 28/64 (6/13, 0 AP) bloodied
Red Mage of Saruun (Tarlesin, human male): down 44+, bloodied, lose necrotic resist UEE
Yellow shadow binder: down 67, bloodied
Orange shadow binder: down 24, -2 att UENT Edeya
TIDAL WAVE:

User posted image

  •  Features of the Area
    • Illumination: Dim light from the vortex. Otherwise darkness except where you illuminate. I'm assuming someone is using a sunrod, so 20 squares radius light from the party.
      Ceiling:100+ feet high, unable to see the top.
      Bridges: These well-built bridges of stone cross the shadow water 10 feet above the water. A character knocked off the bridge falls into the water. A DC 20 Athletics check to climb up onto from out of the shadow water.
      Squares with triangles: Difficult terrain.
      _______________
      Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 4627
Corydimbiddle keeps running along with Anna when he sees the man. "Turn back, you need to go the other way!" He shouts.

OOC: Double move as far as possible to the right. Can someone else take Hadad this round, I probably won;t be able to post his turn until Thursday night at the earliest.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Corydimbiddle wisely increases the distance between him and the oncoming force of water. He tries warning the distant humanoid figure.

OOC: Gary, could you please take Hadad's turn when it comes up?
This is a continuation and the party has not had a short rest yet. The tidal wave is approaching from the left.


Encounters completed this day: 1
Magic Weapon bonus (+1/+3):
Readied Powers: fade away, phantasmal henchman (when it would grant flanking CA on an ally's miss), shield, iron mind, thunderstaff/thunderwave combo (trigger enemy moves within 2 of Hadad)
Initiative
Edeya: 50/50 (7/8, 1 AP)
Demuriath: 12/50 (6/10, 0 AP) bloodied, lose necrotic resist UEE, +2 def UENT
Corydimbiddle: 36/50 (4/7, 1 AP) grabbing Anna
Canine Construct: 1/1 active, resist 1 ranged/melee
Anna (yellow child): grabbed by Cory
=>Unknown Man (at AR4):
Hadad: 11/40 (4/6, 1 AP) bloodied
Azad: 28/64 (6/13, 0 AP) bloodied
Red Mage of Saruun (Tarlesin, human male): down 44+, bloodied, lose necrotic resist UEE
Yellow shadow binder: down 67, bloodied
Orange shadow binder: down 24, -2 att UENT Edeya
TIDAL WAVE:

User posted image

  •  Features of the Area
    • Illumination: Dim light from the vortex. Otherwise darkness except where you illuminate. I'm assuming someone is using a sunrod, so 20 squares radius light from the party.
      Ceiling:100+ feet high, unable to see the top.
      Bridges: These well-built bridges of stone cross the shadow water 10 feet above the water. A character knocked off the bridge falls into the water. A DC 20 Athletics check to climb up onto from out of the shadow water.
      Squares with triangles: Difficult terrain.
      _______________
      Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Member
Registered: Oct 2011
Posts: 309
The unknown man pays the gnome's advice no heed and starts running towards him. As he gets closer, the stranger calls to the gnome, "You are the Lightshadows? From what Harkin has told me, you are the tinkerer, yes? I am Narg, and I am here to help." The stranger slows as he pulls even with the Gnome and starts to pick out the threats amidst the gloom. "I will help cover the escape.". With those words, his battleaxe flashes red and it seems as if his skin is suddenly riddled and criss-crossed with scars.

Double Move: Run to AB4.

Minor: Blood Fury Battleaxe ability. I am considered bloodied UENT.


  •  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:50/50, Bloodied:25, Surge Value:12, Surges left:8/8
    •  
    • 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 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
To Corydimbiddle's relief, the stranger seems to somehow know Harkin and has heard of the Light's Shadows. To his Corydimbiddle's surprise, Narg runs straight towards him and the oncoming tidal wave.

OOC: Gary, could you please take Hadad's? Narg's name link to his pdf is now active.
This is a continuation and the party has not had a short rest yet. The tidal wave is approaching from the left.


Encounters completed this day: 1
Magic Weapon bonus (+1/+3):
Readied Powers: fade away, phantasmal henchman (when it would grant flanking CA on an ally's miss), shield, iron mind, thunderstaff/thunderwave combo (trigger enemy moves within 2 of Hadad), reactive shift
Initiative
Edeya: 50/50 (7/8, 1 AP)
Demuriath: 12/50 (6/10, 0 AP) bloodied, lose necrotic resist UEE, +2 def UENT
Corydimbiddle: 36/50 (4/7, 1 AP) grabbing Anna
Canine Construct: 1/1 active, resist 1 ranged/melee
Anna (yellow child): grabbed by Cory
Narg: bloodied UENT, running/CA USNT
=>Hadad: 11/40 (4/6, 1 AP) bloodied
=>Azad: 28/64 (6/13, 0 AP) bloodied
Red Mage of Saruun (Tarlesin, human male): down 44+, bloodied, lose necrotic resist UEE
Yellow shadow binder: down 67, bloodied
Orange shadow binder: down 24, -2 att UENT Edeya
TIDAL WAVE:

User posted image

  •  Features of the Area
    • Illumination: Dim light from the vortex. Otherwise darkness except where you illuminate. I'm assuming someone is using a sunrod, so 20 squares radius light from the party.
      Ceiling:100+ feet high, unable to see the top.
      Bridges: These well-built bridges of stone cross the shadow water 10 feet above the water. A character knocked off the bridge falls into the water. A DC 20 Athletics check to climb up onto from out of the shadow water.
      Squares with triangles: Difficult terrain.
      _______________
      Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Azad and Hadad move as fast as the can away from the tidal wave.

Azad Double move action - Double run to W4.

Hadad Double move action - Double run to S3.


  •  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: 28/64, Bloodied: 32, Surge Value: 16, Surges left: 6/13
    • Power Points: 2/2
    • Action Points: 0
    • 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.

    • Powers
    • -Battlemind's Demand 0 / 1
    • -Blurred Step
    • -Divine Challenge
    • -Enfeebling Strike
    • -Momentum Swing 0 / 1 / 2
    • -Paladin's Wrath
    • -Psionic Vigor
    • -Second Wind
    • -Speed of Thought
    • -Valorous Smite
    • -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).
_______________
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
Hadad runs past the tiefling paladin and Azad decides it a good idea to follow. Tarlesin flicks a finger and a small bolt of flame hits a shadow binder for 10 damage. He then also runs away fast. The shadow binders fly away from the tidal wave, then fling clumps of darkness at Edeya and Tarlesin in retaliation. Edeya's previous attack on the shadow binder proves just enough to throw off its aim, while the attack on Tarlesin isn't even close.

A huge shadow creeps over Demuriath, stretching before him. He senses a tremendous mass behind him and looks back just in time to take a reflexive gulp of breath before being sucked 10 feet up into the onrushing tidal wave. The force of water plows on also sucking up Edeya and a shadow binder 10 feet high (see tidal wave description in initiative for details).

OOC: Thanks Gary.

Encounters completed this day: 1
Magic Weapon bonus (+1/+3):
Readied Powers: fade away, phantasmal henchman (when it would grant flanking CA on an ally's miss), shield, iron mind, thunderstaff/thunderwave combo (trigger enemy moves within 2 of Hadad), reactive shift
Initiative
=>Edeya: 50/50 (7/8, 1 AP) grabbed by tidal wave 10 feet up
Demuriath: 12/50 (6/10, 0 AP) bloodied, lose necrotic resist UEE, +2 def UENT, grabbed by tidal wave 10 feet up
Corydimbiddle: 36/50 (4/7, 1 AP) grabbing Anna
Canine Construct: 1/1 active, resist 1 ranged/melee
Anna (yellow child): grabbed by Cory
Narg: bloodied UENT, running/CA USNT
Hadad: 11/40 (4/6, 1 AP) bloodied, running/CA USNT
Azad: 28/64 (6/13, 0 AP) bloodied, running/CA USNT
Red Mage of Saruun (Tarlesin, human male): down 44+, bloodied, lose necrotic resist UEE, running/CA USNT
Yellow shadow binder: down 77, bloodied
Orange shadow binder: down 24, -2 att UENT Edeya, grabbed by tidal wave 10 feet up
TIDAL WAVE: 40 feet tall, creatures caught are grabbed and take 1d10 drowning damage at start of their turn per 10 feet height they are sucked in, a grabbed creature will be sucked in further the longer it it is grabbed, DC 25 to escape the grab and fall

User posted image

  •  Features of the Area
    • Illumination: Dim light from the vortex. Otherwise darkness except where you illuminate. I'm assuming someone is using a sunrod, so 20 squares radius light from the party.
      Ceiling:100+ feet high, unable to see the top.
      Bridges: These well-built bridges of stone cross the shadow water 10 feet above the water. A character knocked off the bridge falls into the water. A DC 20 Athletics check to climb up onto from out of the shadow water.
      Squares with triangles: Difficult terrain.
      _______________
      Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Holding her breath as best she can, Edeya twists and kicks against the tidal wave.

Move: acrobatics to escape (1d20+14+1=24)
Standard: acrobatics to escape (1d20+14+1=18 )

OOC: If I can try to escape twice, I figured I might as well try, but no luck.
  •  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:3/8
    • Action Points: 0, Second Wind: not used
    •  
    • Powers
      • Biting Swarm target and adj enemies take -2 to USNT
      • Elemental Spirits adj creatures take 4 chosen damage
      • Iron Mind when hit, gain +2def until end of next turn
      • Inevitable Shot after a miss, make a ranged basic against an enemy within 5 squares of the missed target. Recharge after using an AP.
      • Encaging Spirits minor, Close burst 1. Each target pushed 1 square and is slowed ENT.
      • Flickering Arrow target can't benefit concealment, enemies within 6 take a -2 to att.
      • Escaping Shot Target is dazed, does not provoke OA, shift 4 squares.
      • Swarming Bats zone of difficult terrain and enemies grant combat advantage. Sustain minor.
      • Ensaring shot target is restrained, SE. burst 1 zone of difficult terrain. Sustain zone minor.

User posted image

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Despite her best efforts Edeya is unable to escape the pull of the tide, choking on some water.

1d10=5 Edeya's drowning damage

OOC: Multiple escape attempts with converted actions is fine.

Encounters completed this day: 1
Magic Weapon bonus (+1/+3):
Readied Powers: fade away, phantasmal henchman (when it would grant flanking CA on an ally's miss), shield, iron mind, thunderstaff/thunderwave combo (trigger enemy moves within 2 of Hadad), reactive shift
Initiative
Edeya: 45/50 (7/8, 1 AP) grabbed by tidal wave 10 feet up
=>Demuriath: 12/50 (6/10, 0 AP) bloodied, lose necrotic resist UEE, +2 def UENT, grabbed by tidal wave 10 feet up
Corydimbiddle: 36/50 (4/7, 1 AP) grabbing Anna
Canine Construct: 1/1 active, resist 1 ranged/melee
Anna (yellow child): grabbed by Cory
Narg: bloodied UENT, running/CA USNT
Hadad: 11/40 (4/6, 1 AP) bloodied, running/CA USNT
Azad: 28/64 (6/13, 0 AP) bloodied, running/CA USNT
Red Mage of Saruun (Tarlesin, human male): down 44+, bloodied, lose necrotic resist UEE, running/CA USNT
Yellow shadow binder: down 77, bloodied
Orange shadow binder: down 24, grabbed by tidal wave 10 feet up
TIDAL WAVE: 40 feet tall, creatures caught are grabbed and take 1d10 drowning damage at start of their turn per 10 feet height they are sucked in, a grabbed creature will be sucked in further the longer it it is grabbed, DC 25 to escape the grab and fall

User posted image

  •  Features of the Area
    • Illumination: Dim light from the vortex. Otherwise darkness except where you illuminate. I'm assuming someone is using a sunrod, so 20 squares radius light from the party.
      Ceiling:100+ feet high, unable to see the top.
      Bridges: These well-built bridges of stone cross the shadow water 10 feet above the water. A character knocked off the bridge falls into the water. A DC 20 Athletics check to climb up onto from out of the shadow water.
      Squares with triangles: Difficult terrain.
      _______________
      Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2009
Posts: 3164
Demuriath tries to escape the wave. He fails, choking. He wonders what his Queen looks like.

Move: Acrobatics acrobatics (1d20+12+1=16) Fail
Standard: Acrobatics acrobatics (1d20+12+1=24) Fail
Drowning: 1d10=8
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Oct 2008
Posts: 7786
Demuriath begins seeing visions of a beautiful pale faced woman with flowing, mile long black hair.

Encounters completed this day: 1
Magic Weapon bonus (+1/+3):
Readied Powers: fade away, phantasmal henchman (when it would grant flanking CA on an ally's miss), shield, iron mind, thunderstaff/thunderwave combo (trigger enemy moves within 2 of Hadad), reactive shift
Initiative
Edeya: 45/50 (7/8, 1 AP) grabbed by tidal wave 10 feet up
Demuriath: 4/50 (6/10, 0 AP) bloodied, lose necrotic resist UEE, grabbed by tidal wave 10 feet up
=>Corydimbiddle: 36/50 (4/7, 1 AP) grabbing Anna
Canine Construct: 1/1 active, resist 1 ranged/melee
Anna (yellow child): grabbed by Cory
Narg: bloodied UENT, running/CA USNT
Hadad: 11/40 (4/6, 1 AP) bloodied, running/CA USNT
Azad: 28/64 (6/13, 0 AP) bloodied, running/CA USNT
Red Mage of Saruun (Tarlesin, human male): down 44+, bloodied, lose necrotic resist UEE, running/CA USNT
Yellow shadow binder: down 77, bloodied
Orange shadow binder: down 24, grabbed by tidal wave 10 feet up
TIDAL WAVE: 40 feet tall, creatures caught are grabbed and take 1d10 drowning damage at start of their turn per 10 feet height they are sucked in, a grabbed creature will be sucked in further the longer it it is grabbed, DC 25 to escape the grab and fall

User posted image

  •  Features of the Area
    • Illumination: Dim light from the vortex. Otherwise darkness except where you illuminate. I'm assuming someone is using a sunrod, so 20 squares radius light from the party.
      Ceiling:100+ feet high, unable to see the top.
      Bridges: These well-built bridges of stone cross the shadow water 10 feet above the water. A character knocked off the bridge falls into the water. A DC 20 Athletics check to climb up onto from out of the shadow water.
      Squares with triangles: Difficult terrain.
      _______________
      Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 4627
Corydimbiddle continues running away from the rising tide, "Anna, just hold on, we are going to make it!"

OOC: Double move again as far to the right as well as possible.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Member
Registered: Oct 2011
Posts: 309
.
« Last edit by Daniel on Wed Sep 19, 2012 11:07 am. »
Member
Registered: Oct 2011
Posts: 309
Fighting an enemy is one thing, but fighting a wall of water is another! Narg knows there is nothing to be done with the wave besides avoid it. He taps into the primal side of his nature and everything slows slightly in his perception. Narg runs behind the tinkerer and the little cub he carries to cover their retreat.

Minor: Razorclaw Shifting.

Double Move: Just behind Corydimbiddle and Anna.


  •  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, Speed: 8.
    • HP:50/50, Bloodied:25, Surge Value:12, Surges left:8/8
    •  
    • 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 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
Corydimbiddle rushes further away from the tidal wave, still carrying Anna in his arms. Narg is about to follow when a large, black shape crashes up out of the water and onto the walkway. The warrior hesitates as a gleaming black dragon partially blocks the way forward.

Azad and the others recognize dragon as the same shade dragon they were fighting moments earlier, although there is no sight of its rider Paldemar. The dragon appears worse off than it was before, likely caught up in the tidal wave before it managed to escape its watery clutches. The dragon cranes its neck to the left and screeches a challenge at Narg before swiping and clawing at him, narrowly missing both times.

OOC: Daniel, you can of course re-do your turn.

User posted image

Encounters completed this day: 1
Magic Weapon bonus (+1/+3):
Readied Powers: fade away, phantasmal henchman (when it would grant flanking CA on an ally's miss), shield, iron mind, thunderstaff/thunderwave combo (trigger enemy moves within 2 of Hadad), reactive shift
Initiative
Edeya: 45/50 (7/8, 1 AP) grabbed by tidal wave 10 feet up
Demuriath: 4/50 (6/10, 0 AP) bloodied, lose necrotic resist UEE, grabbed by tidal wave 10 feet up
Corydimbiddle: 36/50 (4/7, 1 AP) grabbing Anna
Canine Construct: 1/1 active, resist 1 ranged/melee
Anna (yellow child): grabbed by Cory
Shade Dragon: down 224+, bloodied
=>Narg: bloodied UENT
Hadad: 11/40 (4/6, 1 AP) bloodied, running/CA USNT
Azad: 28/64 (6/13, 0 AP) bloodied, running/CA USNT
Red Mage of Saruun (Tarlesin, human male): down 44+, bloodied, lose necrotic resist UEE, running/CA USNT
Yellow shadow binder: down 77, bloodied
Orange shadow binder: down 24, grabbed by tidal wave 10 feet up
TIDAL WAVE: 40 feet tall, creatures caught are grabbed and take 1d10 drowning damage at start of their turn per 10 feet height they are sucked in, a grabbed creature will be sucked in further the longer it it is grabbed, DC 25 to escape the grab and fall

User posted image

  •  Features of the Area
    • Illumination: Dim light from the vortex. Otherwise darkness except where you illuminate. I'm assuming someone is using a sunrod, so 20 squares radius light from the party.
      Ceiling:100+ feet high, unable to see the top.
      Bridges: These well-built bridges of stone cross the shadow water 10 feet above the water. A character knocked off the bridge falls into the water. A DC 20 Athletics check to climb up onto from out of the shadow water.
      Squares with triangles: Difficult terrain.
      _______________
      Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Member
Registered: Oct 2011
Posts: 309
Narg dodges the surprising attacks with a growled oath,"Great spirits!". He hops back, out of reach of the dragons swipes. This must have been what was roaring so loudly when Narg was following the Lightshadow's trail down here moments ago. And now it was blocking the path for the rest of the group! Maybe he could distract it enough that the other could pass mostly unscathed... Narg charges in juking and feinting so much that the dragon can't decide where to attack before it's too late and Narg is close enough to bring both his axes to bear.

Move: Shift to AA4.

Minor: Assume the Aspect of the Ram.

Standard: Charge to AC4. Melee basic charge vs dragon. 1d20+1+13. 1d10(weapon)+1d10(Power strike)+1d6(Horned helm)+2(Aspect)+13(base).
Hits AC 22 for 30 damage and the dragon is knocked prone.

If the first attack hits:
Free: Dual Strike vs dragon. 1d20+1(24 hrs)+12(base). 1d6(weapon)+1d6(hand axe property)+12(base).
Hits AC 27 for 18 damage.

OOC: Oh man, there's a lot to keep track of on Narg... Sorry this has so many mistakes. I used a coma instead of semicolon to separate rolls so there aren't any totals, I forgot to add the charging +1 to attack in the first attack, the first 1d6 on the charge roll was supposed to be 1d10 for the Power Strike damage using the battleaxe, I put minroll(1) by mistake instead of minroll(2), the attack and damage for the Dual Strike should be one less because I didn't notice the character creator had swapped the weapon names in the Dual Strike stat block, but not the attack and damage stats accordingly. All of the correct math is reflected in the summary below the link, but feel free to check stuff out.

  •  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, Speed: 8.
    • HP:50/50, Bloodied:25, Surge Value:12, Surges left:8/8
    •  
    • 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 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
Daniel wrote
OOC: Oh man, there's a lot to keep track of on Narg... Sorry this has so many mistakes. I used a coma instead of semicolon to separate rolls so there aren't any totals, I forgot to add the charging +1 to attack in the first attack, the first 1d6 on the charge roll was supposed to be 1d10 for the Power Strike damage using the battleaxe, I put minroll(1) by mistake instead of minroll(2), the attack and damage for the Dual Strike should be one less because I didn't notice the character creator had swapped the weapon names in the Dual Strike stat block, but not the attack and damage stats accordingly. All of the correct math is reflected in the summary below the link, but feel free to check stuff out.



OOC: Don't worry about it. It's a new PC with new mechanics for all of us. Since the invisi rolls are so weird/hard to follow, maybe you also missed something. Please go ahead and re-roll both attacks. FYI, the first attack at 22 would have missed. Don't forget that both the initial attack and the Power Strike roll get the brutal 1 property (ie .minroll(2).
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Member
Registered: Oct 2011
Posts: 309
Viktor wrote
Daniel wrote
OOC: Oh man, there's a lot to keep track of on Narg... Sorry this has so many mistakes. I used a coma instead of semicolon to separate rolls so there aren't any totals, I forgot to add the charging +1 to attack in the first attack, the first 1d6 on the charge roll was supposed to be 1d10 for the Power Strike damage using the battleaxe, I put minroll(1) by mistake instead of minroll(2), the attack and damage for the Dual Strike should be one less because I didn't notice the character creator had swapped the weapon names in the Dual Strike stat block, but not the attack and damage stats accordingly. All of the correct math is reflected in the summary below the link, but feel free to check stuff out.



OOC: Don't worry about it. It's a new PC with new mechanics for all of us. Since the invisi rolls are so weird/hard to follow, maybe you also missed something. Please go ahead and re-roll both attacks. FYI, the first attack at 22 would have missed. Don't forget that both the initial attack and the Power Strike roll get the brutal 1 property (ie .minroll(2).


OOC: Ok, It'll have to wait till I get off work today. Figuring all that out took my whole hour lunch break.
_______________
Jak - Minotaur Paladin 1, The Dark Campaign<br>
Narg - Razorclaw Shifter Scout 6, Points of Light

Page: 1 2 3 4 5 ... > »

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