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Salazar moves closer to the fray, then hurls a blast of light to take out the cluster of archers.

Move action - Move to P15.

Standard action - Blazing Starfall, area burst 1, centered G15, all creatures, targeting Red Archer, Purple Archer, and Orange Archer.

Blazing Starfall, area burst 1, centered G15, all creatures, targeting Red Archer, Purple Archer, an: 1D20+22+1 = [17]+22+1 = 40 1D20+22+1 = [16]+22+1 = 39 1D20+22+1 = [17]+22+1 = 40 1D4+26 = [1]+26 = 27

Hits Reflex 40 for 27 radiant damage on Red Archer, hits Reflex 39 for 27 radiant damage on Purple Archer, and hits Reflex 40 for 27 radiant damage on Orange Archer.

"Readying" Sudden Scales, Fog Form, and Belt of Raging Endurance, in that order.


  •  Salazar Miller
    • Male Human Sorcerer 18 / Dragon Guardian
    • Full Character Sheet
    • Passive Perception: 17, Passive Insight: 17, Senses: Normal
    • AC: 29, Fort: 30, Reflex: 28, Will: 34 - Speed: 6
    • HP: 86/115, Bloodied: 57, Surge Value: 31, Surges left: 9/10
    • Action Points: 1
    • Resists: 10 Fire, 10 Poison, 10 Necrotic

    • Dragon Scales (Class): +2 AC until the end of an encounter once first bloodied.
    • Dragon Soul (Class) and Guardian's Resistance (Paragon Path): Resist 10 fire and 10 poison, pierce 10 fire resistance and 10 poison resistance in enemies.
    • Dragon Breath Action (Paragon Path): When you make a close blast attack with an action point, score a crit on 16-20.
    • Indomitable Breath (Paragon Path): When you make an attack roll with a close blast power, you ignore any resistance and immunity that creatures have to the attack.
    • Action Surge (Feat): +3 to hit with attacks gained via Action Point.
    • Resilient Focus (Feat): +2 feat bonus to saving throws.
    • Staff Expertise (Feat): +2 to hit with staffs, do not provoke OA's with ranged attacks, gain reach 1 with melee attacks.
    • Superior Will (Feat): +2/3/4 tier feat bonus to Will defense. In addition, may make a save against Dazed or Stunned conditions at the beginning of my turn, even if the effect does not allow for a save.
    • War Wizard's Staff (Feat): When you use a close arcane attack with a staff implement, you can slide one adjacent creature to a different square adjacent to you before making the attack.

    • Powers
    • -Blazing Starfall
    • -Burning Spray
    • -Dragonfrost
    • -Azure Talons
    • -Belt of Raging Endurance (Item Power)
    • -Draconic Majesty
    • -Dragon's Breath (requires familiar in active mode)
    • -Elemental Prism (Item Power)
    • -Fog Form
    • -Guardian's Breath
    • -Rimestorm
    • -Second Wind
    • -Spatial Trip
    • -Sudden Scales
    • -Thunder and Strike
    • -Flame Bracers (Item Power)
    • -Laughing Death Drowmesh (Item Power)
    • -Lightning Daggers
    • -Ring of Borrowed Spells: Greater Void Burst OR Resounding War Cry (Item Power)
    • -Shield of Dragon Might
    • -Sun's Illumination
    • -Winds of Change

    • Items
    • -Accurate Staff of Ruin +4 - +4 attack / +8 damage, +4d10 damage on a crit. Additional +1 bonus to hit from Accurate superior implement.
    • -Laughing Death Drowmesh +3 - Resist 10 Necrotic.
    • -Laughing Death Drowmesh +3 (Daily) - Immediate Reaction. Use this power when struck by a melee attack. The attacker takes 3d6 necrotic damage and also takes a -2 penalty to Fortitude defense until the end of my next turn.
    • -Brooch of Vitality +3 - Property: Increase your maximus HP by5.
    • -Gauntlets of Blood (Heroic) - +2 damage against bloodied targets.
    • -Belt of Raging Endurance (Encounter) - Immediate Interrupt. Trigger: An enemy hits you and causes damage. Effect: You gain resist 15 against that attack, but you also take 10 damage at the end of your next turn. Also, gain 1 healing surge.
    • -Gem of Colloquy (Head Slot) (Paragon) - +3 to item bonus to Bluff and Diplomacy checks and understand and speak two languages chosen at the time of gem's creation (Abyssal, Supernal).
    • -Siberys Shard of the Mage (Paragon) - +3 to implement damage rolls with Accurate Staff of Ruin +4. PDF does not include this in the damage calculations.
    • -Flame Bracers (Heroic) - Property: When you score a critical hit, the target takes 1d6 extra fire damage.
    • -Flame Bracers (Heroic) - Power (Daily): Minor Action. The next time you hit with an attack, the target takes 1d6 extra fire damage.
    • -Elemental Prism - Power (Encounter): Free Action. Use this power when you make an attack that deals acid, cold, lightning, poison, or thunder damage. Change all your attack's damage to a different type of your choice among those above. You gain resist 15 to your attack's original damage type until the end of your next turn.
    • -Boots of Quickness (Heroic) - Gain a +1 bonus to Reflex defense.
    • -Fireheart Tattoo (Heroic) - When you spend an action point to take an extra action, you gain 5 temporary hit points.
    • -Ring of Borrowed Spells (Paragon) (Daily) - Standard action. The ring contains two arcane encounter attack powers of level 17 or lower that the wearer can employ using the ring's power. The powers contained in the ring are determined when it is created and cannot be changed (Greater Void Burst and Resounding War Cry). Milestone: If you've reached at least one milestone today, you gain a +2 bonus to the attack rolls of the stored power you use.
    • -Potion of Healing (Heroic) x2
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Jul 2008
Posts: 5245
Salazar's spell takes down three of the archers.

With a shriek of rending steel, the astral man-of-war lurches up within its nest of mooring lines. As the githyanki on the decks hack through the last of these, the ship is swept up as if lifted by a mighty wave. You crane your necks up to watch as the massive airship rises steadily to the pulsing white sky.

Initiative Status:
Ready: Sal - SS, Fob, Belt
Shipmaster: dead
Sword A: no damage
Sword B: dead
Sword C: no damage
Sword D: dead
Sword E: dead
Sword F: dead
Sword G: dead
Sword H: dead
Sword I: no damage
Sword J: dead
Sword K: no damage
Hedoni: 77/95, vul 10 psy, dazed UENT Hed. (7 surges)
Ravix: 52 (+10)/130, bloodied(7 surges), resist 6 UENT Rvx
Mal: 111+5 /111 (10 surges)
Salazar: 86/115, vul 10 psy (9 surges)
->Sir Murrak: 85/143, dazed ENT Mur, vul 10 psy (12 surges)
Valor: 71/71
Ravenblade: 120 /125 (9 surges)
Gish Warrior: down 109, marked
Red Archer: dead
Orange Archer: dead
Yellow Archer: dead
Green Archer: dead
Blue Archer: dead
Brown Archer: dead
Pink Archer: no damage
Purple Archer: dead
Navy Archer: dead
Teal Archer(on ship): dead
Gray Archer(on ship): dead
Lavendar Archer: dead

User posted image
  •   Features
      Illumination:This area is infused with bright light.
      Catwalks: This shaky catwalk rises alongside the landing of the dock. The catwalk can be moved along normally, but a Medium or smaller creature that makes a melee attack while in a square on the edge of the catwalk must make a DC 14 Acrobatics check or stumble and fall over the edge.
      Ladders: Rough mesh ladders connect the lower level with the landing. It takes a move action and a DC 15 Athletics check to climb 10 feet up a ladder.
      Gantry: Each of these gantry towers rises 20 feet above the adjoining catwalk, and each features a crane sling arm for raising cargo from below. A gantry tower provides cover and can be climbed with a DC 10 Athletics check. A creature engaged in combat on the top of a tower must make a DC 22 Acrobatics check or fall in a square adjacent to the tower’s base, chosen randomly.
      Makeshift Barricade: The githyanki have assembled the mesh steel crates littering this area into barricades 6 feet high. The barricades are difficult terrain and provide superior cover. An unstable barricade can be climbed over with a DC 15 Athletics check, vaulted over with a DC 15 Acrobatics check, or pushed through with a DC 20 Athletics check. Pushing a barricade slides its crates and any creature behind those crates 2 squares.
      Scrap: These areas of cast-off steel fragments, cables, and other detritus are difficult terrain. A creature that runs, charges, or makes a double move through an area of scrap must make a DC 20 Acrobatics check or fall prone.
      Scrap Pile: A 5-foot-high scrap pile provides cover and is difficult terrain. It takes a DC 10 Athletics check to move over a scrap pile.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Dazed, Sir Murrak and Valor fly toward the Gish. Sir Murrak smacks down the last archer on his way.

Standard: Flyby attack vs pink while moving to LM14/15 1d20+23+1+1=42, 1d10.minroll(3)+16+2=21 Hits AC 42 for 21 damage
_______________
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: Jul 2008
Posts: 5245
Valor tramples the last archer and Sir Murrak positions himself to confront the Gish Warrior.

Initiative Status:
Ready: Sal - SS, Fog, Belt
Shipmaster: dead
Sword A: no damage
Sword B: dead
Sword C: no damage
Sword D: dead
Sword E: dead
Sword F: dead
Sword G: dead
Sword H: dead
Sword I: gone
Sword J: dead
Sword K: no damage
Hedoni: 77/95, vul 10 psy, dazed UENT Hed. (7 surges)
Ravix: 52 (+10)/130, bloodied(7 surges), resist 6 UENT Rvx
Mal: 111+5 /111 (10 surges)
Salazar: 86/115, vul 10 psy (9 surges)
Sir Murrak: 85/143, vul 10 psy (12 surges)
Valor: 71/71
->Ravenblade: 120 /125 (9 surges)
Gish Warrior: down 109, marked
Red Archer: dead
Orange Archer: dead
Yellow Archer: dead
Green Archer: dead
Blue Archer: dead
Brown Archer: dead
Pink Archer: dead
Purple Archer: dead
Navy Archer: dead
Teal Archer(on ship): dead
Gray Archer(on ship): dead
Lavendar Archer: dead

User posted image
  •   Features
      Illumination:This area is infused with bright light.
      Catwalks: This shaky catwalk rises alongside the landing of the dock. The catwalk can be moved along normally, but a Medium or smaller creature that makes a melee attack while in a square on the edge of the catwalk must make a DC 14 Acrobatics check or stumble and fall over the edge.
      Ladders: Rough mesh ladders connect the lower level with the landing. It takes a move action and a DC 15 Athletics check to climb 10 feet up a ladder.
      Gantry: Each of these gantry towers rises 20 feet above the adjoining catwalk, and each features a crane sling arm for raising cargo from below. A gantry tower provides cover and can be climbed with a DC 10 Athletics check. A creature engaged in combat on the top of a tower must make a DC 22 Acrobatics check or fall in a square adjacent to the tower’s base, chosen randomly.
      Makeshift Barricade: The githyanki have assembled the mesh steel crates littering this area into barricades 6 feet high. The barricades are difficult terrain and provide superior cover. An unstable barricade can be climbed over with a DC 15 Athletics check, vaulted over with a DC 15 Acrobatics check, or pushed through with a DC 20 Athletics check. Pushing a barricade slides its crates and any creature behind those crates 2 squares.
      Scrap: These areas of cast-off steel fragments, cables, and other detritus are difficult terrain. A creature that runs, charges, or makes a double move through an area of scrap must make a DC 20 Acrobatics check or fall prone.
      Scrap Pile: A 5-foot-high scrap pile provides cover and is difficult terrain. It takes a DC 10 Athletics check to move over a scrap pile.
edited to remove pink and un-daze Sir Murrak
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Wed Mar 18, 2015 10:33 am. »
Moderator
Registered: Jun 2009
Posts: 3164
OOC: Should Murrak not be dazed anymore?
_______________
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
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
OOC: Where's Pink Archer?
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jul 2008
Posts: 5245
Bobbing in the astral man-of-war’s magical wake, the smaller armored strike ship strains at its mooring lines.

OOC: Yes, Sir Murrak is not dazed anymore. All the archers are defeated.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Ravenblade throws his craghammers haphazardly, then shouts to his comrades. "Leave them! We need to board the ship and pursue the admiral!" He puts motion to his words and runs at the moored ship. With a tremendous leap, he vaults on board.

Standard: Twin Strike sword A and C, AC. (1d20+19+1=32, 1d10.minroll(3)+11=19, 1d20+19+1=26, 1d10.minroll(3)+11=17)
Move: to R24, jumping up on the ship with athletics
Free: Atletics to leap on the ship during movement. (1d20+23+1=29)

User posted image

AC: 33 (31 bloodied)
Resistances: Fire 10, Cold 10, Acid 10, Lightning 10, Psychic 10, Poison 5, Necrotic 5, Ongoing Damage 6
Champion’s Aura (16th level): You and any allies within 3 squares of you gain a +4 bonus to all defenses against fear effects.
Surges: 9/12, Action point(s) left: 1/2, not used this battle

  •   Ravenblade
    • Male Dwarf Ranger, Hammer of Moradin, Level 18
    • Passive Perception: 28, Passive Insight: 23
    • AC: 33/31, Fort: 32, Reflex: 26, Will: 26, Speed: 6, Initiative: +11
    • HP: 125, Bloodied: 62, Surge Value: 35, Surges: 12
    •  
    • Class/Racial Features and Feats
      • Class/Racial Features
      • Cast-Iron Stomach: +5 save vs poison
      • Champion’s Aura (16th level): You and any allies within 3 squares of you gain a +4 bonus to all defenses against fear effects.
      • Dwarven Resilience: second wind as minor action
      • Hammer Bond: +1 bonus to attack rolls with hammers
      • Hunter’s Quarry: 2d6 extra damage on a target marked with HQ, once per round
      • Powerful Action (11th level): When you spend an action point to make an attack, each target hit by the attack is knocked prone or dazed until the end of your next turn. You choose the effect for each target after the attack’s other effects are resolved.
      • Running Attack: +1 to hit with powers that include movement and moved at least 2 spaces
      • Stand Your Ground: -1 space forced movement / imm save vs prone att
      • Feats
      • Armor Proficiency Chainmail:
      • Bludgeon Expertise: +1/2/3 attack at H/P/E tiers, +1 to push and slide effects from attacks
      • Dwarven Durability: +2 surges, +CON mod surge value
      • Dwarven Weapon Training: +2 damage and prof with all axes/hammers
      • Flank on the Run: When adjacent to an enemy and move to another square adjacent to that enemy, you do not provoke an opportunity attack from that enemy for leaving your square
      • Forgeborn Heritage: resist 2/3/5 at H/P/E tiers for fire, cold, acid, lightning, gain Elemental Legacy power
      • Iron Hide Resilience: Forgeborn Heritage resist changes to 5/10/15 at H/P/E tiers for fire, cold, acid, lightning
      • Soldier of Virtue: paladin multi-class, one paladin skill, virtue’s touch 1/day
      • Toughness: +5/10/15 hp at H/P/E tiers
      • Two-Weapon Fighting: +1 damage while wielding two melee weapons
      • Two-Weapon Defense: +1 AC/REFLEX while wielding any two weapons
      • Superior Fortitude: +2/+3/+4 FORT per tier, 3/6/9 resist ongoing damage per tier
       
    • Basic Attacks
      • The following attacks respectively already include +1 24h, +1 charge, +1 running attack in charge
      • Basic Melee (Surrounding/Dwarven Thrower): 1d20+24;1d10.minroll(3)+17, 3d6 on a crit
      • Basic Melee Charge (Surrounding): 1d20+26;1d10.minroll(3)+17, 3d6 on a crit
      • Basic Melee Charge (Dwarven Thrower): 1d20+26;1d10.minroll(3)+17, 3d6 on a crit
      • Basic Ranged (Dwarven Thrower): 1d20+24;1d10.minroll(3)+17
       
    • Powers/Item Powers During Play
      • Hunter’s Quarry
      • Incendiary Ring of Fireblazing
      • Throw and "Bash" (Stab)
      • Twin Strike
      • Death Threat
      • Elemental Legacy
      • Hammer Throw
      • Invigorating Stride
      • Off-Hand Diversion
      • Ruffling Sting
      • Second Wind
      • Spot Weakness
      • Untamed Outburst
      • Attacks on the Run
      • Howling Winds
      • Scything Blow
      • Steeling Flurry
      • Stalwart Defense
      • Virtue’s Touch
      • Item Powers
      • Backlash Tattoo
      • Crown of the Goliath Champion
      • Iron Hand Unbreakable Form
      • Melora's Storm Blessing
      • Symbol of Scorned Fate
      • Viper Belt
      • Weapon of Surrounding
      • Dwarven Thrower
      • Incendiary Ring of Fireblazing
      • Mental Block
      • Raven Cloak
       
    • Items
      • Items
      • Agile Braidmail +3 +2 AC when not bloodied
      • Weapon of Surrounding Craghammer +3 ccrit=3d6
      • Dwarven Thrower Craghammer +3 melee and heavy thrown 6/12, crit=3d6
      • Symbol of Scorned Fate
      • Backlash Tattoo
      • Gauntlets of Blood (paragon) +4 damage to boodied targets
      • Silt Striders +1 speed, can walk/stand on all non-liquid surfaces, ignore difficult terrain of dirt, sand, or silt and leave no tracks in that terrain.
      • Viper Belt resist 5 poison
      • Melora's Storm Blessing If an enemy uses a forced movement effect against you, you can shift 1 square as a free action at the end of the forced movement.
      • Raven Cloak +3 resist 5 necrotic/cold, save bonus daily
      • Crown of the Goliath Champion immed int resist, resist 10 thunder
      • Ioun Stone of Might +4 bonus to STR skill checks and ability checks, +5 bonus to damage
      • Mental Block You have a +2 item bonus saves against fear or charm effects
      • Incendiary Ring of Fireblazing at will minor to ignite things, basic attacks can deal fire instead of normal damage
      • Life Shroud
      • Potion of Healing (heroic) 1 / 2 / 3
      • Potion of Vitality (paragon) 1
       
    • Skills
      • Acrobatics +15
      • Arcana +8
      • Athletics +23
      • Bluff +9
      • Diplomacy +9
      • Dungeoneering +15
      • Endurance +19
      • Heal +18
      • History +8
      • Insight +13
      • Intimidate +9
      • Nature +18
      • Perception +18
      • Religion +8
      • Stealth +10
      • Streetwise +9
      • Thievery +10
       
    • Descriptions of Powers
      • Hunter’s Quarry minor to place, 2d6 extra damage 1/round on a hit
      • Throw and Stab thrown attack vs one enemy (1d20+23;1d10+11) then move speed and MBA vs another enemy (1d20+23;1d10+17)
      • Twin Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+23;1d10+11 (melee) or 1d20+19;1d10+11
      • Death Threat free, trigger: kill your quarry, HQ on another enemy within 5 and gain CA against it UENT
      • Elemental Legacy free, trigger: hit an enemy, effect: deal 3/6/9 at H/P/E tiers extra acid, cold, fire, or lightning damage
      • Hammer Throw ranged 10, STR vs FORT, can use any hammer, 1d20+23;2d10+17 1st target and dazed UENT Rav, 1d20+23;1d10+17 and prone on 2nd target within 3 of 1st target
      • Invigorating Stride move, shift 4, can’t end adj to enemy, can use 2nd wind
      • Off-Hand Diversion minor, melee, 1d20+23;1d10+17, on hit target grants CA to all USNT
      • Ruffling Sting minor, melee, 1d20+23;1d10+17, on a hit target grants CA to you for your next melee attack until end of this turn
      • Second Wind minor, gain 34 hp and +2 def
      • Spot Weakness minor, gain +4 bonus to next damage roll against the target UENT
      • Untamed Outburst one creature, two attacks, 1d20+25;1d10+17 per attack, if both attacks hit then the target is dazed UENT
      • Attacks on the Run melee/ranged, 1 or 2 targets, can use main weapon only, either 2 attacks on single or 1 attack each target, 1d20+23;3d10+17, can move 5 before the attacks, ½ damage on miss
      • Scything Blow one or two creatures, before the attack shift 2, 1d20+23;1d10+11 and knock prone, miss: half damage, make a secondary attack against each target, 1d20+21;1d10+10, miss: half damage
      • Steeling Flurry burst 1 each enemy, two attacks per target, 1d20+23;1d10+17, miss: half damage per attack
      • Howling Winds minor, surrounded by winds UEE, once per your turn you can slide an enemy within 10 up to your WIS mod (4) as a free action
      • Stalwart Defense minor, stance, gain resist all 5 and +2 FORT until stance ends
      • Virtue’s Touch minor, melee touch, 1 target, remove blinded, dazed, deafened, slowed, stunned, or weakened
      • Item Powers
      • Backlash Tattoo the first time you’re bloodied in an encounter, you can make a basic ranged or melee attack as an imm reaction
      • Crown of the Goliath Champion immed int to resist all damage USNT by number of healing surges spent since
      • Iron Hand Unbreakable Form move half speed, the next melee attack gives you 20 thp on a hit or 10 thp on a miss
      • Melora's Storm Blessing move, fly 6
      • Symbol of Scorned Fate free, when you first fail a save throw against an effect, that effect does not affect you UENT (also, if the effect changes or has an additional effect after failing to save those changes don't yet occur)
      • Viper Belt no action, +2 when making a poison save throw
      • Weapon of Surrounding free, trigger: hit adj enemy, teleport to any space adj to that enemy
      • Dwarven Thrower Craghammer free, when hitting a large or larger creature, do 6 extra damage
      • Raven Cloak no action, trigger: fail a save, re-roll with +5 or +10 if dying
      • Incendiary Ring of Fireblazing , no action, trigger: hit with an attack that deals fire damage, effect: the target and each adjacent creature except you takes 10 fire ongoing (save ends), if at least one milestone has been reached it is instead 20 fire ongoing (save ends)
      • Mental Block no action, trigger: you are subject to a fear or charm effect, you make a saving throw against the triggering effect to end the effect
    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Ravenblade takes down one of the githyanki in his rush to get on the airship and pursue the admiral.

The warrior steps forward the slashes up and then back. Still vulnerable, Sir Murrak takes 48 damage (psychic+weapon). Ravix anticipates the blow and withstands much of the githyanki attack, taking 17 damage (weapon only, less the resist 6). The warriors smiles as the blood seeps into the knight's armor, "Fools. Now Admiral Kada’ne is gone and reinforcements will come. You will not survive."

The last swordsman tries to land a blow on Sir Murrak, but Valor sidesteps the attack.

Initiative Status:
Ready: Sal - SS, Fog, Belt
Shipmaster: dead
Sword A: dead
Sword B: dead
Sword C: no damage
Sword D: dead
Sword E: dead
Sword F: dead
Sword G: dead
Sword H: dead
Sword I: gone
Sword J: dead
->Hedoni: 77/95, vul 10 psy, dazed UENT Hed. (7 surges)
Ravix: 45 /130, bloodied(7 surges), resist 6 UENT Rvx
Mal: 111+5 /111 (10 surges)
Salazar: 86/115, vul 10 psy (9 surges)
Sir Murrak: 37/143, vul 10 psy, bloodied (12 surges)
Valor: 71/71
Ravenblade: 120 /125 (9 surges)
Gish Warrior: down 109, marked
Red Archer: dead
Orange Archer: dead
Yellow Archer: dead
Green Archer: dead
Blue Archer: dead
Brown Archer: dead
Pink Archer: dead
Purple Archer: dead
Navy Archer: dead
Teal Archer(on ship): dead
Gray Archer(on ship): dead
Lavendar Archer: dead

User posted image
  •   Features
      Illumination:This area is infused with bright light.
      Catwalks: This shaky catwalk rises alongside the landing of the dock. The catwalk can be moved along normally, but a Medium or smaller creature that makes a melee attack while in a square on the edge of the catwalk must make a DC 14 Acrobatics check or stumble and fall over the edge.
      Ladders: Rough mesh ladders connect the lower level with the landing. It takes a move action and a DC 15 Athletics check to climb 10 feet up a ladder.
      Gantry: Each of these gantry towers rises 20 feet above the adjoining catwalk, and each features a crane sling arm for raising cargo from below. A gantry tower provides cover and can be climbed with a DC 10 Athletics check. A creature engaged in combat on the top of a tower must make a DC 22 Acrobatics check or fall in a square adjacent to the tower’s base, chosen randomly.
      Makeshift Barricade: The githyanki have assembled the mesh steel crates littering this area into barricades 6 feet high. The barricades are difficult terrain and provide superior cover. An unstable barricade can be climbed over with a DC 15 Athletics check, vaulted over with a DC 15 Acrobatics check, or pushed through with a DC 20 Athletics check. Pushing a barricade slides its crates and any creature behind those crates 2 squares.
      Scrap: These areas of cast-off steel fragments, cables, and other detritus are difficult terrain. A creature that runs, charges, or makes a double move through an area of scrap must make a DC 20 Acrobatics check or fall prone.
      Scrap Pile: A 5-foot-high scrap pile provides cover and is difficult terrain. It takes a DC 10 Athletics check to move over a scrap pile.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Hedoni wonders if he can figure out how to fly this thing, and nods to Ravenblade in agreement.

Free Actions: Arcana, History and Perception checks.
Standard Action: Find/work the controls of the ship

Arcana, History and Perception checks: (1d20+22+1=39, 1d20+19+1=25, 1d20+14+1=32)

  •  Hedoni Mindartis
    • Male Eladrin Wizard 18 | Character PDF
    • AC:30, Fort:27, Reflex:30, Will:33 - Speed:6
    • (+1 to defenses against ranged, area, close attacks)
    • HP:95, Bloodied:47, Surge Value:23, Surges left:9/9, Action Points: 1
    • Resistance: 15 Necrotic (Tenebrous Shroud), 5+1/2 level (14) Cold (Winterkin Heritage), 10 Acid, 10 Cold, 10 Fire, 10 Lightning (Dawn Warrior Armor)
    • Passive Perception: 24, Passive Insight: 24
    •  
    • Powers
      • Beguiling Strands
      • Winged Horde
      • Cantrips (Ghost Sound, Light (Minor), Mage Hand (Minor), Prestidigitation)
      • Staff of Defense (Immediate Interrupt)
      • Second Wind
      • Fey Step (Twist the Arcane Fabric) (Move)
      • Twist of Space
      • Shield (Immediate Interrupt)/Jump (Move)
      • Hammerfall Step
      • Prismatic Burst
      • Winter's Shroud (Immediate Reaction)
      • Thunderous Transformation
      • Wizard's Escape (Immediate Interrupt)/Dimension Door (Move)
      • Illusory Wall/Arcane Gate (Minor)
      • Bigby's Icy Grasp/Stinking Cloud
      • Wall of Fire/Taunting Phantoms
      • Wayfarer's Evasion
      • Otiluke's Resilient Sphere/Prismatic Beams
      • Clever Escape (Minor)/Fly (Standard)
      • Healing Word (Minor)
      • Hat of Disguise
      • Boots of Eagerness (Free)
      • Bracers of Mental Might
      • Dawn Warrior Armor (Minor)
      • Tenebrous Shroud (Immediate Interrupt)
      • Resplendent Gloves
      • Elderwood Falcon
      • (Key: At-Will, Encounter, Daily, Item Power, Utility, Used/Not Available)

    • Magic Items
      • Bag of Holding
      • Amulet of Protection +2
      • Dawn Warrior Armor +4 (Resist 10 Acid, Cold, Fire, Lightning; Radiant strikeback power)
      • Accurate Staff of Ruin +4 (4d10 extra damage on critical attack)
      • Cat Familiar (+2 Acrobatics, no range limit, +5 to cat's Stealth)
      • Resplendent Gloves (+3 damage to Will attacks, CA against target hit by illusion attack - Info)
      • Bracers of Mental Might (Use INT instead of STR, Encounter Power)
      • Boots of Eagerness (Take an additional move action as a free action, Encounter Power)
      • Elderwood Falcon (Conjuration, Daily Power, info)
      • Hat of Disguise (Illusion, At-Will Power, info)
      • Tenebrous Shroud (Resist 15 Necrotic, Invisible UENT when hit by melee - Daily Power, info)
      • Escape Tattoo (Teleport 3 when hit by crit attack)
      • Stalwart Belt (Gain Con mod temp hit points after crit)
      • Siberys Shard of the Mage (+1 damage when using staff as implement)
      • Ring of Retreat (+1 to teleporting - info)
      • _______________
        Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jun 2009
Posts: 361
Location: Scottsdale
Ravix delivers a calculated strike against the gish warrior and turns to make a simple attack against sword C.

Standard action: Harrying assault: attack (+26+CA+24h) vs AC against gish warrior and a melee basic (+26+24h) vs AC against C. (1d20 +26+2+1=38, 1d20 +26+1=36)

Damage: 2(w) +21 against gish warrior and 1(w) +21 against C. (2d12+21=32, 1d12+21=26)

Ravix hits gish warrior vs AC for 38 doing 32 damage and hits sword C vs AC for 36 and does 26 damage.

  •  Ravix the Ravager
    • Male Half-Orc Fighter 18 / Kensei
    • Full Character Sheet
    • Passive Perception: 19, Passive Insight: 19, Senses: Low-Light Vision
    • AC: 33+1 UENT, Fort: 33, Reflex: 31+1 UENT, Will: 27 - Speed: 6
    • HP: 45/130, Bloodied: 65, Surge Value: 34+6, Surges left: 9/15
    • Action Points: 1
    • Resists: 10 Cold, 10 Psychic, 10 Necrotic

    • Half-Orc Resiliance (Race): Gain 10 temp HP the first time bloodied in an encounter.
    • Swift Charge (Race): +2 speed bonus when charging.
    • Fighter Talent - Weapon Talent (Class): +1 to hit with two-handed weapons.
    • Kensei Focus - Fullblade (Paragon Path): +1 to hit with a fullblade.
    • Kensei Mastery - Fullblade (Paragon Path): +4 to damage with a fullblade. This bonus and Kensei Focus bonus is lost until a short rest if a weapon other than fullblade is used.
    • Deft Hurler Style (Feat): You gain a benefit with Cleave. You can forgo dealing damage to the adjacent enemy to instead make a ranged basic attack with a heavy thrown weapon against one creature other than the target of your cleave. This ranged basic attack does not provoke opportunity attacks.
    • Heavy Blade Expertise (Feat): +1/2/3 pier tier to hit with heavy blades, and +2 to all defenses against OA's when wielding a heavy blade.
    • Pinning Challenge (Feat): Whenever you hit a target already marked by you with a two-handed weapon and when using a basic attack, the target is also immobilized until the start of your next turn.

    • Powers
    • -Cleave
    • -Combat Challenge
    • -Footwork Lure
    • -Boots of the Fencing Master (Item Power)
    • -Clearheaded
    • -Come and Get It
    • -Furious Assault
    • -Glowering Threat
    • -Harrying Assault
    • -Kirre's Roar
    • -Masterstroke
    • -Storm of Blows
    • -Jackal Strike
    • -Rain of Steel
    • -Raven Cloak +4 (Item Power)
    • -Serpent Dance Strike
    • -Tyrian Battle Stance
    • -Ultimate Parry

    • Items
    • -Farbond Spellblade Fullblade +4 - +4 attack / +4 damage, +4d6+1d12 damage on a crit. Can be used as a heavy thrown weapon with a range of 5/10 .
    • -Nightmare Ward Darkhide +4 - Resist 10 psychic. You gain a +2 item bonus to saving throws against charm, fear, or psychic effects.
    • -Raven Cloak +4 - You gain resist 10 cold and resist 10 necrotic.
    • -Raven Cloak +4 - Daily - No action - Trigger: You fail a saving throw. Effect: You re-roll that saving throw with a +5 bonus. If that saving throw was a death saving throw, you gain a +10 bonus.
    • -Gauntlets of Blood (Heroic) - +2 damage against bloodied targets.
    • -Belt of Vigor (Paragon) - +2 item bonus to healing surge value.
    • -Circlet of Indominability (Head Slot) (Heroic) - +1 bonus to Will Defense.
    • -Iron Armbands of Power (Paragon) - Gain a +4 item bonus to melee damage rolls.
    • -Boots of the Fencing Master (Heroic) - When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn.
    • -Boots of the Fencing Master (Heroic) - Encounter - Minor action: Shift 2 squares.
    • -Potion of Healing (Heroic) x2
Moderator
Registered: Jul 2008
Posts: 5245
Hedoni studies the airship. Through deduction and observation, he realizes that cutting the ship free of its moorings will cause it to automatically rise up toward the astral gate high above the Garaitha docks. Hedoni's magical abilities give him some preliminary understanding to the ship, enough to get the thing moving in the right direction.

The wizard remembers the story of the famous airship battle between the Feyliege Aramoth of the Verdant Isles and Koth-Amar, the Adamantine Mage. After the nearly all fleet had been destroyed by psychic storms, the Feyliege was able to pilot his astraal skiff with only two other crew to defeat the notorious magister.

  •   Details on flying the airship
      The strike ship initially travels at a speed of 10 squares. When brought under control (after complete success in the skill challenge), it travels at a speed of 12 squares. The admiral's flagship has a speed of 8 squares, but it has a significant head start. Because of the turbulence created by the astral gate, neither craft can make a double move in this encounter.

      The lift granted by the astral gate means that it takes only three PCs to control the strike ship—one pilot and two crew. (A ship of this size normally requires a crew of three or more.) For each missing crew member, the ship’s speed is reduced by 2 squares.

      The PC who pilots the strike ship must do so with a standard action and a move action each round. The PCs crewing ship must use a standard action each round to do so. Because those three PCs are actively working the strike ship’s controls, they can make primary skill checks in the skill challenge as minor actions. All other characters make primary skill checks in the challenge as standard actions.

      I, the DM, will keep track of the distance between the two ships from round to round, and of the change in speed of either craft as it takes damage. For every 50 damage either astral craft takes, its speed is reduced by 2 squares. At fly speed 0, a ship floats out of control toward the astral gate. Each warship is equipped with grappling lines that can be fired by the pilot.
OOC: Let me know when you are ready to cut the ship loose and start the chase.

Ravix strikes the warrior then twists and drops the swordsman.

Skill Challenge - Fly the airship: Successes 1 , Failures 0

Initiative Status:
Ready: Sal - SS, Fog, Belt
Shipmaster: dead
Swordmen: dead
Hedoni: 77/95, vul 10 psy, dazed UENT Hed. (7 surges)
Ravix: 45 /130, bloodied(7 surges)
->Mal: 111+5 /111 (10 surges)
Salazar: 86/115, vul 10 psy (9 surges)
Sir Murrak: 37/143, vul 10 psy, bloodied (12 surges)
Valor: 71/71
Ravenblade: 120 /125 (9 surges)
Gish Warrior: down 141, marked
Archers: dead

User posted image
  •   Features
      Illumination:This area is infused with bright light.
      Catwalks: This shaky catwalk rises alongside the landing of the dock. The catwalk can be moved along normally, but a Medium or smaller creature that makes a melee attack while in a square on the edge of the catwalk must make a DC 14 Acrobatics check or stumble and fall over the edge.
      Ladders: Rough mesh ladders connect the lower level with the landing. It takes a move action and a DC 15 Athletics check to climb 10 feet up a ladder.
      Gantry: Each of these gantry towers rises 20 feet above the adjoining catwalk, and each features a crane sling arm for raising cargo from below. A gantry tower provides cover and can be climbed with a DC 10 Athletics check. A creature engaged in combat on the top of a tower must make a DC 22 Acrobatics check or fall in a square adjacent to the tower’s base, chosen randomly.
      Makeshift Barricade: The githyanki have assembled the mesh steel crates littering this area into barricades 6 feet high. The barricades are difficult terrain and provide superior cover. An unstable barricade can be climbed over with a DC 15 Athletics check, vaulted over with a DC 15 Acrobatics check, or pushed through with a DC 20 Athletics check. Pushing a barricade slides its crates and any creature behind those crates 2 squares.
      Scrap: These areas of cast-off steel fragments, cables, and other detritus are difficult terrain. A creature that runs, charges, or makes a double move through an area of scrap must make a DC 20 Acrobatics check or fall prone.
      Scrap Pile: A 5-foot-high scrap pile provides cover and is difficult terrain. It takes a DC 10 Athletics check to move over a scrap pile.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
"Stop messing with him and get on the ship!"

OOC: Mal double moves onto the ship.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Mal leads by example and gets on the airship quickly.

Skill Challenge - Fly the airship: Successes 1 , Failures 0

Initiative Status:
Ready: Sal - SS, Fog, Belt
Shipmaster: dead
Swordmen: dead
Hedoni: 77/95, vul 10 psy, dazed UENT Hed. (7 surges)
Ravix: 45 /130, bloodied(7 surges)
Mal: 111+5 /111 (10 surges)
->Salazar: 86/115, vul 10 psy (9 surges)
Sir Murrak: 37/143, vul 10 psy, bloodied (12 surges)
Valor: 71/71
Ravenblade: 120 /125 (9 surges)
Gish Warrior: down 141, marked
Archers: dead

User posted image
  •   Details on flying the airship
      The strike ship initially travels at a speed of 10 squares. When brought under control (after complete success in the skill challenge), it travels at a speed of 12 squares. The admiral's flagship has a speed of 8 squares, but it has a significant head start. Because of the turbulence created by the astral gate, neither craft can make a double move in this encounter.

      The lift granted by the astral gate means that it takes only three PCs to control the strike ship—one pilot and two crew. (A ship of this size normally requires a crew of three or more.) For each missing crew member, the ship’s speed is reduced by 2 squares.

      The PC who pilots the strike ship must do so with a standard action and a move action each round. The PCs crewing ship must use a standard action each round to do so. Because those three PCs are actively working the strike ship’s controls, they can make primary skill checks in the skill challenge as minor actions. All other characters make primary skill checks in the challenge as standard actions.

      I, the DM, will keep track of the distance between the two ships from round to round, and of the change in speed of either craft as it takes damage. For every 50 damage either astral craft takes, its speed is reduced by 2 squares. At fly speed 0, a ship floats out of control toward the astral gate. Each warship is equipped with grappling lines that can be fired by the pilot.
  •   Features
      Illumination:This area is infused with bright light.
      Catwalks: This shaky catwalk rises alongside the landing of the dock. The catwalk can be moved along normally, but a Medium or smaller creature that makes a melee attack while in a square on the edge of the catwalk must make a DC 14 Acrobatics check or stumble and fall over the edge.
      Ladders: Rough mesh ladders connect the lower level with the landing. It takes a move action and a DC 15 Athletics check to climb 10 feet up a ladder.
      Gantry: Each of these gantry towers rises 20 feet above the adjoining catwalk, and each features a crane sling arm for raising cargo from below. A gantry tower provides cover and can be climbed with a DC 10 Athletics check. A creature engaged in combat on the top of a tower must make a DC 22 Acrobatics check or fall in a square adjacent to the tower’s base, chosen randomly.
      Makeshift Barricade: The githyanki have assembled the mesh steel crates littering this area into barricades 6 feet high. The barricades are difficult terrain and provide superior cover. An unstable barricade can be climbed over with a DC 15 Athletics check, vaulted over with a DC 15 Acrobatics check, or pushed through with a DC 20 Athletics check. Pushing a barricade slides its crates and any creature behind those crates 2 squares.
      Scrap: These areas of cast-off steel fragments, cables, and other detritus are difficult terrain. A creature that runs, charges, or makes a double move through an area of scrap must make a DC 20 Acrobatics check or fall prone.
      Scrap Pile: A 5-foot-high scrap pile provides cover and is difficult terrain. It takes a DC 10 Athletics check to move over a scrap pile.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Fri Mar 20, 2015 1:32 pm. »
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar follows his cousin aboard the ship.

Double move action - Double move to R26.

"Readying" Sudden Scales, Fog Form, and Belt of Raging Endurance, in that order.


  •  Salazar Miller
    • Male Human Sorcerer 18 / Dragon Guardian
    • Full Character Sheet
    • Passive Perception: 17, Passive Insight: 17, Senses: Normal
    • AC: 29, Fort: 30, Reflex: 28, Will: 34 - Speed: 6
    • HP: 86/115, Bloodied: 57, Surge Value: 31, Surges left: 9/10
    • Action Points: 1
    • Resists: 10 Fire, 10 Poison, 10 Necrotic

    • Dragon Scales (Class): +2 AC until the end of an encounter once first bloodied.
    • Dragon Soul (Class) and Guardian's Resistance (Paragon Path): Resist 10 fire and 10 poison, pierce 10 fire resistance and 10 poison resistance in enemies.
    • Dragon Breath Action (Paragon Path): When you make a close blast attack with an action point, score a crit on 16-20.
    • Indomitable Breath (Paragon Path): When you make an attack roll with a close blast power, you ignore any resistance and immunity that creatures have to the attack.
    • Action Surge (Feat): +3 to hit with attacks gained via Action Point.
    • Resilient Focus (Feat): +2 feat bonus to saving throws.
    • Staff Expertise (Feat): +2 to hit with staffs, do not provoke OA's with ranged attacks, gain reach 1 with melee attacks.
    • Superior Will (Feat): +2/3/4 tier feat bonus to Will defense. In addition, may make a save against Dazed or Stunned conditions at the beginning of my turn, even if the effect does not allow for a save.
    • War Wizard's Staff (Feat): When you use a close arcane attack with a staff implement, you can slide one adjacent creature to a different square adjacent to you before making the attack.

    • Powers
    • -Blazing Starfall
    • -Burning Spray
    • -Dragonfrost
    • -Azure Talons
    • -Belt of Raging Endurance (Item Power)
    • -Draconic Majesty
    • -Dragon's Breath (requires familiar in active mode)
    • -Elemental Prism (Item Power)
    • -Fog Form
    • -Guardian's Breath
    • -Rimestorm
    • -Second Wind
    • -Spatial Trip
    • -Sudden Scales
    • -Thunder and Strike
    • -Flame Bracers (Item Power)
    • -Laughing Death Drowmesh (Item Power)
    • -Lightning Daggers
    • -Ring of Borrowed Spells: Greater Void Burst OR Resounding War Cry (Item Power)
    • -Shield of Dragon Might
    • -Sun's Illumination
    • -Winds of Change

    • Items
    • -Accurate Staff of Ruin +4 - +4 attack / +8 damage, +4d10 damage on a crit. Additional +1 bonus to hit from Accurate superior implement.
    • -Laughing Death Drowmesh +3 - Resist 10 Necrotic.
    • -Laughing Death Drowmesh +3 (Daily) - Immediate Reaction. Use this power when struck by a melee attack. The attacker takes 3d6 necrotic damage and also takes a -2 penalty to Fortitude defense until the end of my next turn.
    • -Brooch of Vitality +3 - Property: Increase your maximus HP by5.
    • -Gauntlets of Blood (Heroic) - +2 damage against bloodied targets.
    • -Belt of Raging Endurance (Encounter) - Immediate Interrupt. Trigger: An enemy hits you and causes damage. Effect: You gain resist 15 against that attack, but you also take 10 damage at the end of your next turn. Also, gain 1 healing surge.
    • -Gem of Colloquy (Head Slot) (Paragon) - +3 to item bonus to Bluff and Diplomacy checks and understand and speak two languages chosen at the time of gem's creation (Abyssal, Supernal).
    • -Siberys Shard of the Mage (Paragon) - +3 to implement damage rolls with Accurate Staff of Ruin +4. PDF does not include this in the damage calculations.
    • -Flame Bracers (Heroic) - Property: When you score a critical hit, the target takes 1d6 extra fire damage.
    • -Flame Bracers (Heroic) - Power (Daily): Minor Action. The next time you hit with an attack, the target takes 1d6 extra fire damage.
    • -Elemental Prism - Power (Encounter): Free Action. Use this power when you make an attack that deals acid, cold, lightning, poison, or thunder damage. Change all your attack's damage to a different type of your choice among those above. You gain resist 15 to your attack's original damage type until the end of your next turn.
    • -Boots of Quickness (Heroic) - Gain a +1 bonus to Reflex defense.
    • -Fireheart Tattoo (Heroic) - When you spend an action point to take an extra action, you gain 5 temporary hit points.
    • -Ring of Borrowed Spells (Paragon) (Daily) - Standard action. The ring contains two arcane encounter attack powers of level 17 or lower that the wearer can employ using the ring's power. The powers contained in the ring are determined when it is created and cannot be changed (Greater Void Burst and Resounding War Cry). Milestone: If you've reached at least one milestone today, you gain a +2 bonus to the attack rolls of the stored power you use.
    • -Potion of Healing (Heroic) x2
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Jul 2008
Posts: 5245
Salazar follows Mal onto the ship.

Skill Challenge - Fly the airship: Successes 1 , Failures 0

Initiative Status:
Ready: Sal - SS, Fog, Belt
Shipmaster: dead
Swordmen: dead
Hedoni: 77/95, vul 10 psy, dazed UENT Hed (7 surges)
Ravix: 45 /130, bloodied (7 surges)
Mal: 111+5 /111 (10 surges)
Salazar: 86/115, vul 10 psy (9 surges)
->Sir Murrak: 37/143, vul 10 psy, bloodied (12 surges)
Valor: 71/71
Ravenblade: 120 /125 (9 surges)
Gish Warrior: down 141, marked
Archers: dead

User posted image
  •   Details on flying the airship
      The strike ship initially travels at a speed of 10 squares. When brought under control (after complete success in the skill challenge), it travels at a speed of 12 squares. The admiral's flagship has a speed of 8 squares, but it has a significant head start. Because of the turbulence created by the astral gate, neither craft can make a double move in this encounter.

      The lift granted by the astral gate means that it takes only three PCs to control the strike ship—one pilot and two crew. (A ship of this size normally requires a crew of three or more.) For each missing crew member, the ship’s speed is reduced by 2 squares.

      The PC who pilots the strike ship must do so with a standard action and a move action each round. The PCs crewing ship must use a standard action each round to do so. Because those three PCs are actively working the strike ship’s controls, they can make primary skill checks in the skill challenge as minor actions. All other characters make primary skill checks in the challenge as standard actions.

      I, the DM, will keep track of the distance between the two ships from round to round, and of the change in speed of either craft as it takes damage. For every 50 damage either astral craft takes, its speed is reduced by 2 squares. At fly speed 0, a ship floats out of control toward the astral gate. Each warship is equipped with grappling lines that can be fired by the pilot.
  •   Features
      Illumination:This area is infused with bright light.
      Catwalks: This shaky catwalk rises alongside the landing of the dock. The catwalk can be moved along normally, but a Medium or smaller creature that makes a melee attack while in a square on the edge of the catwalk must make a DC 14 Acrobatics check or stumble and fall over the edge.
      Ladders: Rough mesh ladders connect the lower level with the landing. It takes a move action and a DC 15 Athletics check to climb 10 feet up a ladder.
      Gantry: Each of these gantry towers rises 20 feet above the adjoining catwalk, and each features a crane sling arm for raising cargo from below. A gantry tower provides cover and can be climbed with a DC 10 Athletics check. A creature engaged in combat on the top of a tower must make a DC 22 Acrobatics check or fall in a square adjacent to the tower’s base, chosen randomly.
      Makeshift Barricade: The githyanki have assembled the mesh steel crates littering this area into barricades 6 feet high. The barricades are difficult terrain and provide superior cover. An unstable barricade can be climbed over with a DC 15 Athletics check, vaulted over with a DC 15 Acrobatics check, or pushed through with a DC 20 Athletics check. Pushing a barricade slides its crates and any creature behind those crates 2 squares.
      Scrap: These areas of cast-off steel fragments, cables, and other detritus are difficult terrain. A creature that runs, charges, or makes a double move through an area of scrap must make a DC 20 Acrobatics check or fall prone.
      Scrap Pile: A 5-foot-high scrap pile provides cover and is difficult terrain. It takes a DC 10 Athletics check to move over a scrap pile.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Sir Murrak hears Mal and heads to the ship, but not before bashing the Gish with a sound blow that leaves it dazed.

Standard: Valiant Strike vs Gish with holy smite 1 1d20+23+2+1+1=43, 1d10.minroll(3)+16+2+11=37 Hits AC 43 for 37 damage and dazed UENT
Move: Fly to QR22/23
_______________
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: Jul 2008
Posts: 5245
Sir Murrak smacks the last githyanki upside the head before following the others to the airship.

Skill Challenge - Fly the airship: Successes 1 , Failures 0

Initiative Status:
Ready: Sal - SS, Fog, Belt
Shipmaster: dead
Swordmen: dead
Hedoni: 77/95, vul 10 psy, dazed UENT Hed (7 surges)
Ravix: 45 /130, bloodied (7 surges)
Mal: 111+5 /111 (10 surges)
Salazar: 86/115, vul 10 psy (9 surges)
Sir Murrak: 37/143, vul 10 psy, bloodied (12 surges)
Valor: 71/71
->Ravenblade: 120 /125 (9 surges)
Gish Warrior: down 178, marked, bloodied, dazed ENT Mur
Archers: dead

User posted image
  •   Details on flying the airship
      The strike ship initially travels at a speed of 10 squares. When brought under control (after complete success in the skill challenge), it travels at a speed of 12 squares. The admiral's flagship has a speed of 8 squares, but it has a significant head start. Because of the turbulence created by the astral gate, neither craft can make a double move in this encounter.

      The lift granted by the astral gate means that it takes only three PCs to control the strike ship—one pilot and two crew. (A ship of this size normally requires a crew of three or more.) For each missing crew member, the ship’s speed is reduced by 2 squares.

      The PC who pilots the strike ship must do so with a standard action and a move action each round. The PCs crewing ship must use a standard action each round to do so. Because those three PCs are actively working the strike ship’s controls, they can make primary skill checks in the skill challenge as minor actions. All other characters make primary skill checks in the challenge as standard actions.

      I, the DM, will keep track of the distance between the two ships from round to round, and of the change in speed of either craft as it takes damage. For every 50 damage either astral craft takes, its speed is reduced by 2 squares. At fly speed 0, a ship floats out of control toward the astral gate. Each warship is equipped with grappling lines that can be fired by the pilot.
  •   Features
      Illumination:This area is infused with bright light.
      Catwalks: This shaky catwalk rises alongside the landing of the dock. The catwalk can be moved along normally, but a Medium or smaller creature that makes a melee attack while in a square on the edge of the catwalk must make a DC 14 Acrobatics check or stumble and fall over the edge.
      Ladders: Rough mesh ladders connect the lower level with the landing. It takes a move action and a DC 15 Athletics check to climb 10 feet up a ladder.
      Gantry: Each of these gantry towers rises 20 feet above the adjoining catwalk, and each features a crane sling arm for raising cargo from below. A gantry tower provides cover and can be climbed with a DC 10 Athletics check. A creature engaged in combat on the top of a tower must make a DC 22 Acrobatics check or fall in a square adjacent to the tower’s base, chosen randomly.
      Makeshift Barricade: The githyanki have assembled the mesh steel crates littering this area into barricades 6 feet high. The barricades are difficult terrain and provide superior cover. An unstable barricade can be climbed over with a DC 15 Athletics check, vaulted over with a DC 15 Acrobatics check, or pushed through with a DC 20 Athletics check. Pushing a barricade slides its crates and any creature behind those crates 2 squares.
      Scrap: These areas of cast-off steel fragments, cables, and other detritus are difficult terrain. A creature that runs, charges, or makes a double move through an area of scrap must make a DC 20 Acrobatics check or fall prone.
      Scrap Pile: A 5-foot-high scrap pile provides cover and is difficult terrain. It takes a DC 10 Athletics check to move over a scrap pile.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Satisfied that his fellow Liberators have come aboard swiftly, Ravenblade moves to the mooring rope in order to release the ship. He glances back, remembering something and sees their newest party member still fighting in melee. He bellows, "RAVIX! We need to leave right now. You should have come earlier. This is your last chance to get on board, but you'll only have seconds!" With that, Ravenblade slams his craghammer to smash the mooring pins apart. True to his word and giving Ravix a few seconds time, the ranger paladin grabs hold of the the catwalk with both hands and holds on to prevent the ship from rising too fast.

Move: R27
Standard: Endurance to hold on to the catwalk until Ravix jumps on board. (1d20+19+1=23)

OOC: Rav will hold on to the catwalk until the end of Ravix' next turn, then let go. The admiral's ship already got an extra turn to be 8 more squares away.

User posted image

AC: 33 (31 bloodied)
Resistances: Fire 10, Cold 10, Acid 10, Lightning 10, Psychic 10, Poison 5, Necrotic 5, Ongoing Damage 6
Champion’s Aura (16th level): You and any allies within 3 squares of you gain a +4 bonus to all defenses against fear effects.
Surges: 9/12, Action point(s) left: 1/2, not used this battle

  •   Ravenblade
    • Male Dwarf Ranger, Hammer of Moradin, Level 18
    • Passive Perception: 28, Passive Insight: 23
    • AC: 33/31, Fort: 32, Reflex: 26, Will: 26, Speed: 6, Initiative: +11
    • HP: 125, Bloodied: 62, Surge Value: 35, Surges: 12
    •  
    • Class/Racial Features and Feats
      • Class/Racial Features
      • Cast-Iron Stomach: +5 save vs poison
      • Champion’s Aura (16th level): You and any allies within 3 squares of you gain a +4 bonus to all defenses against fear effects.
      • Dwarven Resilience: second wind as minor action
      • Hammer Bond: +1 bonus to attack rolls with hammers
      • Hunter’s Quarry: 2d6 extra damage on a target marked with HQ, once per round
      • Powerful Action (11th level): When you spend an action point to make an attack, each target hit by the attack is knocked prone or dazed until the end of your next turn. You choose the effect for each target after the attack’s other effects are resolved.
      • Running Attack: +1 to hit with powers that include movement and moved at least 2 spaces
      • Stand Your Ground: -1 space forced movement / imm save vs prone att
      • Feats
      • Armor Proficiency Chainmail:
      • Bludgeon Expertise: +1/2/3 attack at H/P/E tiers, +1 to push and slide effects from attacks
      • Dwarven Durability: +2 surges, +CON mod surge value
      • Dwarven Weapon Training: +2 damage and prof with all axes/hammers
      • Flank on the Run: When adjacent to an enemy and move to another square adjacent to that enemy, you do not provoke an opportunity attack from that enemy for leaving your square
      • Forgeborn Heritage: resist 2/3/5 at H/P/E tiers for fire, cold, acid, lightning, gain Elemental Legacy power
      • Iron Hide Resilience: Forgeborn Heritage resist changes to 5/10/15 at H/P/E tiers for fire, cold, acid, lightning
      • Soldier of Virtue: paladin multi-class, one paladin skill, virtue’s touch 1/day
      • Toughness: +5/10/15 hp at H/P/E tiers
      • Two-Weapon Fighting: +1 damage while wielding two melee weapons
      • Two-Weapon Defense: +1 AC/REFLEX while wielding any two weapons
      • Superior Fortitude: +2/+3/+4 FORT per tier, 3/6/9 resist ongoing damage per tier
       
    • Basic Attacks
      • The following attacks respectively already include +1 24h, +1 charge, +1 running attack in charge
      • Basic Melee (Surrounding/Dwarven Thrower): 1d20+24;1d10.minroll(3)+17, 3d6 on a crit
      • Basic Melee Charge (Surrounding): 1d20+26;1d10.minroll(3)+17, 3d6 on a crit
      • Basic Melee Charge (Dwarven Thrower): 1d20+26;1d10.minroll(3)+17, 3d6 on a crit
      • Basic Ranged (Dwarven Thrower): 1d20+24;1d10.minroll(3)+17
       
    • Powers/Item Powers During Play
      • Hunter’s Quarry
      • Incendiary Ring of Fireblazing
      • Throw and "Bash" (Stab)
      • Twin Strike
      • Death Threat
      • Elemental Legacy
      • Hammer Throw
      • Invigorating Stride
      • Off-Hand Diversion
      • Ruffling Sting
      • Second Wind
      • Spot Weakness
      • Untamed Outburst
      • Attacks on the Run
      • Howling Winds
      • Scything Blow
      • Steeling Flurry
      • Stalwart Defense
      • Virtue’s Touch
      • Item Powers
      • Backlash Tattoo
      • Crown of the Goliath Champion
      • Iron Hand Unbreakable Form
      • Melora's Storm Blessing
      • Symbol of Scorned Fate
      • Viper Belt
      • Weapon of Surrounding
      • Dwarven Thrower
      • Incendiary Ring of Fireblazing
      • Mental Block
      • Raven Cloak
       
    • Items
      • Items
      • Agile Braidmail +3 +2 AC when not bloodied
      • Weapon of Surrounding Craghammer +3 ccrit=3d6
      • Dwarven Thrower Craghammer +3 melee and heavy thrown 6/12, crit=3d6
      • Symbol of Scorned Fate
      • Backlash Tattoo
      • Gauntlets of Blood (paragon) +4 damage to boodied targets
      • Silt Striders +1 speed, can walk/stand on all non-liquid surfaces, ignore difficult terrain of dirt, sand, or silt and leave no tracks in that terrain.
      • Viper Belt resist 5 poison
      • Melora's Storm Blessing If an enemy uses a forced movement effect against you, you can shift 1 square as a free action at the end of the forced movement.
      • Raven Cloak +3 resist 5 necrotic/cold, save bonus daily
      • Crown of the Goliath Champion immed int resist, resist 10 thunder
      • Ioun Stone of Might +4 bonus to STR skill checks and ability checks, +5 bonus to damage
      • Mental Block You have a +2 item bonus saves against fear or charm effects
      • Incendiary Ring of Fireblazing at will minor to ignite things, basic attacks can deal fire instead of normal damage
      • Life Shroud
      • Potion of Healing (heroic) 1 / 2 / 3
      • Potion of Vitality (paragon) 1
       
    • Skills
      • Acrobatics +15
      • Arcana +8
      • Athletics +23
      • Bluff +9
      • Diplomacy +9
      • Dungeoneering +15
      • Endurance +19
      • Heal +18
      • History +8
      • Insight +13
      • Intimidate +9
      • Nature +18
      • Perception +18
      • Religion +8
      • Stealth +10
      • Streetwise +9
      • Thievery +10
       
    • Descriptions of Powers
      • Hunter’s Quarry minor to place, 2d6 extra damage 1/round on a hit
      • Throw and Stab thrown attack vs one enemy (1d20+23;1d10+11) then move speed and MBA vs another enemy (1d20+23;1d10+17)
      • Twin Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+23;1d10+11 (melee) or 1d20+19;1d10+11
      • Death Threat free, trigger: kill your quarry, HQ on another enemy within 5 and gain CA against it UENT
      • Elemental Legacy free, trigger: hit an enemy, effect: deal 3/6/9 at H/P/E tiers extra acid, cold, fire, or lightning damage
      • Hammer Throw ranged 10, STR vs FORT, can use any hammer, 1d20+23;2d10+17 1st target and dazed UENT Rav, 1d20+23;1d10+17 and prone on 2nd target within 3 of 1st target
      • Invigorating Stride move, shift 4, can’t end adj to enemy, can use 2nd wind
      • Off-Hand Diversion minor, melee, 1d20+23;1d10+17, on hit target grants CA to all USNT
      • Ruffling Sting minor, melee, 1d20+23;1d10+17, on a hit target grants CA to you for your next melee attack until end of this turn
      • Second Wind minor, gain 34 hp and +2 def
      • Spot Weakness minor, gain +4 bonus to next damage roll against the target UENT
      • Untamed Outburst one creature, two attacks, 1d20+25;1d10+17 per attack, if both attacks hit then the target is dazed UENT
      • Attacks on the Run melee/ranged, 1 or 2 targets, can use main weapon only, either 2 attacks on single or 1 attack each target, 1d20+23;3d10+17, can move 5 before the attacks, ½ damage on miss
      • Scything Blow one or two creatures, before the attack shift 2, 1d20+23;1d10+11 and knock prone, miss: half damage, make a secondary attack against each target, 1d20+21;1d10+10, miss: half damage
      • Steeling Flurry burst 1 each enemy, two attacks per target, 1d20+23;1d10+17, miss: half damage per attack
      • Howling Winds minor, surrounded by winds UEE, once per your turn you can slide an enemy within 10 up to your WIS mod (4) as a free action
      • Stalwart Defense minor, stance, gain resist all 5 and +2 FORT until stance ends
      • Virtue’s Touch minor, melee touch, 1 target, remove blinded, dazed, deafened, slowed, stunned, or weakened
      • Item Powers
      • Backlash Tattoo the first time you’re bloodied in an encounter, you can make a basic ranged or melee attack as an imm reaction
      • Crown of the Goliath Champion immed int to resist all damage USNT by number of healing surges spent since
      • Iron Hand Unbreakable Form move half speed, the next melee attack gives you 20 thp on a hit or 10 thp on a miss
      • Melora's Storm Blessing move, fly 6
      • Symbol of Scorned Fate free, when you first fail a save throw against an effect, that effect does not affect you UENT (also, if the effect changes or has an additional effect after failing to save those changes don't yet occur)
      • Viper Belt no action, +2 when making a poison save throw
      • Weapon of Surrounding free, trigger: hit adj enemy, teleport to any space adj to that enemy
      • Dwarven Thrower Craghammer free, when hitting a large or larger creature, do 6 extra damage
      • Raven Cloak no action, trigger: fail a save, re-roll with +5 or +10 if dying
      • Incendiary Ring of Fireblazing , no action, trigger: hit with an attack that deals fire damage, effect: the target and each adjacent creature except you takes 10 fire ongoing (save ends), if at least one milestone has been reached it is instead 20 fire ongoing (save ends)
      • Mental Block no action, trigger: you are subject to a fear or charm effect, you make a saving throw against the triggering effect to end the effect
    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2009
Posts: 361
Location: Scottsdale
Despite his anger in having to let the Gith warrior leave, Ravix hears the Dwarf and realizes the urgency to catch the Admiral.

The half-orc hates to ask for help, but knows that every moment matters. He calls out "Mage! Magic me up there would ya?"

OOC: Can Hedoni teleport Ravix to the ship? If not, he may have a hard time getting to the boat without provoking an opportunity attack. What is the necessary skill needed to jump/climb on board the ship?
Moderator
Registered: Jun 2009
Posts: 3164
OOC: That's why Murrak dazed the Gish. No OA from a dazed dude. Move freely.
_______________
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: Jul 2008
Posts: 5245
The airship strains and pitches as Ravenblade cuts the ship free of its moorings. The ranger urges Ravix to come aboard quickly.

Dazed, it all the last enemy can do to scratch the ravager for 17 damage.

OOC: Yes, the enemy is dazed and can't take opportunity attacks. Ravix should be able to get on the ship with a double move. The gangplank is at V25.

Also, I think Hedoni should not be dazed anymore.


Skill Challenge - Fly the airship: Successes 1 , Failures 0

Initiative Status:
Ready: Sal - SS, Fog, Belt
Shipmaster: dead
Swordmen: dead
->Hedoni: 77/95, vul 10 psy (7 surges)
Ravix: 28 /130, bloodied (7 surges)
Mal: 111+5 /111 (10 surges)
Salazar: 86/115, vul 10 psy (9 surges)
Sir Murrak: 37/143, vul 10 psy, bloodied (12 surges)
Valor: 71/71
Ravenblade: 120 /125 (9 surges)
Gish Warrior: down 178, marked, bloodied, dazed ENT Mur
Archers: dead

User posted image
  •   Details on flying the airship
      The strike ship initially travels at a speed of 10 squares. When brought under control (after complete success in the skill challenge), it travels at a speed of 12 squares. The admiral's flagship has a speed of 8 squares, but it has a significant head start. Because of the turbulence created by the astral gate, neither craft can make a double move in this encounter.

      The lift granted by the astral gate means that it takes only three PCs to control the strike ship—one pilot and two crew. (A ship of this size normally requires a crew of three or more.) For each missing crew member, the ship’s speed is reduced by 2 squares.

      The PC who pilots the strike ship must do so with a standard action and a move action each round. The PCs crewing ship must use a standard action each round to do so. Because those three PCs are actively working the strike ship’s controls, they can make primary skill checks in the skill challenge as minor actions. All other characters make primary skill checks in the challenge as standard actions.

      I, the DM, will keep track of the distance between the two ships from round to round, and of the change in speed of either craft as it takes damage. For every 50 damage either astral craft takes, its speed is reduced by 2 squares. At fly speed 0, a ship floats out of control toward the astral gate. Each warship is equipped with grappling lines that can be fired by the pilot.
  •   Features
      Illumination:This area is infused with bright light.
      Catwalks: This shaky catwalk rises alongside the landing of the dock. The catwalk can be moved along normally, but a Medium or smaller creature that makes a melee attack while in a square on the edge of the catwalk must make a DC 14 Acrobatics check or stumble and fall over the edge.
      Ladders: Rough mesh ladders connect the lower level with the landing. It takes a move action and a DC 15 Athletics check to climb 10 feet up a ladder.
      Gantry: Each of these gantry towers rises 20 feet above the adjoining catwalk, and each features a crane sling arm for raising cargo from below. A gantry tower provides cover and can be climbed with a DC 10 Athletics check. A creature engaged in combat on the top of a tower must make a DC 22 Acrobatics check or fall in a square adjacent to the tower’s base, chosen randomly.
      Makeshift Barricade: The githyanki have assembled the mesh steel crates littering this area into barricades 6 feet high. The barricades are difficult terrain and provide superior cover. An unstable barricade can be climbed over with a DC 15 Athletics check, vaulted over with a DC 15 Acrobatics check, or pushed through with a DC 20 Athletics check. Pushing a barricade slides its crates and any creature behind those crates 2 squares.
      Scrap: These areas of cast-off steel fragments, cables, and other detritus are difficult terrain. A creature that runs, charges, or makes a double move through an area of scrap must make a DC 20 Acrobatics check or fall prone.
      Scrap Pile: A 5-foot-high scrap pile provides cover and is difficult terrain. It takes a DC 10 Athletics check to move over a scrap pile.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Seeing Ravix still on the dock, Hedoni attacks the warrior and brings his new ally aboard.

Standard Action: Thunderous Transformation on Gish Warrior.
Free Action: Twist the Arcane Fabric, teleporting Ravix to R22 before the attack.

Thunderous Transformation: (1d20+21+1=25, 2d8+17=28)

Thunderous Transformation hits Fortitude 25 on Gish Warrior for 28 Thunder damage. On a hit, target is teleported 30 feet in the air and falls.

  •  Hedoni Mindartis
    • Male Eladrin Wizard 18 | Character PDF
    • AC:30, Fort:27, Reflex:30, Will:33 - Speed:6
    • (+1 to defenses against ranged, area, close attacks)
    • HP:95, Bloodied:47, Surge Value:23, Surges left:9/9, Action Points: 1
    • Resistance: 15 Necrotic (Tenebrous Shroud), 5+1/2 level (14) Cold (Winterkin Heritage), 10 Acid, 10 Cold, 10 Fire, 10 Lightning (Dawn Warrior Armor)
    • Passive Perception: 24, Passive Insight: 24
    •  
    • Powers
      • Beguiling Strands
      • Winged Horde
      • Cantrips (Ghost Sound, Light (Minor), Mage Hand (Minor), Prestidigitation)
      • Staff of Defense (Immediate Interrupt)
      • Second Wind
      • Fey Step (Twist the Arcane Fabric) (Move)
      • Twist of Space
      • Shield (Immediate Interrupt)/Jump (Move)
      • Hammerfall Step
      • Prismatic Burst
      • Winter's Shroud (Immediate Reaction)
      • Thunderous Transformation
      • Wizard's Escape (Immediate Interrupt)/Dimension Door (Move)
      • Illusory Wall/Arcane Gate (Minor)
      • Bigby's Icy Grasp/Stinking Cloud
      • Wall of Fire/Taunting Phantoms
      • Wayfarer's Evasion
      • Otiluke's Resilient Sphere/Prismatic Beams
      • Clever Escape (Minor)/Fly (Standard)
      • Healing Word (Minor)
      • Hat of Disguise
      • Boots of Eagerness (Free)
      • Bracers of Mental Might
      • Dawn Warrior Armor (Minor)
      • Tenebrous Shroud (Immediate Interrupt)
      • Resplendent Gloves
      • Elderwood Falcon
      • (Key: At-Will, Encounter, Daily, Item Power, Utility, Used/Not Available)

    • Magic Items
      • Bag of Holding
      • Amulet of Protection +2
      • Dawn Warrior Armor +4 (Resist 10 Acid, Cold, Fire, Lightning; Radiant strikeback power)
      • Accurate Staff of Ruin +4 (4d10 extra damage on critical attack)
      • Cat Familiar (+2 Acrobatics, no range limit, +5 to cat's Stealth)
      • Resplendent Gloves (+3 damage to Will attacks, CA against target hit by illusion attack - Info)
      • Bracers of Mental Might (Use INT instead of STR, Encounter Power)
      • Boots of Eagerness (Take an additional move action as a free action, Encounter Power)
      • Elderwood Falcon (Conjuration, Daily Power, info)
      • Hat of Disguise (Illusion, At-Will Power, info)
      • Tenebrous Shroud (Resist 15 Necrotic, Invisible UENT when hit by melee - Daily Power, info)
      • Escape Tattoo (Teleport 3 when hit by crit attack)
      • Stalwart Belt (Gain Con mod temp hit points after crit)
      • Siberys Shard of the Mage (+1 damage when using staff as implement)
      • Ring of Retreat (+1 to teleporting - info)
      • _______________
        Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jul 2008
Posts: 5245
Hedoni's spell is deflected by the githyanki, but not before the wizard brings Ravix aboard the airship.

OOC: Y'all ready to fly? Ravenblade can let go with a free action.

Skill Challenge - Fly the airship: Successes 1 , Failures 0

Initiative Status:
Ready: Sal - SS, Fog, Belt
Shipmaster: dead
Swordmen: dead
Hedoni: 77/95, vul 10 psy (7 surges)
->Ravix: 28 /130, bloodied (7 surges)
Mal: 111+5 /111 (10 surges)
Salazar: 86/115, vul 10 psy (9 surges)
Sir Murrak: 37/143, vul 10 psy, bloodied (12 surges)
Valor: 71/71
Ravenblade: 120 /125 (9 surges)
Gish Warrior: down 178, marked, bloodied, dazed ENT Mur
Archers: dead

User posted image
  •   Details on flying the airship
      The strike ship initially travels at a speed of 10 squares. When brought under control (after complete success in the skill challenge), it travels at a speed of 12 squares. The admiral's flagship has a speed of 8 squares, but it has a significant head start. Because of the turbulence created by the astral gate, neither craft can make a double move in this encounter.

      The lift granted by the astral gate means that it takes only three PCs to control the strike ship—one pilot and two crew. (A ship of this size normally requires a crew of three or more.) For each missing crew member, the ship’s speed is reduced by 2 squares.

      The PC who pilots the strike ship must do so with a standard action and a move action each round. The PCs crewing ship must use a standard action each round to do so. Because those three PCs are actively working the strike ship’s controls, they can make primary skill checks in the skill challenge as minor actions. All other characters make primary skill checks in the challenge as standard actions.

      I, the DM, will keep track of the distance between the two ships from round to round, and of the change in speed of either craft as it takes damage. For every 50 damage either astral craft takes, its speed is reduced by 2 squares. At fly speed 0, a ship floats out of control toward the astral gate. Each warship is equipped with grappling lines that can be fired by the pilot.
  •   Features
      Illumination:This area is infused with bright light.
      Catwalks: This shaky catwalk rises alongside the landing of the dock. The catwalk can be moved along normally, but a Medium or smaller creature that makes a melee attack while in a square on the edge of the catwalk must make a DC 14 Acrobatics check or stumble and fall over the edge.
      Ladders: Rough mesh ladders connect the lower level with the landing. It takes a move action and a DC 15 Athletics check to climb 10 feet up a ladder.
      Gantry: Each of these gantry towers rises 20 feet above the adjoining catwalk, and each features a crane sling arm for raising cargo from below. A gantry tower provides cover and can be climbed with a DC 10 Athletics check. A creature engaged in combat on the top of a tower must make a DC 22 Acrobatics check or fall in a square adjacent to the tower’s base, chosen randomly.
      Makeshift Barricade: The githyanki have assembled the mesh steel crates littering this area into barricades 6 feet high. The barricades are difficult terrain and provide superior cover. An unstable barricade can be climbed over with a DC 15 Athletics check, vaulted over with a DC 15 Acrobatics check, or pushed through with a DC 20 Athletics check. Pushing a barricade slides its crates and any creature behind those crates 2 squares.
      Scrap: These areas of cast-off steel fragments, cables, and other detritus are difficult terrain. A creature that runs, charges, or makes a double move through an area of scrap must make a DC 20 Acrobatics check or fall prone.
      Scrap Pile: A 5-foot-high scrap pile provides cover and is difficult terrain. It takes a DC 10 Athletics check to move over a scrap pile.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
"Let's go!" says Ravenblade and releases his grip. He then prepares to help crew the ship.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)

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