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Posts: 4627
OOC: For the pilot and crew, what skills are used? What do the others do? Fire weapons and such?
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Josh wrote
OOC: For the pilot and crew, what skills are used? What do the others do? Fire weapons and such?


OOC: Once you proceed a bit in the skill challenge, the characters will learn more about the capabilities of the airship and how best to do battle. PCs not crewing the ship or making checks in the skill challenge can make attacks. Also, damage dealt to the admiral's flagship counts toward success in the skill challenge.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Fri Mar 27, 2015 2:09 pm. »
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Registered: Jul 2008
Posts: 5245
Ravenblade lets go and the ship lurches upward.

Skill Challenge - Fly the airship: Successes 1 , Failures 0
Primary Skills: Acrobatics, Arcana, Athletics, Thievery. Other Skills: Acrobatics, Perception.
Distance between the ships: 40 squares

Initiative Status:
Ready: Sal - SS, Fog, Belt
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)

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.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
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Registered: Jun 2009
Posts: 361
Location: Scottsdale
Ravix knows this type of flying contraption is for the academic type. He offers to help by staying out of the way while trying to recover his strength.

Standard action: Second wind, healing for 34 +6 (belt item bonus).

OOC: Ravix would like to aid another player in the skill challenge if that takes a move action or minor action. Otherwise he will heal.
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Posts: 5245
Ravix takes a moment to catch his breath as the airship thrusts upward.

Skill Challenge - Fly the airship: Successes 1 , Failures 0
Primary Skills: Acrobatics, Arcana, Athletics, Thievery. Other Skills: Acrobatics, Perception.
Distance between the ships: 40 squares

Initiative Status:
Ready: Sal - SS, Fog, Belt
Hedoni: 77/95, vul 10 psy (7 surges)
Ravix: 68 /130, (6 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)

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.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
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Registered: Oct 2008
Posts: 4627
Mal takes a position ready to move the ship in the proper direction. "Liberators, let's go get that Admiral!" Mal yanks on a rope hoping it will set the sail in the right direction.

Standard Action: Crew Ship

Move Action: Athletics check

Athletics check (+18 skill) (1d20+18=25)

Minor Action: Improved Inspiring Word +3 (Close burst 10; One ally gets Healing Surge +4d6+8 HP)

Inspiring Word (Murrak) (45+4d6+8=65)

OOC: Mal will crew the ship, unless someone really wants him to pilot. With crewing, Mal can heal people at the same time. Athletics check 25 for crewing and heals Murrak for 65 HP to 102 HP.


  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune 18
    • Passive Perception: 21, Passive Insight: 21
    • AC:32, Fort:28, Reflex:25, Will:32 - Speed:5
    • HP:111/111+5, Bloodied:55, Surge Value:27, Surges left:10/13
    • Action Points: 1, Second Wind: not used, Resist Fire 14
    •  
    • Powers
      • Intuitive Strike
      • Rousing Assault
      • IS Inspiring Word +3 1 2 3 4
      • Inspired Belligerence
      • Tactical Orders
      • Rousing Words +3
      • Favored Fortune
      • Press On Together
      • Sacrificial Lure
      • Lady Luck Smiles
      • Death From Two Sides
      • Hail of Steel
      • Lamb to the Slaughter
      • Staggering Spin
      • War Master's Assault
      • Diabolic Transformation
      • Black Wrath of Hell
      • Foe Stone
      • Flaming Glaive +3
      • Rebounding Throwing Hammer +1
      • Couters of Second Chances
      • Power Jewel
      • Dimensional Stride Boots
      • Strikebacks
      • Belt of Raging Endurance
      • Ring of Tenacious Will
       
    • Items
      • Bloodfire Crysteel +4
      • Healer's Brooch +3
      • Khyber Shard of Fiery Depth
      • Fey-Blessed Circlet
      • Hempen Rope (50ft)
      • Grappling Hook, Hammer, Pitons (10)
      • Hand Axe x2
      • Waraxe, Light Shield
       
    • Abilities
      • Melee Basic Attack +22 (+9 lvl, +5 Str, +2 Prof, +2 Exp, +3 Enh, +1 HB), Reach 2
      • Damage: 2d4+10 (2d4 Glaive, +5 Str, +3 W, +1 HB, +1 KSoFD)
      • Ranged Basic Attack +17 (+9 lvl, +5 Str, +2 Prof, +1 Enh), Ranged 5/10
      • Damage: 1d6+6 (1d6 Thr Hammer, +5 Str, +1 W)
      • Bloodhunt (+1 att vs. bloodied)
      • Inspiring Presence (Allies regain 14 HP w/ AP)
      • Combat Leader (+2 Init to me and allies w/in 10)
      • Hellfire Blood
      • Heavy Blade Expertise (+2 def vs. OAs)
      • Polearm Flanker (Flank in Reach)
      • Know Your Strength (Dam rolls of 1 or 2 become 3)
      • Seize the Day (AP: even roll grants allies w/in 5 sq 9 THP, odd grants Mal 14 THP)
      • Polearm Gamble (When enemy moves adj, take OA and grant CA UENT)
      • Vexing Flanker (Flanking grants CA to allies)
      • Strikebacks (+1 bonus to OAs)
      • Bloodfire (When bloodied, Aura 1, 2 Fire damage)
      • Dispater's Iron Discipline (+5 to saves vs. Stun, Dominate, or Daze)
      • Diabolic Soul (+2 att UEE against enemy that Crits me)
      • Opportunity Sidestep (On OA hit, shift 1 square as Free Action)
       
    • Skills
      • Acrobatics +7
      • Arcana +10
      • Athletics +18
      • Bluff +16
      • Diplomacy +19
      • Dungeoneering +11
      • Endurance +10
      • Heal +16
      • History +10
      • Insight +11
      • Intimidate +19
      • Nature +11
      • Perception +11
      • Religion +10
      • Stealth +9
      • Streetwise +14
      • Thievery +7
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
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Registered: Jul 2008
Posts: 5245
Getting control of the strike ship relies on traditional sailing skill as much as magical aptitude. With a his impressive strength, Mal properly sets the strike ship’s rigging to help control its erratic course upward. Sir Murrak's bleeding stops thanks to Mal's attention.

The ship pitches perilously to the side in a sharp gust. As it rights itself, you catch a gimps of the the githyanki and the Coalition forces are locked in combat below. Then suddenly, a group of white shapes peel away from a skirmish with the Coalition’s griffon riders. Eight white reptilian creatures wing their way up and toward your ship with a shriek, their githyanki riders spurring them on.

User posted image
Skill Challenge - Fly the airship: Successes 2 , Failures 0
Primary Skills: Acrobatics, Arcana, Athletics, Thievery. Other Skills: Acrobatics, Perception.
Distance between the ships: 40 squares

Initiative Status:
Ready: Sal - SS, Fog, Belt
Hedoni: 77/95, vul 10 psy (7 surges)
Ravix: 68 /130, (6 surges)
Mal: 111+5 /111 (10 surges)
Astral Whitewing R: no damage, 15 squares down
Astral Whitewing S: no damage, 15 squares down
Astral Whitewing T: no damage, 15 squares down
Astral Whitewing U: no damage, 15 squares down
Astral Whitewing V: no damage, 15 squares down
Astral Whitewing Y: no damage, 15 squares down
Astral Whitewing X: no damage, 15 squares down
Astral Whitewing Z: no damage, 15 squares down
->Salazar: 86/115, vul 10 psy (9 surges)
Sir Murrak: 102/143, vul 10 psy (11 surges)
Valor: 71/71
Ravenblade: 120 /125 (9 surges)

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.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
With the foes still out of his range, Salazar instead helps jib the mainsail and hoist the foreward yardarm, leaving the magical steering to Hedoni for the moment.

Standard action - Crew ship.

Move action - Move to R44.

Minor action - Athletics check.

Athletics (24H) (1d20+19+1=32)

Athletics 32.

"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
While crewing the ship, Salazar can't help but notice the six cannons on deck. With only a cursory glance, it looks like there are two different types of artillery at your disposal, one arcane and once more traditional. Further evaluation may reveal more about the cannons and how they work.

Skill Challenge - Fly the airship: Successes 3, Failures 0
Primary Skills: Acrobatics, Arcana, Athletics, Thievery. Other Skills: Acrobatics, Perception.
Distance between the ships: 40 squares

Initiative Status:
Ready: Sal - SS, Fog, Belt
Hedoni: 77/95, vul 10 psy (7 surges)
Ravix: 68 /130, (6 surges)
Mal: 111+5 /111 (10 surges)
Astral Whitewing R: no damage, 15 squares down
Astral Whitewing S: no damage, 15 squares down
Astral Whitewing T: no damage, 15 squares down
Astral Whitewing U: no damage, 15 squares down
Astral Whitewing V: no damage, 15 squares down
Astral Whitewing Y: no damage, 15 squares down
Astral Whitewing X: no damage, 15 squares down
Astral Whitewing Z: no damage, 15 squares down
Salazar: 86/115, vul 10 psy (9 surges)
->Sir Murrak: 102/143, vul 10 psy (11 surges)
Valor: 71/71
Ravenblade: 120 /125 (9 surges)

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.
  •   Run out the guns
      Spell turrets: ??

      Force ballistas: ??

      Attacks made with the spell turrets and force ballistas of either ship target only the other craft or creatures in the air. These attacks cannot target a character on a ship.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Sir Murrak examines a force ballista.

Minor: Perception _: 1D20+10+1 = [14]+10+1 = 25

OOC: If this yields how to fire it or anything, Murrak will use his standard to do so.
_______________
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 studies the cannon and gets a good idea of how the thing operates. (This doesn't count as success or failure in the skill challenge but will give a +2 bonus to the next skill roll. See "Run out the Guns" section below.)

OOC: Unless you use an action point, Sir Murrak does not have enough actions left this turn to move to a force ballista, load it and shoot it. Murrak has a move and a standard action remaining this turn.

Skill Challenge - Fly the airship: Successes 3, Failures 0. +2 to next skill roll.
Primary Skills: Acrobatics, Arcana, Athletics, Thievery. Other Skills: Acrobatics, Perception.
Distance between the ships: 40 squares

Initiative Status:
Ready: Sal - SS, Fog, Belt
Hedoni: 77/95, vul 10 psy (7 surges)
Ravix: 68 /130, (6 surges)
Mal: 111+5 /111 (10 surges)
Astral Whitewing R: no damage, 15 squares down
Astral Whitewing S: no damage, 15 squares down
Astral Whitewing T: no damage, 15 squares down
Astral Whitewing U: no damage, 15 squares down
Astral Whitewing V: no damage, 15 squares down
Astral Whitewing Y: no damage, 15 squares down
Astral Whitewing X: no damage, 15 squares down
Astral Whitewing Z: no damage, 15 squares down
Salazar: 86/115, vul 10 psy (9 surges)
->Sir Murrak: 102/143, vul 10 psy (11 surges)
Valor: 71/71
Ravenblade: 120 /125 (9 surges)

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.
  •   Run out the guns
      Spell turrets: ??

      Force ballistas: +15 vs. AC; ranged 40; 3d10 force damage. Each force ballista has 10 bolts and is operated by a single character. Firing is a standard action. Activating the magical bolt loader is a minor action.

      Attacks made with the spell turrets and force ballistas of either ship target only the other craft or creatures in the air. These attacks cannot target a character on a ship.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
OOC: Em, where are each of the weapons?

Ravix and Murrak are the ones not crewing, so the two of us should work the weapons. Murrak can leave the force one to Ravix and move to the arcane and try to understand it, unless there are two force ones. Sorry for the confusion.
_______________
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
Jonathan Berg wrote
OOC: Em, where are each of the weapons?

OOC: Force balistas are at O45 and S45. Spell turretts are at O43, O41, S43, and S41.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Sir Murrak leaves the force ballista to Ravix, and examines one of the arcane weapons.

Move: Walk to the middle arcane ballista
Minor: Arcane on arcane ballista _: 1D20+11+1 = [18]+11+1 = 30
_______________
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 moves up and studies the magical cannons. Drawing on his experience with magical devices, he figures out the spell turrets. (This also won't count as success or failure in the skill challenge, but will provide information on the spell turretts. See "Run out the Guns" sectin below.)

Skill Challenge - Fly the airship: Successes 3, Failures 0. +2 to next skill roll.
Primary Skills: Acrobatics, Arcana, Athletics, Thievery. Other Skills: Acrobatics, Perception.
Distance between the ships: 40 squares

Initiative Status:
Ready: Sal - SS, Fog, Belt
Hedoni: 77/95, vul 10 psy (7 surges)
Ravix: 68 /130, (6 surges)
Mal: 111+5 /111 (10 surges)
Astral Whitewing R: no damage, 15 squares down
Astral Whitewing S: no damage, 15 squares down
Astral Whitewing T: no damage, 15 squares down
Astral Whitewing U: no damage, 15 squares down
Astral Whitewing V: no damage, 15 squares down
Astral Whitewing Y: no damage, 15 squares down
Astral Whitewing X: no damage, 15 squares down
Astral Whitewing Z: no damage, 15 squares down
Salazar: 86/115, vul 10 psy (9 surges)
Sir Murrak: 102/143, vul 10 psy (11 surges)
Valor: 71/71
->Ravenblade: 120 /125 (9 surges)

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.
  •   Run out the guns
      Spell turrets: A character in a spell turret can use the turret to direct any nonweapon ranged or area arcane or divine attack power. A character directing a power through a spell turret uses his or her own attack modifier and deals damage as normal. However, a power directed through a spell turret cannot be used with an implement.

      The magic of a spell turret doubles the range of arcane and divine powers, and allows powers to target inanimate objects even if they normally cannot do so. Characters attacking airborne creatures through a spell turret can make use of any of a power’s effects. Powers that create effects in addition to hit point damage can be used against a ship, but the ship ignores such effects (including ongoing damage).

      Attacks that deal damage throughout an area (typically attacks that target all creatures in a burst) strike more than 1 square when used against a ship, dealing additional damage as follows: burst 1 or 2, 2 damage; burst 3 or 4, 3 damage; burst 5 or larger, 5 damage. Attacks that can target multiple characters function only as a single attack when directed through a spell turret

      Force ballistas: +15 vs. AC; ranged 40; 3d10 force damage. Each force ballista has 10 bolts and is operated by a single character. Firing is a standard action. Activating the magical bolt loader is a minor action.

      Attacks made with the spell turrets and force ballistas of either ship target only the other craft or creatures in the air. These attacks cannot target a character on a ship.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Ravenblade positions himself behind a force ballista, loads it, and shoots at the nearest astral whitewing.

Force Ballista, vs AC on whitewing U.: 1D20+15 = [4]+15 = 19 3D10 = [7, 9, 9] = 25

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
The half-orc fighter begins to wonder about his newly acquainted allies. He gapes as they take up the crew and cannon positions around the ship without commands. He wonders,Who's captain of this team, does anyone give or take orders?

He feels oddly out of place without a command structure. Trying to adjust his perspective on team work he shouts almost rhetorically, "Who's gonna pilot this thing? Sure as hell shouldn't be me.... should it?"
Moderator
Registered: Jul 2008
Posts: 5245
Ravenblade loads and shoots a cannon at a pursuer, but the shot goes wide of the mark.

Trying to figure out who is doing what, Ravix notices that only the tiefling and the human are actively crewing the ship. Although Hedoni is at the helm, no one is actively piloting the craft. Your speed seems to be matched with the admiral's flagship.

OOC: Currently, it takes only three PCs to control the strike ship —one pilot and two crew. For each missing crew member, the ship’s speed is reduced by 2 squares.

Skill Challenge - Fly the airship: Successes 3, Failures 0. +2 to next skill roll.
Current crew: Mal, Salazar
Current speed: 8
Primary Skills: Acrobatics, Arcana, Athletics, Thievery. Other Skills: Acrobatics, Perception.
Distance between the ships: 40 squares

Initiative Status:
Ready: Sal - SS, Fog, Belt
->Hedoni: 77/95, vul 10 psy (7 surges)
Ravix: 68 /130, (6 surges)
Mal: 111+5 /111 (10 surges)
Astral Whitewing R: no damage, 15 squares down
Astral Whitewing S: no damage, 15 squares down
Astral Whitewing T: no damage, 15 squares down
Astral Whitewing U: no damage, 15 squares down
Astral Whitewing V: no damage, 15 squares down
Astral Whitewing Y: no damage, 15 squares down
Astral Whitewing X: no damage, 15 squares down
Astral Whitewing Z: no damage, 15 squares down
Salazar: 86/115, vul 10 psy (9 surges)
Sir Murrak: 102/143, vul 10 psy (11 surges)
Valor: 71/71
Ravenblade: 120 /125 (9 surges)

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.
  •   Run out the guns
      Spell turrets: A character in a spell turret can use the turret to direct any nonweapon ranged or area arcane or divine attack power. A character directing a power through a spell turret uses his or her own attack modifier and deals damage as normal. However, a power directed through a spell turret cannot be used with an implement.

      The magic of a spell turret doubles the range of arcane and divine powers, and allows powers to target inanimate objects even if they normally cannot do so. Characters attacking airborne creatures through a spell turret can make use of any of a power’s effects. Powers that create effects in addition to hit point damage can be used against a ship, but the ship ignores such effects (including ongoing damage).

      Attacks that deal damage throughout an area (typically attacks that target all creatures in a burst) strike more than 1 square when used against a ship, dealing additional damage as follows: burst 1 or 2, 2 damage; burst 3 or 4, 3 damage; burst 5 or larger, 5 damage. Attacks that can target multiple characters function only as a single attack when directed through a spell turret

      Force ballistas: +15 vs. AC; ranged 40; 3d10 force damage. Each force ballista has 10 bolts and is operated by a single character. Firing is a standard action. Activating the magical bolt loader is a minor action.

      Attacks made with the spell turrets and force ballistas of either ship target only the other craft or creatures in the air. These attacks cannot target a character on a ship.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Feeling his stomach lurch at the motion of the airship, Hedoni looks around and decides his time is best spent righting the ship and guiding it safely.

Standard Action and Move Action: Pilot ship
Minor Action: Arcana Check

Arcana Check:: 1D20+22+1 = [6]+22+1 = 29

Arcana Check: 29.

OOC: Lemme know if I did all of that correctly. We're in a brave new D&D world...

  •  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
Falling in line with the rest of the crew, Ravix uses his little knowledge of sailing to take a position crewing the hoist on the jib.

Standard action & Move action: crew ship

athletics check +18 +24hr: 1D20+20 = [16]+20 = 36
Moderator
Registered: Oct 2008
Posts: 4627
"Ravix take a ballista and shoot at the other airship!"

OOC: We already have two crew and a pilot. Ravix should take a Force Ballista, unless he wants to let Salazar take a Spell Turret.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jun 2009
Posts: 361
Location: Scottsdale
OOC: I thought there were only 2 ballistas and both are taken by Murrak and Ravenblade...
« Last edit by Ari on Sun Apr 19, 2015 10:37 am. »
Moderator
Registered: Oct 2008
Posts: 4627
OOC: Oh, I didn't notice. Maybe Salazar or Hedoni should swap with Ravix so that they can use the spell turrets.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jun 2009
Posts: 361
Location: Scottsdale
OOC: The spell turrets seem much more effective than the force ballistas. It would make sense that Ravenblade and Ravix take crew/pilot positions while two spell casters take the spell turrets.

Also, I think Murrak could fly around fighting or separate from valor to multitask.
« Last edit by Ari on Sun Apr 19, 2015 8:14 pm. »
Moderator
Registered: Jul 2008
Posts: 5245
Hedoni and Ravix take up positions to manage the airship, freeing up Salazar to use one of the spell turrets. Hedoni proves how adept he is with magic by applying his deep arcane knowledge to a new situation and pilots the ship confidently.

OOC: If Ravix is going on crew duty, he can use a minor action to roll a skill in the skill challenge. There are two force balistas and four spell turrets; only Ravenblade has made use of a cannon (I'd forgotten to move Ravenblade to the force baslista).

Skill Challenge - Fly the airship: Successes 4, Failures 0.
Current crew: Mal, Salazar, Hedoni, Ravix
Current speed: 8
Primary Skills: Acrobatics, Arcana, Athletics, Thievery. Other Skills: Acrobatics, Perception.
Distance between the ships: 40 squares

Initiative Status:
Ready: Sal - SS, Fog, Belt
Hedoni: 77/95, vul 10 psy (7 surges)
Ravix: 68 /130, (6 surges)
-> Mal: 111+5 /111 (10 surges)
Astral Whitewing R: no damage, 15 squares down
Astral Whitewing S: no damage, 15 squares down
Astral Whitewing T: no damage, 15 squares down
Astral Whitewing U: no damage, 15 squares down
Astral Whitewing V: no damage, 15 squares down
Astral Whitewing Y: no damage, 15 squares down
Astral Whitewing X: no damage, 15 squares down
Astral Whitewing Z: no damage, 15 squares down
Salazar: 86/115, vul 10 psy (9 surges)
Sir Murrak: 102/143, vul 10 psy (11 surges)
Valor: 71/71
Ravenblade: 120 /125 (9 surges)

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.
  •   Run out the guns
      Spell turrets: A character in a spell turret can use the turret to direct any nonweapon ranged or area arcane or divine attack power. A character directing a power through a spell turret uses his or her own attack modifier and deals damage as normal. However, a power directed through a spell turret cannot be used with an implement.

      The magic of a spell turret doubles the range of arcane and divine powers, and allows powers to target inanimate objects even if they normally cannot do so. Characters attacking airborne creatures through a spell turret can make use of any of a power’s effects. Powers that create effects in addition to hit point damage can be used against a ship, but the ship ignores such effects (including ongoing damage).

      Attacks that deal damage throughout an area (typically attacks that target all creatures in a burst) strike more than 1 square when used against a ship, dealing additional damage as follows: burst 1 or 2, 2 damage; burst 3 or 4, 3 damage; burst 5 or larger, 5 damage. Attacks that can target multiple characters function only as a single attack when directed through a spell turret

      Force ballistas: +15 vs. AC; ranged 40; 3d10 force damage. Each force ballista has 10 bolts and is operated by a single character. Firing is a standard action. Activating the magical bolt loader is a minor action.

      Attacks made with the spell turrets and force ballistas of either ship target only the other craft or creatures in the air. These attacks cannot target a character on a ship.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light

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