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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Corydimbiddle - Gnome Artificer, Points of Light
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#501 Thu Mar 26, 2015 3:22 pm
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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 |
#502 Fri Mar 27, 2015 2:04 pm
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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. » |
#503 Fri Mar 27, 2015 2:15 pm
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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) ![]()
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 |
#504 Fri Mar 27, 2015 4:00 pm
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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. |
#505 Sun Mar 29, 2015 9:55 pm
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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) ![]()
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 |
#506 Tue Mar 31, 2015 1:02 am
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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 - Tiefling Warlord, Scales of War Corydimbiddle - Gnome Artificer, Points of Light |
#507 Wed Apr 01, 2015 9:27 pm
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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. ![]() 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) ![]()
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 |
#508 Thu Apr 02, 2015 10:39 am
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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 - 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 |
#509 Tue Apr 07, 2015 5:10 pm
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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) ![]()
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.
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 |
#510 Wed Apr 08, 2015 10:04 am
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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 |
#511 Wed Apr 08, 2015 4:05 pm
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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) ![]()
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.
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 |
#512 Wed Apr 08, 2015 5:52 pm
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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 |
#513 Fri Apr 10, 2015 3:22 pm
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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 |
#514 Fri Apr 10, 2015 4:16 pm
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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 |
#515 Tue Apr 14, 2015 11:28 am
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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) ![]()
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.
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 |
#516 Wed Apr 15, 2015 1:19 pm
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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 ![]() 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 - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War) |
#517 Wed Apr 15, 2015 6:42 pm
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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?" |
#518 Fri Apr 17, 2015 4:25 pm
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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) ![]()
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.
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 |
#519 Fri Apr 17, 2015 8:48 pm
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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...
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#520 Sat Apr 18, 2015 9:16 pm
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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 |
#521 Sat Apr 18, 2015 10:38 pm
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"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 |
#522 Sun Apr 19, 2015 10:36 am
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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. » |
#523 Sun Apr 19, 2015 3:11 pm
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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 |
#524 Sun Apr 19, 2015 3:51 pm
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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. » |
#525 Mon Apr 20, 2015 2:40 pm
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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) ![]()
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.
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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