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Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Clearheaded only works on "Save Ends" conditions. I think Ravix is under a "until the end of (someone's) next turn" condition, so unless there's something I'm missing, I don't think Clearheaded applies.
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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
Ravix stews in stunned frustration.

Current crew: Mal, Hedoni, Salazar
Current speed: 12
Strike Ship's HP: 500/434.
Distance between the ships: 32 squares

Initiative and Status
Ready: Sal - SS, Fog, Belt
Hedoni: 77/95, vul 10 psy (7 surges)
Ravix: 127 /130 (5 surges)
->Mal: 111+5 /111 (10 surges)
Astral Whitewing R: down 15
Astral Whitewing S: down 142, bloodied
Astral Whitewing T: no damage
Astral Whitewing U: down 47
Astral Whitewing V: down 31
Astral Whitewing Y: no damage
Astral Whitewing X: no damage
Astral Whitewing Z: no damage
Salazar: 86/115, vul 10 psy (9 surges)
Sir Murrak: 87/143, vul 10 psy(11 surges)
Valor: 71/71
Ravenblade: 120 /125, +2 For and resist all 5 UEE (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.

      Strike ship information

      HP 500; AC 6; Fortitude 17, Reflex 15; resist 10 all damage; speed 10 (at the beginning of the skill challenge) or 12 (after 5 victories in the challenge). For every 50 damage either astral craft takes, its speed is reduced by 2 squares. The vehicle rules above have been adapted from Adventurer’s Vault.
  •   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.
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
"Liberators, we are catching up! Onward and upward!" Mal wraps some of the rigging around his arm as he adjusts the wheel to steer them towards their foes.

Standard Action: Athletics Check to Repair Ship

Athletics check (+18 skill) (1d20+18=28)

Minor Action: Pilot Ship

OOC: Athletics check 28 to repair ship. Pilot ship.


  •  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
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Mal works on the ship and encourages the others.

The ship takes 22 damage from the whitewings as they dart around the aircraft.

Current crew: Mal, Hedoni, Salazar
Current speed: 12
Strike Ship's HP: 500/426.
Distance between the ships: 32 squares

Initiative and Status
Ready: Sal - SS, Fog, Belt
Hedoni: 77/95, vul 10 psy (7 surges)
Ravix: 127 /130 (5 surges)
Mal: 111+5 /111 (10 surges)
Astral Whitewing R: down 15
Astral Whitewing S: down 142, bloodied
Astral Whitewing T: no damage
Astral Whitewing U: down 47
Astral Whitewing V: down 31
Astral Whitewing Y: no damage
Astral Whitewing X: no damage
Astral Whitewing Z: no damage
->Salazar: 86/115, vul 10 psy (9 surges)
Sir Murrak: 87/143, vul 10 psy(11 surges)
Valor: 71/71
Ravenblade: 120 /125, +2 For and resist all 5 UEE (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.

      Strike ship information

      HP 500; AC 6; Fortitude 17, Reflex 15; resist 10 all damage; speed 10 (at the beginning of the skill challenge) or 12 (after 5 victories in the challenge). For every 50 damage either astral craft takes, its speed is reduced by 2 squares. The vehicle rules above have been adapted from Adventurer’s Vault.
  •   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.
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Gary and I are out of town until Sunday.

We will play at 11 am my parent's house; the address is 7342 W 89th Street, 90045. I look forward to seeing you there.
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Once they had control of the airship, the Liberators took down the whitewings one by one. Against the backdrop of an astral storm, a pitched ship-to-ship battle ensued. Hedoni's wall of fire gave the group a tactical advantage. In the end, both ships locked together, Kada’ne’s forces were defeated and his crystal key recovered.

User posted image

After the forces of Garaitha’s Anvil had been routed—the heroes of the world were victorious. The bodies of githyanki and giants were spread across the shipyard by the hundreds, as were the throngs of prisoners being held under tight watch by the Freeriders and others. The damaged ships landed noisily in an open space close to the dock where they were originally moored, all eyes on the Liberators as they disembarked. And as one, the heroes of the Hundred saluted, five-score weapons raised to the white sky as a shout of triumph echoed from the gray stones.

The group profits from what they find on the ships and the Liberators reach level 19.
  •   Loot
      Hedoni - Plainstrider Boots ( level 18 item)
      Ravendblade - Magic Craghammer +4 (level 16 item) and Dwarven Thrower +4 (level 17 item)
      Salazar - Ring of Tenacious Will (level 21 item)
      Coin and valuables to be split evenly - 220 pp., 1,500 gp, one githyanki icon (7,500 gp), two potions of vitality, four mithral amulets (7,500 gp each) and three 1,000 gp gems.

The Coalition’s rout of Garaitha’s Anvil deals a major blow to the githyanki war effort, effectively scuttling a significant portion of their astral fleet and putting large numbers of astral craft and airships under Coalition control. A decisive blow has been dealt against the githyanki. The tide of war has turned, though the Liberator's fight is far from over.

OOC: I will update our Scales of War wiki to summarize the adventure and tally items and money.
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
The adventure continues in The Tyranny of Souls.
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Michael Doss on Wed Jul 01, 2015 8:56 pm. »

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