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A Tyranny of Souls

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Not long after your success at Garaitha’s Anvil, Talanee, approaches Ravenblade. He claims to represent the Separatists, a rebel faction within Tu’narath, the githyanki’s greatest city. What he describes is troubling: Tiamat rules through a puppet emperor named Zetch’r’r and he uses the city poorly, draining it of resources to supply Tiamat’s war machine. "The Separatists want to meet on neutral ground. Their representatives will not meet here, and we’re not willing to step into the viper’s nest of Tu’narath. The others have agreed to meet to negotiate at the Citadel Mercane, a trade depot in the Astral Sea." He gives Ravenblade a disc emblazoned with a white fire symbol.

At his villa, Hedoni is visited by Vesper and given (among other things) some intriguing intelligence. The legendary warrior Gith has reportedly escaped the Nine Hells, possibly assisted by the Xaositects - a faction devoted to Chaos."Can you believe it - Gith - THE Gith! You realize what her return could mean for the githyanki, not to mention the githzerai. I'm not sure about the Xaositects though; they only want to spread unrest."

Mal discusses the offer from the Separatists with Amyria. “Mal, you say they want an alliance! Yes, it seems suspect, a trap perhaps, but can we afford to turn away new allies in our time of need?” Her eyes are hard, fierce, and filled with worry. "I have faith in you and your wisdom, so you can bargain with the Coalition’s full authority. If their offer is genuine, failure is no option."

Taking your newly acquired astral airship, your travel the astral sea to Citadel Mercane. Built centuries ago by a race of planar merchants to serve as a trade hub for their enterprise, the citadel still serves in this capacity, but also as a refuge for exiles, criminals, and other planar scum. The founders have long since vanished, ceding power to the marut mercenaries who were hired to guard the settlement and to a new cabal known as the Seven Diamonds Society.

User posted image
OOC: I need everyone's level 19 character information. Also, I suggest you name your airship.
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
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Posts: 5245
You explore the Citadel and learn some bits of information:
- Citadel Mercane has stood for a thousand years and is a popular trade center for the merchants across the Astral Sea.
- The Citadel is open to all, provided visitors respect its laws. The most important commandment is “Harm no one.” The watch does not tolerate violence in the city, and those who break this law are either cast out or executed. There are exceptions, though. Why just the other day, a group of githyanki from Tu’narath was slaughtered outside the Dreaming Spire. The maruts did nothing and no one knows why.

User posted image

Unfortunately, since rule zero in the Citadel is “harm no one,” your group draws the attention of one of the city militias when Ravix squashes a merchant girl's kitten. You refuse to fight and are redeems by an agent of Scaramandar. A crime lord, information-broker, and cambion, Scaramandar knows all about the Liberators and their past exploits. Scaramandar also possesses a sigil address to a little-used teleportation circle hidden within Tu’narath’s Merchant District. He also can fabricate the proper documentation to get the characters into the city and through the cordon. All of this is available at no charge, if, and only if, the PCs agree to do him a favor.

User posted image

You are hesitant to assassinate Scaramander's enemy, Trethrix, and make no promises. Instead you travel to a tavern to make contact with the Seperatists.

After Ravenblade discreetly displays his white fire token, the human bartender apporaches and hands the ranger a small metal box. He says, “He said people’d come looking for him and left it for them. Guess those people would be you, huh?” The metal box is bronze and featureless except for a thumb-sized groove on the bottom. Placing a digit in the groove causes the box to float upward and unfold. Appearing in the center is a shimmering illusion of the githyanki they were to meet. It speaks at once, “My mission has failed. The Dark Lady’s agents infest this place, and our efforts have proved insufficient to evade them. If you truly wish to make an alliance, come to Tu’narath and we will find you.” The illusion flickers and dies. Moments later, the box evaporates as if it had never been.
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
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Registered: Jul 2008
Posts: 5245
After a botched attempt to meet with Captain J’ladimir, the githyanki captain of a merchant vessel called Gith’s Memory, you consider the option of working with Scaramander. You learn that Trethrix is the most recent member to join the Seven Diamonds. A raavasta, she is thoroughly evil, and since she has no special complaint against you, she would not be prepared for an attack against her.

User posted image
The crime lord had explained "Trethrix will be at her most vulnerable once she returns to the inner sphere. Opening and closing those portals takes about 5 minutes, so when she arrives she must wait for the gate to open. Strike then and strike quick, lest the Iron Sons appear and foil the attempt. When you finish, bring her head to me."

Your ambush is a success. After killing the raavasta and looting her palanquin (fine clothing worth 1,200 gp, and a pouch containing 70 pp), you move to the appointed place. A rakshasa proxy working for Scaramandar gives you a ritual scroll, the sigil address, and residuum enough to perform the ritual (Ritual scroll of Planar Portal and 1,000 gp of residuum).

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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
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Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar looks about their airship and ponders. "How about the Wings of Liberty?" he ponders. "That, or the Arabella."

  •  Salazar Miller
    • Male Human Sorcerer 19 / Dragon Guardian
    • Full Character Sheet
    • Passive Perception: 18, Passive Insight: 18, Senses: Normal
    • AC: 29, Fort: 30, Reflex: 28, Will: 34 - Speed: 6
    • HP: 120/120, Bloodied: 60, Surge Value: 37, Surges left: 12/12
    • 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.
    • Arcane Admixture (Feat): Add "Thunder" type to damage done by Blazing Starfall.
    • Resilient Focus (Feat): +2 feat bonus to saving throws.
    • Resounding Thunder (Feat): Can choose to add 1 to the size of blasts or bursts with thunder powers.
    • 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.
    • Powers
    • -Blazing Starfall (Radiant and Thunder)
    • -Burning Spray
    • -Dragonfrost
    • -Azure Talons
    • -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
    • -Aspect of the Dragon
    • -Belt of Mountain Endurance (Item Power)
    • -Flame Bracers (Item Power)
    • -Laughing Death Drowmesh (Item Power)
    • -Lightning Daggers
    • -Ring of Borrowed Spells: Greater Void Burst OR Resounding War Cry (Item Power)
    • -Ring of Tenacious Will (Item Power)
    • -Shield of Dragon Might
    • -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 Mountain Endurance (Property) - When you spend a healing surge, you can add your Strength modifier to your healing surge value. (Character Builder and PDF does not do the math on this. Surge value listed above in stat block is correct.)
    • -Belt of Mountain Endurance (Daily) - Free action. You can trigger this power when you spend an action point. You gain a +2 bonus to all of your defenses until the start of your next turn.
    • -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.
    • -Ring of Tenacious Will (Property) - Use Charisma instead of Constitution to determine the number of healing surges you possess.
    • -Ring of Tenacious Will (Daily) - No action. Effect: Use this power when you would be reduced to 0 hi points of fewer. You are reduced to 1 hit point instead. If you've reached at least one milestone today, you also gain a number of hit points equal to your level.
    • -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
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Registered: Jul 2008
Posts: 5245
You take Scaramander's portal to Tu’narath, the githyanki capital. The portal deposits you in a refuse-littered alley drenched in shadows. Ahead of you, the alley opens onto a crowded street filled with merchants and travelers alike. Behind you, the rough stone side street disappears as it makes its way deeper into the buildings scraping the shimmering sky.

Knowledge checks:
  •   DC 20 Arcana check
      The permanent teleportation circle you passed through on the alley’s ground is hidden behind a permanent illusion masking the alley’s entrance. You can move back through the portal freely, provided it remains open. Also, you can tell that magical receptors in the portal are set up to trigger some sort of psychic alert once a being passes through the portal.
  •   DC 15 History check
      Tu’narath is the former center of githyanki culture which has now become a bastion of, Tiamat, the Dark Lady’s, strength. After foreigners assassinated Queen Vlaakith CLVII, Emperor Zetch’r’r came to power.
  •   DC 22 History check
      Tu’narath is a sprawling metropolis built atop the petrified remains of a dead god known only as the One in the Void. The city has a population of approximately 120,000. Githyanki are still the dominant people in Tu’narath, but they now share the city with Tiamat’s legions. Unprecedented numbers of devils, dragonborn, dragonspawn, and other creatures have free rein to go where they please. Outside of these forces, visitors are still confined to the Merchant District, where a diverse population thrives. Zetch’r’r came to power after foreigners assassinated the Lich-Queen Vlaakith, and he has ruled for 25 years.
  •   DC 35 Streetwise
      Many believe Zetch’r’r had a hand in Vlaakith’s death and point to his close ties to Tiamat as further proof of his treachery. Not all are so willing to fight for Tiamat.
  •   DC 40 Streetwise
      Vlaakith has returned and is allied with the Separatists. However, the emperor’s warriors captured her and hold her someplace out of the city. If she were freed, she could rally the githyanki against Zetch’r’r’s tyranny.
  •   DC 20 Religion
      For as long as Tu’narath has stood, it has never housed an official temple. With Zetch’r’r’s reign, the city now has a grotesque temple dedicated to Tiamat that also serves as the emperor’s palace.

Current Status
Ravix: 136/136 (13 surges)
Sir Murrak: 149/149 (16 surges)
Valor: 74/74
Mal: 116/116 (13 surges)
Salazar: 120/120 (12 surges)
Ravenblade: 130/130 (12 surges)
Hedoni: 99/99 (9 surges)

OOC: Have a look at your updated character sheet and make sure it is correct.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Hedoni takes a moment to look around, then adjusts his hat to take on the appearance of a githyanki, just in case it becomes necessary.

Arcana, History, Religion and Streetwise checks: (1d20+22+1=29, 1d20+19+1=23, 1d20+20+1=23, 1d20+12+1=22)

  •  Hedoni Mindartis
    • Male Eladrin Wizard 19 | Character PDF
    • AC:30, Fort:27, Reflex:30, Will:33 - Speed:6
    • (+1 to defenses against ranged, area, close attacks)
    • HP:99, Bloodied:49, Surge Value:24, 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)
      • Disintegrate/Cloudkill
      • 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
      • Planestrider Boots (Move)
      • 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)
      • Planestrider Boots (Teleport 10, 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
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Registered: Jun 2009
Posts: 361
Location: Scottsdale
Ravix peeks out of the alley to stealthy observe what he can.

Stealth, streetwise, arcana, religion, & history: (1d20+14+1=34, 1d20+10+1=26, 1d20+8+1=17, 1d20+8+1=16, 1d20+8+1=12)
Moderator
Registered: Oct 2008
Posts: 4627
Before the journey, Mal responds to Salazar, "Both good names, we could also honor our retired comrade, with something like Wings of Daggoth."

While in Overlook, Mal had some of the defeated admiral's books translated and knows some of the recent history of the githyanki city.

Arcana (+10 skill, +1 24hr), History (+10 skill, +1 24hr), Religion (+10 skill, +1 24hr), Streetwise (+14 skill, +1 24hr) (1d20+11=12, 1d20+11=27, 1d20+11=29, 1d20+15=18)

  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune 19
    • Passive Perception: 21, Passive Insight: 21
    • AC:32, Fort:28, Reflex:25, Will:32 - Speed:5
    • HP:116/116+5, Bloodied:58, Surge Value:29, Surges left:13/13
    • 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
      • War Master's Assault
      • Victory Surge
      • 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
« Last edit by Josh on Tue Jul 07, 2015 9:29 am. »
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Registered: Oct 2008
Posts: 7786
Ravenblade easily scales the wall of the alley for a better vantage point, looking for danger and where to go next.

Athletics to climb, stealth to be sneaky, perception to look for danger, a safe path to our destination, or anything of note. (1d20+23+1=38, 1d20+10+1=16, 1d20+18+1=23)

OOC: FYI Josh, I updated the statblock below with all the new basic attacks and charges for when you need them.

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: 12/12, Action point(s) left: 1/1, 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: 130, Bloodied: 65, Surge Value: 36, 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 (Magic/Dwarven Thrower): 1d20+25;1d10.minroll(3)+18, 4d6 on a crit
      • Basic Melee Charge (Magic): 1d20+27;1d10.minroll(3)+18, 4d6 on a crit
      • Basic Melee Charge (Dwarven Thrower): 1d20+27;1d10.minroll(3)+18, 4d6 on a crit
      • Basic Ranged (Dwarven Thrower): 1d20+25;1d10.minroll(3)+18, 4d6 on a crit
       
    • 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
      • Untamed Outburst
      • Attacks on the Run
      • Blade Cascade
      • Cruel Cage of Steel
      • Howling Winds
      • Stalwart Defense
      • Virtue’s Touch
      • Item Powers
      • Backlash Tattoo
      • Iron Hand Unbreakable Form
      • Melora's Storm Blessing
      • Symbol of Scorned Fate
      • Viper Belt
      • Dwarven Thrower
      • Incendiary Ring of Fireblazing
      • Mental Block
      • Raven Cloak
       
    • Items
      • Items
      • Agile Braidmail +3 +2 AC when not bloodied
      • Magic Craghammer +4 ccrit=4d6
      • Dwarven Thrower Craghammer +4 melee and heavy thrown 6/12, crit=4d6
      • 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
      • 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
      • Blade Cascade
      • 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
      • Dwarven Thrower Craghammer free, when hitting a large or larger creature, do 8 extra damage
      • Raven Cloak no action, trigger: fail a save, re-roll with +5 or +10 if dying
      • Incendiary Ring of Fireblazing , no action, trigger: hit with an attack that deals fire damage, effect: the target and each adjacent creature except you takes 10 fire ongoing (save ends), if at least one milestone has been reached it is instead 20 fire ongoing (save ends)
      • Mental Block no action, trigger: you are subject to a fear or charm effect, you make a saving throw against the triggering effect to end the effect
    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
You assess the area. Shadows cast by the buildings reduce the lighting in the alley to dim. Boxes, crates, and general filth clutter the alley.

Climbing up some boxes for a better point of view, Ravenblade can see that they alley empties out to the south to a street with some civilians walking by. Further to the north, the alley leads to a different street with less traffic. Merchants sell from established shops, open-air markets, or carts along the street.

Ravix peaks out pas the illusory wall and notices a sign in common for Kyndl Street. The merchants along this street seem to offer alchemical supplies, poisons, and ritual ingredients.

In his readings, Mal learned about the historic and current defenses of Tu’narath. The books revealed that most githyanki serve in the military with allegiance to a society found in the military districts. Military societies raise armies consisting of warriors, gish, and warlocks. Foremost of these warriors are the githyanki knights who ride dragons into battle. Numerous floating fortresses are arranged around the city, and each has a full company and two to four pact dragons to intercept foreign vessels coming too close to the city. In addition, Tiamat keeps four legions in the city to ensure her continued control. These mercenary forces are made up of dragonborn, humans, devils, abishai, and other creatures loyal to the Dark Lady. Mal also obtained a map of Tu'Narath.

It appears that although you can see through the illusory wall out to the street beyond, people on the street can’t see through it into the alley. You can pass through the illusion onto the main street to the south or continue up the alley to the north.

Current Status
Ravix: 136/136 (13 surges)
Sir Murrak: 149/149 (16 surges)
Valor: 74/74
Mal: 116/116 (13 surges)
Salazar: 120/120 (12 surges)
Ravenblade: 130/130 (12 surges)
Hedoni: 99/99 (9 surges)

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Thu Jul 09, 2015 11:15 am. »
Moderator
Registered: Oct 2008
Posts: 4627
"Ok, we are supposed to be contacted. That means we need to be out of hiding, but not obvious. The Liberators are probably pretty poorly regarded in this city. What's down this alley?"

Mal peaks around the corner while looking for anything in the alley that might be of interest.

Perception check (+11), Stealth check (+9) (1d20+11=23, 1d20+9=22)

OOC: Move to H3 and peak around the corner.

  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune 19
    • Passive Perception: 21, Passive Insight: 21
    • AC:32, Fort:28, Reflex:25, Will:32 - Speed:5
    • HP:116/116+5, Bloodied:58, Surge Value:29, Surges left:13/13
    • 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
      • War Master's Assault
      • Victory Surge
      • 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
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
"I think we should head north. I don't want to draw attention by popping out of an illusionary wall," Salazar suggests.
_______________
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
Mal sees nothing unusual or suspicious down the alley. The group follows Salazar's to head north.

About a minute after you leave the alley you have company. Rounding a corner, flanked by two hulking dragonborn, is a slim githyanki warrior encased in baroque armor and wielding a silver greatsword. Behind you, a hideous githyanki mage missing its lower body hovers above the ground, black lightning crackling from its withered hands. Two more dragonborn stand to the undead mage’s sides.
"By the command of Emperor Zetch’r’r - Death to all spies!" The githyanki dread knight leads the attack, springing into action using a telekinetic leap to land in your midst. Mal is struck by the knight's greatsword for 15 damage, 6 of which is psychic damage.

Initiative - Status
Githyanki knight: no damage
->Hedoni: 99/99 (9 surges)
Ravix: 136/136 (13 surges)
Blue dragonborn: no damage
Green dragonborn: no damage
Yellow dragonborn: no damage
Orange dragonborn: no damage
Sir Murrak: 149/149 (16 surges)
Valor: 74/74
Mal: 106/116, marked by githyanki knight (13 surges)
Salazar: 120/120 (12 surges)
Ravenblade: 130/130 (12 surges)
Undead githyanki: no damage

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
"I guess this disguise didn't do its job..." says Hedoni, teleporting almost out of instinct to separate himself from the situation. He then attacks the crowd ahead, hoping to slow them down.

Move Action: Fey Step, teleporting onto the roof at E38.
Standard Action: Thunderous Transformation against Undead githyanki (or whoever that is at N29).

Thunderous Transformation: (1d20+21+1=27, 2d8+17=26)

Thunderous Transformation hits Fortitude 27 on Undead githyanki for 26 thunder damage. On a hit, all creatures within two of the target take 10 thunder damage and fall prone, and the target is teleported 30 feet in the air, and falls.

  •  Hedoni Mindartis
    • Male Eladrin Wizard 19 | Character PDF
    • AC:30, Fort:27, Reflex:30, Will:33 - Speed:6
    • (+1 to defenses against ranged, area, close attacks)
    • HP:99, Bloodied:49, Surge Value:24, 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)
      • Disintegrate/Cloudkill
      • 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
      • Planestrider Boots (Move)
      • 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)
      • Planestrider Boots (Teleport 10, Encounter Power)
      • Elderwood Falcon (Conjuration, Daily Power, info)
      • Hat of Disguise (Illusion, At-Will Power, info)
      • Tenebrous Shroud (Resist 15 Necrotic, Invisible UENT when hit by melee - Daily Power, info)
      • Escape Tattoo (Teleport 3 when hit by crit attack)
      • Stalwart Belt (Gain Con mod temp hit points after crit)
      • Siberys Shard of the Mage (+1 damage when using staff as implement)
      • Ring of Retreat (+1 to teleporting - info)
      • _______________
        Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jun 2009
Posts: 361
Location: Scottsdale
Ravix quickly assesses the situation before seizing the opportunity to strike the sizzling undead mage and two of the accompanying dragon born.

Minor action: Streetwise check (1d20+10+1=30)

Move action: move to L31

Standard action: Storm of Blows against green dragonborn, undead githyanki, and yellow dragonborn; shifting between strikes to M30, M31, and finally to L32.

Storm of Blows (vs AC) against green, undead, and yellow: (1d20+26+1=39, 1d20+26+1=38, 1d20+26+1=38)

Damage against green, undead, and yellow: (1d12+21+6=36, 1d12+21+6=33, 1d12+21+6=29)

Storm of Blows hits AC on green dragonborn for 39, undead githyanki for 38, and yellow dragonborn for 38. Damage is 36, 33, and 29 respectively.

OOC: Ravix gains +1 AC and +1 reflex UENT for shifting (Boots of fencing master passive bonus).

  •  Ravix the Ravager
    • Male Half-Orc Fighter 19 / Kensei
    • Full Character Sheet
    • Passive Perception: 19, Passive Insight: 19, Senses: Low-Light Vision
    • AC: 33+1 UENT, Fort: 33, Reflex: 31+1 UENT, Will: 27 - Speed: 6
    • HP: 136/136, Bloodied: 68, Surge Value: 34+6, Surges left: 15/15
    • Action Points: 1
    • Resists: 10 Cold, 10 Psychic, 10 Necrotic

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

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

    • Items
    • -Farbond Spellblade Fullblade +4 - +4 attack / +4 damage, +4d6+1d12 damage on a crit. Can be used as a heavy thrown weapon with a range of 5/10 .
    • -Nightmare Ward Darkhide +4 - Resist 10 psychic. You gain a +2 item bonus to saving throws against charm, fear, or psychic effects.
    • -Raven Cloak +4 - You gain resist 10 cold and resist 10 necrotic.
    • -Raven Cloak +4 - Daily - No action - Trigger: You fail a saving throw. Effect: You re-roll that saving throw with a +5 bonus. If that saving throw was a death saving throw, you gain a +10 bonus.
    • -Gauntlets of Blood (Heroic) - +2 damage against bloodied targets.
    • - Belt of Mountain Endurance - +6 strength bonus to healing surge value
    • - Belt of Mountain Endurance - Minor action: +2 defense USNT
    • -Circlet of Indominability (Head Slot) (Heroic) - +1 bonus to Will Defense.
    • -Iron Armbands of Power (Paragon) - Gain a +4 item bonus to melee damage rolls.
    • -Boots of the Fencing Master (Heroic) - When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn.
    • -Boots of the Fencing Master (Heroic) - Encounter - Minor action: Shift 2 squares.
    • -Potion of Healing (Heroic) x2
Moderator
Registered: Jul 2008
Posts: 5245
Hedoni appears on a nearby rooftop and hurls a spell at the undead creature. Thunder cracks the air, but the enemy is unaffected.

Ravix moves up while assessing the situation. The tension in the street is clear to the half-orc. As the neighbors realize that the combat might spill out onto the street and beyond, shutters close and doors are barred. Also, the body language of the bystanders show they mean to clear the area quickly, not wanting to be involved in the fight. Ravix strikes all three enemies, drawing their attention to him.

The two dragonborn that were struck by Ravix move into flanking positions. The skirmishers's triple headed flails rend Ravix and Sir Murrak for 7 and 12 damage respectively. Nodding to her other two comrades as they slip down a side alley, the enemy shifts back to a new formation.

Initiative - Status
Githyanki knight: no damage
Hedoni: 99/99 (9 surges)
Ravix: 129/136, +1 AC and ref ENT (13 surges)
Blue dragonborn: no damage
Green dragonborn: down 39, marked
Yellow dragonborn: down 38, marked
Orange dragonborn: no damage
->Sir Murrak: 137/149 (16 surges)
Valor: 74/74
Mal: 106/116, marked by githyanki knight (13 surges)
Salazar: 120/120 (12 surges)
Ravenblade: 130/130 (12 surges)
Undead githyanki: down 38, marked

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 361
Location: Scottsdale
OOC: How did green move/slide around me through K31 without triggering an attack from my combat challenge? If he was adjacent to me even when sliding my mark should trigger a basic melee?
« Last edit by Ari on Thu Jul 16, 2015 9:22 pm. »
Moderator
Registered: Jul 2008
Posts: 5245
Ari wrote
OOC: How did green move/slide around me through K31 without triggering an attack from my combat challenge? If he was adjacent to me even when sliding my mark should trigger a basic melee?

Green went L30 ->K30->J31->J32->K33. I don't believe that would trigger an attack, but I will defer to Gary's the Rules Lawyer's expertise.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Since Green only got within Ravix's reach on the last square of movement, no attack is provoked by the route described.
_______________
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: Jun 2009
Posts: 3164
Sir Murrak rushes past the dragonborn and swings his hammer at the undead creature's face.

Standard: Charge to M30, using HS #1 (Sir Murrak's charges do not provoke OA) vs undead 1d20+23+2+1=43, 2d10.minroll(3)+16+2+1d6+11=46 Hits AC 42 (added one extra from valiant strike by mistake) for 46 damage (11 radiant) and dazed UENT.
_______________
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
Darting past the dragonborn, Sir Murrak collides with the undead. The creature flinches at the flash of radiance (vulnerable 5 radiant) for 51 damage.

Initiative - Status
Githyanki knight: no damage
Hedoni: 99/99 (9 surges)
Ravix: 129/136, +1 AC and ref ENT (13 surges)
Blue dragonborn: no damage
Green dragonborn: down 39, marked
Yellow dragonborn: down 38, marked
Orange dragonborn: no damage
Sir Murrak: 137/149 (16 surges)
->Mal: 106/116, marked by githyanki knight (13 surges)
Salazar: 120/120 (12 surges)
Ravenblade: 130/130 (12 surges)
Undead githyanki: down 89, marked Rx, dazed ENT

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
Shocked at the attack, Mal takes a quick and uncertain swing at his foe. "What do you mean? We were just walking through here."

Standard Action: Lady Luck Smiles (Melee 2; +22 vs. AC; Hit: 4d4+10 Fire dam, allies w/in 5 sq can roll twice on any melee or ranged attack UENT; Crit: 26+3d6 Fire dam)

Lady Luck Smiles (+22 W) (1d20+22=29, 4d4+10=18)

Minor Action: Foe Stone At-Will Item (Learn all of a target's vulnerabilities, and which of its defenses is lowest)

OOC: Foe Stone on Knight. LLS on Knight, hitting AC 29 for 22 fire damage (a 1 and two 2s to 3s). If I hit, everyone except Murrak gets +5 to melee and ranged attacks UENT.

  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune 19
    • Passive Perception: 21, Passive Insight: 21
    • AC:32, Fort:28, Reflex:25, Will:32 - Speed:5
    • HP:116/116+5, Bloodied:58, Surge Value:29, Surges left:13/13
    • 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
      • War Master's Assault
      • Victory Surge
      • 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
The githyanki knight parries Mal's swing and accuses,"Don't try to deny your espionage. We have ways of detecting foreign interference in our city." With his stone, Mal can tell the knight is weakest in will power and is not vulnerable to anything in particular.

Initiative - Status
Githyanki knight: no damage
Hedoni: 99/99 (9 surges)
Ravix: 129/136, +1 AC and ref ENT (13 surges)
Blue dragonborn: no damage
Green dragonborn: down 39, marked
Yellow dragonborn: down 38, marked
Orange dragonborn: no damage
Sir Murrak: 137/149 (16 surges)
Mal: 106/116, marked by githyanki knight (13 surges)
->Salazar: 120/120 (12 surges)
Ravenblade: 130/130 (12 surges)
Undead githyanki: down 89, marked Rx, dazed ENT

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar hurls a blast of light at the undead githyanki and nearby dragonborn, happy for once to be facing a foe whose weakness he can exploit with his spells. He then carefully moves to help distract his cousin's foe.

Standard action - Blazing Starfall, area burst 2, centered N27, all creatures, targeting Undead Githyanki and Yellow Dragonborn.

Blazing Starfall, area burst 2, centered N27, all creatures, targeting Undead Githyanki and Yellow Dragonborn. (CA vs Undead Dragonborn, 24H) (1d20+22+2+1=44, 1d20+22+1=32, 1d4+26=27)

Hits Reflex 44 for 27 radiant damage on Undead Githyanki, and hits Reflex 32 for 27 radiant damage on Yellow Dragonborn.

Move action - Shift to H38.

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


  •  Salazar Miller
    • Male Human Sorcerer 19 / Dragon Guardian
    • Full Character Sheet
    • Passive Perception: 18, Passive Insight: 18, Senses: Normal
    • AC: 29, Fort: 30, Reflex: 28, Will: 34 - Speed: 6
    • HP: 120/120, Bloodied: 60, Surge Value: 37, Surges left: 12/12
    • 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.
    • Arcane Admixture (Feat): Add "Thunder" type to damage done by Blazing Starfall.
    • Resilient Focus (Feat): +2 feat bonus to saving throws.
    • Resounding Thunder (Feat): Can choose to add 1 to the size of blasts or bursts with thunder powers.
    • 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.
    • Powers
    • -Blazing Starfall (Radiant and Thunder)
    • -Burning Spray
    • -Dragonfrost
    • -Azure Talons
    • -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
    • -Aspect of the Dragon
    • -Belt of Mountain Endurance (Item Power)
    • -Flame Bracers (Item Power)
    • -Laughing Death Drowmesh (Item Power)
    • -Lightning Daggers
    • -Ring of Borrowed Spells: Greater Void Burst OR Resounding War Cry (Item Power)
    • -Ring of Tenacious Will (Item Power)
    • -Shield of Dragon Might
    • -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 Mountain Endurance (Property) - When you spend a healing surge, you can add your Strength modifier to your healing surge value. (Character Builder and PDF does not do the math on this. Surge value listed above in stat block is correct.)
    • -Belt of Mountain Endurance (Daily) - Free action. You can trigger this power when you spend an action point. You gain a +2 bonus to all of your defenses until the start of your next turn.
    • -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.
    • -Ring of Tenacious Will (Property) - Use Charisma instead of Constitution to determine the number of healing surges you possess.
    • -Ring of Tenacious Will (Daily) - No action. Effect: Use this power when you would be reduced to 0 hi points of fewer. You are reduced to 1 hit point instead. If you've reached at least one milestone today, you also gain a number of hit points equal to your level.
    • -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
The undead hisses in pain as Salazar's light does 32 damage. Although the spell strikes the dragonborn, the enemy remains undetered.

Initiative - Status
Githyanki knight: no damage
Hedoni: 99/99 (9 surges)
Ravix: 129/136, +1 AC and ref ENT (13 surges)
Blue dragonborn: no damage
Green dragonborn: down 39, marked
Yellow dragonborn: down 65, marked
Orange dragonborn: no damage
Sir Murrak: 137/149 (16 surges)
Mal: 106/116, marked by githyanki knight (13 surges)
Salazar: 120/120 (12 surges)
->Ravenblade: 130/130 (12 surges)
Undead githyanki: down 121, marked Rx, dazed ENT

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light

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