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A Tyranny of Souls

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Snapping his eyes wide as if he's been daydreaming, Ravenblade smashes and bashes the githyanki knight before him.

Minor: HQ gith knight
Standard: Twin Strike gith knight, AC, +4 damage bloodied. (1d20+24=37, 1d10.minroll(3)+11+4=22, 1d20+24=39, 1d10.minroll(3)+11+4=25)
Free: HQ extra damage. (2d6=6)

OOC: I both attacks hit, total damage is 53.

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
Championís 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
      • Championís 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
      • Hunterís 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 attackís 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, virtueís 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
      • Hunterís 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
      • Virtueís 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
      • Hunterís 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, canít 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, Ĺ 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
      • Virtueís Touch minor, melee touch, 1 target, remove blinded, dazed, deafened, slowed, stunned, or weakened
      • Item Powers
      • Backlash Tattoo the first time youíre 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)
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Registered: Jul 2008
Posts: 5245
The githyanki slumps to the ground and the remaining fighters throw their weapons on the floor in surrender. The two beg "Please, don't kill us!" and "Let us go. We promise we'll get out of town."

The group gains 13,600 XP and an action point.

OOC: After interrogating your foes, the group is free to explore the Merchant District, but your purpose here is to contact the Separatists.

Initiative - Status
Githyanki knight: dead
Hedoni: 99/99 (9 surges)
Ravix: 129/136, +1 AC and ref ENT (13 surges)
Blue dragonborn: down 69, slowed ENT Hed, surrendered
Green dragonborn: fled
Yellow dragonborn: down 167, bloodied, marked, surrendered
Orange dragonborn: dead
Sir Murrak: 125/149 (16 surges)
Mal: 89/116, marked by githyanki knight (13 surges)
Salazar: 120/120 (12 surges)
Ravenblade: 130+10/130 (12 surges)
Undead githyanki: dead

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
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Registered: Jul 2008
Posts: 5245
See you all at Mike's house Saturday at 1pm!
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
With the aid of Hedoni's cat, you liberate the seperatist leader, Vlaakith, from prison. The emperor responds to Vlaakithís escape by closing off the city and establishing martial law. Vlaakith sums up the situation, "Casualties mount, confidence in the emperor falters, division and unrest spread across the city. Ye t for all the dissatisfaction, none seem willing to rise up against Zetchírír as long as he has Tiamatís support. If we could remove Zetchírír and break his pact with the red dragons, the people would rise up and wrest the city free from Tiamatís grip."

You agree to strike at the emperor while the separatists create a diversion outside the chromatic bastion. You decide bypass the imperial forces and teleport directly to the top of the tower at the bastion's rear. The tower has three levels and is open at the top.

You arrive on the scene prepared for battle. Banners cover the walls of this wide room. An iron throne flanked by burning braziers stands at one side, while banners cover the walls all around.

As if your sudden appearance wasn't enough, Ravenblade's sudden fit of coughing draw the enemies' attention. Looking down through the hole in the ceiling, you can make out a gargantuan red dragon. When it speaks, fire puffs from its toothy maw. "It seems you have other guests."

The githyanki before you can only be Zetchírír. He has the bearing of a veteran warrior and is not slowed by the black plate armor covering his body. A crude iron crown rests on his brow, a ruby-encrusted scepter hangs from his weapon belt, and a silver sword rests easy in his hand. He glowers at you with his one good eye, the other is gone and in its place is a fat onyx stone. ďYou are a troublesome company. I credit you for your persistence, but now . . . now, it is time for you to die
  •   For Hedoni regarding the emperor's scepter
      Scepter of Ephelomon
      This ruby-encrusted golden scepter represents an ancient pact between the githyanki and the red dragons sworn to Tiamat. Ephelomon, Tiamatís former red dragon exarch, entrusted it to Gith (savior of the githyanki people) millennia ago. A powerful relic and potent symbol, the scepter of Ephelomon has been part of the rulerís regalia since the days when the first Vlaakith ascended the throne.

      You arcane expertise reveals that the itemís vast magical strength had vanished. This signals that the pact had been broken. Zetchírír must have hidden this fact since taking power, but if the truth about the pact became known, the dragons would leave and the emperor's reign would end, with or without Tiamatís support.

      A character can steal the scepter from Zetchírírís belt by making a DC 31 Thievery check (with a −10 penalty for the attempt in combat). Once in hand, the scepter can be destroyed.

OOC: Let me know if you status is not correct.

Initiative - Status
->Sir Murrak: 149/149 (16 surges)
Valor: 74/74
Emperor Zetchírír: no damage
Ravix: 136/136(13 surges)
Ravenblade: 130/130 (12 surges)
Yellow handmaiden: no damage
Red handmaiden: no damage
Green handmaiden: no damage
Orange handmaiden: no damage
Mal: 89/116, marked by githyanki knight (13 surges)
Salazar: 120/120 (12 surges)
Hedoni: 99/99 (9 surges)
Huge Red dragon: no damage

User posted image
  •   Features
      Illumination: Everburning torches in iron sconces along the walls fill the entire tower with bright light.
      Ceiling: The ceilings in the first and second floors are 30 feet tall. The third floor has no ceiling, providing a view of the shimmering Astral Sea.
      Stairs: Stairs emerge from the wall and wind up and around to the top floor. Spaces containing stairs count as difficult terrain.
      Parapet: The parapet surrounding the third level of the tower is 10 feet high. A fall from the parapet causes 7d10 damage.
      Openings: A fall off third floor of the tower down the center shaft causes 6d10 falling damage if the creature falls all the way to the bottom. A fall from the second floor deals 3d10 damage.
      Blood Rock: Where indicated on the tactical map, the floor is made from blood rock. A creature standing in one of these squares can score a critical hit on a natural die roll of 19 or 20.
      Furniture: Zetchírírís throne counts as difficult terrain.
      Treasure: The dragonís horde is located on the 2nd floor.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
OOC: Ideas? Sir Murrak can go around to GH 31-32 and try to occupy the dragon (or at least spread us out?).
_______________
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
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Registered: Oct 2008
Posts: 4627
OOC: Can we try diplomacy on the dragon to convince it the pact is broken? Would those checks be minor actions? I think Murrak is a good choice to lock the dragon down for the moment.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Mal examines the red dragon and reflects on what he knows about dragon history. He knows that Tiamat, the five-headed dragon queen, is the mortal enemy of Bahamat, the platinum dragon. He remembers the separatists saying that the emperor has a pact of service with the red dragons and Tiamat. He can sense that the elder dragon is still very loyal to Emperor Zetchírír.Insight; religion (1d20+11+1=26, 1d20+10+1=27)

OOC: It will take quite a bit more than a few good diplomacy rolls to persuade the elder red dragon to turn on the emperor. Any skill rolls against the dragon would be standard actions.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Ravenblade spits out the fur ball with disdain and looks at Mal in surprise. The ranger mumbles in to his beard. "I wonder how in the blazes Mal managed to teleport his fur ball in to my throat!" Much louder, Ravenblade exclaims, "Emperor Wretch! Your reign of terror is at an end. We are here to return the rightful ruler to the Githyanki and to end hostilities in the Elsir Vale. You may surrender now if you wish, but that would take the fun out of this little meeting, wouldn't it"

He then catches Mal's and Murrak's eyes, drawing their attention to the hole and the dragon below. A little twirling gesture of his hand is all it takes for his allies to know Ravenblade's intentions.

OOC: FYI, Ravenblade had already cleared his throat of fur balls before this battle, but Mal was still afflicted. Regardless, letting everyone know I plan on using Howling Winds and start sliding handmaidens down the central shaft. I agree with Josh that Murrak could lock the dragon down by flying straight down and preventing it from coming up to the third floor. Mike could have Hedoni teleport handmaidens off the tower entirely. Once they're all gone, we can focus on Zetch. The sleight of hand to steal the sceptre with a DC 31 and -10 seems unrealistic. Only a natural 20 would succeed.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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Registered: Jun 2009
Posts: 3164
OOC: Is the dragon at the same height as the rest of us or can it not see over the edge?
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Jul 2008
Posts: 5245
Jonathan Berg wrote
OOC: Is the dragon at the same height as the rest of us or can it not see over the edge?

OOC: The dragon is huge, 3x3 squares, and is actually perched between the 2nd and 3rd levels as each level is 10 feet high. The dragon takes up the entire 3rd level; it's head/eyes are level with the bottom of the parapet where your group is standing.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Sir Murrak and Valor fly around the parapet, and charge the dragon, utilizing the special stone to their advantage. With a mighty WHACK, hammer connects with reptilian hide.

Minor: Divine Aegis, giving Sir Murrak and all allies within 2 squares +2 to defenses as long as the stance is active.
Move/Standard: Fly and charge to GH31/32 vs dragon, with HS#1 1d20+23+2+3+1=48, 2d10.minroll(3)+16+2+2+1d6+12=52 Hits AC48 for 52 damage (11 radiant) and dazed UENT. However, if 19s are indeed crits from here, CRIT for 58 + 4d10=24 = 82 damage (11 radiant), dazed UENT and knocked prone.

OOC: Sir Murrak should have 5 thp.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Jul 2008
Posts: 5245
Sir Murrak picks up Ravenblade's meaning and engages the dragon directly. Thanks to the powerful blood rock underneath him, the knight lands a fierce blow for 82 damage.

The emperor breaths, "Tiamat help me." Ravix feels a sharp pain behind is ear for 23 damage that keeps him rooted to the spot.

Initiative - Status
Sir Murrak: 149+5 /149, +2 def stance (16 surges)
Valor: 74/74
Emperor Zetchírír: no damage
->Ravix: 113/136, immob SE(13 surges)
Ravenblade: 130/130 (12 surges)
Yellow handmaiden: no damage
Red handmaiden: no damage
Green handmaiden: no damage
Orange handmaiden: no damage
Mal: 89/116, marked by githyanki knight (13 surges)
Salazar: 120/120 (12 surges)
Hedoni: 99/99 (9 surges)
Elder red dragon: down 82, dazed ENT Mur, prone

User posted image
  •   Features
      Illumination: Everburning torches in iron sconces along the walls fill the entire tower with bright light.
      Ceiling: The ceilings in the first and second floors are 30 feet tall. The third floor has no ceiling, providing a view of the shimmering Astral Sea.
      Stairs: Stairs emerge from the wall and wind up and around to the top floor. Spaces containing stairs count as difficult terrain.
      Parapet: The parapet surrounding the third level of the tower is 10 feet high. A fall from the parapet causes 7d10 damage.
      Openings: A fall off third floor of the tower down the center shaft causes 6d10 falling damage if the creature falls all the way to the bottom. A fall from the second floor deals 3d10 damage.
      Blood Rock: Where indicated on the tactical map, the floor is made from blood rock. A creature standing in one of these squares can score a critical hit on a natural die roll of 19 or 20.
      Furniture: Zetchírírís throne counts as difficult terrain.
      Treasure: The dragonís horde is located on the 2nd floor.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
OOC: Mal should be at full HP+5 THP. We had an extended rest, I think, and if not, I used a surge, anyways.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
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Registered: Jun 2009
Posts: 361
Location: Scottsdale
Briefly phased by the Emperor's bad breath, Ravix clears his head, assumes the Tyrian gladiator stance to strengthen his resolve, and engages the nearest enemy. Catching Ravenblade's drift, he attempts to maneuver the green handmaiden toward the edge of the central shaft.

Free Action: Clearheaded - (At start of turn, make a saving throw with +5 power bonus against triggering effect.) (1d20+5=18)

Minor Action: Tyrian battle stance - until stance ends, gain +2 power bonus to AC and reflex as long as one can make opportunity attacks.

Move Action: Move to G25.

Standard Action: Footwork Lure against green. Upon hit, shift Ravix to G26 and swap spaces with green (Ravix to F25 and green to G26).

Footwork Lure against green: (1d20+26=38, 1d12+21=28)

Ravix hits green AC 38, upon hit he does 28 damage and slides green to G26 and Ravix to F25.

OOC: Ravix has +2 to AC and reflex if he misses, +3 AC and Reflex because of the +1 bonus for shifting/sliding.

  •  Ravix the Ravager
    • Male Half-Orc Fighter 19 / Kensei
    • Full Character Sheet
    • Passive Perception: 19, Passive Insight: 19, Senses: Low-Light Vision
    • AC: 33+3 UENT, Fort: 33, Reflex: 31+3 UENT, Will: 27 - Speed: 6
    • HP: 113/136, 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
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Posts: 5245
Ravix hops down from the stone parapet. He swerves as he attacks, forcing the handmaiden closer to the edge of the hole in the floor.

Initiative - Status
Sir Murrak: 149+5 /149, +2 def stance (16 surges)
Valor: 74/74
Emperor Zetchírír: no damage
Ravix: 113/136, +3 AC and Ref stance(13 surges)
->Ravenblade: 130/130 (12 surges)
Yellow handmaiden: no damage
Red handmaiden: no damage
Green handmaiden: down 28
Orange handmaiden: no damage
Mal: 89/116, marked by githyanki knight (13 surges)
Salazar: 120/120 (12 surges)
Hedoni: 99/99 (9 surges)
Elder red dragon: down 82, dazed ENT Mur, prone

User posted image
  •   Features
      Illumination: Everburning torches in iron sconces along the walls fill the entire tower with bright light.
      Ceiling: The ceilings in the first and second floors are 30 feet tall. The third floor has no ceiling, providing a view of the shimmering Astral Sea.
      Stairs: Stairs emerge from the wall and wind up and around to the top floor. Spaces containing stairs count as difficult terrain.
      Parapet: The parapet surrounding the third level of the tower is 10 feet high. A fall from the parapet causes 7d10 damage.
      Openings: A fall off third floor of the tower down the center shaft causes 6d10 falling damage if the creature falls all the way to the bottom. A fall from the second floor deals 3d10 damage.
      Blood Rock: Where indicated on the tactical map, the floor is made from blood rock. A creature standing in one of these squares can score a critical hit on a natural die roll of 19 or 20.
      Furniture: Zetchírírís throne counts as difficult terrain.
      Treasure: The dragonís horde is located on the 2nd floor.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Wind begins rushing around Ravenblade as he calls upon Melora to aid him. Pointing a declaring finger at the handmaiden engaged with Ravix, the winds whip at her, trying to slide her down the shaft. The ranger then braces himself for the coming retaliation and aims a careful ricochet of his craghammer at different handmaiden, angling it just so to bounce off and fly at the sceptre held by the Emperor. With luck, it may help resolve this conflict just a little sooner.

Minor: activate Howling Winds: once per turn, until the end of the encounter, as a free action I can slide a creature within 10 of me for 4 spaces
Free: slide green handmaiden down the shaft Falling damage from the top all the way to the bottom. (6d10=21)
Minor: activate Stalwart Defense stance: resist 5 to all damage and +2 fortitude
Standard: 1st Hammer Throw red handmaiden, vs FORT, on a hit target is dazed UENT Ravenblade. (1d20+24+1=38, 2d10.minroll(3)+18=25)
2nd Hammer Throw Emperor Wretch's sceptre, vs FORT, on a hit target is knocked prone. (1d20+24+1=34, 1d10.minroll(3)+18=28)

OOC: Aside from the howling winds, stalwart defense, and hitting the red handmaiden, the idea is if I can try to damage the sceptre or knock it out of the Emperor's hands. There are no rules I'm aware of governing disarming attacks or damaging items held by others, but here's hoping.

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
Championís 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
      • Championís 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
      • Hunterís 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 attackís 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, virtueís 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
      • Hunterís 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
      • Virtueís 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
      • Hunterís 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, canít 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, Ĺ 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
      • Virtueís Touch minor, melee touch, 1 target, remove blinded, dazed, deafened, slowed, stunned, or weakened
      • Item Powers
      • Backlash Tattoo the first time youíre 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
A rush of wind knocks one of the handmaidens down the shaft, removing her from the fight. Ravenblade's hammer clocks another handmaiden in the head, knocking her out completely. However, the Emperor's grip is tight and his fortitude unrelenting.

The two remaining handmaidens launch themselves at Sir Murrak and Ravis. Their fervor turns out to be more zealous than accurate and both miss.

OOC: I'll say you can disarm the Emperor and get him to drop his staff with a true crit roll (not just a 19 or 20 on a red square). Once he drops it, you'll still have to break it or somehow prove it doesn't function anymore to get the dragons to dump him.

Initiative - Status
Sir Murrak: 149+5 /149, +2 def stance (16 surges)
Valor: 74/74
Emperor Zetchírír: no damage
Ravix: 113/136, +3 AC and Ref stance(13 surges)
Ravenblade: 130/130, res 5 all and +2 for from stance (12 surges)
Yellow handmaiden: no damage
Red handmaiden: out
Green handmaiden: dead
Orange handmaiden: no damage
->Mal: 116+5/116 (13 surges)
Salazar: 120/120 (12 surges)
Hedoni: 99/99 (9 surges)
Elder red dragon: down 82, dazed ENT Mur, prone

User posted image
  •   Features
      Illumination: Everburning torches in iron sconces along the walls fill the entire tower with bright light.
      Ceiling: The ceilings in the first and second floors are 30 feet tall. The third floor has no ceiling, providing a view of the shimmering Astral Sea.
      Stairs: Stairs emerge from the wall and wind up and around to the top floor. Spaces containing stairs count as difficult terrain.
      Parapet: The parapet surrounding the third level of the tower is 10 feet high. A fall from the parapet causes 7d10 damage.
      Openings: A fall off third floor of the tower down the center shaft causes 6d10 falling damage if the creature falls all the way to the bottom. A fall from the second floor deals 3d10 damage.
      Blood Rock: Where indicated on the tactical map, the floor is made from blood rock. A creature standing in one of these squares can score a critical hit on a natural die roll of 19 or 20.
      Furniture: Zetchírírís throne counts as difficult terrain.
      Treasure: The dragonís horde is located on the 2nd floor.
OOC: edited to fix Mal's status
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Tue Oct 13, 2015 10:16 am. »
Moderator
Registered: Oct 2008
Posts: 4627
OOC: I think my HP should be full with +5 THP (and I think the githyanki knight is no longer marking me ;)). I can delay until after Hedoni and Salazar, or I can just go charging in. If Mike or Gary want to go before tomorrow night, I am fine with that. I have a lot of work to get done tonight, anyways.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
OOC: Thanks for the update. I don't really have much I can do right now. I am going to formally delay until after Hedoni and Salazar.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Mal waits for the others.

Initiative - Status
Sir Murrak: 149+5 /149, +2 def stance (16 surges)
Valor: 74/74
Emperor Zetchírír: no damage
Ravix: 113/136, +3 AC and Ref stance(13 surges)
Ravenblade: 130/130, res 5 all and +2 for from stance (12 surges)
Yellow handmaiden: no damage
Red handmaiden: out
Green handmaiden: dead
Orange handmaiden: no damage
-> Salazar: 120/120 (12 surges)
Hedoni: 99/99 (9 surges)
Mal: 116+5/116 (13 surges)
Elder red dragon: down 82, dazed ENT Mur, prone

User posted image
  •   Features
      Illumination: Everburning torches in iron sconces along the walls fill the entire tower with bright light.
      Ceiling: The ceilings in the first and second floors are 30 feet tall. The third floor has no ceiling, providing a view of the shimmering Astral Sea.
      Stairs: Stairs emerge from the wall and wind up and around to the top floor. Spaces containing stairs count as difficult terrain.
      Parapet: The parapet surrounding the third level of the tower is 10 feet high. A fall from the parapet causes 7d10 damage.
      Openings: A fall off third floor of the tower down the center shaft causes 6d10 falling damage if the creature falls all the way to the bottom. A fall from the second floor deals 3d10 damage.
      Blood Rock: Where indicated on the tactical map, the floor is made from blood rock. A creature standing in one of these squares can score a critical hit on a natural die roll of 19 or 20.
      Furniture: Zetchírírís throne counts as difficult terrain.
      Treasure: The dragonís horde is located on the 2nd floor.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar hurls a small dagger of lightning at the dragon, his hands still cracklong with electricity even after his spell is cast.

Standard action - Lightning Daggers against Red Dragon.

Lightning Daggers (CA): 1D20+22+2 = [18]+22+2 = 42 2D4+26 = [3, 1]+26 = 30

Hits Reflex 42 for 30 lightning damage against Red Dragon As an effect, until the end of the encounter, Salazar can repeat this attack once per round during his turn as a free action.

"Readying" Shield of Dragon Might, 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
Flashes of bright light shoot at the dragon for 30 damage.

Initiative - Status
Sir Murrak: 149+5 /149, +2 def stance (16 surges)
Valor: 74/74
Emperor Zetchírír: no damage
Ravix: 113/136, +3 AC and Ref stance(13 surges)
Ravenblade: 130/130, res 5 all and +2 for from stance (12 surges)
Yellow handmaiden: no damage
Red handmaiden: out
Green handmaiden: dead
Orange handmaiden: no damage
Salazar: 120/120 (12 surges)
->Hedoni: 99/99 (9 surges)
Mal: 116+5/116 (13 surges)
Elder red dragon: down 112, dazed ENT Mur, prone

User posted image
  •   Features
      Illumination: Everburning torches in iron sconces along the walls fill the entire tower with bright light.
      Ceiling: The ceilings in the first and second floors are 30 feet tall. The third floor has no ceiling, providing a view of the shimmering Astral Sea.
      Stairs: Stairs emerge from the wall and wind up and around to the top floor. Spaces containing stairs count as difficult terrain.
      Parapet: The parapet surrounding the third level of the tower is 10 feet high. A fall from the parapet causes 7d10 damage.
      Openings: A fall off third floor of the tower down the center shaft causes 6d10 falling damage if the creature falls all the way to the bottom. A fall from the second floor deals 3d10 damage.
      Blood Rock: Where indicated on the tactical map, the floor is made from blood rock. A creature standing in one of these squares can score a critical hit on a natural die roll of 19 or 20.
      Furniture: Zetchírírís throne counts as difficult terrain.
      Treasure: The dragonís horde is located on the 2nd floor.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Hedoni sizes up the situation, teleporting down to the blood rock and attempts to cause the most damage. He slams his staff into the ground, shaking the tower with teleporting energy.

Move Action: Teleport to H25
Standard Action: Hammerfall Step hitting Orange handmaiden, Emperor Zetchírír, and Elder red dragon.


Hammerfall Step: : 1D20+21+1 = [10]+21+1 = 32
1D20+21+1 = [11]+21+1 = 33
1D20+21+1 = [18]+21+1 = 40
2D6+17 = [5, 6]+17 = 28


Hammerfall Step hits Fort 32 on Orange handmaiden, Fort 33 on Emperor Zetchírír, and Fort 40 on Elder red dragon for 28 damage. On a hit, targets are teleported over the pit and dropped.

OOC: Ravix can teleport 4 squares as a free action.

OOC: Hedoni readies Wayferer's Evasion in case he's damaged by an attack.

  •  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
OOC: Where should Ravix teleport to?
Moderator
Registered: Jul 2008
Posts: 5245
In the blink of an eye, Hedoni's magic gets rid of one of the handmaidens. The emperor doesn't even flinch, but the dragon catches himself and hovers in the air.

Initiative - Status
Sir Murrak: 149+5 /149, +2 def stance (16 surges)
Valor: 74/74
Emperor Zetchírír: no damage
Ravix: 113/136, +3 AC and Ref stance(13 surges)
Ravenblade: 130/130, res 5 all and +2 for from stance (12 surges)
Yellow handmaiden: no damage
Red handmaiden: out
Green handmaiden: dead
Orange handmaiden: no damage
Salazar: 120/120 (12 surges)
Hedoni: 99/99 (9 surges)
->Mal: 116+5/116 (13 surges)
Elder red dragon: down 140, dazed ENT Mur, hovering

User posted image
  •   Features
      Illumination: Everburning torches in iron sconces along the walls fill the entire tower with bright light.
      Ceiling: The ceilings in the first and second floors are 30 feet tall. The third floor has no ceiling, providing a view of the shimmering Astral Sea.
      Stairs: Stairs emerge from the wall and wind up and around to the top floor. Spaces containing stairs count as difficult terrain.
      Parapet: The parapet surrounding the third level of the tower is 10 feet high. A fall from the parapet causes 7d10 damage.
      Openings: A fall off third floor of the tower down the center shaft causes 6d10 falling damage if the creature falls all the way to the bottom. A fall from the second floor deals 3d10 damage.
      Blood Rock: Where indicated on the tactical map, the floor is made from blood rock. A creature standing in one of these squares can score a critical hit on a natural die roll of 19 or 20.
      Furniture: Zetchírírís throne counts as difficult terrain.
      Treasure: The dragonís horde is located on the 2nd floor.
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light

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