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A Tyranny of Souls

Moderators: Emily, Michael Doss.

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"Usurper! Give up this game or face the wrath of the Liberators!" Mal disappears from the parapets and reappears next to emperor. The tieflings eyes begin to burn and flames start to appear from his skin as he seems to grow in size. "RAAAWWWWWWWWWWRRRRRRRRRRRRR!!!!!!!!!!!" Mal screams as he rips through the air, feeling the sweet hit of glaive upon flesh.

Move Action: Dimensional Stride Boots Encounter Item (Teleport 2 sq; If at max HP, teleport 5 sq)

Minor Action: Diabolic Transformation (Personal; Transform into Diabolic Brute: Regen 4, +5 Fire Resist, +2 damage, extra +1 to attack vs. bloodied enemies)

Standard Action: Sacrificial Lure (Melee 2; +22 vs. AC; Hit: 4d4+15 Fire dam, USNT, one ally w/in 5 gains +5 to next attack roll; Effect: Take -2 to AC USNT; Crit: 31+3d6 Fire dam)

Sacrificial Lure (+22 W, +1 24hr): 1D20+23 = [15]+23 = 38 4D4+15+2 = [3, 3, 3, 3]+15+2 = 29

OOC: Telerport to D28. Diabolic Transformation (Regen 4, +5 Fire Resist (to 19), +2 damage). Sac Lure on Z, hitting AC 38 for 29 Fire damage, and I will give Salazar a +5 to his next attack roll. I have -2 AC USNT.


  •  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+5 THP/116, Bloodied:58, Surge Value:29, Surges left:13/13
    • Action Points: 1, Second Wind: not used, Resist Fire 14+5
    •  
    • 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
Burning and raging, Mal transforms in front of the Emperor. However, Mal's glaive sparks as it slides off Emperor Zetchírír full plate armor.

The dragon croons, "You mortals know nothing of the power of the dragon queen. The thought of Tiamat alone shall strike you down with fear." His words send panic through your minds. Everyone but Mal is stunned with fright (close burst 10, fear, stunned UENT dragon). Then elder dragon shakes his powerful wings once, sending a shock wave in all directions. All but Ravenblade are thrown backwards. (AP for close burst 5, pushed 5, prone, dazed SE). Sir Murrak is thrust off of Valor and takes 47 damage from the long fall. Salazar topples off the edge for 45 damage.

Initiative - Status
->Sir Murrak: 107 /149, +2 def stance, stunned UENT dragon, prone, dazed SE (16 surges)
Valor: 34/74, stunned UENT dragon, prone, dazed SE
Emperor Zetchírír: no damage
Ravix: 113/136, +3 AC and Ref stance, stunned UENT dragon, prone, dazed SE(13 surges)
Ravenblade: 130/130, res 5 all and +2 for from stance, stunned UENT dragon (12 surges)
Yellow handmaiden: no damage
Red handmaiden: out
Green handmaiden: dead
Orange handmaiden: gone
Salazar: 75/120, +5 att ENT Sal, stunned UENT dragon, prone, dazed SE (12 surges)
Hedoni: 99/99, stunned UENT dragon, prone, dazed SE (9 surges)
Mal: 116+5/116, -2AC SNT Mal, regen 4, prone, dazed SE (13 surges)
Elder red dragon: down 140, dazed ENT Mur, hovering

User posted image
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: Don't we get to save to avoid going 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
OOC: It was a push 5. I will defer to, Gary, our rules lawyer, as to whether the target would get saving throw to not fall.
Jonathan Berg wrote
OOC: Don't we get to save to avoid going over the edge?
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Yes, one does receive a save to avoid being pushed off a ledge. On a successful save, the target is instead prone at the ledge. Note that Salazar gets a +2 to saves from his Resilient Focus feat. Also, Salazar had Shield of Dragon Might "readied." It's an immediate interrupt and grants Salazar +2 to all defenses (including the second attack this turn) for the rest of the fight. It also grants me an extra resist from among thunder, lightning, cold, and acid. If the emperor's attack on Ravix was one of those, I'll pick that. If not, pick thunder.
_______________
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: Oct 2008
Posts: 4627
OOC: Holy smokes! What the dragon did was pretty impressive, but Z's above 38 AC is going to be a tough nut to crack!
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
The emperor smiles after seeing the stunned expressions on your faces, "Did you think you could just waltz into my personal sanctuary and defeat the ruler of the Githayanki Empire so easily? Fools."

OOC: Thanks. I'll edit to add the saves to being pushed off a ledge.

I will also note the Shield of Dragon Might for Salazar. The attack rolls from the dragon on Salazar were 40 vs For and 42 vs Will, so the immediate interrupt would not have helped with that particular attack.

Finally, the emperor's attack on Ravix was a standard ranged attack untyped. I will try to note if the attack has a particular type to it.

If anyone else has any interrupts to do, let me know.
Gary wrote
OOC: Yes, one does receive a save to avoid being pushed off a ledge. On a successful save, the target is instead prone at the ledge. Note that Salazar gets a +2 to saves from his Resilient Focus feat. Also, Salazar had Shield of Dragon Might "readied." It's an immediate interrupt and grants Salazar +2 to all defenses (including the second attack this turn) for the rest of the fight. It also grants me an extra resist from among thunder, lightning, cold, and acid. If the emperor's attack on Ravix was one of those, I'll pick that. If not, pick thunder.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
OOC: Hedoni had Wayferer's Evasion (Immediate Interrupt) readied in case of attack. Would that have stopped either/both of the conditions?
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jul 2008
Posts: 5245
Salazar twists to land flat on the edge of the parapet, thankful to avoid the long drop. (save vs pushed off ledge: 1D20+2+1 = [16]+2+1 = 19 ) Murrak is thrust off of Valor, but manages to catch the edge. (save vs pushed off ledge: 1D20+1 = [12]+1 = 13 ) Valor isn't as lucky and takes 40 damage from the long fall (save vs pushed off ledge: 1D20+1 = [7]+1 = 8 ).

Initiative - Status
->Sir Murrak: 149+5 /149, +2 def stance, stunned UENT dragon, prone, dazed SE (16 surges)
Valor: 34/74, stunned UENT dragon, prone, dazed SE
Emperor Zetchírír: no damage
Ravix: 113/136, +3 AC and Ref stance, stunned UENT dragon, prone, dazed SE(13 surges)
Ravenblade: 130/130, res 5 all and +2 for from stance, stunned UENT dragon (12 surges)
Yellow handmaiden: no damage
Red handmaiden: out
Green handmaiden: dead
Orange handmaiden: gone
Salazar: 120/120, +5 att ENT Sal, stunned UENT dragon, prone, dazed SE, + 2 all def EE. resist thunder (12 surges)
Hedoni: 99/99, stunned UENT dragon, prone, dazed SE (9 surges)
Mal: 116+5/116, -2AC SNT Mal, regen 4, prone, dazed SE (13 surges)
Elder red dragon: down 140, dazed ENT Mur, hovering

User posted image
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: Jul 2008
Posts: 5245
Michael Doss wrote
OOC: Hedoni had Wayferer's Evasion (Immediate Interrupt) readied in case of attack. Would that have stopped either/both of the conditions?

OOC: Wayferer's Evasion would allow Hedoni to teleport 10 squares away. The dragon's attacks were a close burst 5 and a close burst 10. Let me know if you'd like Hedoni to teleport somewhere, but I don't think it would get him safely out of the burst radius.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Emily wrote
OOC: Wayferer's Evasion would allow Hedoni to teleport 10 squares away. The dragon's attacks were a close burst 5 and a close burst 10. Let me know if you'd like Hedoni to teleport somewhere, but I don't think it would get him safely out of the burst radius.
OOC: No problem. I'll take the hard knocks I've earned.
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jun 2009
Posts: 3164
Sir Murrak glances over his shoulder at the fallen Valor, then picks himself up, shakes his head to clear it, and charges at the emperor.

Free: Incredible toughness, ending dazed and stunned
Move: Stand from prone
Minor: Spirit of the Virtuous Mount
Standard: Charge Z to D30, using HS #2 (no OAs) _: 1D20+23+1+1+1 = [20]+23+1+1+1 = 46 2D10.MIN(3)+16+2+5+1D6+12 = [9, 3]+16+2+5+[1]+12 = 48 CRIT for 49+_: 4D10 = [2, 10, 2, 4] = 18 =67 damage (11 radiant). Z is dazed UENT and prone.

Valor's save vs dazed _: 1D20+1 = [1]+1 = 2 Fail
_______________
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: Oct 2008
Posts: 7786
"Hmmmm.....you and your goddess are not as impressive as your conceit." says Ravenblade quietly. His calm reaction to the dragon's presence acts to bolster those near him.

OOC: I've been super busy lately and am just catching up. This is in regards to the dragon's fear attack. Ravenblade's level 16 paragon path feature is Champion's Aura which grants him and allies within 3 spaces of him a +4 bonus to defenses versus fear attacks (so that means for Ravenblade and Hedoni in that moment). Maybe this means neither of them end up stunned. I'm sorry I wasn't able to mention this beforehand, although I do have Champion's Aura as a top tier listing in my statblock so hope you will still take it into account.. This might be the first time we've had to use this feature.

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
Viktor wrote


OOC: Ravenblade's level 16 paragon path feature is Champion's Aura which grants him and allies within 3 spaces of him a +4 bonus to defenses versus fear attacks (so that means for Ravenblade and Hedoni in that moment). Maybe this means neither of them end up stunned. I'm sorry I wasn't able to mention this beforehand, although I do have Champion's Aura as a top tier listing in my statblock so hope you will still take it into account.. This might be the first time we've had to use this feature.

OOC: Thanks. The dragon's fear attack hit Ravenbalde at Will 36 and Hedoni at Will 38. I don't think that would have prevented the stun.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Sir Murrak focuses on his target. Gauging his speed and momentum perfectly, the knight rams into the emperor's side for 116 damage. The fierce charge crushes the emperor's hand holding the ruby-encrusted golden scepter. Zetchírír screams in pain, crumples to the ground and then suddenly freezes, his panic barely controlled, as his scepter rolls to a stop a few feet away.

OOC: Natural 20 crit enables Sir Murrak to disarm the Emperor. The scepter is on the floor at D29, but not yet broken. Zetchírír may be able to pick it up on his next turn.

Initiative - Status
Sir Murrak: 149+5 /149, +2 def stance (16 surges)
Valor: 34/74, stunned UENT dragon, prone, dazed SE
Emperor Zetchírír: down 116, dazed ENT Murrak, prone
->Ravix: 113/136, +3 AC and Ref stance, stunned UENT dragon, prone, dazed SE(13 surges)
Ravenblade: 130/130, res 5 all and +2 for from stance, stunned UENT dragon (12 surges)
Yellow handmaiden: no damage
Red handmaiden: out
Green handmaiden: dead
Orange handmaiden: gone
Salazar: 120/120, +5 att ENT Sal, stunned UENT dragon, prone, dazed SE, + 2 all def EE. resist thunder (12 surges)
Hedoni: 99/99, stunned UENT dragon, prone, dazed SE (9 surges)
Mal: 116+5/116, -2AC SNT Mal, regen 4, prone, dazed SE (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.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 361
Location: Scottsdale
laying helplessly on the ground, Ravix's eyes widen with excitement as the scepter falls. He calls out "Get the scepter!"

OOC: I'm stunned so I will skip my turn. I believe Ravix successfully saved against being dazed last turn.
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Registered: Jul 2008
Posts: 5245
Ravix can do little more than encourage the others to get the scepter. OOC: Ravix was dazed again by the dragon's attack, but I rolled the save now. Save vs dazed: 1D20 = [13] = 13

Initiative - Status
Sir Murrak: 149+5 /149, +2 def stance (16 surges)
Valor: 34/74, stunned UENT dragon, prone, dazed SE
Emperor Zetchírír: down 116, dazed ENT Murrak, prone
Ravix: 113/136, +3 AC and Ref stance, stunned UENT dragon, prone(13 surges)
->Ravenblade: 130/130, res 5 all and +2 for from stance, stunned UENT dragon (12 surges)
Yellow handmaiden: no damage
Red handmaiden: out
Green handmaiden: dead
Orange handmaiden: gone
Salazar: 120/120, +5 att ENT Sal, stunned UENT dragon, prone, dazed SE, + 2 all def EE. resist thunder (12 surges)
Hedoni: 99/99, stunned UENT dragon, prone, dazed SE (9 surges)
Mal: 116+5/116, -2AC SNT Mal, regen 4, prone, dazed SE (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.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Ravenblade strains his mind in an effort to free his body of the paralytic fear the dragon is causing. As his mind is inadequate, he calls upon the aid of the gods to alter his fate. Finally freed, the dwarf ranger hurls the winds at emperor Wretch to distance him from the dropped scepter. Ravenblade then stomps closer to engage the usurper. Without a word he swipes a craghammer at the emperor's left knee, misses, then tries to use the momentum of the swing to hit the right knee instead, also missing. With a growl of frustration, the ranger turned paladin cruelly swings one craghammer up between the gith's legs and the second craghammer straight into his chin, leaving behind an acid residue and momentarily stunning the man.

No action: Mental Block daily power to make a saving throw against a fear or charm effect.: 1D20+2 = [2]+2 = 4
No action: Reroll the Mental Block daily power using the Raven Cloak daily power.: 1D20+2+5 = [11]+2+5 = 18
Free: slide Wretch to G25
Move: iron hand unbreakable form move to H26 (gain 20 thp if next melee attack hits, 10 thp if it misses)
Minor: Off-Hand Diversion Wretch, on a hit target grants CA to all Liberators USNT Ravenblade: 1D20+24 = [10]+24 = 34 1D10.MIN(3)=18 = [5]=18 = 5 (messed up the damage roll, but I think AC 34 missed so it doesn't matter)
Standard: Cruel Cage of Steel 1st attack, shifting to G26 after, half damage on a miss.: 1D20+26 = [3]+26 = 29 2D10.MIN(3)+18 = [10, 8]+18 = 36
Cruel Cage of Steel 2nd attack, +2 CA from new position, half damage on a miss.: 1D20+26+2 = [16]+26+2 = 44 2D10.MIN(3)+18 = [3, 6]+18 = 27
Cruel Cage of Steel 3rd attack, +2 CA from new position, half damage on a miss.: 1D20+26+2 = [13]+26+2 = 41 1D10.MIN(3)+18 = [6]+18 = 24
Free: elemental legacy does 6 extra acid damage

OOC: Sorry for the long post and long delay and I forgot to add +2 for dazed in the rolls so added them here in the summary. This turn is only possible if I'm understanding the situation and Rav's abilities correctly. He was stunned by the dragon's fear attack, which I think is a fear effect. Mental Block allows him to "no action" save roll against fear effects with a +2 bonus. Raven Cloak allows a "no action" reroll of any failed save roll with a +5 bonus. Maybe these should have been rolled right after the dragon's fear attack, but I've never used these powers before so I don't know. If this doesn't work, then Rav is just stunned and didn't do anything. If it works, and assuming the first two attacks missed (AC 34+2 dazed for 36 and AC 29+2 dazed for 31), Rav ends his turn at G26, and has 10 temp HP. The emperor ends at G25, took two hits (AC 44+2 dazed for 46 and AC 41+2 dazed for 43) from Cruel Cage of Steel for 27+24+6 acid = 57 damage and stunned until the end of Ravenblade's next turn.

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
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Ravenblade breaks free of the dragon's fearsome power. He calls upon divine winds to move the emperor away from his scepter. His craghammer's connect and smash through the emperor's armor for 57 damage.

The remaining guard rushes at Sir Murrak for 8+ 5 poison damage.

OOC: The scepter is on the floor at D29, but not yet broken

Initiative - Status
Sir Murrak: 149+5 /149, +2 def stance (16 surges)
Valor: 34/74, stunned UENT dragon, prone, dazed SE
Emperor Zetchírír: down 163, dazed ENT Murrak, prone, stunned ENT Rvn
Ravix: 113/136, +3 AC and Ref stance, stunned UENT dragon, prone(13 surges)
Ravenblade: 130 +10 temp/130, res 5 all and +2 for from stance (12 surges)
Yellow handmaiden: no damage
Red handmaiden: out
Green handmaiden: dead
Orange handmaiden: gone
->Salazar: 120/120, +5 att ENT Sal, stunned UENT dragon, prone, dazed SE, + 2 all def EE. resist thunder (12 surges)
Hedoni: 99/99, stunned UENT dragon, prone, dazed SE (9 surges)
Mal: 116+5/116, -2AC SNT Mal, regen 4, prone, dazed SE (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.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
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Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Overcoming the stupefying effects of the attacks against him, Salazar shakes his head clear, picks himself up as lightning arcs towards the emperor, and walks over to where the scepter lays. With a vigorous strike of his staff, he snaps the scepter in two before the dragon's dazed eyes.

Start of turn: Free save vs. Stunned from Superior Will feat.

Save Vs Stunned (Resilient Focus, 24H): 1D20+2+1 = [10]+2+1 = 13

Success!

Start of turn: Free save vs. Dazed from Superior Will feat.

Save Vs Dazed (Resilient Focus, 24H): 1D20+2+1 = [8]+2+1 = 11

Success!

Free action - Lightning Daggers against the Emperor.

Lightning Dagger Emperor (Mal Bonus, CA, 24H): 1D20+22+5+2+1 = [6]+22+5+2+1 = 36 2D4+26 = [1, 3]+26 = 30

Hits Reflex 36 for 30 lightning damage against the Emperor. As an effect, until the end of the encounter, Salazar can repeat this attack once per round during his turn as a free action.

Move action - Stand up.

Move action - Move to D29 (no OA from Emperor since he's stunned).

ACTION POINT! Healing 14 HP from Mal's Inspiring Presence and gain 5 temp HP from tattoo.

Standard action - MBA against scepter to break it.

MBA Scepter (24H): 1D20+22+1 = [13]+22+1 = 36 1D8+13 = [6]+13 = 19

Hits AC 39 (forgot to code +3 from Action Surge since I forgot I needed to stand and thus ran out of actions without an AP) for 19 damage.

"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 + 5 temp HP/120, Bloodied: 60, Surge Value: 37, Surges left: 12/12
    • Action Points: 0
    • 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
Salazar uses a few new tricks to break the dragon's hold on him. The sorcerer easily breaks the emperor's scepter with a simple, anticlimactic snap.

The dragon's eye widen, "The pact is broken?" Emperor Zetchírír scambles for an explaination, "You don't understand. Tiamat commanded we focus on her enemies. It isn't as though the githyanki would completely abandon our campaign against the mind flayers and ..."

The dragon roars with rage and interrupts "What neither you or Tiamat realized was that by abandoning the Eternal Crusade, you rendered the ancient compact between the githyanki and the red dragons void. How long have you pretended the scepter was whole? Idiot. Had you forgotten that without the pact, Gith would have been free to leave the Nine Hells? For all you know, she has been wandering the streets of this city for weeks. She will be more trouble for you than these people." The dragon snorts at the irony, "I leave you whatever fate you have created for yourself."

Initiative - Status
Sir Murrak: 149+5 /149, +2 def stance (16 surges)
Valor: 34/74, stunned UENT dragon, prone, dazed SE
Emperor Zetchírír: down 193, dazed ENT Murrak, prone, stunned ENT Rvn
Ravix: 113/136, +3 AC and Ref stance, stunned UENT dragon, prone(13 surges)
Ravenblade: 130 +10 temp/130, res 5 all and +2 for from stance (12 surges)
Yellow handmaiden: no damage
Red handmaiden: out
Green handmaiden: dead
Orange handmaiden: gone
Salazar: 120/120, + 2 all def EE. resist thunder (12 surges)
->Hedoni: 99/99, stunned UENT dragon, prone, dazed SE (9 surges)
Mal: 116+5/116, -2AC SNT Mal, regen 4, prone, dazed SE (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.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
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Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Unable to act but hearing the dragon's words, Hedoni bides his time, and attempts to free himself from his mental bindings.

Save: : 1D20+1 = [12]+1 = 13

OOC: Save from Dazed.

  •  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: Would one be able to delay until after the dragon's turn to avoid the stun?
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Ari wrote
OOC: Would one be able to delay until after the dragon's turn to avoid the stun?


OOC: Nope.
_______________
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: 361
Location: Scottsdale
OOC: Okay, I thought it might be a nice loop-hole in the rules.

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