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Betrayal at Monadhan

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Posts: 3164
OOC: Please use a surge with Mal's bonus for Valor
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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
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Hedoni looks again to his cat, who mews but finally agrees to go down the other tunnel. While he's gone, Hedoni says, "Unsurprisingly, the smelly tunnel isn't one to take lightly. We'll see what's down the other."
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Hedoni Midartis - Eladrin Wizard, Scales of War
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Registered: Jul 2008
Posts: 5245
The cat returns with information about the well-lit, clean corridor. The narrow passage leads about 70 feet to a closed wooden door.
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
After Hedoni describes both directions, Mal says, "Let's go save that dragon!"

Inspiring Word (Valor): 5D6+11 = [1, 1, 4, 5, 4]+11 = 26

OOC: Valor can heal 26 plus whatever his surge value is.
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Below you paces a huge, pale dragon, shaking its head from side to side and murmuring “Oh, no…oh, no…” Several robed cultists stand around the dragon watching carefully. As you descend, the dragon seems to rot and fester, transforming into a deathly version of itself. The cultists gasp in awe and wonder and lean in to appreciate the ghastly change. The dragon roars in pain, writhing and fighting the metamorphosis. A moment later the dragon returns to its original state, panting with effort. The dragon lashes out, slicing through an unlucky cultist. The dragons cries in a rough, feminine voice "This cannot be happening!" The cultists scowl and take a step back from the huge, tortured creature.

The dragon and cultists are within a chamber more than a hundred feet long, with alcoves and crevices along the periphery. Stalagmites and stone pillars dot the landscape, and gray mist coheres in low spots on the cavern floor. An underground river emerges from the far side of the space.

  •  Dungeoneering Check DC 23:
      You notice that the subterranean stream has weakened the rock in the marked squares to the point where a sudden blow might shatter it.
User posted image
User posted image
Status/Initiative:
Pale Dragon: no damage
->Salazar: 126/126 (8 surges)
Hedoni: 97/108 (5 surges)
Mal: 118/127 (7 surges)
Cultist A: no damage
Cultist B: no damage
Cultist C: no damage
Cultist D: no damage
Cultist E: no damage
Cultist F: no damage
Cultist G: no damage
Cultist H: no damage
Ravix: 141/149 (11 surges)
Sir Murrak: 167/167 (9 surges)
Valor: 83/83
Ravenblade: 148 /148 (9 surges)
Yellow cultist: no damage

User posted image
  •  Features:
      Illumination: The cavern is dimly illuminated by phosphorescent fungus and glimmering insects.
      Ceiling : The ceiling of the cavern is 50 feet above the floor.
      Stalagmites and Pillars: The large stalagmites and pillars are blocking terrain, while the areas of smaller stalagmites are difficult terrain and provide cover to those behind them.
      Subterranean River: An underground stream runs just beneath the surface of the cavern in the indicated squares. It flows to the southeast at a rate of 4 squares per turn; move anything in the water 4 squares in the direction of the flow at the start of its turn. A series of stalactites plunge into the river as it exits the cavern; any character not actively attempting to dive below them is automatically stopped from continuing downstream. Crawling out of the stream and onto an adjacent square of rock counts as moving through difficult terrain but is otherwise unimpeded.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
"Watch out!" Salazar shouts to the Liberators, "the floor in the middle of the room could crack at any moment and dump you into the river below!" He surveys the room and its occupants for any hints of what's going on before moving forward and hurling radiant light and thunder at the cultists.

Skill checks: Arcana, Dungeoneering, History, Insight, Nature, Perception: 1D20+17 = [11]+17 = 28 1D20+10 = [20]+10 = 30 1D20+17 = [4]+17 = 21 1D20+10 = [17]+10 = 27 1D20+10 = [14]+10 = 24 1D20+10 = [17]+10 = 27 / Religion: 1D20+12 = [2]+12 = 14

Move action - Move to W5.

Arcana 28, Dungeoneering 30 - CRIT!!!, History 21, Insight 27, Nature 24, Perception 27, Religion 14.

Standard action - Blazing Starfall, area burst 2, centered on W15, all creatures, targeting Yellow Cultist, Cultist C, and Cultist F.

Blazing Starfall, targeting Yellow Cultist, Cultist C, and Cultist F: 1D20+26 = [19]+26 = 45 1D20+26 = [10]+26 = 36 1D20+26 = [14]+26 = 40 2D4+33 = [2, 4]+33 = 39

Hits Reflex 45 for 39 radiant and thunder damage on Yellow Cultist, hits Reflex 36 for 39 radiant and thunder damage on Cultist C, and hits Reflex 40 for 39 radiant and thunder damage on Cultist F.

"Readying" Sudden Scales and Fog Form.


  •  Salazar Miller
    • Male Human Sorcerer 21 / Dragon Guardian / Draconic Incarnation
    • Full Character Sheet
    • Passive Perception: 20, Passive Insight: 20, Senses: Normal
    • AC: 35, Fort: 36, Reflex: 33, Will: 39 - Speed: 6
    • HP: 126/126, Bloodied: 63, Surge Value: 42, Surges left: 8/14
    • Action Points: 1
    • Resists: 15 Fire, 15 Poison, 15 Necrotic, 9 Ongoing

    • 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.
    • Arcane Familiar (Feat): Add 4 to surge value, speak Draconic.
    • 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 Fortitude (Feat): +2/3/4 tier feat bonus to Fortitude defense. In addition, resist 9 ongoing damage
    • 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
    • -Blazing Starfall (Quickened Spellcasting)
    • -Draconic Majesty
    • -Dragon's Breath (requires familiar in active mode)
    • -Elemental Prism (Item Power)
    • -Fog Form
    • -Guardian's Breath
    • -Necklace of Fate +4 (Item Power)
    • -Rimestorm
    • -Second Wind
    • -Spatial Trip
    • -Sudden Scales
    • -Thunder and Strike
    • -Aspect of the Dragon
    • -Belt of Mountain Endurance (Item Power)
    • -Flame Bracers (Item Power)
    • -Lasting Breath
    • -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.
    • -Anathema Armor of Resistance (Necrotic Resist) +5 - Resist 15 Necrotic.
    • -Necklace of Fate +4 - Encounter Power - Free action. Trigger: You make a saving throw at a time other than the end of your turn. Effect: You gain an item bonus to that saving throw equal to thenecklace's enhancement bonus.
    • -Gauntlets of Blood (Paragon) - +4 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 (Paragon) - When you spend an action point to take an extra action, you gain 10 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
Salazar stays on solid ground. Light crashes into the cultists, spraying blood into the air and knocking two to the ground. Salazar examines the dragon before him. She appears to be mature dragon, probably with mastery over cold and possibly some other powers, perhaps charm or psychic abilities.

However, something unnatural is possessing the huge creature, some type of curse or rot. From the Vecna agent's hungry expressions, he feels sure that it is some undead scheme. He suspects the dragon has been infected with some poisonous, morbid agent and it is flooding her system. The dragon is fighting, body and soul, to resist the putrid infection. You may be able to aid the dragon with your own arcane abilities or even words of support and encouragement. Salazar worries that there isn't much time. Use a standard action to assist the dragon.

She is obviously in pain and the cultists seem to be anticipating more to come.

Optional skill challenge: Aid the Dragon (standard action) Successes: 0 Failures: 0

Status/Initiative:
Pale Dragon: no damage
Salazar: 126/126 (8 surges)
->Hedoni: 97/108 (5 surges)
Mal: 118/127 (7 surges)
Cultist A: no damage
Cultist B: no damage
Cultist D: no damage
Cultist E: no damage
Cultist G: no damage
Cultist H: no damage
Ravix: 141/149 (11 surges)
Sir Murrak: 167/167 (9 surges)
Valor: 83/83
Ravenblade: 148 /148 (9 surges)
Yellow cultist: down 39

User posted image
  •  Features:
      Illumination: The cavern is dimly illuminated by phosphorescent fungus and glimmering insects.
      Ceiling : The ceiling of the cavern is 50 feet above the floor.
      Stalagmites and Pillars: The large stalagmites and pillars are blocking terrain, while the areas of smaller stalagmites are difficult terrain and provide cover to those behind them.
      Subterranean River: An underground stream runs just beneath the surface of the cavern in the indicated squares. It flows to the southeast at a rate of 4 squares per turn; move anything in the water 4 squares in the direction of the flow at the start of its turn. A series of stalactites plunge into the river as it exits the cavern; any character not actively attempting to dive below them is automatically stopped from continuing downstream. Crawling out of the stream and onto an adjacent square of rock counts as moving through difficult terrain but is otherwise unimpeded.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
"Hedoni! We MUST save the dragon from the foul curse of undeath the Vecnites are trying to place upon her!" the draconicly-inclined sorcerer pleads to his wizard friend. "None deserve the fate they have planned, and if they succeed in turning her, she will fight against us as an undead pawn of Vecna."
_______________
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
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Hedoni nods at his friend, then says, "I absolutely agree. But we should take care of at least some of these cultists first". After sending a bright pulse of light to the other side of the cavern, he opens a rift in space, giving all of his comrades a safer way to cross the dangerous terrain.

Standard Action: Prismatic Burst (with Enlarge Spell) at Z17, hitting Yellow Cultist, Cultist A, and Cultist B.
Minor Action: Arcane Gate, creating a gateway between X4 and Z14.
Move Action: Walk through arcane gate and stop at Y14.


Prismatic Burst::
1D20+24+1 = [18]+24+1 = 43
1D20+24+1 = [14]+24+1 = 39
1D20+24+1 = [12]+24+1 = 37
3D6+22 = [2, 1, 2]+22 = 27


Prismatic Burst (with Enlarge Spell) hits Will 43 on Yellow Cultist, Will 39 on Cultist A, and Will 37 Cultist B for 25 radiant damage. On a hit, targets are blinded UENT Hedoni. On a miss, all creatures have partial concealment against the target.

OOC: Hedoni readies Shield against AC and Reflex attacks, and Staff of Defense against any other attack.

  •  Hedoni Mindartis
    • Male Eladrin Wizard 21 | Character PDF
    • AC:32, Fort:31, Reflex:34, Will:36 - Speed:6
    • (+1 to defenses against ranged, area, close attacks; +2 to AC and Reflex UENT when I use a teleportation power)
    • HP:108, Bloodied:54, Surge Value:27, Surges left:10/10, Action Points: 1
    • Resistance: 15 Necrotic (Bone Ring of Preservation), 5+1/2 level (15) Cold (Winterkin Heritage), 10 Acid, 10 Cold, 10 Fire, 10 Lightning (Dawn Warrior Armor)
    • Passive Perception: 25, Passive Insight: 25
    •  
    • 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)
      • Wall of Fire/Taunting Phantoms
      • Otiluke's Resilient Sphere/Prismatic Beams
      • Disintegrate/Cloudkill
      • Terrifying Journey
      • Wayfarer's Evasion
      • Clever Escape (Minor)/Fly (Standard)
      • Healing Word (Minor)
      • Eladrin Boots (Move)
      • Bracers of Mental Might
      • Helm of Teleportation
      • Cloak of Translocation
      • Dawn Warrior Armor (Minor)
      • Tenebrous Shroud (Immediate Interrupt)
      • Resplendent Gloves
      • Elderwood Falcon
      • (Key: At-Will, Encounter, Daily, Item Power, Utility, Used/Not Available)

    • Magic Items
      • Bag of Holding
      • Amulet of Protection +2
      • Dawn Warrior Armor +4 (Resist 10 Acid, Cold, Fire, Lightning; Radiant strikeback power)
      • Accurate Staff of Ruin +4 (4d10 extra damage on critical attack)
      • Cat Familiar (+2 Acrobatics, no range limit, +5 to cat's Stealth)
      • Resplendent Gloves (+3 damage to Will attacks, CA against target hit by illusion attack - Info)
      • Bracers of Mental Might (Use INT instead of STR, Encounter Power)
      • Planestrider Boots (Teleport 10, Encounter Power)
      • Elderwood Falcon (Conjuration, Daily Power, info)
      • Hat of Disguise (Illusion, At-Will Power, info)
      • Tenebrous Shroud (Resist 15 Necrotic, Invisible UENT when hit by melee - Daily Power, info)
      • Escape Tattoo (Teleport 3 when hit by crit attack)
      • Stalwart Belt (Gain Con mod temp hit points after crit)
      • Siberys Shard of the Mage (+1 damage when using staff as implement)
      • Ring of Retreat (+1 to teleporting - info)
      • _______________
        Hedoni Midartis - Eladrin Wizard, Scales of War
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Registered: Jul 2008
Posts: 5245
Thinking quickly, Hedoni opens a portal allowing his friends to cross the fragile ground quickly and safely. Two cultists grasp their heads in pain and fall the the ground as bright lights flash around them. The other cultist cry out in surprise but the leader shouts, "Stay back swine! Let Vecna claim his due."

Optional skill challenge: Aid the Dragon (standard action) Successes: 0 Failures: 0

Status/Initiative:
Pale Dragon: no damage
Salazar: 126/126 (8 surges)
Hedoni: 97/108 (5 surges)
->Mal: 118/127 (7 surges)
Cultist D: no damage
Cultist E: no damage
Cultist G: no damage
Cultist H: no damage
Ravix: 141/149 (11 surges)
Sir Murrak: 167/167 (9 surges)
Valor: 83/83
Ravenblade: 148 /148 (9 surges)
Yellow cultist: down 64, blinded ENT Hed

User posted image
  •  Features:
      Illumination: The cavern is dimly illuminated by phosphorescent fungus and glimmering insects.
      Ceiling : The ceiling of the cavern is 50 feet above the floor.
      Stalagmites and Pillars: The large stalagmites and pillars are blocking terrain, while the areas of smaller stalagmites are difficult terrain and provide cover to those behind them.
      Subterranean River: An underground stream runs just beneath the surface of the cavern in the indicated squares. It flows to the southeast at a rate of 4 squares per turn; move anything in the water 4 squares in the direction of the flow at the start of its turn. A series of stalactites plunge into the river as it exits the cavern; any character not actively attempting to dive below them is automatically stopped from continuing downstream. Crawling out of the stream and onto an adjacent square of rock counts as moving through difficult terrain but is otherwise unimpeded.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
OOC: Hedoni should be at Y14 after walking through the portal. No need to update the map until Mal takes his turn, though. Also, I had the portal at Z14, but it doesn't really make a difference where that is.
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
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Registered: Oct 2008
Posts: 4627
"Dragon, hear me! I am Mal Geminous, Warlord of the Liberators! We have defended the Elsir Vale from githyanki invasions and removed their false emperor from his throne room. We have turned our gaze now to this place and will stop these wretches from their attempts at abomination! Fight it! Fight just a little longer and you will be free of this transformation!"

Mal focuses on the strongest cult member in the room and shouts, "Liberators....CHARGE!" and Mal dashes through the portal, his allies right behind him as the all seem to beat the cultist into a pulp.

Move Action: Walk (Move 5)

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

Standard Action: Diplomacy check

Diplomacy check (+21 skill, +1 24hr): 1D20+22 = [5]+22 = 27

Action Point! Seize the Day (Roll odd on 1st att, gain 15 temp HP; Roll even on 1st att, each ally w/in 5 gains 10 temp HP)

Standard Action: War Master's Assault (Close burst 3; Mal and allies can make a Charge or Basic Attack as a free action with +7 bonus to attack and damage rolls)

Standard Action: Charge (Melee 2; +27 vs. AC; Hit: 4d4+12 Fire dam; Crit: 28+4d6 Fire dam)

For some reason between my Diplomacy check and my WMA rolls, Coyote Code isn't rolling for me anymore. Here are the rolls that should be made (the only one I am certain about is Mal's).

Mal Charge: 1d20+37 (+26 W, +1 24hr, +1 charge, +2 CA, +7 WMA); 4d4+12+7
Ravenblade Charge: 1d20+37 (+26 W, +1 24hr, +1 charge, +2 CA, +7 WMA); 2d10+18+7
Ravix Charge: 1d20+41 (+30 W, +1 24hr, +1 charge, +2 CA, +7 WMA); 2d12+24+7
Murrak Charge: 1d20+38 (+27 W, +1 24hr, +1 charge, +2 CA, +7 WMA); 2d10+1d10+18+7+2+2
Salazar Charge: 1d20+37 (+26 W, +1 24hr, +1 charge, +2 CA, +7 WMA); 2d8+15+7
Hedoni Charge: 1d20+30 (+19 W, +1 24hr, +1 charge, +2 CA, +7 WMA); 2d8+8+7

OOC: Walk to X4, Foe Stone on Yellow, Diplomacy check 27 on the Dragon. WMA on all allies. Everyone can charge or make a basic attack w/ +7 to attack and damage rolls. In lieu of trying to figure out what everyone wants to do as far as charging/basic attack, I have rolled a charge for everyone. I understand that Hedoni probably doesn't want to and Mike can use the d20 roll for his basic attack roll if he wants or not take the bonus. Also, Salazar may want to use Dragonfrost on G. If I rolled odd on my d20, then I gain 15 THP, if I rolled even, then the allies that follow me through the portal gain 10 THP. I don't think it matters too much where everyone ends up, as I think everyone can reach Yellow, but Mal should be one step away.


  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune, Legendary Sovereign 21
    • Passive Perception: 23, Passive Insight: 23
    • AC:33, Fort:31, Reflex:28, Will:36 - Speed:5
    • HP:118/127, Bloodied:63, Surge Value:37, Surges left:7/14
    • Action Points: 0, Second Wind: not used, Resist Fire 15 Cold 15
    •  
    • Powers
      • Intuitive Strike
      • Rousing Assault
      • IS Inspiring Word +4 1 2 3 4
      • Inspired Belligerence
      • Tactical Orders
      • Rousing Words +4
      • Favored Fortune
      • Press On Together
      • Great Captain
      • Sacrificial Lure
      • Lady Luck Smiles
      • Death From Two Sides
      • Hail of Steel
      • Lamb to the Slaughter
      • War Master's Assault
      • Victory Surge
      • Strike of Foul Fate
      • Diabolic Transformation
      • Black Wrath of Hell
      • Foe Stone
      • Flaming Glaive +4
      • Rebounding Throwing Hammer +1
      • Couters of Second Chances +2
      • Power Jewel
      • Dimensional Stride Boots
      • Strikebacks
      • Belt of Mountain Endurance
      • Ring of Tenacious Will
      • Ring of Winter (Int) (Minor)
       
    • Items
      • Bloodfire Crysteel +4
      • Healer's Brooch +4
      • 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 +26 (+10 lvl, +6 Str, +2 Prof, +3 Exp, +4 Enh, +1 HB), Reach 2
      • Damage: 4d4+12 (2d4 Glaive, 2d4 lvl 21, +6 Str, +4 W, +1 HB, +1 KSoFD)
      • Ranged Basic Attack +19 (+10 lvl, +6 Str, +2 Prof, +1 Enh), Ranged 5/10
      • Damage: 2d6+7 (1d6 Thr Hammer, +6 Str, +1 W)
      • Bloodhunt (+1 att vs. bloodied)
      • Inspiring Presence (W1) (Allies regain 15 HP w/ AP)
      • Combat Leader (W1) (+2 Init to me and allies w/in 10)
      • Know Your Strength (CoF11) (Dam rolls of 1 or 2 become 3)
      • Seize the Day (CoF11) (AP: even roll grants allies w/in 5 sq 10 THP, odd grants Mal 15 THP)
      • Presence of Greatness (CoF16) (Can use 2 APs in an encounter)
      • Legendary Presence (LS21) (Increase Cha by 2)
      • Homeland (LS21) (Gain +4 on Cha checks in realm)
      • Hellfire Blood (1) (+1 att and dam with Fire)
      • Heavy Blade Expertise (2) (+2 def vs. OAs)
      • Improved Inspiring Word (4) (Add Cha mod (+7) to IW HP)
      • Hafted Defense (6) (+1 AC/Ref with polearm)
      • Polearm Flanker (8) (Flank in Reach)
      • Diabolic Soul (10) (+2 att UEE against enemy that Crits me)
      • Fight On (11) (Gain one more use of IW per encounter)
      • Vexing Flanker (12) (Flanking grants CA to allies)
      • Polearm Gamble (14) (When enemy moves adj, take OA and grant CA UENT)
      • Dispater's Iron Discipline (16) (+5 to saves vs. Stun, Dominate, or Daze)
      • Opportunity Sidestep (18) (On OA hit, shift 1 square as Free Action)
      • Combat Commander (20) (Use Cha mod (+7) instead of +2 for init bonus)
      • Supreme Inspiration (21) (Heal two with each use of Inspiring Word)
      • Strikebacks (I) (+1 bonus to OAs)
      • Bloodfire (I) (When bloodied, Aura 1, 2 Fire damage)
       
    • Skills
      • Acrobatics +9
      • Arcana +12
      • Athletics +20
      • Bluff +18
      • Diplomacy +21
      • Dungeoneering +13
      • Endurance +11
      • Heal +18
      • History +12
      • Insight +13
      • Intimidate +21
      • Nature +13
      • Perception +13
      • Religion +12
      • Stealth +11
      • Streetwise +16
      • Thievery +9
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Mal's words have a mixed effect. The dragon squints, cringes, and calls out "Liberators? I know that name. Did Aurythria send you?" Then she howls in pain, ""Gods help me, I can't think straight. There is a voice inside my head ..."" Finally opens her eyes and focuses on Mal, ""You!You foul demon! May you sink into the deepest, filthiest pit in all the Nine Hells!"" She seems quite confused, torn and in pain.

Mal uses his stone to learn that the cultists resist necrotic damage and is weakest in Will.

Mal's righteous words and noble act must have been witnessed by Pelor. His glaive seems to hang in the air a moment, glinting with holy radiance, before severing the cultist's arm from his body. Dark blood spurts onto Mal's face and arms, stinging his skin (10 necrotic damage).(Crit and since I'm not going to figure out all the math, I'll give you 50 damage for it.) Appreciating the warlord's perfect assault, the other's charge through the portal and reduce the lead cultist to fleshy pieces. Black blood covers everyone, but it does not slow you down (resist 10 necrotic damage).

The remaining cultists flee in terror.

With a ripping sound, the dragon shifts and morphs. Her skin rots, her eyes sockets sink in, and an acrid stench drifts from her body. She moves forward, squashing one of the cultists underfoot. She roars a cold, putrid dragon spit. Ravix's ducks down, but the rest of you are covered in bone-chilling pain. Salazar and Mal feel the full effects of the necrotic cold (21 damage), Sir Murrak, Valor and Ravenblade feel some (11 damage) while Hedoni feels very little (6 damage).

OOC: There are basically two dragons in rolled into one, a different way to depict a two headed dragon. If you attack one, you attack both. You can stay the attacks of the non-undead dragon with skills, but she may still fight you.

Also, I have decided to add a new house rule after being inspired by a novel called NPCs by Drew Hayes. It goes like this: 1st natural 1 flub as expected; 2nd natural 1 in a row; hurt your own character equal to crit damage of the roll; 3rd natural 1 in a row, reduced to 0 HP. Similar for crit rolls: 1st natural 20 crit as usual; 2nd natural 20 in a row double crit damage; 3rd natural 20 in a row, destroy your enemy completely. I highly recommend this book to all of you :)


Optional skill challenge: Aid the Dragon (standard action) Successes: 1 Failures: 0

Status/Initiative:
Pale living dragon's turn: down 20, -1 to att ENT Mal
Salazar: 105/126, 15 cold ogd SE (8 surges)
Hedoni: 91/108 (5 surges)
Mal: 87/127, 15 cold ogd SE (7 surges)
Cultist D: fleeing
Cultist E: fleeing
Cultist G: fleeing
Undead dragon's turn
->Ravix: 141/149 (11 surges)
Sir Murrak: 156/167, 5 ogd cold SE (9 surges)
Valor: 72/83, 5 ogd cold SE
Ravenblade: 137 /148, (9 surges)
Yellow cultist: dead

User posted image
  •  Features:
      Illumination: The cavern is dimly illuminated by phosphorescent fungus and glimmering insects.
      Ceiling : The ceiling of the cavern is 50 feet above the floor.
      Stalagmites and Pillars: The large stalagmites and pillars are blocking terrain, while the areas of smaller stalagmites are difficult terrain and provide cover to those behind them.
      Subterranean River: An underground stream runs just beneath the surface of the cavern in the indicated squares. It flows to the southeast at a rate of 4 squares per turn; move anything in the water 4 squares in the direction of the flow at the start of its turn. A series of stalactites plunge into the river as it exits the cavern; any character not actively attempting to dive below them is automatically stopped from continuing downstream. Crawling out of the stream and onto an adjacent square of rock counts as moving through difficult terrain but is otherwise unimpeded.
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Ravix moves to attack the dragon, but nearly slices his own leg off instead with a wild swing of his huge sword.

Move action: Shift to V17.

Standard action: Masterstroke vs Undead Dragon AC, marking, using Furious Assault on a hit.
Masterstroke with Furious Assault: 1D20+28 = [1]+28 = 29 2D12+21 = [9, 1]+21 = 31 1D12 = [2] = 2 / Flub: 1D20 = [2] = 2

Hits AC 29 - FLUB! - for 31 damage (2 on the Flub Roll), Furious Assault not used since it missed.

Free action shift to U18 (from mobile warrior). +1 AC/Reflex ENT Ravix due to Boots of the Fencing Master.


  •  Ravix the Ravager
    • Male Half-Orc Fighter 21 / Kensei
    • Full Character Sheet
    • Passive Perception: 21, Passive Insight: 21, Senses: Low-Light Vision
    • AC: 36+1 UENT, Fort: 37, Reflex: 35 +1 UENT, Will: 31 - Speed: 6
    • HP: 141/149, Bloodied: 75, Surge Value: 37+6, Surges left: 11/17
    • Action Points: 1
    • Resists: 10 Cold, 10 Psychic, 10 Necrotic, [color=gold10 lightning, 10 fire, 10 thunder

    • 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.
    • Mobile Warrior (Feat): shift 1 square after making an attack with certain weapons.
    • Long Step (Feat): Add 1 square to any shift you make.

    • 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
    • Stormcatcher ring Daily - immediate interrupt - Trigger: An enemy hits you with a lightning attack. Effect: The attacker makes the attack against itself. If you reached a milestone, you can pick a second enemy within 5 squares and have the attacker make a second attack against that enemy.
    • -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
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Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Jun 2009
Posts: 361
Location: Scottsdale
OOC: Sorry guys, Tamara's about ready to pop. Her due date is tomorrow. I will be away for this week.
Thanks for taking over my character for now.
Moderator
Registered: Jul 2008
Posts: 5245
Ravix comes close to hurting himself as he fumbles with his weapon.

Optional skill challenge: Aid the Dragon (standard action) Successes: 1 Failures: 0

Status/Initiative:
Pale living dragon's turn: down 20, -1 to att ENT Mal
Salazar: 105/126, 15 cold ogd SE (8 surges)
Hedoni: 91/108 (5 surges)
Mal: 87/127, 15 cold ogd SE (7 surges)
Cultist D: fleeing
Cultist E: fleeing
Cultist G: fleeing
Undead dragon's turn
Ravix: 141/149 (11 surges)
->Sir Murrak: 156/167, 5 ogd cold SE (9 surges)
Valor: 72/83, 5 ogd cold SE
Ravenblade: 137 /148, (9 surges)
Yellow cultist: dead

User posted image
  •  Features:
      Illumination: The cavern is dimly illuminated by phosphorescent fungus and glimmering insects.
      Ceiling : The ceiling of the cavern is 50 feet above the floor.
      Stalagmites and Pillars: The large stalagmites and pillars are blocking terrain, while the areas of smaller stalagmites are difficult terrain and provide cover to those behind them.
      Subterranean River: An underground stream runs just beneath the surface of the cavern in the indicated squares. It flows to the southeast at a rate of 4 squares per turn; move anything in the water 4 squares in the direction of the flow at the start of its turn. A series of stalactites plunge into the river as it exits the cavern; any character not actively attempting to dive below them is automatically stopped from continuing downstream. Crawling out of the stream and onto an adjacent square of rock counts as moving through difficult terrain but is otherwise unimpeded.
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
OOC: The map isn't loading so I can't see what to do.
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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: Jun 2009
Posts: 3164
Sir Murrak and Valor retreat and charge the undead dragon. Hammer connects with bone with a thundrous CLAP.

Move/Standard: Back up and charge to UV21/22 vs undead dragon with valiant strike _: 1D20+27+3+1 = [20]+27+3+1 = 51 3D10.MIN(3)+18+2+2+1D6+11 = [9, 3, 6]+18+2+2+[1]+11 = 52 CRIT for 67 damage (11 radiant) and dazed UENT. Extra for crit _: 4D10 = [3, 7, 10, 10] = 30 for a total of 97, dazed UENT and prone. Also Sir Murrak gains some temp for invigorating, but I am not sure how many. He can also make a save vs ogd _: 1D20+2 = [5]+2 = 7 Fail
Free: Save vs ogd _: 1D20+2 = [19]+2 = 21 Success! All within 5 of Sir Murrak have +5 to saves UENT.
Free: Valor save vs ogd _: 1D20+5 = [5]+5 = 10 Success
_______________
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
Driven by some holy zeal, the knight charges headlong into the dragon, his hammer glowing with radiance. The undead beast swipes at Valor, but Sir Murrak fearlessly crushes the dragon's wing for 102 damage (vulnerable 15 radiant). bonus crit: 1D20 = [4] = 4

Optional skill challenge: Aid the Dragon (standard action) Successes: 1 Failures: 0

Hero's Poise: +5 to saves UENT Murrak
Status/Initiative:
Pale living dragon's turn: down 122, -1 to att ENT Mal, prone
Salazar: 105/126, 15 cold ogd SE (8 surges)
Hedoni: 91/108 (5 surges)
Mal: 87/127, 15 cold ogd SE (7 surges)
Cultist D: fleeing
Cultist E: fleeing
Cultist G: fleeing
Undead dragon's turn - dazed ENT Mur, prone
Ravix: 141/149 (11 surges)
Sir Murrak: 151/167 (9 surges)
Valor: 67/83,
->Ravenblade: 137 /148, (9 surges)
Yellow cultist: dead

User posted image
  •  Features:
      Illumination: The cavern is dimly illuminated by phosphorescent fungus and glimmering insects.
      Ceiling : The ceiling of the cavern is 50 feet above the floor.
      Stalagmites and Pillars: The large stalagmites and pillars are blocking terrain, while the areas of smaller stalagmites are difficult terrain and provide cover to those behind them.
      Subterranean River: An underground stream runs just beneath the surface of the cavern in the indicated squares. It flows to the southeast at a rate of 4 squares per turn; move anything in the water 4 squares in the direction of the flow at the start of its turn. A series of stalactites plunge into the river as it exits the cavern; any character not actively attempting to dive below them is automatically stopped from continuing downstream. Crawling out of the stream and onto an adjacent square of rock counts as moving through difficult terrain but is otherwise unimpeded.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Keeping an eye on the dragon, Ravenblade moves past it to the edge of the unstable ground. With a roar of divine righteousness he bellows at the cultists, "Heathen followers of a misbegotten deity, you shall not remain aloft in this plane! Begone and leave this dragon be!" With those words, he raises his craghammers overhead and they begin quivering as a humming noise builds in intensity. As the sound passes the range of hearing, Ravenblade pauses for a second, grinning. He then brings both weapons crashing down on the unstable ground and a quaking blast surges outward, crumbling ground and flesh alike.

Minor: HQ on the dragon
Move: to R15
Standard: Quakestrike on the unstable terrain and towards cultists D and E.

OOC: I'm still out of town and doing this on my phone, which is a right pain. Emily/Gary, please look up Quakestrike and make rolls if needed. My intention here is to blast the ground and one or two cultists, thus collapsing the terrain over the river

    Ravenblade
  • Male Dwarf Ranger, Dual Wielder, Hammer of Moradin, Star-Favored Champion
  • AC: 35 (33 when bloodied), Fort: 36, Reflex: 29, Will: 32, Speed: 6
  • HP: 148, Bloodied: 74, Surge Value: 42, Surges: 13
  • Resist: Acid 15, Cold 15, Fire 15, Lightning 15, Poison 15, Necrotic 10, Pyschic 10, Ongoing: 9
  • Champion's Aura: You and allies within 3 squares gain +4 to all defenses against fear effects
  • Action Point(s) Left: 1/1, not used this battle
  •  Features/Feats/Powers/Items
    • Passive Perception: 30, Passive Insight: 25
    • Cast-Iron Stomach: +5 to poison save throws
    • Stand Your Ground: move 1 less when forced to move, immediate save throw to avoid prone
    • Running Attack: +1 to attack rolls after moving 2+ squares as part of the attack power
    • Powerful Action: action point attacks cause dazed or prone until the end of Rav's next turn
    • Favored Tenacity: 1st attack of an encounter power misses, minor action basic attacks that turn
    • Divine Health: resist poison for 1/2 level + WIS mod, immune to diseases
    • Bludgeon Expertise: +1 hammer/mace attacks, +1 push/slide effects from your attacks
    • Flank on the Run: don't provoke OA when moving around an enemy while remaining adjacent
    • Bludgeon Mastery: critical hit with bludgeoning melee attack rolls of 19 or 20
    •  
    • Powers
      • Melee/Ranged Basic: +26, 2d10+18
      • Hunter's Quarry: +3d6
      • Throw and Stab
      • Twin Strike
      • Incendiary Ring of Fireblazing basic attacks can deal fire damage instead
      • Backlash Tattoo basic attack immediate when first bloodied
      • Death Threat free, you reduce quarry to 0 hp
      • Elemental Legacy free, +9 acid, cold, fire, or lightning damage
      • Hammer Throw
      • Invigorating Stride shift WIS mod and can use
      • Iron Hand Unbreakable Form move, 20/10 thp on hit/miss
      • Off-Hand Diversion
      • Melora's Storm Blessing fly 6 squares, shift 1 free after forced move
      • Ruffling Sting
      • Second Wind
      • Symbol of Scorned Fate free, negate save fail effect
      • Untamed Outburst
      • Attacks on the Run
      • Blade Cascade
      • Blood of the Fallen
      • Cruel Cage of Steel
      • Dwarven Thrower +4 free, 8 extra damage to large+ creatures
      • Howling Winds
      • Incendiary Ring of Fireblazing deal ongoing 10/20 fire damage
      • Mental Block no action, save throw vs fear or charm effect
      • Quake Strike
      • Raven Cloak reroll a saving throw
      • Stalwart Defense
      • Virtue's Touch
       
    • Items
      • Dwarven Thrower Craghammer +4 range 6/12, +4d6 crit damage
      • Silt Striders ignore difficult terrain from earth, no tracks, move/stand liquid surfaces
      • Gauntlets of Blood +4 damage to bloodied targets
      • Bracers of Brachiation climb speed equals speed
      • Stalwart Belt when critting, gain thp equal to twice CON mod
      • Ring of Giants +2 bonus to crit damage per weapon enhancement
      • Ioun Stone of Might +4 to STR skill checks and ability checks, +5 damage to STR attacks
      • Magic Craghammer +4 +4d6 crit damage
      • Agile Crysteel Armor +4
      • Life Shroud
      •  
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Ravenblade slams his hammer into the ground, unleashing a tremor representing Moradin's wrath. The fragile ground collapses and the two cultists are swallowed up by the underground river.

The dragon shudders. fitting off the rot. Confused, she cries "Leave me alone!" and disappears from sight. Hedoni and Ravix are struck by a desire to hurt someone nearby (16 charm and psychic damage, dazed until you damage an ally). She reappears on the opposite side of the water. Ravix feels a pain behind his eyes then his body goes limp (14 charm damage, dominated SE).

Optional skill challenge: Aid the Dragon (standard action) Successes: 1 Failures: 0

Hero's Poise: +5 to saves UENT Murrak
Status/Initiative:
Pale living dragon's turn: down 122, -1 to att ENT Mal
->Salazar: 105/126, 15 cold ogd SE (8 surges)
Hedoni: 91/108, dazed until he damages an ally (5 surges)
Mal: 87/127, 15 cold ogd SE (7 surges)
Cultist G: fleeing
Undead dragon's turn - dazed ENT Mur
Ravix: 111/149, dominated SE, dazed until he damages an ally (11 surges)
Sir Murrak: 151/167 (9 surges)
Valor: 67/83,
Ravenblade: 137 /148, (9 surges)
Yellow cultist: dead

User posted image
  •  Features:
      Illumination: The cavern is dimly illuminated by phosphorescent fungus and glimmering insects.
      Ceiling : The ceiling of the cavern is 50 feet above the floor.
      Stalagmites and Pillars: The large stalagmites and pillars are blocking terrain, while the areas of smaller stalagmites are difficult terrain and provide cover to those behind them.
      Subterranean River: An underground stream runs just beneath the surface of the cavern in the indicated squares. It flows to the southeast at a rate of 4 squares per turn; move anything in the water 4 squares in the direction of the flow at the start of its turn. A series of stalactites plunge into the river as it exits the cavern; any character not actively attempting to dive below them is automatically stopped from continuing downstream. Crawling out of the stream and onto an adjacent square of rock counts as moving through difficult terrain but is otherwise unimpeded.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar bends his will and his lessons from Olorin's towards breaking the ritual ensnaring the dragon. He cares not for the cold that briefly chills him before thawing under his wrath and the perversion before him.

Start of turn - Take 6 OGD cold (15 - 9 from Superior Fortitude)

Standard action: Arcana check

Arcana (24H): 1D20+17+1 = [16]+17+1 = 34

Arcana 34.

End of turn - Save vs. OGD Cold, with Hero's Poise.

Save vs OGD (Heros Poise, Resilient Focus, 24H): 1D20+5+2+1 = [7]+5+2+1 = 15

Success!

"Readying" Sudden Scales and Fog Form.


  •  Salazar Miller
    • Male Human Sorcerer 21 / Dragon Guardian / Draconic Incarnation
    • Full Character Sheet
    • Passive Perception: 20, Passive Insight: 20, Senses: Normal
    • AC: 35, Fort: 36, Reflex: 33, Will: 39 - Speed: 6
    • HP: 99/126, Bloodied: 63, Surge Value: 42, Surges left: 8/14
    • Action Points: 1
    • Resists: 15 Fire, 15 Poison, 15 Necrotic, 9 Ongoing

    • 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.
    • Arcane Familiar (Feat): Add 4 to surge value, speak Draconic.
    • 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 Fortitude (Feat): +2/3/4 tier feat bonus to Fortitude defense. In addition, resist 9 ongoing damage
    • 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
    • -Blazing Starfall (Quickened Spellcasting)
    • -Draconic Majesty
    • -Dragon's Breath (requires familiar in active mode)
    • -Elemental Prism (Item Power)
    • -Fog Form
    • -Guardian's Breath
    • -Necklace of Fate +4 (Item Power)
    • -Rimestorm
    • -Second Wind
    • -Spatial Trip
    • -Sudden Scales
    • -Thunder and Strike
    • -Aspect of the Dragon
    • -Belt of Mountain Endurance (Item Power)
    • -Flame Bracers (Item Power)
    • -Lasting Breath
    • -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.
    • -Anathema Armor of Resistance (Necrotic Resist) +5 - Resist 15 Necrotic.
    • -Necklace of Fate +4 - Encounter Power - Free action. Trigger: You make a saving throw at a time other than the end of your turn. Effect: You gain an item bonus to that saving throw equal to thenecklace's enhancement bonus.
    • -Gauntlets of Blood (Paragon) - +4 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 (Paragon) - When you spend an action point to take an extra action, you gain 10 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
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Looking around, it takes all of Hedoni's will not to strike out at his comrades. Instead, he focuses his energy on finding an arcane solution to the dragon's problems. While his concentration is successful, he is forced to neglect his arcane gate, which collapses without his attention.

Standard Action: Arcana check.


Arcana roll: : 1D20+24+1 = [19]+24+1 = 44

Arcana roll 44 to help the dragon.

OOC: Hedoni readies Shield against AC and Reflex attacks, and Staff of Defense against any other attack.

  •  Hedoni Mindartis
    • Male Eladrin Wizard 21 | Character PDF
    • AC:32, Fort:31, Reflex:34, Will:36 - Speed:6
    • (+1 to defenses against ranged, area, close attacks; +2 to AC and Reflex UENT when I use a teleportation power)
    • HP:108, Bloodied:54, Surge Value:27, Surges left:10/10, Action Points: 1
    • Resistance: 15 Necrotic (Bone Ring of Preservation), 5+1/2 level (15) Cold (Winterkin Heritage), 10 Acid, 10 Cold, 10 Fire, 10 Lightning (Dawn Warrior Armor)
    • Passive Perception: 25, Passive Insight: 25
    •  
    • 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)
      • Wall of Fire/Taunting Phantoms
      • Otiluke's Resilient Sphere/Prismatic Beams
      • Disintegrate/Cloudkill
      • Terrifying Journey
      • Wayfarer's Evasion
      • Clever Escape (Minor)/Fly (Standard)
      • Healing Word (Minor)
      • Eladrin Boots (Move)
      • Bracers of Mental Might
      • Helm of Teleportation
      • Cloak of Translocation
      • 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: Jul 2008
Posts: 5245
Salazar and Hedoni study the dragon and the ritual that is changing her. They can see that she is mature adult dragon adept with psychic and charm powers. Focusing on the way the undead agent is possessing her body, the wizard can see the ritual is some sort of vampiric infection (-1 to att ENT Hed). More attuned to the dragon's anatomy, the sorcerer envisions her furious heart and strengthens the dragon's own blood to attack the infection. (20 psychic damage to the undead part of the dragon).

Optional skill challenge: Aid the Dragon (standard action) Successes: 3 Failures: 0

Hero's Poise: +5 to saves UENT Murrak
Status/Initiative:
Pale living dragon's turn: down 142, -1 to att ENT Hed
Salazar: 99/126, (8 surges)
Hedoni: 91/108, dazed until he damages an ally (5 surges)
->Mal: 87/127, 15 cold ogd SE (7 surges)
Cultist G: fleeing
Undead dragon's turn - dazed ENT Mur
Ravix: 111/149, dominated SE, dazed until he damages an ally (11 surges)
Sir Murrak: 151/167 (9 surges)
Valor: 67/83,
Ravenblade: 137 /148, (9 surges)
Yellow cultist: dead

User posted image
  •  Features:
      Illumination: The cavern is dimly illuminated by phosphorescent fungus and glimmering insects.
      Ceiling : The ceiling of the cavern is 50 feet above the floor.
      Stalagmites and Pillars: The large stalagmites and pillars are blocking terrain, while the areas of smaller stalagmites are difficult terrain and provide cover to those behind them.
      Subterranean River: An underground stream runs just beneath the surface of the cavern in the indicated squares. It flows to the southeast at a rate of 4 squares per turn; move anything in the water 4 squares in the direction of the flow at the start of its turn. A series of stalactites plunge into the river as it exits the cavern; any character not actively attempting to dive below them is automatically stopped from continuing downstream. Crawling out of the stream and onto an adjacent square of rock counts as moving through difficult terrain but is otherwise unimpeded.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
"Yes, Aurthyria has sent us to rescue you and free the others. Fight it! Fight and we will help you! This is not your battle alone! Fight the abomination! You can win this day! You WILL win this day!"

Immediate Interrupt: Winter Encounter Item (When you take 16 or more cold damge, gain immunity to cold UENT)

Move Action: Walk (Move 5)

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

Standard Action: Diplomacy check

Diplomacy check (+21 skill, +1 24hr): 1D20+22 = [12]+22 = 34

OOC: Can I use my Ring of Winter Interrupt? I don't think it will affect the damage taken (since you said it was necrotic cold, but it will take care of the cold damage this round. Other than that, Walk to V13. Foe Stone on Dragon. Diplomacy check 34.


  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune, Legendary Sovereign 21
    • Passive Perception: 23, Passive Insight: 23
    • AC:33, Fort:31, Reflex:28, Will:36 - Speed:5
    • HP:87/127, Bloodied:63, Surge Value:37, Surges left:7/14
    • Action Points: 0, Second Wind: not used, Resist Fire 15 Cold 15
    •  
    • Powers
      • Intuitive Strike
      • Rousing Assault
      • IS Inspiring Word +4 1 2 3 4
      • Inspired Belligerence
      • Tactical Orders
      • Rousing Words +4
      • Favored Fortune
      • Press On Together
      • Great Captain
      • Sacrificial Lure
      • Lady Luck Smiles
      • Death From Two Sides
      • Hail of Steel
      • Lamb to the Slaughter
      • War Master's Assault
      • Victory Surge
      • Strike of Foul Fate
      • Diabolic Transformation
      • Black Wrath of Hell
      • Foe Stone
      • Flaming Glaive +4
      • Rebounding Throwing Hammer +1
      • Couters of Second Chances +2
      • Power Jewel
      • Dimensional Stride Boots
      • Strikebacks
      • Belt of Mountain Endurance
      • Ring of Tenacious Will
      • Ring of Winter (Int) (Minor)
       
    • Items
      • Bloodfire Crysteel +4
      • Healer's Brooch +4
      • 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 +26 (+10 lvl, +6 Str, +2 Prof, +3 Exp, +4 Enh, +1 HB), Reach 2
      • Damage: 4d4+12 (2d4 Glaive, 2d4 lvl 21, +6 Str, +4 W, +1 HB, +1 KSoFD)
      • Ranged Basic Attack +19 (+10 lvl, +6 Str, +2 Prof, +1 Enh), Ranged 5/10
      • Damage: 2d6+7 (1d6 Thr Hammer, +6 Str, +1 W)
      • Bloodhunt (+1 att vs. bloodied)
      • Inspiring Presence (W1) (Allies regain 15 HP w/ AP)
      • Combat Leader (W1) (+2 Init to me and allies w/in 10)
      • Know Your Strength (CoF11) (Dam rolls of 1 or 2 become 3)
      • Seize the Day (CoF11) (AP: even roll grants allies w/in 5 sq 10 THP, odd grants Mal 15 THP)
      • Presence of Greatness (CoF16) (Can use 2 APs in an encounter)
      • Legendary Presence (LS21) (Increase Cha by 2)
      • Homeland (LS21) (Gain +4 on Cha checks in realm)
      • Hellfire Blood (1) (+1 att and dam with Fire)
      • Heavy Blade Expertise (2) (+2 def vs. OAs)
      • Improved Inspiring Word (4) (Add Cha mod (+7) to IW HP)
      • Hafted Defense (6) (+1 AC/Ref with polearm)
      • Polearm Flanker (8) (Flank in Reach)
      • Diabolic Soul (10) (+2 att UEE against enemy that Crits me)
      • Fight On (11) (Gain one more use of IW per encounter)
      • Vexing Flanker (12) (Flanking grants CA to allies)
      • Polearm Gamble (14) (When enemy moves adj, take OA and grant CA UENT)
      • Dispater's Iron Discipline (16) (+5 to saves vs. Stun, Dominate, or Daze)
      • Opportunity Sidestep (18) (On OA hit, shift 1 square as Free Action)
      • Combat Commander (20) (Use Cha mod (+7) instead of +2 for init bonus)
      • Supreme Inspiration (21) (Heal two with each use of Inspiring Word)
      • Strikebacks (I) (+1 bonus to OAs)
      • Bloodfire (I) (When bloodied, Aura 1, 2 Fire damage)
       
    • Skills
      • Acrobatics +9
      • Arcana +12
      • Athletics +20
      • Bluff +18
      • Diplomacy +21
      • Dungeoneering +13
      • Endurance +11
      • Heal +18
      • History +12
      • Insight +13
      • Intimidate +21
      • Nature +13
      • Perception +13
      • Religion +12
      • Stealth +11
      • Streetwise +16
      • Thievery +9
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light

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