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Betrayal at Monadhan

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The dragon responds, hissing in defiance "Fools! Aurthyria has more common sense than to consign you to this cesspit. You must comprehend that this Vecna contrivance is a trap. Leave me here and save yourselves and the other captives."(Undead dragon takes -1 to att and all def until the end of the encounter. Lower breath recharge chance.) I rolled a save vs the ogd for Mal.

The last cultist keeps on running and doesn't look back

Hampered, but still strong, the undead infection manifest in the dragon again. She rises into the air. Her wings send gusts of prickling cold into the cavern making everyone shiver. (Action point.) Hovering just 10 feet up, the dragon reaches out to strike. The mages put up their defenses, but the dragon's huge claws slash through Hedoni's shield and Salazar's scales. Hedoni's takes 32 damage (crit) Salazar takes 18. Ravix just stands there, unflinching as the dragon's claws just miss his face. Unfortunately for the warlord, the dragon seems intent on Mal. The tiefling stands little chance against the beast as her claws and teeth tear into his armor (44 weapon and necrotic damage). Pain surges through Mal's body and his blood begins to drip onto the floor. It is all he can do to keep on his feet.

Optional skill challenge: Aid the Dragon (standard action) Successes: 4 Failures: 0

Hero's Poise: +5 to saves UENT Murrak
Status/Initiative:
Pale living dragon's turn: down 142, -1 to att ENT Hed, hovering 10 feet up
Salazar: 81/126 (8 surges)
Hedoni: 59/108, dazed until he damages an ally (5 surges)
Mal: 28/127, bloodied (7 surges)
Cultist G: fled
Undead dragon's turn - dazed ENT Mur, -1 to att and all def UEE, - 1 breath recharge
->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
« Last edit by Emily on Thu May 12, 2016 12:32 pm. »
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Ravix is not in control of his actions, the world appearing as a vague blurr before him. Thanks to Murrak's presence, he regains control of his actions after he knows not what mischief.

Standard action: DM's discretion.

End of turn Save vs. Dominated. Save vs Dominated (Heros Poise, 24H): 1D20+5+1 = [7]+5+1 = 13 Succcess!


  •  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
_______________
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
Oblivious to the danger, Ravix walks past the dragon, her teeth tearing off a chunk of his armor ans skin (28 damage less necrotic resist). With a soft splash, the fighter disappears into the dark water (see underground river information in features section below). He comes to his senses just in time to start treading water.

OOC: Thanks Gary for taking Ravix's turn while Ari is coping with a newborn.

Optional skill challenge: Aid the Dragon (standard action) Successes: 4 Failures: 0

Hero's Poise: +5 to saves UENT Murrak
Status/Initiative:
Pale living dragon's turn: down 142, -1 to att ENT Hed, hovering 10 feet up
Salazar: 81/126 (8 surges)
Hedoni: 59/108, dazed until he damages an ally (5 surges)
Mal: 28/127, bloodied (7 surges)
Cultist G: fled
Undead dragon's turn - dazed ENT Mur, -1 to att and all def UEE, - 1 breath recharge
Ravix: 83/149, 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 2009
Posts: 3164
Sir Murrak adopts a more defensive stance, then he and Valor charge the dragon again. His aim, however, is not as good.

Minor: Divine Aegis, giving Murrak and all allies within 2 +2 to all defenses until the end of the encounter
Move/Standard: Charge to ST11/12 vs undead dragon _: 1D20+27+3+2+1 = [3]+27+3+2+1 = 36 3D10.MIN(3)+18+2+2+1D6+11 = [8, 9, 7]+18+2+2+[3]+11 = 60 Hits AC 36 for 60 damage (11 radiant) and dazed UENT.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
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Registered: Jul 2008
Posts: 5245
Sir Murrak spurs Valor to rise up to face the dragon in the air. She sees the knight coming and turns meet his blow with her toughest back scales.

Optional skill challenge: Aid the Dragon (standard action) Successes: 4 Failures: 0

Hero's Poise: +5 to saves UENT Murrak
Status/Initiative:
Pale living dragon's turn: down 142, -1 to att ENT Hed, hovering 10 feet up
Salazar: 81/126 (8 surges)
Hedoni: 59/108, dazed until he damages an ally (5 surges)
Mal: 28/127, bloodied (7 surges)
Cultist G: fled
Undead dragon's turn - dazed ENT Mur, -1 to att and all def UEE, - 1 breath recharge, 10 feet up
Ravix: 83/149, dazed until he damages an ally (11 surges)
Sir Murrak: 151/167, 10 feet up (9 surges)
Valor: 67/83, 10 feet up
->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
Sensing the change in the battle dynamics, Ravenblade rushes past the dragon and grasps Hedoni's arms."You're not being yourself, my rakish friend. Know that the gods are with us." He then turns back to the dragon with a knowing look. "Noble dragon, you are better than that which is trying to possess you and, well......by Moradin's flaming poop, just snap the hell out of it you overgrown reptile!" He turns his head to look at his friends and shrugs a little sheepishly.

Move: to X15, using flank on the run feat to avoid OA
Minor: Virtue's Touch on Hedoni to remove his dazed condition
Standard: Insight on the dragon.: 1D20+15 = [4]+15 = 19

OOC: Sorry for the delay and so much for the skill check attempt...

    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)
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Registered: Jul 2008
Posts: 5245
Ravenblade has a better sensibility with Eladrin than with dragons.

Ignoring the dwarf's lack of tact, the dragon speaks to Sir Murrak in a hushed, raspy voice "Be gone poor soul, and leave me to die in peace." The knight hasn't the will to resist her charming suggestion (8 psychic damage and dominated SE). She then teleports to a spot 15 feet above the water.

Optional skill challenge: Aid the Dragon (standard action) Successes: 4 Failures: 1

Hero's Poise: +5 to saves UENT Murrak
Status/Initiative:
Pale living dragon's turn: down 142, -1 to att ENT Hed, hovering 15 feet up
->Salazar: 81/126 (8 surges)
Hedoni: 59/108 (5 surges)
Mal: 28/127, bloodied (7 surges)
Cultist G: fled
Undead dragon's turn - dazed ENT Mur, -1 to att and all def UEE, - 1 breath recharge, 10 feet up
Ravix: 83/149, dazed until he damages an ally (11 surges)
Sir Murrak: 143/167, 10 feet up, dominated SE (9 surges)
Valor: 67/83, 10 feet up
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
"Oh, great and mighty dragon!" Salazar calls. "You are strong! You are mighty! You are wise! No mere necromancer's cantrip can overcome your magnificence! Remain as you have been, and join us in destroying he Vecnites who would dare meddle in your glorious plans!"

Standard action: Diplomacy check

Diplomacy (24H): 1D20+28+1 = [16]+28+1 = 45

Diplomacy 45.

"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
Shaking off his momentary confusion, Hedoni follows Salazar's lead and attempts to find peace for the dragon, using magic in place of diplomacy.

Move Action: Teleport to V14
Standard Action: Arcana check.


Arcana Check:: 1D20+24+1 = [11]+24+1 = 36

Arcana roll 36 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
The dragon hisses back at Salazar, "Fool, I have no mighty plans. I am a weapon, I am a tool. These wretches following Vecna are nothing, even foul Vecna is being manipulated."

Hedoni can see that there is nothing they can do here, with their meager resources, to cure the undead infection. However, he does conceive a way to isolate and protect the dragon's core, her very essence, from being totally consumed. If a magical barrier can be established around the dragon's vital organs, the contamination can be held in check.

Optional skill challenge: Aid the Dragon (standard action) Successes: 6 Failures: 1

Hero's Poise: +5 to saves UENT Murrak
Status/Initiative:
Pale living dragon's turn: down 142, hovering 15 feet up
Salazar: 81/126 (8 surges)
Hedoni: 59/108 (5 surges)
->Mal: 28/127, bloodied (7 surges)
Cultist G: fled
Undead dragon's turn: -1 to att and all def UEE, - 1 breath recharge, 10 feet up
Ravix: 83/149, dazed until he damages an ally (11 surges)
Sir Murrak: 143/167, 10 feet up, dominated SE (9 surges)
Valor: 67/83, 10 feet up
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
« Last edit by Emily on Fri May 27, 2016 11:44 am. »
Moderator
Registered: Oct 2008
Posts: 4627
"Hedoni, stay up, we need you to match up with the dragon!

Dragon! If you don't fight this abomination in you, we WILL destroy you!"


Minor Action: Improved Inspiring Word +4 (Close burst 15; Two allies or an ally and I get Healing Surge +5d6+11 HP)

Inspiring Word - Mal (37+5d6+11), Hedoni (27+5d6+11): 37+5D6+11 = 37+[6, 2, 6, 6, 5]+11 = 73 27+5D6+11 = 27+[1, 2, 6, 6, 1]+11 = 54

Move Action: Walk (Move 5)

Standard Action: Intimidate check

Intimidate Check (+21 skill, +1 24hr): 1D20+22 = [1]+22 = 23

OOC: Inspiring Word on Mal and Hedoni. Mal heals 73 to 101 and Hedoni heals 54 to full. Walk to T15. Intimidate 23 on Dragon (natural 1, but IIRC, that is not an auto-flub on a skill check).


  •  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:101/127, Bloodied:63, Surge Value:37, Surges left:6/14
    • 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
Swooping down, the dragon's claws rip through armor, magical shields and flesh. Ravenblade ducks down and blood sprays through the air. (The undead dragon's first attack hits AC 40 for Hedoni and AC 42 for Salazar so Shield and Sudden Scales aren't enough to help). Salazar's head snaps back as the beast's tail slams into the sorcercer's chin. She wheels around, her bloody claws slashing again, this time catching all but Murrak and Valor (action point). Hedoni's knee screams with pain when an enormous wing tip slams into his leg. Sir Murrak takes 9 damage, Valor takes 10, Hedoni takes 47, Salazar takes 43, Ravenblade takes 22 and Mal takes 42.

Optional skill challenge: Aid the Dragon (standard action) Successes: 6 Failures: 1

Hero's Poise: +5 to saves UENT Murrak
Status/Initiative:
Pale living dragon's turn: down 142, hovering 5 feet up
Salazar: 38/126, bloodied (8 surges)
Hedoni: 61/108 (4 surges)
Mal: 59/127, bloodied (6 surges)
Cultist G: fled
Undead dragon's turn: -1 to att and all def UEE, - 1 breath recharge, 10 feet up
->Ravix: 83/149, dazed until he damages an ally, in the river (11 surges)
Sir Murrak: 143/167, 10 feet up, dominated SE (9 surges)
Valor: 67/83, 10 feet up
Ravenblade: 115 /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
Ravix drifts downstream, then swims back towards the melee and clambers back out of the water.

Start of turn: Drift to L14.

Move action: Swim and climb out of water to Q15.



  •  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: 83/149, 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
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Jul 2008
Posts: 5245
The icy water grabs at Ravix and his breathing becomes difficult, but manages to climb out of the underground river.

OOC: Sir Murrak is dominated, but I'm not sure if he has any powers that let him resist or interupt it?

Optional skill challenge: Aid the Dragon (standard action) Successes: 6 Failures: 1

Hero's Poise: +5 to saves UENT Murrak
Status/Initiative:
Pale living dragon's turn: down 142, hovering 5 feet up
Salazar: 38/126, bloodied (8 surges)
Hedoni: 61/108 (4 surges)
Mal: 59/127, bloodied (6 surges)
Cultist G: fled
Undead dragon's turn: -1 to att and all def UEE, - 1 breath recharge, 10 feet up
Ravix: 83/149, dazed until he damages an ally (11 surges)
->Sir Murrak: 143/167, 10 feet up, dominated SE (9 surges)
Valor: 67/83, 10 feet up
Ravenblade: 115 /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: Jul 2008
Posts: 5245
Unable to control himself, Sir Murrak spurs Valor to a charge, under the dragon, directly at Salazar. The dragon claws clip Sir Murrak's face plate, knocking the knight's helmet to the ground. Salazar lets out a low "oomph" as Valor crashes into his body, knocking the wind out of him and sending him sprawling. Mal holds out a hand to brace his cousin, catching Salazar before he falls to the ground. Salazar's breath comes in shallow rasps and he stays doubled over in serious pain. charge vs Salazar: 1D20+27 = [19]+27 = 46 2D10+18 = [4, 5]+18 = 27

The collision seems to jar Sir Murrak back to full control. save vs dominated: 1D20+1 = [13]+1 = 14 However, something strange seems to come over Salazar. His breathing slows and his eyes glaze over. (The after-effect of Sir Murrak saving from dominated is to transfer the dominated effect to the closest ally, SE).

Optional skill challenge: Aid the Dragon (standard action) Successes: 6 Failures: 1

Hero's Poise: +5 to saves UENT Murrak
Status/Initiative:
Pale living dragon's turn: down 142, hovering 5 feet up
Salazar: 11/126, dominated SE, bloodied (8 surges)
Hedoni: 61/108 (4 surges)
Mal: 59/127, bloodied (6 surges)
Cultist G: fled
Undead dragon's turn: -1 to att and all def UEE, - 1 breath recharge, 10 feet up
Ravix: 83/149, dazed until he damages an ally (11 surges)
Sir Murrak: 143/167 (9 surges)
Valor: 67/83
->Ravenblade: 115 /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
« Last edit by Emily on Mon Jun 06, 2016 3:33 pm. »
Moderator
Registered: Oct 2008
Posts: 7786
"We're not giving up on you yet, you overgrown lizard!" growls Ravenblade, eyeing his quarry, as he uses the gift of Melora's grace to fly up and land atop the dragons back. Once there, he wraps his arms around the dragon's neck and shouts while straining with his muscles. "I....will....not....let go....until...you agree to let us help you!!!!"

Move: fly 6 to land on the dragons back
Minor: HQ on dragon
Standard: Endurance check to impress our intentions upon the dragon, +1 24h.: 1D20+21+1 = [8]+21+1 = 30

OOC: The idea here is to hold on to the dragon for dear life and impress it with insane dwarfish endurance. I don't think I can technically make a grab attack since the dragon is too large, so I went with a skill check instead.

    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
Caught off guard, the dragon snarls and tosses the ranger to the ground. The dwarf endures the rough handling, but anticipates this reaction, twisting in the air and lands easily, the gravel skidding under his feet.

OOC: I don't think you can mount or grab the dragon, so I had Ravenblade land back on the ground. Also, I'm not going to count the Endurance check as counting as a success in the skill challenge, but I'll count it to aid the next skill roll.

Wearily, the dragon pleads "I cannot endure much more, please, just go." Sir Murrak is once again compelled to obey the dragon's will. She teleports across the water, trying to put more distance between you and her.

OOC: Does Salazar have a power that lets him interrupt the dominated state?

Optional skill challenge: Aid the Dragon (standard action) Successes: 6 Failures: 1 (+2 to next skill roll)

Hero's Poise: +5 to saves UENT Murrak
Status/Initiative:
Pale living dragon's turn: down 142, hovering 10 feet up
->Salazar: 11/126, dominated SE, bloodied (8 surges)
Hedoni: 61/108 (4 surges)
Mal: 59/127, bloodied (6 surges)
Cultist G: fled
Undead dragon's turn: -1 to att and all def UEE, - 1 breath recharge, 10 feet up
Ravix: 83/149, dazed until he damages an ally (11 surges)
Sir Murrak: 143/167, dominated SE (9 surges)
Valor: 67/83
Ravenblade: 115 /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
« Last edit by Emily on Mon Jun 06, 2016 3:34 pm. »
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar's will is constrained to that of the darkening dragon.

OOC: He can save vs. Dazed or Stunned at the start of his turn, even if not save ends, but alas cannot shake a dominated state on his own.

If he is dropped below 0 HP by your dominated action, he'll use his Ring of Tenacious Will daily power to regain hit points.

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.

"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: 11/126, 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
Hedoni once more looks into the arcane abyss to find some peace for the dragon. In his search, he believes he finds the ultimate answer.

Move Action: Teleport to W14
Standard Action: Arcana check.


Arcana roll: 1D20+24+1 = [17]+24+1 = 42

Arcana roll 42 to help the dragon.

OOC: Hedoni readies Shield against AC and Reflex attacks, and Staff of Defense against any other attack. Hedoni gains +2 to AC and Reflex UENT because he used a teleportation power.

  •  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
Unaware of his actions, Salazar walks forward and plunges into the icy water below. The cold water shocks him back to his senses. Save vs dominated: 1D20+5 = [10]+5 = 15

OOC: Salazar has already triggered and used his Sudden Scales power this encounter.

Hedoni begins to cast a spell that will seal off the dragon's vital organs and create a barrier against the undead infection.

OOC: See you all Saturday at Mike's house at 1pm!

Optional skill challenge: Aid the Dragon (standard action) Successes: 7 Failures: 1

Hero's Poise: +5 to saves UENT Murrak
Status/Initiative:
Pale living dragon's turn: down 142, hovering 10 feet up
Salazar: 11/126, bloodied (8 surges)
Hedoni: 61/108 (4 surges)
->Mal: 59/127, bloodied (6 surges)
Cultist G: fled
Undead dragon's turn: -1 to att and all def UEE, - 1 breath recharge, 10 feet up
Ravix: 83/149, dazed until he damages an ally (11 surges)
Sir Murrak: 143/167, dominated SE (9 surges)
Valor: 67/83
Ravenblade: 115 /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
"Salazar, hang on! "

"Dragon, you can pull out of this! Fight with us!"

Move Action: Walk (Move 5)

Minor Action: Improved Inspiring Word +4 (Close burst 15; Two allies or an ally and I get Healing Surge +5d6+11 HP)

Inspiring Word (Mal, Salazar): 37+5D6+11 = 37+[1, 3, 1, 2, 6]+11 = 61 31+5D6+11 = 31+[3, 4, 5, 5, 5]+11 = 64

Standard Action: Diplomacy check (+21 skill, +1 24hr): 1D20+22 = [3]+22 = 25

OOC: I am sick today, so I figured I could post in case I can't make it tomorrow. Walk to W14. Inspiring Word on Mal and Hedoni. Mal heals 61 to 120 and Salazar heals 64 to 75. Diplomacy check 25 on the dragon.


  •  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:120/127, Bloodied:63, Surge Value:37, Surges left:5/14
    • 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
The fight continues with Mal getting pummeled. Eventually, Hedoni is able to seal off the dragon's vital organs from the infection, but not before the huge creature's, wings, bones and muscles turn undead. The dragon continues clawing and biting, but with only half her strength. Sir Murrak continues to charge the beast as Mal drops to the ground, his clothes and armor soaked in blood. Salazar uses his ring revive his cousin. Ravenblade throws his hammers relentlessly, scattering rotting flesh about the cavern floor. Mal calls on the whole party advance as one, and the huge beast is beaten down. Howevery, only a moment later, the dragon's still body shudders, sinks in on itself and then begins to move again. Smaller, but no less vicious, the dragon strikes out wildly.

A moment after the undead dragon comes back to life, a few cultists appear in the exit corridor "They're in here Master Drawlight." You finish off the dragon, the undead flesh dropping off to reveal human woman's unconscious body beneath.

User posted image
A tiefling enters looking pleased, "Excellent, right were I want you." Other than his sunken eyes, pale skin and haggered appearance, he looks strikingly like Mal. Hedoni and Mal make the connection. This must be Thaen Drawlight, absent father to both Mal and Vesper Drawlight. Mal seems momentarily at a loss for words, then he calls out to his father. Salazar and Ravenblade take down the lackeys before they can leave to get reinforcements. Drawlight does not acknowledge Mal, dismissing his claim with a sneer, "I have no son. Are you such prejudice idiots that you can't tell one tiefling from another?"

The battle rages on and the party becomes more and more desperate. Hedoni throws every spell he has at the enemy, but can't seem to summon the energy break Drawlight's defenses. Athought he manages to strike the undead tiefling with some radiant spells, the sorcerer grows increasingly frustrated and exhausted. Sir Murrak struggles to keep his mind from domination. Even Ravenblade seems to falter as his throws go wild and he concentration wavers. Drawlight ducks down, into the water and out of sight. In the silence that follows, you wait to see where the enemy will emerge. Determined, Ravenblade jumps down into the water, spotting his quarry clinging spider-like, to the underside of the cavern floor.

OOC: Let me know if I am missing some status information. The map should be close enough.

Status/Initiative:
->Salazar: 72/126 (7 surges)
Hedoni: 52/108, prone (3 surges)
Ravix: 103/149 (7 surges)
Sir Murrak: 92+3/167, aura BoV, +2 att EE, SotVM(9 surges)
Valor: 31/83
Mal: 127/127 (2 surges)
Drawlight: down 601, bloodied, underneath the cavern floor, -5 att except Mur EE
Ravenblade: 109 /148 (8 surges)

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
« Last edit by Emily on Sat Jun 11, 2016 9:26 pm. »
Moderator
Registered: Oct 2008
Posts: 4627
OOC: Status update.

  •  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:127/127, Bloodied:63, Surge Value:37, Surges left:2/14
    • 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: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar hurls brilliant light, thunder, and lightning at Drawlight under the floor, but none of them seem to catch him.

Standard action - Blazing Starfall, area burst 2, centered on X5, all creatures, targeting Drawlight.

Blazing Starfall targeting Drawlight (24H, Gauntlets of Blood): 1D20+26+1 = [9]+26+1 = 36 2D4+33+4 = [2, 2]+33+4 = 41

Hits Reflex 36 for 41 radiant and thunder damage on Drawlight (51 damage with radiant vulnerability).

Free action - Lightning Daggers, targeting Drawlight.

Lightning Dagger targeting Drawlight (24H, Gauntlets of Blood): 1D20+26+1 = [9]+26+1 = 36 2D4+33+4 = [4, 4]+33+4 = 45

Hits Reflex 36 for 45 lightning damage on Drawlight.

Dragon Scales and Shield of Dragon Might in effect for +4 to AC, +2 to Fort/Ref/Will, and resist 15 cold until the end of the encounter.

"Readying" 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: 72/126, Bloodied: 63, Surge Value: 42, Surges left: 7/14
    • 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 15 fire and 15 poison, pierce 15 fire resistance and 15 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
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Registered: Jun 2008
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Location: Santa Ana, CA
Although his best magic betrays him until he rests, Hedoni moves behind Mal to get sight of Drawlight, then uses an old standby.

Move Action: Teleport to Z11
Standard Action: Winged Horde at Drawlight.


Winged Horde: 1D20+24+1 = [18]+24+1 = 43
WInged Horde Damage: 2D6+15 = [2, 4]+15 = 21


Winged Horde hits Will 43 on Drawlight for 21 Psychic damage. On a hit, target cannot take opportunity attacks UENT Hedoni.

OOC: Question: Does Hedoni teleport himself into a standing position? Or is he still prone after he teleports?
OOC: Hedoni readies Shield against AC and Reflex attacks, and Staff of Defense against any other attack. Hedoni gains +2 to AC and Reflex UENT because he used a teleportation power.

  •  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
        « Last edit by Michael Doss on Mon Jun 13, 2016 3:45 pm. »

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