DeadGoblins.com » Scales of War » Betrayal at Monadhan

Betrayal at Monadhan

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Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: In the past we've allowed prone teleportees to reappear standing. If you can alter time and space, what's horizontal to vertical after all?
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Oct 2008
Posts: 7786
"Grrrrrr......" says Ravenblade in lieu of his usual musing, clearly frustrated at this enemy.

OOC: Ravenblade also has 10 temp hp, along with resist 5 all damage and +2 fortitude until the end of the encounter.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Drawlight darts aside, easily avoiding Salazar's spell.

Hedoni reapears behind Mal and summons a horde of tiny insects that burrow into the enemy's armor.

Drawlight looks concerned and angry. He hisses "You're too late and you won't leave this place alive." He fades from view. Ravenblade anticipates Drawlight's flight and flings himself aside to avoid the tiefling's heavy blade. The enemy flies up, out of the underground river. He drops into the gravel floor and glances towards the cavern exit.

Status/Initiative:
Salazar: 72/126 (7 surges)
Hedoni: 52/108 (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 622, bloodied, -5 att except Mur EE
Ravenblade: 109 /148, underground (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.
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
"Ravix! Do that thing you do to turn your near misses into a hit, and hit him hard." shouts Ravenblade

OOC: Suggesting that Ravix use his "Persistence of Blades" stance, allowing him to reroll a missed attack once per turn. Since it's per turn, it would also include opportunity attacks and if Mal gets him to make an attack. This may be crucial since we've been having a very tough time getting through Drawlight's defenses.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Ravix moves forward and in a swirl of blades and quick steps draws Drawlight back towards the group.

Minor action: Activate Persistance of Blades stance. One re-roll on a miss per turn.

Move action: Move to AD27.

Standard action: Footwork Lure against Drawlight.

Footwork Lure (PoB Stance): 1D20+30 = [2]+30 = 32 1D20+30 = [11]+30 = 41 2D12+24 = [2, 9]+24 = 35

Hits AC 41 (assuming the first roll of AC 32 missed) for 35 damage, shift Drawlight to AD27 and Ravix to AD28, and marking. Shifting to AD26 after the attack from Mobile Warrior and Long Step, granting +1 AC/Ref ENT Ravix due to boots.



  •  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: 103/149, Bloodied: 75, Surge Value: 37+6, Surges left: 7/17
    • 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
Ravix advances on the enemy, jabbing and kicking Drawlight back.

Status/Initiative:
Salazar: 72/126 (7 surges)
Hedoni: 52/108 (3 surges)
Ravix: 103/149, +1 AC/Ref ENT (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 657, bloodied, -5 att except Mur EE, marked
Ravenblade: 109 /148, underground (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
Moderator
Registered: Jun 2009
Posts: 3164
Sir Murrak and Valor charge for the tiefling's back. Hammer connects, bolstering Murrak and his allies. "Surrender now, fiend, or face the wrath of Ioun and all that is holy!"

Move/Standard: Charge to AD/AE28/29 _: 1D20+27+1+2+3+2+1 = [8]+27+1+2+3+2+1 = 44 3D10.MIN(3)+18+2+2+6+1D6 = [3, 3, 10]+18+2+2+6+[4] = 48 Hits AC 44 for 48 damage. On a hit, Sir Murrak and all allies within 2 squares gain +2att and +2 to all defenses UENT (in addition to the +2 def from his BoV aura), and Drawlight grants CA UENT hit or miss.
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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: Jul 2008
Posts: 5245
Drawlight cringes down as his ribs crack under the force of Sir Murrak's hammer. He wheezes a retort,"You can take Ioun's wrath and shove it up your ass!" The enemies breathing sounds labored and painful.

Status/Initiative:
Salazar: 72/126 (7 surges)
Hedoni: 52/108 (3 surges)
Ravix: 103/149, +1 AC/Ref ENT (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 705, bloodied, -5 att except Mur EE, marked, grants CA
Ravenblade: 109 /148, underground (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
Moderator
Registered: Oct 2008
Posts: 4627
"Father, give up and we will rescue you from this abomination you have been transformed into!"

Move Action: Walk (Move 5)

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

Charge (+26 W, +1 charge, +1 24hr, +1 vs. bloodied, +2 CA): 1D20+31 = [13]+31 = 44 4D4+12 = [1, 2, 1, 4]+12 = 20

Religion check (+12 skill, +1 24hr): 1D20+13 = [20]+13 = 33

OOC: Walk to AG30. Charge to AF28, hitting AC 44 for 25 fire damage. Religion check 33 to learn about vampires.


  •  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: Jul 2008
Posts: 5245
Drawlight scoffs at Mal, "You must be delusional. You are the ones who will need the rescuing." He takes a labored breath, frowns, and adds "and stop calling me that."

Mal has heard tales of vampires; hiding in the shadows, incredible speed and strength, fangs that seem unnatural. He suspects that, contrary to popular folklore, vampires are not hampered by running water or repelled by garlic, and they donít need invitations to enter homes. Wooden stakes probably hurt them, but no more so than any other sharp weapon. He has read that a vampire does not cast a shadow or produce a reflection in a mirror. They are however, creatures who have a long lust for the scent and taste of mortal blood. Vampires are cruel, manipulative creatures. Sunlight is supposed to be the one thing that vampires fear the most.

Unsteady on his feet and holding his side in pain, Drawlight scowls, "Enough of this. I've done my part. Chillreaver can deal with you." He throws his cloak around himself and fades from view (insubstantial). As he flees, Ravix and Murrak take a swing at the vampire tiefling. With impressive speed, Drawlight rises into the air and glides away, his dark cloak flapping behind him.

OOC: Ravix and Murrak can take opportunity attacks. If you hit the enemy with an OA, will that stop his movement? I always forget.

Status/Initiative:
Salazar: 72/126 (7 surges)
Hedoni: 52/108 (3 surges)
Ravix: 103/149, +1 AC/Ref ENT (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 715, bloodied, -5 att except Mur EE, marked, grants CA, insub
->Ravenblade: 109 /148, underground (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
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Ravix swings his massive blade at Drawlight, slicing both his legs and whatever undead magic allows the vampiric tiefling flight.

Opportunity action: MBA against Drawlight.

MBA Drawlight (Combat Superiority, CA, 24H): 1D20+30+8+2+1 = [9]+30+8+2+1 = 50 1D20+30+8+2+1 = [9]+30+8+2+1 = 50 2D12+24 = [6, 2]+24 = 32

Hits AC 50 for 32 damage, stopping his movement action with Combat Superiority and Immobilizing Drawlight until the start of Ravix's next turn due to Pinning Weapon feat. Marking.

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.

I think Ravix may just MBA the rest of the fight to keep Drawlight close, seeing that feat in action.



  •  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: 103/149, Bloodied: 75, Surge Value: 37+6, Surges left: 7/17
    • 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
Ravix catches Drawlight's cape, pinning him to the spot while Sir Murrak's hammer smashes his elbow. MBA: 1D20+27 = [17]+27 = 44 2D10+18 = [4, 4]+18 = 26

Status/Initiative:
Salazar: 72/126 (7 surges)
Hedoni: 52/108 (3 surges)
Ravix: 103/149, +1 AC/Ref ENT (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 744, bloodied, -5 att except Mur EE, marked, grants CA, insub
->Ravenblade: 109 /148, underground (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
Moderator
Registered: Oct 2008
Posts: 7786
Ravenblade closes the distance, then, with a bash and a smash, he hopes to crumple Drawlight down.

Move: to AC 27
Minor: none
Standard: non-lethal: 1d20+26+1+2+2;2d10.MIN(3)+12+4 for two attacks (Twin Strike, AC, +1 24h, +2 CA, +2 Murrak's BOV aura, +4 damage bloodied target.)
Free: HQ extra damage: _: 3D6 = [5, 5, 6] = 16

OOC: I can't seem to get the attack rolls to work even though I got the HQ damage to work. Emily, if you want to manually roll, it's two attacks with a +31 to hit and the damage per attack is 2d10+16, but damage roll lower than a 3. Also, Rav has 10 temp hp.
    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's hammers bash into the faded vampire's back, some of the force dissipating. As Ravenblade swings, he feels a strange pain in a scrape that he'd gotten earlier in the day. Although it hadn't bother him at the time, the scratched patch of skin seems to burn with a belligerent hunger. The dwarf dismisses the slight injury for now. Twin strikes: 1D20+26+1+2+2 = [18]+26+1+2+2 = 49 1D20+26+1+2+2 = [15]+26+1+2+2 = 46 twin strikes damage: 2D10.MIN(3)+12+4 = [8, 5]+12+4 = 29 2D10.MIN(3)+12+4 = [8, 4]+12+4 = 28

OOC: When I tried the first time, the code didn't go through. Then, I was able to break the roll into two separate attack and damage rolls and that worked.

Status/Initiative:
->Salazar: 72/126 (7 surges)
Hedoni: 52/108 (3 surges)
Ravix: 103/149, +1 AC/Ref ENT (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 772, bloodied, -5 att except Mur EE, marked, grants CA, insub
Ravenblade: 109+10 /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 Tue Jun 21, 2016 11:44 am. »
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar unleashes a storm of lightning at Drawlight.

Move action - Move to AB28.

Standard action - Azure Talons, close burst 2, all enemies, targeting Drawlight.

Azure Talons (CA, 24H, Gauntlets): 1D20+26+2+1 = [5]+26+2+1 = 34 3D8+33+4 = [4, 6, 1]+33+4 = 48

Hits Reflex 34 for 48 lightning damage on Drawlight, and on a hit, if Drawlight ends his next turn within 2 squares of Salazar, he takes 12 lightning damage.

Free action - Lightning Daggers, targeting Drawlight.

Lightning Daggers (CA, 24H, Gauntlets): 1D20+26+2+1 = [10]+26+2+1 = 39 2D4+33+4 = [4, 1]+33+4 = 42

Hits Reflex 39 for 42 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" 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
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Hedoni joins the fray, and attacks again with his winged horde.

Move Action: Teleport to AC28
Standard Action: Winged Horde at Drawlight.


Winged Horde:
1D20+24+1 = [19]+24+1 = 44
2D6+15 = [5, 4]+15 = 24


Winged Horde hits Will 44 on Drawlight for 24 Psychic damage. On a hit, target cannot take opportunity attacks UENT Hedoni.

OOC: Wow, too bad I wasn't getting these rolls earlier. 19 this time, 18 the roll before.

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 Tue Jun 21, 2016 1:31 pm. »
Moderator
Registered: Jul 2008
Posts: 5245
Salazar moves up and calls a torrent of lightning down on the enemy.

Hedoni wastes no time in sending a swarm of small creatures after him.

Status/Initiative:
Salazar: 72/126 (7 surges)
Hedoni: 52/108 (3 surges)
->Ravix: 103/149, +1 AC/Ref ENT (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 808, bloodied, -5 att except Mur EE, marked, grants CA, insub , no OA ENT Hed
Ravenblade: 109+10 /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
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Ravix swings his blade again, once more keeping Drawlight firmly in place.

Standard action: MBA against Drawlight.

MBA (CA): 1D20+30+8+2 = [18]+30+8+2 = 58 1D20+30+8+2 = [10]+30+8+2 = 50 2D12+24 = [4, 7]+24 = 35

Hits AC 58 for 35 damage, and on a hit Immobilizing Drawlight until the start of Ravix's next turn due to Pinning Weapon feat. Marking.

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.



  •  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: 103/149, Bloodied: 75, Surge Value: 37+6, Surges left: 7/17
    • 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
Preventing the enemy from trying to flee again, Ravix pins Drawlight to the spot.

Status/Initiative:
Salazar: 72/126 (7 surges)
Hedoni: 52/108 (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 825, bloodied, -5 att except Mur EE, marked, grants CA, insub , no OA ENT Hed, imm SNT Rav
Ravenblade: 109+10 /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
Moderator
Registered: Jul 2008
Posts: 5245
The group defeats Drawlight who is unrepentant. At first, Mal is surprised at how flipant his father is about the fact that he'd fathered tiefling child. "So I sired you. You don't know me and I don't know you." Resolved to end Drawlight's dark career, the group interrogates the vampire and then leaves him in the sun to perish.

The group finds an impressive amount of wealth in Drawlight's rooms. The party is now level 22.

The adventure continues with Intregue in Sherrbyr...
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light

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