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Betrayal at Monadhan

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Following their epic destinies, The Liberators return to Sayre to investigate the potential collapse of the Convox Council. The elder red dragon Vraxanault, had betrayed some crucial information regarding Tiamat's plans. Back in Sayre, they discover that red dragon had spoken the truth and that the council has indeed fallen apart.

It seems each of the members of the council have withdrawn for one reason or another. Inzira, the eladrin leader, returned to the Feywild several days ago pleading a family emergency. Odos, the githzerai elder, wanted his people to regroup and reconcile with the githyanki now that the Emperor has been deposed. Calindra, the ancient leader of the elves, died suddenly. Inogo, the High Priest of Erathis from Sherrbyr, was unexpectedly recalled home due a vicious feud between two powerful merchant houses. Aurythria, gold dragon, headmaster of Olorins Academy, and mentor to Hedoni and Salazar, left without even giving a flimsy excuse. Even Lady Catherine Torrance, the one remaining council member left in the city, apparently is calling it quits.

Lady Torrance summons Sir Murrak, her trusted vassal, to her aid. "Sir Murrak, you have long and faithfully served my late husband and the entire city Sayre. I appreciate what you have accomplished with the Liberators, but now you are needed at back at your post. You are needed at home. Now that the githaynki threat is gone, you will quit this hero group and resume your duties as captain of the Sayre city guard." Sir Murrak insists his work with the Liberators is not finished. Through a combination of diplomacy, streetsmarts, bluffing and interrogation, the group makes Lady Torrance reveal she is being blackmailed.

Lady Torrance confesses that a hooded, horned stranger approached in the dead of night a week ago. The stranger had proof that her lover, the real father of her only son, was being held hostage. She begs the Liberators to find and free her lover, Philip the minstrel, or else she will have to step down from the Convox council in shame. If word gets out that Sayre's heir apparent is illegitimate, it would throw the city into chaos. After some detective work, the group tracks the kidnapped minstrel to a cave system in the Shadowfell, just outside the city of Monadhan. Not waiting to find out the other council member's true reasons for quitting, the Liberators follow the trail of the kidnapped minstrel to the caverns.
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
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Registered: Jul 2008
Posts: 5245
Eventhough they sense the cave system is unstable magically and likely to shift and twist on itself, the group plunges straight in.

To your left, almost around a corner, is a waterfall cascading into a dark pool that runs through the center of the room. The foam from the waterfall is moving rapidly southwardóthereís a fast current running through the water. Smaller rivulets of water run down the sides of the cavern, splashing across the cavern floor to join the water in the center. Both the waterfall and the smaller streams of water pulse at irregular intervals; occasionally the roar of water falling on stone almost disappears for a second. Tiny droplets of water cover the smooth rock at your feet, making it quite slippery.

The water flows toward the southern wall, which is carved flat and covered with a black-on-white mosaic. Perhaps itís supposed to be veins or tree branchesómany stones are missing, so itís hard to tell. Some water flows into passages in the southeast and southwest corners of the room. The southwest corner has some exposed rock as far as you can see, but the southeast passage is covered in water. It could be only a foot of water, or it could be quite deep indeed. The water is so murky that itís impossible to judge depth by sight.

You defeat the group of vecna cultists, cambions and a vampire, then plunge in deeper into the cave system.
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
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Registered: Jul 2008
Posts: 5245
User posted image
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
The passageway opens into a cavern from high on one of the cavern walls. You can see another platform about 50 feet southeast of you on the far wall with two passages exiting the cavern. Between you and that other platform is empty, dark space. Floating like islands in that dark space are rock platforms, each several feet thick.

As you watch, the islands creep from side to side, slowly enough that you can jump from one to another but rapidly enough that in a few minutes, the platforms will be thoroughly shuffled. A ghost in tattered finery hovers directly above one of the larger islands, beckoning you closer. Two large piles of bones coalesce into lumbering forms.

User posted image

The ghost sends a burst of terror at Sir Murrak. The necrotic pulse doesn't bother the knight, but he can't avoid the sheer force of the attack. Murrak and Valor are thrown apart and the knight plunges 130 feet. save vs fall: 1D20+1 = [5]+1 = 6 fall damage: 13D10 = [2, 8, 2, 7, 7, 2, 8, 3, 3, 9, 10, 6, 7] = 74

Initiative - Status:
Ghost: down 16, insub, blind ENT Hed
->Sir Murrak: 87/167, prone, at the bottom of the cave (15 surges)
Valor: 83/83
Ravix: 149+2/149 (14 surges)
Salazar: 126/126 (14 surges)
Mal: 123/127 (14 surges)
Hedoni: 108/108 (10 surges)
Ravenblade: 130 +10 temp/130 (12 surges)
Green undead animate: down 113, dazed, phased in rock, insub
Yellow undead animate: down 11, hovering insub
Lich: down 203, marked

User posted image

  •   For those at the bottom of the pit
      Bound Island: Floating a few feet above the cavern floor is a 3-square by 3-square island, moored to the ground with a rope. A creature with no other way to rejoin the fray can untie the rope, and the island will rise at the start of the next turn into any available space at the same altitude as the other islands.

  •   Features
      Illumination: The chamberís upper reaches, where most of the action takes place, are unlit. Phosphorescent lichen near the cavern floor makes it obvious to the characters that itís a long way down. Within 5 squares of the void lich, bright light becomes dim light and dim light becomes darkness.
      Ceiling: The ceiling of the cavern is 150 feet high (20 feet higher than the floating islands).
      Floating Islands: The islands marked on the map float laterally at the start of each turn.
      Cavern Floor: From the floating islands to the cavern floor is a fall of 130 feet onto a pile of rubbleó chunks of rock that abraded off the floating islands in the past. The floor is difficult terrain throughout.
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
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Registered: Jun 2009
Posts: 3164
OOC: I think I will leave the floating island for someone who doesn't own a flying horse.

Valor, seeing Sir Murrak lying at the bottom of the chasm, flies down and picks him up.

Valor: Double move down to Sir Murrak
Move: Stand from prone
Move: Mount Valor
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Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
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Seeing his comrade fall, Ravix cries out "Noooooooo!!!", and becomes determined to protect the rest of his newly found friends. He steps back and taunts the enemies to face him where he stands, slashing them as they approach.

Move Action Shift to O22
OOC: Ravix can now shift 2 squares from Long Step feat

Standard Action: Come and Get it: Close Burst 3 Vs Lich & Green (hitting pulls the target 2 squares and deals 1W dmg).

Come and Get It VS Will against Lich and Green : 1D20+30+1 = [11]+30+1 = 42 1D20+30+1 = [20]+30+1 = 51

Hits Lich Will for 42, pulling target to N23
Hits Green will for 51 (Crit!), pulling target to M/N21

Damage against Lich: 1D12+16 = [5]+16 = 21
Critical Damage against Green: 12+16+4D6 = 12+16+[1, 3, 3, 6] = 41

OOC: Ravix thinks Sir Murrak is dead, he's not so bright and did not even bother to look down.

Ravix gets +1 to AC and reflex for shifting. You might as well give him that bonus for the rest of the encounter. He will shift every turn.

Ravix marks both targets. They are immobilized and get -2 to any attacks against other party members, regardless.

I believe the Lich and Green grant OA as they are pulled toward Ravix. Also, I did not halve any damage.

I did not have a chance to get Ravix's stat block updated, I will do that before my next turn.
Moderator
Registered: Jul 2008
Posts: 5245
Jonathan Berg wrote
OOC: I think I will leave the floating island for someone who doesn't own a flying horse.

Valor, seeing Sir Murrak lying at the bottom of the chasm, flies down and picks him up.

Valor: Double move down to Sir Murrak
Move: Stand from prone
Move: Mount Valor
OOC: I don't think Valor can make it all the way to the bottom. The celestial pegasus has a fly speed of 8. A double move would allow for 80 feet and the drop is 130 feet. I'll allow that the mount can choose to fall and catch himself just before the ground since he can fly, but it will take two turns for Valor to fly back up to the battle.
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Tue Dec 01, 2015 4:05 pm. »
Moderator
Registered: Jul 2008
Posts: 5245
OOC: Forgive me if there are some errors. I am having trouble with quoting, editing and previewing my posts. Anyone else having this trouble?

Valor plunges down the cavern shaft after his rider.

Distraught at the apparent loss of a comrade, Ravix dares the undead foes to focus on him and does some serious damage. OOC: You can't pull an enemy through an occupied square so I put Green at N/O 20/21. Also, forced movement does not provoke opportunity attacks or other opportunity actions.

A few Vecna cultists rush in from the cave you just left and cry out "Vecna's will be done! "

Initiative - Status:
Ghost: down 16, insub, blind ENT Hed
Sir Murrak: 87/167, at the bottom of the cave (15 surges)
Valor: 83/83, at bottom of the cave
Ravix: 149+2/149, +1 to AC and ref (14 surges)
Cultist A: no damage
Cultist B: no damage
Cultist C: no damage
->Salazar: 126/126 (14 surges)
Mal: 123/127 (14 surges)
Hedoni: 108/108 (10 surges)
Ravenblade: 130 +10 temp/130 (12 surges)
Green undead animate: down 138, dazed, insub, bloodied
Yellow undead animate: down 11, hovering, insub
Lich: down 245, marked, bloodied

User posted image
  •   For those at the bottom of the pit
      Bound Island: Floating a few feet above the cavern floor is a 3-square by 3-square island, moored to the ground with a rope. A creature with no other way to rejoin the fray can untie the rope, and the island will rise at the start of the next turn into any available space at the same altitude as the other islands.
  •  Features:
      Illumination: The chamberís upper reaches, where most of the action takes place, are unlit. Phosphorescent lichen near the cavern floor makes it obvious to the characters that itís a long way down. Within 5 squares of the void lich, bright light becomes dim light and dim light becomes darkness.
      Ceiling: The ceiling of the cavern is 150 feet high (20 feet higher than the floating islands).
      Floating Islands: The islands marked on the map float laterally at the start of each turn.
      Cavern Floor: From the floating islands to the cavern floor is a fall of 130 feet onto a pile of rubbleó chunks of rock that abraded off the floating islands in the past. The floor is difficult terrain throughout.
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar blinks out of view, then reappears amidst the new enemies. A burst of electricity flares out and continues to crackle around the sorcerer.

Move action - Spatial Trip to teleport to Q19.

Standard action - Azure Talons, close burst 2, targets enemies only, against Green Undead Animate, Cultist A, Cultist B, and Cultist C.

Azure Talons against Green Undead Animate, Cultist A, Cultist B, Cultist C (CAvGUA,24H): 1D20+26+2+1 = [16]+26+2+1 = 45 1D20+26+1 = [17]+26+1 = 44 1D20+26+1 = [1]+26+1 = 28 1D20+26+1 = [16]+26+1 = 43 3D8+33 = [2, 6, 4]+33 = 45

Hits Reflex 45 for 49 lightning damage on Green Undead Animate (Gauntlets of Blood), hits Reflex 44 for 45 lightning damage on Cultist A, hits Reflex 28 - Natural 1 flub! - for 45 lightning damage on Cultist B, and hits Reflex 43 for 45 lightning damage on Cultist C. On a hit, if the target ends its next turn within 2 squares of me, it takes 12 lightning damage.

"Readying" Sudden Scales, Fog Form, and Belt of Raging Endurance, in that order.


  •  Salazar Miller
    • Male Human Sorcerer 21 / Dragon Guardian / Draconic Incarnation
    • Full Character Sheet
    • Passive Perception: 20, Passive Insight: 20, Senses: Normal
    • AC: 35, Fort: 36, Reflex: 33, Will: 39 - Speed: 6
    • HP: 126/126, Bloodied: 63, Surge Value: 42, Surges left: 14/14
    • 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
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Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Oct 2008
Posts: 4627
OOC: I can see the Quote button.
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Josh wrote
OOC: I can see the Quote button.
OOC: Buttons aren't the problem - on Emily's most recent post, if you click "quote" or "edit" (if you can see it), the resulting box is blank. If you do it on most other people's posts, it shows up just fine. We're trying to determine the problem, but right now I think it has something to do with text editors and extra characters.
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Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jul 2008
Posts: 5245
OOC: I'm still working on the mysterious coding problem. It may have something to do with the hidden text drop boxes. Some of them work and some don't. So no more features section until I get that nailed down.

Electricity crackles and sparks as Salazar flits about the cave. Two of the cultists are instantly electrocuted and waves of necrotic energy fill the area.

Initiative - Status:
Ghost: down 16, insub, blind ENT Hed
Sir Murrak: 87/167, at the bottom of the cave (15 surges)
Valor: 83/83, at bottom of the cave
Ravix: 149+2/149, +1 to AC and ref (14 surges)
Cultist A: dead
Cultist B: no damage
Cultist C: dead
Salazar: 126/126 (14 surges)
->Mal: 123/127 (14 surges)
Hedoni: 108/108 (10 surges)
Ravenblade: 130 +10 temp/130 (12 surges)
Green undead animate: down 163, dazed, insub, bloodied
Yellow undead animate: down 11, hovering, insub
Lich: down 245, marked, bloodied

User posted image
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Thu Dec 03, 2015 2:07 pm. »
Moderator
Registered: Oct 2008
Posts: 4627
Mal watches as Murrak tumbles down and can only imagine the paladin is coming back up. Mal focuses on the abominations at hand and rips through the lich with his glaive.

Standard Action: Lady Luck Smiles (Melee 2; +26 vs. AC; Hit: 4d4+12 Fire dam, allies w/in 5 sq can roll twice on any melee or ranged attack UENT; Crit: 28+4d6 Fire dam)

Lady Luck Smiles (+26 W, +1 24hr, +1 vs. bloodied, +2 CA): 1D20+30 = [15]+30 = 45 4D4+12 = [4, 2, 4, 2]+12 = 24

Move Action: Shift (Move 1, do not provoke OAs)

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

OOC: LLS on Lich, hitting AC 45 for 26 Fire damage (change two 2s to 3s). On a hit, Ravix, Salazar, and Ravenblade can roll twice on any melee or ranged attack UENT. Shift to M22. Foe Stone on Lich.


  •  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:123/127, Bloodied:63, Surge Value:37, Surges left:14/14
    • Action Points: 1, 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
With luck on his side, Mal tears through the lich with fire.

Lady Luck Smiles: On a hit, Ravix, Salazar, and Ravenblade can roll twice on any melee or ranged attack UENT Mal.

Initiative - Status:
Ghost: down 16, insub, blind ENT Hed
Sir Murrak: 87/167, at the bottom of the cave (15 surges)
Valor: 83/83, at bottom of the cave
Ravix: 149+2/149, +1 to AC and ref (14 surges)
Cultist A: dead
Cultist B: no damage
Cultist C: dead
Salazar: 126/126 (14 surges)
Mal: 123/127 (14 surges)
->Hedoni: 108/108 (10 surges)
Ravenblade: 130 +10 temp/130 (12 surges)
Green undead animate: down 163, dazed, insub, bloodied
Yellow undead animate: down 11, hovering, insub
Lich: down 271, marked, bloodied

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Hedoni teleports to another island, smashes down his staff, and attempts to shake up the nearby enemies with teleportonic energy.

Move Action: Teleport to I10
Standard Action: Hammerfall Step, hitting Yellow undead animate and Lich.

Hammerfall Step: : 1D20+24+1 = [4]+24+1 = 29
1D20+24+1 = [13]+24+1 = 38
2D6+19 = [4, 2]+19 = 25


Hedoni hits Fortitude 29 on Yellow undead animate and Fortitude 38 on Lich for 25 damage.

OOC: 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
A slight rattly of bones is all Hedoni's spell can do to the animated creature. The lich however, dissolves into wisps of darkness.

Lady Luck Smiles: On a hit, Ravix, Salazar, and Ravenblade can roll twice on any melee or ranged attack UENT Mal.

Initiative - Status:
Ghost: down 16, insub, blind ENT Hed
Sir Murrak: 87/167, at the bottom of the cave (15 surges)
Valor: 83/83, at bottom of the cave
Ravix: 149+2/149, +1 to AC and ref (14 surges)
Cultist A: dead
Cultist B: no damage
Cultist C: dead
Salazar: 126/126 (14 surges)
Mal: 123/127 (14 surges)
Hedoni: 108/108, +2 AC and ref ENT (10 surges)
->Ravenblade: 130 +10 temp/130 (12 surges)
Green undead animate: down 163, dazed, insub, bloodied
Yellow undead animate: down 11, hovering, insub
Lich: dissipated

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Ravenblade grins as he stares at the undead animate in front of him. It's been quite a while since he's been afraid of the undead and now he doesn't even flinch at the sight. Approaching, he let's loose with an untamed swing of his craghammers.

OOC: I don't know what powers Rav had used at the live session so am acting as if he's fully recharged. Please correct his HP and surges to 148/148 and 13. Also, please update to include the pdf link of his character that's in this post.

Minor: HQ green undead animate
Move: iron hand unbreakable form move to N22, 20 thp on next hit, 10 on a miss
Standard: 1st untamed outburst roll, twice with Lady Luck Strikes, +2 dazed, +4 dam bloodied.: 1D20+28+2 = [4]+28+2 = 34 2D10.MIN(3)+18+4 = [3, 7]+18+4 = 32 1D20+28+2 = [2]+28+2 = 32 2D10.MIN(3)+18+4 = [4, 6]+18+4 = 32

2nd untamed outburst roll, twice with Lady Luck Strikes, +2 dazed, +4 dam bloodied.: 1D20+28+2 = [17]+28+2 = 47 2D10.MIN(3)+18+4 = [5, 10]+18+4 = 37 1D20+28+2 = [10]+28+2 = 40 2D10.MIN(3)+18+4 = [5, 8]+18+4 = 35
Free: HQ extra damage: 3D6 = [1, 1, 5] = 7
Free: elemental legacy deals 9 extra fire damage

OOC: 1st attack best roll is 34 AC for 32 damage (20 thp for Rav if this hit, otherwise 10 thp). 2nd attack best roll is 47 AC for 37 damage. Add am extra 7 HQ and 9 fire damage if an attack hits. If both attacks hit, the target is dazed UENT Rav.

    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 moves up to the shuffling pile of bones and deftly slams both his hammers into the creature.

Splinters of bones shoot out from the necrotic mass (free action), peppering Mal, Salazar, and Ravix with psychic and necrotic pain. Salazar's dragon scales aren't fast enough to protect him. (Salazar takes 11 psychic and 2 necrotic damage now and 5 on going psychic SE; Ravix takes 1 psychic damage and 7 necrotic damage now; Mal takes 11 psychic and 17 necrotic damage now and 5 on going psychic and 5 on going necrotic SE). Next (AP), the undead animate reaches out to drain Ravix and Mal of their living essence. Ravix withstands the attempt, but Mal feels some of his vitality drain away (14 necrotic damage and 5 ogd SE). Hungry for living essence, the other mass of bones twists and lurches through the air towards Mal, but can't quite connect.

The ghost floats over and tries to possess Hedoni, but the wizard's will hold firm.

The floating islands drift aimlessly through the cave.

Lady Luck Smiles: On a hit, Ravix, Salazar, and Ravenblade can roll twice on any melee or ranged attack UENT Mal.

Initiative - Status:
Ghost: down 16, insub, blind ENT Hed
->Sir Murrak: 87/167, at the bottom of the cave (15 surges)
Valor: 83/83, at bottom of the cave
Ravix: 143/149, +1 to AC and ref, marked by green (14 surges)
Cultist A: dead
Cultist B: no damage
Cultist C: dead
Salazar: 113/126, marked by green (14 surges)
Mal: 81/127, marked by green, 5 ogd psychic SE, 5 ogd necrotic SE (14 surges)
Hedoni: 108/108, +2 AC and ref ENT (10 surges)
Ravenblade: 130 +10 temp/130, marked by green (12 surges)
Green undead animate: down 205, dazed ENT Rav, insub, bloodied, HQ
Yellow undead animate: down 11, hovering, insub
Lich: dissipated

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Sir Murrak and Valor fly back toward the fray.

Double move as far up as I can go.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Oct 2008
Posts: 4627
OOC: I think Mal gets an OA on Yellow (from Polearm Gamble) and an attack on Green or Yellow if either used a Melee attack (from Strikebacks), I will roll those later tonight or tomorrow.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
As the first animates bones pierce Mal's flesh, the tiefling cuts a line through the ribs. The second animate floats next to Mal, but he is prepared for it. The warlord swings with all of his might and shouts, "Liberators, ATTACK!" as his glaive rips through the bones and he steps back.

Immediate Reaction: Strikebacks Encounter Item (When an adjacent enemy hits you, make MBA against that enemy)

Standard Action: MBA (Melee 2; +26 vs. AC; Hit: 4d4+12 dam; Crit: 28+4d6 Fire dam)

Strikebacks (+26 W, +1 24hr, +1 vs. bloodied, +2 CA): 1D20+30 = [7]+30 = 37 4D4+12 = [4, 3, 1, 1]+12 = 21

Opportunity Action: Polearm Gamble MBA (Melee 2; +26 vs. AC; Hit: 4d4+12 Fire dam and shift 1 square; Crit: 28+4d6 Fire dam; Effect: grant CA to target UENT)

Polearm Gamble (+26 W, +1 24hr): 1D20+27 = [20]+27 = 47 4D4+12 = [4, 2, 2, 2]+12 = 22

Crit!: 4D6 = [3, 2, 4, 4] = 13

Free Action: Great Captain (Close burst 10; when I crit, each ally in burst can make a basic attack as a free action)

OOC: Strikebacks on Green, hitting AC 37 for 25/2=12 fire damage (two 1s changed to 3s). This would be on the first time I am hit. Polearm Gamble on Yellow, CRIT!!!! for 41/2=20 fire damage. Every ally within 10 (Ravenblade, Salazar, and Ravix) get to make a free basic attack. Shift to N23 and grant CA to Yellow UENT.


  •  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:81/127, Bloodied:63, Surge Value:37, Surges left:14/14
    • Action Points: 1, 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: Oct 2008
Posts: 7786
At Mal's signal, Ravenblade bashes the kneecap of the damage undead animate in front of him.

MBA (two rolls with lady luck strikes) vs green undead animate, AC, +2 dazed, +1 24h, +4 dam bloodie: 1D20+26+2+1 = [12]+26+2+1 = 41 2D10.MIN(3)+18+4 = [10, 9]+18+4 = 41 1D20+26+2+1 = [2]+26+2+1 = 31 2D10.MIN(3)+18+4 = [7, 3]+18+4 = 32

OOC: Best roll is 41 vs AC for 41 damage. Please update Rav's HP, surges, and pdf link in the initiative list when you get a chance.

    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
Once the animate creature moves close enough, Mal takes a chance with his glaive and signals the others to strike. Ravenblade's hammer smashes through the jumble of bone, stopping the creature completely.

Astride Valor, Sir Murrak flies up to join the battle.

Lady Luck Smiles: On a hit, Ravix, Salazar, and Ravenblade can roll twice on any melee or ranged attack UENT Mal.

Initiative - Status:
Ghost: down 16, insub, blind ENT Hed
Sir Murrak: 87/167, 50 feet down (15 surges)
Valor: 83/83, 50 feet down
->Ravix: 143/149, +1 to AC and ref (14 surges)
Cultist A: dead
Cultist B: no damage
Cultist C: dead
Salazar: 113/126 (14 surges)
Mal: 81/127, 5 ogd psychic SE, 5 ogd necrotic SE (14 surges)
Hedoni: 108/108, +2 AC and ref ENT (10 surges)
Ravenblade: 148 +10 temp/148 (12 surges)
Green undead animate: dead
Yellow undead animate: down 11, hovering, insub
Lich: dissipated

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Seeing the bones fall to an inert pile, Ravenblade quickly shifts his attention to the next hunk o bones.

Free: Death Threat - move Hunter's Quarry to yellow undead animate and Ravenblade has CA against it until the end of his next turn

OOC: FYI, Rav's total number of surges is 13 now.

    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: Jun 2009
Posts: 361
Location: Scottsdale
Hearing Mal's rallying cry, Ravix throws his fullblade with all his might at the last remaining pile of animated bones. He then deftly maneuvers into a better position against his enemy and delivers a harrying assault.

Free Action: RBA vs AC Yellow Undead Animate (2 rolls from lady luck): 1D20+30+1 = [12]+30+1 = 43 2D12+20 = [11, 6]+20 = 37 1D20+30+1 = [8]+30+1 = 39 2D12+20 = [6, 7]+20 = 33

OOC: Best roll hits Yellow 43 AC for 37/2 = 18 dmg

Free action: Ravix shifts to L22 (from mobile warrior and long step feats which allowing Ravix to shift 2 squares after any attack.)

Standard action Harrying Assault vs AC Yellow Undead Animate : 1D20+30+1 = [1]+30+1 = 32 2D12+24 = [3, 7]+24 = 34 1D20+30+1 = [8]+30+1 = 39 2D12+24 = [1, 12]+24 = 37

OOC: Best roll hits Yellow 50 AC for 35/2 = 14 dmg

Effect: Ravix may move up his dex modifier and make a MBA.
MBA vs AC Yellow Undead Animate (2 rolls from lady luck): 1D20+30+1 = [17]+30+1 = 48 2D12+24 = [5, 8]+24 = 37 1D20+30+1 = [3]+30+1 = 34 2D12+24 = [9, 9]+24 = 42

OOC: Ravix chooses not to move and his best roll hits Yellow 48 AC for 37/2 = 16 dmg

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