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Intregue in Sherrbyr

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Registered: Jul 2008
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After destroying Drawlight, the party exposes the Vecanite extortion plot. You learn that Tiamat made some bargain with Vecna. Chillreaver, the two headed white dragon and exarch of Tiamat, had been working with Drawlight to corrupt the Convox council and keep your group busy. Unfortunately, Ravenblade is forced to rest several days to fight off a vampire infection. After retrieving the kidnap victims from Hedoni's estate, the group delivers them to Amyria's custody in Sayre. The deva paladin confesses her unease "Perhaps it is because we have been fighting so long, but I can't help but feel that we are missing something. Of course I, and all the people of Elsir Vale, are grateful the Githyanki are no longer a threat. However, we know that Tiamat was behind the Githyanki invasion and we must still be on our guard against the forces of darkness."

Three of the Convox council members agree to return public service, but two important seats at the coucil table remain empty. Overlook has not sent a replacement for Kalad and Sherrbyr's representative, Inogo, went back to his homeland to tend to a feud that is tearing his city apart. You ask Amyria to investigate Chillreaver's whereabouts and enlist the Freeriders to give further aid.

You decide to take care of business in Overlook. First you touch base with the Baron who gives you an update on the political situation. He asks "You haven't come across my daughter, Y'lin by any chance? Nevermind. I am done with chasing after that spirited girl." Next, you split up to following up on the Baron's information. Mal and Ravix learn that conservative High Priest of Moradin is too reclusive to join the Convox. After some skillful negotiation, Mal arranges for Ravenblade to take up Kalad's seat on the leadership council. Hedoni, Salazar and Sir Murrak talk to the opposition group and the city guard, discovering that Kalad was killed by agents of Vecna.

Back in Sayre, Amyira informs you that Chillreaver's stronghold near Nephalus seems as cold as ever. You decide that the chaos in Sherrbyr is the most pressing situation. Amyria agrees to send word for the Freeriders to meet you there. Having wasted enough time already, you quickly use Hedoni's portal ritual to get you to the gates of Sherrbyr.

User posted image
At the Sherrbyr city gates, a group of House Rouge mercenaries recognize Ravix as a rival and attack. You easily take down the attackers and drag the leader back to House Azul's headquarters. There, Ravix is welcomed warmly by his former employers. The enemy guard explains that House Rouge blames House Azul for the sudden disappearance of their heir, Timothy. Coincidentally, Azul is also missing its scion, Gloriadonna. You decide to wait to talk to Inogo, the High Priest of Erathis and former council member, until later.

You decide to pick up Timothy's trail and head to the temple of Bahamut, where the man was in training to become a paladin. "It was his lifelong dream to become a paladin of Bahamut. You never met a more pious man."

You confront the High Priest of Bahamut, Irfelujhar at the temple. At first he denies, "I don't know where Timothy has gone. Unfortunately he was not committed enough and failed his rites of paladin-hood." Insightful as ever, you see through the priest's deception right away. Although the heir to House Rouge was more than qualified to be devoted servant of Bahamut, the priest sent him on a secret, unnecessary quest, to use him to a group of bandits that have been harassing travelers. Leaving the priest for later, you rush out after Timothy.

User posted image
After searching the woods unsuccessfully, you make camp for the night. In the night, you easily defeat a group of bandits. Upon interrogation, you learn that a knight in golden armor has been patrolling their woods for over a week and picking them off. The next morning, you track down the righteous knight, the missing Timothy. At first he can't believe his mentor, Irfelujhar, would have lied to him about his test of faith and sent him on a fool's errand. However, Salazar, in all his golden dragon glory, inspires Timothy and convinces him to return to Sherrbyr with them.

More suspicious of Irfelujhar than ever, the group returns the city to confront the high priest at the temple of Bahamut. Ravenblade rejoins the party, and they head to the priest's private quarters...
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Sun Jun 26, 2016 9:19 pm. »
Moderator
Registered: Jul 2008
Posts: 5245
The temple of Bahamut appears, stately, clean and well-cared for. A striking mosaic on the main entrance hall depicts the god a massive, long and sinuous dragon with silver-white scales and blue, catlike eyes. Another mosaic on opposite wall shows Bahamut as a child of the dragon god Io, with his rival twin sister, Tiamat, in the background. Bright braziers light the temple. You head down the hallway that the junior priest indicated lead to High Priest's personal quarters.

At the base of the stairs is a long passage way. A pair of double doors is flanked by five plainer doors on the eastern side of the hall. Further to the south, a set of stairs leads down.

OOC: Let me know if your status is not correct.

Current Status:
->Sir Murrak: 173/173 (16)
Valor: 86/86
Ravix: 130/155 (14)
Mal: 132/132 (14)
Ravenblade: 153/153 (13)
Salazar: 131/131 (14)
Hedoni: 112/112 (10)

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
OOC: Mal should have 7 THP.

  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune, Legendary Sovereign 22
    • Passive Perception: 24, Passive Insight: 24
    • AC:37, Fort:32, Reflex:29, Will:36 - Speed:5
    • HP:132+7 THP/132, Bloodied:66, Surge Value:39, Surges left:14/14
    • Action Points: 1, Second Wind: not used, Resist Fire 16 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
      • Avenge Me
      • 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 Weavemail +5
      • 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 +27 (+11 lvl, +6 Str, +2 Prof, +3 Exp, +4 Enh, +1 HB), Reach 2
      • Damage: 4d4+12 (2d4 Glaive, 4d4 lvl 22, +6 Str, +4 W, +1 HB, +1 KSoFD)
      • Ranged Basic Attack +20 (+11 lvl, +6 Str, +2 Prof, +1 Enh), Ranged 5/10
      • Damage: 2d6+7 (2d6 Thr Hammer, +6 Str, +1 W)
      • Bloodhunt (+1 att vs. bloodied)
      • Inspiring Presence (W1) (Allies regain 16 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)
      • Call to Glory (22) (Granted attacks give allies 1/2 lvl (11) THP)
      • Strikebacks (I) (+1 bonus to OAs)
      • Bloodfire (I) (When bloodied, Aura 1, 5 Fire damage)
       
    • Skills
      • Acrobatics +10
      • Arcana +13
      • Athletics +21
      • Bluff +20
      • Diplomacy +23
      • Dungeoneering +14
      • Endurance +12
      • Heal +19
      • History +13
      • Insight +14
      • Intimidate +23
      • Nature +14
      • Perception +14
      • Religion +13
      • Stealth +12
      • Streetwise +18
      • Thievery +10
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
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Registered: Jun 2009
Posts: 3164
Before moving, Sir Murrak looks around for traps. arcana, dungeoneering, perception, religion: 1D20+14 = [18]+14 = 32 1D20+13 = [1]+13 = 14 1D20+13 = [19]+13 = 32 1D20+20 = [10]+20 = 30 32 arcana, 14 dungeoneering, 32 perception, 30 religion

OOC: Sir Murrak should have 5 thp. Also, how high is the ceiling?
_______________
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
Sir Murrak examines the space. The entire temple seem to be well constructed and in good repair. The stone ceilings are 10 feet high. Two narrow staircases lead downward to the south while several closed line the hallway on the eastern side. The doors are plain wood and unadorned with simple handles. From his position, the knight can't see into the vestibule to the east or the double doors. He doesn't see any traps or hazards here.

Regarding religious beliefs and practices, Sir Murrak knows that most people revere more than one deity, praying to different gods at different times. Commoners in a small town might visit a temple that has three altars, where they pray to Bahamut for protection, Pelor for fertile crops, and Moradin to aid their skill at crafting. However, clerics and paladins more often serve a single deity, championing that god’s particular cause in the world. Sometimes called the Platinum Dragon, Bahamut is the god of justice, protection, nobility, and honor. Lawful good paladins often revere him, and metallic dragons worship him as the first of their kind. Monarchs are crowned in his name.

Bahamut commands his followers to:
✦ Uphold the highest ideals of honor and justice.
✦ Be constantly vigilant against evil and oppose it on all fronts.
✦ Protect the weak, liberate the oppressed, and defend just order.

OOC: Since you are not in combat, other characters can move and take actions as well.

Current Status:
->Sir Murrak: 173+5/173 (16)
Valor: 86/86
Ravix: 130/155 (14)
Mal: 132+7/132 (14)
Ravenblade: 153/153 (13)
Salazar: 131/131 (14)
Hedoni: 112/112 (10)

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar surveys the scene as well.

Skill checks:

Arcana, Dungeoneering, History, Perception, Religion: 1D20+18 = [4]+18 = 22 1D20+11 = [8]+11 = 19 1D20+18 = [10]+18 = 28 1D20+11 = [13]+11 = 24 1D20+13 = [18]+13 = 31

Arcana 22, Dungeoneering 19, History 28, Perception 24, Religion 31.


  •  Salazar Miller
    • Male Human Sorcerer 22 / Dragon Guardian / Draconic Incarnation
    • Full Character Sheet
    • Passive Perception: 21, Passive Insight: 21, Senses: Normal
    • AC: 36, Fort: 37, Reflex: 34, Will: 40 - Speed: 6
    • HP: 131/131, Bloodied: 65, Surge Value: 43, 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 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.
    • Squire of Righteousness (Feat): Multiclass Paladin (Cavalier), gain training in one Cavalier skill (Intimidate), gain Defender Aura power, gain Righteous Radiance as an encounter power, gain proficiency in holy symbol implements.
    • 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
    • -Defender Aura
    • -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)
    • -Righteous Radiance
    • -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
    • -Platinum Scales
    • -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 +5 - +5 attack / +10 damage, +5d10 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 (Epic) - +5 to implement damage rolls with Accurate Staff of Ruin +5. PDF does not include this in the damage calculations.
    • -Flame Bracers (Heroic) - Property: When you score a critical hit, the target takes 1d6 extra fire damage.
    • -Flame Bracers (Heroic) - Power (Daily): Minor Action. The next time you hit with an attack, the target takes 1d6 extra fire damage.
    • -Elemental Prism - Power (Encounter): Free Action. Use this power when you make an attack that deals acid, cold, lightning, poison, or thunder damage. Change all your attack's damage to a different type of your choice among those above. You gain resist 15 to your attack's original damage type until the end of your next turn.
    • -Boots of Quickness (Heroic) - Gain a +1 bonus to Reflex defense.
    • -Fireheart Tattoo (Paragon) - When you spend an action point to take an extra action, you gain 10 temporary hit points.
    • -Ring of Borrowed Spells (Paragon) (Daily) - Standard action. The ring contains two arcane encounter attack powers of level 17 or lower that the wearer can employ using the ring's power. The powers contained in the ring are determined when it is created and cannot be changed (Greater Void Burst and Resounding War Cry). Milestone: If you've reached at least one milestone today, you gain a +2 bonus to the attack rolls of the stored power you use.
    • -Ring of Tenacious Will (Property) - Use Charisma instead of Constitution to determine the number of healing surges you possess.
    • -Ring of Tenacious Will (Daily) - No action. Effect: Use this power when you would be reduced to 0 hi points of fewer. You are reduced to 1 hit point instead. If you've reached at least one milestone today, you also gain a number of hit points equal to your level.
    • -Potion of Healing (Heroic) x2
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Jul 2008
Posts: 5245
The night air is warmer than you are used, but inside the stone walls the temperature is more comfortable. The smells of the city, freshly ground spices and baking leather, barely penetrate this far into the temple and a soft quite fills the space. From where he stands, Salazar also does not notice any unusual magic or arcane activity in this space. He does not detect any traps or hazards.

  •  DC 30 Religion
      You know that most people revere more than one deity, praying to different gods at different times. Commoners in a small town might visit a temple that has three altars, where they pray to Bahamut for protection, Pelor for fertile crops, and Moradin to aid their skill at crafting, etc. However, clerics and paladins more often serve a single deity, championing that god’s particular cause in the world. Sometimes called the Platinum Dragon, Bahamut is the god of justice, protection, nobility, and honor. Lawful good paladins often revere him, and metallic dragons worship him as the first of their kind. Monarchs are crowned in his name.

      Bahamut commands his followers to:
      ✦ Uphold the highest ideals of honor and justice.
      ✦ Be constantly vigilant against evil and oppose it on all fronts.
      ✦ Protect the weak, liberate the oppressed, and defend just order.

Current Status:
->Sir Murrak: 173+5/173 (16)
Valor: 86/86
Ravix: 130/155 (14)
Mal: 132+7/132 (14)
Ravenblade: 153/153 (13)
Salazar: 131/131 (14)
Hedoni: 112/112 (10)

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Sir Murrak moves up to the middle of the corridor. He can see a small emblem of Bahamut above the door handle of the double doors (at J10).

  •   For those who have line of sight on J10
      User posted image

OOC: OOC: Since you are not in combat, other characters can move and take actions as well.

Current Status:
Sir Murrak: 173+5/173 (16)
Valor: 86/86
->Ravix: 130/155 (14)
Mal: 132+7/132 (14)
Ravenblade: 153/153 (13)
Salazar: 131/131 (14)
Hedoni: 112/112 (10)

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Fri Jul 01, 2016 3:46 pm. »
Moderator
Registered: Jun 2009
Posts: 3164
OOC: Should we start with the top door and work our way down?
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
"Follow me, Liberators! We'll get to the bottom of what's going on here, by Bahamut's wings!" Salazar exclaims.

Move to I11, with Ravix following to I10, Murrak to G-H/10-11, Mal at I9, Ravenblade at I12, and Hedoni at F10. Then open the door.


  •  Salazar Miller
    • Male Human Sorcerer 22 / Dragon Guardian / Draconic Incarnation
    • Full Character Sheet
    • Passive Perception: 21, Passive Insight: 21, Senses: Normal
    • AC: 36, Fort: 37, Reflex: 34, Will: 40 - Speed: 6
    • HP: 131/131, Bloodied: 65, Surge Value: 43, 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 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.
    • Squire of Righteousness (Feat): Multiclass Paladin (Cavalier), gain training in one Cavalier skill (Intimidate), gain Defender Aura power, gain Righteous Radiance as an encounter power, gain proficiency in holy symbol implements.
    • 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
    • -Defender Aura
    • -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)
    • -Righteous Radiance
    • -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
    • -Platinum Scales
    • -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 +5 - +5 attack / +10 damage, +5d10 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 (Epic) - +5 to implement damage rolls with Accurate Staff of Ruin +5. 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
« Last edit by Gary on Tue Jul 05, 2016 11:46 am. »
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Registered: Jul 2008
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Salazar's words fill the hall and the emblem on the door glows for a moment. Then, with a slight click, the lock disengages and the doors swing open.

The centerpiece of this huge chamber is an altar carved of quartz rock set against the far wall. Set into the wall behind the altar stands a font full of clouded water. Two narrow staircases lead downward to the south while several closed doors provide access to other areas.

Current Status:
Sir Murrak: 173+5/173 (16)
Valor: 86/86
Salazar: 131/131 (14)
->Ravix: 130/155 (14)
Mal: 132+7/132 (14)
Ravenblade: 153/153 (13)
Hedoni: 112/112 (10)

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar takes a close look at the room.

Skill checks:

Arcana, Dungeoneering, History, Perception, Religion: 1D20+18+1 = [1]+18+1 = 20 1D20+11+1 = [15]+11+1 = 27 1D20+18+1 = [20]+18+1 = 39 1D20+11+1 = [11]+11+1 = 23 1D20+13+1 = [10]+13+1 = 24

Arcana 20, Dungeoneering 27, History 39, Perception 23, Religion 24.


  •  Salazar Miller
    • Male Human Sorcerer 22 / Dragon Guardian / Draconic Incarnation
    • Full Character Sheet
    • Passive Perception: 21, Passive Insight: 21, Senses: Normal
    • AC: 36, Fort: 37, Reflex: 34, Will: 40 - Speed: 6
    • HP: 131/131, Bloodied: 65, Surge Value: 43, 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 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.
    • Squire of Righteousness (Feat): Multiclass Paladin (Cavalier), gain training in one Cavalier skill (Intimidate), gain Defender Aura power, gain Righteous Radiance as an encounter power, gain proficiency in holy symbol implements.
    • 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
    • -Defender Aura
    • -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)
    • -Righteous Radiance
    • -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
    • -Platinum Scales
    • -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 +5 - +5 attack / +10 damage, +5d10 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 (Epic) - +5 to implement damage rolls with Accurate Staff of Ruin +5. PDF does not include this in the damage calculations.
    • -Flame Bracers (Heroic) - Property: When you score a critical hit, the target takes 1d6 extra fire damage.
    • -Flame Bracers (Heroic) - Power (Daily): Minor Action. The next time you hit with an attack, the target takes 1d6 extra fire damage.
    • -Elemental Prism - Power (Encounter): Free Action. Use this power when you make an attack that deals acid, cold, lightning, poison, or thunder damage. Change all your attack's damage to a different type of your choice among those above. You gain resist 15 to your attack's original damage type until the end of your next turn.
    • -Boots of Quickness (Heroic) - Gain a +1 bonus to Reflex defense.
    • -Fireheart Tattoo (Paragon) - When you spend an action point to take an extra action, you gain 10 temporary hit points.
    • -Ring of Borrowed Spells (Paragon) (Daily) - Standard action. The ring contains two arcane encounter attack powers of level 17 or lower that the wearer can employ using the ring's power. The powers contained in the ring are determined when it is created and cannot be changed (Greater Void Burst and Resounding War Cry). Milestone: If you've reached at least one milestone today, you gain a +2 bonus to the attack rolls of the stored power you use.
    • -Ring of Tenacious Will (Property) - Use Charisma instead of Constitution to determine the number of healing surges you possess.
    • -Ring of Tenacious Will (Daily) - No action. Effect: Use this power when you would be reduced to 0 hi points of fewer. You are reduced to 1 hit point instead. If you've reached at least one milestone today, you also gain a number of hit points equal to your level.
    • -Potion of Healing (Heroic) x2
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Jul 2008
Posts: 5245
As a follower of Bahamut, Salazar is very familial with the worship and theology of The Platinum Dragon. The most common prayers to Bahamut involve channeling, or calling, upon the energy of Bahamu. Channeling can be performed by anyone. It is only necessary that you have faith and believe in his divine path. There are traditional verses and phrases used invoking various attributes of Bahamut (his wings, scales, platinum color, breath, etc). Many prayers including rhythmic chanting, but it rare to see music incorporated. When channeling Bahamut into your ritual or prayer, you should always show respect, faith, and righteousness. There are many reasons for calling on Bahamut, usually for healing, protection, or justice. If performed with true devotion and proper form, the channeling will instantly raise the auric vibrations within the area, allowing you to draw upon the divine energy.

Salazar doesn't sense any arcane forces, hazards or traps.

Current Status:
Sir Murrak: 173+5/173 (16)
Valor: 86/86
Salazar: 131/131 (14)
->Ravix: 130/155 (14)
Mal: 132+7/132 (14)
Ravenblade: 153/153 (13)
Hedoni: 112/112 (10)

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
You wander aimlessly about the rooms, opening doors at random.

  •   14: Confessional.
      Warm light bathes the comfortable chairs scattered about this chamber. It appears to be used by the priesthood to impart private lessons to their faithful and to provide spiritual guidance.
  •   15: Hallway
      This hallway is empty of all but lavish tapestries depicting Bahamut in all his radiant glory.
  •   16: Dining Chamber.
      A long, formal table and chairs dominate this chamber. The walls are decorated with tapestries showing Tiamat battling Bahamut.
  •   17: Sitting Room.
      Used by the high priest to receive important visitors, this room is ostentatious but not too the extreme. Several couches, low tables, and other valuable items of furniture stand about the room.
  •   18: Irfelujhar’s Chamber.
      The personal demesne of Irfelujhar is well appointed.
  •   19: Treasury. (DC 29 Thievery check to open)
      A magically toughened stone door protects this chamber. Within lies a portion of the temple’s treasure.
  •   20: Lower Shrines.
      This poorly-lit low tunnel leads to two smaller, private shrines wherein worshippers could be alone with their prayers. Each chamber houses a statue of Bahamut.
  •   21: High Priest's Chamber.
      This lavishly appointed room is Irfelujhar’s personal chamber. A large tapestry on one wall depicts Tiamat standing triumphant over Bahamut, whose body is rent by one savage wound.

Current Status:
Sir Murrak: 173+5/173 (16)
Valor: 86/86
Salazar: 131/131 (14)
->Ravix: 130/155 (14)
Mal: 132+7/132 (14)
Ravenblade: 153/153 (13)
Hedoni: 112/112 (10)

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar looks suspiciously at the tapestry of Tiamat victorious over Bahamut in the High Priest's chamber. "This is certainly an odd choice of decor for a priest of Bahamut. Between this and his deception of Timothy, I am beginning to doubt his conviction..."
_______________
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: Sorry, I have been busy. I will try to post something tomorrow.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
Mal looks through the high priest's chambers looking for anything out of the ordinary as he tries to decipher the meaning of the tapestry. He then walks out and opens the northernmost door in the hallway and says, "Liberators, this is an investigation. Upend every room if you have to, we must find where this high priest is. And someone, get that treasury door open. He could be hiding in there."

Perception check; Religion check: 1D20+14 = [17]+14 = 31 1D20+13 = [15]+13 = 28

OOC: Perception check 31, Religion check 28, Walk to G5 and open the door there (busting it open if need be).


  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune, Legendary Sovereign 22
    • Passive Perception: 24, Passive Insight: 24
    • AC:37, Fort:32, Reflex:29, Will:36 - Speed:5
    • HP:132+7 THP/132, Bloodied:66, Surge Value:39, Surges left:14/14
    • Action Points: 1, Second Wind: not used, Resist Fire 16 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
      • Avenge Me
      • 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 Weavemail +5
      • 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 +27 (+11 lvl, +6 Str, +2 Prof, +3 Exp, +4 Enh, +1 HB), Reach 2
      • Damage: 4d4+12 (2d4 Glaive, 4d4 lvl 22, +6 Str, +4 W, +1 HB, +1 KSoFD)
      • Ranged Basic Attack +20 (+11 lvl, +6 Str, +2 Prof, +1 Enh), Ranged 5/10
      • Damage: 2d6+7 (2d6 Thr Hammer, +6 Str, +1 W)
      • Bloodhunt (+1 att vs. bloodied)
      • Inspiring Presence (W1) (Allies regain 16 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)
      • Call to Glory (22) (Granted attacks give allies 1/2 lvl (11) THP)
      • Strikebacks (I) (+1 bonus to OAs)
      • Bloodfire (I) (When bloodied, Aura 1, 5 Fire damage)
       
    • Skills
      • Acrobatics +10
      • Arcana +13
      • Athletics +21
      • Bluff +20
      • Diplomacy +23
      • Dungeoneering +14
      • Endurance +12
      • Heal +19
      • History +13
      • Insight +14
      • Intimidate +23
      • Nature +14
      • Perception +14
      • Religion +13
      • Stealth +12
      • Streetwise +18
      • Thievery +10
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
You pay more attention to the rooms and their contents. Salazar notices that the tapestry in the High Priest's bedchamber is quite contrary to traditional Bahamut worship. He doubts it is to warn the devoted against the perils of Tiamat's power.

Mal finds a small symbol of Bahamut located on the wall behind one of the lower shrines at J18. The emblem is identical to the one placed on the doors at the entrance to this suite of rooms.
  •   Symbol on the wall at J18
      User posted image

Current Status:
Sir Murrak: 173+5/173 (16)
Valor: 86/86
Ravix: 130/155 (14)
Mal: 132+7/132 (14)
Ravenblade: 153/153 (13)
Salazar: 131/131 (14)
Hedoni: 112/112 (10)

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
Mal presses the symbol.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Mal presses on the palm-sized symbol of Bahamut. Suddenly, a shifting, writhing fold in reality appears. It churns in a mass of disgusting colors and abominable screams, whispers and gurgles. The tangle of lights and sound lurches toward Mal, grabbing the tiefling securely for 16 damage.

At the same time, a panel in the wall (at O/P18 ) grinds open and you hear some mechanical buzzing noises.

OOC: To escape from being grabbed, use a move action to make either an Acrobatics or Athletics check.

  •   Symbol on the wall at J18
      User posted image

Current Status:
Sir Murrak: 173+5/173 (16)
Valor: 86/86
Ravix: 130/155 (14)
Mal: 123/132, grabbed (14)
Entropic Fissure: no damage
->Ravenblade: 153/153 (13)
Salazar: 131/131 (14)
Hedoni: 112/112 (10)
Red Mechanical swarm: no damage
Purple Mechanical swarm: no damage
Orange Mechanical swarm: no damage
User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Ravenblade's keen hearing picks up the surprised gurgle coming from Mal and the ranger rushes to his friend's aid. He barely flinches as a swarm of mechanized insects fly at him from the side. Once near Mal, Ravenblade does what he can to help the Tiefling Commander.

Double-Move: to J19, taking an opp attack from red mechanical swarm
Minor: grab Mal's waist to help him escape the grab

OOC: I have zero recollection of how helping someone works in game mechanics, but I'm hoping this will aid somewhat.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Ravenblade moves through a swarm of small metal insects and he doesn't let their small bites get to him (25 damage and weakened, SNT).

The ranger grabs hold of Mal's arm, plants his feet squarely on the ground, and holds on with all his might. Athletics check to aid Mal: 1D20+27 = [10]+27 = 37 . (+2 to Mal's skill roll)

Current Status:
Sir Murrak: 173+5/173 (16)
Valor: 86/86
Ravix: 130/155 (14)
Mal: 123/132, grabbed (14)
Entropic Fissure: no damage
Ravenblade: 128/153, weakended SNT Rav (13)
->Salazar: 131/131 (14)
Hedoni: 112/112 (10)
Red Mechanical swarm: no damage
Purple Mechanical swarm: no damage
Orange Mechanical swarm: no damage

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar moves into the room and sets about dismantling the mechanical bugs.

Move action - Move to M12.

Standard action - Blazing Starfall, area burst 2, centered on P21, all creatures, targeting Red Mechanical Swarm, Purple Mechanical Swarm, and Orange Mechanical Swarm.

Blazing Starfall - Red, Purple, Orange Swarms: 1D20+28+1 = [6]+28+1 = 35 1D20+28+1 = [8]+28+1 = 37 1D20+28+1 = [19]+28+1 = 48 2D4+37 = [2, 3]+37 = 42

Hits Reflex 35 for 42 radiant and thunder damage on Red Mechanical Swarm, hits Reflex 37 for 42 radiant and thunder damage on Purple Mechanical Swarm, and hits Reflex 48 for 42 radiant and thunder damage on Orange Mechanical Swarm.


  •  Salazar Miller
    • Male Human Sorcerer 22 / Dragon Guardian / Draconic Incarnation
    • Full Character Sheet
    • Passive Perception: 21, Passive Insight: 21, Senses: Normal
    • AC: 36, Fort: 37, Reflex: 34, Will: 40 - Speed: 6
    • HP: 131/131, Bloodied: 65, Surge Value: 43, 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 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.
    • Squire of Righteousness (Feat): Multiclass Paladin (Cavalier), gain training in one Cavalier skill (Intimidate), gain Defender Aura power, gain Righteous Radiance as an encounter power, gain proficiency in holy symbol implements.
    • 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
    • -Defender Aura
    • -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)
    • -Righteous Radiance
    • -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
    • -Platinum Scales
    • -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 +5 - +5 attack / +10 damage, +5d10 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 (Epic) - +5 to implement damage rolls with Accurate Staff of Ruin +5. PDF does not include this in the damage calculations.
    • -Flame Bracers (Heroic) - Property: When you score a critical hit, the target takes 1d6 extra fire damage.
    • -Flame Bracers (Heroic) - Power (Daily): Minor Action. The next time you hit with an attack, the target takes 1d6 extra fire damage.
    • -Elemental Prism - Power (Encounter): Free Action. Use this power when you make an attack that deals acid, cold, lightning, poison, or thunder damage. Change all your attack's damage to a different type of your choice among those above. You gain resist 15 to your attack's original damage type until the end of your next turn.
    • -Boots of Quickness (Heroic) - Gain a +1 bonus to Reflex defense.
    • -Fireheart Tattoo (Paragon) - When you spend an action point to take an extra action, you gain 10 temporary hit points.
    • -Ring of Borrowed Spells (Paragon) (Daily) - Standard action. The ring contains two arcane encounter attack powers of level 17 or lower that the wearer can employ using the ring's power. The powers contained in the ring are determined when it is created and cannot be changed (Greater Void Burst and Resounding War Cry). Milestone: If you've reached at least one milestone today, you gain a +2 bonus to the attack rolls of the stored power you use.
    • -Ring of Tenacious Will (Property) - Use Charisma instead of Constitution to determine the number of healing surges you possess.
    • -Ring of Tenacious Will (Daily) - No action. Effect: Use this power when you would be reduced to 0 hi points of fewer. You are reduced to 1 hit point instead. If you've reached at least one milestone today, you also gain a number of hit points equal to your level.
    • -Potion of Healing (Heroic) x2
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Jul 2008
Posts: 5245
A burst of light engulfs the three swarms for 52 damage to each (vulnerable to area attacks).

OOC: Gary and I will be on vacation all next week and back on Aug 1. I'm hoping we can play live on the last Saturday in August.

Initiative Status:
Sir Murrak: 173+5/173 (16)
Valor: 86/86
Ravix: 130/155 (14)
Mal: 123/132, grabbed (14)
Entropic Fissure: no damage
Ravenblade: 128/153, weakended SNT Rav (13)
Salazar: 131/131 (14)
->Hedoni: 112/112 (10)
Red Mechanical swarm: down 52
Purple Mechanical swarm: down 52
Orange Mechanical swarm: down 52

User posted image
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Hedoni, never pleased with mechanical adversaries, keeps his distance and attacks the swarms. As often happens, however, he has trouble negotiating the complex creatures with his arcane power.

Move Action: Teleport to Q10
Standard Action: Prismatic Burst at O/P18, hitting Red Mechanical Swarm, Purple Mechanical Swarm, and Orange Mechanical Swarm.


Prismatic Burst:
1D20+26+1 = [6]+26+1 = 33
1D20+26+1 = [4]+26+1 = 31
1D20+26+1 = [5]+26+1 = 32
3D6+24 = [2, 2, 5]+24 = 33


Prismatic Burst hits Will 33 against Red Mechanical Swarm, Will 31 against Purple Mechanical Swarm, and Will 32 against Orange Mechanical Swarm for 33 radiant damage. On a hit, targets are blinded UENT Hedoni. On a miss, all creatures have partial concealment from the targets UENT swarms.

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

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