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The Broken Tower

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"You have made your last mistakes, goblins! You have revealed yourselves! Time...to die!" Zrith whispers.

OOC: Everyone can use their action point this battle. We will all receive another action point at the end of this one, to be used in the final battle.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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On perhaps his last legs Arjhan acts with a desperate energy. Bloodied and cut down by multiple arrows Arjhan attempts to mend a few of his wounds. Taking a second wind he heals himself (12 hp).
Still bleeding profusely the dragonborn spits acid at everything in front of him.

breath weapon (str vs reflex): +7 +1 bloodied +1 24hrs, dmg: 1d6+3 Target order is goblin 1, 2, spirit (1d20+9=27, 1d20+9=11, 1d20+9=15)

Acid Damage: 1d6 +3 (1d6+3=7)

Being a dire situation he spends any reserve energy to retaliate against the goblin facing him. His crushing surge smashes with maximum force against the goblin; the attack invigorates the battlerager. All of Arjhan's targets remember the fighter's presence.

Crushing Surge: +9, +1 bloodied, +1 24hrs. Dng 1d10+5 (1d20+11=31, 1d10+5=14)

OOC: Crit yay, I mark them all plz
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Quick update: Arjhan's breath kills Goblin 1, misses goblin 2 but marks him, and hits the spirit but doesn't do enough damage to matter. You can save your action point, or use it for something else, Ari.
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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
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Registered: Oct 2008
Posts: 7786
"Yessss....get them!" hisses Zrith as he watches Arjhan spew acid all over the one goblin, killing it.

OOC: Arjhan still has a move action left, so he could theoretically move next to goblin 2 and then use the action point to attack it. Gary, could he us his crushing surge roll for that? It would be a shame to waste a critical. :mrgreen:

If that works, then Ari just needs to roll the extra critical damage from his magic weapon also. Or you or anyone with invisi access could roll it for him to speed things up
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
« Last edit by Viktor on Thu Jul 30, 2009 7:58 am. »
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Yes, Ari could keep his roll and use it on goblin 2. Getting over the wall requires an Athletics check. See first post of the fight for the DC.
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
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Registered: Jun 2009
Posts: 361
Location: Scottsdale
OOC: sorry I didn't make my turn clear. I use my second wind for my standard action, and my breath weapon for a minor action. Afterward I spend an action point to do my crushing surge. That seems like a legit move?
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OOC:Man Im slow this morning, I did'nt notice my breath killed that goblin. I would like to use my action point since I will get another for the last battle.
I am going to do what u guys suggested and attack #2 assuming I make the athletics check. Btw I don't see what I need to roll to make my check.


Arjhan's Turn revised: After his breath weapon kills the adjacent Goblin, he climbs the platform and smashes goblin #2 with his crushing surge.


Athletics check: +7 +1 24hrs (1d20+7+1=23)

  •   Arjhan
    •  Male Dragonborn Fighter 2
    •  Passive Perception: 12, Passive Insight: 12
    •  AC:20, Fort:17, Reflex:14, Will:12 - Speed:5
    •  HP:15/37, Bloodied:18, Surge Value:12, Surges left:12/12
    •  Action Points: 0, Second Wind:used
    •  
    •  Powers
    •  Pass Forward
    •  Crushing Surge
    •  Footwork Lure
    •  Dragon Breath
    •  Bell Ringer
    •  Come Back Strike
« Last edit by Ari on Thu Jul 30, 2009 9:44 am. »
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OOC: awww, I needed a 10 to make it, a 23 should be overkill.
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Gerren moves down to the other end of the room, calling his spirit companion near him. The nearest shooter stabs at the bear, causing Arjhan to take a swing at him. Unfortunately, Arjhan must have been a little woozy still from bloodloss, as he misses. Gerren asks the spirits to heal the Dragonborn, also giving Korg some strength. He then calls upon the spirits of the mighty panthers to attack his enemies, killing one and dealing damage to the caster. Finally, he summons his reserve strength and summons spirits to haunt the Hexer. The spirits only cackle and make faces at the group. Hey, sometimes the spirits do things the way THEY want.

Move: Gerren to B6, Spirit to B5, provoking an opportunity attack from Sharpshooter 2. If he takes it, Arjhan free attack from Combat Challenge arjhan basic attack (+24h -2 for cloud), damage includes +3 for Stalker Spirit (1d20+8+1-2=10, 1d10+5+3=15) misses horribly. If the opp attack deals enough damage to kill Yogi, using Bonds of the Clan to have spirit and Gerren each take half.

Minor: Healing Spirits on Arjhan, allowing him to take a surge, and granting Korg 4 additional HP. Korg heal (1d6=4)

Standard: Twin Panthers on Shooter 2 for first panther twin panthers #1 vs shooter 2 (1d20+7+1-2+3=29, 1d8+5+3=11) CRIT for 16 damage. (OOC: The additional +3 for attack roll was Twin Panthers vs. bloodied and the +3 to damage was from Stalker Spirit.) Twin Panthers second panther on Hexer twin panther #2 vs hexer (1d20+7+1-2=19, 1d8+5=9) hits 19 REF for 9 damage.

ACTION POINT: Haunting Spirits on Hexer Haunting Spirits on Hexer (1d20+7+1-2=7, 1d6+5=8) Natural 1 = BOOO!!!!

  •   Gerren
    •  Male Deva Shaman 2
    •  Passive Perception: 15, Passive Insight: 20
    •  AC:16, Fort:14, Reflex:14, Will:16 - Speed:6
    •  HP:31/31, Bloodied:15, Surge Value:7, Surges left:9/9
    •  Action Points: 0, Second Wind: not used
    •  
    •  Powers
    •  Spirit's Fangs
    •  Stalker's Strike
    •  Call Spirit Companion
    •  Haunting Spirits
    •  Memory of a Thousand Lifetimes
    •  Healing Spirit
    •  Twin Panthers
    •  Bonds of the Clan
    •  Blessing of the Seven Winds
    •  Hungry Spirits Totem +1
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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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Location: Scottsdale
OOC:whats the negative 2 to my opp attack for? I would think my rolling modifiers would be +8 +1 bloodied +1 24hrs.
« Last edit by Ari on Thu Jul 30, 2009 7:53 pm. »
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Registered: Oct 2008
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Ari wrote
OOC:whats the negative 2 to my opp attack for? I would think my rolling modifiers would be +8 +1 bloodied +1 24hrs.
OOC: It's due to the cloud of obscurity the goblin spellcaster created, it's a zone. We all have -2 to hit any of them while they're in the cloud.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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Location: Los Angeles, CA
Arjhan unleashes his acidic breath, slaying the nearer goblin, but missing the rest. Steeling himself, he vaults the low wall and lays into the other goblin with a tremendous blow, bloodying the foe (another 1d6 = 3 damage from a crit with a magic weapon).

Magic Crit (1d6=3)


Gerren moves closer to the fray, while sending his spirit companion closer to Korg (no OA from G2). Healing spirits refresh Arjhan, while the spirit's presence encourages Korg. Twin panthers then leap from Gerren's totem and maul the bloodied goblin, ripping him to shreds before then also attacking the hexer and wounding him. The haunting spirits the shaman summon, however, do nothing but blow raspberries at the group.

User posted image

Initiative: Status
Ishara: 30/30
Moroth: 21/31
Goblin Sharpshooter 1: Dead
Goblin Sharpshooter 2: Dead

Goblin Sharpshooter 3: Down 6
Goblin Sharpshooter 4: Unharmed, hidden
Arjhan: 27 + 4 temp HP/37
Gerren: 31/31
==>Korg: 26/31, stinging hex (save ends)
Zrith: 28/28
Goblin Hexer: Down 9
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Viktor wrote
Ari wrote
OOC:whats the negative 2 to my opp attack for? I would think my rolling modifiers would be +8 +1 bloodied +1 24hrs.


OOC: It's due to the cloud of obscurity the goblin spellcaster created, it's a zone. We all have -2 to hit any of them while they're in the cloud.


OOC: Almost. You have -2 to hit them while YOU'RE in the cloud, and they have concealment (another -2 to hit them) while THEY'RE in the cloud.

Marek, I forgot to mention, the hex on you is "Save ends," so roll a save at the end of your turn.
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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
Member
Registered: Jul 2008
Posts: 1061
Location: Glendale, CA
Looking angrily at his feet

"Oy what's all this then?"

Korg catches his returning dagger. The blade is in his grasp for only an instant before it is immediately hurled at the caster.

Sly Flourish thrown dagger vs. hexer (1d20+10-2-2=11, 1d4+6=7)
blah


Looking down at his feet once more kog is at a loss of what to do about this magic.

save vs. stinging hex (1d20=5)

  •  Korg
    • Male Half-orc Rogue 2
    • Passive Perception: 10, Passive Insight: 10
    • AC:18, Fort:14, Reflex:17, Will:12 - Speed:6
    • HP:26/31, Bloodied:15, Surge Value:7, Surges left:8/8
    • Action Points: 1, Second Wind: not used
    •  
    • Powers
    • Piercing Strike(vs. Reflex)
    • Sly Flourish(vs. AC)
    • Torturous Strike(vs. AC)
    • Furious Assault (1W)
    • Adaptable Flanker
    • Easy Target
    • Armor: Leather
blah +1
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Posts: 7786
Zrith stays where he is and targets the only visible, albeit slightly obscured enemy in sight. He misses the goblin hexer with his attack however. Taking extra initiative, Zrith conjures up a whirlwind hoping to encompass the hexer, the nearby goblin and any other as yet hidden enemies. The buffetting winds are strong enough to knock over enemies.

Storm Walk against goblin hexer (base 8, +1 24h, -2 obscured; vs FORTITUDE) (1d20+8+1-2=8, 1d8+9=17)

ACTION POINT: Whirlwind burst 1 centered on F7 against goblin hexer, goblin 3, and goblin 4 if in the burst area (base 8, +1 24h, -2 obscured; vs FORTITUDE) (1d20+8+1-2=25, 1d20+8+1-2=15, 1d20+8+1-2=10, 1d10+9=10)

OOC: Storm walk misses the hexer I assume. Whirlwind hits hexer for 25 vs FORT doing 10 damage and knocking it prone. Hits goblin 3 for 15 vs FORT, maybe doing 10 damage and knocking it prone, and presumably misses the hidden goblin if in the area with 10 vs FORT.

  •  Zrith
    • Male Drow Storm Sorcerer, Level 2
    • Passive Perception: 10, Passive Insight: 10
    • AC: 17, Fort: 11, Reflex: 14, Will: 18, Speed: 6, Initiative: +4
    • HP: 28, Bloodied: 14, Surge Value: 7, Surges: 6
    • +5 thunder/lightning resistance, pierce thunder/lightning
    •  
    • Powers
    • Lightning Strike
    • Storm Walk
    • Cloud of Darkness or Darkfire
    • Spatial Trip
    • Whirlwind
    • Howling Storm
    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
« Last edit by Viktor on Sun Aug 02, 2009 10:16 pm. »
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Posts: 5084
Location: Los Angeles, CA
Korg's luck just isn't with him as his dagger misses the hexer and he is unable to shake loose of the hex upon him.

Zrith is unable to hit the hexer with his thunder, but he summons all his arcane energies to sends a whirlwind up to the platform. The winds knock down and buffet the hexer and visible archer, but the hidden archer doesn't seem to be affected.

Standing up, the hexer fires another hex. This time, it would appear to have been aimed at Ishara, but it's hard to say who the target was or what the hex was supposed to do as it fizzles harmlessly against the far wall. (Heh, natural 1)

User posted image

Initiative: Status
==>Ishara: 30/30
Moroth: 21/31
Goblin Sharpshooter 3: Down 16, bloodied, prone
Goblin Sharpshooter 4: Unharmed, hidden
Arjhan: 27 + 4 temp HP/37
Gerren: 31/31
Korg: 26/31, stinging hex (save ends)
Zrith: 28/28
Goblin Hexer: Down 19
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
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Posts: 2639
Location: Santa Ana, CA
"Begone! Do not dare aim your curses at me!"

Hoping to do away with the hexer, Ishara calls upon the power of her god and blasts the goblin with her thunderous voice. The noise is enough to also affect the exposed sharpshooter. Both also stumble backwards with her words.

Standard Action: Attack Goblin Hexer and Goblin Sharpshooter 3 with Thunder of Judgment.


Thunder of Judgement: (1d20+6+1=18, 1d20+6+1=19, 1d6+5=10)

Thunder of Judgment hits Fortitude 18 on Hexer and Fortitude 19 on Sharpshooter 3 for 10 Thunder damage. If hit, Hexer is pushed to H8 and Sharpshooter 3 is pushed to D8.

OOC: Whoops, there's a -2 in there for each attack.

  •  Ishara of the Deva
    • Female Deva Invoker 2
    • Passive Perception: 17, Passive Insight: 17
    • AC:16, Fort:15, Reflex:14, Will:16 - Speed:6
    • HP:30/30, Bloodied:15, Surge Value:7, Surges left: 9/9
    • Action Points: 1, Second Wind: Not Used.
    • Covenant of Wrath
    •  
    • Powers
      • Sun Strike
      • Divine Bolts
      • Thunder of Judgment
      • Channel Divinity: Armor of Wrath
      • Channel Divinity: Rebuke Undead
      • Memory of a Thousand Lifetimes
      • Divine Call
      • Angelic Echalon
      • (Key: At-Will, Encounter, Daily, Utility, Special, Used/Not Available)

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Hedoni Midartis - Eladrin Wizard, Scales of War
« Last edit by Michael Doss on Sat Aug 01, 2009 9:42 pm. »
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Ishara's thunder slams both goblins, shoving the hexer back, looking pretty severely beaten. The sharpshooter is again able to cling to the platform and avoid falling off, however.

User posted image

Initiative: Status
Ishara: 30/30
==>Moroth: 21/31
Goblin Sharpshooter 3: Down 26, bloodied, prone, dazed until the end of Ishara's next turn
Goblin Sharpshooter 4: Unharmed, hidden
Arjhan: 27 + 4 temp HP/37
Gerren: 31/31
Korg: 26/31, stinging hex (save ends)
Zrith: 28/28
Goblin Hexer: Down 29, bloodied, dazed until the end of Ishara's next turn
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
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Location: Santa Ana, CA
OOC: It's weird that I could have pushed GS3 4 spaces, yet he can save against falling and therefore not get moved at all (while no one else gets the choice about saving against the push). Could I have specified that he move to B8, instead, with any more luck?
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Hedoni Midartis - Eladrin Wizard, Scales of War
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Posts: 5084
Location: Los Angeles, CA
OOC: Nope. Once you try to make him fall, he gets a save to avoid falling, and if he succeeds, he falls prone in his current square. In this case, he was already prone. See "Falling," pages 284-285 of PHB1.
_______________
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
Member
Registered: Jul 2008
Posts: 48
Location: Someplace warm, wet, and unsuitable for dry good storage
Knowing his personal ineptitude at fighting from a distance, Moroth decides to play team doctor. Move to A6 and use Cure Light Wounds on Arjhan.

  •  Moroth Algernon
    • Male Longtooth Shifter Battle Cleric 2
    • AC:17, Fort:15, Reflex:11, Will:15 - Speed:5
    • HP:31/31, Bloodied:15, Surge Value:7, Surges left:9/9
    •  Powers
      • Lance of Faith
      • Priest's Shield
      • Longtooth Shifting
      • Divine Fortune
      • Turn Undead
      • Healing Word
      • Healing Strike
      • Avenging Flame
      • Cure Light Wounds
  • (Key: At-Will, Encounter, Daily)
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Dungeon Delves- Moroth Algernon
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Moroth moves forward and calls upon the power of the Raven Queen to move Arjhan farther from her embrace.

The dazed, bloodied goblin can do nothing but stand up and look woozy even at that.

The hidden sniper shoots another bolt, surprising Zrith with a shot to the thigh (12 damage). However, now everyone can finally see where the goblin is.

User posted image

Initiative: Status
Ishara: 30/30
Moroth: 21/31
Goblin Sharpshooter 3: Down 26, bloodied, dazed until the end of Ishara's next turn
Goblin Sharpshooter 4: Unharmed
==>Arjhan: 37 + 4 temp HP/37
Gerren: 31/31
Korg: 26/31, stinging hex (save ends)
Zrith: 16/28
Goblin Hexer: Down 29, bloodied, dazed until the end of Ishara's next turn
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Jun 2009
Posts: 361
Location: Scottsdale
OOC:I want Arjhan to make a thievery check to try to spring the trap, but I'm not sure what kind of action that requires. If it's a free or minor action I will try, otherwise he won't.

Invisible castle is down, so I used hamete virtual dice roller: 1d20-1 = 6


If Arjhan can move to G7 without falling into the trap hell attack the hexer; if he cannot he will move to d8 and attack goblin 3.

Feeling fully restored, Arjhan bellows a fierce draconian roar "For the honor!" and surges toward his opponent with his mace.

Move action: G7 or secondary choice D8
Standard action: Invigorating surge on Hexer or secondary choice Goblin #3.

hamete virtual dice roller
to hit: 1d20+10 = 16
damage: 1d10+5 = 7
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Location: Los Angeles, CA
OOC: A Thievery check is a standard action.

To get up to the brown wooden platform requires a DC20 Athletics check as a move action.
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Jun 2009
Posts: 361
Location: Scottsdale
OOC: I'm a bit confused about the map it seems. I thought I made an athletics check to get over the 10 foot wall on my other turn. If climbing the wooden platform takes an athletic check, why did I have to make an athletics check before? When looking at the battle map, I thought the platform is 10 feet up; if so, then how did the hexer not fall back, or did he? I don't seem to be able to visualize the 3-D aspects of the map well.

As for getting up the platform, does the athletics check take the place of a move action, or do I get to roll then move? Similarly, If I am not on the platform at D8, am I able to attack the GS3 from below? If I have to climb in order to attack I would like to move to G7 to attack the Hexer, or secondarily move to E7 to attack GS3. Sorry to make this seem so confusing, but I am partially confused. I will understand these mechanics soon I hope.

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