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Tomb of the Tiefling Empress

Moderators: Gary, Jonathan Berg, Josh, Michael Doss, nmathew, Viktor.

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Moderator
Registered: Oct 2008
Posts: 7786
Jonathan Berg wrote
OOC: Totally forgot Johan was a dwarf. Sorry.


OOC: LOL, it's more concerning that Johan forgot that Johan was a dwarf. ;)
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: In Sam's defense, this is only his 3rd fight as a dwarf. He probably just isn't used to his PC yet. I know it takes me longer than that to get the hang of my PC's.
_______________
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
"Come out, come out, wherever you are! It's a lot faster and less painful when Elinar doesn't have to chase you! Hee hee hee!" Elinar moves into the room and finally sees the man behind the pillar. He takes a quick look around and doesn't notice anything interesting about the pillar before stepping behind and mouthing and pointing to the others, "He's behind this pillar."

Move Action: Walk (Move speed) to B4

Arcana (+2+1), Dungeoneering (+3+1), History (+2+1), Nature (+2+1), Perception (+10+1), Religion (+2+1) (1d20+3=15, 1d20+4=19, 1d20+3=22, 1d20+3=15, 1d20+11=16, 1d20+3=5)

Move Action: Shift (Move 1, do not provoke OA) to A4

OOC: Move to B4, Checks: Arcana 15, Dungeoneering 19, History 22, Nature 15, Perception 16, Religion 5. Shift to A4.


  •  Elinar
    • Male Elf Rogue 5
    • Passive Perception: 20, Passive Insight: 13
    • AC:20, Fort:16, Reflex:21, Will:16 - Speed:7
    • HP:32 (+7)/52, Bloodied:26, Surge Value:13, Surges left:3/8
    •  
    • Powers
      • Deft Strike (1W, move 2 sq before attack)
      • Piercing Strike (1W, vs. Reflex)
      • Second Wind (Lose surge, gain 13 HP, +2 to defenses)
      • Action Point x1 (Take an extra action)
      • Elven Accuracy (Reroll an attack roll)
      • Tumble (Shift one-half speed)
      • Fox's Gambit (1W, negate marks and ability to mark, shift 5 sq)
      • Bait and Switch (2W, switch places and shift 2)
      • Handspring Assault (3W, shift 2 sq, use as charge attack)
      • Downward Spiral (Cb1; 1W, rattling; Effect: Knock prone)
      • Lifedrinker Dagger +1 (+1d6 nec crit; when you drop enemy to 0HP, gain 5 temp HP)
      • Darkleaf Leather +1 (+2 AC vs. first attack against in encounter)
      • Protection Amulet +2
      • Feyleaf Vambraces (Daily: Free, teleport before attack to flank)
      •    
      • Items
        • Sling (20 bullets)
        • Climbers Kit (+2 to climbing checks)
        • Thieves' Tools (+2 to open locks, disarm traps)
        • Sunrod x2
        • Hempen Rope (50 ft)
         
      • Abilities
        • Basic Melee Attack +8 (+0 Str, +3 Prof, +1 Talent, +2 lvl, +1 W, +1 Exp)
        • Damage 1d4+6 (1d4 Dagger, +5 Dex, +1 W)
        • Group Awareness (+1 Per. check for non-elf allies)
        • Wild Step (Ignore difficult terrain when shifting)
        • Artful Dodger (+2 AC vs. OA)
        • Weapon Talent (d6 damage with shurikens, +1 to hit with daggers)
        • Sneak Attack (On hit with CA, +2d6 damage once per round)
        • First Strike (CA vs. foes that haven't acted)
        • Into the Fray (+1 to melee attacks/speed in 1st round)
        • Martial Alacrity (+2 init. and shift as minor action on first turn)
        • Implement Expertise (light blade) (+1 to attack rolls)
         
      • Skills
        • Acrobatics +12 (+5 Dex, +5 trained, +2 1/2 lvl)
        • Arcana +2 (+0 Int, +2 1/2 lvl)
        • Athletics +7 (+0 Str, +5 trained, +2 1/2 lvl)
        • Bluff +4 (+2 Cha, +2 1/2 lvl)
        • Diplomacy +4 (+2 Cha, +2 1/2 lvl)
        • Dungeoneering +3 (+1 Wis, +2 1/2 lvl)
        • Endurance +4 (+2 Con, +2 1/2 lvl)
        • Heal +3 (+1 Wis, +2 1/2 lvl)
        • History +2 (+0 Int, +2 1/2 lvl)
        • Insight +3 (+1 Wis, +2 1/2 lvl)
        • Intimidate +9 (+2 Cha, +5 trained, +2 1/2 lvl)
        • Nature +5 (+1 Wis, +2 race, +2 1/2 lvl)
        • Perception +10 (+1 Wis, +2 race, +5 trained, +2 1/2 lvl)
        • Religion +2 (+0 Int, +2 1/2 lvl)
        • Stealth +12 (+5 Dex, +5 trained, +2 1/2 lvl)
        • Streetwise +4 (+2 Cha, +2 1/2 lvl)
        • Thievery +12 (+5 Dex, +5 trained, +2 1/2 lvl)
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Elinar notices nothing out of the ordinary. The pillars are about 10 feet high, and end where the former ceiling of the room used to stand. With that gone, however, they only end in ragged tops. He scampers across the room. As he approaches the pillars, he notices a small, hunched man hiding between the columns. His dark robes blend in with the shadows, but once Elinar points, you are all able to notice him.

User posted image

OOC: The pillars block line of effect, so if using a ranged attack, please make sure you have LoE.

Iniative Order
Betty - 28/52
Johan - 49/57, +2 def
Elinar - 32 (+7 temp)/52
Skellies - dead
Zombie - dead

-->Zhadr - 41/52
Embris - 27/38
Necromancer - no damage
Srivath - 45/45
_______________
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
Member
Registered: Jan 2010
Posts: 17
Zhadr charges forward calling out: "Surrender now, and your disembowelment shall be preformed with, shall we say, minimal pain. Continue to fight and the pain will be anything but minimal."
Double move to D5, which will end my turn.
Moderator
Registered: Oct 2008
Posts: 7786
Embris moves down the stairs (F12) and lashes out with his mind, distracting the enemy (distract thoughts). He then imbues the necromancer with feelings of despair and hopelessness (dishearten). Not yet satisfied, he sends a hypnotic ripple of psychic energy to burst in the corner by Elinar and the necromancer (hypnotic pulse). It passes over Elinar harmlessly, but assaults the necromancer.

1d20+10+1+2=31, 2d6+9=20, 1d6=2 Dishearten, augment 2, burst 1 at B2, CA due to distract thoughts, 1d6 extra damage due to challenge-seeking quarterstaff

ACTION POINT: 1d20+10+1+1=23, 2d6+9=17 Hypnotic pulse, burst 1 at B3, targets enemies only.

OOC: Dishearten hits 31 vs will for 22 psychic damage and necro has -4 attack until end of Embris' next turn. Hypnotic pulse hits 23 vs will for 17 psychic damage. If this hits, necro is also dazed (save ends). If this misses, necro is dazed until end of Embris' next turn.

Note: both attacks are burst attacks so LoE doesn't matter I think.


  •  Embris Malarion
    • Male Tiefling Telephathic Psion, Level 5
    • Passive Perception: 17, Passive Insight: 23
    • AC: 18, Fort: 13, Reflex: 18, Will: 19, Speed: 6, Initiative: +2
    • HP: 38, Bloodied: 19, Surge Value: 9, Surges: 6/6
    • Resist Fire: 7
    • +1 to hit bloodied foes (Bloodhunt)
    • +1 to hit after using augmented power (precise mind)
    • +2 damage for all attacks that target will (Resplendent Gloves)
    • +1d6 extra damage if hitting an undamaged enemy (Challenge-Seeking Quarterstaff)
    • Discipline Adept: can use Distract or Send Thoughts twice per encounter
    •    
    • Powers
    • Dishearten
    • Mindthrust
    • Betrayel
    • Infernal Wrath
    • Distract or Send Thoughts
    • Distract or Send Thoughts
    • Intellect Fortress
    • Stoneskin Cloth Armor
    • Power Points:1 2 3 4
    • Ravening Thought
    • Hypnotic Pulse
    • Cape of the Mountebank


    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
    • _______________
      Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2009
Posts: 3164
Embris' psychic strength easily overwhelms the necromancer's defenses, dealing it damage, dazing it, and hindering its ability to counterattack. However, the black-robed being seems hardly to notice, as he raises his arms, a dark mist springing forth and enveloping both Elinar and Zhadr. Zhadr shrugs off much of it (takes 9 necrotic damage), but the tendrils of blackness find a weak spot in Elinar, and the rogue falls to the ground, gasping for air (CRIT for 34 necrotic damage and knocking Elinar prone). The necromancer then gathers himself, no longer feeling dazed.

User posted image

Iniative Order
Betty - 28/52
Johan - 49/57, +2 def
Elinar - 5/52, bloodied, prone
Skellies - dead
Zombie - dead

Zhadr - 32/52
Embris - 27/38
Necromancer - down 39, -4 att
-->Srivath - 45/45
_______________
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
Srivath moves into the room and sends comforting thoughts to Elinar.

Move action - Double move to B6.

Minor action - Ardent Surge on Elinar.

Ardent Surge (1d6+1=3)

Heals Surge + 3 HP and Elinar gains +1 to all defenses until the end of my next turn.


  •  Srivath Vedeya
    • Male Kalashtar Ardent 5
    • Passive Perception: 18, Passive Insight: 23, Senses: Telepathy 5
    • AC: 21, Fort: 14, Reflex: 13, Will: 18 - Speed: 5
    • HP: 45/45, Bloodied: 22, Surge Value: 11, Surges left: 5/8
    • Action Points: 1
    • Resists: None.

    • Dual Soul (Race): Make saves vs. dazed and dominated at the start of your turn instead of the end.
    • Mantle of Clarity (Class): Srivath and allies within 5 squares of him gain a +4 bonus to defenses against OA's, and +2 to Insight and Perception.

    • Powers (Power Points 2/4)
    • -Distracting Strike
    • -Energizing Strike
    • -Focusing Strike
    • -Ardent Alacrity
    • -Ardent Surge x2
    • -Bastion of Mental Clarity
    • -Dimensional Swap
    • -Oath of Enmity
    • -Second Wind
    • -Enlightening Pulse
    • -Implanted Suggestion

    • Items
    • -Bloodthirst Bracers (Daily): Free Action. Use this power when you hit an enemy with a melee attack. In addition to the normal damage from that attack, the target takes ongoing damage equal to 2 + your Charisma modifier (+5) (save ends).
    • -Healer's Brooch +1: When you use a power that enables you or an ally to regain hit points, add the brooch's enhancement bonus to the hit points gained.
    • -Impostor's Finemail +2 (At-Will): Minor Action. You can transform this armor into a normal-looking set of clothes. While in clothes form, the armor does not provide an armor bonus, but neither does it impose an armor check penalty or speed reduction. You can add this armor's enhancement bonus to any Bluff check made to attempt to disguise your appearance. You can change this armor back into its true form as a minor action.
    • -Vengeful Greatspear +1 (Encounter): Free Action. Use this power when an attack hits a bloodied ally within 10 squares of you. Gain a +2 power bonus to attack rolls and +1d10 on damage rolls with this weapon against the attacker until the end of your 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
Member
Registered: Dec 2009
Posts: 17
Wounded and frustrated, Betty limps a little closer to take aim at their foe. She draws her magic greatbow, and unleashes two quick arrows while wincing in pain.

Move action: Move to E12

Standard Action: Twin Strike vs. Necromancer

1d20+12+1=27, 1d12+3=11, 1d20+12+1=19, 1d12+3=4

Hits AC 27 for 11 damage, and 19 for 4 damage.

Minor Action: HQ on Necromancer

1d6=1

HQ on Necromancer for an additional 1 damage

  •   Betty
    •  Female Elf Ranger 5
    •  Passive Perception: 21, Passive Insight: 14
    •  AC:21, Fort:17, Reflex:19, Will:15 - Speed:7
    •  HP:52/52, Bloodied:26, Surge Value:13, Surges left:6/6
    •  Action Points: 1
    •  Resist 5 Necrotic, Resist 5 Poison; +2 AC vs Opp Attacks; +1 all defenses vs attacks from 5+ squares away
    •  
    •  Powers
    •  Hunterís Quarry
    •  Twin Strike
    •  Careful Attack
    •  Elven Accuracy
    •  Evasive Strike
    •  Disruptive Strike
    •  Unbalancing Parry
    •  Second Wind
    •  Split the Tree
    •  Splintering Shot
    •  Deathcut Hide Armor
    •  Bloodstinger Poison (3)
« Last edit by JasmineB on Mon Mar 22, 2010 11:48 am. »
Moderator
Registered: Jun 2009
Posts: 3164
Srivath, not being able to reach the necromancer, passes the time by healing Elinar some. Betty has no such problem with her greatbow, though only one of her shots finds a home in the body of the black-robed being.

OOC: Can't update the map from work, but feel free to take your turns.

Iniative Order
Betty - 28/52
-->Johan - 49/57, +2 def
Elinar - 21/52, bloodied, prone, +1 def
Skellies - dead
Zombie - dead

Zhadr - 32/52
Embris - 27/38
Necromancer - down 51, -4 att
Srivath - 45/45
_______________
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
Member
Registered: Dec 2009
Posts: 115
Location: california
OOC: is there any way for me to get to the necromancer this turn?
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: You could move as close as possible with a move action, and then use your standard action to charge.
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Oct 2008
Posts: 7786
Gary wrote
OOC: You could move as close as possible with a move action, and then use your standard action to charge.
OOC: Yes, you can move to D6, then charge attack to B3.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Member
Registered: Dec 2009
Posts: 115
Location: california
Johan walks until he can see the necromancer, then charges and attacks.

Actions: move to D6, then charge attack to B3, hitting AC 1d20+11=13 for 1d10+7=12 points of damage.

OOC: do I get any bonuses for charging?
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
SamH wrote
OOC: do I get any bonuses for charging?


OOC: +1 to hit.
_______________
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: 3164
Johan advances, taking his time, then suddenly charges the necromancer. Unfortunately, while he catches the robed being by surprise, he also seems to catch himself off guard, and nearly trips over his own feet.

User posted image

Iniative Order
Betty - 28/52
Johan - 49/57, +2 def
-->Elinar - 21/52, bloodied, prone, +1 def
Skellies - dead
Zombie - dead

Zhadr - 32/52
Embris - 27/38
Necromancer - down 51, -4 att
Srivath - 45/45

OOC: Sam, you get a +1 bonus to the attack roll for charging, but that did not help you in this case.
_______________
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
"That hurt. Time for your payback. Hee hee hee."

Move Action: Stand up

Standard Action: Deft Strike (Move 2 sq before att.; Dex vs. AC; Hit: 1W+6 damage) to B2

Deft Strike (+13 W, +1 24hr) (1d20+14=28, 1d4+6=9)

OOC: Elinar stands up and DS to B2, hitting AC 28 for 9 damage.


  •  Elinar
    • Male Elf Rogue 5
    • Passive Perception: 20, Passive Insight: 13
    • AC:20, Fort:16, Reflex:21, Will:16 - Speed:7
    • HP:21/52, Bloodied:26, Surge Value:13, Surges left:3/8
    •  
    • Powers
      • Deft Strike (1W, move 2 sq before attack)
      • Piercing Strike (1W, vs. Reflex)
      • Second Wind (Lose surge, gain 13 HP, +2 to defenses)
      • Action Point x1 (Take an extra action)
      • Elven Accuracy (Reroll an attack roll)
      • Tumble (Shift one-half speed)
      • Fox's Gambit (1W, negate marks and ability to mark, shift 5 sq)
      • Bait and Switch (2W, switch places and shift 2)
      • Handspring Assault (3W, shift 2 sq, use as charge attack)
      • Downward Spiral (Cb1; 1W, rattling; Effect: Knock prone)
      • Lifedrinker Dagger +1 (+1d6 nec crit; when you drop enemy to 0HP, gain 5 temp HP)
      • Darkleaf Leather +1 (+2 AC vs. first attack against in encounter)
      • Protection Amulet +2
      • Feyleaf Vambraces (Daily: Free, teleport before attack to flank)
      •    
      • Items
        • Sling (20 bullets)
        • Climbers Kit (+2 to climbing checks)
        • Thieves' Tools (+2 to open locks, disarm traps)
        • Sunrod x2
        • Hempen Rope (50 ft)
         
      • Abilities
        • Basic Melee Attack +8 (+0 Str, +3 Prof, +1 Talent, +2 lvl, +1 W, +1 Exp)
        • Damage 1d4+6 (1d4 Dagger, +5 Dex, +1 W)
        • Group Awareness (+1 Per. check for non-elf allies)
        • Wild Step (Ignore difficult terrain when shifting)
        • Artful Dodger (+2 AC vs. OA)
        • Weapon Talent (d6 damage with shurikens, +1 to hit with daggers)
        • Sneak Attack (On hit with CA, +2d6 damage once per round)
        • First Strike (CA vs. foes that haven't acted)
        • Into the Fray (+1 to melee attacks/speed in 1st round)
        • Martial Alacrity (+2 init. and shift as minor action on first turn)
        • Implement Expertise (light blade) (+1 to attack rolls)
         
      • Skills
        • Acrobatics +12 (+5 Dex, +5 trained, +2 1/2 lvl)
        • Arcana +2 (+0 Int, +2 1/2 lvl)
        • Athletics +7 (+0 Str, +5 trained, +2 1/2 lvl)
        • Bluff +4 (+2 Cha, +2 1/2 lvl)
        • Diplomacy +4 (+2 Cha, +2 1/2 lvl)
        • Dungeoneering +3 (+1 Wis, +2 1/2 lvl)
        • Endurance +4 (+2 Con, +2 1/2 lvl)
        • Heal +3 (+1 Wis, +2 1/2 lvl)
        • History +2 (+0 Int, +2 1/2 lvl)
        • Insight +3 (+1 Wis, +2 1/2 lvl)
        • Intimidate +9 (+2 Cha, +5 trained, +2 1/2 lvl)
        • Nature +5 (+1 Wis, +2 race, +2 1/2 lvl)
        • Perception +10 (+1 Wis, +2 race, +5 trained, +2 1/2 lvl)
        • Religion +2 (+0 Int, +2 1/2 lvl)
        • Stealth +12 (+5 Dex, +5 trained, +2 1/2 lvl)
        • Streetwise +4 (+2 Cha, +2 1/2 lvl)
        • Thievery +12 (+5 Dex, +5 trained, +2 1/2 lvl)
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Elinar stands, deftly moves around the column, and sticks the pointy end of his dagger into necromancer flesh. A trickle of blood and a grunt of pain greet him. "You will all die! And then you will be reborn as my thralls!!!"

User posted image

Iniative Order
Betty - 28/52
Johan - 49/57, +2 def
Elinar - 21/52, bloodied, prone, +1 def
Skellies - dead
Zombie - dead

-->Zhadr - 32/52
Embris - 27/38
Necromancer - down 60, -4 att, bloodied
Srivath - 45/45
_______________
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
Member
Registered: Jan 2010
Posts: 17
Zhadr growls angrily: "You're blocking my shot. You leave me with no other option. And I'm tired of this option."
Acid orb 1d20+13=25 Cha v Ref
1d10+13=23 Acid damage.
End turn.
Moderator
Registered: Jun 2009
Posts: 3164
For a sorcerer with a blocked shot, Zhadr's acid orb does extensive damage to the necromancer.

Iniative Order

Betty - 28/52
Johan - 49/57, +2 def
Elinar - 21/52, bloodied
Skellies - dead
Zombie - dead

Zhadr - 32/52
-->Embris - 27/38
Necromancer - down 83, -4 att, bloodied
Srivath - 45/45
_______________
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: 7786
Embris moves further into the chamber (F7) and looks at the weakened necromancer. "Ahhhhhh, yes. This will...taste nice, and be enjoyable to watch." he thinks, eyes and mind ready to feast upon the man's mind. He then projects horrifying thoughts of nagging doubts, insurmountable obstacles, and the inevitability of permanent death. The ideas try to spread from being to being, taking hold of enemy minds.

1d20+10+1+1-2=26, 2d6+9=14 Ravening Thought (base 10, +1 24h, +1 bloodhunt, -2 concealed)

OOC: Ravening Thought hits 26 vs WILL for 14 psychic damage and 5 on-going psychic damage (save ends). If there are any enemies adjacent to the necromancer, they are attacked, intelligence vs will, 1d20+10 for 1d6+9 psychic damage and 5 ogd (save ends).

  •  Embris Malarion
    • Male Tiefling Telephathic Psion, Level 5
    • Passive Perception: 17, Passive Insight: 23
    • AC: 18, Fort: 13, Reflex: 18, Will: 19, Speed: 6, Initiative: +2
    • HP: 38, Bloodied: 19, Surge Value: 9, Surges: 6/6
    • Resist Fire: 7
    • +1 to hit bloodied foes (Bloodhunt)
    • +1 to hit after using augmented power (precise mind)
    • +2 damage for all attacks that target will (Resplendent Gloves)
    • +1d6 extra damage if hitting an undamaged enemy (Challenge-Seeking Quarterstaff)
    • Discipline Adept: can use Distract or Send Thoughts twice per encounter
    •    
    • Powers
    • Dishearten
    • Mindthrust
    • Betrayel
    • Infernal Wrath
    • Distract or Send Thoughts
    • Distract or Send Thoughts
    • Intellect Fortress
    • Stoneskin Cloth Armor
    • Power Points:1 2 3 4
    • Ravening Thought
    • Hypnotic Pulse
    • Cape of the Mountebank


    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
    • _______________
      Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2009
Posts: 3164
Embris again attempts to destroy the necromancer's mind, hurting it. The ongoing damage it takes puts it just that much closer to death. "If I die, you will die with me", roars the robed being. It releases a dark wave of necrotic energy, hitting both Elinar and Johan. Both take 17 damage, and are pushed away and knocked prone. The necromancer roars with laughter as it walks further into the room, and again unleashes its power. Johan is able to resist, but Zhadr and Srivath each take 15 necrotic damage, are pushed and knocked prone. The already prone Elinar also falls victim, and is pushed unconscious into the northern wall. Finally, the necromancer is able to stem the ongoing damage.

User posted image

Iniative Order
Betty - 28/52
Johan - 32/57, +2 def, prone
Elinar - -11/52, bloodied, prone, dying 0
Skellies - dead
Zombie - dead

Zhadr - 17/52, bloodied, prone
Embris - 27/38
Necromancer - down 102, -4 att, bloodied
-->Srivath - 30/45, prone
_______________
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
Srivath stands up, moves over to the necromancer, and does his best to rally his comrades as he brutally plunges his greatspear into the foul arcanists chest. The wound begins to bleed profusely as soon as Srivath removes the point of his spear.

"Fight on! This foe is nearly finished! Send him to the death he so cruelly stole from others!"

Move action - Stand from prone.

Move action - Move to B5.

Minor action - Ardent Surge on Elinar.

Ardent Surge (1d6+1=2)

Heals Surge + 2 HP and Elinar gains +1 to all defenses until the end of my next turn.

ACTION POINT!

Standard action - Energizing Strike (2 PP) against Necromancer.

ES (2 PP, 24H) (1d20+12+1=33, 2d10+6=12) / Crit (1d6=4)

Hits AC 33 - CRIT! - for 30 damage, and on a hit, Zhadr can spend a surge and gain an extra 1 HP.

Free action - Use Bloodthirst Bracers daily power. Use this power when you hit an enemy with a melee attack. In addition to the normal damage from that attack, the target takes ongoing damage equal to 2 + your Charisma modifier (+5) (save ends).


  •  Srivath Vedeya
    • Male Kalashtar Ardent 5
    • Passive Perception: 18, Passive Insight: 23, Senses: Telepathy 5
    • AC: 21, Fort: 14, Reflex: 13, Will: 18 - Speed: 5
    • HP: 30/45, Bloodied: 22, Surge Value: 11, Surges left: 5/8
    • Action Points: 0
    • Resists: None.

    • Dual Soul (Race): Make saves vs. dazed and dominated at the start of your turn instead of the end.
    • Mantle of Clarity (Class): Srivath and allies within 5 squares of him gain a +4 bonus to defenses against OA's, and +2 to Insight and Perception.

    • Powers (Power Points 0/4)
    • -Distracting Strike
    • -Energizing Strike
    • -Focusing Strike
    • -Ardent Alacrity
    • -Ardent Surge x2
    • -Bastion of Mental Clarity
    • -Dimensional Swap
    • -Oath of Enmity
    • -Second Wind
    • -Enlightening Pulse
    • -Implanted Suggestion

    • Items
    • -Bloodthirst Bracers (Daily): Free Action. Use this power when you hit an enemy with a melee attack. In addition to the normal damage from that attack, the target takes ongoing damage equal to 2 + your Charisma modifier (+5) (save ends).
    • -Healer's Brooch +1: When you use a power that enables you or an ally to regain hit points, add the brooch's enhancement bonus to the hit points gained.
    • -Impostor's Finemail +2 (At-Will): Minor Action. You can transform this armor into a normal-looking set of clothes. While in clothes form, the armor does not provide an armor bonus, but neither does it impose an armor check penalty or speed reduction. You can add this armor's enhancement bonus to any Bluff check made to attempt to disguise your appearance. You can change this armor back into its true form as a minor action.
    • -Vengeful Greatspear +1 (Encounter): Free Action. Use this power when an attack hits a bloodied ally within 10 squares of you. Gain a +2 power bonus to attack rolls and +1d10 on damage rolls with this weapon against the attacker until the end of your next 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
Moderator
Registered: Jun 2009
Posts: 3164
Srivath revives Elinar.... again... but more importantly, impales the necromancer on his spear. The black-robed being seems to smile at his own demise, then breaks up into a wave of darkness which scatters throughout the room, a spark of pure necrotic energy imbedding itself into each of your chests.

You gather yourselves, then head back to the guild, where the guildmaster rewards you handsomely. You return to your rooms, there to await the next summons and adventure.
_______________
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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