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The Temple Between

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Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Hedoni again takes 8 damage from the flames, and calls out "We're running out of time here - can't we just grab our friends over there and take cover? We're not making any advances with these two!"

Though he knows the movement is futile in terms of the fire, he takes a few steps back and again aims at brown with his ray of frost.

Move Action: Walk to C9
Standard Action: Cast Ray of Frost at Brown Winged Monster.

Ray of Frost: (1d20+12+1=22, 1d6+9=12)

Ray of Frost hits Fort 22 on Brown Winged Monster for 12 cold damage. If hit, target is slowed until the end of Hedoni's next turn.

Shield readied.

  •  Hedoni Mindartis
    • Male Eladrin Wizard 10
    • Passive Perception: 19, Passive Insight: 19
    • AC:24, Fort:19, Reflex:22, Will:22 - Speed:6
    • HP:61, Bloodied:30, Surge Value:15, Surges left:3/8, Action Points: 2
    •  
    • Powers
      • Ray of Frost
      • Winged Horde (info)
      • Cantrips (Ghost Sound, Light, Mage Hand, Prestidigitation)
      • Second Wind
      • Fey Step (Twist the Arcane Fabric)
      • Force Orb
      • Icy Rays
      • Twist of Space
      • Shield/Jump
      • Wizard's Escape/Dimension Door
      • Illusory Wall/Arcane Gate
      • Rolling Thunder/Freezing Cloud
      • Bigby's Icy Grasp/Stinking Cloud
      • Wall of Fire/Taunting Phantoms
      • Healing Word
      • Feinting Gloves
      • Bracers of Mental Might
      • Elderwood Falcon
      • (Key: At-Will, Encounter, Daily, Item Power, Utility, Used/Not Available)

    • Magic Items
      • Bag of Holding
      • Amulet of Protection +2
      • Githweave Summoned Armor +3 (Can be sent to another dimension and recalled at will)
      • Staff of Ruin +2 (2d10 extra damage on critical attack)
      • Cat Familiar (+2 Acrobatics, no range limit, +5 to cat's Stealth)
      • Feinting Gloves (+2 to bluff checks to gain CA, Daily Power)
      • Bracers of Mental Might (Use INT instead of STR, Encounter Power)
      • Acrobat Boots (+1 Acrobatics, Stand up from Prone as minor action, At-Will Power)
      • Elderwood Falcon (Conjuration, Daily Power, info)
      • Hat of Disguise (Illusion, At-Will Power, info)

_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jul 2008
Posts: 5245
Hedoni gets impatient with the spreading fire and sends another cold spell at the lower of the two monsters.

Readied: Sal- Sud Scales, Fog, Belt; Rav - Amulet
Initiative: Status
Red winged monster: no damage, flying 40 ft up
Salazar: 55/69, 2 AP
Ravenblade: 60/78, 1 AP
Daggoth: 81/92, 2 AP
Hedoni: 52/61, 2 AP, in fire
->Mal: 55/70, 1 AP,
Brown winged monster: down 24, flying 30 feet up, slowed ENT Hed, HQ
1 citizen: no damage
Kyra: down 8

User posted image
  •   Features
      Illumination: The combination of daylight and fire provide as much bright light as the you could ever want.
      Boards: These boards were placed to facilitate evacuation from one building to another. They can be kicked or pushed off with a DC 5 Athletics check, or a DC 20 Athletics check if someone is currently standing on them.
      Buildings: The buildings range from one to four stories (2 to 8 squares) in height. Climbing the walls requires a DC 15 Athletics check.
      Fire: The marked squares are on fire when combat begins. Creatures can enter or move through the squares unharmed—essentially running through the flames—but any creature that begins its turn in a fiery square takes 2d6 fire damage. At the start each round, one square adjacent to each fiery square becomes a fiery square.

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
"We need to get out of this alley of death NOW! We can deal with the bats later. Let's find some mages that have water and ice spells. "

Fire damage (2d6-10=-1)

Double Move Action: Walk (Move Speed) to X7

OOC: No Fire damage taken. Walk to X7.


  •  Mal Geminous
    • Male Tiefling Warlord 10
    • Passive Perception: 15, Passive Insight: 15
    • AC:25, Fort:21, Reflex:19, Will:21 - Speed:5
    • HP:55/70, Bloodied:35, Surge Value:18, Surges left:8/8
    • Action Points: 0, Second Wind: not used, Fire 10 Cold 5
    •  
    • Powers
      • Intuitive Strike
      • Rousing Assault
      • IS Inspiring Word +1 x2
      • Infernal Wrath
      • Inspired Belligerence
      • Tactical Orders
      • Hammer and Anvil
      • Warlord's Strike
      • War of Attrition
      • Fearless Rescue +1
      • Pike Hedge
      • Stand Tough +1
      • Warlord's Recovery
      • Belt of Vigor
      • Fey-Blessed Circlet
      • Foe Stone
      • Flaming Glaive +2
      • Frozen Scale +2
      • Couters of Second Chances
      • Power Jewel
      • Boots of Dancing
       
    • Items
      • Hempen Rope (50ft)
      • Grappling Hook, Hammer, Pitons (10)
      • Hand Axe x2
      • Waraxe, Light Shield
       
    • Abilities
      • Basic Melee Attack +15
      • Damage: 2d4+7
      • Bloodhunt
      • Inspiring Presence
      • Combat Leader
      • Hellfire Blood
      • Polearm Flanker
       
    • Skills
      • Acrobatics +5
      • Arcana +7
      • Athletics +14
      • Bluff +11
      • Diplomacy +14
      • Dungeoneering +5
      • Endurance +6
      • Heal +10
      • History +7
      • Insight +5
      • Intimidate +14
      • Nature +5
      • Perception +5
      • Religion +7
      • Stealth +7
      • Streetwise +9
      • Thievery +5


  •  Enemies
    • Winged Monster: Bloodied at 51-55, HP at 102-110
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Mal moves unharmed through the fire towards the citizens.

The two townsfolk become overcome by the sight of the approaching fire. The man looks around in a panic "Fire everwhere!" and Kyra cries out "Help!"

The fire continues to spread; there are hardly any fire-free spots now.

Red tears off another chunk of its own flesh, but by now the repeated spawning is taking its toll on the monster. It flies over a bit and then throws its last alchemical bomb down on Ravenblade and Hedoni.

Readied: Sal- Sud Scales, Fog, Belt; Rav - Amulet
Initiative: Status
Red winged monster: some damage, flying 40 ft up
->Salazar: 55/69, 2 AP
Ravenblade: 60/78, 1 AP, in fire
Daggoth: 81/92, 2 AP
Hedoni: 52/61, 2 AP, in fire
Mal: 55/70, 1 AP,
Yellow winged monster: no damage, flying 40 feet up. Brown winged monster: down 24, flying 20 feet up, slowed ENT Hed, HQ
1 citizen: no damage
Kyra: down 8, in fire

User posted image
  •   Features
      Illumination: The combination of daylight and fire provide as much bright light as the you could ever want.
      Boards: These boards were placed to facilitate evacuation from one building to another. They can be kicked or pushed off with a DC 5 Athletics check, or a DC 20 Athletics check if someone is currently standing on them.
      Buildings: The buildings range from one to four stories (2 to 8 squares) in height. Climbing the walls requires a DC 15 Athletics check.
      Fire: The marked squares are on fire when combat begins. Creatures can enter or move through the squares unharmed—essentially running through the flames—but any creature that begins its turn in a fiery square takes 2d6 fire damage. At the start each round, one square adjacent to each fiery square becomes a fiery square.

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Ravenblade's keen hearing picks out Kyra's voice. "NO! This can't be happening!"
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar decides his cousin has the right idea. He ignores the flames and heads towards Kyra.

Start of turn - Fire zone, Fire Zone (2d6=5) - 5 damage - 5 for Dragon Soul = 0 fire damage.

Move action - Double Move to Z7.

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


  •  Salazar Miller
    • Male Human Sorcerer 10
    • Passive Perception: 14, Passive Insight: 14, Senses: Normal
    • AC: 24, Fort: 22, Reflex: 20, Will: 25 - Speed: 6
    • HP: 55/69, Bloodied: 34, Surge Value: 19, Surges left: 9/10
    • Action Points: 2
    • Resists: 5 Fire, 5 Necrotic

    • Dragon Scales (Class): +2 AC until the end of an encounter once first bloodied.
    • Dragon Soul (Class): Resist 5 fire, pierce 5 fire resistance in enemies.
    • Action Surge (Feat): +3 to hit with attacks gained via Action Point.

    • Powers
    • -Blazing Starfall
    • -Burning Spray
    • -Dragonfrost
    • -Dragon's Breath (requires familiar in active mode)
    • -Fog Form
    • -Flame Spiral
    • -Rimestorm
    • -Second Wind
    • -Spatial Trip
    • -Sudden Scales
    • -Thundering Roar
    • -Ice Javelins
    • -Sun's Illumination
    • -Winds of Change

    • Items
    • -Staff of Ruin +2 - +2 attack / +4 damage, +2d10 damage on a crit.
    • -Armor of Resistance (Necrotic) +2 - Resist 5 Necrotic.
    • -Choker of Eloquence +2 (Daily) - Free Action. Use this power after you roll a Bluff or Diplomacy check. Reroll that check, using the second result even if it's lower.
    • -Gauntlets of Blood (Heroic) - +2 damage against bloodied targets.
    • -Belt of Raging Endurance (Encounter) - Immediate Interrupt. Trigger: An enemy hits you and causes damage. Effect: You gain resist 15 against that attack, but you also take 10 damage at the end of your next turn. Also, gain 1 healing surge.
    • -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
Salazar follows his cousin.

FYI: You came from the west. East is a ton more fire. If you want to flee away from the flames, go west.

Readied: Sal- Sud Scales, Fog, Belt; Rav - Amulet
Initiative: Status
Red winged monster: some damage, flying 40 ft up
Salazar: 55/69, 2 AP
->Ravenblade: 60/78, 1 AP, in fire
Daggoth: 81/92, 2 AP
Hedoni: 52/61, 2 AP, in fire
Mal: 55/70, 1 AP,
Yellow winged monster: no damage, flying 40 feet up. Brown winged monster: down 24, flying 20 feet up, slowed ENT Hed, HQ
1 citizen: no damage
Kyra: down 8, in fire

User posted image
  •   Features
      Illumination: The combination of daylight and fire provide as much bright light as the you could ever want.
      Boards: These boards were placed to facilitate evacuation from one building to another. They can be kicked or pushed off with a DC 5 Athletics check, or a DC 20 Athletics check if someone is currently standing on them.
      Buildings: The buildings range from one to four stories (2 to 8 squares) in height. Climbing the walls requires a DC 15 Athletics check.
      Fire: The marked squares are on fire when combat begins. Creatures can enter or move through the squares unharmed—essentially running through the flames—but any creature that begins its turn in a fiery square takes 2d6 fire damage. At the start each round, one square adjacent to each fiery square becomes a fiery square.

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Burning some more, Ravenblade throws his hammer before shifting and moving far away.

Fire Damage: 2d6=9
Minor: HQ on red
Standard: 1d20+10+1=27, 2d6+4=10 Evasive Strike red, +1 24h, vs AC
HQ extra damage on red: 1d6=3
Free: shift 7 spaces to K8 as part of evasive strike (+swift footwork)
Move: from K8 to P8

OOC: ES hits red AC 25 (forgot to include -2 for long range) for 13 total damage. Ravenblade ends his turn at P8.

surges: 7/9
action point(s) left: 1, not yet used in this encounter

  •  Ravenblade
    • Male Dwarf Ranger, Level 10
    • Passive Perception: 24, Passive Insight: 19
    • AC: 25(17) Fort: 22 Reflex: 20 Will: 21 Speed: 5, Initiative: +6
    • HP: 78, Bloodied: 39, Surge Value: 19, Surges: 9
    • Cast-Iron Stomach: +5 save vs poison
    • Stand Your Ground: -1 space forced movement / imm save vs prone att
    • Dwarven Resilience: second wind as minor action
    • Running Attack: +1 to hit with powers that include movement and moved at least 2 spaces
    • Swift Footwork: shift 2 extra with martial encounter or daily powers
    • Basic Melee: 1d20+15+1;1d10.minroll(3)+12 (add +1 hit and +3 damage if attacking a bloodied enemy, bloodthirsty craghammer / +1 to hit on a charge from running attack)
    • Basic Ranged: 1d20+13+1;1d6+7 (with Rebounding Throwing Hammer)
    • Powers
    • Marauder's Rush
    • Twin Strike
    • Evasive Strike
    • Resume the Hunt (free act/trigger: reduce enemy to 0 hp, move speed (5), don't provoke OA for leaving 1st space, +2 def UENT)
    • Second Wind
    • Serpentine Dodge (move act: shift 5, gain +n def, n=enemies adj during the shift)
    • Sweeping Whirlwind
    • Thundertusk Boar Strike
    • Inspiring Fortitude (allies in brst 5 gain 13 THP when I use 2nd wind)
    • Attacks on the Run
    • Jaws of the Wolf
    • Two-Wolf Pounce
    • Items
    • Imposter's Chainmail +2 (at-will/polymorph minor) +2 bluff rolls
    • Avalanche Craghammer +2 charge att 1W extra dam, crit=2d10+prone
    • Bloodthirsty Craghammer +3 +1 to hit and +3 damage to bloodied enemies, crit=3d10
    • Rebounding Throwing Hammer +1 (encounter/free) on a miss, roll basic ranged on enemy within 5 of target
    • Belt of Sonnlinor Righteousness resist 10 all when at 0 hp or fewer, (daily/no action) when an attack reduces me to 0 hp inflict the same amount of damage on the attacker
    • Wavestrider Boots (daily/minor) walk on liquids until EoE
    • Orc's Eye Amulet (encounter/imd reac) 5 temp HP to ally bloodying enemy
    • Resplendent Circlet (encounter/minor) enemy adj ally, burst 5, c.a. until EoE
    • Alchemical Silver
    • Augmenting Whetstone
    • Life Shroud
    • Potion of Healing 1 / 2 / 3 / 4 / 5
    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
      • _______________
        Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Ravenblade's hammer cuts into the lead monster for 13 damage and putrid blue blood starts to drip down from it's wound.

OOC: Sorry if my description of Red's HPs is confusing, but his total HP changes when he spawns a duplicate and when he absorbs one.

Readied: Sal- Sud Scales, Fog, Belt; Rav - Amulet; Hed- sheild
Initiative: Status
Red winged monster: 13 damage taken, bloodied, flying 40 ft up, HQ
Salazar: 55/69, 2 AP
Ravenblade: 51/78, 1 AP, in fire
->Daggoth: 81/92, 2 AP
Hedoni: 52/61, 2 AP, in fire
Mal: 55/70, 1 AP,
Yellow winged monster: no damage, flying 40 feet up. Brown winged monster: down 24, flying 20 feet up, slowed ENT Hed, HQ
1 citizen: no damage
Kyra: down 8, in fire

User posted image
  •   Features
      Illumination: The combination of daylight and fire provide as much bright light as the you could ever want.
      Boards: These boards were placed to facilitate evacuation from one building to another. They can be kicked or pushed off with a DC 5 Athletics check, or a DC 20 Athletics check if someone is currently standing on them.
      Buildings: The buildings range from one to four stories (2 to 8 squares) in height. Climbing the walls requires a DC 15 Athletics check.
      Fire: The marked squares are on fire when combat begins. Creatures can enter or move through the squares unharmed—essentially running through the flames—but any creature that begins its turn in a fiery square takes 2d6 fire damage. At the start each round, one square adjacent to each fiery square becomes a fiery square.

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Member
Registered: Jul 2008
Posts: 1061
Location: Glendale, CA
"Hedoni, lets get out of here, I'm already a nice medium rare in places."

Daggoth sprints as fast as he can through the fire, and emerges into a safer spot between Mal and Salazar

Double run to Y7

OOC: does the fire ever burn out? Or does it just spread forever?



  •  Daggoth Varkash
    • Male Dragonborn Fighter 10
    • Passive Perception: 14, Passive Insight: 14
    • AC:27, Fort:24, Reflex:20, Will:18 - Speed:5
    • HP:81/92, Bloodied:46, Surge Value:27, Surges left:11/13
    • Action Points: 1, Second Wind:not used
    •  
    • Powers
    • Cleave
    • Tide of Iron
    • Pass Forward
    • (Cloak)Bloodied: Second wind: Use 2 surges
    • Steel Serpent Strike
    • Dragon Breath (cold|enlarged)
    • Sweeping Blow
    • Come and get it
    • Comeback Strike
    • Inspiring Word(2of2)[
    • Victorious Surge
    • Vigilant Protector (stance)
    • Rain Of Steel (stance)
    • (Ironskin Belt) minor: resist 5 damage

    • Armor: Black Iron Armor +2 :resist 5 fire and 5 necrotic
    • Arms: Battleforged Heavy Sheild
    • Waist: Ironskin Belt
    • Neck: Cloak of the Walking Wounded +2
    • Legs: Dwarven Greaves
    • Head:Vortex Mask


Moderator
Registered: Jul 2008
Posts: 5245
Daggoth runs to join the others. OOC: The fire is 'alchemical fire' so no, I don't think it will burn out.

Also, if you want to convince the two townsfolk to come with you, you'll need to do to successfull skill rolls as standard actions. If you flee with out killing the monsters, but save some innocents, you'll get partial exp.


Readied: Sal- Sud Scales, Fog, Belt; Rav - Amulet; Hed- sheild
Initiative: Status
Red winged monster: 13 damage taken, bloodied, flying 40 ft up, HQ
Salazar: 55/69, 2 AP
Ravenblade: 51/78, 1 AP, in fire
Daggoth: 81/92, 2 AP
->Hedoni: 52/61, 2 AP, in fire
Mal: 55/70, 1 AP,
Yellow winged monster: no damage, flying 40 feet up. Brown winged monster: down 24, flying 20 feet up, slowed ENT Hed, HQ
1 citizen: no damage
Kyra: down 8, in fire

User posted image
  •   Features
      Illumination: The combination of daylight and fire provide as much bright light as the you could ever want.
      Boards: These boards were placed to facilitate evacuation from one building to another. They can be kicked or pushed off with a DC 5 Athletics check, or a DC 20 Athletics check if someone is currently standing on them.
      Buildings: The buildings range from one to four stories (2 to 8 squares) in height. Climbing the walls requires a DC 15 Athletics check.
      Fire: The marked squares are on fire when combat begins. Creatures can enter or move through the squares unharmed—essentially running through the flames—but any creature that begins its turn in a fiery square takes 2d6 fire damage. At the start each round, one square adjacent to each fiery square becomes a fiery square.

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Hedoni takes 5 damage from the flames, then yells "Get those folks over here now! I can't hold off this lot forever!" He then steps back and shoots at the Red monster. Liking his shot, he takes the time to shoot off another, but misses.

Move Action: Walk to A10
Standard Action: Cast Ray of Frost at Red Winged Monster.
Action Point: Cast Ray of Frost at Red Winged Monster.

Ray of Frost: (1d20+12+1=27, 1d6+9=14)
Ray of Frost (Action Point): (1d20+12+1=15, 1d6+9=10)

Ray of Frost hits Fort 24 on Red Winged Monster for 14 cold damage. Ray of Frost (Action Point) hits Fort 15 on Red Winged Monster for 10 cold damage. If hit, target is slowed until the end of Hedoni's next turn.

Shield readied.

  •  Hedoni Mindartis
    • Male Eladrin Wizard 10
    • Passive Perception: 19, Passive Insight: 19
    • AC:24, Fort:19, Reflex:22, Will:22 - Speed:6
    • HP:61, Bloodied:30, Surge Value:15, Surges left:3/8, Action Points: 2
    •  
    • Powers
      • Ray of Frost
      • Winged Horde (info)
      • Cantrips (Ghost Sound, Light, Mage Hand, Prestidigitation)
      • Second Wind
      • Fey Step (Twist the Arcane Fabric)
      • Force Orb
      • Icy Rays
      • Twist of Space
      • Shield/Jump
      • Wizard's Escape/Dimension Door
      • Illusory Wall/Arcane Gate
      • Rolling Thunder/Freezing Cloud
      • Bigby's Icy Grasp/Stinking Cloud
      • Wall of Fire/Taunting Phantoms
      • Healing Word
      • Feinting Gloves
      • Bracers of Mental Might
      • Elderwood Falcon
      • (Key: At-Will, Encounter, Daily, Item Power, Utility, Used/Not Available)

    • Magic Items
      • Bag of Holding
      • Amulet of Protection +2
      • Githweave Summoned Armor +3 (Can be sent to another dimension and recalled at will)
      • Staff of Ruin +2 (2d10 extra damage on critical attack)
      • Cat Familiar (+2 Acrobatics, no range limit, +5 to cat's Stealth)
      • Feinting Gloves (+2 to bluff checks to gain CA, Daily Power)
      • Bracers of Mental Might (Use INT instead of STR, Encounter Power)
      • Acrobat Boots (+1 Acrobatics, Stand up from Prone as minor action, At-Will Power)
      • Elderwood Falcon (Conjuration, Daily Power, info)
      • Hat of Disguise (Illusion, At-Will Power, info)

_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jul 2008
Posts: 5245
Hedoni move to one of the few fire-free spots and sends two spells into the air; one hits the lead flyer.

Readied: Sal- Sud Scales, Fog, Belt; Rav - Amulet; Hed- sheild
Initiative: Status
Red winged monster: 27 damage taken, bloodied, flying 40 ft up, HQ, slowed ENT Hed
Salazar: 55/69, 2 AP
Ravenblade: 51/78, 1 AP, in fire
Daggoth: 81/92, 2 AP
Hedoni: 47/61, 1 AP
->Mal: 55/70, 1 AP,
Yellow winged monster: no damage, flying 40 feet up. Brown winged monster: down 24, flying 20 feet up, HQ
1 citizen: no damage
Kyra: down 8, in fire

User posted image
  •   Features
      Illumination: The combination of daylight and fire provide as much bright light as the you could ever want.
      Boards: These boards were placed to facilitate evacuation from one building to another. They can be kicked or pushed off with a DC 5 Athletics check, or a DC 20 Athletics check if someone is currently standing on them.
      Buildings: The buildings range from one to four stories (2 to 8 squares) in height. Climbing the walls requires a DC 15 Athletics check.
      Fire: The marked squares are on fire when combat begins. Creatures can enter or move through the squares unharmed—essentially running through the flames—but any creature that begins its turn in a fiery square takes 2d6 fire damage. At the start each round, one square adjacent to each fiery square becomes a fiery square.

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Ravenblade looks back, making out the flying blue creatures above the flames, and vainly looks for Hedoni to come to where the rest of the Liberators are going. The ranger shakes his head, pursing his lips. He takes a deep breath, his lungs searing and burning, and shouts hoarsely. "Hedoni!!!! If you can hear me, you have to join us! The others are preparing to leave this inferno! There's no need for heroic stands!"

Not hearing an immediate reply, Ravenblade looks to where he can make out Mal and Daggoth, hoping that Kyra is among them. He then looks back to where he last saw Hedoni. "Damn that fey! Why does he always have to go off alone!" he thinks to himself, raging at the decision of trying to help his companion or making sure Kyra is safe.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Hedoni can't entirely make out what Ravenblade is saying, but yells out, "There's nothing but fire over there! We're safer returning west!"

From Emily: FYI: You came from the west. East is a ton more fire. If you want to flee away from the flames, go west.
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Oct 2008
Posts: 7786
Ravenblade's hearing makes out the sing-song voice of his eladrin companion. This time covering his mouth to prevent inhaling flames, he takes a deep breath and replies. "That's good for you then, but I can't leave yet! Try not to get yourself killed by some flying blue creatures that just might happen to be in the area!"

He then turns back towards the rest of the group, looking for Kyra, and prepares to continue on through the flames.

OOC: I completely missed the direction of the fire posts. Let's talk tactics in the strategy thread.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 4627
Mal says, "We need to get out of here, sir. I can carry you across the flames and absorb the heat. Come with me now and we can get help to put the fire out. Arombalosh, you must take care of your friend. We should all meet south of here and get the attention of the mages soon."

Diplomacy check (1d20+15=25)

OOC: Not sure really what is required. My intent is to carry the citizen south, along the Z alley. I figure I won't take much damage if any. So, diplomacy 25 to convince him then, pick him up and walk south as far as I can.


  •  Mal Geminous
    • Male Tiefling Warlord 10
    • Passive Perception: 15, Passive Insight: 15
    • AC:25, Fort:21, Reflex:19, Will:21 - Speed:5
    • HP:55/70, Bloodied:35, Surge Value:18, Surges left:8/8
    • Action Points: 0, Second Wind: not used, Fire 10 Cold 5
    •  
    • Powers
      • Intuitive Strike
      • Rousing Assault
      • IS Inspiring Word +1 x2
      • Infernal Wrath
      • Inspired Belligerence
      • Tactical Orders
      • Hammer and Anvil
      • Warlord's Strike
      • War of Attrition
      • Fearless Rescue +1
      • Pike Hedge
      • Stand Tough +1
      • Warlord's Recovery
      • Belt of Vigor
      • Fey-Blessed Circlet
      • Foe Stone
      • Flaming Glaive +2
      • Frozen Scale +2
      • Couters of Second Chances
      • Power Jewel
      • Boots of Dancing
       
    • Items
      • Hempen Rope (50ft)
      • Grappling Hook, Hammer, Pitons (10)
      • Hand Axe x2
      • Waraxe, Light Shield
       
    • Abilities
      • Basic Melee Attack +15
      • Damage: 2d4+7
      • Bloodhunt
      • Inspiring Presence
      • Combat Leader
      • Hellfire Blood
      • Polearm Flanker
       
    • Skills
      • Acrobatics +5
      • Arcana +7
      • Athletics +14
      • Bluff +11
      • Diplomacy +14
      • Dungeoneering +5
      • Endurance +6
      • Heal +10
      • History +7
      • Insight +5
      • Intimidate +14
      • Nature +5
      • Perception +5
      • Religion +7
      • Stealth +7
      • Streetwise +9
      • Thievery +5


  •  Enemies
    • Winged Monster: Bloodied at 51-55, HP at 102-110
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Emily wrote
FYI: You came from the west. East is a ton more fire. If you want to flee away from the flames, go west.


OOC: You can head south if you like, but you won't be out of the fire. If you want to escape the fires, go west. That is where you came from. To the east is deeper into the Stonehammer district, which is on fire.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
At first, the man seems to mistrust the tiefling's appearance, his first impression being that Mal must be in league with the winged creatures. However, once he hears Mal's courteous words, he nods in agreement. Mal is strong enough to lift the resident and carry him over his shoulders, but the weight slows him down.

OOC: We chatted and Josh said he'll have Mal go west carrying the man.

The fire leaves some serious burns on one of Kyra's legs and she moves away. 2d6=9 Not sure who to trust, she looks from the horned tiefling to the nearby dragonborn to the armored human and is torn with indecision.

The flying creatures converge on the lone wizard. As soon as the berbalang's claws dig into his shoulder, Hedoni's magical shield springs into effect. It helps some, but the wizard still takes 11 damage.

Red watches the fires spread and licks its lips as the bodies char to crisps. It holds back its hunger to feast on the dead, and slowly flies down to absorb Brown. As the winged creatures merge, Red regains strength and stops bleeding.

Readied: Sal- Sud Scales, Fog, Belt; Rav - Amulet; Hed- shield
Initiative: Status
Red winged monster: some damage, flying 10 ft up, HQ, slowed ENT Hed
->Salazar: 55/69, 2 AP, in fire
Ravenblade: 51/78, 1 AP, in fire
Daggoth: 81/92, 2 AP, in fire
Hedoni: 36/61, 1 AP, +4 to AC and Ref ENT Hed, in fire
Mal: 55/70, 1 AP, carrying citizen, slowed, in fire
Yellow winged monster: no damage, flying 5 feet up. Brown winged monster: down 24, flying 5 feet up, HQ
1 citizen: no damage
Kyra: down 17, in fire

User posted image
  •   Features
      Illumination: The combination of daylight and fire provide as much bright light as the you could ever want.
      Boards: These boards were placed to facilitate evacuation from one building to another. They can be kicked or pushed off with a DC 5 Athletics check, or a DC 20 Athletics check if someone is currently standing on them.
      Buildings: The buildings range from one to four stories (2 to 8 squares) in height. Climbing the walls requires a DC 15 Athletics check.
      Fire: The marked squares are on fire when combat begins. Creatures can enter or move through the squares unharmed—essentially running through the flames—but any creature that begins its turn in a fiery square takes 2d6 fire damage. At the start each round, one square adjacent to each fiery square becomes a fiery square.

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar realizes he went the wrong way and heads back to the west.

Start of turn - Fire zone, Fire Zone (2d6=3) = 3 damage - 5 for Dragon Soul = 0 fire damage.

Move action - Double Move to N7.

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


  •  Salazar Miller
    • Male Human Sorcerer 10
    • Passive Perception: 14, Passive Insight: 14, Senses: Normal
    • AC: 24, Fort: 22, Reflex: 20, Will: 25 - Speed: 6
    • HP: 55/69, Bloodied: 34, Surge Value: 19, Surges left: 9/10
    • Action Points: 2
    • Resists: 5 Fire, 5 Necrotic

    • Dragon Scales (Class): +2 AC until the end of an encounter once first bloodied.
    • Dragon Soul (Class): Resist 5 fire, pierce 5 fire resistance in enemies.
    • Action Surge (Feat): +3 to hit with attacks gained via Action Point.

    • Powers
    • -Blazing Starfall
    • -Burning Spray
    • -Dragonfrost
    • -Dragon's Breath (requires familiar in active mode)
    • -Fog Form
    • -Flame Spiral
    • -Rimestorm
    • -Second Wind
    • -Spatial Trip
    • -Sudden Scales
    • -Thundering Roar
    • -Ice Javelins
    • -Sun's Illumination
    • -Winds of Change

    • Items
    • -Staff of Ruin +2 - +2 attack / +4 damage, +2d10 damage on a crit.
    • -Armor of Resistance (Necrotic) +2 - Resist 5 Necrotic.
    • -Choker of Eloquence +2 (Daily) - Free Action. Use this power after you roll a Bluff or Diplomacy check. Reroll that check, using the second result even if it's lower.
    • -Gauntlets of Blood (Heroic) - +2 damage against bloodied targets.
    • -Belt of Raging Endurance (Encounter) - Immediate Interrupt. Trigger: An enemy hits you and causes damage. Effect: You gain resist 15 against that attack, but you also take 10 damage at the end of your next turn. Also, gain 1 healing surge.
    • -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
Salazar goes back the way he came, untouched by the fire.

Readied: Sal- Sud Scales, Fog, Belt; Rav - Amulet
Initiative: Status
Red winged monster: some damage, flying 10 ft up, HQ, slowed ENT Hed
Salazar: 55/69, 2 AP, in fire
->Ravenblade: 51/78, 1 AP, in fire
Daggoth: 81/92, 2 AP, in fire
Hedoni: 36/61, 1 AP, +4 to AC and Ref ENT Hed, in fire
Mal: 55/70, 1 AP, carrying citizen, slowed, in fire
Yellow winged monster: no damage, flying 5 feet up.
Brown winged monster: absorbed
1 citizen: no damage
Kyra: down 17, in fire

User posted image
  •   Features
      Illumination: The combination of daylight and fire provide as much bright light as the you could ever want.
      Boards: These boards were placed to facilitate evacuation from one building to another. They can be kicked or pushed off with a DC 5 Athletics check, or a DC 20 Athletics check if someone is currently standing on them.
      Buildings: The buildings range from one to four stories (2 to 8 squares) in height. Climbing the walls requires a DC 15 Athletics check.
      Fire: The marked squares are on fire when combat begins. Creatures can enter or move through the squares unharmed—essentially running through the flames—but any creature that begins its turn in a fiery square takes 2d6 fire damage. At the start each round, one square adjacent to each fiery square becomes a fiery square.

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
As Salazar passes him, Ravenblade gives him a questioning look. Not receiving a response, and fearing the worst, he runs east to stop in relief when he sees Kyra. Looking at her, he assesses her wounds and thinks what might be best to say in order to make her act swiftly. "Kyra, thank the gods you're still alive. It's me, Arombalosh. You're probably just as surprised as I am to meet a second time so recently after it's been years that we both escaped the clan. That doesn't matter now though. Let's get out of this inferno. The flames seem to be spreading east, so let's head the other way. Here, drink this. It will ease some of the pain and heal the burns." he finishes, holding out healing potion expecting her to take it as she passes him.

1d20+9+1=22 Insight roll on Kyra

Fire Damage: 2d6=4
Double-Move: to Y6
Minor: hold out a healing potion for Kyra to take

OOC: I hope she's convinced, takes the healing potion, drinks it, and starts running west.

surges: 7/9
action point(s) left: 1, not yet used in this encounter

  •  Ravenblade
    • Male Dwarf Ranger, Level 10
    • Passive Perception: 24, Passive Insight: 19
    • AC: 25(17) Fort: 22 Reflex: 20 Will: 21 Speed: 5, Initiative: +6
    • HP: 78, Bloodied: 39, Surge Value: 19, Surges: 9
    • Cast-Iron Stomach: +5 save vs poison
    • Stand Your Ground: -1 space forced movement / imm save vs prone att
    • Dwarven Resilience: second wind as minor action
    • Running Attack: +1 to hit with powers that include movement and moved at least 2 spaces
    • Swift Footwork: shift 2 extra with martial encounter or daily powers
    • Basic Melee: 1d20+15+1;1d10.minroll(3)+12 (add +1 hit and +3 damage if attacking a bloodied enemy, bloodthirsty craghammer / +1 to hit on a charge from running attack)
    • Basic Ranged: 1d20+13+1;1d6+7 (with Rebounding Throwing Hammer)
    • Powers
    • Marauder's Rush
    • Twin Strike
    • Evasive Strike
    • Resume the Hunt (free act/trigger: reduce enemy to 0 hp, move speed (5), don't provoke OA for leaving 1st space, +2 def UENT)
    • Second Wind
    • Serpentine Dodge (move act: shift 5, gain +n def, n=enemies adj during the shift)
    • Sweeping Whirlwind
    • Thundertusk Boar Strike
    • Inspiring Fortitude (allies in brst 5 gain 13 THP when I use 2nd wind)
    • Attacks on the Run
    • Jaws of the Wolf
    • Two-Wolf Pounce
    • Items
    • Imposter's Chainmail +2 (at-will/polymorph minor) +2 bluff rolls
    • Avalanche Craghammer +2 charge att 1W extra dam, crit=2d10+prone
    • Bloodthirsty Craghammer +3 +1 to hit and +3 damage to bloodied enemies, crit=3d10
    • Rebounding Throwing Hammer +1 (encounter/free) on a miss, roll basic ranged on enemy within 5 of target
    • Belt of Sonnlinor Righteousness resist 10 all when at 0 hp or fewer, (daily/no action) when an attack reduces me to 0 hp inflict the same amount of damage on the attacker
    • Wavestrider Boots (daily/minor) walk on liquids until EoE
    • Orc's Eye Amulet (encounter/imd reac) 5 temp HP to ally bloodying enemy
    • Resplendent Circlet (encounter/minor) enemy adj ally, burst 5, c.a. until EoE
    • Alchemical Silver
    • Augmenting Whetstone
    • Life Shroud
    • Potion of Healing 1 / 2 / 3 / 4 / 5
    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
      • _______________
        Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
        « Last edit by Viktor on Sun Dec 05, 2010 4:36 pm. »
Moderator
Registered: Oct 2008
Posts: 4627
OOC: You mean run west. Also, if she can get within 5 of me, I can heal her. Hell, I should have done that my last turn, but oh well.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Josh wrote
OOC: You mean run west. Also, if she can get within 5 of me, I can heal her. Hell, I should have done that my last turn, but oh well.


OOC: Yes, she should run west. I edited my OOC to reflect this. Don't worry about the healing. She can drink the potion for now and then she'll likely need your healing on the way west anyhow. Thanks.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Kyra's paniced expression turns to surprise and then relief as she recogognizes her childhood friend and then exclains, "Arombalosh, it is you!" Trusting him completely, she drinks the potion and looks Ravenblade up and down. She takes in his two craghammers, finemail armor, silver circlet and other refined armorments. She shoots him a questioning look as if to ask 'How'd you get all that fancy stuff?" but instead asks "What are you doing here?"

Readied: Sal- Sud Scales, Fog, Belt; Rav - Amulet
Initiative: Status
Red winged monster: some damage, flying 10 ft up, HQ, slowed ENT Hed
Salazar: 55/69, 2 AP, in fire
Ravenblade: 51/78, 1 AP, in fire
->Daggoth: 81/92, 2 AP, in fire
Hedoni: 36/61, 1 AP, +4 to AC and Ref ENT Hed, in fire
Mal: 55/70, 1 AP, carrying citizen, slowed, in fire
Yellow winged monster: no damage, flying 5 feet up.
Brown winged monster: absorbed
1 citizen: no damage
Kyra: down 7, in fire

User posted image
  •   Features
      Illumination: The combination of daylight and fire provide as much bright light as the you could ever want.
      Boards: These boards were placed to facilitate evacuation from one building to another. They can be kicked or pushed off with a DC 5 Athletics check, or a DC 20 Athletics check if someone is currently standing on them.
      Buildings: The buildings range from one to four stories (2 to 8 squares) in height. Climbing the walls requires a DC 15 Athletics check.
      Fire: The marked squares are on fire when combat begins. Creatures can enter or move through the squares unharmed—essentially running through the flames—but any creature that begins its turn in a fiery square takes 2d6 fire damage. At the start each round, one square adjacent to each fiery square becomes a fiery square.

edit: thanks for the adjusted map Viktor
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Mon Dec 06, 2010 5:05 pm. »

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