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The Temple Between

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Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Still surrounded by flames, Hedoni takes 6 more damage from the fire, and realizes he's in trouble. He shifts away once more from Yellow, shoots a ray of frost at Red, and then takes a moment to heal himself.

Move Action: Shift to D8
Standard Action: Cast Ray of Frost at Red Winged Monster.
Minor Action: Cast Healing Word.

Ray of Frost: (1d20+12+1=20, 1d6+9=10)
Healing Word: (2d6+15=20)

Ray of Frost hits Fortitude 20 on Red Winged Monster for 10 cold damage. Targets are slowed if hit.

Healing World heals 20HP.

  •  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
Viktor wrote
Gary wrote
OOC: Daggoth marked Yellow, but it isn't in the status list.
OOC: It looks like yellow also took 14 damage from the action point attack.

Yeah sorry, I thought Daggoth's attack was against Red for some reason. I'll take the 14 damage and mark off Red and apply to Yellow.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Hedoni takes a step back. After his spell melts away in the heat, he calls on his casual relationship with Corellon to heal himself.

Readied: Sal- Sud Scales, Fog, Belt; Rav - Amulet
Initiative: Status
Salazar: 48/69, 2 AP, in fire
Ravenblade: 28/78, 1 AP, in fire, dazed SE, bloodied
Daggoth: 80/92, 1 AP
Hedoni: 25/61, 1 AP, in fire, bloodied
->Mal: 55/70, 1 AP, carrying citizen, slowed, in fire
Yellow winged monster: down 14, flying 5 feet up, marked
Red winged monster: taken 36 damage, flying 10 ft up, HQ
1 citizen: no damage, on Mal
Kyra: down 22, in fire, dazed SE

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
OOC: Any thoughts? I can heal Ravenblade or Kyra. I can also move up to 4 squares. And I can use Tactical Orders (minor action close burst 3 that lets me and an ally shift up to speed as a free action).
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Josh wrote
OOC: Any thoughts? I can heal Ravenblade or Kyra. I can also move up to 4 squares. And I can use Tactical Orders (minor action close burst 3 that lets me and an ally shift up to speed as a free action).


OOC: I suggest minor action to heal Kyra, minor action tactical orders to shift Mal and Kyra their speed further along, and standard action Mal to either move half-speed with his citizen or attack red after the shift. Rav still has his second wind if he needs it.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 4627
"Come on Ravenblade, let's go! Kyra, get out of the fire as fast as you can!"

Minor Action: Improved Saving Inspiring Word +1 (Close burst 5; One ally gets Healing Surge +2d6+5 HP or Healing Surge +5 HP and a saving throw)

Minor Action: Tactical Orders (Close burst 3; Mal and an ally in burst can shift speed as a free action)

Move Action: Walk (Move Speed)

OOC: IW on Kyra healing her for a surge+5 HP and 2d6 or a save (Emily can choose/roll). Tactical Orders, shifting 2 to L7 and Kyra can shift 5? Walk 2 to J7.


  •  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: 1, 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's commands shake Kyra out of her daze and get her moving again. Heal surge+5 = 19 Save vs Dazed (1d20=19)

Yellow decides to ignore Daggoth and follows Hedoni. The creature rakes its claws down the wizard's side for 14 damage.

Red flies up to Yellow, grabs it by the head, and swallows it whole. Back up to its former strength, the flyer grins down at your group.

Kyra moves as quickly as she can out of the fire to the west 2d6=7.

Readied: Sal- Sud Scales, Fog, Belt; Rav - Amulet
Initiative: Status
->Salazar: 48/69, 2 AP, in fire
Ravenblade: 28/78, 1 AP, in fire, dazed SE, bloodied
Daggoth: 80/92, 1 AP
Hedoni: 11/61, 1 AP, in fire, bloodied
Mal: 55/70, 1 AP, carrying citizen, slowed, in fire
Yellow winged monster: absorbed
Red winged monster: no damage, flying 10 ft up, HQ
1 citizen: no damage, on Mal
Kyra: down 10, fled west

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 ignores the flames and moves towards the creature. He roars, but the enemy ignores his thunder just as easily.

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

Move action - Move to B8.

Standard action - Thundering Roar against Red (close blast 3, C-E/9-11).

Thundering Roar Red (24H) (1d20+13+1=17, 2d6+14=23)

Hits Fort 17 for 23 thunder damage against Red and on a hit, the target also takes a -2 penalty to attack rolls until the end of your next turn.

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: 48/69, 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 moves closer to the monster, but doesn't do much else.

Readied: Sal- Sud Scales, Fog, Belt; Rav - Amulet
Initiative: Status
Salazar: 48/69, 2 AP, in fire
->Ravenblade: 28/78, 1 AP, in fire, dazed SE, bloodied
Daggoth: 80/92, 1 AP
Hedoni: 11/61, 1 AP, in fire, bloodied
Mal: 55/70, 1 AP, carrying citizen, slowed, in fire
Yellow winged monster: absorbed
Red winged monster: no damage, flying 10 ft up, HQ
1 citizen: no damage, on Mal
Kyra: down 10, fled west

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
Coughing and burning, Ravenblade only manages to move further west in a daze.

Fire Damage: 2d6=7
Standard: move to M9
Save vs Dazed: 1d20+1=4

OOC: Ready orc's eye amulet to grant 5 temp hp to first ally that bloodies an enemy.

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 makes his way a bit farther west.

Readied: Sal- Sud Scales, Fog, Belt; Rav - Amulet
Initiative: Status
Salazar: 48/69, 2 AP, in fire
Ravenblade: 21/78, 1 AP, in fire, dazed SE, bloodied
->Daggoth: 80/92, 1 AP
Hedoni: 11/61, 1 AP, in fire, bloodied
Mal: 55/70, 1 AP, carrying citizen, slowed, in fire
Yellow winged monster: absorbed
Red winged monster: no damage, flying 10 ft up, HQ
1 citizen: no damage, on Mal
Kyra: down 10, fled west

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
"Come on Ravenblade, snap out of it!"

Daggoth hurls his axe at the remaining monster while yelling some words on encouragement.

Thrown handaxe vs red (1d20+17=31, 1d6+8=9)
Hits 31 vs AC for 9 damage, marking.



  •  Daggoth Varkash
    • Male Dragonborn Fighter 10
    • Passive Perception: 14, Passive Insight: 14
    • AC:27, Fort:24, Reflex:20, Will:18 - Speed:5
    • HP:80/92, 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 hits his mark and the fire barely bothers him. 2d6=6

Readied: Sal- Sud Scales, Fog, Belt; Rav - Amulet
Initiative: Status
Salazar: 48/69, 2 AP, in fire
Ravenblade: 21/78, 1 AP, in fire, dazed SE, bloodied
Daggoth: 79/92, 1 AP
->Hedoni: 11/61, 1 AP, in fire, bloodied
Mal: 55/70, 1 AP, carrying citizen, slowed, in fire
Red winged monster: taken 9 damage, flying 10 ft up, HQ, marked
1 citizen: no damage, on Mal
Kyra: down 10, fled west

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 more damage from the fire, then again shoots a ray of frost at Red. He then heads as far west as possible before taking a moment to heal himself.

Standard Action: Cast Ray of Frost at Red Winged Monster.
Move Action: Run West 8 squares
Action Point: Second Wind (unless I can run to a square that's not on fire)

Ray of Frost: (1d20+12+1=24, 1d6+9=13)

Ray of Frost hits Fortitude 24 on Red Winged Monster for 13 cold damage. Targets are slowed if hit.

Second Wind heals 15 HP and gives +2 to all defenses.

  •  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
OOC: Before I go and redo the map, are you guys going to stay and fight or flee? I think the monster is just going to fly back up high and let the flames do his work for him.

The fire extends a couple squares west, so if Hedoni runs 8 squares west he'll be out of the fire.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
OOC: Mal is going to keep moving to the west. He can't get close enough to Red this turn, but he would swing if he is.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
"Let's go!"

Hedoni won't use his Second Wind if he's at least 2 spaces from the fire, but he's gonna keep running.
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Oct 2008
Posts: 7786
Having seen Kyra run west, well away from the fire, Ravenblade looks around and then up at the creature that caused all this destruction. Gripping his hammers more tightly, he clenches his teeth to distract from the pain of all his burns. "By Moradin, you will pay for this! You will not abuse the power of fire anymore!" he swears.

OOC: Let's stay and kill the beast, otherwise it will just pick up more bombs and start burning another part of the city.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Hedoni shoots off a blast of cold the monster and then flees west out of the flames.

OOC: I guess that means keep on fighting and here is more map.

Readied: Sal- Sud Scales, Fog, Belt; Rav - Amulet
Initiative: Status
Salazar: 48/69, 2 AP, in fire
Ravenblade: 21/78, 1 AP, in fire, dazed SE, bloodied
Daggoth: 79/92, 1 AP
Hedoni: 6/61, 1 AP, bloodied
->Mal: 55/70, 1 AP, carrying citizen, slowed, in fire
Red winged monster: taken 22 damage, flying 10 ft up, HQ, marked, bloodied, slowed ENT Hed
1 citizen: no damage, on Mal
Kyra: down 10, fled west

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
« Last edit by Emily on Tue Dec 28, 2010 11:06 pm. »
Moderator
Registered: Oct 2008
Posts: 4627
We are almost through this!

Fire Damage (2d6-10=-3)

Minor Action: Improved Saving Inspiring Word +1 (Close burst 5; One ally gets Healing Surge +2d6+5 HP or Healing Surge +5 HP and a saving throw)

Move Action: Walk (Move Speed)

Move Action: Walk (Move Speed)

OOC: IW on Ravenblade (he can choose to save vs. dazed or roll 2d6 if he wants). Double Move to Q7. No fire damage taken.


  •  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: 1, 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: Oct 2008
Posts: 7786
Sensing Mal's intent to finish this off, Ravenblade feels much better and his eyes regain a new focus.

Improved Saving Inspiring Word Healing: Surge+5 = 19+5 = 24 hp
Improved Saving Inspiring Word Save vs Dazed: 1d20+1=12

OOC: Thanks.

surges: 6/9
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
Mal moves as quickly as he can to get the man he is carrying to safety. Ravenblade gains some confidence and his head clears.

Red flies up and back to get out of range and bide its time.

Kyra gets as far from the spreading fire as she can.

Readied: Sal- Sud Scales, Fog, Belt; Rav - Amulet
Initiative: Status
->Salazar: 48/69, 2 AP, in fire
Ravenblade: 45/78, 1 AP, in fire, bloodied
Daggoth: 79/92, 1 AP
Hedoni: 6/61, 1 AP, bloodied
Mal: 55/70, 1 AP, carrying citizen, slowed, in fire
Red winged monster: taken 22 damage, flying 30 ft up, HQ, marked, bloodied, slowed ENT Hed
1 citizen: no damage, on Mal
Kyra: down 10, fled west

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 again ignores the fire and then sends two blasts of ice at the creature, hitting both times.

"Let's finish this thing off so that the townsfolk can come in and form a bucket brigade to get this fire out!"

Start of turn - Fire zone, Fire Zone (2d6=4) = 4 damage - 5 for Dragon Soul = 0 fire damage.

Standard action - Dragonfrost against Red.

Dragonfrost Red (24H, Gauntlets) (1d20+13+1=29, 1d8+14+2=24)

Hits Fort 29 for 24 cold damage against Red.

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

ACTION POINT! Heal 9 HP from Mal's Inspiring Presence.

Standard action - Dragonfrost against Red.

Dragonfrost Red (24H, Action Surge, Gauntlets) (1d20+13+3+1=27, 1d8+14+2=24)

Hits Fort 27 for 24 cold damage against Red.

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: 57/69, Bloodied: 34, Surge Value: 19, Surges left: 9/10
    • Action Points: 1
    • 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
The monster lets out an ear spliting wail as Salazar's spells repeatedly hits the thing. It realizes that it might actually not survive to feast on all the dead bodies so close at hand.

Readied: Sal- Sud Scales, Fog, Belt; Rav - Amulet
Initiative: Status
Salazar: 48/69, 2 AP, in fire
->Ravenblade: 45/78, 1 AP, in fire, bloodied
Daggoth: 79/92, 1 AP
Hedoni: 6/61, 1 AP, bloodied
Mal: 55/70, 1 AP, carrying citizen, slowed, in fire
Red winged monster: taken 70 damage, flying 30 ft up, HQ, marked, bloodied, slowed ENT Hed
1 citizen: no damage, on Mal
Kyra: down 10, fled west

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 barely registers the flames as he moves as far west as he can.

Fire Damage: 2d6=2
Double Move: to o9

surges: 6/9
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)

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