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The Temple Between

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Registered: Jul 2008
Posts: 5245
Ravenblade doesn't hesitate as he moves west.

Readied: Sal- Sud Scales, Fog, Belt; Rav - Amulet
Initiative: Status
Salazar: 48/69, 2 AP, in fire
Ravenblade: 43/78, 1 AP, 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
Member
Registered: Jul 2008
Posts: 1061
Location: Glendale, CA
Daggoth keeps heading west, and even though the flying creature is quite far away, he nevertheless gives his axe another heave, hoping to score a hit.

Move to M8
thrown handaxe vs red (1d20+17-2=22, 1d6+8=14)
22vs AC for 14 damages
Marking.




  •  Daggoth Varkash
    • Male Dragonborn Fighter 10
    • Passive Perception: 14, Passive Insight: 14
    • AC:27, Fort:24, Reflex:20, Will:18 - Speed:5
    • HP:79/92, 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's axe doesn't fly far enough, but he gets the monster's attention.

Readied: Sal- Sud Scales, Fog, Belt; Rav - Amulet
Initiative: Status
Salazar: 48/69, 2 AP, in fire
Ravenblade: 43/78, 1 AP, 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
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Happily out of the flames, Hedoni shoots red once more with a ray of frost. This time he hits the monster hard.

Standard Action: Cast Ray of Frost at Red Winged Monster.


Ray of Frost: (1d20+12+1=32, 1d6+9=12)

Ray of Frost hits Fortitude 32 on Red Winged Monster for 12 cold damage. Targets are slowed if hit.

  •  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's spell packs some punch and the enemy howls in pain.



Readied: Sal- Sud Scales, Fog, Belt; Rav - Amulet
Initiative: Status
Salazar: 48/69, 2 AP, in fire
Ravenblade: 43/78, 1 AP, 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: 4627
"I can see the edge of the fire now!"

Fire damage (2d6-10=-2)

Move Action: Walk (Move Speed)

Move Action: Walk (Move Speed)

OOC: Double Move to M7. 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: Jul 2008
Posts: 5245
Mal moves slowly through the fire; he should make it out soon.

Now seriously injured, the enemy moves up and away slowly.

Kyra stays put.

Readied: Sal- Sud Scales, Fog, Belt; Rav - Amulet
Initiative: Status
->Salazar: 48/69, 2 AP, in fire
Ravenblade: 43/78, 1 AP, 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 40 ft up, HQ, marked, bloodied, slowed ENT Hed
1 citizen: no damage, on Mal
Kyra: down 10

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 feels a little of the heat from the flames, but it doesn't prevent him from hitting the creature with a blast of cold.

Start of turn - Fire zone, Fire Zone (2d6=9) = 9 damage - 5 for Dragon Soul = 4 fire damage.

Standard action - Dragonfrost against Red.

Dragonfrost Red (24H, Gauntlets) (1d20+13+1=24, 1d8+14+2=21)

Hits Fort 24 for 21 cold damage against Red.

Move action - IF Red is dead, Salazar will move out of the fire to H8.

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: 53/69, 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: Oct 2008
Posts: 7786
Ravenblade tries hitting the creature with his throwing hammer, but to no avail. He then grits his teeth and begins climbing up the nearby building.

Fire Damage: 2d6=6
Standard: 1d20+13+1=18, 1d6+8+1d6=13 Ranged Basic, +1 24h, +1d6 HQ
Move: climb up 10 feet with athletics roll 1d20+13+1=23

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
Before Ravenblade can act, Salazar sends a blast of cold at the monster. The spell hits the creature squarely in the chest and freezes in midair. It falls to the ground and shatters into pieces.

As she gazes at the unnatural flames Kyra asks "Isn't there any way you can stop the fire?

Current Status
Salazar: 48/69, 2 AP, in fire
->Ravenblade: 43/78, 1 AP, 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: dead
1 citizen: no damage, on Mal
Kyra: down 10

  •   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 from the smoke and flames burning his lungs, Ravenblade moves towards the sound of Kyra's voice, turns around and wonders what can be done. "We should send for the fire brigade at least. I suppose we could try collapsing some of the houses on the fire's rim, to prevent the flames from climbing up towards the nearby untouched roofs. Other than that, it is in Moradin's and Melora's hands. Only a miracle to quench the inferno or a sudden downpour likely will aid here." says Ravenblade and then closes his eyes in silent prayer to both deities.

Double-Move: to E8

OOC: I don't suppose we have a wall of water or ice to help us? Any other ideas, other than getting help, starving the fire, or praying?
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
OOC: I don't suppose we have a wall of water or ice to help us? Any other ideas, other than getting help, starving the fire, or praying?

OOC: Hint - Try a skill/knowledge roll. For example, pray = religion roll.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Ravenblade moves out of the fire and wonders if the fire will only be quenched by divine intervention.

Current Status
Salazar: 57/69, 1 AP, in fire
Ravenblade: 43/78, 1 AP, 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: dead
1 citizen: no damage, on Mal
Kyra: down 10

  •   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 knows his Freezing Cloud spell won't last long enough to do much for the flames, and that his cantrips can only work on a small area at a time. He digs into his arcane memory to see if he has any other tricks up his sleeve, or could possibly join forces magically with his comrades...

Arcana check: (1d20+17+1=29)
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Oct 2008
Posts: 7786
While praying silently, Ravenblade wonders what kind of sacrifice might be required to have Moradin control this inferno just like the fires of the forge are controlled for creation and not destruction.

1d20+4+1=16 Religion roll

OOC: Thanks Emily. I should have thought of that.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
  •   For Hedoni only
      Hedoni knows the “fire tetrahedron” :
      -Reducing agent (fuel)
      -Heat
      -Self-sustained chemical chain reaction
      -Oxidizing agent (oxygen)

      He remembers from his alchemical lab classes at Olorin's that the best way to put out an alchemical fire is to smother it with Fey Salt. Smothering it with something else will work too.

      Also, water won't help. He remembers when Percival Ponchard had gotten on his some alchemical flames on his sleeve after an accident with invocation gas a bottle if rum. Percival had tried dousing it with water and all it did was spread the fire up to his hair.
Arcana Success
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Mon Jan 03, 2011 12:59 pm. »
Moderator
Registered: Jul 2008
Posts: 5245
Either Moradin doesn't like silent prayers, or Ravenblade's recent disloyalty to his home clan has made the God of the Forge angry at the ranger. Although he had moved well out of the fire, Ravenblade is suddenly enveloped in a shower of white hot flame and takes 20 fire damage. Religion failure.

Current Status
Salazar: 57/69, 1 AP, in fire
Ravenblade: 23/78, 1 AP, 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: dead
1 citizen: no damage, on Mal
Kyra: down 10

  •   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
Daggoth steps out of the flames, and shakes his head

"Shit, I'm a fighter, not a fireman."

OOC: Now that we are out of combat, can I use my cold breath again? or does fighting the fire remain all part or the same encounter, meaning that its still unavailable?
Moderator
Registered: Jul 2008
Posts: 5245
marek wrote
OOC: Now that we are out of combat, can I use my cold breath again? or does fighting the fire remain all part or the same encounter, meaning that its still unavailable?
OOC: You're kind of out of combat. Those in the fire zone can still take damage and this is still the same encounter, so no. Unless, you take a short rest, you can't use your cold breath again.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
"Ahhhhh!" exclaims Ravenblade in sudden pain as he the searing flames exact vengeance for his lack of faith.

Seeing Daggoth emerge from the flames and declare his non-existent firefighting skills, the dwarf ranger grimaces. "It is not too late for us to stop the spread of this inferno. We can prevail right here until reinforcements arrive. We traveled to and emerged from the Mountainroot. Surely Moradin will not forsake this city and our cause if we stand firm." he says out loud, his eyes unfocused, the reflected flames flickering in his pupils. The timbre in his voice sounds uncharacteristally solemn.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
"We might be able to do this if we all work together. Anything cold will put it out, and smothering it with dirt or something similar will work too. Just don't try water - these kinds of flames feed on it."
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Member
Registered: Jul 2008
Posts: 1061
Location: Glendale, CA
Daggoth raises an incredulous eyebrow in Hedonis direction.

"Dirt? this fire is spreading too fast for me to throw handfuls of dirt on it. This ain't no campfire, boy. For every patch I can put out 10 more will be set ablaze."

Daggoth coughs up a few tiny ice crystals.

"As for cold... I'm all out for a while. And who came up with this alchemical fire crap? Magical fire that spreads FOREVER. Brilliant! What could possibly go wrong!? I swear to Kord I'm starting Slap-an-Alchemist Day if we ever live through this."

I will end my turn after moving to H8.
Daggoth will take direction, but he's out of his element here.
Moderator
Registered: Jul 2008
Posts: 5245
Unsure what to do and frustrated, Daggoth merely curses at the fire.

OOC: Hedoni already did an arcana check, so Mal can go.

Current Status
Salazar: 57/69, 1 AP, in fire
Ravenblade: 23/78, 1 AP, 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: dead
1 citizen: no damage, on Mal
Kyra: down 10

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
Mal walks out of the fire and sets the citizen down. "Go now and bring help. We need anything magical that can put out a fire. MOVE IT!"

Fire damage (2d6-10=-1)

OOC: If I can do a minor or free action Religion check to stop the fire:

Religion check (+7 skill, +1 24hr) (1d20+8=20)


"Oh, Pelor, please save this dwarven city that we can better send your enemies back to the Shadowfell!"
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
« Last edit by Josh on Thu Jan 06, 2011 10:33 pm. »
Moderator
Registered: Jul 2008
Posts: 5245
Mal calls out the god of sun and summer. Although Pelor generally enjoys light and heat, he is also opposes suffering. It seems the warlord is a faithful follower of his god since his prayer is answered and some of the fires die down. (Religion success).

The man Mal had been carrying rushes off, whether to find help or save his skin, you can only guess.

Kyra sinks to the ground and prays for help, "Moradin, this is the dwelling place of your people, our homes, our hearths. You know the ways of fire and heat. Please, help us and keep this city from burning to the ground."

Current Status
->Salazar: 57/69, 1 AP, in fire
Ravenblade: 23/78, 1 AP, 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: dead
1 citizen: no damage, on Mal
Kyra: down 10

  •   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

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