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The Horned Hold and Sea of Shadows (Part II of Thunderspire Labyrinth)

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Moderator
Registered: Oct 2008
Posts: 7609
Corydimbiddle shifts away, then kills a duergar with an expertly placed dagger, thereby granting some allies a boost (MW granted). The slaves stay where they are, although the one who picked up a brick makes a badly aimed throw at a duergar. The northernmost duergar shifts into the spot vacated by Corydimbiddle and guts Hadad for 9 damage.

OOC: Green fluffy things are mystical debris (=difficult terrain).

Encounters completed this day: 1
Magic Weapon bonus (+1/+3): Hadad, Edeya
Readied Powers: fade away, iron mind
Initiative
Edeya: 25/45 (7/8, 1 AP)
Demuriath: 15/45 (9/10, 1 AP) bloodied
Fire Goblin Man (A): unconscious
Burning Squares: Deal 1d8 damage to anyone who starts their turn inside, anyone who enters them or to where the fire spreads. Every round, each fire square can spread to 1d3 adjacent squares. Putting out one fire square requires a minor action DC12 or use of powers (regular action as the power dictates) or innovative ideas with skills (e.g. ice, water, frost, sand, vacuum, etc. effects).
Green Duergar: unconscious
Azad: 43/58 (12/13, 1 AP)
Red Duergar: down 12, divC, -2 att UENT Azad
Purple Duergar:
Red Orc (Grunt): down 10
Corydimbiddle: 22/45 (6/7, 0 AP) bloodied
Fruitjuicinator (Obedient Servant): 22/22 Marked adjacent enemies take 3 damage at start of turn.
3 Human Slaves (yellow borders):
Blue Duergar:
=>Hadad: 20/36 (5/6, 1 AP) bloodied

User posted image

  •  Features of the Area
    • Illumination: Bright except for shaded areas which are dark.
      Ceiling: 15 feet high inside the bastions, 100+ feet high outside the bastions
      Barrels, Crates, Debris, Rubble, Woodpiles: difficult terrain
      Chasm: The chasm is 300+ feet deep.
      Doors: All interior doors are closed, but unlocked and made of wood with metal bands. PC's can't see what's on the other side of closed doors until opened, even though I've made the map visible for ease. Opened doors will be noted with green dots.
      Fire: Creatures starting their turn in a fire take 1d8 fire damage.
      Tables: Small creatures can gain cover by moving under them. Standard action to tip them over and get cover on either side, or superior cover if prone.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Lanharath - Kalashtar Enlightened Ardent (Eberron)
Corvan Danaviss - Human Arena Weaponmaster (Dark Campaign)
Dungeon Master (Points of Light)
Moderator
Registered: Jun 2009
Posts: 3058
OOC: Not sure what Nathan had set up, but Hadad would have used Shield vs the first attack to hit him.

Hadad waits to see if Edeya can get the creature away from him, or kill it. (Delay until after Edeya)
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Oct 2008
Posts: 7609
Hadad bides his time and beckons Edeya to act first.

OOC: I thought about shield the last time Hadad was hit (I also don't know what Nathan set up and let you decide it for this encounter), but since you used mystical debris as his level 2 utility already, shield could not have been readied. Oh, and if you're worried about OA's against Hadad I think his staff expertise feat prevents those with ranged attacks.

Green fluffy things are mystical debris (=difficult terrain).


Encounters completed this day: 1
Magic Weapon bonus (+1/+3): Hadad, Edeya
Readied Powers: fade away, iron mind
Initiative
=>Edeya: 25/45 (7/8, 1 AP)
Hadad: 20/36 (5/6, 1 AP) bloodied
Demuriath: 15/45 (9/10, 1 AP) bloodied
Fire Goblin Man (A): unconscious
Burning Squares: Deal 1d8 damage to anyone who starts their turn inside, anyone who enters them or to where the fire spreads. Every round, each fire square can spread to 1d3 adjacent squares. Putting out one fire square requires a minor action DC12 or use of powers (regular action as the power dictates) or innovative ideas with skills (e.g. ice, water, frost, sand, vacuum, etc. effects).
Green Duergar: unconscious
Azad: 43/58 (12/13, 1 AP)
Red Duergar: down 12, divC, -2 att UENT Azad
Purple Duergar:
Red Orc (Grunt): down 10
Corydimbiddle: 22/45 (6/7, 0 AP) bloodied
Fruitjuicinator (Obedient Servant): 22/22 Marked adjacent enemies take 3 damage at start of turn.
3 Human Slaves (yellow borders):
Blue Duergar:

User posted image

  •  Features of the Area
    • Illumination: Bright except for shaded areas which are dark.
      Ceiling: 15 feet high inside the bastions, 100+ feet high outside the bastions
      Barrels, Crates, Debris, Rubble, Woodpiles: difficult terrain
      Chasm: The chasm is 300+ feet deep.
      Doors: All interior doors are closed, but unlocked and made of wood with metal bands. PC's can't see what's on the other side of closed doors until opened, even though I've made the map visible for ease. Opened doors will be noted with green dots.
      Fire: Creatures starting their turn in a fire take 1d8 fire damage.
      Tables: Small creatures can gain cover by moving under them. Standard action to tip them over and get cover on either side, or superior cover if prone.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Lanharath - Kalashtar Enlightened Ardent (Eberron)
Corvan Danaviss - Human Arena Weaponmaster (Dark Campaign)
Dungeon Master (Points of Light)
« Last edit by Viktor on Fri Dec 30, 2011 11:29 pm. »
Moderator
Registered: Jun 2008
Posts: 4848
Location: Los Angeles, CA
OOC: Indeed, Staff Expertise prevents OA's from making ranged attacks. One of the best of the new expertises, I'd say.
_______________
Salazar Miller - Human Sorcerer 16 - 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: 4738
Edeya aims for one of the duegar next to Azad.

OOC: Non-lethal damage.
Sorry for the delay.


Move: to M12
Standard: Biting swarm on Red. Biting swarm on Red (1d20+11=20, 1d12+6=11) On a hit, target takes -2 att ENT.

  •  Edeya
    • Female Githzerai Seeker 5
    • Passive Perception: 21, Passive Insight: 21
    • AC:19, Fort:13, Reflex:17, Will:17 , Speed:6, Initiative: +10
    • HP:27/45, Bloodied:20, Surge Value:11, Surges left:8/8
    • Action Points: 0, Second Wind: not used
    •  
    • Powers
      • Biting Swarm target and adj enemies take -2 to USNT
      • Elemental Spirits adj creatures take 4 chosen damage
      • Iron Mind when hit, gain +2def until end of next turn
      • Inevitable Shot after a miss, make a ranged basic against an enemy within 5 squares of the missed target. Recharge after using an AP.
      • Encaging Spirits minor, Close burst 1. Each target pushed 1 square and is slowed ENT.
      • Flickering Arrow target can't benefit concealment, enemies within 6 take a -2 to att.
      • Escaping Shot Target is dazed, does not provoke OA, shift 4 squares.
      • Swarming Bats zone of difficult terrain and enemies grant combat advantage. Sustain minor.
      • Coralling Shot zone of difficult terrain and enemies grant combat advantage. Sustain minor.

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7609
Edeya makes room for Hadad, whirls around, and fires beautifully between two crescents of flame just as they part. Her arrow strikes one duergar assaulting Azad right between the shoulder blades, hampering its ability to fight.

OOC: Jon, I still haven't heard from Nathan, so place take his turn for Hadad still. Green fluffy things are mystical debris (=difficult terrain).

Encounters completed this day: 1
Magic Weapon bonus (+1/+3): Hadad, Edeya
Readied Powers: fade away, iron mind
Initiative
Edeya: 25/45 (7/8, 1 AP)
=>Hadad: 20/36 (5/6, 1 AP) bloodied
Demuriath: 15/45 (9/10, 1 AP) bloodied
Fire Goblin Man (A): unconscious
Burning Squares: Deal 1d8 damage to anyone who starts their turn inside, anyone who enters them or to where the fire spreads. Every round, each fire square can spread to 1d3 adjacent squares. Putting out one fire square requires a minor action DC12 or use of powers (regular action as the power dictates) or innovative ideas with skills (e.g. ice, water, frost, sand, vacuum, etc. effects).
Green Duergar: unconscious
Azad: 43/58 (12/13, 1 AP)
Red Duergar: down 23, divC, -2 att UENT Azad, -2 att USNT Edeya
Purple Duergar:
Red Orc (Grunt): down 10
Corydimbiddle: 22/45 (6/7, 0 AP) bloodied
Fruitjuicinator (Obedient Servant): 22/22 Marked adjacent enemies take 3 damage at start of turn.
3 Human Slaves (yellow borders):
Blue Duergar:



  •  Features of the Area
    • Illumination: Bright except for shaded areas which are dark.
      Ceiling: 15 feet high inside the bastions, 100+ feet high outside the bastions
      Barrels, Crates, Debris, Rubble, Woodpiles: difficult terrain
      Chasm: The chasm is 300+ feet deep.
      Doors: All interior doors are closed, but unlocked and made of wood with metal bands. PC's can't see what's on the other side of closed doors until opened, even though I've made the map visible for ease. Opened doors will be noted with green dots.
      Fire: Creatures starting their turn in a fire take 1d8 fire damage.
      Tables: Small creatures can gain cover by moving under them. Standard action to tip them over and get cover on either side, or superior cover if prone.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Lanharath - Kalashtar Enlightened Ardent (Eberron)
Corvan Danaviss - Human Arena Weaponmaster (Dark Campaign)
Dungeon Master (Points of Light)
Moderator
Registered: Jun 2009
Posts: 3058
Hadad moves a bit into the room, then ZAAAPP!!

Move: Shift to N11
Standard: Arc lightning vs blue, red 1d20+10=27, 1d20+10=30, 1d6+10=11 Hits REF 27 on blue for 11 lightning damage, CRIT red for 16+2d8=11=27 (16 lightning and 11 thunder) damage.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Oct 2008
Posts: 7609
In a burst of static, the already wounded duergar attacking Azad is fried to a crisp, while its compatriot feels a little of the tingle as well (red is dead).

Encounters completed this day: 1
Magic Weapon bonus (+1/+3): Hadad, Edeya
Readied Powers: fade away, iron mind
Initiative
Edeya: 25/45 (7/8, 1 AP)
Hadad: 20/36 (5/6, 1 AP) bloodied
=>Demuriath: 15/45 (9/10, 1 AP) bloodied
Fire Goblin Man (A): unconscious
Burning Squares: Deal 1d8 damage to anyone who starts their turn inside, anyone who enters them or to where the fire spreads. Every round, each fire square can spread to 1d3 adjacent squares. Putting out one fire square requires a minor action DC12 or use of powers (regular action as the power dictates) or innovative ideas with skills (e.g. ice, water, frost, sand, vacuum, etc. effects).
Green Duergar: unconscious
Azad: 43/58 (12/13, 1 AP)
Red Duergar: dead
Purple Duergar:
Red Orc (Grunt): down 10
Corydimbiddle: 22/45 (6/7, 0 AP) bloodied
Fruitjuicinator (Obedient Servant): 22/22 Marked adjacent enemies take 3 damage at start of turn.
3 Human Slaves (yellow borders):
Blue Duergar: down 11

User posted image

  •  Features of the Area
    • Illumination: Bright except for shaded areas which are dark.
      Ceiling: 15 feet high inside the bastions, 100+ feet high outside the bastions
      Barrels, Crates, Debris, Rubble, Woodpiles: difficult terrain
      Chasm: The chasm is 300+ feet deep.
      Doors: All interior doors are closed, but unlocked and made of wood with metal bands. PC's can't see what's on the other side of closed doors until opened, even though I've made the map visible for ease. Opened doors will be noted with green dots.
      Fire: Creatures starting their turn in a fire take 1d8 fire damage.
      Tables: Small creatures can gain cover by moving under them. Standard action to tip them over and get cover on either side, or superior cover if prone.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Lanharath - Kalashtar Enlightened Ardent (Eberron)
Corvan Danaviss - Human Arena Weaponmaster (Dark Campaign)
Dungeon Master (Points of Light)
Moderator
Registered: Jun 2009
Posts: 3058
Demuriath does not miss a second time, and the head of the duergar is sent flying across the room. The body just slumps down in its place.

Standard: Shadow storm light blue 1d20+11+2+1=33, 1d12+7+1=20 Hits AC 33 for 20 damage. 5 THP to Demuriath for the kill.
Move and Minor: Walk to P15 and put out fire at O14 1d20+11+1=28 Acrobatics to deftly put out fire with his foot.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Oct 2008
Posts: 7609
Demuriath makes short work of the duergar minion and some of the fire. The blaze rages anew, covering almost half of the dining hall and cutting Edeya, Hadad, and Corydimbiddle off.

OOC: EDIT: Accidentally wrote Azad at the beginning, corrected. Green fluffy things are mystical debris (=difficult terrain).

Encounters completed this day: 1
Magic Weapon bonus (+1/+3): Hadad, Edeya
Readied Powers: fade away, iron mind
Initiative
Edeya: 25/45 (7/8, 1 AP)
Hadad: 20/36 (5/6, 1 AP) bloodied
Demuriath: (5 thp) 15/45 (9/10, 1 AP) bloodied
Fire Goblin Man (A): unconscious
Burning Squares: Deal 1d8 damage to anyone who starts their turn inside, anyone who enters them or to where the fire spreads. Every round, each fire square can spread to 1d3 adjacent squares. Putting out one fire square requires a minor action DC12 or use of powers (regular action as the power dictates) or innovative ideas with skills (e.g. ice, water, frost, sand, vacuum, etc. effects).
Green Duergar: unconscious
=>Azad: 43/58 (12/13, 1 AP)
Purple Duergar:
Red Orc (Grunt): down 10
Corydimbiddle: 22/45 (6/7, 0 AP) bloodied
Fruitjuicinator (Obedient Servant): 22/22 Marked adjacent enemies take 3 damage at start of turn.
3 Human Slaves (yellow borders):
Blue Duergar: down 11

User posted image

  •  Features of the Area
    • Illumination: Bright except for shaded areas which are dark.
      Ceiling: 15 feet high inside the bastions, 100+ feet high outside the bastions
      Barrels, Crates, Debris, Rubble, Woodpiles: difficult terrain
      Chasm: The chasm is 300+ feet deep.
      Doors: All interior doors are closed, but unlocked and made of wood with metal bands. PC's can't see what's on the other side of closed doors until opened, even though I've made the map visible for ease. Opened doors will be noted with green dots.
      Fire: Creatures starting their turn in a fire take 1d8 fire damage.
      Tables: Small creatures can gain cover by moving under them. Standard action to tip them over and get cover on either side, or superior cover if prone.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Lanharath - Kalashtar Enlightened Ardent (Eberron)
Corvan Danaviss - Human Arena Weaponmaster (Dark Campaign)
Dungeon Master (Points of Light)
« Last edit by Viktor on Tue Jan 03, 2012 9:43 pm. »
Moderator
Registered: Jun 2008
Posts: 4848
Location: Los Angeles, CA
Azad challenges the duergar before her, then gives a mediocre swing with her sword. She then tries to draw some of the nearby fire into her, quenching the flames with her ability to defy them.

Minor action - Divine Challenge against Purple.

Standard action - Enfeebling Strike against Purple.

Enfeebling Strike Purple (24H) (1d20+11+1=15, 1d8+5=8)

Hits AC 15 for 8 damage, and on a hit Purple takes a -2 penalty to attack rolls until the end of my next turn.

Minor - Endurance to extinguish fire at L17.

Endurance (24H) (1d20+11+1=15)


  •  Azad Halim al'Zahir
    • Female Tiefling Battlemind|Paladin 5
    • Full Character Sheet
    • Passive Perception: 13, Passive Insight: 13, Senses: Low-Light Vision
    • AC: 24, Fort: 17, Reflex: 16, Will: 18 - Speed: 5
    • HP: 43/58, Bloodied: 29, Surge Value: 14, Surges left: 12/13
    • Power Points: 0/2
    • Action Points: 1
    • Resists: 7 Fire

    • Bloodhunt (Race): +1 to hit against bloodied creatures.
    • Imperious Majesty (Feat): You can use Charisma instead of Dexterity to determine your initiative modifier. When you hit a creature that has not yet acted in an encounter with an attack, it takes a penalty to attack rolls against you equal to your Charisma modifier until the end of your next turn.

    • Powers
    • -Battlemind's Demand 0 / 1
    • -Blurred Step
    • -Divine Challenge
    • -Enfeebling Strike
    • -Momentum Swing 0 / 1 / 2
    • -Hold Fast
    • -Paladin's Wrath
    • -Psionic Vigor
    • -Second Wind
    • -Speed of Thought
    • -Valorous Smite
    • -Empathic Feedback
    • -Frost of Letherna

    • Items
    • -Vigilant Blade Longsword +1 - Power (At-Will): Minor Action. The weapon casts bright light out to 4 squares until you end this effect as a minor action.
    • -Vigilant Blade Longsword +1 - Power (Encounter): Immediate Reaction. Trigger: You use this power when an ally adjacent to you is attacked by an enemy adjacent to you. Effect: You switch places with the ally, and the target grants combat advantage to you until the end of your next turn.
    • -Heartening Drakescale Armor +2 - Gain a saving throw bonus against fear effects equal to the armorís enhancement bonus. When you use your second wind, you gain temporary hit points equal to three times the armorís enhancement bonus.
    • -Amulet of Life +1 - Power (Encounter, Healing): Free Action. Trigger: Use this power when you spend a healing surge. Effect: You can spend an additional healing surge.
    • -Floating Heavy Shield - You do not sink beneath the surface of any liquid (unless you choose to do so). Also, gain a +3 item bonus to Athletics checks to swim, and to Endurance checks to swim for an hour or more. Also, you can swim at your speed on the surface of the water (but not underwater).
_______________
Salazar Miller - Human Sorcerer 16 - 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: 7609
Azad can't get past the duergar's armor but she easily stomps out some flames. The duerger in turn can't hit Azad and decides to become invisible before carefully moving away. Grunt is too nervous to open the door and flee from the barracks.

OOC: Green fluffy things are mystical debris (=difficult terrain).

Encounters completed this day: 1
Magic Weapon bonus (+1/+3):
Readied Powers: fade away, iron mind
Initiative
Edeya: 25/45 (7/8, 1 AP)
Hadad: 20/36 (5/6, 1 AP) bloodied
Demuriath: (5 thp) 15/45 (9/10, 1 AP) bloodied
Fire Goblin Man (A): unconscious
Burning Squares: Deal 1d8 damage to anyone who starts their turn inside, anyone who enters them or to where the fire spreads. Every round, each fire square can spread to 1d3 adjacent squares. Putting out one fire square requires a minor action DC12 or use of powers (regular action as the power dictates) or innovative ideas with skills (e.g. ice, water, frost, sand, vacuum, etc. effects).
Green Duergar: unconscious
Azad: 43/58 (12/13, 1 AP)
Purple Duergar: divC, invisible, last seen at L19
Red Orc (Grunt): down 10
=>Corydimbiddle: 22/45 (6/7, 0 AP) bloodied
=>Fruitjuicinator (Obedient Servant): 22/22 Marked adjacent enemies take 3 damage at start of turn.
3 Human Slaves (yellow borders):
Blue Duergar: down 11

User posted image

  •  Features of the Area
    • Illumination: Bright except for shaded areas which are dark.
      Ceiling: 15 feet high inside the bastions, 100+ feet high outside the bastions
      Barrels, Crates, Debris, Rubble, Woodpiles: difficult terrain
      Chasm: The chasm is 300+ feet deep.
      Doors: All interior doors are closed, but unlocked and made of wood with metal bands. PC's can't see what's on the other side of closed doors until opened, even though I've made the map visible for ease. Opened doors will be noted with green dots.
      Fire: Creatures starting their turn in a fire take 1d8 fire damage.
      Tables: Small creatures can gain cover by moving under them. Standard action to tip them over and get cover on either side, or superior cover if prone.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Lanharath - Kalashtar Enlightened Ardent (Eberron)
Corvan Danaviss - Human Arena Weaponmaster (Dark Campaign)
Dungeon Master (Points of Light)
Moderator
Registered: Oct 2008
Posts: 4459
Corydimbiddle flicks his wrist once again and hits another of the dark dwarves. "We have to get this fire out!" he calls to the others as he works his Dustinator around him.

Standard Action: Magic Weapon (+12 vs. AC; Hit: 1W+5 dam, target has -1 AC UENT, and adj. allies get +1 to attack and +3 to damage UENT; Crit: 9+1d6 damage)

Magic Weapon (+11 W, +1 24hr, +1 MW bonus) (1d20+13=30, 1d4+5=9)

2 Minor Action: Put out fire (Dungeoneering check)

Put out fire (+10 Dungeoneering, +1 24hr)x2 (1d20+11=26, 1d20+11=22)

OOC: MW on Blue Duergar, hitting AC 30 for 9 dam, Edeya and Hadad gain bonus. Dungeoneering checks on Fire, 26 and 22 to put out sq L12 and N12


  •  Corydimbiddle
    • Male Gnome Artificer 5
    • Passive Perception: 20, Passive Insight: 15
    • AC:19, Fort:14, Reflex:16, Will:16 - Speed:5
    • HP:22/45, Bloodied:22, Surge Value:11, Surges:6/7
    • Resist Lightning 5
    •  
    • Powers
      • Magic Weapon
      • Thundering Armor
      • Second Wind
      • Action Point x0
      • Fade Away
      • Ghost Sound
      • Shielding Cube
      • Phantasmal Henchman
      • Healing Infusion 1 2
        • Curative Admixture
        • Shielding Elixir
      • Restorative Infusion
      • Obedient Servant
      • Flameheart Defender
      • Augmented Weapon/Implement (+2 attack bonus)
        • 1: Corydimbiddle's Dagger
        • 2: Edeya's Fists
        • 3: Harkin's Staff
        • 4: Azad's Longsword
        • 5: Demuriath's Fullblade
      • Shockweave Armor +1 (Enc, take lightning dam, UEE daily power +1 att, +1d10 dam)
      • Shockweave Armor +1 (Daily, Int, targeted by adj, +8 vs. Fort, 2d10 dam and dazed UENT)
      • Inspiring Dagger +1 (Daily, Minor, Adj Allies get +1 dam UENT)
       
    • Items
      • Alchemy Gloves (+2 att w/ alchemical items)
      • Dagger
      • Wand
      • Hand Crossbow
      • Ritual Book
      • Thieves' Tools (+2 to open locks, disarm traps)
      • Sunrods x2
      • Hempen Rope (50 feet)
       
    • Abilities
      • Basic Melee +7 (+3 Prof, +2 lvl, +1 W, +1 Exp)
      • Basic Range +7 (+3 Prof, +2 lvl, +1 W, +1 Exp)
      • Reactive Stealth Cover/Concealment at initiative provides Stealth check
      • Trickster's Cunning +5 racial bonus to saves vs. illusions
      • Arcane Rejuvenation When ally uses daily magic item, gains 6 temp HP
      • Arcane Empowerment Empower items once per day plus milestone
        • Impart Energy Recharge daily magic item (once/day/item)
        • Augment Energy +2 bonus to attack on an attack (once/day/tem)
      • Ritual Caster Can cast rituals and knows some to start
      • Defensive Minions Summoned creatures have +2 all defenses
      • Potent Restorables Healing Powers restore 2 extra HP
      • White Lotus Enervation Target hit by at-will takes -1 def targeted UENT
       
    • Rituals
      • Brew Potion Create potion of level or lower (Potion cost)
      • Disenchant Magic Item Destroy magic item of lvl or lower (No cost)
      • Enchant Magic Item Create magic item of lvl or lower (Item cost)
      • Make Whole Repair item (20% of item cost)
       
    • Skills
      • Acrobatics +2
      • Arcana +13
      • Athletics +2
      • Bluff +2
      • Diplomacy +4
      • Dungeoneering +10
      • Endurance +3
      • Heal +5
      • History +11
      • Insight +5
      • Intimidate +2
      • Nature +5
      • Perception +10
      • Religion +6
      • Stealth +4
      • Streetwise +2
      • Thievery +7


  •  Fruitjuicinator
    • Medium Obedient Servant
    • Passive Perception: 20, Passive Insight: 15
    • AC:21, Fort:16, Reflex:18, Will:18 - Speed:6
    • HP:22/22, Bloodied:11, Surge Value:11
    •  
      • Powers
        • Basic Melee Attack
        • Basic Range Attack
        • Opportunity Attack
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7609
Corydimbiddle strikes true with his flung magic dagger, giving his allies a bonus (MW granted). He then puts out two nearby fires, shouting out a plea to the others. The human slaves panic and make a run for the nearest door they can see. The duergar that Corydimibiddle hit grins in triumph, deciding that he can hold the door and let the flames take over. He moves closer, swings at the gnome, but misses.

OOC: Green fluffy things are mystical debris (=difficult terrain).

Encounters completed this day: 1
Magic Weapon bonus (+1/+3): Edeya, Hadad
Readied Powers: fade away, iron mind
Initiative
=>Edeya: 25/45 (7/8, 1 AP)
Hadad: 20/36 (5/6, 1 AP) bloodied
Demuriath: (5 thp) 15/45 (9/10, 1 AP) bloodied
Fire Goblin Man (A): unconscious
Burning Squares: Deal 1d8 damage to anyone who starts their turn inside, anyone who enters them or to where the fire spreads. Every round, each fire square can spread to 1d3 adjacent squares. Putting out one fire square requires a minor action DC12 or use of powers (regular action as the power dictates) or innovative ideas with skills (e.g. ice, water, frost, sand, vacuum, etc. effects).
Green Duergar: unconscious
Azad: 43/58 (12/13, 1 AP)
Purple Duergar: divC, invisible, last seen at L19
Red Orc (Grunt): down 10
Corydimbiddle: 22/45 (6/7, 0 AP) bloodied
Fruitjuicinator (Obedient Servant): 22/22 Marked adjacent enemies take 3 damage at start of turn.
3 Human Slaves (yellow borders): runing, granting CA
Blue Duergar: down 20

User posted image

  •  Features of the Area
    • Illumination: Bright except for shaded areas which are dark.
      Ceiling: 15 feet high inside the bastions, 100+ feet high outside the bastions
      Barrels, Crates, Debris, Rubble, Woodpiles: difficult terrain
      Chasm: The chasm is 300+ feet deep.
      Doors: All interior doors are closed, but unlocked and made of wood with metal bands. PC's can't see what's on the other side of closed doors until opened, even though I've made the map visible for ease. Opened doors will be noted with green dots.
      Fire: Creatures starting their turn in a fire take 1d8 fire damage.
      Tables: Small creatures can gain cover by moving under them. Standard action to tip them over and get cover on either side, or superior cover if prone.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Lanharath - Kalashtar Enlightened Ardent (Eberron)
Corvan Danaviss - Human Arena Weaponmaster (Dark Campaign)
Dungeon Master (Points of Light)
Moderator
Registered: Jul 2008
Posts: 4738
Edeya decides to switch priorities and tackle the fire instead of the duergar.

Move: none
Minor: put out fire at L13
Standard: elemental spirits on fire at O13 elemental spirits on fire (1d20+11+1=17, 1d12+6=9) On a hit, target takes cold damage and creatures that start their turn adjacent take 4 cold damage.

  •  Edeya
    • Female Githzerai Seeker 5
    • Passive Perception: 21, Passive Insight: 21
    • AC:19, Fort:13, Reflex:17, Will:17 , Speed:6, Initiative: +10
    • HP:25/45, Bloodied:20, Surge Value:11, Surges left:7/8
    • Action Points: 0, Second Wind: not used
    •  
    • Powers
      • Biting Swarm target and adj enemies take -2 to USNT
      • Elemental Spirits adj creatures take 4 chosen damage
      • Iron Mind when hit, gain +2def until end of next turn
      • Inevitable Shot after a miss, make a ranged basic against an enemy within 5 squares of the missed target. Recharge after using an AP.
      • Encaging Spirits minor, Close burst 1. Each target pushed 1 square and is slowed ENT.
      • Flickering Arrow target can't benefit concealment, enemies within 6 take a -2 to att.
      • Escaping Shot Target is dazed, does not provoke OA, shift 4 squares.
      • Swarming Bats zone of difficult terrain and enemies grant combat advantage. Sustain minor.
      • Coralling Shot zone of difficult terrain and enemies grant combat advantage. Sustain minor.

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7609
Edeya stomps out some fires and then nocks an arrow. Focusing on the elemental spirits, she channels frost into her arrow and shots through the flames. The cold arrow flickers as if alive, frost spreading out and extinguishing more than expected (two fire squares extinguished by the arrow).

OOC: Nice idea in choosing a cold arrow. Green fluffy things are mystical debris (=difficult terrain).

Encounters completed this day: 1
Magic Weapon bonus (+1/+3): Edeya, Hadad
Readied Powers: fade away, iron mind
Initiative
Edeya: 25/45 (7/8, 1 AP)
=>Hadad: 20/36 (5/6, 1 AP) bloodied
Demuriath: (5 thp) 15/45 (9/10, 1 AP) bloodied
Fire Goblin Man (A): unconscious
Burning Squares: Deal 1d8 damage to anyone who starts their turn inside, anyone who enters them or to where the fire spreads. Every round, each fire square can spread to 1d3 adjacent squares. Putting out one fire square requires a minor action DC12 or use of powers (regular action as the power dictates) or innovative ideas with skills (e.g. ice, water, frost, sand, vacuum, etc. effects).
Green Duergar: unconscious
Azad: 43/58 (12/13, 1 AP)
Purple Duergar: divC, invisible, last seen at L19
Red Orc (Grunt): down 10
Corydimbiddle: 22/45 (6/7, 0 AP) bloodied
Fruitjuicinator (Obedient Servant): 22/22 Marked adjacent enemies take 3 damage at start of turn.
3 Human Slaves (yellow borders): runing, granting CA
Blue Duergar: down 20

User posted image

  •  Features of the Area
    • Illumination: Bright except for shaded areas which are dark.
      Ceiling: 15 feet high inside the bastions, 100+ feet high outside the bastions
      Barrels, Crates, Debris, Rubble, Woodpiles: difficult terrain
      Chasm: The chasm is 300+ feet deep.
      Doors: All interior doors are closed, but unlocked and made of wood with metal bands. PC's can't see what's on the other side of closed doors until opened, even though I've made the map visible for ease. Opened doors will be noted with green dots.
      Fire: Creatures starting their turn in a fire take 1d8 fire damage.
      Tables: Small creatures can gain cover by moving under them. Standard action to tip them over and get cover on either side, or superior cover if prone.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Lanharath - Kalashtar Enlightened Ardent (Eberron)
Corvan Danaviss - Human Arena Weaponmaster (Dark Campaign)
Dungeon Master (Points of Light)
Moderator
Registered: Jun 2009
Posts: 3058
Hadad decides that the biggest threat is probably the fire.

Minor: Athletics to stomp fire at O12 1d20+11+1=15
Minor: Mystical debris, snuffing out fire at K12
Standard: Enlarged freezing burst at L15, putting out all the fire in burst 2. If purple is in there, 1d20+9+1=18, 1d6+10=12 Hits REF 18 for 11 (lower the die to 1 with enlarged) cold damage. No OA with staff expertise.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Oct 2008
Posts: 7609
As Edeya before him, Hadad dances around to stomp out some flames. Frowning at the inefficiency he conjures some mystical thingy-majiggys to smother some other flames. Still dissatisfied with the results, he reaches within the magic coursing through his veins to send forth a veritable blizzard of frosty and mist. Seconds later the life-threatening inferno is reduced to the one corner of the dining hall remaining ablaze.

OOC: Wow, so much for the inferno. Nice teamwork between the three of you. I like the use of mystical debris. Green fluffy things are mystical debris (=difficult terrain).

Encounters completed this day: 1
Magic Weapon bonus (+1/+3): Edeya, Hadad
Readied Powers: fade away, iron mind
Initiative
Edeya: 25/45 (7/8, 1 AP)
Hadad: 20/36 (5/6, 1 AP) bloodied
=>Demuriath: (5 thp) 15/45 (9/10, 1 AP) bloodied
Fire Goblin Man (A): unconscious
Burning Squares: Deal 1d8 damage to anyone who starts their turn inside, anyone who enters them or to where the fire spreads. Every round, each fire square can spread to 1d3 adjacent squares. Putting out one fire square requires a minor action DC12 or use of powers (regular action as the power dictates) or innovative ideas with skills (e.g. ice, water, frost, sand, vacuum, etc. effects).
Green Duergar: unconscious
Azad: 43/58 (12/13, 1 AP)
Purple Duergar: divC, invisible, last seen at L19
Red Orc (Grunt): down 10
Corydimbiddle: 22/45 (6/7, 0 AP) bloodied
Fruitjuicinator (Obedient Servant): 22/22 Marked adjacent enemies take 3 damage at start of turn.
3 Human Slaves (yellow borders): runing, granting CA
Blue Duergar: down 20

User posted image

  •  Features of the Area
    • Illumination: Bright except for shaded areas which are dark.
      Ceiling: 15 feet high inside the bastions, 100+ feet high outside the bastions
      Barrels, Crates, Debris, Rubble, Woodpiles: difficult terrain
      Chasm: The chasm is 300+ feet deep.
      Doors: All interior doors are closed, but unlocked and made of wood with metal bands. PC's can't see what's on the other side of closed doors until opened, even though I've made the map visible for ease. Opened doors will be noted with green dots.
      Fire: Creatures starting their turn in a fire take 1d8 fire damage.
      Tables: Small creatures can gain cover by moving under them. Standard action to tip them over and get cover on either side, or superior cover if prone.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Lanharath - Kalashtar Enlightened Ardent (Eberron)
Corvan Danaviss - Human Arena Weaponmaster (Dark Campaign)
Dungeon Master (Points of Light)
Moderator
Registered: Jun 2009
Posts: 3058
Demuriath tries shadow to attack the duergar at the door, then puts out a fire and moves away. Let someone else deal with the flames.

Free: Shroud blue
Standard: Exec. Noose 1d20+8+1=16, 1d6+7=8 Hits FORT 16 for 8 damage.
Minor: Acrobatics vs fire at Q14 1d20+11+1=28
Move: Shadow step to M13
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Oct 2008
Posts: 7609
Demuriath tries to ensnare a duergar with shadow magic, but he confuses all the smoke with shadows and can't overwhelm the foe. He instead cartwheels and flips around some to quench the nearby flames before teleporting next to his sister.

The fire spreads into the kitchen and surrounds the entire corner of the dining hall now, including the fruidjuicinator that is scorched for 7 damage.

OOC: Green fluffy things are mystical debris (=difficult terrain).

Encounters completed this day: 1
Magic Weapon bonus (+1/+3): Edeya, Hadad
Readied Powers: fade away, iron mind
Initiative
Edeya: 25/45 (7/8, 1 AP)
Hadad: 20/36 (5/6, 1 AP) bloodied
Demuriath: (5 thp) 15/45 (9/10, 1 AP) bloodied
Fire Goblin Man (A): unconscious
Burning Squares: Deal 1d8 damage to anyone who starts their turn inside, anyone who enters them or to where the fire spreads. Every round, each fire square can spread to 1d3 adjacent squares. Putting out one fire square requires a minor action DC12 or use of powers (regular action as the power dictates) or innovative ideas with skills (e.g. ice, water, frost, sand, vacuum, etc. effects).
Green Duergar: unconscious
=>Azad: 43/58 (12/13, 1 AP)
Purple Duergar: divC, invisible, last seen at L19
Red Orc (Grunt): down 10
Corydimbiddle: 22/45 (6/7, 0 AP) bloodied
Fruitjuicinator (Obedient Servant): 15/22 Marked adjacent enemies take 3 damage at start of turn.
3 Human Slaves (yellow borders): running, granting CA
Blue Duergar: down 20, 1 shroud

User posted image

  •  Features of the Area
    • Illumination: Bright except for shaded areas which are dark.
      Ceiling: 15 feet high inside the bastions, 100+ feet high outside the bastions
      Barrels, Crates, Debris, Rubble, Woodpiles: difficult terrain
      Chasm: The chasm is 300+ feet deep.
      Doors: All interior doors are closed, but unlocked and made of wood with metal bands. PC's can't see what's on the other side of closed doors until opened, even though I've made the map visible for ease. Opened doors will be noted with green dots.
      Fire: Creatures starting their turn in a fire take 1d8 fire damage.
      Tables: Small creatures can gain cover by moving under them. Standard action to tip them over and get cover on either side, or superior cover if prone.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Lanharath - Kalashtar Enlightened Ardent (Eberron)
Corvan Danaviss - Human Arena Weaponmaster (Dark Campaign)
Dungeon Master (Points of Light)
Moderator
Registered: Jun 2008
Posts: 4848
Location: Los Angeles, CA
Azad moves into the fire to get a better angle on the visible enemy, glares at him, them dashes towards him, her blade delivering an accurate, if not deep, cut.

"Focus on the flames! I'll keep this one busy."

Move action - Move to P13. Fire damage - Fire damage (1d8=2). Ignore the 2 damage due to resist 7 fire.

Minor action - Batlemind's Demand against Blue.

Standard action - Charge against Blue, using MBA, ending in N10.

MBA Blue (Charge, 24H) (1d20+11+1+1=30, 1d8+5=6)

Hits AC 30 for 6 damage.


  •  Azad Halim al'Zahir
    • Female Tiefling Battlemind|Paladin 5
    • Full Character Sheet
    • Passive Perception: 13, Passive Insight: 13, Senses: Low-Light Vision
    • AC: 24, Fort: 17, Reflex: 16, Will: 18 - Speed: 5
    • HP: 43/58, Bloodied: 29, Surge Value: 14, Surges left: 12/13
    • Power Points: 0/2
    • Action Points: 1
    • Resists: 7 Fire

    • Bloodhunt (Race): +1 to hit against bloodied creatures.
    • Imperious Majesty (Feat): You can use Charisma instead of Dexterity to determine your initiative modifier. When you hit a creature that has not yet acted in an encounter with an attack, it takes a penalty to attack rolls against you equal to your Charisma modifier until the end of your next turn.

    • Powers
    • -Battlemind's Demand 0 / 1
    • -Blurred Step
    • -Divine Challenge
    • -Enfeebling Strike
    • -Momentum Swing 0 / 1 / 2
    • -Hold Fast
    • -Paladin's Wrath
    • -Psionic Vigor
    • -Second Wind
    • -Speed of Thought
    • -Valorous Smite
    • -Empathic Feedback
    • -Frost of Letherna

    • Items
    • -Vigilant Blade Longsword +1 - Power (At-Will): Minor Action. The weapon casts bright light out to 4 squares until you end this effect as a minor action.
    • -Vigilant Blade Longsword +1 - Power (Encounter): Immediate Reaction. Trigger: You use this power when an ally adjacent to you is attacked by an enemy adjacent to you. Effect: You switch places with the ally, and the target grants combat advantage to you until the end of your next turn.
    • -Heartening Drakescale Armor +2 - Gain a saving throw bonus against fear effects equal to the armorís enhancement bonus. When you use your second wind, you gain temporary hit points equal to three times the armorís enhancement bonus.
    • -Amulet of Life +1 - Power (Encounter, Healing): Free Action. Trigger: Use this power when you spend a healing surge. Effect: You can spend an additional healing surge.
    • -Floating Heavy Shield - You do not sink beneath the surface of any liquid (unless you choose to do so). Also, gain a +3 item bonus to Athletics checks to swim, and to Endurance checks to swim for an hour or more. Also, you can swim at your speed on the surface of the water (but not underwater).
_______________
Salazar Miller - Human Sorcerer 16 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Jun 2009
Posts: 3058
Hadad eyes the flames, knowing he can disperse them.

OOC: One more burst 2 freezing cloud from Hadad at Q13 will get rid of the rest of the fire.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Oct 2008
Posts: 7609
Azad joins his companions and slams into the duergar with her vigilant longsword. A crossbow bolt appears out of thin air (at K20), hitting Demuriath in the back for 15 damage (10 after thp). The duergar that shot it becomes visible and moves to the western exit through which the human slaves fled.

Grunt opens the barracks door again and steps out cautiously to look around.

OOC: Green fluffy things are mystical debris (=difficult terrain).

Encounters completed this day: 1
Magic Weapon bonus (+1/+3): Edeya, Hadad
Readied Powers: fade away, iron mind
Initiative
Edeya: 25/45 (7/8, 1 AP)
Hadad: 20/36 (5/6, 1 AP) bloodied
Demuriath: 5/45 (9/10, 1 AP) bloodied
Fire Goblin Man (A): unconscious
Burning Squares: Deal 1d8 damage to anyone who starts their turn inside, anyone who enters them or to where the fire spreads. Every round, each fire square can spread to 1d3 adjacent squares. Putting out one fire square requires a minor action DC12 or use of powers (regular action as the power dictates) or innovative ideas with skills (e.g. ice, water, frost, sand, vacuum, etc. effects).
Green Duergar: unconscious
Azad: 43/58 (12/13, 1 AP)
Purple Duergar:
Red Orc (Grunt): down 10
=>Corydimbiddle: 22/45 (6/7, 0 AP) bloodied
=>Fruitjuicinator (Obedient Servant): 15/22 Marked adjacent enemies take 3 damage at start of turn.
3 Human Slaves (yellow borders): running, granting CA
Blue Duergar: down 26, BD, 1 shroud

User posted image

  •  Features of the Area
    • Illumination: Bright except for shaded areas which are dark.
      Ceiling: 15 feet high inside the bastions, 100+ feet high outside the bastions
      Barrels, Crates, Debris, Rubble, Woodpiles: difficult terrain
      Chasm: The chasm is 300+ feet deep.
      Doors: All interior doors are closed, but unlocked and made of wood with metal bands. PC's can't see what's on the other side of closed doors until opened, even though I've made the map visible for ease. Opened doors will be noted with green dots.
      Fire: Creatures starting their turn in a fire take 1d8 fire damage.
      Tables: Small creatures can gain cover by moving under them. Standard action to tip them over and get cover on either side, or superior cover if prone.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Lanharath - Kalashtar Enlightened Ardent (Eberron)
Corvan Danaviss - Human Arena Weaponmaster (Dark Campaign)
Dungeon Master (Points of Light)
Moderator
Registered: Oct 2008
Posts: 4459
OOC: Are the benches difficult terrain?
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7609
Josh wrote
OOC: Are the benches difficult terrain?
OOC: No, I forgot to specify that a at the start so won't make them difficult terrain now.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Lanharath - Kalashtar Enlightened Ardent (Eberron)
Corvan Danaviss - Human Arena Weaponmaster (Dark Campaign)
Dungeon Master (Points of Light)

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DeadGoblins.com » Points of Light » The Horned Hold and Sea of Shadows (Part II of Thunderspire Labyrinth)

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