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Legacy of Io

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Moderator
Registered: Jul 2008
Posts: 5245
Two angels burst into rays of bright light, blinding everyone again. The bell reacts to the sorcerer's attack with a loud gong. Everyone but Hedoni has the fortitude to withstand the clang. The wizard takes 27 thunder damage and drops to the balcony floor, unconscious.

The Dawnbell lets loose a piercing scraping sound. The group flinches at the noise grates on their nerves. Ravenblade, Sir Murrak and Valor take 22 psychic/thunder damage. The angels seize the knight's momentary distraction to attack (Bell's attack gives angeles OA on a hit.) Sir Murrak feels a slash through his bicep for 15 damage. Valor takes a gash in the neck for 28 damage.

Initiative/ Status
Banner of Valor: Murrak's allies get +2def and att
Blazing Radiance: aura 5 around Angel. The space is treated as difficult terrain and the angel's enemies take -2 to attack
Ravenblade: 61/164, stunned ENT angel, blinded ENT, bloodied
Salazar: 134/141, +7 def EE
Dawnbell: down 75
Angel 1: no damage
Angel 2: no damage
Angel 3: gone
Angel 4: no damage
Angel 5:gone
Angel 6: gone
->Hedoni: -17/120, dying, bloodied, +2 AC and Ref ENT, weakened SE, blinded ENT, prone
Mal: 78/142, Res Fire 22, +2 dam, Regen 6, +1 att vs. bloodied, deafened SE , blinded ENT
Archangel: down 264+10 temp, hovering 15 feet up, -5 to att if not Mur EE
Sir Murrak: 102/185, hovering 15 feet up, +2 def, blinded ENT
Valor:5/92, hovering 15 feet up, deafened SE, blinded ENT, bloodied

User posted image
  •   Features:
      Illumination: Bright light.
      Dawnbell: The Dawnbell fills the squares it occupies, preventing movement through them.
      Pillars: The white marble pillars are wound about with silver and gold. They do not hinder movement but provide cover against melee attacks as normal.
      Stairs: Squares containing stairs are difficult terrain.
      Open Balcony: This level is open to the heavens, and any creature forced off faces a long drop to the earthmote below. A low wall running around the exterior allows a creature a saving throw to avoid the fall, with those successful falling prone in the nearest square of the tower. Those that fail fall 50 feet to the second balcony, where they make a second saving throw. If the second save succeeds, the character catches the second balcony and stops there but takes 5d10 damage from the fall. If the second save fails, the character falls another 50 feet to hit the earthmote at the level of the first balcony and take 10d10 damage. Returning to the combat requires a great deal of stair climbing: 10 squares of difficult terrain if they landed on the second balcony, or 20 squares of difficult terrain if they fell to the ground. Creatures capable of flying fall eight squares before managing to halt themselves, take no falling damage, and are free to fly back into the combat on their turn.

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Hedoni, unconscious, spasms but doesn't seem to stabilize.

Death saving roll: 1D20+1 = [7]+1 = 8

OOC: Failed saving roll 1/3. Do I get to roll for my other "Save Ends" conditions while dying? Group Fly ends for everyone, since I can't sustain it.

  •  Hedoni Mindartis
    • Male Eladrin Wizard 24 | Character PDF
    • Paragon Path: Arcane Wayferer | Epic Destiny: Keybearer
    • AC:36, Fort:33, Reflex:36, Will:38 - Speed:6
    • (+1 to defenses against ranged, area, close attacks; +2 to AC and Reflex UENT when I use a teleportation power)
    • HP:120, Bloodied:60, Surge Value:30, Surges left:9/10, Action Points: 1
    • Resistance: 16 Poison (Divine Health feat), 15 Necrotic (Bone Ring of Preservation), 5+1/2 level (17) Cold (Winterkin Heritage), 10 Acid, 10 Cold, 10 Fire, 10 Lightning (Dawn Warrior Armor)
    • Passive Perception: 28, Passive Insight: 28
    •  
    • Powers
      • Beguiling Strands
      • Winged Horde
      • Cantrips (Ghost Sound, Light (Minor), Mage Hand (Minor), Prestidigitation)
      • Staff of Defense (Immediate Interrupt)
      • Second Wind
      • Fey Step (Twist the Arcane Fabric) (Move)
      • Twist of Space
      • Shield (Immediate Interrupt)/Jump (Move)
      • Hammerfall Step
      • Prismatic Burst
      • Winter's Shroud (Immediate Reaction)
      • Chain Lightning
      • Wizard's Escape (Immediate Interrupt)/Dimension Door (Move)
      • Illusory Wall/Arcane Gate (Minor)
      • Wall of Fire/Taunting Phantoms
      • Otiluke's Resilient Sphere/Prismatic Beams
      • Disintegrate/Cloudkill
      • Terrifying Journey
      • Wayfarer's Evasion
      • Clever Escape (Minor)/Fly (Standard)
      • Mass Fly/Dimensional Journey
      • Healing Word (Minor)
      • Eladrin Boots (Move)
      • Bracers of Mental Might
      • Helm of Teleportation
      • Cloak of Translocation
      • Dawn Warrior Armor (Minor)
      • Tenebrous Shroud (Immediate Interrupt)
      • Resplendent Gloves
      • Elderwood Falcon
      • (Key: At-Will, Encounter, Daily, Item Power, Utility, Used/Not Available)

    • Magic Items
      • Bag of Holding
      • Amulet of Protection +2
      • Dawn Warrior Armor +5 (Resist 10 Acid, Cold, Fire, Lightning; Radiant strikeback power)
      • Accurate Staff of Ruin +4 (4d10 extra damage on critical attack)
      • Cat Familiar (+2 Acrobatics, no range limit, +5 to cat's Stealth)
      • Resplendent Gloves (+3 damage to Will attacks, CA against target hit by illusion attack - Info)
      • Bracers of Mental Might (Use INT instead of STR, Encounter Power)
      • Executioner's Bracers (Deal 3d6 extra damage on crit)
      • Planestrider Boots (Teleport 10, Encounter Power)
      • Elderwood Falcon (Conjuration, Daily Power, info)
      • Hat of Disguise (Illusion, At-Will Power, info)
      • Tenebrous Shroud (Resist 15 Necrotic, Invisible UENT when hit by melee - Daily Power, info)
      • Escape Tattoo (Teleport 3 when hit by crit attack)
      • Belt of Breaching (Teleport 8 when I reduce an enemy to 0 hit points)
      • Siberys Shard of the Mage (+5 damage when using staff as implement)
      • Ring of Retreat (+1 to teleporting - info)

    • Teleportation Options
      • All values include +2 for Eladrin Boots and +1 for Ring of Retreat
      • Teleport 5 as a move action
      • Use Linked Portal or Planar Portal once a day with no cost
      • Teleport allies out of my areas of effect with Twist the Arcane Fabric
      • Teleport others as an attack with Twist of Space, Hammerfall Step, and Terrifying Journey
      • Teleport myself 8 with Fey Step
      • Teleport 6 as an Immediate Reaction with Winter's Shroud
      • Teleport 13 with Dimension Door
      • Teleport 8 as an Immediate Interrupt with Wizard's Escape
      • Open a sustainable teleportation rift for everyone with Arcane Gate
      • Teleport 13 as an Immediate Interrupt with Wayfarer's Evasion
      • Teleport 9 and turn invisible with Clever Escape
      • Teleport 23 with no line of sight needed with Dimensional Journey
      • Teleport 6 when hit by a critical attack with the Escape Tattoo
      • Teleport myself or an adjacent ally 9 with Helm of Teleportation
      • Teleport myself and the group to a preset location with Ring of Retreat
      • Teleport 8 when I reduce an enemy to 0 hit points with Belt of Breaching
      • Teleport 11 with Eladrin Boots (no +2 for these)
      • Regain a teleportation power with Cloak of Translocation
      • Teleport 8 with 18+ attack roll with Traveler's Tricks
      • _______________
        Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jun 2009
Posts: 3164
OOC: You should have +5 to saves from Sir Murrak
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: As long as you aren't actually dead, you can roll to save against everything each turn.
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Oct 2008
Posts: 4627
OOC: If I am deafened and blinded, would I have heard Hedoni start dying?
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
« Last edit by Josh on Sun Nov 05, 2017 11:56 pm. »
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: I'd assume not? However, since he made his save with Murrak's bonus after all, that lets him use a surge to heal a surge's worth of HP above 0, so it's not quite as dire as it seemed.
_______________
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
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Gary wrote
OOC: I'd assume not? However, since he made his save with Murrak's bonus after all, that lets him use a surge to heal a surge's worth of HP above 0, so it's not quite as dire as it seemed.
OOC: I thought you had to roll 20 or better to use a surge (per http://dnd4.wikia.com/wiki/Death_saving_throw). Even with +5, Hedoni only had a 13.
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: You're right, I'm rusty with the death save rules.
_______________
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
Graced by the gods, and aided by Sir Murrak's divine poise, Hedoni doesn't get any worse, but he doesn't get any better either. vs weakened: 1D20+5 = [20]+5 = 25

Initiative/ Status
Banner of Valor: Murrak's allies get +2def and att
Blazing Radiance: aura 5 around Angel. The space is treated as difficult terrain and the angel's enemies take -2 to attack
Hero's Poise: +5 to Saves
Ravenblade: 61/164, stunned ENT angel, blinded ENT, bloodied
Salazar: 134/141, +7 def EE
Dawnbell: down 75
Angel 1: no damage
Angel 2: no damage
Angel 3: gone
Angel 4: no damage
Angel 5:gone
Angel 6: gone
Hedoni: -17/120, dying, bloodied, prone
-> Mal: 78/142, Res Fire 22, +2 dam, Regen 6, +1 att vs. bloodied, deafened SE , blinded ENT
Archangel: down 264+10 temp, hovering 15 feet up, -5 to att if not Mur EE
Sir Murrak: 102/185, hovering 15 feet up, +2 def, blinded ENT
Valor:5/92, hovering 15 feet up, deafened SE, blinded ENT, bloodied

User posted image
  •   Features:
      Illumination: Bright light.
      Dawnbell: The Dawnbell fills the squares it occupies, preventing movement through them.
      Pillars: The white marble pillars are wound about with silver and gold. They do not hinder movement but provide cover against melee attacks as normal.
      Stairs: Squares containing stairs are difficult terrain.
      Open Balcony: This level is open to the heavens, and any creature forced off faces a long drop to the earthmote below. A low wall running around the exterior allows a creature a saving throw to avoid the fall, with those successful falling prone in the nearest square of the tower. Those that fail fall 50 feet to the second balcony, where they make a second saving throw. If the second save succeeds, the character catches the second balcony and stops there but takes 5d10 damage from the fall. If the second save fails, the character falls another 50 feet to hit the earthmote at the level of the first balcony and take 10d10 damage. Returning to the combat requires a great deal of stair climbing: 10 squares of difficult terrain if they landed on the second balcony, or 20 squares of difficult terrain if they fell to the ground. Creatures capable of flying fall eight squares before managing to halt themselves, take no falling damage, and are free to fly back into the combat on their turn.

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
Mal stands where he is, glaive on guard, not sure what is happening. He calls out to anyone who might be able to hear, just as his own ears stop ringing, "The bell! Break the bell!"

Save vs. deafened: 1D20 = [18] = 18

OOC: Regen 6 HP to 84 HP, and save success vs. deafened.

  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune, Legendary Sovereign 24
    • Passive Perception: 25, Passive Insight: 25
    • AC:38, Fort:37, Reflex:34, Will:39 - Speed:5
    • HP:84/142, Bloodied:71, Surge Value:42, Surges left:14/14
    • Action Points: 1, Second Wind: not used, Resist Fire 17 Cold 15
    •  
    • Powers
      • Intuitive Strike
      • Rousing Assault
      • IS Inspiring Word +5 1 2 3 4
      • Inspired Belligerence
      • Tactical Orders
      • Rousing Words +5
      • Favored Fortune
      • Press On Together
      • Great Captain
      • Stunning Display +5
      • Lady Luck Smiles
      • Death From Two Sides
      • Hail of Steel
      • Lamb to the Slaughter
      • War Master's Assault
      • Victory Surge
      • Strike of Foul Fate
      • Diabolic Transformation
      • Black Wrath of Hell
      • Avenge Me +5
      • This Is Not My Fate
      • Foe Stone
      • Flaming Glaive +5
      • Rebounding Throwing Hammer +1
      • Couters of Second Chances +2
      • Power Jewel
      • Dimensional Stride Boots
      • Strikebacks
      • Belt of Mountain Endurance
      • Ring of Tenacious Will +5
      • Ring of Winter (Int) (Minor)
       
    • Items
      • Khyber Shard of Fiery Depth
      • Bloodfire Weavemail +5
      • Healer's Brooch +5
      • Fey-Blessed Circlet
      • Fire Horn
      • Hempen Rope (50ft)
      • Grappling Hook, Hammer, Pitons (10)
      • Hand Axe x2
      • Waraxe, Light Shield
       
    • Abilities
      • Melee Basic Attack +29 (+12 lvl, +6 Str, +2 Prof, +3 Exp, +5 Enh, +1 HB), Reach 2
      • Damage: 4d4+13 (2d4 Glaive, 4d4 lvl 21, +6 Str, +5 W, +1 HB, +1 KSoFD)
      • Ranged Basic Attack +21 (+12 lvl, +6 Str, +2 Prof, +1 Enh), Ranged 5/10
      • Damage: 2d6+7 (2d6 Thr Hammer, +6 Str, +1 W)
      • Bloodhunt (+1 att vs. bloodied)
      • Inspiring Presence (W1) (Allies regain 19 HP w/ AP)
      • Combat Leader (W1) (+2 Init to me and allies w/in 10)
      • Know Your Strength (CoF11) (Dam rolls of 1 or 2 become 3)
      • Seize the Day (CoF11) (AP: even roll grants allies w/in 5 sq 12 THP, odd grants Mal 17 THP)
      • Presence of Greatness (CoF16) (Can use 2 APs in an encounter)
      • Legendary Presence (LS21) (Increase Cha by 2)
      • Homeland (LS21) (Gain +4 on Cha checks in realm)
      • This Is Not My Fate (LS24) (Once per)
      • Hellfire Blood (1) (+1 att and dam with Fire)
      • Heavy Blade Expertise (2) (+2 def vs. OAs)
      • Improved Inspiring Word (4) (Add Cha mod (+7) to IW HP)
      • Hafted Defense (6) (+1 AC/Ref with polearm)
      • Polearm Flanker (8 ) (Flank in Reach)
      • Diabolic Soul (10) (+2 att UEE against enemy that Crits me)
      • Fight On (11) (Gain one more use of IW per encounter)
      • Vexing Flanker (12) (Flanking grants CA to allies)
      • Polearm Gamble (14) (When enemy moves adj, take OA and grant CA UENT)
      • Dispater's Iron Discipline (16) (+7 to saves vs. Stun, Dominate, or Daze)
      • Opportunity Sidestep (18 ) (On OA hit, shift 1 square as Free Action)
      • Combat Commander (20) (Use Cha mod (+7) instead of +2 for init bonus)
      • Supreme Inspiration (21) (Heal two with each use of Inspiring Word)
      • Call to Glory (22) (Granted attacks give allies 1/2 lvl (12) THP)
      • Improved Defenses (24) (+3 to Fort, Ref, and Will)
      • Strikebacks (I) (+1 bonus to OAs)
      • Bloodfire (I) (When bloodied, Aura 1, 5 Fire damage)
       
    • Skills
      • Acrobatics +11
      • Arcana +14
      • Athletics +22
      • Bluff +21
      • Diplomacy +24
      • Dungeoneering +15
      • Endurance +13
      • Heal +20
      • History +14
      • Insight +15
      • Intimidate +24
      • Nature +15
      • Perception +15
      • Religion +14
      • Stealth +13
      • Streetwise +19
      • Thievery +11
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Hedoni's chest rises and falls, ever so slowly.

OOC: No healing? I know he is deaf and blind, but does inspiring word require line of sight? Maybe he can just call out to who ever needs it most? Unless of course Mal just doesn't want to heal anyone...
Josh wrote
Mal stands where he is, glaive on guard, not sure what is happening. He calls out to anyone who might be able to hear, just as his own ears stop ringing, "The bell! Break the bell!"

Save vs. deafened: 1D20 = [18] = 18

OOC: Regen 6 HP to 84 HP, and save success vs. deafened.

  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune, Legendary Sovereign 24
    • Passive Perception: 25, Passive Insight: 25
    • AC:38, Fort:37, Reflex:34, Will:39 - Speed:5
    • HP:84/142, Bloodied:71, Surge Value:42, Surges left:14/14
    • Action Points: 1, Second Wind: not used, Resist Fire 17 Cold 15
    •  
    • Powers
      • Intuitive Strike
      • Rousing Assault
      • IS Inspiring Word +5 1 2 3 4
      • Inspired Belligerence
      • Tactical Orders
      • Rousing Words +5
      • Favored Fortune
      • Press On Together
      • Great Captain
      • Stunning Display +5
      • Lady Luck Smiles
      • Death From Two Sides
      • Hail of Steel
      • Lamb to the Slaughter
      • War Master's Assault
      • Victory Surge
      • Strike of Foul Fate
      • Diabolic Transformation
      • Black Wrath of Hell
      • Avenge Me +5
      • This Is Not My Fate
      • Foe Stone
      • Flaming Glaive +5
      • Rebounding Throwing Hammer +1
      • Couters of Second Chances +2
      • Power Jewel
      • Dimensional Stride Boots
      • Strikebacks
      • Belt of Mountain Endurance
      • Ring of Tenacious Will +5
      • Ring of Winter (Int) (Minor)
       
    • Items
      • Khyber Shard of Fiery Depth
      • Bloodfire Weavemail +5
      • Healer's Brooch +5
      • Fey-Blessed Circlet
      • Fire Horn
      • Hempen Rope (50ft)
      • Grappling Hook, Hammer, Pitons (10)
      • Hand Axe x2
      • Waraxe, Light Shield
       
    • Abilities
      • Melee Basic Attack +29 (+12 lvl, +6 Str, +2 Prof, +3 Exp, +5 Enh, +1 HB), Reach 2
      • Damage: 4d4+13 (2d4 Glaive, 4d4 lvl 21, +6 Str, +5 W, +1 HB, +1 KSoFD)
      • Ranged Basic Attack +21 (+12 lvl, +6 Str, +2 Prof, +1 Enh), Ranged 5/10
      • Damage: 2d6+7 (2d6 Thr Hammer, +6 Str, +1 W)
      • Bloodhunt (+1 att vs. bloodied)
      • Inspiring Presence (W1) (Allies regain 19 HP w/ AP)
      • Combat Leader (W1) (+2 Init to me and allies w/in 10)
      • Know Your Strength (CoF11) (Dam rolls of 1 or 2 become 3)
      • Seize the Day (CoF11) (AP: even roll grants allies w/in 5 sq 12 THP, odd grants Mal 17 THP)
      • Presence of Greatness (CoF16) (Can use 2 APs in an encounter)
      • Legendary Presence (LS21) (Increase Cha by 2)
      • Homeland (LS21) (Gain +4 on Cha checks in realm)
      • This Is Not My Fate (LS24) (Once per)
      • Hellfire Blood (1) (+1 att and dam with Fire)
      • Heavy Blade Expertise (2) (+2 def vs. OAs)
      • Improved Inspiring Word (4) (Add Cha mod (+7) to IW HP)
      • Hafted Defense (6) (+1 AC/Ref with polearm)
      • Polearm Flanker (8 ) (Flank in Reach)
      • Diabolic Soul (10) (+2 att UEE against enemy that Crits me)
      • Fight On (11) (Gain one more use of IW per encounter)
      • Vexing Flanker (12) (Flanking grants CA to allies)
      • Polearm Gamble (14) (When enemy moves adj, take OA and grant CA UENT)
      • Dispater's Iron Discipline (16) (+7 to saves vs. Stun, Dominate, or Daze)
      • Opportunity Sidestep (18 ) (On OA hit, shift 1 square as Free Action)
      • Combat Commander (20) (Use Cha mod (+7) instead of +2 for init bonus)
      • Supreme Inspiration (21) (Heal two with each use of Inspiring Word)
      • Call to Glory (22) (Granted attacks give allies 1/2 lvl (12) THP)
      • Improved Defenses (24) (+3 to Fort, Ref, and Will)
      • Strikebacks (I) (+1 bonus to OAs)
      • Bloodfire (I) (When bloodied, Aura 1, 5 Fire damage)
       
    • Skills
      • Acrobatics +11
      • Arcana +14
      • Athletics +22
      • Bluff +21
      • Diplomacy +24
      • Dungeoneering +15
      • Endurance +13
      • Heal +20
      • History +14
      • Insight +15
      • Intimidate +24
      • Nature +15
      • Perception +15
      • Religion +14
      • Stealth +13
      • Streetwise +19
      • Thievery +11
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
OOC: Regardless of Inspiring Word, there was no way for Mal to even know Hedoni was unconscious - he was blind and deaf until the end of his turn. Salazar was the only PC who wasn't blind when Hedoni went down. And to be fair, he could see that Hedoni went down, but from 25 feet away and given partial cover by the bell, I doubt he would know if Hedoni was unconscious, or just prone. Also, Mal was deafened when Hedoni said that he could use some help.

Hedoni is no longer afraid to die.
Emily wrote
Hedoni's chest rises and falls, ever so slowly.

OOC: No healing? I know he is deaf and blind, but does inspiring word require line of sight? Maybe he can just call out to who ever needs it most? Unless of course Mal just doesn't want to heal anyone...
Josh wrote
Mal stands where he is, glaive on guard, not sure what is happening. He calls out to anyone who might be able to hear, just as his own ears stop ringing, "The bell! Break the bell!"

Save vs. deafened: 1D20 = [18] = 18

OOC: Regen 6 HP to 84 HP, and save success vs. deafened.

  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune, Legendary Sovereign 24
    • Passive Perception: 25, Passive Insight: 25
    • AC:38, Fort:37, Reflex:34, Will:39 - Speed:5
    • HP:84/142, Bloodied:71, Surge Value:42, Surges left:14/14
    • Action Points: 1, Second Wind: not used, Resist Fire 17 Cold 15
    •  
    • Powers
      • Intuitive Strike
      • Rousing Assault
      • IS Inspiring Word +5 1 2 3 4
      • Inspired Belligerence
      • Tactical Orders
      • Rousing Words +5
      • Favored Fortune
      • Press On Together
      • Great Captain
      • Stunning Display +5
      • Lady Luck Smiles
      • Death From Two Sides
      • Hail of Steel
      • Lamb to the Slaughter
      • War Master's Assault
      • Victory Surge
      • Strike of Foul Fate
      • Diabolic Transformation
      • Black Wrath of Hell
      • Avenge Me +5
      • This Is Not My Fate
      • Foe Stone
      • Flaming Glaive +5
      • Rebounding Throwing Hammer +1
      • Couters of Second Chances +2
      • Power Jewel
      • Dimensional Stride Boots
      • Strikebacks
      • Belt of Mountain Endurance
      • Ring of Tenacious Will +5
      • Ring of Winter (Int) (Minor)
       
    • Items
      • Khyber Shard of Fiery Depth
      • Bloodfire Weavemail +5
      • Healer's Brooch +5
      • Fey-Blessed Circlet
      • Fire Horn
      • Hempen Rope (50ft)
      • Grappling Hook, Hammer, Pitons (10)
      • Hand Axe x2
      • Waraxe, Light Shield
       
    • Abilities
      • Melee Basic Attack +29 (+12 lvl, +6 Str, +2 Prof, +3 Exp, +5 Enh, +1 HB), Reach 2
      • Damage: 4d4+13 (2d4 Glaive, 4d4 lvl 21, +6 Str, +5 W, +1 HB, +1 KSoFD)
      • Ranged Basic Attack +21 (+12 lvl, +6 Str, +2 Prof, +1 Enh), Ranged 5/10
      • Damage: 2d6+7 (2d6 Thr Hammer, +6 Str, +1 W)
      • Bloodhunt (+1 att vs. bloodied)
      • Inspiring Presence (W1) (Allies regain 19 HP w/ AP)
      • Combat Leader (W1) (+2 Init to me and allies w/in 10)
      • Know Your Strength (CoF11) (Dam rolls of 1 or 2 become 3)
      • Seize the Day (CoF11) (AP: even roll grants allies w/in 5 sq 12 THP, odd grants Mal 17 THP)
      • Presence of Greatness (CoF16) (Can use 2 APs in an encounter)
      • Legendary Presence (LS21) (Increase Cha by 2)
      • Homeland (LS21) (Gain +4 on Cha checks in realm)
      • This Is Not My Fate (LS24) (Once per)
      • Hellfire Blood (1) (+1 att and dam with Fire)
      • Heavy Blade Expertise (2) (+2 def vs. OAs)
      • Improved Inspiring Word (4) (Add Cha mod (+7) to IW HP)
      • Hafted Defense (6) (+1 AC/Ref with polearm)
      • Polearm Flanker (8 ) (Flank in Reach)
      • Diabolic Soul (10) (+2 att UEE against enemy that Crits me)
      • Fight On (11) (Gain one more use of IW per encounter)
      • Vexing Flanker (12) (Flanking grants CA to allies)
      • Polearm Gamble (14) (When enemy moves adj, take OA and grant CA UENT)
      • Dispater's Iron Discipline (16) (+7 to saves vs. Stun, Dominate, or Daze)
      • Opportunity Sidestep (18 ) (On OA hit, shift 1 square as Free Action)
      • Combat Commander (20) (Use Cha mod (+7) instead of +2 for init bonus)
      • Supreme Inspiration (21) (Heal two with each use of Inspiring Word)
      • Call to Glory (22) (Granted attacks give allies 1/2 lvl (12) THP)
      • Improved Defenses (24) (+3 to Fort, Ref, and Will)
      • Strikebacks (I) (+1 bonus to OAs)
      • Bloodfire (I) (When bloodied, Aura 1, 5 Fire damage)
       
    • Skills
      • Acrobatics +11
      • Arcana +14
      • Athletics +22
      • Bluff +21
      • Diplomacy +24
      • Dungeoneering +15
      • Endurance +13
      • Heal +20
      • History +14
      • Insight +15
      • Intimidate +24
      • Nature +15
      • Perception +15
      • Religion +14
      • Stealth +13
      • Streetwise +19
      • Thievery +11
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Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Oct 2008
Posts: 4627
OOC: Yeah, my thought was that Mal wouldn't even be aware.
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
"By the shining glory of the sun and all that is righteous, I shall preserve the holiness of this place and Pelor's legacy." The angel stabs Sir Murrak in the bicep, leaving the knight's sword arm pulsing with light (23 damage now and Sir Murrak takes another 3d8+9 radiant whenever he attacks, ENT Mur).

Initiative/ Status
Banner of Valor: Murrak's allies get +2def and att
Blazing Radiance: aura 5 around Angel. The space is treated as difficult terrain and the angel's enemies take -2 to attack
Hero's Poise: +5 to Saves
Ravenblade: 61/164, blinded ENT, bloodied
Salazar: 134/141, +7 def EE
Dawnbell: down 75
Angel 1: no damage
Angel 2: no damage
Angel 3: gone
Angel 4: no damage
Angel 5:gone
Angel 6: gone
Hedoni: -17/120, dying, bloodied, prone
Mal: 78/142, Res Fire 22, +2 dam, Regen 6, +1 att vs. bloodied, deafened SE , blinded ENT
Archangel: down 264+10 temp, hovering 15 feet up, -5 to att if not Mur EE
-> Sir Murrak: 79/185, hovering 15 feet up, +2 def, blinded ENT, bloodied, takes damage on next att
Valor:5/92, hovering 15 feet up, deafened SE, blinded ENT, bloodied

User posted image
  •   Features:
      Illumination: Bright light.
      Dawnbell: The Dawnbell fills the squares it occupies, preventing movement through them.
      Pillars: The white marble pillars are wound about with silver and gold. They do not hinder movement but provide cover against melee attacks as normal.
      Stairs: Squares containing stairs are difficult terrain.
      Open Balcony: This level is open to the heavens, and any creature forced off faces a long drop to the earthmote below. A low wall running around the exterior allows a creature a saving throw to avoid the fall, with those successful falling prone in the nearest square of the tower. Those that fail fall 50 feet to the second balcony, where they make a second saving throw. If the second save succeeds, the character catches the second balcony and stops there but takes 5d10 damage from the fall. If the second save fails, the character falls another 50 feet to hit the earthmote at the level of the first balcony and take 10d10 damage. Returning to the combat requires a great deal of stair climbing: 10 squares of difficult terrain if they landed on the second balcony, or 20 squares of difficult terrain if they fell to the ground. Creatures capable of flying fall eight squares before managing to halt themselves, take no falling damage, and are free to fly back into the combat on their turn.

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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
OOC: Sir Murrak resists 15 radiant
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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: Jul 2008
Posts: 5245
Jonathan Berg wrote
OOC: Sir Murrak resists 15 radiant

OOC: Yes, the previous attack was both weapon and radiant damage. I will factor in the radiant resist in future attacks.
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Even blinded, the angry Sir Murrak smacks the archangel, which causes it to glow with his divine radiance.

Standard: Deathguide's Sanction vs archangel _: 1D20+29-5+2 = [18]+29-5+2 = 40 4D10.MIN(3)+16+5+2 = [3, 5, 8, 10]+16+5+2 = 49 Hits AC 40 for 49 damage. The archangel is subject to Murrak's divine sanction (save ends). Any ally hitting the archangel while sanctioned regains 11 HP (this is only valid once per turn).
Minor: Diamond cincture loses one diamond for Murrak to take a surge
Free: Valor save _: 1D20+5+2 = [16]+5+2 = 23 Success
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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: Jul 2008
Posts: 5245
The liberators struggle and Hedoni nearly snuffs it, but the party overcomes the odds and defeats the angel guardians of the Seal of Pelor.

Now, only one seal remains, the seal of Asmodeus. Beyond that, lies the powerful Arrow of Fate which has the power to restore Bahamut to life.

OOC: Final show down will be at Gary and my house, Sunday at 1 pm.
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light

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