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Haven of the Bitter Glass

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Registered: Jul 2008
Posts: 5245
On hands and knees, Mal moves under the cloud of coins into the well-lit room. From the floor the tiefling waves his glaive through the moving gold, having little effect.

Readied: Sal - Belt
Initiative: Status
Salazar: 69 /90, insub ENT Sal, prone ENT monster
Hedoni: 45/77
Falcon:15/15
Coin monster: down 71, marked, insub, -2 fort ENT Sal, (weakened, grants CA and takes +2 dam ENT Mal)
Daggoth: 116(+10 temp)/126, +2 def ENT, prone ENT monster
Sir Murrak: 37/103, bloodied
Mal: 61/86, prone ENT monster
Woman in black: ??
->Ravenblade: 69/99

User posted image

  •   Features
      Illumination: Night time. The alleys are shrouded in darkness.
      Inside the store room is well lit.
      Doors: Equal signs mark doors inside the building.
      _______________
      Dungeon Master - Scales of War
      Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
"Quit lying around! It's just a bunch of coins enchanted to move, nothing to cower before." Ravenblade scoffs as he moves into the cramped room and stands over Salazar. He eyes the coin monster with a squint and aims for the embedded leaf ring that the woman in black was wearing.

Move: to E4, standing over the prone Salazar
Minor: HQ on coin monster
Standard: Lashing Leaves coin monster, AC, base hit 18, +1 24h, +2 CA, base damage 12, +2 Mal. If one attack hits, target takes 2 extra damage UENT Rav, if two attacks hit it's 5 extra damage (note: if first attack hits, then increase damage from second attack by 2). (1d20+21=29, 1d10.minroll(3)+14=18, 1d20+21=35, 1d10.minroll(3)+14=23)
HQ extra damage: 2d6=9

OOC: Assuming only the second attack hit, coin monster takes 23+9=32 damage and all attacks against it have 2 extra damage UENT Rav (if both attacks hit, total damage is 52 and 5 extra damage UENT Rav).

User posted image

AC: 30 (28 when bloodied), Resistances: Fire 5, Cold 5, Poison 5
Surges: 11/11, Action point(s) left: 1/2, used this battle

  •   Ravenblade
    • Male Dwarf Ranger, Hammer of Moradin, Level 13
    • Passive Perception: 25, Passive Insight: 20
    • AC: 30/28 Fort: 24 Reflex: 22 Will: 22 Speed: 6, Initiative: +8
    • HP: 99, Bloodied: 49, Surge Value: 27, Surges: 11
    •  
    • Class/Racial Features and Feats
      • Class/Racial Features
      • Cast-Iron Stomach: +5 save vs poison
      • Dwarven Resilience: second wind as minor action
      • Hammer Bond: +1 bonus to attack rolls with hammers
      • Hunter’s Quarry: 2d6 extra damage on a target marked with HQ, once per round
      • Powerful Action: When you spend an action point to make an attack, each target hit by the attack is knocked prone or dazed until the end of your next turn. You choose the effect for each target after the attack’s other effects are resolved.
      • Running Attack: +1 to hit with powers that include movement and moved at least 2 spaces
      • Stand Your Ground: -1 space forced movement / imm save vs prone att
      • Feats
      • Armor Proficiency Chainmail:
      • Bludgeon Expertise: +1/2/3 attack at H/P/E tiers, +1 to push and slide effects from attacks
      • Dwarven Durability: +2 surges, +CON mod surge value
      • Dwarven Weapon Training: +2 damage and prof with all axes/hammers
      • Flank on the Run: When adjacent to an enemy and move to another square adjacent to that enemy, you do not provoke an opportunity attack from that enemy for leaving your square
      • Soldier of Virtue: paladin multi-class, one paladin skill, virtue’s touch 1/day
      • Toughness: +5/10/15 hp at H/P/E tiers
      • Two-Weapon Fighting: +1 damage while wielding two melee weapons
      • Two-Weapon Defense: +1 AC/REFLEX while wielding any two weapons
       
    • Basic Attacks
      • The following attacks respectively already include +1 24h, +1 charge, +1 running attack in charge, and +4 WIS mod for Marauder's Rush at-will.
      • Basic Melee (Avalanche): 1d20+19;1d10.minroll(3)+12, +2d10 and prone on a crit
      • Basic Melee Charge (Avalanche): 1d20+21;1d10.minroll(3)+16+1d10.minroll(3), +2d10 and prone on a crit
      • Basic Melee Charge (Crashing): 1d20+21;1d10.minroll(3)+16, 2d6 and prone on a crit
      • Basic Ranged: 1d20+19;1d10.minroll(3)+10 (with Crashing Craghammer)
       
    • Powers/Item Powers During Play
      • Hunter’s Quarry
      • Marauder's Rush
      • Twin Strike
      • Hammer Throw
      • Invigorating Stride
      • Lashing Leaves
      • Natural Terrain Understanding
      • Quick Throw
      • Second Wind
      • Thundertusk Boar Strike
      • Attacks on the Run
      • Commanding Confrontation
      • Frenzied Skirmish
      • Root Gate
      • Stalwart Defense
      • Virtue’s Touch
      • Item Powers
      • Backlash Tattoo
      • Melora's Storm Blessing
      • Resplendent Circlet
      • Symbol of Scorned Fate
      • Viper Belt
      • Crashing Craghammer
       
    • Items
      • Items
      • Agile Braidmail +3 +2 AC when not bloodied
      • Avalanche Craghammer +2 charge att 1W extra dam, crit=2d10+prone
      • Crashing Craghammer +2 melee and heavy thrown 5/10, crit=2d6+prone
      • Symbol of Scorned Fate
      • Backlash Tattoo
      • Gauntlets of Blood (paragon) +4 damage to boodied targets
      • Silt Striders +1 speed, can walk/stand on all non-liquid surfaces, ignore difficult terrain of dirt, sand, or silt and leave no tracks in that terrain.
      • Viper Belt resist 5 poison
      • Melora's Storm Blessing shift 1 after forced enemy movement
      • Cloak of Survival +2 +3 endurance, resist 5 fire/cold
      • Resplendent Circlet enemies within 10 have -2 insight
      • Life Shroud
      • Potion of Healing (heroic) 1 / 2 / 3
      • Potion of Vitality (paragon) 1
       
    • Skills
      • Acrobatics +12
      • Arcana +5
      • Athletics +15
      • Bluff +6
      • Diplomacy +6
      • Dungeoneering +12
      • Endurance +17
      • Heal +15
      • History +5
      • Insight +10
      • Intimidate +6
      • Nature +15
      • Perception +15
      • Religion +5
      • Stealth +7
      • Streetwise +6
      • Thievery +7
       
    • Descriptions of Powers
      • Hunter’s Quarry minor to place, 2d6 extra damage 1/round on a hit
      • Marauder's Rush can be used in a charge instead of MBA, 1d20+18;1d10+16
      • Twin Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+18;1d10+7
      • Hammer Throw ranged 10, STR vs FORT, can use any hammer, 1d20+18;2d10+10 1st target and dazed UENT Rav, 1d20+18;1d10+10 and prone on 2nd target within 3 of 1st target
      • Invigorating Stride move, shift 4, can’t end adj to enemy, can use 2nd wind
      • Lashing Leaves melee, 1 target, 1 attack per weapon, 1d20+18;1d10+12, if one hit then target takes 2 extra damage for all hits UENT Rav, if two hits then 5 extra damage
      • Natural Terrain Understanding minor, burst 3, allies, grants +2 AC UENT Rav and target can shift 2
      • Quick Throw ranged minor, 1 target, 1 attack, 1d20+18;3d10+10, before the attack shift 1, must target a creature not yet attacked this turn and can't attack that target again during the current turn
      • Second Wind minor, gain 26 hp and +2 def
      • Thundertusk Boar Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+18;1d10+12, if one hit then push target 2, if both attacks hit same target then push 6
      • Attacks on the Run melee/ranged, 1 or 2 targets, can use main weapon only, either 2 attacks on single or 1 attack each target, 1d20+18;3d10+12, can move 5 before the attacks, ½ damage on miss
      • Commanding Confrontation ranged, 1 HQ target, 1d20+15;3d10+7, ½ damage on miss, effect: until target is no long your quarry, all your melee attacks against it deal extra 6 damage
      • Frenzied Skirmish melee, 1 or 2 targets, 1 attack per weapon, before or after attack you can move speed without provoking OA's, 1d20+18;1d10+12, if an attack hits the target is dazed UENT Rav, if both attacks hit the same target it's dazed and slowed UENT Rav
      • Root Gate minor, burst 10, create 2 single space, unoccupied zones that last UEE, when you or ally enters a zone can teleport to the second zone as a free action as long as it’s not occupied, enemies can’t teleport
      • Stalwart Defense minor, stance, gain resist all 5 and +2 FORT until stance ends
      • Virtue’s Touch minor, melee touch, 1 target, remove blinded, dazed, deafened, slowed, stunned, or weakened
      • Item Powers
      • Backlash Tattoo the first time you’re bloodied in an encounter, you can make a basic ranged or melee attack as an imm reaction
      • Melora's Storm Blessing move, fly 5
      • Resplendent Circlet minor, enemy adj to ally, burst 5, c.a. until EoE
      • Symbol of Scorned Fate free, when you first fail a save throw against an effect, that effect does not affect you UENT (also, if the effect changes or has an additional effect after failing to save those changes don't yet occur)
      • Viper Belt no action, +2 when making a poison save throw
      • Crashing Craghammer free, when hitting with a ranged attack the target and all adjacent creatures are knocked prone
    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Ravenblade boldly strides into the cramped space and bashes the disembodied treasure golem. His aim is good, but in the creatures diffuse state, the creature takes less damage than the dwarf had expected. (Both attacks hit. Monster is insubstantial so 26 total damage.)

Readied: Sal - Belt
Initiative: Status
->Salazar: 69 /90, insub ENT Sal, prone ENT monster
Hedoni: 45/77
Falcon:15/15
Coin monster: down 97, marked, insub, -2 fort ENT Sal, (weakened, grants CA and takes +2 dam ENT Mal), takes +5 damage ENT Rav, HQ
Daggoth: 116(+10 temp)/126, +2 def ENT, prone ENT monster
Sir Murrak: 37/103, bloodied
Mal: 61/86, prone ENT monster
Woman in black: ??
Ravenblade: 69/99

User posted image

  •   Features
      Illumination: Night time. The alleys are shrouded in darkness.
      Inside the store room is well lit.
      Doors: Equal signs mark doors inside the building.
      _______________
      Dungeon Master - Scales of War
      Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar blasts the flying coins with fire, melting some of them.

Standard action - Burning Spray (close blast 3, D-F/3-5, all creatures) against the coin monster.

Burning Spray (CA, 24H, Mal and Raveblade damage) (1d20+17+2+1=38, 1d8+20+2+5=29)

Hits Reflex 38 for 29 fire damage, and on a hit, until the end of my next turn the next enemy to hit me with a melee attack takes 4 damage.

"Readying" Belt of Raging Endurance.


  •  Salazar Miller
    • Male Human Sorcerer 13 / Dragon Guardian
    • Full Character Sheet
    • Passive Perception: 15, Passive Insight: 15, Senses: Normal
    • AC: 25, Fort: 26, Reflex: 25, Will: 29 - Speed: 6
    • HP: 69/90, Bloodied: 45, Surge Value: 25, Surges left: 10/10
    • Action Points: 0
    • Resists: 10 Fire, 10 Poison, 10 Necrotic

    • Dragon Scales (Class): +2 AC until the end of an encounter once first bloodied.
    • Dragon Soul (Class) and Guardian's Resistance (Paragon Path): Resist 10 fire and 10 poison, pierce 10 fire resistance and 10 poison resistance in enemies.
    • Dragon Breath Action (Paragon Path): When you make a close blast attack with an action point, score a crit on 16-20.
    • Action Surge (Feat): +3 to hit with attacks gained via Action Point.
    • Staff Expertise (Feat): +2 to hit with staffs, do not provoke OA's with ranged attacks, gain reach 1 with melee attacks.
    • War Wizard's Staff (Feat): When you use a close arcane attack with a staff implement, you can slide one adjacent creature to a different square adjacent to you before making the attack.

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

    • Items
    • -Accurate Staff of Ruin +3 - +3 attack / +6 damage, +3d10 damage on a crit. Additional +1 bonus to hit from Accurate superior implement.
    • -Laughing Death Drowmesh +3 - Resist 10 Necrotic.
    • -Laughing Death Drowmesh +3 (Daily) - Immediate Reaction. Use this power when struck by a melee attack. The attacker takes 3d6 necrotic damage and also takes a -2 penalty to Fortitude defense until the end of my next turn.
    • -Brooch of Vitality +3 - Property: Increase your maximus HP by5.
    • -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.
    • -Gem of Colloquy (Head Slot) (Paragon) - +3 to item bonus to Bluff and Diplomacy checks and understand and speak two languages chosen at the time of gem's creation (Abyssal, Supernal).
    • -Siberys Shard of the Mage (Heroic) - +1 to implement damage rolls with Accurate Staff of Ruin +3. PDF does not include this in the damage calculations.
    • -Flame Bracers (Heroic) - Property: When you score a critical hit, the target takes 1d6 extra fire damage.
    • -Flame Bracers (Heroic) - Power (Daily): Minor Action. The next time you hit with an attack, the target takes 1d6 extra fire damage..
    • -Boots of Quickness (Heroic) - Gain a +1 bonus to Reflex defense.
    • -Fireheart Tattoo (Heroic) - When you spend an action point to take an extra action, you gain 5 temporary hit points.
    • -Potion of Healing (Heroic) x2
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Jul 2008
Posts: 5245
Salazar fills the room with more fire.

Readied: Sal - Belt
Initiative: Status
Salazar: 69 /90, prone ENT monster, BS
->Hedoni: 45/77
Falcon:15/15
Coin monster: down 112, marked, insub, -2 fort ENT Sal, (weakened, grants CA and takes +2 dam ENT Mal), takes +5 damage ENT Rav, HQ
Daggoth: 116(+10 temp)/126, +2 def ENT, prone ENT monster
Sir Murrak: 37/103, bloodied
Mal: 61/86, prone ENT monster
Woman in black: ??
Ravenblade: 69/99

User posted image

  •   Features
      Illumination: Night time. The alleys are shrouded in darkness.
      Inside the store room is well lit.
      Doors: Equal signs mark doors inside the building.
      _______________
      Dungeon Master - Scales of War
      Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Surprised by the effect but happy with the damage, Hedoni sustains his magical fire wall and readies his shield spell. He then takes a moment to heal himself, in case the creature explodes again.

Minor Action: Sustain Wall of Fire.
Standard Action: Second Wind (regain 18 HP, +2 to defenses USNT)

Any creature that starts its turn adjacent to the Wall of Fire takes 1d6+11 fire damage. If a creature moves into the wall or starts its turn there, it 3d6+11 fire damage. Entering a square occupied by the wall takes an extra 3 squares of movement. The wall blocks line of sight.

  •  Hedoni Mindartis
    • Male Eladrin Wizard 13
    • AC:25, Fort:24, Reflex:26, Will:27 - Speed:6
    • HP:74, Bloodied:37, Surge Value:18, Surges left:8/9, Action Points: 0
    • Resistance: 15 Necrotic (Tenebrous Shroud)
    • Passive Perception: 20, Passive Insight: 20
    •  
    • 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)
      • Icy Rays
      • Twist of Space
      • Shield (Immediate Interrupt)/Jump (Move)
      • Hammerfall Step
      • Prismatic Burst
      • Wizard's Escape (Immediate Interrupt)/Dimension Door (Move)
      • Illusory Wall/Arcane Gate (Minor)
      • Rolling ThunderFreezing Cloud
      • Bigby's Icy Grasp/Stinking Cloud
      • Wall of Fire/Taunting Phantoms
      • Wayfarer's Evasion
      • Healing Word (Minor)
      • Acrobat Boots (Minor)
      • Hat of Disguise
      • Bracers of Mental Might
      • Tenebrous Shroud (Immediate Interrupt)
      • Feinting Gloves (Minor)
      • 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 +3 (3d10 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)
      • Tenebrous Shroud (Resist 15 Necrotic, Invisible UENT when hit by melee - Daily Power, info)
      • Escape Tattoo (Teleport 3 when hit by crit attack)
      • Stalwart Belt (Gain Con mod temp hit points after crit)
      • Siberys Shard of the Mage (+1 damage when using staff as implement)

_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jun 2009
Posts: 3164
Sir Murrak stares at the flames. Somewhere beyond that wall is the woman in black. He will kill her. He swears so on the honor of his father.
_______________
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
Hedoni keeps up his wall of fire and steadies himself.

The magical fire licks at the scatter coins on coin monster (3d6+11=28 ). The coins tinkle and shake and then coalesce into the shape of the five headed dragon a few paces away. One the creatures metallic jaws snap down on Daggoth's prone body, it tears into the fighter (crit), shaking him around and then tossing the dragonborn into the wall of fire. on Daggoth (3d6+11=18 ) Another of the monster's dragon-like heads bites down on Ravenblade. The dwarf struggles against the creature's fierce strength and manages to dig his heels into the dirt floor and stop a few feet from the arcane fire. (Dwarf resists one square of forced movement.)

OOC: To be continued ... at my house at 1pm today. Also, I updated the wiki if you need a refresher on what is going on in the game right now.

Readied: Sal - Belt
Initiative: Status
Salazar: 69 /90, prone, BS
Hedoni: 63/77, +2 Def SNT
Falcon:15/15
Coin monster: down 135, marked, -2 fort ENT Sal, (weakened, grants CA and takes +2 dam ENT Mal), takes +5 damage ENT Rav, HQ
->Daggoth: 82/126, +2 def ENT, prone
Sir Murrak: 37/103, bloodied
Mal: 61/86, prone
Woman in black: ??
Ravenblade: 51/99

User posted image

  •   Features
      Illumination: Night time. The alleys are shrouded in darkness.
      Inside the store room is well lit.
      Doors: Equal signs mark doors inside the building.
      _______________
      Dungeon Master - Scales of War
      Edeya - Githzerai Seeker - Points of Light
      « Last edit by Emily on Sun Dec 18, 2011 11:01 am. »
Moderator
Registered: Oct 2008
Posts: 7786
Ravenblade begins feeling the fire lick his calves despite digging his heels in. Suddenly, a brick wind blows through the wall of fire parting the flames and pushing Ravenblade back over Salazar's prone body. The dwarf ranger smiles gratefully as he senses the proximity of both Moradin and Melora in his heart.

Free: Melora's Storm Blessing: If an enemy uses a forced movement effect against you, you can shift 1 square as a free action at the end of the forced movement.

OOC: Shifting Ravenblade back to E4.

User posted image

AC: 30 (28 when bloodied), Resistances: Fire 5, Cold 5, Poison 5
Surges: 11/11, Action point(s) left: 1/2, used this battle

  •   Ravenblade
    • Male Dwarf Ranger, Hammer of Moradin, Level 13
    • Passive Perception: 25, Passive Insight: 20
    • AC: 30/28 Fort: 24 Reflex: 22 Will: 22 Speed: 6, Initiative: +8
    • HP: 99, Bloodied: 49, Surge Value: 27, Surges: 11
    •  
    • Class/Racial Features and Feats
      • Class/Racial Features
      • Cast-Iron Stomach: +5 save vs poison
      • Dwarven Resilience: second wind as minor action
      • Hammer Bond: +1 bonus to attack rolls with hammers
      • Hunter’s Quarry: 2d6 extra damage on a target marked with HQ, once per round
      • Powerful Action: When you spend an action point to make an attack, each target hit by the attack is knocked prone or dazed until the end of your next turn. You choose the effect for each target after the attack’s other effects are resolved.
      • Running Attack: +1 to hit with powers that include movement and moved at least 2 spaces
      • Stand Your Ground: -1 space forced movement / imm save vs prone att
      • Feats
      • Armor Proficiency Chainmail:
      • Bludgeon Expertise: +1/2/3 attack at H/P/E tiers, +1 to push and slide effects from attacks
      • Dwarven Durability: +2 surges, +CON mod surge value
      • Dwarven Weapon Training: +2 damage and prof with all axes/hammers
      • Flank on the Run: When adjacent to an enemy and move to another square adjacent to that enemy, you do not provoke an opportunity attack from that enemy for leaving your square
      • Soldier of Virtue: paladin multi-class, one paladin skill, virtue’s touch 1/day
      • Toughness: +5/10/15 hp at H/P/E tiers
      • Two-Weapon Fighting: +1 damage while wielding two melee weapons
      • Two-Weapon Defense: +1 AC/REFLEX while wielding any two weapons
       
    • Basic Attacks
      • The following attacks respectively already include +1 24h, +1 charge, +1 running attack in charge, and +4 WIS mod for Marauder's Rush at-will.
      • Basic Melee (Avalanche): 1d20+19;1d10.minroll(3)+12, +2d10 and prone on a crit
      • Basic Melee Charge (Avalanche): 1d20+21;1d10.minroll(3)+16+1d10.minroll(3), +2d10 and prone on a crit
      • Basic Melee Charge (Crashing): 1d20+21;1d10.minroll(3)+16, 2d6 and prone on a crit
      • Basic Ranged: 1d20+19;1d10.minroll(3)+10 (with Crashing Craghammer)
       
    • Powers/Item Powers During Play
      • Hunter’s Quarry
      • Marauder's Rush
      • Twin Strike
      • Hammer Throw
      • Invigorating Stride
      • Lashing Leaves
      • Natural Terrain Understanding
      • Quick Throw
      • Second Wind
      • Thundertusk Boar Strike
      • Attacks on the Run
      • Commanding Confrontation
      • Frenzied Skirmish
      • Root Gate
      • Stalwart Defense
      • Virtue’s Touch
      • Item Powers
      • Backlash Tattoo
      • Melora's Storm Blessing
      • Resplendent Circlet
      • Symbol of Scorned Fate
      • Viper Belt
      • Crashing Craghammer
       
    • Items
      • Items
      • Agile Braidmail +3 +2 AC when not bloodied
      • Avalanche Craghammer +2 charge att 1W extra dam, crit=2d10+prone
      • Crashing Craghammer +2 melee and heavy thrown 5/10, crit=2d6+prone
      • Symbol of Scorned Fate
      • Backlash Tattoo
      • Gauntlets of Blood (paragon) +4 damage to boodied targets
      • Silt Striders +1 speed, can walk/stand on all non-liquid surfaces, ignore difficult terrain of dirt, sand, or silt and leave no tracks in that terrain.
      • Viper Belt resist 5 poison
      • Melora's Storm Blessing If an enemy uses a forced movement effect against you, you can shift 1 square as a free action at the end of the forced movement.
      • Cloak of Survival +2 +3 endurance, resist 5 fire/cold
      • Resplendent Circlet enemies within 10 have -2 insight
      • Life Shroud
      • Potion of Healing (heroic) 1 / 2 / 3
      • Potion of Vitality (paragon) 1
       
    • Skills
      • Acrobatics +12
      • Arcana +5
      • Athletics +15
      • Bluff +6
      • Diplomacy +6
      • Dungeoneering +12
      • Endurance +17
      • Heal +15
      • History +5
      • Insight +10
      • Intimidate +6
      • Nature +15
      • Perception +15
      • Religion +5
      • Stealth +7
      • Streetwise +6
      • Thievery +7
       
    • Descriptions of Powers
      • Hunter’s Quarry minor to place, 2d6 extra damage 1/round on a hit
      • Marauder's Rush can be used in a charge instead of MBA, 1d20+18;1d10+16
      • Twin Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+18;1d10+7
      • Hammer Throw ranged 10, STR vs FORT, can use any hammer, 1d20+18;2d10+10 1st target and dazed UENT Rav, 1d20+18;1d10+10 and prone on 2nd target within 3 of 1st target
      • Invigorating Stride move, shift 4, can’t end adj to enemy, can use 2nd wind
      • Lashing Leaves melee, 1 target, 1 attack per weapon, 1d20+18;1d10+12, if one hit then target takes 2 extra damage for all hits UENT Rav, if two hits then 5 extra damage
      • Natural Terrain Understanding minor, burst 3, allies, grants +2 AC UENT Rav and target can shift 2
      • Quick Throw ranged minor, 1 target, 1 attack, 1d20+18;3d10+10, before the attack shift 1, must target a creature not yet attacked this turn and can't attack that target again during the current turn
      • Second Wind minor, gain 26 hp and +2 def
      • Thundertusk Boar Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+18;1d10+12, if one hit then push target 2, if both attacks hit same target then push 6
      • Attacks on the Run melee/ranged, 1 or 2 targets, can use main weapon only, either 2 attacks on single or 1 attack each target, 1d20+18;3d10+12, can move 5 before the attacks, ½ damage on miss
      • Commanding Confrontation ranged, 1 HQ target, 1d20+15;3d10+7, ½ damage on miss, effect: until target is no long your quarry, all your melee attacks against it deal extra 6 damage
      • Frenzied Skirmish melee, 1 or 2 targets, 1 attack per weapon, before or after attack you can move speed without provoking OA's, 1d20+18;1d10+12, if an attack hits the target is dazed UENT Rav, if both attacks hit the same target it's dazed and slowed UENT Rav
      • Root Gate minor, burst 10, create 2 single space, unoccupied zones that last UEE, when you or ally enters a zone can teleport to the second zone as a free action as long as it’s not occupied, enemies can’t teleport
      • Stalwart Defense minor, stance, gain resist all 5 and +2 FORT until stance ends
      • Virtue’s Touch minor, melee touch, 1 target, remove blinded, dazed, deafened, slowed, stunned, or weakened
      • Item Powers
      • Backlash Tattoo the first time you’re bloodied in an encounter, you can make a basic ranged or melee attack as an imm reaction
      • Melora's Storm Blessing move, fly 5
      • Resplendent Circlet minor, enemy adj to ally, burst 5, c.a. until EoE
      • Symbol of Scorned Fate free, when you first fail a save throw against an effect, that effect does not affect you UENT (also, if the effect changes or has an additional effect after failing to save those changes don't yet occur)
      • Viper Belt no action, +2 when making a poison save throw
      • Crashing Craghammer free, when hitting with a ranged attack the target and all adjacent creatures are knocked prone
    • (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
As Hedoni moves the coin monster into the fire, the creature screams a grinding screech of pain. Everyone is knocked to the floor. The waves of greed energy seep into Ravenblade, Murrak and Daggoth's consciousness leaving them dominated. Murrak and Daggoth both flail their weapons uselessly at each other, but Ravenblade mindlessly hits Mal twice. The dward anf teifling come dangerously close to oblivioun, but Daggoth heals Mal and Murrak heals Ravenblade. In the end, Salazar's spiraling flames finish the creature off.

The group gains a total of 14,100 experience, 22,700 gold and a unique ring.

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
After Hedoni scoops up all the treasure into his bag of holding, you exit the way you came in. You are met in the back alley by an attractive half-elf trailed by a half dozen city watchmen. "I told you, someone broke into my establishment!"

User posted image
The city watch sergeant recognizes Sir Murrak and asks for an explanation. Murrak explains that they were attacked by mysterious figures and they were following the leader, a masked woman in black, who fled into this building. You learn that the owner of the gambling hall is none other than Vesper Drawlight, the individual who the Baron had asked you to establish friendly business relationship with. Using your insight and diplomacy, you discover that she is also the woman in black. Enticed by the charm bracelets the Baron gave you. After loosing a double or nothing game of chemin de fer with Hedoni, she admits that she had been hired by Telicanthus, a wealthy and politically connected githyanki, to attack you. Murrak knows that Lord Torrance, the ruler of Sayre is good friends with Telichanthus. Vesper mentions Telicanthus's fondness for tea parties and they she will arrange for you to be invited.

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Sun Dec 18, 2011 7:25 pm. »
Moderator
Registered: Jul 2008
Posts: 5245
The next day the Convox starts in earnest. Amyria’s goals in the meeting are as follows:
✦ Vote on a Convox
✦ Transfer control of military units under command of Convox members to the Convox leader
✦ Determine the enemy's method of communication and and find the githyanki communication hub.
✦ Name the Convox colaition
✦ Investigate Telicanthus

User posted image First you give Inzira the substance made from spinster's tears that her people require so their plague be cured.The now grateful eladrin leader warms to your cause.

The Liberators make a compelling case for coordinating the efforts of Sayre, the githzerai, and other networks controlled by the Convox members. You assuage concerns about a single individual controlling the actions of the united military efforts by reminding the coalition that everyone will still have a vote in how the new military structure is utilized. tary: The members vote 5–2 in favor of this motion, led by Kalad and seconded by Odos. Inogo and Lord Torrance are the only two who hold out against this prospect. On Amyria’s suggestion, however, Kalad is named the Convox's general, which soothes Inogo a great deal.

The group asks if perhaps the name of the Coalition could be something that reflects the strength and tenacity of the mortal world, calling on Caliandra and Odos to use their wisdom and insight to help them find a suitable title.

You successfully convince the Conovox to authorize an investigation into the wealthy githyanki. Sir Murrak is tasked with overseeing the investigation and making sure that everything proceeds in an orderly and lawful fashion.

Lord Torrance immediately moves that only a sitting member of the Coalition can be considered, seconded by Calindra. This motion is passed with a 6–1 vote, Kalad being the only dissenter as he grumbles loudly that the clear choice for leadership is Amyria. For her part, the deva shows no emotion other than pleasure that another of her goals has been met. The Liberators and Amyria are asked to leave the room, and after a heated, hour-long debate, the new leader of the Coalition is announced as Lord Divian Torrance.

As the Convox is adjourned, an messanger comes with an invitation from Telicanthus to join him at his home for his weakly tea party.

The group gains 6000 experience.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Sun Dec 18, 2011 7:28 pm. »
Moderator
Registered: Jul 2008
Posts: 5245
You’ve just walked into one of the most magnificent homes you’ve ever seen. Ornate stained glass fills almost every window, and expensive furnishings decorate the space. The lord of the house—the githyanki Telicanthus—is there to greet you, hands outstretched. “Welcome to my humble home! Please, feel free to enjoy the house and meet my other guests.” Lord Torrance, Aurythria, and Vesper are among the guests already sipping tea inside.

User posted image

With help from Aurythria and Vepser, and some unintended help from Pennel, Telicanthus's steward, the party learns there is some suspicious arcane activity going on under Telicanthus’s home. Once in the basement, it is easy for Hedoni and Ravenblade to spot the secret staircase leading down.

The group gains 3000 experience for a group total of 270,550. Level 14 will be at 282,000, or 47,000 each.

OOC: Okay, I think we are all caught up. Let me know if I skipped something or if you want to do anything else before we move forward.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Mike, one cool thing about the ring is it adds a square to ALL teleport powers, so you can blink both allies and enemies farther, not just yourself. Very handy.
_______________
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
"Hmmm....down in the basement? Let's go."

OOC: Good to go.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 4627
OOC: Ready to move on, as well.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
OOC: Good to move out, or down, as the case may be.
_______________
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 2009
Posts: 3164
OOC: Good to move out, or down, as the case may be.
_______________
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
Member
Registered: Jul 2008
Posts: 1061
Location: Glendale, CA
OOC: Meat shield reporting for duty
Moderator
Registered: Jul 2008
Posts: 5245
You climb down the ladder and hear the faint sounds of breathing. The narrow tunnels open up into a larger intersection ahead, and you can see several githyanki resting. As soon as Hedoni's light strikes them, they wake up. Puzzled voice echo down the stone passage. "Sombody's coming down the tunnel." "But its not time for a new team to come down." and "Who is it?"

Readied:
Initiative: Status
->Ravenblade: 99/99
Light blue warrior: no damage
Dark blue warrior: no damage, prone
Green warrior: no damage
Purple warrior: no damage, prone
Mal: 86 (+4 temp)/86
Yellow Mindslicer: no damage, prone
Red Mindslicer: no damage, prone
Hedoni: 77/77
Daggoth: 126/126
Sir Murrak: 103/103
Salazar: 90/90

User posted image

  •   Features
      Illumination: A shuttered lantern provides a dim light in this otherwise pitch black area.
      Rubble: The tunnels are scattered with discarded pick axes and chunks of rubble.
      _______________
      Dungeon Master - Scales of War
      Edeya - Githzerai Seeker - Points of Light
      « Last edit by Emily on Mon Dec 19, 2011 9:29 pm. »
Moderator
Registered: Oct 2008
Posts: 7786
Ravenblade whishers ever so quietly to Murrak and Mal only, who are directly next to him. "How do you want to proceed? Charge in and finish them quickly or subterfuge?"

OOC: I'll wait for a consensus decision regarding whether to attack first and ask questions later or the other way around.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 4627
Whispering back, "They already know we are here. We need to finish them quickly."

OOC: Here is what we know about these guys. I suggest we consider at least one daily each this encounter.

As far as tactics, if Ravenblade moves out, I suspect he will get surrounded. If he doesn't I don't think that Mal can attack anyone.


  •  Enemies
    • Githyanki Warrior: 114-128 HP? (109-117 HP), AC 25-31, Fort 24-28, Ref 26 or lower, Will 29 or lower
      Githyanki Mindslicer: 89-102 HP, Weakest vs. Fort & Will, Will 32 or lower, AC 24-29
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
« Last edit by Josh on Mon Dec 19, 2011 10:12 pm. »
Moderator
Registered: Oct 2008
Posts: 7786
Nodding to Mal, Ravenblade makes several handfist and handchop gestures in silence to indicate that the Liberators should edge forward and use the walls as defense. He then moves ahead between the first two githyanki and flourishes his craghammers, hitting one hard. Stepping back, her hurls his craghammer three times, trying daze and knock prone as many as possible to allow his allies an easy way in.

Minor: Natural Terrain Understanding, all allies gain +2 AC UENT Rav, Daggoth, Mal, and Salazar shift forward two spaces. Murrak only shifts forward one space to allow Mal a place to attack purple from.
Standard: Frenzied Skirmish purple and green, AC, move to K15 first as part of the attack. Base 18 to hit, +1 24 h both, +1 running attack bonus both, +2 CA purple. Each target is dazed on a hit. (1d20+22=23, 1d10.minroll(3)+12=20, 1d20+20=34, 1d10.minroll(3)+12=21)
Minor: Quick Throw light blue, shift to J16 first, AC. (1d20+19=21, 3d10.minroll(3)+12=34)
Action Point: Hammer Throw purple and red, FORT, -2 for attacking a prone target with ranged attack, each hit target is dazed and prone from this power and powerful action paragon path feature when using an action point. (1d20+19-2=30, 2d10.minroll(3)+12=25, 1d20+19-2=37, 1d10.minroll(3)+12=19)
Avalanche Craghammer CRIT extra damage vs red: 2d10=6

OOC: Natural Terrain Understanding first as above, shifting allies and granting defenses. Then the following five attacks and Rav ends at J16. Not my best rolls, but I tried to make it easier for everyone to move in by dazing and proning as many as possible. I agree with Josh, use some dailies to finish this quickly and also use action points since we each have two right now.

23 AC purple (flub)
34 AC green for 21 damage, dazed
21 AC light blue for 34 damage (if this hits will use item daily to knock light blue and yellow prone)
30 FORT purple for 25 damage, dazed and prone
CRIT red for 28 damage, dazed and prone


User posted image

AC: 30 (28 when bloodied), Resistances: Fire 5, Cold 5, Poison 5
Surges: 11/11, Action point(s) left: 1/2, used this battle

  •   Ravenblade
    • Male Dwarf Ranger, Hammer of Moradin, Level 13
    • Passive Perception: 25, Passive Insight: 20
    • AC: 30/28 Fort: 24 Reflex: 22 Will: 22 Speed: 6, Initiative: +8
    • HP: 99, Bloodied: 49, Surge Value: 27, Surges: 11
    •  
    • Class/Racial Features and Feats
      • Class/Racial Features
      • Cast-Iron Stomach: +5 save vs poison
      • Dwarven Resilience: second wind as minor action
      • Hammer Bond: +1 bonus to attack rolls with hammers
      • Hunter’s Quarry: 2d6 extra damage on a target marked with HQ, once per round
      • Powerful Action: When you spend an action point to make an attack, each target hit by the attack is knocked prone or dazed until the end of your next turn. You choose the effect for each target after the attack’s other effects are resolved.
      • Running Attack: +1 to hit with powers that include movement and moved at least 2 spaces
      • Stand Your Ground: -1 space forced movement / imm save vs prone att
      • Feats
      • Armor Proficiency Chainmail:
      • Bludgeon Expertise: +1/2/3 attack at H/P/E tiers, +1 to push and slide effects from attacks
      • Dwarven Durability: +2 surges, +CON mod surge value
      • Dwarven Weapon Training: +2 damage and prof with all axes/hammers
      • Flank on the Run: When adjacent to an enemy and move to another square adjacent to that enemy, you do not provoke an opportunity attack from that enemy for leaving your square
      • Soldier of Virtue: paladin multi-class, one paladin skill, virtue’s touch 1/day
      • Toughness: +5/10/15 hp at H/P/E tiers
      • Two-Weapon Fighting: +1 damage while wielding two melee weapons
      • Two-Weapon Defense: +1 AC/REFLEX while wielding any two weapons
       
    • Basic Attacks
      • The following attacks respectively already include +1 24h, +1 charge, +1 running attack in charge, and +4 WIS mod for Marauder's Rush at-will.
      • Basic Melee (Avalanche): 1d20+19;1d10.minroll(3)+12, +2d10 and prone on a crit
      • Basic Melee Charge (Avalanche): 1d20+21;1d10.minroll(3)+16+1d10.minroll(3), +2d10 and prone on a crit
      • Basic Melee Charge (Crashing): 1d20+21;1d10.minroll(3)+16, 2d6 and prone on a crit
      • Basic Ranged: 1d20+19;1d10.minroll(3)+10 (with Crashing Craghammer)
       
    • Powers/Item Powers During Play
      • Hunter’s Quarry
      • Marauder's Rush
      • Twin Strike
      • Hammer Throw
      • Invigorating Stride
      • Lashing Leaves
      • Natural Terrain Understanding
      • Quick Throw
      • Second Wind
      • Thundertusk Boar Strike
      • Attacks on the Run
      • Commanding Confrontation
      • Frenzied Skirmish
      • Root Gate
      • Stalwart Defense
      • Virtue’s Touch
      • Item Powers
      • Backlash Tattoo
      • Melora's Storm Blessing
      • Resplendent Circlet
      • Symbol of Scorned Fate
      • Viper Belt
      • Crashing Craghammer
       
    • Items
      • Items
      • Agile Braidmail +3 +2 AC when not bloodied
      • Avalanche Craghammer +2 charge att 1W extra dam, crit=2d10+prone
      • Crashing Craghammer +2 melee and heavy thrown 5/10, crit=2d6+prone
      • Symbol of Scorned Fate
      • Backlash Tattoo
      • Gauntlets of Blood (paragon) +4 damage to boodied targets
      • Silt Striders +1 speed, can walk/stand on all non-liquid surfaces, ignore difficult terrain of dirt, sand, or silt and leave no tracks in that terrain.
      • Viper Belt resist 5 poison
      • Melora's Storm Blessing If an enemy uses a forced movement effect against you, you can shift 1 square as a free action at the end of the forced movement.
      • Cloak of Survival +2 +3 endurance, resist 5 fire/cold
      • Resplendent Circlet enemies within 10 have -2 insight
      • Life Shroud
      • Potion of Healing (heroic) 1 / 2 / 3
      • Potion of Vitality (paragon) 1
       
    • Skills
      • Acrobatics +12
      • Arcana +5
      • Athletics +15
      • Bluff +6
      • Diplomacy +6
      • Dungeoneering +12
      • Endurance +17
      • Heal +15
      • History +5
      • Insight +10
      • Intimidate +6
      • Nature +15
      • Perception +15
      • Religion +5
      • Stealth +7
      • Streetwise +6
      • Thievery +7
       
    • Descriptions of Powers
      • Hunter’s Quarry minor to place, 2d6 extra damage 1/round on a hit
      • Marauder's Rush can be used in a charge instead of MBA, 1d20+18;1d10+16
      • Twin Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+18;1d10+7
      • Hammer Throw ranged 10, STR vs FORT, can use any hammer, 1d20+18;2d10+10 1st target and dazed UENT Rav, 1d20+18;1d10+10 and prone on 2nd target within 3 of 1st target
      • Invigorating Stride move, shift 4, can’t end adj to enemy, can use 2nd wind
      • Lashing Leaves melee, 1 target, 1 attack per weapon, 1d20+18;1d10+12, if one hit then target takes 2 extra damage for all hits UENT Rav, if two hits then 5 extra damage
      • Natural Terrain Understanding minor, burst 3, allies, grants +2 AC UENT Rav and target can shift 2
      • Quick Throw ranged minor, 1 target, 1 attack, 1d20+18;3d10+10, before the attack shift 1, must target a creature not yet attacked this turn and can't attack that target again during the current turn
      • Second Wind minor, gain 26 hp and +2 def
      • Thundertusk Boar Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+18;1d10+12, if one hit then push target 2, if both attacks hit same target then push 6
      • Attacks on the Run melee/ranged, 1 or 2 targets, can use main weapon only, either 2 attacks on single or 1 attack each target, 1d20+18;3d10+12, can move 5 before the attacks, ½ damage on miss
      • Commanding Confrontation ranged, 1 HQ target, 1d20+15;3d10+7, ½ damage on miss, effect: until target is no long your quarry, all your melee attacks against it deal extra 6 damage
      • Frenzied Skirmish melee, 1 or 2 targets, 1 attack per weapon, before or after attack you can move speed without provoking OA's, 1d20+18;1d10+12, if an attack hits the target is dazed UENT Rav, if both attacks hit the same target it's dazed and slowed UENT Rav
      • Root Gate minor, burst 10, create 2 single space, unoccupied zones that last UEE, when you or ally enters a zone can teleport to the second zone as a free action as long as it’s not occupied, enemies can’t teleport
      • Stalwart Defense minor, stance, gain resist all 5 and +2 FORT until stance ends
      • Virtue’s Touch minor, melee touch, 1 target, remove blinded, dazed, deafened, slowed, stunned, or weakened
      • Item Powers
      • Backlash Tattoo the first time you’re bloodied in an encounter, you can make a basic ranged or melee attack as an imm reaction
      • Melora's Storm Blessing move, fly 5
      • Resplendent Circlet minor, enemy adj to ally, burst 5, c.a. until EoE
      • Symbol of Scorned Fate free, when you first fail a save throw against an effect, that effect does not affect you UENT (also, if the effect changes or has an additional effect after failing to save those changes don't yet occur)
      • Viper Belt no action, +2 when making a poison save throw
      • Crashing Craghammer free, when hitting with a ranged attack the target and all adjacent creatures are knocked prone
    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
« Last edit by Viktor on Tue Dec 20, 2011 12:20 am. »
Moderator
Registered: Jul 2008
Posts: 5245
Ravenblade indicates that the group should advance and attacks the confused githyanki.

The warriors shout, "Intruders! Everyone up! Fight." Still confused, it is all purple can do to stand up. Another orders, "Stop them now!" Ravenblade feels his legs go numb (immobilized, SE) as the githyanki scramble to pick up and swing their greatswords. One warrior nearly drops his weapon, but the other slashes low with incredible force for 24 damage.

Readied:
Initiative: Status
Ravenblade: 75/99, immobilized SE
Light blue warrior: no damage
Dark blue warrior: no damage
Green warrior: down 21, dazed ENT Rav
Purple warrior: down 25, dazed ENT Rav
->Mal: 86 (+4 temp)/86
Yellow Mindslicer: no damage, prone
Red Mindslicer: down 28, dazed, prone
Hedoni: 77/77
Daggoth: 126/126
Sir Murrak: 103/103
Salazar: 90/90

User posted image

  •   Features
      Illumination: A shuttered lantern provides a dim light in this otherwise pitch black area.
      Rubble: The tunnels are scattered with discarded pick axes and chunks of rubble.
      _______________
      Dungeon Master - Scales of War
      Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
OOC: Anyone object to me using Tactical Orders on Mal and Murrak to get us to K16 and J15, respectively. Then I will probably use Death From Two Sides on Purple. I need to know Murrak's MBA and Charge stats, btw. I will probably use his or Ravenblade's MBA for the attack (since Daggoth is around a corner), depending on which is better. I will take my turn in a few hours, regardless.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light

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