Beyond the Rerisen Tower(DM Iron Sky, Judge: renau1g)

Heeding the voice's advice, Eithal makes her way over to the cliff where Cale is standing and prepares to scale the shear surface, "Hey! Calie! Down't suppowse yew could layend us a hayand?"
OOC: Sorry :face palm: Believe it or not, I thought I had read that terrain block, but that single line seemed to have escaped my attention... and the rolls were so good too. Aaaaaaaaaaargh!
[sblock=Actions]In that case:
Move to P20
Move to M22
Minor: Hope Cale doesn't drop a boulder on her head[/sblock]
[sblock=Ministats]Eithal Lemindt Arehei Female Goliath Warden Level 6
Initiative: +3
Speed 6
Passive Perception: 18; Passive Insight: 13; Senses: Normal
Powerful Athlete: Roll twice for Jump/Climb Athletics checks
AC: 21; Fort: 19; Reflex: 13; Will: 15
HP: 71/71
Surge Value: 17; Surges left: 12/13
Action Points: 1
At Will Powers:
:melee: Strength of Stone link
:melee: Thorn Strike link
:melee:Warden's Fury link
Warden's Grasp link


Encounter Powers:
:melee: Grasping Winds link
:melee: Relentless Panther Attack
link
:close: Burst of Earth's Fury link
Stone's Endurance link
Warden's Tempest link
Second Wind

Daily Powers:
Form of the Relentless Panther link
Storm Strike link
Bear's Endurance link

Feats:

Sudden Roots: Whenever Eithal hits an enemy with an Opportunity Attack, that enemy is slowed until the end of its next turn.

Crushing Earthstrength: When Eithal uses her second wind, she gains a +4 bonus to her weapon damage rolls until the end of her next turn.


Guard of Stone: While Eithal is under the effect of her stone’s endurance racial power, each enemy marked by Eithal takes an additional penalty to attack rolls for attacks that don’t include Eithal as a target. The penalty equals her Constitution modifier and lasts until the end of her next turn.

Courage of the Lone Stag: When you mark three or more enemies with Nature’s Wrath, you gain a +2 bonus to weapon damage rolls against creatures you mark until the start of your next turn. This bonus increases to +3 at 11th level, and to +4 at 21st level.[/sblock]
 
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OOC: Was waiting in hope of something from my "monster knowledge" check on the statues. I hope I can damage them without physically hitting them...

Scarmiglione lets out a piercing "SQUAWK!" and the figure that once was Livia is enveloped in blue-white fire. He follows Eithal, but stops behind a pillar.

[sblock=actions]Standard: blazing starfall centered on M6. Vs Reflex on Livia, then the statue: 1d20+10=27 1d20+10=30 1d4+12=15. Hit Livia (presumably) for 15 radiant before adjustments, crit the statue for 16 + 2d10=3 (LOL) = 19.

Zone from L5 to N7; enemies leaving zone before EONT take 2 fire.

Move: to Q19 (trying to get some cover from Livia)[/sblock]
[sblock=MiniKenku]Scarmiglione Male Kenku Rogue|Sorcerer 5
Initiative: +6, Passive Perception: 17, Passive Insight: 12, Senses: Low-light vision
AC:20, Fort:15, Reflex:19, Will:18; Resist 5 psychic
HP:44/44, Bloodied:22, Surge Value:11, Surges left:5/7
Action Points: 1
Blazing Starfall
Sly Flourish

Wave of Light
Low Slash
Sneak In the Attack
Songmaster’s Boon (item)
Second Wind

Blinding Barrage
Thunder Leap
Shadowdance Armor (item)
Lucky Charm (item)


Phase of the Sun: At the start of my turn, each enemy adjacent to me takes 2 fire and radiant damage; resist 5 cold
Phase of the Moon: Bonus to AC equal to number of conscious adjacent enemies; resist 5 psychic
Phase of the Stars: Whenever an enemy's attack misses me, I can teleport 2 as a free action; resist 5 radiant

First Time Bloodied: Change immediately to next phase.

Conditions: phase of the moon, resist all 3

Full sheet: Scarmiglione[/sblock]
 
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GM: [MENTION=79440]H.M.Gimlord[/MENTION], I'd highly suggest reading the Terrain sblock, since information in there makes your turn impossible (namely the 10' cliff between you and the statue).

As far as Scarm's knowledge check, I spaced that when I was putting it together. The statues seem relatively normal, except for a faint pulsing aura and the gleaming red eyes...

I'll wait until Eithal's turn is revised, but their "guardians" are highly protective of said statues...
 

The Dark Temple, Round 1

As Scarm blasts the statue, Livia retaliates, a black arrow shattering on the wall near Scarm.

The sorceress laughs and gestures towards Fredrock, the air shimmering and detonating in front of the dwarf. He gets his shield up in time to avoid it, but with another gesture, the air between him and Kaz ripples and explodes, injuring both of them.

Cale pulls out a bow and fires at Eithal, the arrow embedding in the stone at her feet.

Livia's second shot connects with Kaz, the Avenger's ward protecting him somewhat against the arrow itself, but on impact ravens of black energy swirl around the heads of the group, impeding their ability to attack.

GM: Greater Radiant Orbs: Close burst 10, enemies in the burst take 2d10 radiant damage, allies in the burst heal 2d10hp.


[sblock=Enemy Actions]Avatar of Ravens: Take 4 fire damage reduced to 0. Detonate(ranged 20): 16 Reflex vs Fredrock, miss. AP: Detonate(ranged 20): 27 Reflex vs Fredrock, hit, 15 damage reduced to 8. Detonation Chain: Detonate(ranged 20): 28 Reflex vs Kaz, hit, 11 damage reduced to 6. Detonation Chain: Detonate(ranged 20, -2 cover): 13 Reflex vs Scarm, miss.

Ravenchanged Cale: Move to N24, Paint the Bullseye(ranged 20): 18 AC vs Eithal, miss.
Ravenchanged Livia: Granted attack: Raven Swarm(-2 cover): 16 AC vs Scarm, miss. Shift to M7, Raven Swarm(-2 cover): CRIT vs Kaz, 19 damage reduced to 14 and Kaz and each player adjacent to him have -2 to attacks until the end of her next turn.

Left Statue: Protect me(immediate reaction, when hit by Scarm): Ravenchanged Livia and makes a basic attack against Scarm.[/sblock]

[sblock=Combatants]Scarm: Q19, DR3
Eithal: M22, DR3
Kaz: V15, 20 damage taken, DR5, -2 to attacks, regen 5 bloodied, DR3
Fredrock: U16, 8 damage taken, DR7, -2 to attacks, regen 5 bloodied, DR3
Toeto: W16, DR3, -2 to attacks
Yishim: W15, DR3, -2 to attacks

Avatar of Ravens
: K15
Avatar of Ravens: Max HP ??, AC ??, Fort ??, Ref ??, Will ??, Resist 10 fire, 10 necrotic, 20 all, Vulnerable ??. Powers - MBA ??, Burning Ravens(Aura 1): Any creature that enters or starts its turn in the aura takes 5 fire damage and grants CA to the Avatar.

Ravenchanged Cale
: N24
Ravenchanged Cale: Max HP ??, AC ??, Fort ??, Ref ??, Will ??, Resist ??, Vulnerable ??. MBA - ??, RBA - Paint the Bullseye(Ranged 20): +10 vs AC, 1d10+1 damage and the target gains vulnerable 3 to all attacks until the end of Cale's next turn.

Ravenchanged Livia: M7, 20 damage taken
Ravenchanged Livia: Max HP ??, AC ??, Fort ??, Ref 18, Will ??, Resist ??, Vulnerable 5 Radiant. MBA - ??, RBA - Raven Swarm(Ranged 20): +12 vs AC, 1d12+7 damage and the target and all adjacent creatures take -2 to attacks until the end of Livia's next turn.

Left Crystal: J8
Right Crystal: J23
Crystals: Max HP ??, AC ??, Fort ??, Ref ??, Will ??, Resist ??, Vulnerable ??

Left Statue(Livia): N4-O5, 19 damage taken
Right Statue(Cale): M26-N27
Statues: Max HP ??, AC ??, Fort ??, Ref 15, Will ??, Resist 5 all(except radiant). Protect me(immediate reaction, when hit by an attack): the statue's guardian may make a basic attack against the attacker.[/sblock]

[sblock=Terrain and lighting]Pillars: they do not occupy squares, but it is difficult terrain in any square the white touches. They provide cover.

Flaming Pit: Any creature that enters or starts its turn in the area between H13 and N18 takes 1d10 fire damage. The pit is 10' deep. Any creature falling in takes 1d10 falling damage, 1d10 damage from the spikes and 1d10 damage from the fire. Starting your turn in the fire pit inflicts an extra 1d10 damage(2d10 total).

Cliffs to the Statues: The cliffs are 10' tall and require DC 15 Athletics checks to climb.

Lighting: Thanks to Yishim's sunrod, the whole place is brightly lit.

Altar: The altar in the back takes an Athletics check DC10 and 2 squares of movement to climb on top of.[/sblock]
 

Attachments

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OOC: Fredrock started down 5 hp, so I'm 13 total HP down

Get the stautes. I'll try and keep the Avatar occupied. Fredrock says as he moves up to the Avatar of Ravens and swings his hammer.

[sblock=actions]
Move+standard: double move to L15 take 9-7=2 fire damage (I assume you take this even if on the stairs/platform), take 9 (5-7) damage from aura

Minor: :close:Battlemind Demand to Mark the Avatar
AP: :melee:Aspect of Elevated Harmony on Avatar, Effect: Beckoning Strike stance, activates Beckoning Strike Attack (an OA) until no longer in stance.


[/sblock]
[sblock=Fredrock]
DR 3 TEOE
regen 5 when bloodied TEOE
HP down 15 of 58
Marked: Avator of Ravens
AP used


Fredrock Hammersmith - Male Dwarf Battlemind, level 5
Passive Perception: +16, Passive Insight: +21 Senses: Low-Light
Init +1, Speed:5
AC:22, Fort:18, Reflex:18, Will:20
HP 53/58, Bloodied:29, Surge Value:14, Surges left:9/13
Action Points: 0/3, Power points 4/4
Powers-
Blurred Step link
:close:Battlemind Demand link
:melee:Mind Spike link
:melee:Bull's Strength link
:melee:Iron Fist link
:melee:Mist Weapon link
Second Wind link
Battle Resilience link
:close:Telepathic Challenge link
:melee:Aspect of Elevated Harmony link
:melee:Beckoning Strike link
:melee:Beckoning Strike attack

Item powers
Dwarven Scale armor link

:melee:MBA +11 vs AC, 1d10+6 (brutal 2)
:ranged:RBA +1 vs AC, 1d4-1 (improvised..would have to pick up a rock or something)
[/sblock]
 
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Yishim rushes towards Scarm, and sends a bolt of energy towards Cale. Clipped in the shoulder, Cale tumbles down the cliff, landing at Eithal's feet.
OOC: Are the orbs a standard action, and what range?

[sblock=Actions]
Move to S18
Standard: Phantom Bolt on Cale hits 16 vs. Will for 8+2(gloves) = 10 damage. If it doesn't connect, I'll Heroic Action it for +4. I will slide 1 Cale off the cliff to N23. He grants me CA until EONT (Phantom Echoes)

Note that I was down 3HP when we started.[/sblock]

[sblock=Yishim Stat Block]Yishim- Male Human Wizard 5
Passive Perception: 14, Passive Insight: 17
AC:19, Fort:14, Reflex:19, Will:18, Resist 10 Force -- Speed:6
HP:34/37, Bloodied:18, Surge Value:9, Surges left:4/6
Initiative +6
Action Points: 1, Second Wind: not used
Powers: Scorching Burst, Phantom Bolt, Shield, Heroic Effort, Grasping Shadows, Maze of Mirrors, Orb of Deception, Orb of Insurmountable Force, Phantom Chasm, Visions of Avarice, Brooch of Shielding
Other: Deathwalker's Boon, Resplendent Gloves[/sblock]
 
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As Fredrock attacks the Avatar, the Avatar lashes out back, blasting the dwarf off the bridge and into the flaming pit. He lands on his feet, barely nicked and singed thanks to his psychic defenses, but getting out is another matter...

[sblock=Avatar Attack]Reactive Detonate(when hit by an attack): 27 Reflex vs Fredrock, hit, 13 damage reduced to 6 and slide 1. Fredrock's save vs falling into the pit: 1d20=1... damn. Fredrock is slid to M18, takes 9 reduced to 2 damage from the spikes, 7 reduced to 0 damage from the fall, 9 reduced to 2 damage from the heat. Save vs prone for falling: 1d20=10, saved.

Fredrock takes a total of 10 damage (Booyah for Battle Resilience). At the start of hist next turn, he'll take 2d10 fire. The spikes make for easy climbing out at least, only DC 12 to climb out of the 10' deep pit...[/sblock]

GM: The Avatar's AC is 17. Also note that she currently has DR20.

Cale's Will is 17. Cale gets a save vs falling: 19, saved, prone in his current square.

The orbs are a standard action. Range is close burst 10.
 
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OOC: Dwarves reduce forced movement (such as slides) by 1. So, unless it's a slide 2 and/or he has something that prevents my racial ability, I only take 6 damage and am still standing next to him
 


OOC: The daily I used gives me an OA that triggers when an Enemy marked by me moves without shifting (wonder if he teleports that will still trigger)..and if I hit, I get to pull them their speed after their turn.. Plus, I'm hoping that I will draw most of his attacks until the Crystals and Statues are dealt with.
 
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