6 Eagle Down (Judge : Garyh)

[sblock=Payday!]
Are you counting the Laughing Man and the 120 gp the noble whose name I'm forgetting already gave me?
[/sblock]

[sblock=Scales of War Spoilers]
It's from one of the later adventures in the Scales of War, where it serves as a high-paragon level Temple of Tiamat. I was actually misremembering it as being the HOME of Tiamat, but actually it just houses one of her Exarchs. No biggie.
[/sblock]
 

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[sblock=Payday!]
Are you counting the Laughing Man and the 120 gp the noble whose name I'm forgetting already gave me?
[/sblock]

[sblock=OOC]No. You were a real pauper for a level 2 PC so I just threw it in as a bonus.

Callen also was somewhat underequipped before getting his staff so he may end the adventure 500 gp or so above the barometer.

[sblock=Scales of War Spoilers]
It's from one of the later adventures in the Scales of War, where it serves as a high-paragon level Temple of Tiamat. I was actually misremembering it as being the HOME of Tiamat, but actually it just houses one of her Exarchs. No biggie.
[/sblock]

Well, I can assure you that neither Tiamat nor her exarch are waiting for you behind those doors.[/sblock]
 

After less than a minute of efforts, The door bursts into splinter under the combined arcane might of Callen and Mri'Thas. This reveals a hallway with pillars and another open door at the end. There are a couple of guards in the hall shouting for reinforcement. On the other end, using the doorway for cover, there is a dwarf armed with a crossbow that the guards seem to be deferring to. As he sees the heroes, the dwarf's expression is stunned.

-''Giths! The Giths are coming for him! Go warn Krestos, now!'' he orders and an unseen man shouts in agreement. The dwarf takes aim toward the heroes.

To their left, a howling pack of guard dogs comes into sight.

This is going to get hot, but the party is on edge and reacts first.

http://virtualbattlemat.com/game/dm_malenkirk-5/

[sblock=Initiative]
1:7 Rabbit 2:Callen 3:Kama'Zer 4:Mri'Thas 5:SOldier 6:Tsi'ri 7:BG (1d20+2=16, 1d20+3=21, 1d20+10=21, 1d20+8=27, 1d20+4=19, 1d20+5=25, 1d20+6=11)

Wow. EVERYONE beats the bad guy.
[/sblock]

[sblock=Status]
The undead dog icon has been recycled. This is now a swarm of living dogs.

The ruffians icons will also stand for the Asylum's guard.

I intend to find a dwarf token for the dwarf but until then, Damien's old icon will do.

Dwarf Bolter
Perception 18; low-light vision
HP 46; Bloodied 23
AC 17; Fortitude 16, Reflex 16, Will 14
Saving Throws +5 against poison effects
OA Warhammer (Standard, at-will) Weapon (if drawn)
+8 vs Armor Class; 1d10+2 damage.
creatures that don’t have cover.
Stand Your Ground
When an effect forces a dwarf to move—through a push, a pull, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf gains an immediate saving throw to avoid falling prone.

Pack of Hounds
Perception 18
Harry aura 1; while an enemy grants combat advantage to the pack of hounds, any enemy that starts its turn within the aura is slowed until the end of its turn.
HP 72; Bloodied 36
AC 22; Fortitude 19, Reflex 17, Will 18
Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks
OA Bite (Standard, at-will)
+13 vs Armor Class; 1d8+5 damage.

Guards
Perception 10
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 14, Reflex 12, Will 12
OA : Club (Standard, at-will)
+7 vs Armor Class; 4 damage.
Mob Rule
The scurvy dog gains a +2 power bonus to all defenses while at least two other scurvy dogs are within 5 squares of it.
[/sblock]
 

[sblock=OOC - MAL]I fixed Soldier's page now, I think[/sblock]

"Aye Aye, Master Dwarf!"
Soldier acknowledges 7 rabbit's order then the warforged contunues to hack at the door until it are rubble
 


[sblock=OOC]
I only see one guard and one dog, plus the dwarf. Are there supposed to be more on the map?
[/sblock]

Rabbit yells, "Get inside before they can block us out!"
 



7 Rabbit shoves his way past Soldier and through the doors, ducking between two pillars for cover. A bright light flashes from his hands and hurtles towards the guards, resolving itself into a pair of tiny stars that swing into orbit around the nearest guard's head. The stars are followed by a blast of pale radiance that seems to draw the light out of the alcove and leave it swathed in shadows. When the light clears, there is no trace of the guard.

[sblock=OOC]
Move: to L12, activating Shadow Walk for concealment until EONT
Minor: Warlock's Curse on the guard at H11
Standard: Dire Radiance on the guard at H11: Dire Radiance (w/+1d6 for Curse) (1d20+5=17, 1d6+5+1d6=11) Hits AC 18 (forgot Prime Shot) for 11 damage.

Oh, it's a minion so the damage doesn't matter. Killed it and gained +2 Fate of the Void for next turn. Damn, I thought I was in a good position for Dire Radiance it if it moved closer, but it wasn't even necessary.
[/sblock]
 

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