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Switch to Forum Live View Mirthomir 2: broader travels
4 months ago  ::  Feb 05, 2013 - 4:05AM #461
joran1313
Date Joined: Jan 7, 2009
Posts: 1,597
The rats trying to scatter doesn't get too far from Bast's blazing halberd as he cuts more than a few of them in half as they try to leave.


actions Show

OA vs. AC: OA (1d20+10=30, 1d10+5=9) and a critical hit! Extra Critical (1d6=4) 9 points of damage

Can some one oppie for 4 dmg to finish this?


stat block Show

        Bast, Human Fighter
Init +6 HP 21/48 Bloodied 24 Healing Surge 12 (4 used /11)
AC 21 Fort 20 Reflex 15 Will 15 Speed 6
Str 19 (+4)  Con 15 (+2)  Dex 12 (+1)  Int 10 (0)  Wis 13 (+1)  Cha 11 (0)
'Cleave', 'Steel Serpent Strike', '[STRIKE]Brute Strike[/STRIKE]', 'Sure Strike', [OOC='Weapon Master Strike']Weapon Master Strike
At-Will F Martial, Weapon
Standard Action Melee weapon
Target: One creature
Effect: Before making this attack, you may sheathe a weapon
and draw a different one as a free action.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. In addition, the target
takes an additional effect based on the weapon you wield.
Axe: The target takes extra damage equal to your Constitution
modifier.
Mace: You slide the target 1 square.
Heavy Blade: Until the end of your next turn, you gain a +1
power bonus to AC against the target’s attacks.
Spear or Polearm: Until the end of your next turn, the target
provokes opportunity attacks from you when it shifts[/OOC], 'Crushing Blow', 'Boundless Endurance'
Notes resist 5 fire and necrotic;    

Flaming Halberd +1: 1d20+10; 1d10+5
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I am Red/Black
I am Red/Black
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.

I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.


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4 months ago  ::  Feb 05, 2013 - 7:40AM #462
crimson_vampr
Date Joined: Jan 17, 2010
Posts: 3,070
OA vs Rats Cha vs AC (1d20+10+2=29) Finally.
Damage: 2d4+10=16 in half would be 8.
I think Basts extra damage gets cut in half as well, leaving him with having dealt 6 damage, but either way, our two attacks are enough to finish the critters. Short rest, again! (Does this encounter count towards a milestone?)
Gurdain times his swing with Bast, Catching up the last of the rats between them, leaving only dead rats littering the graveyard.
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4 months ago  ::  Feb 05, 2013 - 11:04AM #463
WhisperMagellan
Date Joined: Jun 8, 2010
Posts: 2,701
Too little, too late, the alpha rats' attempt to flee with dignity and a mean (even if it is cannibalism) is thwarted by devastating sweeps of  Bast and Gurdain's blades. Hundreds of tiny critter corpses surround you, but none so much as twitch--not even the cooked ones.
Around the rest of the battlefield that has served for centuries as a final resting place for Middlethatch, some gruesom bones and remains protrude from the ground, but most have crumbled to dust or are just putrefying puddles.
Within just a few minutes, you start to feel much better. Vitality and power rush back into your systems as the adrenalin starts to fade.

Map Show



Floating map and move as needed.
Outer wall is 5ft tall rough-hewn rock, DC 10 athletics to climb.
Darkest squares are open graves 5ft deep, slippery mud (something about a recent rain storm?). DC 15 athletics to climb out
Thin light boxes are grave stones--they can provide partial cover/concealment to someone adjacent to them.
Medium gray rectangles are doors into crypts. The doors into the central crypt are open, and there is light inside.


Monster Stats Show

 
placeholder
AC:      Fort:      Ref:    Will:
HP:    BL:


Conditions Show

Rat Swarms
1: DEAD
2: DEAD
3: 40/36  DEAD
4: DEAD
5: DEAD
6: DEAD
7: DEAD


Initiative Show

  Droth                         24
   Gurdain                     23
   Rorin:                        19
   Gem                          15
   Bast                          7


TAG: all

Colors Show
You are Red/Blue!
You are Red/Blue!
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Created with Rum and Monkey's Personality Test Generator.

You are both rational and emotional. You value creation and discovery, and feel strongly about what I create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.

Bow down, my subjects, for I am your master! Yesss..... Show


For some reason, none of my friends were surprised by this...
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4 months ago  ::  Feb 05, 2013 - 6:35PM #464
crimson_vampr
Date Joined: Jan 17, 2010
Posts: 3,070
Gurdain kicks through the piles of deceased rodents and walks back into the crypt where he props himself against the wall, looking at the empty bag in his hands. I s'pose it w'sn't a tot'l loss... After a few minutes he tucks the bag into his belt and then heads over to the decending stairs. 're we ready?
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4 months ago  ::  Feb 05, 2013 - 9:19PM #465
kalis5
Date Joined: Aug 8, 2012
Posts: 910
Rorin watches Gurdain kick the rats around with an audible "Ew". But with the rats dead and the way forward open, it's time to finish things. That is, once another thing is taken care of.

"You know, when I signed up for this, I didn't sign up for rats, I signed up for undead. And I'd wash that bag before putting anything in it, must be at least a pound of... You don't wanna know... In there."

Rorin had 7 hp at the end of the fight, so he's going to need to heal...  For three surges to reach 34 HP. Waiting for another surge is probably a smart move...
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4 months ago  ::  Feb 06, 2013 - 2:02PM #466
Nahab
Date Joined: Dec 13, 2009
Posts: 986


After the last of the rats are killed, Gem staggers off to tend her wounds. Exhausted, she spends a few more quiet moments leaning against the outer wall of the crypt, applying a wound patch and letting the medication do its work. In a few minutes she is feeling much better. As her companions compare wounds and continue scouting for loot, Gem hands out her few remaining wound patches, one each to Rorin, Droth and Bast.
"Put these on the worst of your wounds, you'll see. They're very effective." After checking their wounds, she congratulates both Bast and Droth on their conduct in the surprise battle, then she spends a bit more time treating Rorin, making sure he's fit to fight again before she's ready to explore the crypt.

ooc: inspiring words plus wound patch results: Droth spends a surge, gets a surge plus 13 hp
Bast spends a surge, gets a surge plus 14 hp. Rorin spends a surge, gets a surge plus 11, spends another surge, gets a surge plus 8.

RAts recovery Show


Gem applies a wound patch and inspires herself. 10+5+3+1d6+3
Gem Steeler, inspiring word on herself (1d6=5)

Droth spends a surge, gets a surge plus 5 (wound patch) plus 5+3 (inspiring word bonus)
so a surge plus 13 for Droth
Bast spends a surge, gets a surge plus 5 (wound patch) plus 6+3 (inspiring word bonus)
so a surge plus 14 for Bast
Rorin spends a surge, gets a surge plus 5 (wound patch) plus 3+3 (inspiring word bonus)
a surge plus 11 for Rorin
Then another inspiring word for Rorin, spends a surge plus 5+8 (inspiring word bonus)
a surge plus 8 for Rorin

inspiring words, Droth, Bast and 2 for Rorin (1d6=5, 1d6=6, 1d6=3, 1d6=5)

COMBAT STAT BLOCK (LEVEL 4) Show

HP 43/43 Healing Surges 1/7 Surge Value 10 BV 21
Str
19, Con 11, Dex 10, Int 14, Wis 8, Cha 16.
AC 20, Fort 19, Reflex 17, Will 18;
+1 all defenses against range attacks from more than
5 squares away, (cloak of distortion +1)
Speed 6/6
Init +6 (Expert Combat Leader (+3), Gritty Sergeant background(+1), 1/2lvl.)
Status: Warlord: Combat Leader and L2 FEAT Expert Combat Leader gives +3 bonus to init for all allies w/in 10sq 
Commanding Presence: Inspiring Presence, improved by L4 Feat Improved Inspiration
When an ally who can see Gem spends AP, that ally gains hp  equal to 1/2 Gem's Level (4/2=2) plus her Cha Mod (+3) +2 (feat bonus) =7

Action Points 1! []
Second Wind []
[]Minor Action
[]Move Action
[]Standard Action
[]Free Action
[]Immediate Action (Interrupt)

POWERS
Mercenary Theme Power: Takedown Strike
Bonus At-Will Power: Inevitable Wave
Warlord at-will 1: Commander's Strike
Warlord at-will 1: Direct the Strike
Warlord Power Inspiring Word [] []
Warlord encounter 1: Powerful Warning

Warlord daily 1: Bastion of Defense
Warlord (daily) utility 2: Inspiring Fortitude
Warlord Encounter 3: Warlord's Strike
Lightning Throwing Hammer Daily
Vanguard Long Sword Daily

SKILLS Show
TRAINED SKILLS Endurance +7, Intimidate +10, Heal +6, Athletics +14, Diplomacy +10
UNTRAINED SKILLS Acrobatics 2, Arcana +4, Bluff +5, Dungeoneering 1, History +4,
Insight 1, Nature 1, Perception 1, Religion +4, Stealth 2, Streetwise +5, Thievery 2

FEATS Show
Human: Improved Inspiring Word
Level 1: Toughness
Level 2: Expert Combat Leader
Level 3 Bonus: Action Surge
Level 4: Improved Inspiration


Property: 612 gp, Adventurer's Kit, Climbing Kit, crowbar, rope, 0 wound patches

Magic Items Show

Lightning Throwing Hammer +1 Show

Level 5, +1d6 lighting critical damage,
off-hand, heavy thrown
mba: +9 vs AC, 1d6+5 dmg
rba: +9 vs AC, 1d6+5 dmg
Power (At-Will * Lightning): Free Action. All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal. Power (Daily * Lightning): Free Action. Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target take 1d6 lightning damage.

Eladrin Chainmail +1 Show

Properties: Add 1 square to the maximum distance of any teleport you make. This armor has no speed or skill check penalties.

Cloak of Distortion +1 Show

Level 4 Neck Slot Item, +1 Fortitude, Reflex Will
Properties: You gain a bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.

Vanguard Longsword +1 Show

Level 3, +1d8 critical
Properties: Deal 1d8 damage on any successful charge.
Melee Basic Attack: +10 attack vs AC, 1d8+5 damage
Power (Daily): Minor Action. Use this power when you make a charge attack. If you hit with your charge attack, all allies within 10 squares of you gain a +1 bonus to attack rolls and gain your Charisma bonus as a bonus to damage rolls until the start of your next turn.

Reading Spectacles (heroic tier) Show

Level 2 Head Slot Item
Properties: You can read any language while wearing this item.

Viper Belt (heroic tier) Show

Level 4 Waist Slot Item
Property: Resist 5 Poison
Daily: Free Action. +2 to save vs Ongoing Poison damage.
 Voran's Floating Lantern (heroic tier) Show

Level 2 Woundrous Item
Properties: provides illumination, controlled with mental commands, must stay within 10 squares.

 Wound Patchez (0) (heroic tier) Show

Level 2 alchemical item
Properties: + 5 hp with a healing surge, minor action to apply.

POWER DESCRIPTIONS Show

Melee Basic Attack Show
Keywords: weapon
Standard Action, Vanguard Longsword +1 +10 vs. AC
Target One creature  Hit 1d8+5 damage.
Special: Vanguard Longsword deals +1d8 damage on any successful charge.

Ranged Basic Attack Show
Standard Action, Lightning Throwing Hammer, +9 vs. AC Range 5/10 Target One creature Hit 1d6+5 damage

Direct the Strike Show
At-Will, Standard Action Direct the Strike (At-Will) Martial, Weapon Range 5 Target: One Ally Effect: The target makes a basic attack as a free action against an enemy of your choice that you can see and is within 10 squares of you.

Commander's Strike Show
At Will, Standard Action Commander's Strike (At-Will) Martial, Weapon An ally of your choice makes a melee basic attack against the target. Hit: Ally's basic attack damage + your Intelligence modifier (+2)

Inevitable Wave Show
Inevitable Wave (At-Will) Martial, Weapon Use this power as a melee basic attack when you charge. Allies who charge the target before the end of your next turn do your intel modifier extra damage. Vanguard Longsword+1: +10 vs AC, 1d8+5 damage

Powerful Warning Show
Keywords: Martial, Encounter, Immediate Interrupt Close Burst 5 Trigger: an ally within 5 squares is hit by an enemy Target Triggering Ally in burst Effect: The target gains a +2 power bonus to all defenses against the attack. The target can make a melee basic attack against the enemy as a free action.

Warlord's Strike Show
Keywords: Martial, Encounter, Standard Action  Melee weapon, Strength vs AC, Vanguard Longsword +1, +10 vs AC, Target One creature Hit: 2d8+5 damage (vanguard longsword +1) and all my allies gain a +3 bonus to damage rolls against the target UEoMNT.

Takedown Strike Show
Keywords: Martial, Encounter, No Action  Melee 1, Trigger: You hit an enemy adjacent to you with an attack. Target: The triggering enemyEffect: The target takes extra damage from the triggering attack equal to the ability modifier used in the triggering attack, and you knock the target prone.

Inspiring Word Show
Keywords: Healing, Martial, Encounter, Minor Action Close Burst 5 Target One Ally in burst Effect: The target can spend a healing surge and regain an additional 1d6 hit points. (+Feat Bonus; improved inspiring word adds Gem's Charisma modifer to this. Currently 3.

Bastion of Defense Show
Keywords: martial, weapon Daily, Standard Action, Range melee Vanguard Longsword +1 +10 vs. AC Target One creature Hit 3d8+5 damage Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter.Effect Allies within 5 gain temporary hitpoints equal to 5 + my charisma modifier (3) (Totaling to 8 Temp HP).

Inspiring Fortitude Show
Keywords: Martial, Healing Daily, Standard Action Close Burst 5 Target Allies in burst Effect: You use your second wind. Allies in the burst gain 10 + your con modifier (0) temporary hit points.

Lightning Throwing Hammer Show
Power (Daily Lightning): Free Action. Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target take 1d6 lightning damage.

Vanguard Long Sword +1 Show
Power (Daily): Minor Action. Use this power when you make a charge attack. If you hit with your charge attack, all allies within 10 squares of you gain a +1 bonus to attack rolls and gain your Charisma bonus (+3) as a bonus to damage rolls until the start of your next turn.


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4 months ago  ::  Feb 06, 2013 - 6:43PM #467
joran1313
Date Joined: Jan 7, 2009
Posts: 1,597
Twirling the gore off of his halberd, Bast goes over and rests near the others. "well that was unexpected." Nodding thanks at Gems healing and help, he makes sure the others are ready to go while munching on a piece of hard tack, before even suggesting to go down.

OOC: thank you Nahab!

stat block Show

        Bast, Human Fighter
Init +6 HP 47/48 Bloodied 24 Healing Surge 12 (5 used /11)
AC 21 Fort 20 Reflex 15 Will 15 Speed 6
Str 19 (+4)  Con 15 (+2)  Dex 12 (+1)  Int 10 (0)  Wis 13 (+1)  Cha 11 (0)
'Cleave', 'Steel Serpent Strike', '[STRIKE]Brute Strike[/STRIKE]', 'Sure Strike', [OOC='Weapon Master Strike']Weapon Master Strike
At-Will F Martial, Weapon
Standard Action Melee weapon
Target: One creature
Effect: Before making this attack, you may sheathe a weapon
and draw a different one as a free action.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. In addition, the target
takes an additional effect based on the weapon you wield.
Axe: The target takes extra damage equal to your Constitution
modifier.
Mace: You slide the target 1 square.
Heavy Blade: Until the end of your next turn, you gain a +1
power bonus to AC against the target’s attacks.
Spear or Polearm: Until the end of your next turn, the target
provokes opportunity attacks from you when it shifts[/OOC], 'Crushing Blow', 'Boundless Endurance'
Notes resist 5 fire and necrotic;    

Flaming Halberd +1: 1d20+10; 1d10+5

show Show







I am Red/Black
I am Red/Black
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.

I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.


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4 months ago  ::  Feb 06, 2013 - 7:02PM #468
kalis5
Date Joined: Aug 8, 2012
Posts: 910
Thankful for the healing, Rorin quickly rushes past Gurdain. It's better if he goes in first.

"Let's not be rash here, give me a moment to scout. They'll be fortified down there, charging in will just put them in a better position. I'll go in, take a quick peak, and then come back out. Then we rush in like idiots. That sound good?"

Instead of using all those surges, I'd suggest using the inspiring word Gem grants for a bonus heal of 21, pretty good all things considered. From there, he only needs one surge to reach max HP again. So save the patch for the moment. 
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4 months ago  ::  Feb 06, 2013 - 7:30PM #469
Shadow_Geist
Date Joined: Aug 1, 2012
Posts: 392
Droth too slow on the pickup to catch any of the fleeing rats walks over to the bigger piles and finds the crunchier roasted furbags, he picks one up and take a large bite out of it. Mumbling with pieces of rat flying out he states "Rat good. Want?" he asks the group.

Making guttural sounds and picking up a few more of the meatier chucks laying about, he sits to recover from the battle. Taking the wound patch from Gem he applies rather brutishly on his major cuts, and tries to bargain with her holding out a rat for the patch.

Once he is feeling like his rough and tough self and a full stomach of rats, he's right back next to Gurdain waiting to go down the dark stairwell. Listening to Rorin, Droth ponders the situation "Tiny human look first? Droth help?" He awaits further instruction from the group before continuing on his death march.

Combat Stat Block Show
Initiative: +6
HP: 52, Bloodied: 26; Current: 51
Surges:
4/10, Surge Value: 13
STR 19(+4), DEX 19(+4), CON 12(+1), INT 8(-1), WIS 10(+0), CHA 12(+1)
AC
: 20 Fort: 19 Ref: 17 Will: 14
Speed: 5
Passive Perception: 12; Passive Insight: 12
Languages: Common, Goblin
Low-Light Vision

Active
 Effects:

FEATURES/PROPERTIES Show
Arcane Student Who Saw Too Much Benefit: +1 to saving throws to end effects that daze, stun, immobilize, or restrain you
Quick Swap: Once during each of your turns, you can take a free action to draw or stow a weapon and then draw another weapon.
Dwarven Scale Armor: You gain an item bonus to Endurance checks equal to the armor’s enhancement bonus.
Badge of the Berseker: When you charge, your movement made as part of the charge doesn’t provoke opportunity attacks.
Boots of Adept Charging: After charging, you can shift 1 square before your turn ends.
SKILLS Show
TRAINED SKILLS
Athletics+11, Endurance+9, Intimidate+10
UNTRAINED SKILLS
Acrobatics+6, Arcana+1, Bluff+3, Diplomacy+3, Dungeoneering+2, Heal+2, History+1, Insight+2, Nature+2, Perception+2, Religion+1, Stealth+8, Streetwise+3, Thievery+6
Powers/Stances
Fighter Utility: Berserker's Charge [X]
Fighter Utility: Battle Wrath []
Sohei Attack: Sohei Flurry []
Bugbear Racial Power: Predatory Eye []
Multiple Class Attack: Power Strike []
Fighter Utility 2: Single Out []
Fighter Attack 3: Rain of Blows []
Vanguard Gouge (Large) []
Flameburst Javelin (Large) [X]
Dwarven Scale Armor []
Action Point []
Second Wind []
Death Saving Throw [] [] []
POWERS Show
Berserker’s Charge Show
At Will: Martial, Stance
Minor Action, Personal
Effect:  You assume the berserker’s charge stance. Until the stance ends, you gain a +2 power bonus to your speed when charging and a +2 power bonus to the attack rolls of your charge attacks.
Battle Wrath Show
At Will: Martial, Stance
Minor Action, Personal
Effect: You assume the battle wrath stance. Until the stance ends, you gain +2 power bonus to the damage rolls of basic attacks using a weapon.
                Level 11: +3 power bonus
                Level 21: +4 power bonus
MBA Show
At Will: Weapon
Standard Action, Melee Weapon
Target: One creature
Attack: +10 vs. AC
Hit: 1[W] + Strength modifier damage; 2d8+12
                Level 21: 2[W] + Strength modifier damage
(+1d8 damage on a successful charge)
(+2 to damage against bloodied targets)
RBA Show
At Will: Weapon
Standard Action, Ranged Weapon
Target: One creature
Attack: +7 vs. AC
Hit: 1[W] + Dexterity modifier damage; 1d8+8
                Level 21: 2[W] + Dexterity modifier damage
(+2 to damage against bloodied targets)
Single Out Show
Encounter: Fear, Martial
Minor Action, Ranged 5
Prerequisite: You must have training in Intimidate.
Target: One enemy
Effect: The target grants combat advantage to you until the end of your next turn.
Predatory Eye Show
Encounter
Minor Action, Personal
Effect: If you have combat advantage against a target, you deal +1d6 damage on the next attack you make against that target. You must apply this bonus before the end of your next turn.
                Increase extra damage to +2d6 at 11th and +3d6 at 21st level.
Sohei Flurry Show
Encounter: Divine, Weapon
Minor Action, Melee Weapon
Requirement: You must have hit an enemy with a weapon attack during this turn.
Target: One creature
                Level 21: One or two creatures
Attack: +10 vs. AC
Hit: 1[W] damage; 2d8+6
                Level 21: 2[W] damage
(+2 to damage against bloodied targets)
Power Strike Show
Encounter: Martial, Weapon
No Action, Special
Trigger: You hit an enemy with a melee basic attack using a weapon.
Target: The enemy you hit.
Effect: The target takes 1[W] extra damage from the triggering attack.
                Level 17: 2[W] extra damage
                Level 27: 3[W[ extra damage
(+2 to damage against bloodied targets)
Rain of Blows Show
Encounter: Martial, Weapon
Standard Action, Melee Weapon
Target: One creature
Attack: +10 vs. AC. Make the attack twice against the target.
Hit: 1[W] damage; 2d8+6
Weapon: If you’re wielding a flail, a light blade, or a spear and have a Dexterity 15 or higher, make the attack a third time against either the target or a different creature.
(+2 to damage against bloodied targets)
ITEMS Show
Vanguard Gouge (Large) +1 Show
Damage: +2d8
Critical: +1d8 per plus
Property: Deal +1d8 damage on any successful charge.
Power, Daily (Minor Action): Use this power when you make a charge attack. If you hit with your charge attack, all allies within 10 squares of you gain a +1 bonus to attack rolls and gain your Charisma bonus as a bonus to damage rolls until the start of your next turn.
Flameburst Javelin (Large) +1 Show
Damage: +1d8
Critical: +1d6 fire per plus
Range: 10/20
Power, Daily, Fire (Minor Action): The next ranged basic attack you make with this weapon before the end of your turn becomes a burst 1 centered on the target. Use your normal attack bonus for the basic attack, but against Reflex. Instead of normal damage, each target hit takes ongoing 5 fire damage. (save ends)
               Level 13 or 18: Burst 2; Ongoing 10 fire damage.
               Level 23 or 28: Burst 3; Ongoing 15 fire damage.
Dwarven Scale Armor +1 Show
Property: You gain an item bonus to Endurance checks equal to the armor’s enhancement bonus.
Power(Healing), Daily(Free Action): You regain hit points as if you had spent a healing surge.
Bracers of Mighty Striking (Heroic Tier) Show
Property: When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.
                Level 12: Gain a +4 item bonus to the damage roll
                Level 22: Gain a +6 item bonus to the damage roll
Badge of the Berserker +1 Show
Property: When you charge, your movement made as part of the charge doesn’t provoke opportunity attacks.
Boots of Adept Charging Show
Property: After charging, you can shift 1 square before your turn ends.
Gauntlets of Blood (Heroic Tier) Show
Property: You gain a +2 bonus to damage rolls against bloodied targets.
                Level 14: Gain a +4 bonus to damage
                Level 24: Gain a +6 bonus to damage
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4 months ago  ::  Feb 06, 2013 - 7:45PM #470
WhisperMagellan
Date Joined: Jun 8, 2010
Posts: 2,701
The sound of thunder is getting closer.

There is a faint light from the steps leading down into the crypt. From the chamber down into the vault, the humidity grows quite high.
Once down, Rorin and any who follow find a 25x80 foot chamber. The walls on the north and south sides have niches for storing bodies stacked three shelves high. Eight large biers stand in the middle of the room. There are only a few fragments of remains here. Whatever family was buried here, their rest has been disturbed, and their souls violated.
Perhaps most disturbing, however, is that there are three shelves that have bed rolls and camping matresses in them. There is also a small lantern stove, and other assorted camping gear.

Map Show




Floating map and move as needed.
Outer wall is 5ft tall rough-hewn rock, DC 10 athletics to climb.
Darkest squares are open graves 5ft deep, slippery mud (something about a recent rain storm?). DC 15 athletics to climb out
Thin light boxes are grave stones--they can provide partial cover/concealment to someone adjacent to them.
Medium gray rectangles are doors into crypts. The doors into the central crypt are open, and there is light inside.


Monster Stats Show

 
placeholder
AC:      Fort:      Ref:    Will:
HP:    BL:


Conditions Show

Rat Swarms
1: DEAD



Initiative Show

  Droth                         24
   Gurdain                     23
   Rorin:                        19
   Gem                          15
   Bast                          7


TAG: all


Colors Show
You are Red/Blue!
You are Red/Blue!
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.

You are both rational and emotional. You value creation and discovery, and feel strongly about what I create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.

Bow down, my subjects, for I am your master! Yesss..... Show


For some reason, none of my friends were surprised by this...
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