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    The Mockery Hideout - The Graveyard Encounter.

    Thursday, November 29, 2012, 2:52 AM
    Posted By: VoyRager

    Plenty of space and cover leading up to the dug-out tunnel so the characters can approach stealthily if they like yet these guards are exceptionally alert with excellent battle instincts which means their passive perception checks oppose to whatever stealth checks the PCs make outside or when entering the graveyard gate will probably failed and the team will more likely walk into an ambush.

    Perception
    DC Hard (And Opposing Stealth Checks ): A slight sound or motion draws your eye to a shadow. An armored hobgoblin lurks there..

    Arcana, Nature, or Religion:
    DC Hard: Intermingling in the air about the quiet graveyard are a lingering stench of necromancer touch and the grass also showing signs that the graveyard has been treated so more advance necromancy magicks' components could take root and grow widly there.

    Streetwise, Nature and Perception
    DC Moderate: Tracks and other indications of constant traffic has been taken place thru the graveyard’s gates and inside its grounds.

    1: The Graveyard’s Entrance Guards
    Encounter
    Level 2 @Moderate Grading (1,150XPS+)

    Setup:
    1 Dhakaani Antecedent Chief  (D&M3) 500XP
    2 Antecedent Dharkaani Warrior  (W1-2 0r M1-2) 200XP
    2 Antecedent Clawfoot  (C1-3 or M1-3) 450XP
    5 Transcending zombie  s (Z#) worth 38XP each
    1 The Dreadmaster’s Acolyte 250XP

    If the hobgoblins notice the characters’ approach, the hobgoblins hide, making stealth checks and if the PC opposing perception check fails against these stealth rolls then wait until the last PC enters the gate to spring the ambush as an enemy’s surprise round.

    If one of the PCs roll a successful DC Perception against the hobgoblins’ stealth rolls then the Acolyte will appeared from the tomb building where the hidden entrance to the underground crypt is located to gloat a little and draw in all the PCs followed by an attack order.

    Unless the PCs attack first then the initiative order will start at the highest initiative roll among the enemies.

    Tactics:
    The Dharkaani Warriors and their Chief appears on Clawfoots from around the sides of the two tomb buildings that flanking the gate and the yard of grave stones.  The Chief charges in from the tomb building on the left from the direction of the dugout (G08) using the “Follow Me” power which triggers one of the warrior charges from the other side of the building toward the gate first. After this; the two warriors (The second from the tomb building on the right) moved around behind the adventurers’ team to attack from their rear targeting those at the back of the party.

    They use Flail of Tyranny immediately then shifts into the team ranks with double-attacks with their clawfoot mounts or setting up flanks for their quicker chief’s scimitar attacks. All the warriors will position to take advantage of their “phalanx soldier” power fighting close to at least one ally as well as provide room for their chief to attack with his flurry then shifting to provide flanks for one of them.

    Yet soon the adventurers will realized that a hit on the mounts dismounts the warriors to a prone position but this doesn’t prevent the warriors from returning to their feet with more melee attacks and make things more difficult also because the dismounted the clawfoots will have independent actions in which they with savagery will attack the closest non-Dharkaani warrior creature to them.

    The Acolyte controls the Dharkhaani Chief and the Chief control the warriors and their mounts with both of them resorting to using the dismounted clawfoots to deal with ranged attackers. This is also the Acolytes home field and she will try avoid taking any hits or making contact with any of the adventurers but will fight in self-defense with her murderous stlye.
    If any of the Dharkhaani becomes bloodied she will mumbled a strong spell on the graveyard as a free action then disappear into the tomb building with the hidden crypt entrance. After this the 15 graves in the ground will have undead zombies climbing out of them attacking all living creatures but will avoid the Dharkhaani Warrior Crew instinctively.

    (Special instructions for this map’s Zombies:
    Roll a 3d5; one for each row of gravestone. The gravestone is 1 thru 5 reading left to right and they correspond as that 1d5 roll. Each round in the Acolyte’s place of the initiative order, roll the corresponding dice for the remaining amount of full graves per row.  Empty graves takes a move action to climb out onto an adjacent square of them but zombies can shift out of them and over them as regular terrain while all others can’t) 

    The Warriors only will talk goblin and when they do talk, the adventurers will quickly see that this fight is too much a tribal rites passage for negotiating about in other words this is a fight to death for these risen ancients.

    When one warrior falls so does his mount and when all three falls then all the black crystal’s glowing on their amulet they wearing on a necklace will fade with the zombies falling where they are and the graves also will stop producing the cannibalistic zombies leaving the adventurers is to give chase after the Acolyte into her underground base.

    Antecedent Clawfoot Show

    X3 Antecedent Clawfoot                                     Level 3 Skirmisher
    Medium natural animated (mount, reptile, undead)          XP 150

    Initiative: +6 Senses: Perception +1
    HP 46; Bloodied 23
    AC 17; Fortitude 16, Reflex 16, Will 13
    Speed 6
    Vulnerable: When undead only; 5 Radiant (see Cold Light’s Blessings power below)
    Resist: 10 Necrotic, has Resist 5 Fire until bloodied.

    Medium Steed

    A Medium creature can ride a clawfoot.

    Cold Talons (standard, at-will)

    +10 vs AC; 1d8+3 cold damage.

    Clawfoot Charge (while mounted by a friendly rider of 3rd level or higher; at-will) Mount

    When a clawfoot’s rider charges, both the clawfoot and the rider make melee basic attacks.

    Cold Light’s Blessings ( when first bloodied; encounter)

    Antecedent Clawfoot   gains -2 penalty to attack rolls with the cold keyword powers and +4 bonus to necrotic damage rolls as well become an undead creature for the rest of the encounter.

    Alignment Evil Languages Understands Goblin, Understands Elven
    Str 16 (+4) Dex 16 (+4) Wis 11 (+1)
    Con 14 (+3) Int 2 (-3) Cha 6 (-1)
    Equipment: black crystal amulet
    Published in Eberron Campaign Setting, page(s) 42.


    Transcending Zombie Show

    x?? Transcending Zombie                      Level 3 Lurker (Minion)
    Medium natural animate (undead, )                                   XP 38

    Initiative: +7 Senses: Perception +2 low-light vision
    HP 1; a missed attack never damages a minion
    AC 17; Fortitude 16, Reflex 15, Will 13
    Vulnerable:  5 Radiant
    Resist: 10 Necrotic
    Speed: 6

    Zombie   Weakness

    Trigger: A creature scores a critical hit against the transcending zombie.
    Effect (No Action): The transcending zombie drops to 0 hit points.

    Pack Feeders

    Transcending zombie gains +2 to all defenses and basic attack rolls versus a target grabbed by an ally and is adjacent to two or more allies.

    Slam (standard, at-will)

    +8 vs AC; 5 damage.

    Grab and Held (standard, at-will)

    +6 vs Fortitude; 5 damage, and the transcending zombie shifts up to half its speed pulling the target and any ally grabbing the target the same number of squares toward or into the closest unoccupied open grave. The target is grabbed until escape, and while grabbed the target can make attacks.

    Live Food (standard, at-will)

    Targets creature this transcending zombie has under a grabbed condition only; +12 vs AC or Reflex (which of the two is highest);  5 ongoing poison damage, vulnerable 2 poison and target is slowed (save ends both)
    Effect: On the hit the grab condition ends with the transcending zombie gains a compoundable 5 temporary hitpoints and transcending zombie shifts up to speed toward or enters the closest open grave . If transcending zombie is in an open grave then its starts this effect’s shifting toward the next closest grave.

    Instinctive Hunger (immediate reaction, when a grabbed creature escapes from the grave hunger transcending zombie and either moves or shifts away; encounter)

    The transcending zombie shifts up to half its speed remaining adjacent to target.

    Alignment Unaligned Languages Understands Goblin
    Skills: Athletics +9, Stealth +8
    Str 16 (+4) Dex 14 (+3) Wis 13 (+2)
    Con 11 (+1) Int 4 (-2) Cha 6 (-1)
    Published in Dungeon Magazine 176, page(s) 45.


    Antecedent Dharkaani Warrior Show

    2x Antecedent Dharkaani Warrior                         Level 4 Soldier
    Medium natural animate, hobgoblin (undead)                   XP 200

    Initiative + Senses: Perception +; low-light vision
    HP 53; Bloodied 26
    AC 20; Fortitude 17, Reflex 15, Will 18
    Speed 5
    Vulnerable: When undead only; 5 Radiant (see Cold Light’s Blessings power below)
    Resist: 10 Necrotic, has Resist 5 Fire until bloodied.

    Mounted Combat

    Antecedent Dharkaani Warrior is considered to have the mounted combat feat for purposes of commanding his Clawfoot

    Flail of Cold Reach (standard, at-will) Cold, Necrotic, Weapon

    Reach; +13 vs AC; 1d10+4 cold and necrotic damage and the target is grabbed and treated as immobilized (escape as minor) Also target takes a -2 penalty to all defenses against next attack against it while immobilized.
    Effect: The target takes a -2 penalty to all defenses against the first attack made against it by Antecedent Dharkaani Warrior until the end of Antecedent Dharkaani Warrior next turn.

    Flail of Tyranny (standard; requires flail, recharge )

    Reach; +11 vs AC; 3d8+4 cold damage, and the target is stunned until the end of the Antecedent Dharkaani Warrior’s next turn.

    Cold Light’s Blessings ( when first bloodied; encounter)

    The Antecedent Dharkaani Warrior gains -2 penalty to attack rolls with the cold keyword and +4 bonus to necrotic damage rolls as well as treated as an undead creature for the rest of the encounter.

    Hobgoblin Resilience (immediate reaction, when the Antecedent Dharkaani Warrior suffers an effect that a save can end; encounter)

    The Antecedent Dharkaani Warrior rolls a saving throw against the triggering effect.

    Alignment Evil Languages Goblin
    Skills: Athletics +11, Dungeoneering +10, History +9, Religion +7
    Str 16 (+4) Dex 12 (+2) Wis 18 (+5)
    Con 13  (+2) Int 13  (+2) Cha 12 (+2)
    Equipment: spiked chain, plate armor, black crystal amulet.


    Dhakaani Antecedent Chief Show

    1x Dhakaani Antecedent Chief   Level 6 Elite Controller (Leader)
    Medium natural humanoid , hobgoblin                                 XP 500

    Initiative +7 Senses Perception +4; low-light vision
    Drawing Dearth aura 1; Each non-undead creature in this aura’s zone at the end of their turn takes 5 cold damage and grants combat advantage to all attacks. Any creature remaining in the aura for consecutive turns then at the end of each the next turns loses a healing surge.
    HP 146; Bloodied 73
    AC 20 (22 with phalanx soldier); Fortitude 18, Reflex 19, Will 18
    Saving Throws +2
    Speed 6
    Action Points 1
    Vulnerable: When undead only; 5 Radiant (see Cold Light’s Blessings power below)
    Resist: 10 Necrotic, has Resist 5 Fire until bloodied.

    Mounted Combat

    Antecedent Dharkaani Chief is considered to have the mounted combat feat for purposes of commanding his Clawfoot

    Scimitar (standard, at-will) Weapon

    Melee 1;  +10 vs AC; 1d8+6 damage (crit 1d8+14) and target is pull 1 square.

    Guided Scimitar Strikes (standard; requires combat advantage against a target that isn’t adjacent to another enemy; at-will) Arcane, Weapon

    The Antecedent Dharkaani Warrior makes two scimitar attacks against up to two targets: Melee 1; +8 vs Will; 1d8+6 cold and necrotic damage (crit 1d8+14) and the target takes a -2 penalty to their AC and Reflex defense until the end of Antecedent Dharkaani Warrior next turn.
    Effect: Target is pulled up to 2 square.

    Double Blade Flurry (standard, at-will) Weapon

    Close burst 1; targets enemies; +11 vs AC and Dhakaani Antecedent Chief may shift 1 to make another close burst 1 attack against new targets;  3d4+4 damage, and Dhakaani Antecedent Chief slides the target 2 squares. The target must end the slide within 2 squares of the Dhakaani Antecedent Chief.

    Follow Me  (Recharge when first bloodied)

    Effect: Dhakaani Antecedent Chief   charges an enemy. One or two allies within 5 squares of Dhakaani Antecedent Chiefcan each take a free action to charge different enemies.

    Cold Light’s Blessings ( when first bloodied; encounter)

    Dhakaani Antecedent Chief gains -2 penalty to attack rolls with the cold keyword powers and +4 bonus to necrotic damage rolls as well as becoming an undead creature for the rest of the encounter.

    Dark Cold Resilience  2/Encounter

    Trigger: Dhakaani Antecedent Chief or an undead nonminion ally within 5 squares of it is subjected to an effect that a save can end.
    Effect: (Immediate Reaction): The creature subjected to the effect can make a saving throw against it. If the attempt saves then target regains 10 hps. If attempt fails target receives 5 temporary hit points

    Genuine Finesse (free; usable only while charging; at-will)

    Dhakaani Antecedent Chief doesn’t provoke opportunity attacks when leaving the initial square of its charge.

    Dhakaani Footwork (free, when Dhakaani Antecedent Chief hits with a melee basic attack; at-will)

    Dhakaani Antecedent Chief shifts 1 square.

    Phalanx Soldier

    A Dhakaani Antecedent Chief gains a +2 bonus to AC while at least one ally is adjacent to it.

    Alignment Evil Languages Goblin, Understands Common.
    Adjusted Skills: Acrobatics +12, Athletics +12, Arcana +9, Endurance +8, History +6
    Str 14 (+5) Dex 19 (+7) Wis 12 (+4)
    Con 17 (+6) Int 12 (+4) Cha 16 (+6)
    Equipment: chain armor, double scimitar, black crystal amulet

    Published in Monster Manual 2, page(s) 132, Dungeon Magazine Annual, page(s) 137, Dungeon Magazine 167, page(s) 13.


    Dreadmaster’s Acolyte Show

    Dreadmaster’s Acolyte Level 6 Controller
    Small natural humanoid (goblin) XP 250

    Initiative +5 Senses Perception +7; low-light vision
    HP
    51; Bloodied 25
    AC: 20 Fort: 17 Ref: 17 Will: 18
    Speed 6
    Immune Necrotic
    Vulnerable While under a radiance keyword power's condition is weakened with vulnerable 5 radiant and loses resist 5 radiant.
    Resist 5 all (until first bloodied) Regeneration 5 (while bloodied)

    Traits

    Defeated

    Effect: The dreadmaster’s acolyte loses a minor action as long as an enemy is adjacent to her each of her turns and enemies adjacent to her are weakened and takes 5 psychic damage (1/round) at the start of their turn. Whenever an enemy is no longer adjacent to the dreadmaster's acolyte the enemy remains weakened (save ends).

    Standard Actions

    Mace (standard, at-will) Radiant, Necrotic, Implement,

    Melee or Ranged 10 +9 vs Ref, high crit. 1d6+4 radiant damage and target takes 5 ongoing radiance and necrotic damage
    Effect: On the hit target takes –2 penalty to attack roll until the end of target next turn.
    Miss: Reroll attack and use new results
    After-Effect: Target takes a –2 penalty to its next attack roll.
    This is a basic attack and it doesn’t provoke opportunity attacks.

    The Giver, The Taker (standard, recharge ) Implement Radiance, Necrotic

    Area burst 1 within 10 centered on an undead minion ally within range (targets all creatures in burst)
    Effect: Triggering undead ally is reduced to 0hps and targets in burst takes 5 ongoing radiance and necrotic damage (saves end)

    Minor Actions:

    Invitations (minor, encounter) Psychic, Implement, Weapon

    The minor action spent for this power can also be accounted toward the defeated trait power.
    Close burst 5 (targets enemies) +9 vs. Will, and hit targets are pulled 5 squares.

    Reanimate (minor, 2/encounter) Healing

    Effect: Dreadmaster’s Acolyte chooses a target dead nonminion creature within 10 squares of her that was a living creature. The target is restored to life until the end of the encounter as a level 4 undead minion ally with 17 to all defenses, speed 4, gains resist 5 necrotic and radiant and stands up as a free action and this dreadmaster’s acolyte regains 10 hitpoints, and +1 to defense until the end of her next turn. The target acts on this dreadmaster’s acolyte’ initiative placement, can only make slam attacks of +10 vs AC (one creature) dealing on the hit 6 damage.

    Other Actions:

    Goblin Tactics (Immediate Reaction, triggered when dreadmaster’s acolyte is missed by a melee attack; at will)

    Effect: Dreadmaster’s acolyte shifts 1 square.

    Dredging (immediate interrupt, when an undead minion ally within 10 squares is missed by a melee or reach attack, at-will) Radiance, Necrotic, Implement

    Area burst 1 within 10 centered on an undead minion ally within range (targets all creatures in burst)
    Effect: Triggering undead minion ally may shift 1 and is reduced to 0hps. Targets in burst takes 5 ongoing radiance and necrotic damage (saves end)

    Scepter Of Bane (Free, the dreadmaster’s acolyte score a critical hit with an implement attack, encounter.) Psychic, Implement

    Effect: Attack’s target(s) is dominate until the end of the dreadmaster’s acolyte’s next turn.

    Alignment Evil Languages Goblin, Common,
    Skills: Insight +12, Intimidate +12, Religion +7, Thievery +6, Dungeoneering +9, Stealth +6.
    Str 10 (+3) Dex 12 (+4) Wis 18 (+7)
    Con 13 (+4) Int 9 (+2) Cha 18 (+7)
    Equipment: Scepter Of Bane (mace size) +1, chainmail , light shield .

    These are young, dangerous and ambitious students of Darguun's dreadmasters with an unique mace with a metal bust resembling an orc-like head and under closer inspecton a small black crystal splinter can be found in between and above its eyes.
    When dreadmasters or one of their acolytes' choose to demonstrate a different dedication for their pledges to their country with loyalties toward The Mockery Cult's designs even Darguun strong military becomes scarce when they approach.
    The Mockery Cult positions with Darguun's new government designs and attempts to win loyalty from all of its regional's goblin-kind populations and tribes is considered more questionable than favorable.

    0 (0 Ratings)

    By My Opinion: The Top 5 Most Exciting DnD Build Ever At The Players' Vault.

    Sunday, September 9, 2012, 11:30 PM
    Posted By: VoyRager

    Excitement Is The Word Here And Without Anymore Fluff And Stuff Type Talk Here They Are!!


    1. trickelders 
    Trickelders

    Jun 21, 2011 -- 1:00PM, trickelders wrote:

    Mindartis, Swordmage, Level 16 Show


    Mindartis, Eladrin Swordmage
    Feytouched, Auspicious Birth

    Starting Stats: Str 12, Con 11, Dex 13, Int 18, Wis 8, Cha 10
    Current Stats: Str 13, Con 13, Dex 15, Int 24, Wis 9, Cha 14

    AC: 34 Fort: 22 Ref: 28 Will: 26
    HP: 139 Surges: 9 Surge Value: 35
    Init +12 Speed 6

    Trained Skills:
    Arcane 22, Athletics 13, Endurance 13, History 22, Perception 12, Religion 20

    Untrained SKills:
    Acrobatics 9, Bluff 10, Diplomacy 10, Dungeoneering 7, Heal 7, Insight 7
    Intimidate 10, Nature 7, Stealth 9, Streetwise 10, Thievery 9

    POWERS
    At-Will Sword Burst
    At-Will Frigid Blade
    L1 Enc Flame Cyclone
    L1 Daily Dimensional Thunder
    L2 Util Dimensional Warp
    L3 Enc Dual Lightning Strike (Replaced)
    L5 Daily Dimensional Bond (Replaced)
    L6 Util Armathor's Step
    L7 Enc Spikes of Agony
    L9 Daily Lightning Strider
    L10 Util Dimensional Dodge (Replaced)
    L13 Enc Dimensional Slash
    L15 Day Glamor Blade
    L16 Util Sudden Escape

    FEATS
    Eladrin Soldier
    Intelligent Blademaster
    Pact Initiate
    Quick Draw
    Acolyte POwer
    Toughness
    Armor Prof - Hide
    Double Aegis
    Arcane Reach
    Psychic Lock

    ITEMS
    Rubicant Blade Longsword +3 (Level 13)
    Translocating Hide Armor +3 (Level 14)
    Cloak of Translocation +3 (Level 14)
    Planestrider Boots (Level 18)
    Eladrin Ring of Passage (Level 14)
    Adventurer's Kit



    2.Vobeskhan 
    Vobeskhan

    Aug 22, 2011 -- 3:21PM, Vobeskhan wrote:

    (print image)

    Horgar "Thunderstrike" Rocksmasher, level 17 Show

    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Horgar "Thunderstrike" Rocksmasher, level 17
    Dwarf, Warpriest, Devout Warpriest
    Dwarf Subrace: Standard Dwarf Racial Traits
    Background: Dwarf - Ancestral Home Lost, Found Religion Among Others (+2 to Nature)

    FINAL ABILITY SCORES
    Str 14, Con 18, Dex 13, Int 11, Wis 21, Cha 10.

    STARTING ABILITY SCORES
    Str 11, Con 14, Dex 10, Int 10, Wis 18, Cha 8.


    AC: 29 Fort: 23 Reflex: 21 Will: 24
    HP: 110 Surges: 11 Surge Value: 27

    TRAINED SKILLS
    Religion +13, Insight +18, History +13, Heal +18

    UNTRAINED SKILLS
    Acrobatics +8, Arcana +8, Bluff +8, Diplomacy +8, Dungeoneering +15, Endurance +15, Intimidate +8, Nature +15, Perception +13, Stealth +8, Streetwise +8, Thievery +8, Athletics +9

    FEATS
    Level 1: Improved Initiative
    Level 2: Heavy Armor Agility
    Level 4: Bludgeon Expertise
    Level 6: Tainted Wounds
    Level 8: Battlewise
    Level 10: Crossbow Expertise
    Level 11: Holy Symbol Expertise
    Level 12: Shield Finesse
    Level 14: Executioner of Undeath
    Level 16: Cunning Stalker

    POWERS
    Warpriest daily 1: Lesser Aspect of Wrath
    Warpriest utility 2: Resurgent Strength
    Warpriest daily 5: Inspire Fervor (retrained to Revealing Light at Level 5)
    Warpriest utility 6: Light of Revelation
    Warpriest daily 9: Crushing Despair
    Warpriest utility 10: Phantom Vigor (retrained to Battle Surge at Level 10)
    Warpriest daily 15: Aura of Astral Radiance (replaces Lesser Aspect of Wrath)
    Warpriest utility 16: Chosen Servant

    ITEMS
    Adventurer's Kit, Holy Symbol, Crossbow, Thundering Mace +2, Healer's Shield Heavy Shield (heroic tier), Dwarven Chainmail +2, Crossbow Bolt (18)
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


    Storm Domain Features and Powers
    You gain resist 5 lightning and resist 5 thunder.
    In addition, when you use your healing word, the target also gains a +2 power bonus to the next damage roll he or she makes before the end of his or her next turn. This bonus increases to +4 at 11th level and +6 at 21st level.
    You also gain the blessing of wrath power, storm hammer power, create water power, and thundering steel power.
    Level 11 Transcendent Blessing (Storm)
    When you hit with storm hammer, you also push the target up to 2 squares.
    Level 16 Devout Warpriest (Storm) Domain Feature
    When you use healing word, you can slide yourself or one ally in the power’s burst a number of squares up to your Constitution modifier.



    3.Wellby10
    Welly10
     
    Flint, level 2 Longtooth Shifter, Warden Show


    [slock=Flint's Character Summary]
    Flint, level 2
    Longtooth Shifter, Warden
    Build: Wild Warden
    Guardian Might: Wildblood

    FINAL ABILITY SCORES
    Str 18, Con 12, Dex 12, Int 8, Wis 18, Cha 10.

    STARTING ABILITY SCORES
    Str 16, Con 12, Dex 12, Int 8, Wis 16, Cha 10.


    AC: 20 Fort: 17 Reflex: 14 Will: 17
    HP: 36 Surges: 10 Surge Value: 9

    TRAINED SKILLS
    Nature +10, Perception +10, Heal +10, Athletics +11

    UNTRAINED SKILLS
    Acrobatics +1, Arcana +0, Bluff +1, Diplomacy +1, Dungeoneering +5, Endurance +3, History +0, Insight +5, Intimidate +1, Religion +0, Stealth +1, Streetwise +1, Thievery +1

    FEA1
    Level 1: Weapon Proficiency (Greatspear)
    Level 2: Hafted Defense

    POWERS
    Warden at-will 1: Warden's Lunge
    Warden at-will 1: Resilience of Life
    Warden encounter 1: Rending Fury
    Warden daily 1: Form of the Fearsome Ram
    Warden utility 2: Eyes of the Hawk

    ITEMS
    Bestial Hide Armor +1, Adventurer's Kit, Badge of the Berserker +1, Vanguard Greatspear +1
    Battle Harness +1 (x2), Dagger (x12), Serrated Dagger, Thieves Tools (Rune Plane), Soulfang of Resistance, Roused Spirit Soulfang, Boots of Adept Charging, 1075 gp



    Background/Description Show

    Flint was born into the trade business. His family has been a line of bodyguards and muscle since before anyone can remember. He stepped into his role nicely, learning to speak goblin and working from the bottom up since the age of fourteen..but the primal spirits began whispering to him long before then. The spirits have opened his eyes to the corruption within the trade market, the controlling of resources causing the spirits to cry out in anguish to him, seeking justice. Being of patient disposition, Flint quietly left his work within the trade market, and happened upon this group of adventurers. He hopes to earn the trust of his allies so they can assist him in freeing the masses from the opressive trade conditions.

    Flint is lean and muscular, and his facial features are more towards the beastial side of his race. Fine black hair covers him from head to toe, and his eyes are more catlike than human, tinged yellow with slitted pupils. He speaks slowly and carefully, but in combat he moves quickly with a silent fury accustomed to only the most deadly feline predators.


    T4Osaka_SLoKU5yqWE
    Osaka_SLoKU5yqWE

    Mar 10, 2011 -- 12:46PM, Osaka_SLoKU5yqWE wrote:

    Anna d'Orien/Female Human Rogue Level 1 Show


    Anna

    Spoiler: Show
    IC style Show
    Anna smirks. "You don't scare me."

    Cold and calculating, well-educated.


    Anna d'Orien/Female human rogue 1 Show

    U Medium natural humanoid

    Initiative +5; Passive Mode: Insight 10, Perception 15

    Language: Common, Elvish

    -------------------------------------------

    AC17; Fort13; Ref17; Will14
    HP22/11; HS Value5; Daily-6
    Speeed: 6 Action Point: 1:
    1 Potion Of Resistance

    -------------------------------------------
    (4) Shuriken/ (standard; will)/
    +7 vs AC; 1d6+5

    Shortsword
    (Standard; Will)/
    +5vs AC; 1d6+4 Fire damage

    Dagger
    (standard; will)/
    +6 vs. AC; 1d4+3 damage.

    Deft Strike
    (standard; will)/
    +8 vs. AC; 1d6+6 damage. Anna may move 2 squares before the attack.

    Sly Flourish
    (standard; will)/
    +8 vs. AC; 1d6+10 damage.

    Positioning Strike
    (standard; encounter)/
    +8 vs. AC; 1d6+6 damage, and Anna slides the target 4 squares.

    Easy Target
    (standard; daily)/
    +8 vs. AC; 2d6+6 damage, and the target is slowed and grants combat advantage to Anna (save ends both).
    Miss: Half damage, and the target only grants combat advantage to Anna until the end of her next turn.

    -------------------------------------------------------------------------------------------

    Artful Dodger

    Anna gains a +4 bonus to her AC against opportunity attacks.

    First Strike

    At the start of an encounter, Anna has combat advantage against any creature that hasn’t acted.

    Mark Of Passage

    When one of Anna’s powers lets her shift or teleport, she may shift or teleport 1 extra square. She can master and perform rituals in the travel category, as well as the Enhance Vessel (EPG 117), Find the Path (EPG 117 ), Passwall (PH 310 ), Phantom Steed (PH 310), Steed Summons (EPG 119) and Water Walk (PH 315) rituals as if she had the Ritual Caster feat.

    Rogue Weapon Talent

    When you wield a shuriken, your weapon damage die increases by one size. When you wield a dagger, you gain a +1 bonus to attack rolls.

    Sneak Attack
    Once per round, Anna may deal an extra 2d8 damage to a creature she has combat advantage against.

    -------------------------------------------------------------------------------------------

    Str 14 (+2), Dex 18 (+4), Con 10 (+0), Int 10 (+0), Wis 10 (+0), Cha 16 (+3)

    Backstabber, Mark of Passage

    Acrobatics +9, Athletics +7 (+9 climbing), Bluff +8, Intimidate +8,

    Perception +5, Stealth +9, Thievery +11

    +1 leather armour , duelist’s Fiery Shard shortsword+1/+2, Forged Dagger +1; Shurikens, climbers kit, thieves tools,

    standard kit

    Background Show

    Anna d’Orien is a blonde, blue-eyed woman of 20 years, standing at 5’ 8” and

    weighing 126 lbs. Raised in Sharn and at the heart of House Orien, Anna was

    brought up to take wealth and power for granted. Her dragonmark and natural

    leadership marked her for a place at the top, and from the age of 12 Anna was

    handled as an heir in training.

    Unfortunately for her superiors, another side of Anna’s personality interfered for

    the plan they had laid. Cold and callous throughout her short life, Anna had no

    qualms about using violence when she felt it necessary, and she seemed to feel it

    necessary in almost any situation that wasn’t going her way. Servants, unwanted

    suitors, and even family members she found irritating would receive bruises, cuts

    and burns, personally administered by Anna herself.

    While her violence was frowned on by the House, it was tolerable for the promise

    of such talent entering the business. However the final straw came on Anna’s 20

    th

    birthday, when after her confession of love to Joscar d’Cannith, a long time friend

    of the family, was rejected. Hurt, and more furious than she had ever been, Anna

    cut Joscar’s right then and there on the spot.

    Appalled, and facing House Cannith’s rage, House Orien was forced to expel Anna

    immediately. Without Orien’s protection, Anna knew it would only be a matter of

    time before Cannith agents came after her, and so left Sharn behind. Making her

    way to Zilargo, she searched for work that would give her both a means of

    survival, and keep her out of sight from House Cannith.

    Whether by luck or by fate, employment came in the form of security for the

    Fabricator’s Guild, keeping the peace in one of the few Cannith-run shops in

    Korranberg. Banking on the House not looking so close to home, and rapidly

    running out of funds, Anna took the job and prepared to bide her time...



    T4whatami
    whatami

    Dec 7, 2011 -- 11:25PM, whatami wrote:

    Vincent, level 2Human, Bard Show


    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Vincent, level 2
    Human, Bard
    Bardic Virtue Option: Virtue of Cunning
    Human Power Selection Option: Heroic Effort
    Inquisitive (+2 to Insight)

    FINAL ABILITY SCORES
    STR 10, CON 13, DEX 11, INT 16, WIS 8, CHA 18

    STARTING ABILITY SCORES
    STR 10, CON 13, DEX 11, INT 16, WIS 8, CHA 16


    AC: 19 Fort: 13 Ref: 17 Will: 17
    HP: 30 Surges: 8 Surge Value: 7

    TRAINED SKILLS
    Acrobatics +5, Arcana +9, Bluff +12, Diplomacy +12, History +9, Streetwise +10

    UNTRAINED SKILLS
    Athletics +4, Dungeoneering +4, Endurance +5, Heal +4, Insight +6, Intimidate +9, Nature +4, Perception +4, Religion +8, Stealth +4, Thievery +4

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Human Racial Power: Heroic Effort
    Bard Feature: Majestic Word
    Bard Feature: Words of Friendship
    Bard Attack 1: War Song Strike
    Bard Attack 1: Staggering Note
    Bard Attack 1: Blunder
    Bard Attack 1: Stirring Shout
    Bard Utility 2: Song of Courage

    FEATS
    Level 1: Implement Expertise (Instrument)
    Level 1: Ritual Caster
    Level 1: Improved Majestic Word
    Level 2: Bard of All Trades

    ITEMS
    Ritual Book
    Traveler's Chant
    Conceal Dragon mark
    Chainmail
    Adventurer's Kit
    Longsword
    Light Shield x1
    Wand Implement
    Vistani Tambourine
    Skald's Chainmail +1 x1
    Magic Longsword +1 x1
    Acrobat Boots
    Siberys Shard of Radiance (heroic tier)
    Scroll of Animal Messenger
    Scroll of Glib Limerick
    Scroll of Create Campsite
    Scroll of Comprehend Language
    Scroll of Lullaby
    ====== End ======



    T4AllGame1
    AllGame1

    Jun 27, 2012 -- 8:42AM, AllGame1 wrote:

    Rebecca “Newt” Jorden, level 2 Show


    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Rebecca “Newt” Jorden, level 2
    Shade, Cleric/Rogue
    Hybrid Cleric Option: Healer's Lore
    Early Life - Lost Everything (Nature class skill)
    Theme: Purple Dragon

    FINAL ABILITY SCORES
    STR 14, CON 12, DEX 16, INT 8, WIS 16, CHA 13

    STARTING ABILITY SCORES
    STR 14, CON 12, DEX 14, INT 8, WIS 16, CHA 11

    AC: 19 Fort: 13 Ref: 16 Will: 15
    HP: 34 Surges: 6 Surge Value: 8

    TRAINED SKILLS
    Endurance +7, Insight +9, Nature +9, Perception +9, Religion +5, Stealth +11, Streetwise +7

    UNTRAINED SKILLS
    Acrobatics +4, Arcana +2, Athletics +3, Bluff +2, Diplomacy +2, Dungeoneering +4, Heal +4, History +0, Intimidate +2, Thievery +4

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Purple Dragon Utility: Focused Discipline
    Shade Utility: One with Shadow
    Cleric Utility: Healing Word
    Multiple Class Utility: Defender Aura
    Paladin Attack: Righteous Radiance
    Cleric Attack 1: Blessing of the Wild
    Rogue Attack 1: Duelist's Flurry
    Cleric Attack 1: Sun Burst
    Cleric Attack 1: Nimbus of Holy Shielding
    Cleric Utility 1: Step Together

    FEATS
    Level 1: Toughness
    Level 2: Squire of Righteousness

    ITEMS
    205gps
    Indentification Papers with Portrait (5gps)
    Adventurer's Kit (15gps)
    Climber's Gear (2gps)
    Hunter's Kit (50gps)
    Holy Symbol (10gps)
    Bloodcut Leather Armor +1
    Daggers x6 (6gps)
    Shielding Short sword +1
    Rhythm Spiked Short Sword +1w/ a Siberys Shard of Radiance attachment
    Magic Hand Crossbow +1
    Alchemist's Spark Bolt (40gps)
    Signal Bolt (15gps)
    Crossbow Bolts x20 (2gps)
    Circlet Of Second Chances (Head Slot Bonus)
    Potion Of Resistance x1 (40gps)
    Woundpatch x2 (60gps)
    Horse w/saddle (75gps)
    ====== End ======



    Next List To Be Posted Sometime In The Future Will Be The Top 5 Most Effective PC Builds.



0 (0 Ratings)

FASTLIGHT PEBBLE: A Piece Of The Circle Of Stones.

Thursday, September 6, 2012, 7:44 PM
Posted By: VoyRager

YOU FOUND A PEBBLE PENCHANT TIED TO AN ANIMAL-SKIN STRING ON ENEMY WITH A STRANGE PRECEDURE WITH RADINT POWERS.
WHAT’S IS THIS!??

WELL…
A PC can examined the pebble with either a Religion or Arcana or Nature check never exceeding examing it (or a DC check) more than twice a day:
 
With DC Easy Religion/Arcana/Nature, the PC will determined that the peddle has dormant radiant energy
 
With DC Moderate Religion/Arcana/Nature, the PC will also determine that if the pebble is enchanted it would become a holy symbol of the PC’s level+2 of lower with a radiant keyword critical expression.
 
With DC Hard Religion/Nature, the PC will also will determine its has the Fastlight Pebble properties and understand that he or she is the only PC that can activate it…
 …BECAUSE THE PC KNOWS IT’S A SMALL PIECE OF THE CIRCLE OF STONES!!

WHEN THIS LITTLE PEBBLE IS ADDRESSED PROPERLY BY A PC WITH GOOD APTITUDE IN RELIGION AND THE RITUAL CASTING FEAT USING THE CONTINUAL LIGHT RITUAL HE OR SHE WILL ACTIVATE THIS PEBBLE INTO A WONDEROUS ITEM
….
 
 
Circle of Stones (Published in: Dungeon Magazine 191)
A circle of stones such as the one here marks an area in the Witchlight Fens where fastlights occur more frequently and lizardfolk can more readily manipulate them. Over the years, lizardfolk marsh mystics marked these areas with runes or tablets for easy recognition. Circles of stones were reserved for lizardfolk settlements that were built around them. The circle at the hermitage originated with a lizardfolk settlement over 100 years ago. The settlement was wiped away by the original hermitage settlers, and the circle has been lost in the mud ever since. Any creature in the 3-by-3-square area indicated on the map can improve any radiant power it has choosing either to double the power’s range or to deal 5 extra radiant damage on a successful hit each time such a power is used. These additional capabilities have a visual effect on the lights: Fastlights used at greater range glow twice as brightly as typical fastlights do, and those that cause greater damage expand to twice their original size before striking their target.
Fastlight Pebbles                                                                Level 5 Uncommon
Fastlights Pebbles are small debris of the Circle Of Stones of the Witchlight Fens of the southern central Nentir Vale area where the fastlights phenomenon occurs frequently. They have been appearing in isolated area everywhere probably because the lizardfolk of the Witchlight fens area are fond of  manipulating them as well as traveling with a small portion of it on them.
Wondrous Item 1000 gp (In WOTC’s Players’ Vault Games Only)
Special:
Its wielder must be trained in Religion to activate or use any of the non-at-will powers of this wondrous item.
Property:
When ativated and unvieled it sheds bright light of a radius of 20 squares.
Power  At Will (Minor Action)
Effect: Before the end of the wielder’s turn the next radiant keyword power’s ranged is doubled.
Power  Encounter (Minor Action)
Effect: Before the end of the wielder’s turn the next radiant keyword power’s area size is doubled.
After-Effect: This Fastlight Pebble light radius is reduced to 10 squares and all ranged power that would have been doubled by this item power is done so at halved the additional ranged until the end of the wielder’s next short rest.
Power  Daily (Minor Action and the Wielder’s loses a Healing Surge)
Effect: Before the end of the wielder’s turn the next radiant keyword power deals 5 extra radiant damage on a successful hit for each time radiant keyword power used to each of the usage targets.
After-Effect: This Fastlight Pebble no longer sheds light and become mundane item until an hour after it’s the subjected to its wielder’s Continual Light ritual with a healing surge used for its component cost and performed with a Religion Check.
 

More Information About Why This Creature That is Found Specially Bred In Khorvaire Later On As More Details In That Particular Campaign Are Revealed Show

Radiating Redspawn Level 2 Lurker
small natural humanoid (kobold, dragonborn) XP 200
HP 30; Bloodied 15 Initiative +4
AC 17, Fortitude 14, Reflex 15, Will 14 Perception +4
Speed 6 (earth walk)
Traits
Earth Walk
The radiating redspawn ignores all difficult terrain that is cause by natural features or natural material.
Slippery Quick
Effect: Once per action after any melee attack roll the radiating redspawn can shift into any of the target of the triggering attack’s adjacent squares.
Standard Actions
Claw Unarmed
Attack: Melee or Touch +5 vs Fortitude (this is a basic attack); 2 ongoing poison damage and target gains vulnerable 2 poison (save ends both); also target is push 1 with radiating redspawn shifting into target’s vacating square.Effect: If target was hit by another attack doing this action then the target is also knocked prone
Swinging Weapon Lead Weapon
Special: Radiating redspawn has an attack modifier of +5 vs AC for a weapon attack and gains a proficiency bonuses from simple melee weapons of the small type only.Primary Attack: Melee (one creature); (with short sword+8 vs. AC); 1d6+4 damage.
Effect: After the attack roll; radiating redspawn may make a claw attack as this power’s secondary attack.
Radiating Force-Shots Radiant, Force
Attack: Ranged 20 (one creature); +6 vs. Reflex; 1d4+3 radiant and force damage; target is push 1 square
Miss: 2 radiant damage and if target is within ranged 5 then target is also push 1 square.
Minor Actions
Shifty (at-will) Racial
Effect: The radiating redspawn shifts 1 square as a minor action.
Other Actions
Side Swiping (No Action; At Will) Primal
Trigger: Radiating redspawn when moving or shifts away from a square adjacent to a proned enemy may make the following attack against the prone enemy without combat advantage as part of the movement action.Attack: Melee (one creature); +8 vs. AC; 5 ongoing poison damage and target gains vulnerable 2 poison (save ends both).
Savage Frenzy (Trigger: activated only when bloodied,  at-will)
Effect:  When bloodied radiating redspawn drops and can’t hold any weapon with its claws, can use its side swiping power as its swinging weapon leads power’s primary attack and once per round may spent a minor action to make a melee basic attackAfter-Effect: When Radiating redspawn is no longer bloodied this power is no longer active and radiating redspawn has an attack modifier of +5 vs AC for weapon attack and gains proficiency bonuses from small simple melee weapons only. It cost a minor action for the radiating redspawn to pick up a weapon.
Alignment Chaos Unaligned Languages Understands Draconic and Goblin
Skills: Athletics +7, Stealth +9, History +4, Dungeoneering +5, Thievery +6, Intimidate +2
Str
13 (+2) Dex 17 (+4) Wis 14 (+3)
Con 12 (+1) Int 10 (+1) Cha 8 (0)
Equipment: Scale armor, Short Swordx1, a pebble pendant tied to an animal-skin string(?)
Pebble Penchant:
A PC can examined the pebble with either a Religion or Arcana or Nature check and never examine it twice in a day:
With DC Easy Religion/Arcana/Nature: The PC will determined that the peddle has dormant radiant energy
With DC Moderate Religion/Arcana/Nature: The PC will determine also that if the pebble is enchanted (360gps) it would become any holy symbol of up to level 5 or of the PC’s level+2 or lower that has critical damage with a radiant keyword.
With DC Hard Religion/Nature: The PC will also determine its Fastlight Pebble properties and if the PC perform the creation ritual Continual Light on the pebble the PC will understand that he/she is the only PC that can use the pebble with its wondrous item's propeties.
0 (0 Ratings)

Swinging Floor Drop Trap: A Level 16 Skill Challenge.

Friday, June 22, 2012, 5:26 AM
Posted By: VoyRager



FOR LEVEL 17 PCS:
PCs moving down the stairways with their first glance of the next floor's landing finds that

The first series of DC rolls results :
 Darkvision with DC13 Perception unless PCs brighten the area, if area is illuminated then DC13 Perception: PCs sees a ladder embedded into the wall near the far corner of where the stairways meet the landing. Inbetween the ladder and the corner of the wall is a type of a small hinged door that is commonly use for pets.
There's no doors leading to any other area of that building's level and to their left they sees a steel wall covering the entire wall area.
Looking or examining the next set of stairs immediately to the left of the stairs they are using to reach the landing from upstairs that farther down at the bottom of the stairs ends adruptly with a metal wall 

   DC22 Streetwise or Thievery Notice the hinges on the door and recognized by the way the center indenting sinkage of the surface that hinge’s metal had some sort of attachment on the other side of it with the door material’s surface and the attachment might also be a trap’s trigger.

   DC 22 Perception: Noticed by slightly opening the panel door a small ceramic object shaped as a long round handle amd sized for a hand to grip is slightly leaning toward them while moving everytime the panel door moved. Beyond  the handle they can see signs of another panel door making the panel door a housing for the handle.
========================================================

The second series of DC rolls results:
   Panel housing door opened by PC without the above DC rolls equals Failure: Triggers Floor Swinging Drop Trap


   DC 26 Streetwise or Thievery: The character notices seams along the floor and south wall, as well as scrapes at the bottom of the north wall that hints at the trap’s function.

   DC28 Perception or Thievery: Noticed there was thin metal strings attached to hooks connecting the panel door on their side to the cermic handle.

   DC 28  Athletics.  Disembles the hinges from the door panel  and remove the metal string’s hooks on the string’s end that was attached to the hinges thru holes in the panel door. Certain Practiced Study or Rituals gives this challenge automatic sucess. Failure: Triggers Floor Swinging Drop Trap.

   DC 28 Thievery:  Removes the hook strings from the handle while the panel door is slightly  open. Failure: Triggers Floor Swinging Drop Trap.

   DC32 Perception: Hear indistinguishable voices from somewhere far  beyond the other panell door.

   DC 32 Thievery:  Discovers that the steel wall is a doorway:
=======================================================

After examining the handle with the panel door wide open there a third series of DC rolls:
   DC22 Thievery: Recognized that the handle is an end of a heavy metal cord that operates a mechanism of some sort.


    DC 22 Athletic: When examining the handle found that pulling the handle from its base the PC noticed the handle is attached to a heavy cord and activates something.

   DC 26 Athletic, Acrobatic, Thievery, and Streetwise: When floor started shifting at any time all PC with any of these DC roll recognize that the floor is a drop trap. PC also notice will a little strenght the handle can be pulled away from its base.

SPECIAL: When a PC is standing on landing’s floor or stairways and has a DC 13 Perception:
  When a PC is examining the handle by pulling the handle from its base the PC noticing that the handle is attached to a heavy cord  all succeding this DC13 Perception  also noticed the floor and stairways of the landing starting shifting slightly upward.


   DC 26 History, Nature, Dungeoneering.  PC swith these DC results know that to disengage the handle’s mechanism unlocks notching gears heard from under the floor near the panel’s housing  and caused a dangous condition with the floor.
When the PC with this DC score felt the floor movement when testing the heavy metal cord thry knew they must find a way to control the heavy cord movement in order to allowed the weight that forcing the handle’s base of the heavy cord to press to the floor inside its housing yet it was obvious that pulling on the handle that the heavy cord was attached to thru hole inside the panel’s housing suspended the floor they was standing on and any tampering of the heavy cord even when  moving slowly might cause a dangous condition for those standing on it.

SPECIAL:
It will takes a minor action and a Strenght modifier + hand slot item’s level enhancement  value vs22 Fortitude to successfully pull the handle from its base and this triggers the Swinging Floor Drop Trap.


==========================================================
Also with the knowledge of the voices beyond the steel wall shared from the first series of DC rolls then  with this second series of DC rolls there’s are also (All DC skill rolls after the foor falls cost a minor action per roll:

   DC28 Insight: The voices haven’t noticed the PC presences.

   DC 28 Thievery:  Discovers that the steel wall is a doorway.

   DC 32 Streetwise and Dungeoneering:  Realize there’s must be another way beyond that point in the stairway area.

   DC32 Thievery: Represented a complete examination of the vestible’s and stairways’  area with conclusion made by the snug fit of the corners of the steel wall with the intersecting walls with only shown signs of seams in the corner’s edges found over the downward portion of the stairsway  tells the PC that since the panel was the only other areas in the walls of the vestibule and along the stairways meant the steel wall can only be opened from the other side where the low, muffled voices was casually chatting are at.
=================================================

Countermeasure:

   A PC on the ladder rungs are immune to the floor drop falling effect: There’s a 35 feet ceiling with 4 rungs per 5ft and only two set of feet is capable of standing on one of the embedded rungs in the wall and PCs can’t stand on the highest eight rungs.

   DC 22 Acrobat: From the original square of falling a PC can grabbed an available ladder rung in the first adjacent square  below the upper floor  to prevented falling.

   DC22 Athletics: From the original square of falling a PC can grabbed an available ladder rung in an adjacent square that isn’t below the upper level floor to prevented falling.

  DC 26 Acrobat or Athletics: PC can move up to 2 squares from the PCs' original when trap was trigegered and can grabbed an available ladder rung in the square that is the sum of how many squares the PC moved below the floor original level square to prevented falling. When a PC prevents falling in this manner then the PC receives after the first 5ft of falling 1d6 damage per 5ft.
   DC 28 Acrobat, Endurance or Athletics: PC can move up to 4 squares from the PCs' original square when trap is triggered and can grabbed an available ladder rung in the square that is the sum of how many squares the PC moved below the floor original level square to prevented falling. Moving more than two squares to prevent falling in this manner causes half damage to falling damage.  

   Two skills DC rolls of either Athletics, Acrobatics or Endurance combined equaling DC 46 with an Endurance rolls only can be applied to a PC that is already on ladder rung and there's a ladder rung space available in that PC’s square or the square below: PC can grab PCs entering that PC adjacent squares to prevent the PC from falling. When a PC is grabbed in this matter that PC is place on a rung in an adjacent square below the PC. Both PCs takes half of any damage dealt to anyone of them.

  Countermeasures for secondary effect of the swinging Floor Drop:
Secondary effect is a Hazard Type: After falling or after reaching the floor on the laboratory level as long as the PC remain within 10ft of the wall where the embedded ladder rungs are attached to or prone on any of the squares under the swinging floor area until the swing door mechanism is close once a round the PC is subject to Swing Floor attack.

PCs standing in the last two rows of either ends of the series of any nine squares of the columns in the 4x9 conditioned area  of the Swing Floor Drop aren’t effected by this power.

=====================================================

Swinging Drop Floor Trap
Level ?? Obstacle and Hazard
XP ???
Trap:
The floor and stairways lifts up at the rate of the pulling handle with a metal cord attached to its bottom followed by a sharp clanging sound of a locking mechanism disengaging then at an amazing rate of speed, the floor drops.

The stairways and landing swing downward exposing the large laboratory on the next floor down. If the PCs doesn’t surmised what the embedded ladder rungs are for, they may fall 35 feet to the floor below.

Minor Action  Area 4x9 space (Entire vestibules and both stairways area.)

Targets Creatures in area (Area marked on map)

Attack:
A creature intentionally pulling the metal cord away from its handle base inside the panel door housing must do so as a minor action and is committing to the following attack against targets otherwise this hit effect is triggered as a trap:
Strength modifier + hand slot item’s level’s enhancement value versus 22 Fortitude.


Hit:
The creatures that failed countermeasures that isn’t on a ladder rung and isn’t either flying, hovering or spider-climbing falls 35 feet to the next floor below and slowed.  Creatures falling into the newly emptied space under their feet are dealt falling damage at a rate of 1d10 damage for every 10 feet after first 5 feet of falling and for every unaccounted 5 feet is dealt 1d6 damage. Targets falling to the next level's floor is proned, stunned and unconscience until the end of target's next turn; when unconscience and stunned condition ends target is dazed (saves ends).

Special:
On the hit all PCs must make Initiative rolls at this point and is granted one free action to be used at anytime during any turn while the PC is in trap’s 4x9x7’s area including when PCs on ladder’s rung.

Effect: The floor and stairways falls shifting on the metal cords from connection hidden from PC’s view apparently located attached to the stairways framework on the other side of the landing and stairways area of the panel housing’s wall. The swinging floor and stairways section becomes a hazard trap with the following trigger and a secondary effect while unsecured over the laboratory floor area below it.


Trigger:
Targets PCs that doesn’t have spider-climb or aren’t within 10ft of the wall where the embedded ladder rungs are attached to or aren’t prone on any of the squares  at the lower floor level under the swinging floor area.


Secondary Effect:
At start of the target’s turn the target is dealt 2d12 damage, slid two squares toward the closest end of the series of nine squares in the column of this trap effected area the PC is located in and proned. When applicable; target PC is subject to falling damage followed by a prone condition.

=====================================================

Pre-Combat  phase:

If any PC didn’t fall while others did:
If a PC is undiscovered after another PCs falls and is discovered:
The undiscovered PC during his/her turn can make a full set of actions as usual and has a bonus free action that can be made at anytime.


If a PC is undiscovered after another PCs falls and is discovered:
The undiscovered PC has Total Concealment while other PCs are been discovered until the start of the undiscovered PC next turn.


If a PC is undiscovered after another PCs falls and is discovered: 
All undiscovered PCs has a surprise round but they can only use their surprise action when all other undiscovered PCs make a surprise action.


If any PC did fall while others didn’t:
If a PC is undiscovered after another PCs falls and is discovered:
During the pre-Combat phase at the end of the turn a discovered PCs has been discovered on can without other PCs make a surprise action and if the discovered PC bonus free action from triggering the Swinging Floor Drop Trap wasn’t used before the surprise action is made then that bonus free action is lost.


If none of the PC falls starts:
DC26 Perception:
PC hears movement and a few people talking among each other and somewhere in the words the PC hears one of them saying “I wondering who is coming down this time.” And then another  answered “maybe its time for us to served our honored host.” When these two comments was said a female voice from somewhere else in the room answered “We will care for the Magnicficent in the appointed time and who it is coming down isn’t here for either you so just get back to what you doing and mind your work.”


THEN SO ON....

0 (0 Ratings)

Shifter Twins Visit Info Sheet

Monday, April 9, 2012, 8:45 PM
Posted By: VoyRager

1Sam 28 7-14
FIRST DRAFT:

 
SHIFTER TWINS INFORMATION

To The Original Members Hired Out Of Zilargo To Assist An Expedition In Pordown, Darguun: 
You came to Pordown because the five nations seek war with Darguun and Darguun has no fear of this but what they do fear is what stressing by their own land.
 
The bugbears were experiencing dreams and call on those of divine sight for answers.

Their calls only have gotten frighten their shamans, clerics and their most powerful warriors known to have divine sight.
 
Its rumored that the rulers that once held conquest over this land before it was called Darguun and before the rise and fall of Cyre returned as spirits and was seen in these dreams.

The shifters twins then explained that  they suspected all of these rumors about the dreams and the following events is only a belief and what really happening is more horrible as well as related directly to one of the Mockery branch in the Pordown area.
 ------------------------------------------------------------------------------------

This Mockery branch was using a forgotten crypt under an old graveyard as their hideout with their members taking to a cannibalism fervor so acute that they even start the practice of eating one another as their transcending ritual.
-----------------------------------------------------------------------------------------
 
The Shifters also told the heroes they met the last known past leader before their new leader arrived a Dreadmaster Of Bane,

The oust aging leader found near the waterhoud gone to madness. He was a half-orc whom once was known as a powerful shaman and pride for some chieftains in this area ansd was schooled in Zorranberg before joining the tribes in this area but the ex-leader joined the Mockery ranks and became their leader in short time.
------------------------------------------------------------------------

In Zilargo he had studied and became an authority on the history of the ruins found in the Torlaac Moor Mountain Range, a little way north of Pordown area.
----------------------------------------------------------------------------

The Shifter explained that they met him again from time to time while he was hiding at the waterhouse after he was oust and with the help of a gnome family whom built and operated the waterhouse. Then one day a new Mockery's Warchief named Nypsci traked and caugtht him there and then transcend him.

Shifter didn't know what transcending for a cannibals mpertain as but since the dreadmaster studied necromancy and the tribe are cannibals they didn't want to know.   

Shifter explained that the ex-leader was really living in an undeground cavern located under the waterhouse in which the only entrance was to swim but there was air currents and strong natural primal energies in its walls

After Nypsci killed the ex-leader and the waterhouse owner the barghest moved in and remined there looking for the ex-leader's beloging

--------------------------------------------------------------

The Shifters eexplained even though Nypsci couldn't find the cavern they helped moved the waterhouse owner's family to safety in Zilargo and returned to search the caverns.

In the caverns they found some documents ( this document←   and proof that the gnome waterhouse owner and the barghast warchief Nypsci was shamans pradtice dark primal magic.
---------------------------------------------------------- 
 
The Mockery's ex-leader and the gnome shaman was good friends of one of the powerful tribe's, a chieftain named Yethlord.
--------------------------------------------------------------------------

When the new Darguun's Government became organized was appointing the commanders for the military in this area, Yethlord was given the title unchallenged.
-------------------------------------------------------------------------

Even though Yethlord claim was unchallenged there's was a bugbear's preist of a another powerful local tribe in the Pordown Region’s that disappeared soon after Nypsci killed the half-orc and the waterhouse owner.

Rumor was that that priest and his top aides approach this old but different Mockery branch and simply disappeared.
------------------------------------------------------------------------
This event had Yethlord surprised, intimidated and apprehensive toward the Mockery from that day on and when Nypsci made a claimed to serve Darguun in the military Yethlord he didn't challenged him and after that all known members with birthrights claims to join the military ranks was accepted. 

Some of this may been understandable but what was unusual was Nypsci joined with no birthrights claims and only the Mockery new dreadmasters and those strange acolytes knew where that barghest came from.

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What Yethlord accomplished was never done before in Pordown region. Yethlord united all the normally warring against one another tribes under one Darguun and doing so  taking in their best fighters and made loyal soldiers out of every singl one of them.
He did by adopting the Wynernskull terms for peace among the local tribes which in other regions of Darguun still haven't be recognized but here has been accepted with appointments to and from Wynervernskull.

What Yethlord done was brought most of the local warchief and given them commands in some of the military's highest ranking positions all around Darguun.
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Yet here in Pordown it was Nypsci and the other mockery members taken advantage of these inter-tribal agreement to signed on and gained military status and priviliege in all the areas around Pordown.
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Soon after he established himself soundly with Wyvernskull. Yethlord sent for a new priest from Wynernskull demanding a House Denieth marked one. A human priest came this time arrived directly from Wyvernskull with House Denieth full credits and what happened next scared all the races in the Pordown area.

Evsen though the exact event that caused the new preist to run on his twos dow the  road and away from the area toward Wyvernskull went unknown but was too completely unexpected and clear as well as end of the question of how the new Mockery's Dreadmaster was to be accepted by the area's reigning powers.

Even Yethlord who fears no one when hearing that the government appointed priest ran away without his gear and horses could only with some of his personal guards went after him to make sure he arrived in Wynevnskull safely with his gear alive.

Yethlord return soon afterwards without the preist and ever since then the military been escorting all the goblin-kind tribes members on their request  as well as start patrolling their tribes lands with only their good standing numbers nearly exclusively.
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As for us (The Shifter's Twins) we always contained everybody privacy as a means to survived which is why we are the only ones who can hide and keep secrets about the half-orc shaman belongings and the other notes we found under the waterhouse
from the Mockery.

If the mockery even get a scent of the belongings here with us we might have to take to the sea with our pirate's allies for safety.

Now time change since your team brought down Nyspci and we was hoping you are the someone who would make sense of what esle we witnessing around us. Especially after watching how Nypsci took over the waterhouse, then moved in there afterward and start using it as some means to control nearly all the non-enslaved people  in the region.

That move wasn’t about getting rich for Nypsci is a warmonger and murderer instead of the extortionist that he was to all the gnomes and majority of the humans in region so all of that didn’t seem like the right improper, if you can see what I telling you.

Plus he was looking hard all around  the waterhouse’s land for something and we knew what it was.

Maybe it was a good thing that mad dog didn’t look in the right place or you guys would never been sent here, so we see we part of this regardless, and we understand the Great Sovereign sees all, Brother Flint!!
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The Twins Lore DC Moderate

The shifter twins thrives before the rise of the Dreadmaster Of Bane in Pordown by selling theirr sevices as mercenaries and bodyguards fighting away some of the worst of Darguun land while helping the rightful goblin-kind  tribes, the gnomes living by the Zilargo’s borders and even business interest to do deals with the pirates at the once, a secret por.

They always either share rewards of their unfortunates ill-meant adventures or use the earning to make a range for breeding spcial mounts.
They were considered by many of the locals in Pordown area as constables during its lawless times before a powerful local cheiftain named Yethlord became part of the Darguun military and the pirates won coastalpower and aranged for a drow to be hire as the new Fort Pordown constable by the local gnome's and human's interest with Yethlord unseen help. 

The Shifter's favors Yethlord because he fought against the sellings of those been imported to be force into slavery and even so after the private protection and bodyguard business became evident that isn’t as good as it use to be before the Darguun’s Tribes Peace Treaty 

As the future of now-near legal government status the Darguun's bugbears and goblins has established in Wynernskull unfolds the effects of this on smuggling thru Darguun has improved somewhow.
 Now the Shifters carefully choose their work from some for the more successful pirates and some new clients even though both are more interested in paying good gold to any gnome with goblin-kind clients or any eladrin with goblin-kind clients for land, strong ill-tempered indentured workers, supplies, and private passages for goods to be delivered northwest beyond Seawall Mts. Range area as well as to all other areas north in any direction beyond Darguun.
 
 

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