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Dekkah
2012-04-19, 09:56 AM
Maurice : 9/154

Ashe :
Ini : +7
HP : 61/61
Surge value : 15
Surge/day : 7
AC: 25 (+1 if oath is Bloodied) (+2 until first hit targeting AC/Ref)
Fortitude : 16 (+1 if oath is Bloodied)
Reflex : 20 (+1 if oath is Bloodied) (+2 until first hit targeting AC/Ref)
Will : 20 (+1 if oath is Bloodied)
Passive Perception: 27
Passive insight : 17

Basic attack bonus/damages/effects (for OAs) : +12, 1d12+8 damage
Effect: I shift 1 square and slide the target 1 square into the space I occupied.

Default Action when players unavailable : DELAY
Laguages : Common, Elven
Resist : 5 Poison
Special ability/effect :


Bolerum
Initiative : +5
HP: 56
Surge Value : 14
Surge per day : 9
AC : 25
Fortitude : 19
Reflex : 17
Will : 18
Basic attack bonus and damage (or anything that replace it - for OA) : +13 / 1d12+6
Passive Perception : 14
Passive insight : 19
Resist : Resist 1 all damages
Default Action when players unavailable : Righteous Brand nearest enemy (granting Power bonus to closest melee combatant ally); take direction as needed from other PCs.
Mark damage : 7 radiant
Languages : Common, Giant, Goblin
Special Ability/effects : +1 to ini to allies within 5; +1 Surge value to allies within 5

Antoine :
INI : +6
HP : 48
Surge value : 12
Surge/day : 6
AC: 22
Fortitude : 15
Reflex : 20
Will : 19
Passive Perception: 15
Passive Insight : 22
Basic attack bonus/damages/effects (for OAs) : None
Resist : None
Default Action when players unavailable: Beguiling Strands as many enemies as possible (it's an ally-friendly blast)
Languages : Common, Goblin, Dwarven




Rikard :
Initiative : +6
HP : 66
Surge value : 16
Surge/day : 14
AC: 26
Fortitude : 20
Reflex : 17
Will : 16
Resist : 0
Passive Perception: 15
Passive insight : 15
Basic attack bonus/damages/effects (for OAs) : +11, 1D8+9, Push the enemy 2 Squares (Due to Bludgeon Expertise and Shield Push)
Default Action when players unavailable : Crushing Surge on closest Enemy. Charge that enemy if possible.
Languages : Common, Dwarven
Special Ability/Effect :


Tikka
Ini : +5
HP : 49/49
Surge value : 12
Surge/day : 8
AC: 19 (Spirit Companion has +2)
Fortitude : 17 (Spirit Companion has +2)
Reflex : 19 (Spirit Companion has +2)
Will : 20 (Spirit Companion has +2)
Passive Perception: 22
Passive insight : 22

Basic attack bonus/damages/effects (for OAs) : (if provoking from Spirit Companion) Spirits Fangs, Wis vs. Ref, +10, 1d10+6
(if provoking from Tikka) Melee Basic Attack, Str. vs. AC, +5, 1d8+2


Default Action when players unavailable : Delay
Laguages : Common, Goblin, Draconic, Dwarven
Resist : None
Conditional Modifiers: Stalker Spirit- Any ally adjacent to your spirit companion gains a bonus to damage rolls against bloodied enemies equal to your Intelligence modifier (+3).
Staff Expertise- Does not provoke OA's for casting adjacent to an enemy.
Spirit Toughness : 13 damages need to be done in a single hit to destroy it. Tikka takes 8 damages when it is destroyed.


Wolf Mount :
Young Dire Wolf Level 3 Skirmisher
Large natural beast (mount) XP 150
Initiative +5 Senses Perception +7; low-light vision
HP 50; Bloodied 33
AC 17; Fortitude 16, Refl ex 15, Will 14
Speed 8
mBite (standard; at-will)
+8 vs. AC; 1d8 + 3 damage, or 2d8 + 3 damage against a prone
target.
Combat Advantage
The dire wolf gains combat advantage against a target that has
one or more of the dire wolf’s allies adjacent to it. If the dire
wolf has combat advantage against the target, the target is also
knocked prone on a hit.
Pack Hunter (while mounted by a friendly rider of 3th level or
higher; at-will) ✦ Mount
The dire wolf’s rider gains combat advantage against an enemy if
it has at least one ally other than its mount adjacent to the target.
Alignment Unaligned Languages —
Str 19 (+5) Dex 16 (+4) Wis 14 (+3)
Con 19 (+5) Int 5 (–2) Cha 11 (+1)

Skill check DC
http://img407.imageshack.us/img407/1568/skillclassbylevel.jpg

Dekkah
2012-04-20, 10:57 AM
HA [roll0] [roll1]

Dekkah
2012-04-20, 11:19 AM
M ini [roll0]

Dekkah
2012-04-20, 11:35 AM
J[roll0]
m[roll1]
B[roll2]

Dekkah
2012-04-20, 12:42 PM
Bolerum save (+2 (Weapon enhancement) [roll0]

Dekkah
2012-04-20, 01:32 PM
Narth [roll0]

Brim [roll1]

Slem [roll2]

Archer [roll3]
¸Soldiers [roll4]

Dekkah
2012-04-27, 12:47 PM
HS [roll0]
GC [roll1]
GG [roll2]
GA [roll3]
GW (1-10) [roll4]
GW (11-20)[roll5]

Dekkah
2012-04-27, 04:22 PM
Ga oa [roll0] [roll1]
Ga oa [roll2] [roll3]

Dekkah
2012-04-30, 09:59 AM
GW10 [roll0]
GW12 [roll1]
GW18 [roll2]
GW19 [roll3]

Dekkah
2012-04-30, 11:59 AM
GA1 [roll0] [roll1]
GA2 [roll2] [roll3]
GA3 [roll4] [roll5]
GA4 [roll6] [roll7]
GA5 [roll8] [roll9]
GA6 [roll10] [roll11]

Dekkah
2012-04-30, 01:32 PM
GC1 [roll0]

Dekkah
2012-05-02, 09:32 AM
GW 1 [roll0]
GW 6 [roll1]
GW 12 [roll2]
GW 18 [roll3]

Dekkah
2012-05-02, 12:04 PM
GA 1 [roll0]
GA 2 [roll1]
GA 3 [roll2]
GA 4 [roll3]
GA 5 [roll4]
GA 6 [roll5]

Dekkah
2012-05-02, 12:16 PM
[roll0]
[roll1]
[roll2]
[roll3]

Dekkah
2012-05-02, 02:32 PM
[roll0] [roll1]
[roll2] [roll3]
[roll4] [roll5]

Dekkah
2012-05-03, 09:17 AM
GW 1 [roll0]
GW 6 [roll1]

Dekkah
2012-05-03, 11:57 AM
GA4 save if needed [roll0]

Dekkah
2012-05-03, 01:06 PM
ga2 [roll0]
ga3 [roll1]
ga4 [roll2]
ga5 [roll3]
ga6 [roll4]

Dekkah
2012-05-03, 01:07 PM
[roll0] ga2
damage

Dekkah
2012-05-03, 02:04 PM
GG1 [roll0] [roll1]
GG2 [roll2] [roll3]
GG4 [roll4] [roll5]
GG5 [roll6] [roll7]

Dekkah
2012-05-03, 02:21 PM
REcharge [roll0]

[roll1]

[roll2]
[roll3]

Dekkah
2012-05-08, 08:08 AM
on bol [roll0]

on Mon [roll1]
on Mon [roll2]

HS1 [roll3] [roll4]

Dekkah
2012-05-08, 08:20 AM
[roll0] Jieung Stealth

Dekkah
2012-05-08, 12:36 PM
[roll0] [roll1]
[roll2] [roll3]
[roll4] [roll5]
[roll6] [roll7]

Dekkah
2012-05-09, 06:38 AM
[roll0]
[roll1]

Dekkah
2012-05-09, 09:33 AM
on Ashe [roll0] [roll1]
on Bol [roll2] [roll3]

Dekkah
2012-05-09, 09:35 AM
recharge GC1 [roll0]

Dekkah
2012-05-09, 09:53 AM
[roll0] [roll1]

Dekkah
2012-05-10, 08:12 AM
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

Dekkah
2012-05-10, 08:24 AM
[roll0] [roll1]

Dekkah
2012-05-11, 08:48 AM
2 Oa on Monique [roll0] [roll1]

[roll2] [roll3]
[roll4] [roll5]
[roll6] [roll7]

Dekkah
2012-05-11, 09:23 AM
GG5 [roll0] [roll1]

GC1 [roll2] [roll3]

Dekkah
2012-05-11, 10:06 AM
[roll0] [roll1]

Dekkah
2012-05-11, 10:10 AM
ath [roll0]

Dekkah
2012-05-11, 01:32 PM
[roll0] on Ashe
[roll1] on Jieung
[roll2] on Jie [roll3]

Dekkah
2012-05-11, 01:53 PM
[roll0] [roll1]
[roll2] [roll3]
[roll4] [roll5]
[roll6] [roll7]

Dekkah
2012-05-11, 02:15 PM
[roll0] [roll1]

[roll2]

Dekkah
2012-05-11, 02:17 PM
[roll0] [roll1]

Dekkah
2012-05-11, 02:26 PM
[roll0] falling damafge

Dekkah
2012-05-14, 07:39 AM
[roll0]
[roll1] [roll2]

Dekkah
2012-05-14, 08:05 AM
GA [roll0] [roll1]
GA [roll2] [roll3]

Ga jump [roll4]

Ga jump [roll5]

Dekkah
2012-05-14, 08:07 AM
GA jump
Ga jump [roll0]

Dekkah
2012-05-14, 08:08 AM
falling damages [roll0]

Dekkah
2012-05-15, 09:57 AM
gh1 rechercge [roll0]

Dekkah
2012-05-15, 09:58 AM
GC1 [roll0] [roll1]

Dekkah
2012-05-15, 12:03 PM
[roll0] [roll1]

Dekkah
2012-05-15, 12:04 PM
[roll0] save vs fall
[roll1]

Dekkah
2012-05-15, 01:43 PM
[roll0] [roll1]

Dekkah
2012-05-15, 02:19 PM
OA from HS! [roll0] [roll1]

[roll2] [roll3]

Dekkah
2012-05-17, 10:13 AM
save vs fall [roll0]

fall damage [roll1]

Dekkah
2012-05-17, 11:17 AM
[roll0]
[roll1] [roll2]

Dekkah
2012-06-01, 09:27 AM
GT [roll0]
Gw [roll1]
BSW [roll2]
BS [roll3]

Dekkah
2012-06-01, 12:32 PM
BSW 1 [roll0] [roll1]
BSW 1 [roll2] [roll3]


BS1 [roll4] [roll5]+[roll6]

Dekkah
2012-06-01, 12:37 PM
[roll0] [roll1]
[roll2] [roll3]

Dekkah
2012-06-01, 04:10 PM
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]

Dekkah
2012-06-02, 10:03 AM
recharge [roll0]

Dekkah
2012-06-02, 11:30 AM
[roll0] [roll1]
[roll2] [roll3]

[roll4] [roll5] [roll6]
[roll7] [roll8] [roll9]

Dekkah
2012-06-02, 11:42 AM
[roll0] crit!

Dekkah
2012-06-04, 11:02 AM
[roll0]
[roll1]
[roll2]

Dekkah
2012-06-04, 12:25 PM
OA on Monique [roll0]

Dekkah
2012-06-04, 02:14 PM
[roll0]
[roll1]
[roll2]

Dekkah
2012-06-04, 02:26 PM
[roll0] [roll1]<
[roll2] [roll3] [roll4]

Dekkah
2012-06-07, 02:20 PM
GG [roll0]
GU [roll1]
ID [roll2]
IC [roll3]

Dekkah
2012-06-08, 12:39 PM
ic1 [roll0] [roll1]
IC2 [roll2]

Dekkah
2012-06-08, 02:16 PM
[roll0] [roll1]
[roll2] [roll3]
[roll4] [roll5]

Dekkah
2012-06-08, 04:09 PM
[roll0]
[roll1]
[roll2]

Dekkah
2012-06-11, 01:45 PM
IC1 [roll0] [roll1]
IG [roll2] [roll3]
ic2 [roll4]

Dekkah
2012-06-12, 08:35 AM
opposed Arcana [roll0]

Dekkah
2012-06-12, 08:41 AM
ig1 [roll0] [roll1]
GU1 [roll2] [roll3]

ig2 free [roll4] [roll5]

Dekkah
2012-06-12, 10:02 AM
[roll0]
[roll1]
[roll2]

Dekkah
2012-06-12, 12:39 PM
IG2 charge [roll0]

Dekkah
2012-06-13, 08:40 AM
[roll0]
[roll1] [roll2]

Dekkah
2012-06-13, 12:13 PM
[roll0] arcana

Dekkah
2012-06-13, 12:36 PM
[roll0] [roll1]

Dekkah
2012-06-13, 12:42 PM
gu1 [roll0] [roll1]

Dekkah
2012-06-13, 01:29 PM
[roll0]
[roll1]
[roll2]

Dekkah
2012-06-14, 11:12 AM
[roll0] [roll1]

Dekkah
2012-06-14, 12:57 PM
[roll0] [roll1]
[roll2] [roll3]

Dekkah
2012-06-15, 08:18 AM
[roll0] [roll1]

Dekkah
2012-06-15, 08:24 AM
[roll0] [roll1] OA

Dekkah
2012-06-15, 09:51 AM
[roll0]
[roll1]
[roll2]

Dekkah
2012-06-15, 10:21 AM
B [roll0]
T[roll1]

Dekkah
2012-06-15, 10:59 AM
[roll0] [roll1]

Dekkah
2012-06-15, 12:55 PM
[roll0] [roll1]
[roll2] [roll3]
[roll4]

Dekkah
2012-06-16, 10:00 AM
[roll0] [roll1]

Dekkah
2012-06-16, 01:35 PM
[roll0]
[roll1]

Dekkah
2012-06-18, 08:24 AM
[roll0] [roll1]

Dekkah
2012-06-19, 07:05 AM
[roll0] [roll1]

Dekkah
2012-07-17, 05:29 PM
Ace arcana [roll0]

Dekkah
2012-07-18, 10:05 AM
Ung Inin [roll0]

Imp [roll1]
Half-orc dm [roll2]
OS [roll3]
OSV [roll4]
OB Inin [roll5]
OBW[roll6]

Dekkah
2012-07-18, 11:22 AM
OS1 [roll0]
OS2 [roll1]
OB1 [roll2]

Dekkah
2012-07-18, 01:12 PM
HODM [roll0] [roll1] [roll2]

Dekkah
2012-07-20, 07:44 AM
OB2 [roll0]
OB3 [roll1] [roll2]
OB4 [roll3]

OS1 [roll4] [roll5]
OS2 [roll6] [roll7]

OB3 [roll8] B
[roll9] A
[roll10]

Dekkah
2012-07-24, 08:15 AM
I1 [roll0] [roll1]

OB2 [roll2]
OB4 [roll3] [roll4]

OS1 [roll5] [roll6]
OS2 [roll7] [roll8]

[roll9]
OBW1 [roll10] [roll11]

Dekkah
2012-07-24, 10:35 AM
HODM recharge [roll0]

Dekkah
2012-07-24, 11:28 AM
Bol [roll0]
Ashe [roll1]
OB3 [roll2]

[roll3]

Dekkah
2012-07-24, 03:29 PM
OBW1 recharge [roll0]

Dekkah
2012-07-24, 06:03 PM
imp [roll0] [roll1]

Dekkah
2012-07-24, 06:14 PM
[roll0] [roll1] bol oa

Dekkah
2012-07-24, 06:30 PM
[roll0] oa from dying

Dekkah
2012-07-24, 06:37 PM
[roll0] [roll1]
[roll2] [roll3]

Dekkah
2012-07-24, 06:44 PM
[roll0] Ashe
[roll1] Ung
[roll2]

Dekkah
2012-07-25, 09:15 AM
REcharge [roll0]

Dekkah
2012-07-25, 10:22 AM
[roll0] [roll1]

Dekkah
2012-07-25, 02:58 PM
IMP : [roll0] [roll1]

OS1 [roll2] [roll3]
OS2 [roll4] [roll5]

OBW1 [roll6] [roll7]

Dekkah
2012-07-26, 07:19 AM
hodm recharge [roll0]

Dekkah
2012-07-26, 07:23 AM
[roll0] [roll1]

Dekkah
2012-07-26, 08:54 PM
[roll0] [roll1]

Dekkah
2012-07-27, 05:29 PM
[roll0] [roll1]

Dekkah
2012-07-30, 01:00 PM
[roll0] greenbane

Dekkah
2012-08-09, 01:23 PM
[roll0] rdb lol

Dekkah
2012-08-29, 11:02 PM
DM
With the help of Ung diversion, the heroes manage to get high enough with minimal damage form enemies shots.
Staying out of range and using gravity, Ashe and Jieung start ot shoot arrows after arrow onto the group of enemies, while Ung and Bolerum find boulders that Monique can send down the mountain side toward the enemies.

At first the heroes effort put some panic into the enemies. But shooting from such a range and with a strong wind make things complicated. Jieung manage to adjust his shots, at last well enough to hit what he aims about half the time, but Ashe have a lot of trouble and doesnt find his marks very often. Ung and Bolerum do a great job bringing a lot of stone to Monique. Still, sending stone down is a difficult task that doesnt

Dekkah
2012-09-04, 11:36 AM
Bartina [roll0]

Dekkah
2012-09-18, 10:14 AM
[roll0] big meannie

Dekkah
2012-09-21, 12:03 PM
[roll0] [roll1]

Dekkah
2012-09-22, 09:15 AM
[roll0] blabla

Dekkah
2012-10-19, 09:25 PM
BB [roll0]
GC [roll1]
GS [roll2]
HG [roll3]

Dekkah
2012-10-22, 09:21 PM
GC3[roll0] [roll1]

Dekkah
2012-10-23, 08:44 AM
BB 1 [roll0]
BB 1 [roll1] [roll2]

BB 2 [roll3]
BB 2 [roll4] [roll5]

Dekkah
2012-10-23, 11:28 AM
GS3 [roll0] [roll1]
GS4 [roll2] [roll3]

Dekkah
2012-10-24, 02:41 PM
GC3 [roll0] [roll1]

Dekkah
2012-10-24, 04:52 PM
HG1 [roll0]
HG2 [roll1]

BB1 stealth [roll2]
BB1 [roll3] [roll4]

BB1 stealth [roll5]
BB1 [roll6] [roll7]

Dekkah
2012-10-25, 08:25 AM
GS3 [roll0] [roll1]

Dekkah
2012-10-25, 02:45 PM
HG Oa [roll0]
BB2 Oa [roll1] [roll2]

Dekkah
2012-10-25, 03:49 PM
BB1 [roll0]
BB1 [roll1] [roll2]

BB1 [roll3] [roll4]

Dekkah
2012-10-28, 07:18 AM
BB1 [roll0] [roll1]
BB2 [roll2] [roll3]

Dekkah
2012-10-29, 09:30 AM
[roll0] [roll1]

Dekkah
2012-11-07, 11:17 AM
ashe [roll0]
M [roll1]
B [roll2]
ace [roll3]
[roll4]

ashe [roll5]
M [roll6]
B [roll7]
ace [roll8]
[roll9]

ashe [roll10]
M [roll11]
B [roll12]
ace [roll13]
[roll14]

ashe [roll15]
M [roll16]
B [roll17]
ace [roll18]
[roll19]

ashe [roll20]
M [roll21]
B [roll22]
ace [roll23]
[roll24]

Dekkah
2012-11-21, 09:25 PM
Resplendent CloakLevel 8+ Uncommon
This richly colored cloak shields you and your allies from powers that affect the mind.
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Lvl 18 +4 85,000 gp
Neck Slot
Enhancement Bonus: Fortitude, Reflex, and Will
Property
You and each ally within 10 squares of you gain a +2 bonus to Will against charm, fear, and illusion attacks.


Belt of Sonnlinor RighteousnessLevel 6+ Uncommon
This iron-plated belt was first crafted by the Sonnlinor to protect against the underhanded tactics of goblins and giants.
Lvl 6 1,800 gp Lvl 26 1,125,000 gp
Lvl 16 45,000 gp
Waist Slot
Property
You gain resist 10 to all damage when you have 0 hit points or fewer.
Level 16: Resist 20 to all damage
Level 26: Resist 30 to all damage
Power Daily (No Action)
Use this power when you would be reduced to 0 hit points by an attack. The attacker takes the same amount of damage that you took from that attack.


Helm of BattleLevel 9+ Common
This simple helmet enhances the initiative of you and your allies.
Lvl 9 4,200 gp Lvl 29 2,625,000 gp
Lvl 19 105,000 gp
Head Slot
Property
You and each ally within 5 squares of you gain a +1 item bonus to initiative checks.
Level 19: Gain a +2 item bonus to initiative checks
Level 29: Gain a +3 item bonus to initiative checks

Sanguine VestmentsLevel 3+ Uncommon
The blood of wounded enemies only strengthens this deep red garment.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Armor: Cloth
Enhancement Bonus: AC
Property
You gain a +1 bonus to all defenses while your oath of enmity target is bloodied.

Mac-Fuirmidh CitternLevel 5 Uncommon
The music of this magic lute lingers in the mind, providing vigor long after its tones have ceased.
Lvl 5 +1 1,000 gp
Wondrous Item
Enhancement Bonus: attack rolls and damage rolls
Property
Bards can use this item as an implement for bard powers and bard paragon path powers. As an implement, it grants a +1 enhancement bonus to attack rolls and damage rolls, and it deals 1d6 extra damage on a critical hit.
Power (Healing) Daily (Standard Action)
Use this power during a short rest. At the end of the short rest, choose yourself or an ally who remained within 20 squares of you during the rest. Until the end of that character's next short rest or extended rest, he or she regains an additional 2 hit points when spending a healing surge.
Song of Rest: The additional hit points equal 4.

Vagabond's DieLevel 8 Uncommon
This die is well used—the images on its faces are almost worn away.
Wondrous Item 3,400 gp
Power (Varies) Daily (Minor Action)
You target a creature of your choice within 10 squares and roll a d6.
1: Drunkard's Mug. The target takes a -2 penalty to attack rolls until the end of its next turn.
2: Gambler's Dice. Roll a d20. If the result is even, the target takes damage equal to the result. If the result is odd, the target regains hit points equal to the result.
3: Jester's Chair. The target falls prone.
4-5: Soldier's Fist. The first attack that hts the target before the end of your next turn deals 2d6 extra damage.
6: Storm's Fury. The target and all creatures adjacent to it take 1d10 lightning damage.

Restful BedrollLevel 1 Common
A good long rest in this magic bedroll grants you extra vigor.
Wondrous Item 360 gp
Property
Whenever you complete an extended rest in the restful bedroll, you gain 1d8 temporary hit points.

Battle Standard of HealingLevel 3 Uncommon
This white flag is emblazoned with sigils of healing that restore the vitality of you and your allies.
Wondrous Item 680 gp
Power (Healing, Zone) Encounter (Standard Action)
When you plant the battle standard in your space or an adjacent square, it creates a zone of healing energy in a close burst 5. Whenever you or an ally spends a healing surge while in the zone, you and all allies in the zone regain 1 hit point.
This effect lasts until the end of the encounter or until the battle standard is removed from the ground. Any character in or adjacent to a battle standard's square can remove it from the ground as a standard action.

Potion of VigorLevel 9+ Common
This vermilion liquid invigorates you, at least temporarily.
Lvl 9 160 gp Lvl 29 105,000 gp
Lvl 19 4,200 gp
Consumable: Potion
Power Consumable (Minor Action)
Drink this potion and spend a healing surge. You do not gain hit points as normal. Instead, gain 15 temporary hit points.
Level 19: gain 25 temporary hit points.
Level 29: gain 35 temporary hit points.

Vigilant BladeLevel 4+ Uncommon
Set with the symbol of an upright gauntlet with an unblinking eye in its palm, this blade bursts into burning white light in the hands of one sworn to bring justice to the wicked.
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Weapon: Heavy blade or light blade
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d8 fire and radiant damage per plus
Property
Paladins and avengers can use this weapon as an implement for paladin or avenger powers and paladin or avenger paragon path powers.
Power (Minor Action)
The weapon casts bright light out to 4 squares until you end this effect as a minor action.
Power Encounter (Immediate Reaction)
Trigger: You use this power when an ally adjacent to you is attacked by an enemy adjacent to you.
Effect: You switch places with the ally, and the target grants combat advantage to you until the end of your next turn.


Potion of Cure Light WoundsLevel 1 Uncommon
This potion covers your small cuts and minor bruises in dim silver light, causing them to heal over.
Consumable: Potion 20 gp
Utility Power (Healing) Consumable (Minor Action)
Effect: You drink the potion. If you have a healing surge, you must spend one. Instead of the hit points you would normally regain, you regain 1d8 + 1 hit points. If you are bloodied and don’t have any healing surges, you still regain the hit points. If neither of these things is true, there is no effect.

breathe easily underwater.
Lvl 8 125 gp Lvl 18 3,400 gp
Consumable: Elixir
Utility Power Consumable (Minor Action)
Effect: You drink the elixir and can breathe underwater for 1 hour.
Level 18: You can breathe underwater until your next extended rest.

Dekkah
2012-11-30, 10:20 AM
DM
...
As the heroes enter the tower, they immediatly are assaulted by a burnt and decaying flesh smell. They also easyly spot the source of this smell : two charred goblins corpse in the room which look relatively fresh. There is also some bones, remains of creatures which died long ago, and ancient broken and half rotten furnitures pilled up on your floor.

After the initial shock of the putrid smell, they look at the room itself. It is easy to guess which wall of the room, the north one, was the orignal floor of the tower when it was standing. You know because of the stone staiway, which would had led to the upper room would the tower still be standing. That stairway goes along the circular wall, which is is your celling now that tower have fallen, positioning it above your heads. It ends at the highest part of your southern wall, roughly 35 feet high, which is the only access what you'd call the southern room now.

The access to the northern room is more accessible, and you see a similar stairway in the other room going down with the same circular pattern. Anyone with good agility or strenght could use the ascending east wall to climb onto that access.

There doesnt seem to be any light source in those room, nor any suspicious sound, beside the ones your brought and make.

There is two map in one, the above view as usual (which we use for coordinates) and the side view (circle in the red square) to give you an idea of the 3rd dimension of the room (so you know how much you have to climb and stuff like that).

To move into the north room (from H8 to G8), a simple DC 10 Atheltic or Acrobatic skill check (part k=of movement) is needed. One (and only one) creature can stand onto the wall betwen those squares if he want.

Going to the south room will require an hard athletics to climb the wall (DC 22) or other means (rope to lower DC, flight, telelport, etc.)

Also, as noted in the map explanation bellow, the floor angle up in row 3 and 7 (Blue shade on the floor), making it hard to stand there : Creatures hit on those squares make a saving throw or fall prone.
The floor in row 2 and 8 (Orange shade) is too steep to stand upon : A creature can move there, but it count as difficult terrain and if a creature end any turn there, it automaticly slide to row 3 or 7 (same line). If that square is occupied, the creature fall prone in the occupied square.

What do you do?

Map :
http://img90.imageshack.us/img90/6250/fallentower.jpg
Brown are the chasm cliffs.
Blackness is the chasm itself (ground is 45 feet bellow the tower window)
Yellow square is the open windows on the ground (leading to a 45 feet drop)
Furniture and rubbles count as difficult terrain.
The floor angle up in row 3 and 7 (Blue shade on the floor), making it hard to stand there : Creatures hit on those squares make a saving throw or fall prone.
The floor in row 2 and 8 (Orange shade) is too steep to stand upon : A creature can move there, but it count as difficult terrain and if a creature end any turn there, it automaticly slide to row 3 or 7 (same line). If that square is occupied, the creature fall prone in the occupied square.
The floor slowly rise from the north to the south, but not enough to cause any condition.

The circle in the Red square is a representation of the wall between G and H lines (side view).
You can see the window on the floor (Yellow), the sloping area (as described above) and furnitures. You also can see the positions of the stairways (Red dot being the start of the stairway on that wall) and the access to the other rooms. The Green one lead to the room on G side, while the pink one lead to the room on K side (which is throught the wall between J and K ).

Dekkah
2012-11-30, 11:34 AM
GT1 ini [roll0]

Dekkah
2012-12-03, 08:13 AM
GT1 stealth [roll0]

Dekkah
2012-12-03, 10:34 AM
Hellish prison
Ace : [roll0]
Ashe : [roll1]
Bol : [roll2]
Mon : [roll3]

SD 2 [roll4]
SD 5 [roll5]

Dekkah
2012-12-03, 12:55 PM
DM
Bolerum is looking at the goblin corpse in the middle of the room and the other are slowly moving into the room...... , when a burst of darkness errupt 10 feet above the paladin's heads. It instantly expand and you all are covered by it.

Bolerum and Ace manage to resist the mental assault and find themselves high against the walls facing a black opaque energy wall.......

Ashe and Monique arent as resistant and get affect by the dark magic. The find temselves in the middle of the rubbles, trapped into a box of translucid energy. While they can see outside the box, its edges look dangerous, made mostly of red and black flammes. All the heroes inside the pison can feel heat emanating from those flammes at the limit of the zone.


Ok, you all are surprised except Ashe... damn even a 20 was not engouh to succeed a stealth VS that elf!

Surprise round :

TD :
Start of turn : Leaking soul : ????
Standard : Hellfire Prison, Close burst 2 at E5 (2 square up)
Effect : The burst create a zone. The zone blocks line of sight and effect to creatures outside of the zone. Whenever an enemy willingly and fully leaves the zone, or targets a creature outside of the zone, that enemy takes ??????? damages. An enemy that is moved out of the zone with forced movement, has ???????.
Attack on Ace (+2 (CA - Invisible)): 15 VS Will (Miss)
Attack on Ashe (+2 (CA - Invisible)): 20 VS Will (HIT)
Attack on Ace (+2 (CA - Invisible)): 15 VS Will (Miss)
Attack on Ace (+2 (CA - Invisible)): 29 VS Will (HIT)
Hit : The target is teleported to an unoccupied square on solid ground within the zone and is dazed UENT (TG) - Ashe to E6, Monique to E5
Miss: The target is teleported to a square of its choice outside of and adjacent to the zone. - Bolerum to G2, Ace to G8

It is Ashe turn (Surprise round = 1 standard only).

Note that I wont tell you all the details of the zone until you try it :smalltongue:, but I gave you what triggers some effects.

Note 2 : Yes, those outside see nothing inside or beyong the zone, but those inside do see outside.



Initiative :
Round : Surprise
Ace......................: 25 Surprised
SD.......................: 24
Ashe....................: 15 <--Active Player
Bolerum...............: 6 Surprised

Monster Status :
(C3/G7), Hellfire Prison, Zone (Orange) : The zone blocks line of sight and effect to creatures outside of the zone. Whenever an enemy willingly and fully leaves the zone, or targets a creature outside of the zone, that enemy takes ??????? damages. An enemy that is moved out of the zone with forced movement, has ???????.



Players Status

(W13) Bolerum: 53/53, TEMP HP = 0, Healing surges : 12/12

(E5) Monique : 44/44, TEMP HP = 0 , Healing surges : 8/8
Dazed UENT (TG)

(E6) Ashe : 45/49, TEMP HP = 0, Healing Surges : 7/7
Dazed UENT (TG)

(V10)Ace 42/42, TEMP HP = 0, Healing Surges : 4/6





Map :
http://img692.imageshack.us/img692/1652/fallentowerz.jpg
Brown are the chasm cliffs.
Blackness is the chasm itself (ground is 45 feet bellow the tower window)
Yellow square is the open windows on the ground (leading to a 45 feet drop)
Furniture and rubbles count as difficult terrain.
The floor angle up in row 3 and 7 (Blue shade on the floor), making it hard to stand there : Creatures hit on those squares make a saving throw or fall prone.
The floor in row 2 and 8 (Orange shade) is too steep to easyly stand upon : A creature can move there, but it count as difficult terrain and the creature grant CA while standing in those squares. If he ends any form of movement there(including forced movement), he must make a saving throw or slide down to row 3 or 7 (same line). If that square is occupied, the creature fall prone in the occupied square.
The floor slowly rise from the north to the south, but not enough to cause any condition.
The Darkgreen line is the rope you secured and goes out from the window.

The circle in the Red square is a representation of the wall between G and H lines (side view).
You can see the window on the floor (Yellow), the sloping area (as described above) and furnitures. You also can see the positions of the stairways (Red dot being the start of the stairway on that wall) and the access to the other rooms. The Green one lead to the room on G side, while the pink one lead to the room on K side (which is throught the wall between J and K ).
The Darkgreen line represent the rope you secured.

Dekkah
2012-12-05, 06:27 PM
Imprison on Ace [roll]1D20+14[roll]

Vistasini eye effect (-5 (no save effect)) : [roll0]
CA UENT (Ace) effect (-5 (no save effect)) : [roll1]
Immobilise effect : [roll2]

Prison
Ashe [roll3]
Bolerum: [/U] [roll4]
Ace: [/U] [roll5]

Dekkah
2012-12-05, 06:28 PM
imprison acePrison [roll0]

Dekkah
2012-12-05, 06:40 PM
1D20++16 [roll0]

Dekkah
2012-12-05, 06:41 PM
[roll0] ashe attack

Dekkah
2012-12-05, 07:51 PM
On ace [roll0]
On Bolerum [roll1]

Tg second attack [roll2] [roll3]

Dekkah
2012-12-05, 08:13 PM
save vs immob [roll0]

Dekkah
2012-12-07, 09:25 AM
SI on Ashe [roll0]

Dekkah
2012-12-07, 09:32 AM
bb on Bol [roll0] [roll1]
secondary [roll2]
bb on Ashe [roll3] [roll4]
secondary [roll5]


Scathign inc.
Ace [roll6]
Ashe [roll7]
Bol [roll8]
Mon [roll9]

Ěmprison [roll10]

Dekkah
2012-12-07, 10:26 AM
Bol damage corrected [roll0]
Ashe damage corrected [roll1]

Dekkah
2012-12-07, 10:37 AM
sd on Bol [roll0]
sd on Mon [roll1]

Dekkah
2012-12-07, 11:31 AM
AP on Ace [oll]1D8+10
on Monique [oll]1D8+10

Dekkah
2012-12-07, 11:33 AM
mon [roll0]

Dekkah
2012-12-07, 03:06 PM
REcharge Scathing Incineration [roll0]

Dekkah
2012-12-09, 05:52 PM
Oa tg [roll0] [roll1]
Oa sd [roll]1D20+12[/roll

Dekkah
2012-12-09, 05:53 PM
Oa sd [roll0] on monique

Dekkah
2012-12-09, 07:05 PM
scathing inc on monique [roll0]

Dekkah
2012-12-09, 07:56 PM
save [roll0]

Dekkah
2012-12-10, 10:24 AM
Scating inc.
Ace [roll0]
Ashe [roll1]
Bol [roll2]
Mon [roll3]

Dekkah
2012-12-10, 10:31 AM
BB on Bol [roll0] [roll1]

BB on Mon [roll2] [roll3]

Dekkah
2012-12-10, 10:33 AM
second on mon [roll0]

Dekkah
2012-12-10, 10:36 AM
[roll0] to move Ace

Dekkah
2012-12-10, 10:40 AM
Min on Mon [roll0]
Min on Bol[roll1]
Min on Ace [roll2]

Dekkah
2012-12-10, 12:15 PM
REcharge on Scat inc. [roll0]

Dekkah
2012-12-11, 10:09 AM
slow
Ace [roll0]
Ashe [roll1]
Bol [roll2]
Mon [roll3]

Dekkah
2012-12-11, 10:11 AM
Ace [roll0]

Dekkah
2012-12-11, 10:42 AM
save vs -2 attack [roll0]

Dekkah
2012-12-12, 09:15 AM
recharge SI [roll0]

Dekkah
2012-12-12, 01:30 PM
TG Oa [roll0]

Dekkah
2012-12-12, 04:31 PM
[roll0] damage on bolerum

Dekkah
2012-12-12, 04:32 PM
secon att [roll0]

Dekkah
2012-12-14, 08:39 AM
recharge SI [roll0]

Dekkah
2012-12-17, 08:42 AM
Attack on Ace [roll0]
Ashe [roll1]
Bolerum[roll2]

Dekkah
2012-12-17, 09:28 AM
ashe chains [roll0]
Bol chains [roll1]

Minions on Ashe [roll2]
Minions on Ashe [roll3]

Minions on Bol [roll4]
Minions on Bol [roll5]

Dekkah
2012-12-17, 06:32 PM
OA SD on monique [roll0]

Dekkah
2012-12-17, 06:42 PM
Oa from SD [roll0]

OA from Tg [roll1]

Dekkah
2012-12-18, 07:58 AM
recharge [roll0]

Dekkah
2012-12-18, 10:01 AM
Imp on Mon [roll0]

Dekkah
2012-12-18, 10:07 AM
Chains that bind
Ace [roll0]
Ashe [roll1]
Bol [roll2]
Mon [roll3]

Dekkah
2012-12-18, 10:19 AM
BB on Ace [roll0] [roll1]
BB on Mon [roll2] [roll3]

Dekkah
2012-12-18, 10:22 AM
Ace [roll0]
Mon [roll1]

Dekkah
2012-12-18, 10:32 AM
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]

Dekkah
2012-12-18, 02:58 PM
REcharge [roll0]

Dekkah
2012-12-18, 04:56 PM
chains
Ace [roll0]
Ashe [roll1]
Bol [roll2]
Mon [roll3]

Dekkah
2012-12-18, 04:59 PM
bb
Bol [roll0] [roll1]
sec B [roll2]
ashe [roll3] [roll4]
sec Ashe [roll5]

Dekkah
2012-12-18, 05:16 PM
Min [roll0]
Min [roll1]
Min [roll2]
Min [roll3]
Min [roll4]
Min [roll5]

Dekkah
2012-12-19, 12:41 PM
recharge for next round [roll0]

Dekkah
2012-12-19, 12:45 PM
Chains
Ace[roll0]
Ashe[roll1]
Bol[roll2]
Mon[roll3]


BB on Bolerum [roll4] [roll5]
Sec [roll6]
Ashe [roll7] [roll8]
Sec [roll9]

Dekkah
2012-12-19, 12:46 PM
Minions (CA not included)
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

Dekkah
2012-12-21, 12:16 PM
[roll0] Ace dfamage

Dekkah
2012-12-21, 02:12 PM
dream surge cost [roll0]

Dekkah
2012-12-27, 08:51 AM
[roll0] Ace damage

Dekkah
2013-01-03, 10:20 AM
Syealth [roll0]
Syealth [roll1]

Dekkah
2013-01-03, 10:25 AM
Syealth [roll0]

Dekkah
2013-01-03, 11:03 AM
[roll0]
[roll1]

Dekkah
2013-01-03, 12:05 PM
SH
Ace [roll0]
Ashe [roll1]
Bol [roll2]
Mon [roll3]

DC 1 [roll4] [roll5] [roll6]

DC 3 [roll7] [roll8]

Dekkah
2013-01-04, 09:59 AM
doe [roll0]

Dekkah
2013-01-04, 10:06 AM
SH1 [roll0] [roll1] [roll2]
SH2 : Baying
Ace [roll3]
Ashe [roll4]
Bol [roll5]
Mon [roll6]

Dekkah
2013-01-04, 10:17 AM
DC 1 [roll0] [roll1] [roll2]
DC 4 [roll3]
DC 5 [roll4]

Dekkah
2013-01-05, 10:31 AM
Hound Oa [roll0] [roll1]

Dekkah
2013-01-05, 10:52 AM
DOe1 [roll0] [roll1]

Dekkah
2013-01-05, 10:54 AM
forgot [roll0]

Dekkah
2013-01-06, 12:45 PM
SH [roll0] [roll1] [roll2]

DC [roll3] [roll4] [roll5]

Dekkah
2013-01-06, 04:03 PM
DOE 1 [roll1] [roll2]

SH1 [roll3] [roll4] [roll5]
DC1 [roll6] [roll]1D4+ [roll7] (might surrender if other died)

Dekkah
2013-01-08, 12:05 PM
Attack on Ashe [roll0]

Dekkah
2013-01-09, 12:10 PM
[roll0] damage on Ace

Dekkah
2013-01-11, 08:31 AM
For antoien [roll0]

Dekkah
2013-01-14, 09:52 AM
[roll0] for ace

Dekkah
2013-01-17, 04:08 PM
[roll0] ace damage

Dekkah
2013-01-17, 04:13 PM
[roll0] correction..

Dekkah
2013-01-21, 10:43 AM
[roll0] for Ace

Dekkah
2013-02-08, 12:08 PM
[roll0] test one

Dekkah
2013-02-08, 12:09 PM
[roll0] test 2

Dekkah
2013-02-23, 11:46 AM
DGW [roll0]
Wolf [roll1]
GS [roll2]
HDS [roll3]

Dekkah
2013-02-25, 11:02 AM
GS1 ,[roll0] [roll1]

Dekkah
2013-02-25, 12:04 PM
OA on Ashe [roll0] [roll1]

Dekkah
2013-02-25, 01:41 PM
GAG [roll0]
GFG [roll1]
DGS [roll2]
GS [roll3]

Dekkah
2013-02-27, 08:52 AM
HDS1 [roll0] [roll1]
GAG [roll2] [roll3]

Dekkah
2013-02-27, 06:43 PM
gag reroll [roll0]

Dekkah
2013-02-28, 04:50 PM
GAG [roll0]

Dekkah
2013-02-28, 04:52 PM
[roll0] gag damage

Dekkah
2013-03-01, 10:19 AM
DGC1 [roll0] [roll1]

Dekkah
2013-03-04, 11:44 AM
GS 2 [roll0] [roll1]
GS 3 [roll2] [roll3]
GS 5 [roll4]
GS 6 [roll5]
GS 7 [roll6]
GS 8 [roll7]

Dekkah
2013-03-05, 09:50 AM
GS oa [roll0]
GS oa [roll1]

HA [roll2]
HA [roll3]

Dekkah
2013-03-05, 09:51 AM
HA [roll0]

Dekkah
2013-03-05, 12:35 PM
GFG [roll0] [roll1]

GAG [roll2] [roll3]

GDC 1 [roll4] [roll5]

Dekkah
2013-03-06, 01:13 PM
GFG 1 [roll0] [roll1]

Dekkah
2013-03-07, 11:31 AM
GS [roll0] [roll1]
GS [roll2] [roll3]
GS [roll4]

Dekkah
2013-03-08, 08:50 PM
ha [roll0]
ha [roll1]
ha [roll2]

Dekkah
2013-03-08, 09:02 PM
df [roll0]
df [roll1]
df [roll2]

Dekkah
2013-03-08, 09:17 PM
GS3 [roll0] [roll1]

Dekkah
2013-03-08, 09:30 PM
GW [roll0]
GW [roll1]
GW [roll2]
GW [roll3]

Dekkah
2013-03-08, 09:43 PM
GAg [roll0]

Dekkah
2013-03-08, 09:48 PM
dgc 1 1D20+12 [roll0]

Dekkah
2013-03-08, 09:49 PM
DGC 1 [roll0]

Dekkah
2013-03-09, 10:26 AM
GS2 OA [roll0] [roll1]

Dekkah
2013-03-09, 08:40 PM
GS2 [roll0] [roll1]
GS3 [roll2] [roll3]

Dekkah
2013-03-10, 09:35 AM
OA on mon [roll0]

Dekkah
2013-03-10, 09:54 AM
HA [roll0]
HA [roll1]
HA [roll2]

DF [roll3]
DF [roll4]
DF [roll5]

Dekkah
2013-03-10, 10:01 AM
[roll0] [roll1]

Dekkah
2013-03-10, 10:02 AM
REcharge [roll0]

Dekkah
2013-03-10, 10:10 AM
[roll0] GW1

Dekkah
2013-03-10, 10:13 AM
[roll0] GAG

Dekkah
2013-03-10, 10:17 AM
[roll0] gag

Dekkah
2013-03-10, 10:20 AM
recharge [roll0]

Dekkah
2013-03-10, 10:22 AM
[roll0] [roll1]

Dekkah
2013-03-11, 07:13 AM
REcharge gs2 [roll0]
REcharge gs3 [roll1]

Dekkah
2013-03-11, 07:41 AM
GS2 [roll0] [roll1]
GS2 [roll2] [roll3]

Dekkah
2013-03-11, 10:27 AM
HDS1 recharge [roll0]

Dekkah
2013-03-11, 10:28 AM
Df3 death save [roll0]

HA attack [roll1]
HA attack [roll2]
HA attack [roll3]
DF attack [roll4]
DF attack [roll5]

Dekkah
2013-03-11, 10:34 AM
GW [roll0]

Dekkah
2013-03-11, 10:36 AM
GAG 1 [roll0]

REcharge [roll1]

Dekkah
2013-03-11, 10:37 AM
DGC1 [oll]1D20+10[/roll] [roll0]

Dekkah
2013-03-11, 10:42 AM
broken roll [roll0]

Dekkah
2013-03-11, 10:52 AM
HDW [roll0]
HBM [roll1]
GWR [roll2]

Dekkah
2013-03-11, 07:38 PM
OA [roll0] [roll1]

Dekkah
2013-03-11, 07:59 PM
HBM [roll0] [roll1]