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    Default [HoZ 4e] Heroes on a Sea of Swords - OOC III

    Welcome, brave Hunters, to our new OOC thread! Our old one hit the page limit, so we've had to abandon ship and get ourselves a brand new vessel. I believe that it is a testament to the efficiency of our in-character posting that we've gone through two OOC threads before finishing even one IC thread .

    The Story So Far:
    Spoiler
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    Our Hunters began their journey in Muarzibet, the City of God, early in the month of Teqir. After exploring the Qirusite metropolis and getting a feel for the wartime atmosphere with the news of the She-Da-Zhong fleet's launch, the Hunters and their Captain decided to make a little side venture and capture Vertasi the Snake, a notorious pirate who preyed on good Samaritanism on the high seas.

    After rescuing some of Vertasi's victims from a ship rigged to explode, engaging in battle with she-da-zhong wyvern riders and fighting a particularly powerful undead spirit, the Midnight Mirage ran down the vessel they thought Vertasi had stolen. After realizing they had the wrong ship, and that the merchants they were harbouring were in fact the pirate's crew in disguise, the Hunters fought a pack of dire sharks to make it back to their own vessel, leaving Hakhpur, the party's sorcerer, behind.

    Vertasi, who was disguised as her own first mate, Zastraya, led a battle against the Hunters aboard the Midnight Mirage, with crew and captain subdued. While Kihtsah was forced to settle a grudge with a deadly lizardman mercenary, the rest of the Hunters took on a bunch of lying, cheating pirates and their envenomed weapons to take back the ship. Though they fell for a number of Vertasi's other tricks, the Pirate Queen's bound oni and all her pirates were eventually slain and the ship was reclaimed. Vertasi revealed that she was one of a team of "pirate lords" who had tapped into some well of magical power. Their leader, a "Lord Raven" was revealed to have some sort of vendetta against Captain al-Farid, though why this is the case is unclear.

    Vertasi was delivered to Luardo to stand trial, and Teshiq, the cleric of Daq who was the vessel's medic, left the crew in search of their missing sorcerer. Thankfully, recruiting replacements proved unproblematic. A former crew member and master of thunder magic, Alvah Nasab, joined the crew to fill their medic needs, while Jalil al-Farun, a djinnblooded noblewoman from Muarzibet, joined to fill their need for magical artillery support.

    The Midnight Mirage returned to the City of God by the end of the month of Teqir. The officers decided their next move would be on land, exploring a cave network in northeastern Ilud in search of a long-deceased cadre of Admajai mages, thought to be preserved by the petrifying magic of medusas. They were ambushed by predatory Iron Dragons, which they defeated handily. The dragons' adoptive mother, Rimefang, turned out to be an honourable silver dragon, who guaranteed the Hunters safe passage in exchange for the safe return of the younglings.

    The Hunters moved into the cave network, where they had to contend with more pirates. The crew of the Drums of War fought the Hunters, but without their enigmatic captain, the Lord of War, they were no match for the crew of the Midnight Mirage. Amirah's creator and former master, the living swarm known as Abdullah, also confronted them, though the swarm tendril he left to fight them was bested without casualties.

    Finally arriving in the eerie statue garden of the dragon Rimefang, the Hunters faced their greatest challenge yet. The monotonous and snide warforged, Emperor Guardian Model 001, the Pirate Lord of War, gave the Hunters a run for their money with his inhuman reflexes and unstoppable regenerative magic. It took the arrival of a purple worm, responding to the conflict, to disengage the mecha, though not before it chopped off Rahman's one remaining biological hand. They learned that the Corsairs had conquered Luardo, and that Vertasi survived her execution.

    After liberating Rahman from the belly of the beast, it retreated, and the Hunters were free to move deeper into the network, where they eventually found what they were looking for. On their way our, they made a deal with Rimefang to delay EG-001's return to civilization.

    After being briefly delayed by a cutpurse in Aqur, the Hunters finally returned to their Captain in Muarzibet on the first day of Atumeq. With the she-da-zhong fleet reaching the Admajai mainland in places, the war effort with the snakemen became once more the top priority; forgoing for the moment their vendetta with the Corsairs, the Hunters departed for the war front, intent on conducting some key assassinations. They left Alvah behind, however, who felt he would be of more use rooting out the Corsairs' influence in the City of Qirus.

    Thankfully, the crew was not without a medic for long. From the Wake Whisper, Korack the shaman has temporarily teamed up with the crew for their mission. While Korack's crew goes after the snakeman spymaster, and the Gift of the Matriarch's crew go after a half-efreet she-da-zhong general called The Salamander, the crew of the Midnight Mirage is set to attack the temple-ship of the fleet's High Priest, Hasnarash. It is now the tenth of Atumeq.


    Characters:
    Spoiler
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    Character Player
    Kihtsah Darimil Reverent-One
    Amirah Grey Wolf
    Medinah Scylfing
    Jalil Farun Chambers
    Korack Daravon_35

    Retired Characters:
    Character Player
    Hakhpur gar Mubrak Belthasar
    Teshiq A'den
    Alvah Nasab Dekkah
    Rahman Shamis ninja_penguin


    Treasure Thus Far:
    Spoiler
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    +4 Spiritswing Shamshir - level 19
    Spoiler
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    Possible Weapons: Heavy Blades
    Enhancement: +4 attack rolls and damage rolls
    Critical: +4d8 psychic damage
    Property: When you hit a creature with this weapon, it loses the insubstantial quality (if it has it) and cannot phase, both until the end of your next turn.
    Power (At-Will Psychic): Free Action. All damage dealt by this weapon is psychic damage. Another free action returns the damage to normal.

    The first blade enchanted by the ghost in her final form. It contains what's left of her demented psyche. Transfered to a fresh longsword and currently OT: Medinah.

    +4 Wyvernsong Shamshir - level 17
    Spoiler
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    Possible Weapons: Heavy Blade, Light Blade, Spear
    Enhancement: +4 attack rolls and damage rolls
    Critical: Ongoing 10 poison and acid damage (save ends)
    Property: When you hit a target with this weapon that is taking ongoing damage, it takes a -4 penalty to saving throws against ongoing damage (save ends).
    Power (At-Will Acid, Poison): Free Action. All damage dealt by this weapon is acid damage and poison damage. Another free action returns the damage to normal.

    The second blade enchanted by the ghost when she assumed her final form. Currently OT: Rahman, transferred to Voice. The transfer destroyed the basic enchantment on Voice, netting Rahman some 9000 residuum.

    +2 Clearsighted Wand of Howling Wall
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    Level 9 Item; 4200 GP
    Property: When you use the wizard spell howling wall, you remove any obscuring terrain within the wall such as smoke, fog or steam, until the end of your next turn.
    Power, Encounter, Standard Action: As the Wizard power, howling wall
    Power, Daily, Standard Action, Close Burst 10: Remove all obscuring terrain, such as smoke, fog or steam. So long as you wield the wand, such terrain features cannot enter the burst until the end of the encounter, or until you end this effect as a minor action or stow the wand.

    This is the wand Alaq used at the beginning of the encounter to clear the fog. You confiscated it from him, and Rahman zapped it to produce a nifty 2100 residuum.

    +2 Sheloq's Morningstar
    Spoiler
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    Level 6 Item; 1800 GP
    Property: If you would use a power that increases your size category, but nearby creatures would prevent you from doing so, you may push those creatures up to 1 square to accommodate your new size.

    This is the morningstar used by the oni. Amirah handily recovered it from underwater, and Rahman zapped it to make a pretty 360 residuum.

    +4 Pendant of the Vengeful Soul
    Spoiler
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    Level 18 Item; 85000 GP
    Property: When you make two attack rolls because of oath of enmity, and both would result in a hit, you gain an item bonus to the damage roll of that attack equal to the pendant's enhancement bonus.
    Property: When you use your oath of enmity power, the target is also marked by you until the end of your next turn.

    Power, One-Use, Minor Action: You declare your object of hatred as one sentient creature whose name you know. The creature remains your object of hatred until you slay it, or until you die. While a creature remains your object of hatred, this pendant cannot be removed from you. You gain a +2 bonus to damage rolls against your object of hatred, and while within 20 squares of you, that creature is marked by you. If the creature makes an attack that does not include you as a target, you may shift up to your speed to a square adjacent to your object of hatred and make a melee basic attack against it as an immediate reaction. If your object of hatred is within 20 squares of you, you cannot use oath of enmity except on your object of hatred. If your object of hatred would be slain while within 20 squares of you, the blow cannot be nonlethal, regardless of the aggressor.

    Once this item's power has been used and the object of hatred slain, you no longer gain the benefits of the item's properties against any creature (effectively making this a simple +4 Amulet of Protection in your hands).

    The amulet used by Qurab and given to Kihtsah with his dying breath. Currently OT: Kihtsah.

    Equilibrium Boots of the Snake
    Spoiler
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    Level 7 - 2600 GP
    Property: You move normally on slippery surfaces, such as grease or ice.
    Power, Free Action, Encounter. Trigger: You are subject to forced movement and/or would be knocked prone. Effect: You are not knocked prone, cannot be knocked off a ledge by the movement and may shift 1 square after the force movement is resolved.

    Fashionable stiletto heels once owned by Vertasi, now yours! Currently OT: Medinah

    +4 Cloak of Translocation - level 19
    Spoiler
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    Neck Slot Item
    Enhancement: +4 to fortitude, reflex and will
    Property: When you use a teleportation power, you gain a +2 bonus to AC and Reflex until the end of your next turn.
    Power (Daily): Minor Action. You regain the use of an encounter teleportation power that you have already used during this encounter.

    The cloak used by the duelist that served aboard the Drums of War. Currently OT: Alvah

    Incomplete Admajai Cipher (3/4)
    Spoiler
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    These three sheets of paper each explain part of the code that keeps Admajai rituals indecipherable. They are enchanted so that the code cannot be memorized long-term. These ciphers will allow up to three individuals that read them to participate in the casting of an Admajai War Ritual. You must be able to speak Admajai (Archaic) in order to use the cipher.

    A fourth component apparently exists. Until you have a chance to read these alongside the ritual the Captain was given, you won't know if these are sufficient to cast it.

    A quest item retrieved from the Iludai Underdark. Currently OT: The Sultan of Muarzibet's royal librarians. Quest rewards received.

    +3 Janus-Steel Tulwar
    Spoiler
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    Janus was the Admajai Archmage that invented the art of Swordmagery that Rahman and Medinah practice. He also invented a way of enchanting steel, infusing it with dweomers learned from the genies. This art of enhancing a swordmage's mobility through enchanted steel was lost with the Pactspell. Old swordmage-trained Warforged models are sometimes found with such weapons.

    This weapon enchantment can be applied to light or heavy blades.

    +3 enhancement bonus to attack and damage rolls
    +3d6 damage on a critical hit, and you teleport 2 squares

    Property: Increase the distance of any teleport you perform by 1, except for teleportation granted by this weapon.

    Power (Encounter, Free): Use this power when you make a weapon attack against a target you have teleported adjacent to since the end of your last turn. You gain combat advantage for that attack.

    Power (Daily, Free): Use this power when you hit with the weapon. You teleport the target 2 squares.

    The tulwar used by EG-001. Current Status: Group Loot Bank

    +? Amirah's Shiny Holy Symbol
    Spoiler
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    Only Amirah seems to be able to determine and take advantage of this item's abilities. It's a symbol of Akasha; beyond that, its power is unknown.


    Samples for upgrading Medinah's crossbow quarrels for piercing stone
    Two disabled warforged
    2000 gp worth of Alchemical Subsidy


    Quests Past and Present:
    Spoiler
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    Heart of the Conquerors
    Major Quest
    Objective: Slay or capture High Priest of Martuakh Hasnarash and The Salamander, both of the she-da-zhong invading army.
    Update: The Admaja Spymaster of the she-da-zhong has been added to the list of targets. The Midnight Mirage has set sail for a rendezvous with other pirate hunting vessels, and an attack upon these targets is being prepared.
    Rewards: Quest XP, Bounty
    Guild Contract: The Snake
    Minor Quest - COMPLETE
    Objective: Capture Vertasi the Snake, notorious pirate.
    Update: Vertasi has claimed the Midnight Mirage. Oust him and reclaim the ship. Additionally, he has a lizardfolk in his crew who has a beef with Kihtsah. Perhaps he will explain later.
    Update: Vertasi is in fact a woman, not a man, using a bound oni as her fall guy. She claims to be the Pirate Queen of Liars, but has been subdued by the Hunters. She claims to work for a "Lord Raven", but has not elaborated.
    Update: Vertasi was turned in to the authorities in Luardo, and the bounty was earned. QUEST COMPLETED
    Rewards: Quest XP, Bounty
    Guild Contract: In Viking
    Minor Quest - UNAVAILABLE
    Objective: Capture Hagar Hrolfsson, dangerous dvernin viking
    Update: A rival crew aboard the Gift of the Matriarch took care of this rascal and his dvernin mates, meaning this quest is no longer available. QUEST INCOMPLETED.
    Rewards: Quest XP, Bounty
    Unearth Arcana
    Major Quest
    Objective: Decipher the Admajai war ritual the Sultan of the City of God gave to the crew.
    Update: The War Ritual requires a cipher to cast. Where might the crew be able to find such a thing? Perhaps Medinah can remember something from her past... or maybe Rahman's research will turn up a lead?
    Update: Rahman found out where a number of pieces for the cipher might be found; an old cave in Ilud where a group of Admajai cadre mages were ambushed and slain by medusas during one of the crown wars. The heroes went to Ilud, searching for the cave.
    Update: Three quarters of a complete cipher were obtained from the corpses of petrified mages in an Iludai cave network. The sultan has his finest scholars working on the fourth component, and Rahman and Alvah are pursuing the answer as well.
    Rewards: Quest XP, new ritual
    Fear of Fear Itself
    Minor Quest
    Objective: Capture and return to custody the so-called Pirate Lord of Fear, Ahmed al-Faruq. Perhaps he can shed some more light on these "Pirate Lords" and their elusive "king"?
    Rewards: Quest XP, Bounty
    War is Eternal
    Minor Quest
    Objective: After defeating (well, sort of?) the Pirate Lord of War, Emperor's Guard Model 001, the Hunters have learned the identity of another Pirate Lord. The mecha is worth a bounty, but how can they disable something that is fueled by conflict?
    Rewards: Quest XP, Bounty
    Imperial Ambitions
    Major Quest
    Objective: There's a pirate out there claiming to be the descendant of Admajai Emperors of the past. He has rallied the Corsairs to a common cause and taken control of the city of Luardo, which he has named New Asanam. Depose Lord Raven, and his queen Vertasi the Snake.
    Rewards: Quest XP, Multiple Bounties
    Last edited by Shadow_Elf; 2014-04-12 at 07:34 AM.
    My Homebrew
    Currently DMing: Heroes on a Sea of Swords - IC - OOC - OOC II - OOC III
    Many thanks to the very talented Kymme for making an Avatar of my incredibly-specific D&D character!

  2. - Top - End - #2
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    Default Re: [HoZ 4e] Heroes on a Sea of Swords - OOC III

    Huzzah!

    Spoiler
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    Jalil Farun, Sabi Elementalist
    Defenses: AC 26 Fort 27 Ref 26 Will 31
    Hitpoint Total: 106
    Surge Value: 26
    Daily Surge Count: 10

    Passive Perception: 20
    Passive Insight: 18
    Passive Stealth: 18
    Passive Bluff: 24

    Opportunity Attack +15 vs AC, 1d4+2 dmg

    Defensive Features:
    +3 all defensives vs Acid/Fire/Cold/Lighting/Thunder
    Resist Cold 17
    Immune to Slow/Immobilize caused by Cold powers
    Resist Lightning 13
    +2 saves vs ongoing lightning damage

    Elemental Twist Dagger
    Gain 10 Temp HP when an enemy's resistances or immunities reduce the damage of any sorcerer attack power used through this dagger (No action)

    Fog Form
    Insubstantial until EONT (Interrupt, hit by an attack)

    Primordial Surge
    When you use Windwalker, gain 9 Temp HP

    --- Powers ---

    Elemental Bolt, Static Charge, Storm Walk

    Elemental Escalation ([ ][ ][ ][ ]), Essence of Arcane Blood, Wind Fury Assault, Essence Form, Windwalker, Protective Gale, Wind Rider, Fog Form

    Howling Tempest, Thunder Leap, Howling Hurricane, Lightning Daggers, Sorcerous Pulse

    Other
    Spoiler
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    Race/Theme/Class/Paragon Path Features
    Spoiler
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    Windsoul: You gain resist 5 cold and the windwalker power. At 11th level, the resistance improves to 10 cold. At 21st level, the resistance improves to 15 cold.

    (1st level): Your origin becomes elemental. For the purpose of effects that relate to creature origin, you are considered to be an elemental. Add Primordial to the languages you can read, write, and speak. You gain a +2 power bonus to Athletics checks and Perception checks. You also gain the wind fury assault power.
    (5th level): Whenever an effect enables you to fly, you can fly 1 additional square. Further, whenever you use your second wind, you can push each creature adjacent to you 1 square.
    (10th level): Whenever you hit with wind fury assault, you slide the target up to a number of squares equal to your highest ability modifier.

    Elemental Power: You gain a bonus to the damage rolls of arcane powers equal to your Constitution modifier. This bonus increases to 2 + your Constitution modifier at 5th level, 5 + your Constitution modifier at 15th level, and 8 + your Constitution modifier at 25th level.
    Elemental Resilience: While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.
    Elemental Versatility: At 9th level and 19th level, you gain a sorcerer at-will attack power of your choice.

    Enhanced Elemental Bolt: Your elemental bolt deals lightning damage. On a hit, its target gains vulnerable 3 to your elemental attacks until the end of your next turn.
    Elemental Soul: At 5th level, you gain resist 10 lightning. At 15th level, you gain a +2 bonus to saving throws against ongoing lightning damage. At 25th level, choose either cold or thunder. You gain resist 10 to the chosen damage type and a +2 bonus to saving throws against ongoing damage of that type.
    Fly: At 23rd level, you can fly up to half your speed as a move action.

    Energy Essence (11th level): If you hit with an arcane attack power that deals more than one type of damage, you deal 1d6 extra damage.
    Essential Action (11th level): When you spend an action point to take an extra action, you gain a +4 bonus to attack rolls with arcane powers until the start of your next turn.
    Essential Resistance (16th level): Whenever you gain resistance, increase that resistance by 3 (or by 4 at 21st level and higher)

    Feats

    War Wizard's Expertise

    Mark of Storm Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy 1 square.
    You gain a +1 bonus to speed when flying.
    You can master and perform the Endure Elements, Enhance Vessel, Summon Winds, and Water Walk rituals as if you had the Ritual Caster feat.

    Primordial Surge Whenever you successfully use a genasi racial power, you gain temporary hit points equal to 5 + your Constitution modifier.

    Superior Implement (Resonating Dagger)

    Genasi Frost Affinity If you have resistance to cold, increase that resistance by 3. You are immune to any slow and immobilize effects caused by cold powers

    Improved Defenses

    Arcane Admixture (Thunder/Static Charge)

    Arcane Admixture (Thunder/Elemental Bolt)

    Resounding Thunder add 1 to the size of any blast or burst that has the thunder keyword

    Thunder's Rumble You gain a +3 feat bonus to thunder damage rolls. This bonus increases to +4 at 21st level.
    In addition, whenever you take thunder damage from an attack, you can push each creature adjacent to you 1 square

    Piercing Shot Once per round, you can deal an additional 2d6 points of damage to a bloodied enemy with a ranged basic attack. This damage increases to 3d6 points of damage at level 21..
    Last edited by Chambers; 2013-11-18 at 08:30 PM.
    "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"

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    Default Re: [HoZ 4e] Heroes on a Sea of Swords - OOC III

    {table="class: grid"][tr] [td]PC [/td][td] Alchemical Reagents [/td][td] Mystic Salves [/td][td] Rare Herbs [/td][td] Sanctified Incense [/td][td] Residuum [/td][td] Alchemical Subsidy[/td][/tr]
    [tr][td]Common Pot [/td][td] 2700 [/td][td] 8390 [/td][td] 1136 [/td][td] 4365 [/td][td] 11460 [/td][td] 2000[/td][/tr]
    [tr][td]Kihtsah* [/td][td] 200 [/td][td] 200 [/td][td] 66 [/td][td] 200 [/td][td] 0[/td][/tr]
    [tr][td]Amirah* [/td][td] 1000 [/td][td] 3500 [/td][td] 3866 [/td][td] 1000 [/td][td] 0[/td][/tr]
    [tr][td]Medinah [/td][td] 400 [/td][td] 300 [/td][td] 267 [/td][td] 300 [/td][td] 0[/td][/tr]
    [tr][td]Jalil[/td][/tr]
    [tr][td]Korak[/td][/tr]
    [tr][td]Total [/td][td] 4300 [/td][td] 12390 [/td][td] 5325 [/td][td] 5865 [/td][td] [/td][td] 2000[/td][/tr]
    [/table]


    Notes:
    • Individual characters can go into negatives in the table as long as the total remains positive. Those characters should endeavor to restore their pots as soon as is convenient.
    • Group rituals are paid equally by all participants. Individual rituals are paid from the person's reserves.
    • Alchemical Subsidy materials can only be used to craft the following:
      • Alchemist's Fire
      • Alchemist's Acid
      • Blastpatch
      • Acidic Fire
      • Inferno Oil
    • * indicates that last time a ritual was cast, these individuals paid more than the rest of the team (because the total to pay was not divisible by number of participants)


    Grey Wolf
    Last edited by Grey_Wolf_c; 2014-03-31 at 08:33 AM.
    Interested in MitD? Join us in MitD's thread.
    There is a world of imagination
    Deep in the corners of your mind
    Where reality is an intruder
    And myth and legend thrive
    Quote Originally Posted by The Giant View Post
    But really, the important lesson here is this: Rather than making assumptions that don't fit with the text and then complaining about the text being wrong, why not just choose different assumptions that DO fit with the text?
    Ceterum autem censeo Hilgya malefica est

  4. - Top - End - #4
    Ogre in the Playground
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    Default Re: [HoZ 4e] Heroes on a Sea of Swords - OOC III

    Third thread, gotta say that is pretty cool. This game has some serious longevity to it.

    So I wanted to ask, with the new currency system how are we receiving our paychecks? In gold or in crafting reagents?

    Oh and by the way, Medinah's got a new speech color now, it's dark red, to go along with her shiny new personality.
    Currently playing: Jathal Darsha'an; Linie

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    Default Re: [HoZ 4e] Heroes on a Sea of Swords - OOC III

    Reagents you will get as treasure. Your pay check is in gold.
    My Homebrew
    Currently DMing: Heroes on a Sea of Swords - IC - OOC - OOC II - OOC III
    Many thanks to the very talented Kymme for making an Avatar of my incredibly-specific D&D character!

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    Default Re: [HoZ 4e] Heroes on a Sea of Swords - OOC III

    IC Post is up, Amirah's on deck. Kihtsah is up afterwards (haven't heard from RO since the hiatus, hope he's just preoccupied).
    My Homebrew
    Currently DMing: Heroes on a Sea of Swords - IC - OOC - OOC II - OOC III
    Many thanks to the very talented Kymme for making an Avatar of my incredibly-specific D&D character!

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    Default Re: [HoZ 4e] Heroes on a Sea of Swords - OOC III

    Immediate Interrupt!

    Fog Form
    Trigger: You are hit by an attack
    Effect: You become insubstantial until the end of your next turn.
    "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"

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    Default Re: [HoZ 4e] Heroes on a Sea of Swords - OOC III

    Alright, I'll give Jalil back 7 HP and note the insubstantial in her status.
    My Homebrew
    Currently DMing: Heroes on a Sea of Swords - IC - OOC - OOC II - OOC III
    Many thanks to the very talented Kymme for making an Avatar of my incredibly-specific D&D character!

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    Default Re: [HoZ 4e] Heroes on a Sea of Swords - OOC III

    Presumably, being insubstantial, Amirah takes only 5 dmg?

    GW
    Interested in MitD? Join us in MitD's thread.
    There is a world of imagination
    Deep in the corners of your mind
    Where reality is an intruder
    And myth and legend thrive
    Quote Originally Posted by The Giant View Post
    But really, the important lesson here is this: Rather than making assumptions that don't fit with the text and then complaining about the text being wrong, why not just choose different assumptions that DO fit with the text?
    Ceterum autem censeo Hilgya malefica est

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    Default Re: [HoZ 4e] Heroes on a Sea of Swords - OOC III

    Oh, it seems I had misinterpreted how Insubstantial works. You are right, it is only 5 damage, in that case.
    My Homebrew
    Currently DMing: Heroes on a Sea of Swords - IC - OOC - OOC II - OOC III
    Many thanks to the very talented Kymme for making an Avatar of my incredibly-specific D&D character!

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    Default Re: [HoZ 4e] Heroes on a Sea of Swords - OOC III

    Quote Originally Posted by Shadow_Elf View Post
    Oh, it seems I had misinterpreted how Insubstantial works. You are right, it is only 5 damage, in that case.
    Well, at least that's a bright spot in the total waste of a turn I had.

    GW
    Interested in MitD? Join us in MitD's thread.
    There is a world of imagination
    Deep in the corners of your mind
    Where reality is an intruder
    And myth and legend thrive
    Quote Originally Posted by The Giant View Post
    But really, the important lesson here is this: Rather than making assumptions that don't fit with the text and then complaining about the text being wrong, why not just choose different assumptions that DO fit with the text?
    Ceterum autem censeo Hilgya malefica est

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    Default Re: [HoZ 4e] Heroes on a Sea of Swords - OOC III

    Has anyone heard from Reverent-One? I wonder if he knows we're back in business.
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    Default Re: [HoZ 4e] Heroes on a Sea of Swords - OOC III

    I have not. I shall send him a PM, though if he had subscribed to the old threads and did not respond, I'm not particularly sure a PM will do the trick. We'll see.
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    Default Re: [HoZ 4e] Heroes on a Sea of Swords - OOC III

    Well, I hadn't subscribed to the old threads (or any threads really), and fell out of the habit of checking the IC/OOC forums due to the hiatus. So thanks for that PM.

    Going to roll my athletics here since that affects my future actions and I don't know what exactly the DC is.

    (1d20+21)[31]

    EDIT: Ok, that should be +16 rather than +21, but still, I'm assuming 26 covers it.
    Last edited by Reverent-One; 2013-11-13 at 01:26 AM.
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    Default Re: [HoZ 4e] Heroes on a Sea of Swords - OOC III

    Glad to have you back, Reverent-One!

    It's just the DC for climbing a rope with some modifiers for it being wet and slippery, but most of you guys probably auto-pass it or almost do.

    I will get the next enemy phase up sometime today or tomorrow.
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    Default Re: [HoZ 4e] Heroes on a Sea of Swords - OOC III

    I will update the map imminently. It is Korack's turn.
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    Default Re: [HoZ 4e] Heroes on a Sea of Swords - OOC III

    Errr... how exactly did the archer manage to spend the action to grab a weapon during his OA?

    (I'll admit I was not expecting to be hit that badly, or I would not have made such a risky move)

    GW
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    Quote Originally Posted by The Giant View Post
    But really, the important lesson here is this: Rather than making assumptions that don't fit with the text and then complaining about the text being wrong, why not just choose different assumptions that DO fit with the text?
    Ceterum autem censeo Hilgya malefica est

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    Default Re: [HoZ 4e] Heroes on a Sea of Swords - OOC III

    Quote Originally Posted by Grey_Wolf_c View Post
    Errr... how exactly did the archer manage to spend the action to grab a weapon during his OA?

    (I'll admit I was not expecting to be hit that badly, or I would not have made such a risky move)

    GW
    It's the way monsters work, basically. Their melee basic attack is always available to them; in this case, the archer has a scimitar basic attack. He happened to roll very well, and even hitting you was not a sure thing (its attack bonus in melee is lower).
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    Default Re: [HoZ 4e] Heroes on a Sea of Swords - OOC III

    Spirit of Athas picture:
    Spoiler
    Show

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    Default Re: [HoZ 4e] Heroes on a Sea of Swords - OOC III

    Hmm. Is it too late to ask you to summon the Spirit of Athas at another spot, maybe L11? I needed to be able to shift to L13 to be able to mark both D monsters and still be in melee reach of the one Medinah's adjacent to.
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    Default Re: [HoZ 4e] Heroes on a Sea of Swords - OOC III

    Quote Originally Posted by Scylfing View Post
    Hmm. Is it too late to ask you to summon the Spirit of Athas at another spot, maybe L11? I needed to be able to shift to L13 to be able to mark both D monsters and still be in melee reach of the one Medinah's adjacent to.
    Yeah I can, moved him to L14 instead. Medinah will still get the def bonus as will Korack. I had been debating putting him there instead for a bit, so it's a good spot for him as well.

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    Default Re: [HoZ 4e] Heroes on a Sea of Swords - OOC III

    Oops, goofed on the damage rolls.

    D9: (1d8+10)[11]
    P6: (1d8+10)[16]

    I'm not sure how Medinah's mark from her attack power interacts with her mark from her aegis. Hopefully the vanilla mark doesn't supersede the aegis, but if it does I guess that's how it has to be.

    Edit: actually, if her mark from Dual Lightning Strike does override her mark from her aegis (which it probably should since it was applied after her aegis) that should mean she regains the use of her aegis power. So I'd be fine with that.
    Last edited by Dacia Brabant; 2013-11-15 at 07:17 PM.
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    Default Re: [HoZ 4e] Heroes on a Sea of Swords - OOC III

    Mark supercedes. I don't remember the wording on Dual Aegis + Hybrid Aegis, but I believe that does indeed refresh the cooldown.

    And wow, you took a lot of punishment there. At least you make your save!

    Jalil is up. I fully expect to almost lose a monster here
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    Default Re: [HoZ 4e] Heroes on a Sea of Swords - OOC III

    Did my spirit companion get moved some how? He should have been summoned in M12, not M17.

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    Default Re: [HoZ 4e] Heroes on a Sea of Swords - OOC III

    Ah, you know what? I must have misread either my map or your post. Sorry. It'll be fixed tomorrow.
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    Default Re: [HoZ 4e] Heroes on a Sea of Swords - OOC III

    Ah gotcha, not a problem. I was wondering if I missed something some how. Thanks.

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    Default Re: [HoZ 4e] Heroes on a Sea of Swords - OOC III

    Critical Hit on the Priest
    (3d6+29)[37] total damage
    "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"

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    Default Re: [HoZ 4e] Heroes on a Sea of Swords - OOC III

    Every time you guys take your turns, I get the impression the monsters aren't challenging you.

    And then I remember monsters have some tricks of their own up their sleeves .

    Amirah's up.
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    Default Re: [HoZ 4e] Heroes on a Sea of Swords - OOC III

    This'd be the perfect time to use Hero's Defense, except a 40 is just too high even for that. Bah. Can someone grant Medinah a saving throw?
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    Default Re: [HoZ 4e] Heroes on a Sea of Swords - OOC III

    Quote Originally Posted by Scylfing View Post
    This'd be the perfect time to use Hero's Defense, except a 40 is just too high even for that. Bah. Can someone grant Medinah a saving throw?
    Yeah I'll be throwing out healing/saving throws this turn for sure.

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