The War of Three Kings — IC

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Namelessjake
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Re: The War of Three Kings IC

Post by Namelessjake »

As you near the grate, you can see there are a total of four wolves in the makeshift cage. They growl as Chloe approaches the door but make no move towards her.

Brannik
[SHOW]

Checking the dead man's pockets, you find a small rusty key, a few coppers and a small pouch containing some kind of dried meat cut into small pieces.

Chloe
[SHOW]

The wolves, being wild wolves, appear to be hostile, however from what you can tell they are hungry.

Go: Kass, Adrian, Gemma

Mechanics
[SHOW]

Brannik: moves, searches.

Wes: moves.

Chloe: moves.

Map
[SHOW]

Image

Status
[SHOW]

22 Wes (J, -2) | HP: 69/69 | Surges: 11/12 | AP: 1/1 |
14 Brannik (I, 0) | HP: 79/79 | Surges: 14/15 | AP: 1/1 | Form of Nature's Herald, Nature Sense
14 Chloe (H, 1) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Low light vision
10 Wolf 1 (C, -1) | HP: ??/?? |
10 Wolf 2 (C, 1) | HP: ??/?? |
10 Wolf 3 (D, 0) | HP: ??/?? |
10 Wolf 4 (E, 2) | HP: ??/?? |
14 Kass (K, -11) | HP: 54/54 | Surges: 7/7 | AP: 1/1 | Low light vision
12 Adrian (J, -1) | HP: 56/60 | Surges: 5/7 | AP: 1/1 | Holding a torch
5 Gemma (R, -6) | HP: 53/53 | Surges: 4/7 | AP: 1/1 |

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ratwizard
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Re: The War of Three Kings IC

Post by ratwizard »

Pocketing the coins but holding up the key and the pouch of pemmican, Brannik nods for Gemma to step over. "Boss?" she asks, quietly.

"Toss this meat in and check the lock with this key. I'll stand guard," the Bull commands her.

"On it." She takes them and steps over, taking out the strips of meat and gently sliding them under the grates. "Nice doggies," Gemma says in a sweet tone, trying for a moment at the lock, seeing if the key works, but not actually opening the grate door.

Mechanics
[SHOW]

Gemma moves to H, 0, and tries the lock.

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Scratcherclaw
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Re: The War of Three Kings IC

Post by Scratcherclaw »

With the bandit dead, Kass proceeds forward with the others, shocked to see caged wolves at the end of the branch. As Gemma begins to unlock the grate, Kass says, "Are you sure about that? They don't seem too friendly."

Mechanics
[SHOW]

Kass walks to I-1

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ratwizard
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Re: The War of Three Kings IC

Post by ratwizard »

"Just narrowing down what this key does," Gemma replies to Kass as she works. "Don't worry, I'm not letting them out."

"We're not leaving them here, though," Brannik makes known. "If we clear these idiot Whisperers out, then the wolves starve. The dogs may not be friendly, but they don't deserve that end."

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Re: The War of Three Kings IC

Post by Fialova »

"I agree," Adrian says, not wanting to see such innocent (if deadly) animals left to die in such a place. Stepping over the corpse of the recently-slain man, he tries to open the chest that his victim had been messing with.

Mechanics
[SHOW]

Move to (J, 0), open chest if possible.

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Namelessjake
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Re: The War of Three Kings IC

Post by Namelessjake »

As Gemma tries the key, the lock clicks, unlocking the grate. The wolves, however, pay no notice. Distracted by the new source of food provided by Gemma, their growls quickly subsiding.

Meanwhile Adrian finds the chest unlocked. Searching the chest he finds a couple more bags of pemmican, along with a large pile of rags and a few other miscellaneous mundane items.

Go: Wes, Brannik, Chloe

Mechanics
[SHOW]

Gemma: moves and tries key in lock.

Kass: moves.

Adrian: Moves, opens chest.

Map
[SHOW]

Image

Status
[SHOW]

22 Wes (J, -2) | HP: 69/69 | Surges: 11/12 | AP: 1/1 |
14 Brannik (I, 0) | HP: 79/79 | Surges: 14/15 | AP: 1/1 | Form of Nature's Herald, Nature Sense
14 Chloe (H, 1) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Low light vision
10 Wolf 1 (C, -1) | HP: ??/?? |
10 Wolf 2 (C, 1) | HP: ??/?? |
10 Wolf 3 (D, 0) | HP: ??/?? |
10 Wolf 4 (E, 2) | HP: ??/?? |
14 Kass (I, -1) | HP: 54/54 | Surges: 7/7 | AP: 1/1 | Low light vision
12 Adrian (J, 0) | HP: 56/60 | Surges: 5/7 | AP: 1/1 | Holding a torch
5 Gemma (H, 0) | HP: 53/53 | Surges: 4/7 | AP: 1/1 |

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ratwizard
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Re: The War of Three Kings IC

Post by ratwizard »

"Well, looks like we've got a job to do before we leave this place, hm?" Brannik mentions as he notices the lock disengage at Gemma's trying of the key. "Let's get to finding the rest of these Whispering Cowards." Moving back to the central part of the cavern, the dwarf begins to investigate the paths more thoroughly.

Mechanics
[SHOW]

Grabs torch from sconce or takes out lantern and walks to Q, -12.

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Scratcherclaw
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Re: The War of Three Kings IC

Post by Scratcherclaw »

With nothing more of interest apparent in this branch, Wes follows the dwarf back to the main path. Here's hoping there aren't any more surprises like this, he thinks, glancing back towards the wolf cage.

Mechanics
[SHOW]

[color=#FF40500]Wes[/color] walks to N-11

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Re: The War of Three Kings IC

Post by Fialova »

Seeing the wolves calmed and no further paths in this direction, Chloë follows after Wes and Brannik back towards the entrance, keeping a safe distance behind them. Adrian continues to dig through the chest for a moment, deciding whether or not any of the contents are worth taking.

Mechanics
[SHOW]

Chloë moves to (L, -11)

What sort of mundane items? How much pemmican and how many rags? Are the rags dirty? Adrian will probably grab a few of the items.

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Re: The War of Three Kings IC

Post by Namelessjake »

Adrian
[SHOW]

Each bag of pemmican amounts to about a pound in weight. There is a pile of 10 large rags in various conditions, although all are a bit musty at best.

The other items in the chest are a four clay cups, a couple of 10 foot long ropes, a plain scabbard for a dagger sans dagger, a wooden bucket, and a fresh green apple.

As Brannik, Wes and Chloe head back into the tunnels, away from the wolf cage, the wolves finish wolfing down the last of the pemmican Gemma had tossed into their enclosure. All of them now look to Gemma and a couple let out a soft whine.

Go: Kass, Adrian, Gemma

Mechanics
[SHOW]

Brannik: Takes torch and moves.

Wes: Moves.

Chloe: Moves.

Wolf 1-4: Eats pemmican, whines at Gemma.

Map
[SHOW]

Image

Status
[SHOW]

22 Wes (N, -11) | HP: 69/69 | Surges: 11/12 | AP: 1/1 |
14 Brannik (Q, -12) | HP: 79/79 | Surges: 14/15 | AP: 1/1 | Form of Nature's Herald, Nature Sense, holding torch
14 Chloe (L, -11) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Low light vision
10 Wolf 1 (C, -1) | HP: ??/?? |
10 Wolf 2 (C, 1) | HP: ??/?? |
10 Wolf 3 (D, 0) | HP: ??/?? |
10 Wolf 4 (E, 2) | HP: ??/?? |
14 Kass (I, -1) | HP: 54/54 | Surges: 7/7 | AP: 1/1 | Low light vision
12 Adrian (J, 0) | HP: 56/60 | Surges: 5/7 | AP: 1/1 | Holding a torch
5 Gemma (H, 0) | HP: 53/53 | Surges: 4/7 | AP: 1/1 |

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Re: The War of Three Kings IC

Post by Fialova »

Adrian grabs the rest of the pemmican and tosses it in his pack, along with the two cleanest rags. He picks the apple up and takes a bit from it before making his way back down the tunnel. He moves past Chloë and Wes, stepping up next to Brannik. "You take left, I will go forward," he whispers to the dwarf, before stepping past him a little further into the cave.

OOC: If Adrian doesn't see any enemies at the end of his movement he will inspect the barrels.

Mechanics
[SHOW]

Grab pemmican, 2 rags, and apple. Move to (V, -11). If no enemies are visible, inspect contents of barrels.

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Scratcherclaw
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Re: The War of Three Kings IC

Post by Scratcherclaw »

Trusting that Gemma has the wolf situation under control, Kass begins her return down the tunnel towards the others.

Mechanics
[SHOW]

Kass walks to M-12

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Re: The War of Three Kings IC

Post by ratwizard »

"We'll come back for them," Gemma explains regarding the wolves as she steps back toward the main path.

Mechanics
[SHOW]

Gemma moevs to L, -12

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Re: The War of Three Kings IC

Post by Namelessjake »

You continue making your way through the tunnels. Not seeing anyone nearby, Adrian pry's the lid off of the barrel to find that it is filled with grain.

Go: Wes, Brannik, Chloe

Mechanics
[SHOW]

Adrian: takes items, moves, inspects barrel.

Kass: moves.

Gemma: moves.

Wolf 1-4: ???

Map
[SHOW]

Image

Status
[SHOW]

22 Wes (N, -11) | HP: 69/69 | Surges: 11/12 | AP: 1/1 |
14 Brannik (Q, -12) | HP: 79/79 | Surges: 14/15 | AP: 1/1 | Form of Nature's Herald, Nature Sense, holding torch
14 Chloe (L, -11) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Low light vision
10 Wolf 1 (??, ??) | HP: ??/?? |
10 Wolf 2 (??, ??) | HP: ??/?? |
10 Wolf 3 (??, ??) | HP: ??/?? |
10 Wolf 4 (??, ??) | HP: ??/?? |
14 Kass (M, -12) | HP: 54/54 | Surges: 7/7 | AP: 1/1 | Low light vision
12 Adrian (V, -11) | HP: 56/60 | Surges: 5/7 | AP: 1/1 |
5 Gemma (L, -12) | HP: 53/53 | Surges: 4/7 | AP: 1/1 |

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Re: The War of Three Kings IC

Post by Scratcherclaw »

Continuing down the tunnel, Wes notices yet another side branch, and steps towards it to investigate. I guess it wouldn't make sense for a cave to only have one tunnel, but this is still really too much.

Mechanics
[SHOW]

Wes walks to Q-6

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Re: The War of Three Kings IC

Post by ratwizard »

Stepping alongside Adrian, the dwarf checks one of the other passages.

Mechanics
[SHOW]

Brannik walks to U, -14.

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Re: The War of Three Kings IC

Post by Fialova »

Chloë follows after Adrian and Brannik, keeping a safe distance in case anyone were to attack. She watches as Wes ventures alone down another path. It is unwise to split apart in this place.

Mechanics
[SHOW]

Chloë moves to (S, -11)

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Re: The War of Three Kings IC

Post by Namelessjake »

As Brannik turns the corner to make his way down the pasage, he finds it to simply be an alcove previously obscured in the darkness. As Wes looks down the another of the tunnels he can see the stacks of fire wood that Gemma saw, along with a stool and a bucket on the ground further into the tunnel.

Go: Everyone (or this will take forever)

Mechanics
[SHOW]

Wes: moves.

Brannik: moves.

Chloe: moves.

Wolf 1-4: ???

Map
[SHOW]

Image

Status
[SHOW]

22 Wes (Q, -6) | HP: 69/69 | Surges: 11/12 | AP: 1/1 |
14 Brannik (U, -13) | HP: 79/79 | Surges: 14/15 | AP: 1/1 | Form of Nature's Herald, Nature Sense, holding torch
14 Chloe (S, -11) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Low light vision
10 Wolf 1 (??, ??) | HP: ??/?? |
10 Wolf 2 (??, ??) | HP: ??/?? |
10 Wolf 3 (??, ??) | HP: ??/?? |
10 Wolf 4 (??, ??) | HP: ??/?? |
14 Kass (M, -12) | HP: 54/54 | Surges: 7/7 | AP: 1/1 | Low light vision
12 Adrian (V, -11) | HP: 56/60 | Surges: 5/7 | AP: 1/1 |
5 Gemma (L, -12) | HP: 53/53 | Surges: 4/7 | AP: 1/1 |

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Re: The War of Three Kings IC

Post by Fialova »

Adrian and Chloë continue down the path as Brannik's torch reveals the dead end. As always, Chloë keeps a safe distance behind her lover, not one for close range combat.

Mechanics
[SHOW]

Adrian: moves to (AA, -10)
Chloë: moves to (Y, -11)

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Re: The War of Three Kings IC

Post by ratwizard »

Brannik and Gemma, weapons at the ready, step alongside Adrian, listening and watching for any signs of danger.

Mechanics
[SHOW]

Brannik and Gemma continue alongside Adrian until anything of note is seen.

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Re: The War of Three Kings IC

Post by Scratcherclaw »

With the other splitting off into their own tunnel, Wes decides to continue along his own path, with his cousin soon stepping beside him. Together, they stop short of another intersection and peer around the corner for signs of danger.

Mechanics
[SHOW]

Wes moves to T-5
Kass moves to T-6

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Re: The War of Three Kings IC

Post by Namelessjake »

Wes and Kass spot two bandits as they make their way through the tunnels. One much further down the tunnel, sat on a stool reading a book and the other near to them working in what appears to be a store room. Both are too engrossed in what they are doing to notice the two cousins.

Go: Everyone

Mechanics
[SHOW]

Adrian: moves.

Gemma: moves.

Kass: moves.

Wes: moves.

Brannik: moves.

Chloe: moves.

Map
[SHOW]

Image

Status
[SHOW]

22 Wes (Q, -6) | HP: 69/69 | Surges: 11/12 | AP: 1/1 |
14 Brannik (U, -13) | HP: 79/79 | Surges: 14/15 | AP: 1/1 | Form of Nature's Herald, Nature Sense, holding torch
14 Chloe (S, -11) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Low light vision
14 Bandit 2 (U, -1) | HP: ??/?? |
14 Bandit 3 (AG, -6) | HP: ??/?? |
14 Kass (M, -12) | HP: 54/54 | Surges: 7/7 | AP: 1/1 | Low light vision
12 Adrian (V, -11) | HP: 56/60 | Surges: 5/7 | AP: 1/1 |
5 Gemma (L, -12) | HP: 53/53 | Surges: 4/7 | AP: 1/1 |

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Re: The War of Three Kings IC

Post by Scratcherclaw »

With the pair of bandits spotted ahead of them, the duo of cousins decides it's best to take them out. Kass rushes ahead first, drawing her sword and striking at the further bandit. Wes follows suit, but instead focuses on the bandit in the little alcove.

Mechanics
[SHOW]

Stealth for the pair if necessary: 1(1d20) +2 = 3; 15(1d20) +7 = 22

Kass
Move: Walk to Y-6

Standard: Charge! on Bandit 3, moving to AF-6
Attack: 9(1d20) +17 = 26 vs AC = Hit?
If so, heded
Stealth again if needed: 15(1d20) +7 = 22

Wes
Standard: Charge! at Bandit 2, moving to U-2
Attack: 2(1d20) +17 = 19 vs AC = ???
Stealth again if needed: 11(1d20) +2 = 13

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Re: The War of Three Kings IC

Post by Fialova »

OOC
[SHOW]

Anything or anyone else visible after Wes and Kass move?

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Re: The War of Three Kings IC

Post by Namelessjake »

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Re: The War of Three Kings IC

Post by ratwizard »

Seeing his two allies take care of the bandits nearby, Brannik motions for Gemma to follow along as he advances forward through the cave.

Mechanics
[SHOW]

Gemma and Brannik advance to AA -3 and AB -3

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Re: The War of Three Kings IC

Post by Fialova »

Seeing little need to explore the room Kass is in, and unable to see the one Wes is in, Adrian pushes on with Brannik and Gemma. Chloë stays close by as well, not wanting to be caught alone.

Mechanics
[SHOW]

Adrian moves to (AA, -4), Chloë moves to (AB, -4)

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Re: The War of Three Kings IC

Post by Namelessjake »

The target of Kass' charge notices her approach, however it is too late and she is on him before he can even stand. She drives her sword through the man, sending him backwards falling to the ground, noticing his trousers are pulled down. He knocks over one of two buckets, splashing human excrement everywhere, including Kass, clearly this part of the cave is used by the bandits for reliving themselves.

Meanwhile, Wes charges the other bandit who hears him coming and is quicker to react. He manages to quickly draw his sword and block Wes' attack, the clash of steel on steel ringing around the nearby tunnels. However Wes is clearly the superior swordsman and breaks the man's block before cutting him down.

The others continue deeper into the cave.

Go: Everyone

Mechanics
[SHOW]

Kass: moves, charges, hits, kills, gets excrement on self, Kass now smells (-5 to stealth).

Wes: Charges, kills.

Gemma: moves.
.
Brannik: moves.

Adrian: moves.

Chloe: moves.

Map
[SHOW]

Image

Status
[SHOW]

22 Wes (U, -2) | HP: 69/69 | Surges: 11/12 | AP: 1/1 |
14 Brannik (AB, -3) | HP: 79/79 | Surges: 14/15 | AP: 1/1 | Form of Nature's Herald, Nature Sense, holding torch
14 Chloe (AB, -4) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Low light vision
14 Kass (AF, -6) | HP: 54/54 | Surges: 7/7 | AP: 1/1 | Low light vision, Smells
12 Adrian (AA, -4) | HP: 56/60 | Surges: 5/7 | AP: 1/1 |
5 Gemma (AA, -3) | HP: 53/53 | Surges: 4/7 | AP: 1/1 |

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Re: The War of Three Kings IC

Post by Fialova »

Not hearing anymore commotion in the rooms Wes and Kas rushed into, Adrian assumes all is well and presses onward. He makes his way down the tunnel to what seems to be a split, Chloë following at a distance.

Mechanics
[SHOW]

Adrian moves to (AB, 5), Chloë moves to (AB, 2)

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ratwizard
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Re: The War of Three Kings IC

Post by ratwizard »

Taking Adrian's initiative, the pair of Hollowguards follow alongside.

Mechanics
[SHOW]

Brannik and Gemma move to AA, 5 and AA, 4 respectively.

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Re: The War of Three Kings IC

Post by Scratcherclaw »

Disgusting... Kass thinks as the excrement splatters all over the vicinity, including her. With nothing of interest before her, she returns to the main tunnel to join the rest of the group. Meanwhile, Wes examines the room he's discovered, hoping to find any interesting loot.

Mechanics
[SHOW]

Kass walks to AA0

Wes looks for loot
Perception if necessary: 15(1d20) +10 = 25

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Re: The War of Three Kings IC

Post by Namelessjake »

As you move further up the tunnel, light from an unseen torch reveals that there is in fact only one way up ahead to go. Further up the tunnel you can see a natural bridge over head, the top of which you had seen earlier.

Wes
[SHOW]

The makeshift storeroom contains a large stockpile of firewood, 5 barrels of what appears to be ale, two high quality rugs, and various containers filled with what you estimate to be about 2000 gold in the form of coins and a few pieces of jewellery and other valuable metals.

Go: Everyone

Mechanics
[SHOW]

Kass: moves.

Wes: Searches.

Gemma: moves.
.
Brannik: moves.

Adrian: moves.

Chloe: moves.

Map
[SHOW]

Image

Status
[SHOW]

22 Wes (U, -2) | HP: 69/69 | Surges: 11/12 | AP: 1/1 |
14 Brannik (AA, 5) | HP: 79/79 | Surges: 14/15 | AP: 1/1 | Form of Nature's Herald, Nature Sense, holding torch
14 Chloe (AA, 2) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Low light vision
14 Kass (AA, 0) | HP: 54/54 | Surges: 7/7 | AP: 1/1 | Low light vision, Smells
12 Adrian (AA, 5) | HP: 56/60 | Surges: 5/7 | AP: 1/1 |
5 Gemma (AA, 4) | HP: 53/53 | Surges: 4/7 | AP: 1/1 |

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Re: The War of Three Kings IC

Post by Fialova »

"I think it would be wise to turn back for the moment," Adrian whispers to the others, once the bridge comes into view. "Best to check up top first, rather than be caught below with enemies above us."

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Re: The War of Three Kings IC

Post by ratwizard »

"Many battles can be won vertically," Brannik reasons, agreeing with the Gleiosian. Gemma gives the dwarf a nod and follows after him, returning to where the mouth of the stone bridge was seen.

Mechanics
[SHOW]

Gemma and Brannik to P, 3 and P, 4.

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Re: The War of Three Kings IC

Post by Fialova »

Adrian nods and follows after the other two, prepared to cross the small precipice after them.

Mechanics
[SHOW]

Adrian moves to (P, 2), Chloë moves to (O, 3)

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Re: The War of Three Kings IC

Post by Scratcherclaw »

Spotting the treasure before him, Wes pockets the coin and jewelry. Returning back to the group, he says, "There's a couple nice rugs back there if anyone wants them after we take care of these scoundrels." As Kass approaches, the arcane knight holds his nose, saying, "What happened to you?" Not wishing to talk about it, Kass just rolls her eyes.

Mechanics
[SHOW]

Wes
Loot coins, jewelry, & metals worth 2k
Walk to O1

Kass
Walk to P1

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Re: The War of Three Kings IC

Post by Namelessjake »

The group continues through the cave system. A short ways further into the tunnel you see light and hear the sounds of talking and laughing. Your round a corner and find yourselves standing in the entrance to a large cavern. The cavern is filled with beds, tables and campfires, along with other stockpiles of resources and plundered treasure. The cavern is also occupied by a large group of men, as a few of them notice you, their conversation dies down.

"Artin! Looks like we have some visitors," one of first men to spot you says, standing to his feet from the table he had been sat at.

"Well boys, let's show them our hospitality," another man replies, also standing up before drawing two axes from his belt. The others follow suit, drawing their own weapons. "Kill them," he orders. "Farryn, you better fucking help this time. We kept you alive for a reason," he adds pointing to an elf dressed in fine clothes.

Go: Wes

[sblock=Map]Image[/sblock]
[sblock=Map Info]Auras: None

Barrels, chairs, tables, and chairs: Difficult terrain

Campfires: Ending your turn in a campfire deals 1d6 ongoing fire damage (save ends)

Bed rolls: Normal terrain[/sblock]
[sblock=Enemy Info]Bandit: Poorly armed and unarmoured, these are little more than men with a sword or axe.

Brigand: Larger and better equipped than their companions. They wear leather armour and wield broadswords and shields, they look like they can handle themselves in a fight.

Bandit Captain: These men wear leather armour and hooded cloaks. They appear light of their feet and their blades look to be poisoned.

Farryn: An elf who looks to be a magic user. Dressed in fine clothes.

Artin: The apparent leader of the bandits. He wears hide armour and wields two axes.[/sblock]
[sblock=Status]22 Wes (J, 19) | HP: 69/69 | Surges: 11/12 | AP: 1/1 |
16 Brigand 2 (U, 34) | HP: ??/?? |
15 Bandit Captain 1 (H, 36) | HP: ??/?? |
14 Brannik (H, 19) | HP: 79/79 | Surges: 14/15 | AP: 1/1 | Form of Nature's Herald, Nature Sense, holding torch
14 Chloe (I, 18) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Low light vision
14 Kass (J, 18) | HP: 54/54 | Surges: 7/7 | AP: 1/1 | Low light vision, Smells
14 Bandit Captain 2 (S, 28) | HP: ??/?? |
14 Brigand 1 (N, 24) | HP: ??/?? |
14 Brigand 4 (Q, 29) | HP: ??/?? |
13 Brigand 3 (Q, 27) | HP: ??/?? |
12 Adrian (I, 19) | HP: 56/60 | Surges: 5/7 | AP: 1/1 |
12 Farryn (J, 33) | HP: ??/?? |
11 Bandit 5 (L, 25) | HP: 1/1 |
11 Bandit 8 (J, 31) | HP: 1/1 |
9 Bandit 9 (L, 28) | HP: 1/1 |
9 Brigand 5 (M, 30) | HP: ??/?? |
7 Artin (R, 31) | HP: ??/?? |
6 Bandit 7 (L, 32) | HP: 1/1 |
5 Gemma (H, 19) | HP: 53/53 | Surges: 4/7 | AP: 1/1 |
5 Bandit 4 (P, 24) | HP: 1/1 |
5 Bandit 6 (K, 29) | HP: 1/1 |[/sblock]

User avatar
Scratcherclaw
YUO ARE SMART
Posts: 4079
Registered for: 11 years 10 months

Re: The War of Three Kings IC

Post by Scratcherclaw »

"Hope you lot didn't start the party without us. I always hate when I'm late to these things," Wes says with a grin as they enter the bandit den. Rushing forwards, eyes set upon his two closest targets, he cleaves around him. His arcane blade glides through the air, the sheer speed and force slicing at his prey. "I'd sit this one out if I were you, Farryn," the knight shouts towards the out-of-place elf.

[sblock=Mechanics]Move: Walk to M24

Minor: Aegis of Shielding on Brigand 1
Brigand 1 is marked. Whenever he makes an attack that doesn't include me, he takes a -3 penalty to attack rolls. If such an attack hits and I'm within 10 sq., I can reduce the damage by 9 as an immediate interrupt

Standard: Sword Burst on Bandit 5 and Brigand 1
Attacks: 13(1d20) +11 = 24; 17(1d20) +11 = 28 vs Ref = Hit x2
Damage: 6(1d6) +7 = 13 Force Damage[/sblock]
[sblock=Combat Block]Wes Tarkin

Male Genasi Swordmage 7
Languages: Tulrissian, Serran
Age: 19
Height: 5'11"
Weight: 155 lbs.

Speed: 6
Initiative: +3
Passive Perception: 20
Passive Insight: 15
Senses: Normal Vision

AC: 27
Fort: 20
Reflex: 21
Will: 17
HP: 69/69
Bloodied: 34
Surge Value: 17
Surges left: 12/12
Action Points: 1

MBA: +14 vs AC, 1d10+7 damage
RBA: +3 vs AC, 1d4 damage

Resistances:
Fire 5; Cold 5

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Aegis of Shielding
Frigid Blade
Sword Burst
Woundstitch Powder (heroic tier)


Second Wind []
Guardian's Counter []
Sword of Sigils []
Dimensional Vortex []
Firedeath []
Echoes of Sword Magic []
Arcane Mutterings []
Armathor's Step []


Dimensional Thunder []
Swordmage Shielding Fire []
Rubicant Blade Rapier +2 [_]

Consumables:

None.

[sblock2=Important Features:]Swordbond: By spending 1 hour of meditation with a chosen light or heavy blade, you forge a special bond with the weapon. As a standard action, you can call your bonded weapon to your hand from up to 10 squares away.

Swordmage Warding: While wielding either a light blade or a heavy blade, you maintain a magical field around you that provides a +1 bonus to AC, or a +3 bonus if you are wielding a blade in one hand and have your other hand free.

Elemental Origin: You are considered an elemental creature for the purpose of effects that relate to creature origin.

Cindersoul: You gain a +1 racial bonus to Fortitude and resist 5 fire.

Guardian: You gain a +2 power bonus to Insight and Perception checks.

Mark of Warding: Whenever one of your powers grants a bonus to a defense, increase that bonus by 1. Whenever you mark an enemy, that enemy takes a -3 penalty to attack rolls for attacks that don't target you instead of the normal -2 penalty.

Intelligent Blademaster: You can use your Intelligence modifier instead of your Strength modifier when making a basic attack with a melee weapon.

War Wizard's Expertise You gain a +1 bonus per tier to the attack rolls of arcane powers and basic attacks that you make with a light or heavy blade. Your attack rolls take a -5 penalty against your allies.

Hide Armor of Resistance +2: You gain a resist 5 cold.

Rubicant Blade Bastard Sword: When a power allows you to teleport, you can add 1 square to that distance. While this weapon is bonded to you with the swordmage Swordbond class feature, any other creature takes a -2 penalty to attack rolls with this weapon.

Rhythm Blade Wrist Razors +1: Your shield bonus to AC and Reflex increases by 1.

Gauntlets of Arcane Might (heroic tier): When you hit an enemy marked by you with an arcane attack power, you gain 2 temporary hit points.[/sblock2][/sblock]

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Namelessjake
Plane Wings Sharp Like Katana
Posts: 4463
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Location: Blockbuster

Re: The War of Three Kings IC

Post by Namelessjake »

Wes immediately manages to cut one of the men down and hit the other. One of the more heavily armoured bandits rushes towards Wes and into the fray, however the young knight easily dodges his attack.

Another man makes his way closer to the group clustered by the cavern's entrance, however he pauses and instead of charging in he launches a dagger at Brannik. The throw is weak and the dwarf easily bats the dagger aside with his hammer.

Go: Brannik, Chloë, Kass

[sblock=Mechanics]Wes: moves, marks, hits x2, kills.

Brigand 2: Walks to (P, 30), Charges Wes (N, 25), misses.

Bandit Captain 1: Walks to (H, 30), Throws dagger at Brannik. misses.[/sblock]
[sblock=Map]Image[/sblock]
[sblock=Map Info]Auras: None

Barrels, chairs, tables, and chairs: Difficult terrain

Campfires: (F29 and M25) Ending your turn in a campfire deals 1d6 ongoing fire damage (save ends)

Bed rolls: Normal terrain[/sblock]
[sblock=Enemy Info]Bandit: Poorly armed and unarmoured, these are little more than men with a sword or axe.

Brigand: Larger and better equipped than their companions. They wear leather armour and wield broadswords and shields, they look like they can handle themselves in a fight.

Bandit Captain: These men wear leather armour and hooded cloaks. They appear light of their feet and their blades look to be poisoned.

Farryn: An elf who looks to be a magic user. Dressed in fine clothes.

Artin: The apparent leader of the bandits. He wears hide armour and wields two axes.[/sblock]
[sblock=Status]22 Wes (M, 24) | HP: 69/69 | Surges: 11/12 | AP: 1/1 |
16 Brigand 2 (N, 25) | HP: ??/?? |
15 Bandit Captain 1 (H, 30) | HP: ??/?? |
14 Brannik (H, 19) | HP: 79/79 | Surges: 14/15 | AP: 1/1 | Form of Nature's Herald, Nature Sense, holding torch
14 Chloë (I, 18) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Low light vision
14 Kass (J, 18) | HP: 54/54 | Surges: 7/7 | AP: 1/1 | Low light vision, Smells
14 Bandit Captain 2 (S, 28) | HP: ??/?? |
14 Brigand 1 (N, 24) | HP: -13/?? | Marked by Wes
14 Brigand 4 (Q, 29) | HP: ??/?? |
13 Brigand 3 (Q, 27) | HP: ??/?? |
12 Adrian (I, 19) | HP: 56/60 | Surges: 5/7 | AP: 1/1 |
12 Farryn (J, 33) | HP: ??/?? |
11 Bandit 5 (L, 25) | HP: 0/1 | Dead
11 Bandit 8 (J, 31) | HP: 1/1 |
9 Bandit 9 (L, 28) | HP: 1/1 |
9 Brigand 5 (M, 30) | HP: ??/?? |
7 Artin (R, 31) | HP: ??/?? |
6 Bandit 7 (L, 32) | HP: 1/1 |
5 Gemma (H, 19) | HP: 53/53 | Surges: 4/7 | AP: 1/1 |
5 Bandit 4 (P, 24) | HP: 1/1 |
5 Bandit 6 (K, 29) | HP: 1/1 |[/sblock]

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Fialova
Magical Liopleurodon
Posts: 5021
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: The War of Three Kings IC

Post by Fialova »

As the battle begins anew against the apparent leader of the bandits and his minions, Chloë is quick to act. Spotting a suitably-clustered group of enemies, she summons a powerful gust of wind, which quickly dispatches with some of the weaker bandits while weakening the stronger.

[sblock=Mechanics]Move Action: move to (K, 20)

Standard Action: Tide of the First Storm centered on (K, 30)
Attack vs Bandit 6: 25 vs AC = hit
Attack vs Bandit 7: 20 vs AC = hit?
Attack vs Bandit 8: 31 vs AC = crit!
Attack vs Bandit 9: 27 vs AC = hit
Attack vs Brigand 5: 18 vs AC = hit?
Hit: Minions die. If hit, brigand takes 9 damage and is slowed until the end of Chloë's next turn.

No Action: prepared to use Shield as an immediate interrupt if an attack would hit her from a non-minion.[/sblock]
[sblock=Combat Block - Adrian]Adrian d'Arcangeli

Male Githzerai Avenger|Swordmage 7
Languages: Gleiosian, Tulrissian
Age: 22
Height: 5' 9"
Weight: 180 lbs.

Speed: 6
Initiative: +5
Passive Perception: 21
Passive Insight: 23
Senses: Normal Vision

AC: 27
Fort: 15
Reflex: 20
Will: 19
HP: 56/60
Bloodied: 30
Surge Value: 15
Surges left: 5/7
Action Points: 1

Current Oath of Enmity Target: Bandit 1

MBA (Overwhelming Strike): +13 vs AC, 1d10+8 damage (+1d8+1d6 damage on charge). On hit, I shift one square and slide the target into the space I vacated (either portion is optional)
RBA: +3 vs AC (+7 with dagger), 1d4 damage

Resistances: none

Vulnerabilities: none

Saves:
+2 vs daze, dominate, stun

Active Effects:
+2d8 damage on crit
On charge, +1d8+1d6 damage and don't provoke OAs
I cannot be blinded

Powers:

Overwhelming Strike
Sword Burst
Acrobat Boots (heroic tier)


Second Wind []
Iron Wolf Charge []
Iron Mind []
Oath of Enmity [X]*
Aegis of Ensnarement []**
Sword of Sigils []
Enduring Spirit []
Fury's Advance []
Armathor's Step []
Wolf's Bound [_]


Aspect of Might []
Dimensional Thunder []
Vanguard Bastard Sword +2 [_]

  • Recharges when Oath dies
    ** Recharges when target dies or the mark is superseded

Consumables: none

[sblock2=Important Features:]Class Features
Hybrid: various weird rules for being hybrid, see PHB3 for a full breakdown.

Oath of Enmity (Hybrid): works as normal, except that it only applies to avenger powers.

Armor of Faith: When wearing cloth armor or no armor, and not using a shield, I gain +3 AC.

Swordbond: Weird RP shit, I can meditate to bond a blade to me and can then call that blade to my hand from up to 10 squares away as a standard action. See Forgotten Realm Player's Guide for full breakdown of shit I will never use.

Swordmage Aegis (Hybrid): Can only use aegis once per encounter, but I regain use of it the target dies or the mark is superseded.

Swordmage Warding: While conscious and wielding a light blade or heavy blade, I get a bonus to AC. +1 AC by default, +3 if wielding a one-handed blade in main hand and the other hand is free.

Racial Features
Danger Sense: +2 to initiative

Defended Mind: +2 to saving throws against effects that daze, dominate, or stun

Iron Mind: gain Iron Mind power

Shifting Fortunes: can shift 3 squares as a free action when using Second Wind

Theme Features
Level 1 Iron Wolf Warrior Feature: gain Iron Wolf Charge power

Level 5 Iron Wolf Warrior Feature: +2 to nature and perception checks

Feat(ures)
Versatile Expertise: +1 to attacks with heavy blades and light blades

Hybrid Talent: gain Swordmage Warding class feature

Hybrid Talent 2: gain Armor of Faith class feature

Power of Skill: +1 to trained skill checks, can use Overwhelming Strike as a basic attack

Githzerai Blade Master: gain proficiency with all military heavy blades, bastard swords, and fullblades. +2 damage with these weapons.

Item Features

Vanguard Bastard Sword +2: +2d8 damage on crit, +1d8 damage on charge, gain item daily power

Badge of the Berserker +1: don't provoke OAs while charging

Robe of Eyes Cloth Armor (Basic Clothing) +2: cannot be blinded, +2 to perception

Acrobat Boots (heroic tier): +1 to acrobatics, gain item at-will power

Rhythm Blade Wrist Razors +1: +1 AC & Reflex

Horned Helm (heroic tier): +1d6 damage on charge[/sblock2][/sblock]
[sblock2=Combat Block - Chloë]Chloë Fialova

Female Hamadryad Controller 7
Languages: Tulrissian, Dwarven
Age: 24
Height: 5' 7"
Weight: 142 lbs.

Speed: 6
Initiative: +3
Passive Perception: 17
Passive Insight: 17
Senses: Low-Light Vision

AC: 20
Fort: 20
Reflex: 20
Will: 20
HP: 46/46
Bloodied: 23
Surge Value: 11
Surges left: 7/7
Action Points: 1

MBA (Dagger): +14 vs AC, 1d4+2 damage
RBA (Dagger): range 5/10, +14 vs AC, 1d4+3 damage
RBA (Sun Strike): range 10, +11 vs AC, 1d8+7 radiant damage and can slide the target 1 square

Resistances:

  • +5 to endurance vs starvation, thirst, or suffocation, and survive twice the normal time if forced to make such checks.

Vulnerabilities: none

Saves:

  • +2 against daze, dominate, stun

Active Effects:

  • ignore difficult terrain that is part of tree, underbrush, or other forest growth
  • meditate for 4 hours instead of sleep for 6 for extended rest, fully aware of surroundings while doing so.

Powers:

Sun Strike
Beguiling Strands


Second Wind []
Hamadryad Aspects []
Controller's Extension []
Shield []
Tide of the First Storm [X]

Consumables: none

[sblock3=Important Features:]Class Features
Controller Features: weird, special rules for being a NPC companion class. See DMG2 for full breakdown.

Racial Features
Fey Origin: origin counts as fey for effects that relate to creature origin

Forest Walk (Hamadryad): ignore difficult terrain that is part of tree, underbrush, or other forest growth

Oaken Vitality: +5 to endurance vs starvation, thirst, or suffocation, and survive twice the normal time if forced to make such checks. Meditate for 4 hours instead of sleep for 6 for extended rest, fully aware of surroundings while doing so.

Tree Mind: +2 to saving throws against daze, dominate, stun.[/sblock3][/sblock2]

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ratwizard
A Wan Smile
Posts: 5996
Registered for: 11 years 10 months
Location: Hellworld

Re: The War of Three Kings IC

Post by ratwizard »

"So we've got you fuckers to thank for the trouble on the Steppe?" Brannik growls, his heavy boots padding along the cavern floor as he engages one of the brigands.

The gravity around the dwarf shifts at his command, and the Whisper before him feels an agonizing compression of his bones and soft organs. "Give up now, and I'll let you walk," Brannik offers. "Or crawl." He smirks, landing a crushing blow from his heavy maul on the man's flank.

[sblock=Mechanics]Gemma

Not up yet

Brannik

Minor: Pop Boiling Cloud. This creates a 3x3 zone on myself that follows me til the end of the encounter or until I end it with the finisher. Myself and allies within the zone have concealment. Marked enemies beginning their turn in the zone take 5 untyped damage.

Move: Walk to N23.

Standard: Weight of Earth on Brigand 1. Hits AC 26 for 24 damage, bloodying him, and he is slowed until the end of my next turn.
Attack: 13(1d20) +13 = 26; 10(2d6.minroll(2)) +14 = 24

Free: Mark Brigand 1. He will take 5 damage from my cloud on his turn.[/sblock]
[sblock=Brannik Luhoum -- Combat Block]Brannik Luhoum

Male Mul Warden 7
Languages: Dwarven, Tulrissian
Age: 38
Height: 5'2"
Weight: 180 lbs.

Speed: 6
Initiative: +3
Passive Perception: 20
Passive Insight: 13
Senses: Normal Vision

AC: 23
Fort: 20
Reflex: 14
Will: 15
HP: 79/79
Bloodied: 39
Surge Value: 19
Surges left: 14/15
Action Points: 1

MBA: 1d20+13 vs. AC, 2d6+9.
RBA: 1d20+3 vs. AC, 1d4.

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None.

Powers:

Warden's Fury
Warden's Grasp
Thorn Strike
Weight of Earth
Acrobat Boots


Second Wind[]
Takedown Strike[]
Incredible Toughness[]
Roots of Stone[]
Rough Strike[]
Mountain Hammer[]
Screaming Armor +2 [_]


Form of Winter's Herald[x]
Nature Sense [x]
Boiling Cloud [x]
Wildling Strength [_]

Consumables:

Elixir of Invisibility

[sblock2=Important Features:]Crippling Crush: Immobilizing or slowing an enemy does an extra 5 damage.

World Serpent's Grasp: When hitting a slowed or immobilized target with an attack, you can knock it prone.

Vicious Advantage: You gain CA against immobilized or slowed targets.

Two-Handed Weapon Expertise: Charging grants +1 to damage rolls.

Tireless: Sleeping 6 hours in a 3-day period gains the benefit of an extended rest.

Subtle Mordenkrad +2: +2 item bonus to damage rolls with this weapon against enemies granting CA.

Stalwart Belt: +5 THP when critting.

Cloak of the Walking Wounded: When using Second Wind while bloodied, you can expend two healing surges.[/sblock2]
[sblock2=Equipped Items Format]

Code: Select all

Main Hand: Subtle Mordenkrad +2
Offhand:   (n/a)
Body:      Screaming Hide Armor +2

Head:      ---
Neck:      Cloak of the Walking Wounded +1
Arms:      ---
Hands:     ---
Waist:     Stalwart Belt
Feet:      Acrobat Boots
Symbol:    ---
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      ---

[/sblock2][/sblock]
[sblock=Gemma Turadin -- Combat Block]Gemma Turadin

Female Dragonborn Leader 7
Languages: Common, Tulrissian
Age: 27
Height: 5'5"
Weight: 140 lbs.

Speed: 6
Initiative: +2
Passive Perception: 13
Passive Insight: 13
Senses: Normal Vision

AC: 22+2
Fort: 20
Reflex: 20
Will: 20
HP: 53/53
Bloodied: 26
Surge Value: 13
Surges left: 4/7
Action Points: 1

MBA: 1d20+13 vs. AC, 1d8+8 damage.
RBA: 1d20+11 vs. AC, 1d4+2 damage.

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to AC for turn

Powers:

Intuitive Strike


Second Wind []
Dragonfear []
Sacrificial Lure []
Healing Word [] [_]


Stand Tough[_]

Consumables:

None.

[sblock2=Important Features:]Dragonborn Fury: Gain +1 racial bonus to attack when bloodied.[/sblock2][/sblock]

User avatar
Scratcherclaw
YUO ARE SMART
Posts: 4079
Registered for: 11 years 10 months

Re: The War of Three Kings IC

Post by Scratcherclaw »

Seeing the others quickly storm off into battle, Kass quickly joins them. Ignoring the nearly-dead foe before her, she sets her eyes upon a fresher start. She lands a devastating blow upon him, knocking him backwards into the hot embers of the campfire.

Not satisfied yet, she channels her energy as the ground around her grows gnarled, wisps grabbing at her foes' feet so they may neither run nor hide easily.

[sblock=Mechanics]Move: Walk to O24

Standard: Low Slash on Brigand 2
Attack: 20(1d20) +14 = 34 vs AC = CRIT
Damage: 1d8+8=16
Brigand 2 is slid into M25 and slowed until EONT

Minor: Assassin's Bane
Close Burst 3 centered on Kass where enemies cannot shift, teleport, or benefit from invisibility, concealment, or total concealment[/sblock]
[sblock2=Combat Block]Kass Tommick

Female Elf Striker 7
Languages: Tulrissian, Common
Age: 20
Height: 5'8"
Weight: 135 lbs.

Speed: 7
Initiative: +8
Passive Perception: 23
Passive Insight: 16
Senses: Low-light Vision

AC: 22
Fort: 20
Reflex: 20
Will: 20
HP: 54/54
Bloodied: 27
Surge Value: 13
Surges left: 7/7
Action Points: 1

MBA: +14 vs AC, 1d8+3 damage
RBA: +11 vs AC, 1d4+8 damage

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Striker's Damage
Piercing Strike


Second Wind [_]
Low Slash [X]


Assassin's Bane [X]

Consumables:

None.

[sblock3=Important Features:]Companion Bonus: You gain tiered attack and damage bonuses.

Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.

Fey Origin: You are considered a fey creature for the purpose of effects that relate to creature origin.

Wild Step: You ignore difficult terrain when you shift.

Sense Threat: You can use Perception (13) when you roll for initiative. Allies within 10 squares of you who have a lower initiative gain a +2 bonus to initiative.

Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.[/sblock3][/sblock2]

User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4463
Registered for: 11 years 10 months
Location: Blockbuster

Re: The War of Three Kings IC

Post by Namelessjake »

Kass' attack is successful in pushing the man into the fire, however manoeuvring into position leaves an opening and he man is able to strike her first, despite Brannik's best efforts at interrupting the attack.

"Don't just stand there and die. Fucking fight!" Artin shouts at the group of bandits, seeing the group of knights dispatch several men within moments.

The closest of the hooded men attacks from the side, positioning himself between Kass and Brannik, unleashing a flurry of quick short slashes and stabs. Kass manages to dodge the attacks but one of the man's daggers catches The Bull in a gap in his armour. The attack causes little more than a flesh wound but Brannik quickly begins to feel a burning sensation in his veins, emanating from the wound.

Seemingly spurred on by their leader's word, two of the other men charge into the fray, wailing on Kass who is quickly becoming surrounded.

Go: Adrian

[sblock=Mechanics]Chloë: moves, hits x4, kills x 4, misses, readies

Brannik: auras, walks, hits, bloodies, slows, marks

Kass: walks...

Brigand 1: Makes Opportunity Attack Against Kass...

Brannik: Interrupts with World Serpant's Grasp, 18 vs AC misses...

Brigand 1: hits for 11 damage.

Kass: crits, slides, slows, auras

Bandit Captain 2: Walks to (O, 23), Poisoned Blades vs Brannik and Kass, Hits Brannik for 8 damage, Brannik is Poisoned (5 ongoing poison damage) and slowed, save ends both, Misses Kass.

Brigand 1: Takes 5 damage from Brannik's zone, Attacks Brannik, misses

Brigand 4: Charges to (O,25), Attacks Kass, hits for 7 damge.

Brigand 3: Charges to (P,25), Attacks Kass, hits for 15 damge, bloodies.[/sblock]
[sblock=Map]Image[/sblock]
[sblock=Map Info]Auras: Brannkik Boiling Cloud - Black
This creates a 3x3 zone on myself that follows me til the end of the encounter or until I end it with the finisher. Myself and allies within the zone have concealment. Marked enemies beginning their turn in the zone take 5 untyped damage.

Kass until EONT - Purple
Close Burst 3 centered on Kass where enemies cannot shift, teleport, or benefit from invisibility, concealment, or total concealment

Barrels, chairs, tables, and chairs: Difficult terrain

Campfires: (F29 and M25) Ending your turn in a campfire deals 1d6 ongoing fire damage (save ends)

Bed rolls: Normal terrain[/sblock]
[sblock=Enemy Info]Bandit: Poorly armed and unarmoured, these are little more than men with a sword or axe.

Brigand: Larger and better equipped than their companions. They wear leather armour and wield broadswords and shields, they look like they can handle themselves in a fight.

Bandit Captain: These men wear leather armour and hooded cloaks. They appear light of their feet and their blades look to be poisoned.

Farryn: An elf who looks to be a magic user. Dressed in fine clothes.

Artin: The apparent leader of the bandits. He wears hide armour and wields two axes.[/sblock]
[sblock=Status]22 Wes (M, 24) | HP: 69/69 | Surges: 11/12 | AP: 1/1 |
16 Brigand 2 (M, 25) | HP: -16/?? | Slowed Until Kass EONT
15 Bandit Captain 1 (H, 30) | HP: ??/?? |
14 Brannik (N, 23) | HP: 71/79 | Surges: 14/15 | AP: 1/1 | Form of Nature's Herald, Nature Sense, Boiling Cloud aura 3 until end of encounter or finisher, Poisoned and Slowed (save ends)
14 Chloë (K, 20) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Low light vision, Tide of the First Storm, Shield readied
14 Kass (O, 24) | HP: 21/54 | Surges: 7/7 | AP: 1/1 | Low light vision, Smells, Low Slash, Assassin's Bane, Bloodied
14 Bandit Captain 2 (O, 23) | HP: ??/?? | Poisoned Blades
14 Brigand 1 (N, 24) | HP: -42/?? | Marked by Brannik, Bloodied, Slowed
14 Brigand 4 (O, 25) | HP: ??/?? |
13 Brigand 3 (P, 25) | HP: ??/?? |
12 Adrian (I, 19) | HP: 56/60 | Surges: 5/7 | AP: 1/1 |
12 Farryn (J, 33) | HP: ??/?? |
11 Bandit 5 (L, 25) | HP: 0/1 | Dead
11 Bandit 8 (J, 31) | HP: 1/1 | Dead
9 Bandit 9 (L, 28) | HP: 1/1 | Dead
9 Brigand 5 (M, 30) | HP: ??/?? |
7 Artin (R, 31) | HP: ??/?? |
6 Bandit 7 (L, 32) | HP: 1/1 | Dead
5 Gemma (H, 19) | HP: 53/53 | Surges: 4/7 | AP: 1/1 |
5 Bandit 4 (P, 24) | HP: 1/1 |
5 Bandit 6 (K, 29) | HP: 0/1 | Dead[/sblock]

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Fialova
Magical Liopleurodon
Posts: 5021
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: The War of Three Kings IC

Post by Fialova »

"Stand, fight, it won't matter," Adrian says, as he rushes through the battle towards the apparent leader of the group of bandits. "The end result will be the same. Your pillaging ends here!" As he draws near he launches into a series of blows, the first of which staggering the man and allowing the Gleiosian to work the field to his advantage.

After the first, he follows up with a second, more powerful blow, leaving him feeling more powerful and invigorated. He shoves the man to the ground before leaping towards one of his lackeys, landing yet another powerful blow and shoving the brigand towards his gathered allies and their magical auras.

[sblock=Mechanics]Move Action: move to (K, 25)

Minor Action: Oath of Enmity on Artin

Standard Action: Charge > Overwhelming Strike to (Q, 31) on Artin
Attack: 26 vs AC = Hit (I assume)
Hit: 17 damage. I shift to (P, 31) and Artin is slid to (Q, 31)

Action Point: Aspect of Might on Artin
Attack: 31 vs AC = hit
Hit: 18 damage.
Effect: Until the end of the encounter I have +5 to athletics checks, +2 to speed, and +2 to melee damage (all powers bonuses)

No Action: Wolf's Bound
Effect: Artin is knocked prone and I shift to (M, 31), making a secondary attack on Brigand 5
Attack: 29 vs AC = hit
Hit: 20 damage. Target is pushed to (M, 28) and takes -2 to hit until the end of my next turn[/sblock]
[sblock=Combat Block - Adrian]Adrian d'Arcangeli

Male Githzerai Avenger|Swordmage 7
Languages: Gleiosian, Tulrissian
Age: 22
Height: 5' 9"
Weight: 180 lbs.

Speed: 6+2
Initiative: +5
Passive Perception: 21
Passive Insight: 23
Senses: Normal Vision

AC: 27
Fort: 15
Reflex: 20
Will: 19
HP: 56/60
Bloodied: 30
Surge Value: 15
Surges left: 5/7
Action Points: 0

Current Oath of Enmity Target: Artin

MBA (Overwhelming Strike): +13 vs AC, 1d10+8 damage (+1d8+1d6 damage on charge). On hit, I shift one square and slide the target into the space I vacated (either portion is optional)
RBA: +3 vs AC (+7 with dagger), 1d4 damage

Resistances: none

Vulnerabilities: none

Saves:
+2 vs daze, dominate, stun

Active Effects:
+2d8 damage on crit
On charge, +1d8+1d6 damage and don't provoke OAs
I cannot be blinded
+5 to athletics checks, +2 to speed, and +2 to melee damage (all powers bonuses)

Powers:

Overwhelming Strike
Sword Burst
Acrobat Boots (heroic tier)


Second Wind []
Iron Wolf Charge []
Iron Mind []
Oath of Enmity [X]*
Aegis of Ensnarement []**
Sword of Sigils []
Enduring Spirit []
Fury's Advance []
Armathor's Step []
Wolf's Bound [X]


Aspect of Might [X]
Dimensional Thunder []
Vanguard Bastard Sword +2 []

  • Recharges when Oath dies
    ** Recharges when target dies or the mark is superseded

Consumables: none

[sblock2=Important Features:]Class Features
Hybrid: various weird rules for being hybrid, see PHB3 for a full breakdown.

Oath of Enmity (Hybrid): works as normal, except that it only applies to avenger powers.

Armor of Faith: When wearing cloth armor or no armor, and not using a shield, I gain +3 AC.

Swordbond: Weird RP shit, I can meditate to bond a blade to me and can then call that blade to my hand from up to 10 squares away as a standard action. See Forgotten Realm Player's Guide for full breakdown of shit I will never use.

Swordmage Aegis (Hybrid): Can only use aegis once per encounter, but I regain use of it the target dies or the mark is superseded.

Swordmage Warding: While conscious and wielding a light blade or heavy blade, I get a bonus to AC. +1 AC by default, +3 if wielding a one-handed blade in main hand and the other hand is free.

Racial Features
Danger Sense: +2 to initiative

Defended Mind: +2 to saving throws against effects that daze, dominate, or stun

Iron Mind: gain Iron Mind power

Shifting Fortunes: can shift 3 squares as a free action when using Second Wind

Theme Features
Level 1 Iron Wolf Warrior Feature: gain Iron Wolf Charge power

Level 5 Iron Wolf Warrior Feature: +2 to nature and perception checks

Feat(ures)
Versatile Expertise: +1 to attacks with heavy blades and light blades

Hybrid Talent: gain Swordmage Warding class feature

Hybrid Talent 2: gain Armor of Faith class feature

Power of Skill: +1 to trained skill checks, can use Overwhelming Strike as a basic attack

Githzerai Blade Master: gain proficiency with all military heavy blades, bastard swords, and fullblades. +2 damage with these weapons.

Item Features

Vanguard Bastard Sword +2: +2d8 damage on crit, +1d8 damage on charge, gain item daily power

Badge of the Berserker +1: don't provoke OAs while charging

Robe of Eyes Cloth Armor (Basic Clothing) +2: cannot be blinded, +2 to perception

Acrobat Boots (heroic tier): +1 to acrobatics, gain item at-will power

Rhythm Blade Wrist Razors +1: +1 AC & Reflex

Horned Helm (heroic tier): +1d6 damage on charge[/sblock2][/sblock]
[sblock2=Combat Block - Chloë]Chloë Fialova

Female Hamadryad Controller 7
Languages: Tulrissian, Dwarven
Age: 24
Height: 5' 7"
Weight: 142 lbs.

Speed: 6
Initiative: +3
Passive Perception: 17
Passive Insight: 17
Senses: Low-Light Vision

AC: 20
Fort: 20
Reflex: 20
Will: 20
HP: 46/46
Bloodied: 23
Surge Value: 11
Surges left: 7/7
Action Points: 1

MBA (Dagger): +14 vs AC, 1d4+2 damage
RBA (Dagger): range 5/10, +14 vs AC, 1d4+3 damage
RBA (Sun Strike): range 10, +11 vs AC, 1d8+7 radiant damage and can slide the target 1 square

Resistances:

  • +5 to endurance vs starvation, thirst, or suffocation, and survive twice the normal time if forced to make such checks.

Vulnerabilities: none

Saves:

  • +2 against daze, dominate, stun

Active Effects:

  • ignore difficult terrain that is part of tree, underbrush, or other forest growth
  • meditate for 4 hours instead of sleep for 6 for extended rest, fully aware of surroundings while doing so.

Powers:

Sun Strike
Beguiling Strands


Second Wind []
Hamadryad Aspects []
Controller's Extension []
Shield []
Tide of the First Storm [X]

Consumables: none

[sblock3=Important Features:]Class Features
Controller Features: weird, special rules for being a NPC companion class. See DMG2 for full breakdown.

Racial Features
Fey Origin: origin counts as fey for effects that relate to creature origin

Forest Walk (Hamadryad): ignore difficult terrain that is part of tree, underbrush, or other forest growth

Oaken Vitality: +5 to endurance vs starvation, thirst, or suffocation, and survive twice the normal time if forced to make such checks. Meditate for 4 hours instead of sleep for 6 for extended rest, fully aware of surroundings while doing so.

Tree Mind: +2 to saving throws against daze, dominate, stun.[/sblock3][/sblock2]

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Namelessjake
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Posts: 4463
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Re: The War of Three Kings IC

Post by Namelessjake »

"Does this count as helping," the elf replies to Artin. As he mutters a few words, Brannik feels the air around him return to normal.

At the same time, the bandit pushed back by Adrian charges the Wind Dancer, managing to land a hit.

Artin doesn't reply but jumps to his feet quickly, seeing Adrian reengaged by one of the other bandits he charges into the fray instead taking a swing at the already wounded Kass, although she manages to dodge the blow.

Go: Gemma

[sblock=Mechanics]Adrian: moves, oaths, charges, hits, slides, shifts, uses action point, hits, prones, shifts, hits, pushes

Farryn: Casts Dispel Magic on Brannik's Boiling Cloud, hits, the zone and its effects are destroyed,

Brigand 5: Charges to (M, 30), attacks Adrian, hits for 9 damage

Artin: Stands and Shifts to (P, 30) through Agile Stand Feat, charges to (N, 25), attacks Kass, misses.[/sblock]
[sblock=Map]Image[/sblock]
[sblock=Map Info]Auras: Kass until EONT - Purple
Close Burst 3 centered on Kass where enemies cannot shift, teleport, or benefit from invisibility, concealment, or total concealment

Barrels, chairs, tables, and chairs: Difficult terrain

Campfires: (F29 and M25) Ending your turn in a campfire deals 1d6 ongoing fire damage (save ends)

Bed rolls: Normal terrain[/sblock]
[sblock=Enemy Info]Bandit: Poorly armed and unarmoured, these are little more than men with a sword or axe.

Brigand: Larger and better equipped than their companions. They wear leather armour and wield broadswords and shields, they look like they can handle themselves in a fight.

Bandit Captain: These men wear leather armour and hooded cloaks. They appear light of their feet and their blades look to be poisoned.

Farryn: An elf who looks to be a magic user. Dressed in fine clothes.

Artin: The apparent leader of the bandits. He wears hide armour and wields two axes.[/sblock]
[sblock=Status]22 Wes (M, 24) | HP: 69/69 | Surges: 11/12 | AP: 1/1 |
16 Brigand 2 (M, 25) | HP: -16/?? | Slowed Until Kass EONT
15 Bandit Captain 1 (H, 30) | HP: ??/?? |
14 Brannik (N, 23) | HP: 71/79 | Surges: 14/15 | AP: 1/1 | Form of Nature's Herald, Nature Sense, Boiling Cloud aura 3 until end of encounter or finisher, Poisoned and Slowed (save ends)
14 Chloë (K, 20) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Low light vision, Tide of the First Storm, Shield readied
14 Kass (O, 24) | HP: 21/54 | Surges: 7/7 | AP: 1/1 | Low light vision, Smells, Low Slash, Assassin's Bane, Bloodied
14 Bandit Captain 2 (O, 23) | HP: ??/?? | Poisoned Blades
14 Brigand 1 (N, 24) | HP: -42/?? | Marked by Brannik, Bloodied, Slowed
14 Brigand 4 (O, 25) | HP: ??/?? |
13 Brigand 3 (P, 25) | HP: ??/?? |
12 Adrian (I, 19) | HP: 47/60 | Surges: 5/7 | AP: 0/1 | Oath of Enmity, Wolf#s Bound, Aspect of Might, +5 to athletics checks, +2 to speed, and +2 to melee damage until end of encounter
12 Farryn (J, 33) | HP: ??/?? | Dispel Magic
11 Bandit 5 (L, 25) | HP: 0/1 | Dead
11 Bandit 8 (J, 31) | HP: 1/1 | Dead
9 Bandit 9 (L, 28) | HP: 1/1 | Dead
9 Brigand 5 (M, 30) | HP: -20/?? | -2 to hit until Adrain EONT
7 Artin (N, 25) | HP: -35/?? | Target of Adrian's Oath
6 Bandit 7 (L, 32) | HP: 1/1 | Dead
5 Gemma (H, 19) | HP: 53/53 | Surges: 4/7 | AP: 1/1 |
5 Bandit 4 (P, 24) | HP: 1/1 |
5 Bandit 6 (K, 29) | HP: 0/1 | Dead[/sblock]

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ratwizard
A Wan Smile
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Location: Hellworld

Re: The War of Three Kings IC

Post by ratwizard »

Seeing Kass in trouble and her mentor weakened, Gemma launches toward the brawl. She slams her spear against her raised shield, Fausta's image emblazoned upon it. "We stand together, we fight together, we kill together!" Gemma cries, before letting out a guttural scream.

[sblock=Mechanics]Gemma

Move: Walk to M23

Minor: Healing Word on Kass, healing her 13 HP from 21 to 34 and unbloodying her.

Minor: Dragonfear on Bandit 1, Brigand 1, 2, 3, 4, Bandit Captain 2, Artin. Attacks vs. Will:18(1d20) +10 = 28; 20(1d20) +10 = 30; 9(1d20) +10 = 19; 13(1d20) +10 = 23; 10(1d20) +10 = 20; 11(1d20) +10 = 21; 9(1d20) +10 = 19

Those hit take a -2 to attack and grant CA until the end of Gemma's next turn.

Brannik

No: yet[/sblock]
[sblock=Brannik Luhoum -- Combat Block]Brannik Luhoum

Male Mul Warden 7
Languages: Dwarven, Tulrissian
Age: 38
Height: 5'2"
Weight: 180 lbs.

Speed: 6
Initiative: +3
Passive Perception: 20
Passive Insight: 13
Senses: Normal Vision

AC: 23
Fort: 20
Reflex: 14
Will: 15
HP: 71/79
Bloodied: 39
Surge Value: 19
Surges left: 14/15
Action Points: 1

MBA: 1d20+13 vs. AC, 2d6+9.
RBA: 1d20+3 vs. AC, 1d4.

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
Poisoned and slowed (save ends).

Powers:

Warden's Fury
Warden's Grasp
Thorn Strike
Weight of Earth
Acrobat Boots


Second Wind[]
Takedown Strike[]
Incredible Toughness[]
Roots of Stone[]
Rough Strike[]
Mountain Hammer[]
Screaming Armor +2 [_]


Form of Winter's Herald[x]
Nature Sense [x]
Boiling Cloud [x]
Wildling Strength [_]

Consumables:

Elixir of Invisibility

[sblock2=Important Features:]Crippling Crush: Immobilizing or slowing an enemy does an extra 5 damage.

World Serpent's Grasp: When hitting a slowed or immobilized target with an attack, you can knock it prone.

Vicious Advantage: You gain CA against immobilized or slowed targets.

Two-Handed Weapon Expertise: Charging grants +1 to damage rolls.

Tireless: Sleeping 6 hours in a 3-day period gains the benefit of an extended rest.

Subtle Mordenkrad +2: +2 item bonus to damage rolls with this weapon against enemies granting CA.

Stalwart Belt: +5 THP when critting.

Cloak of the Walking Wounded: When using Second Wind while bloodied, you can expend two healing surges.[/sblock2]
[sblock2=Equipped Items Format]

Code: Select all

Main Hand: Subtle Mordenkrad +2
Offhand:   (n/a)
Body:      Screaming Hide Armor +2

Head:      ---
Neck:      Cloak of the Walking Wounded +1
Arms:      ---
Hands:     ---
Waist:     Stalwart Belt
Feet:      Acrobat Boots
Symbol:    ---
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      ---

[/sblock2][/sblock]
[sblock=Gemma Turadin -- Combat Block]Gemma Turadin

Female Dragonborn Leader 7
Languages: Common, Tulrissian
Age: 27
Height: 5'5"
Weight: 140 lbs.

Speed: 6
Initiative: +2
Passive Perception: 13
Passive Insight: 13
Senses: Normal Vision

AC: 22+2
Fort: 20
Reflex: 20
Will: 20
HP: 53/53
Bloodied: 26
Surge Value: 13
Surges left: 4/7
Action Points: 1

MBA: 1d20+13 vs. AC, 1d8+8 damage.
RBA: 1d20+11 vs. AC, 1d4+2 damage.

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to AC for turn

Powers:

Intuitive Strike


Second Wind []
Dragonfear []
Sacrificial Lure []
Healing Word [x] []


Stand Tough[_]

Consumables:

None.

[sblock2=Important Features:]Dragonborn Fury: Gain +1 racial bonus to attack when bloodied.[/sblock2][/sblock]

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Namelessjake
Plane Wings Sharp Like Katana
Posts: 4463
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Location: Blockbuster

Re: The War of Three Kings IC

Post by Namelessjake »

Gemma's words and scream inspire her ally and put fear into their nearby opponents. However one of the men manages to land another blow on Kass.

Go: Wes

[sblock=Mechanics]Gemma: moves, heals, hits Bandit 1, Brigand 1, 2, 3, 4, Bandit Captain 2, Artin

Bandit 4: Hits Kass for 7 damage[/sblock]
[sblock=Map]Image[/sblock]
[sblock=Map Info]Auras: Kass until EONT - Purple
Close Burst 3 centered on Kass where enemies cannot shift, teleport, or benefit from invisibility, concealment, or total concealment

Barrels, chairs, tables, and chairs: Difficult terrain

Campfires: (F29 and M25) Ending your turn in a campfire deals 1d6 ongoing fire damage (save ends)

Bed rolls: Normal terrain[/sblock]
[sblock=Enemy Info]Bandit: Poorly armed and unarmoured, these are little more than men with a sword or axe.

Brigand: Larger and better equipped than their companions. They wear leather armour and wield broadswords and shields, they look like they can handle themselves in a fight.

Bandit Captain: These men wear leather armour and hooded cloaks. They appear light of their feet and their blades look to be poisoned.

Farryn: An elf who looks to be a magic user. Dressed in fine clothes.

Artin: The apparent leader of the bandits. He wears hide armour and wields two axes.[/sblock]
[sblock=Status]22 Wes (M, 24) | HP: 69/69 | Surges: 11/12 | AP: 1/1 |
16 Brigand 2 (M, 25) | HP: -16/?? | Slowed Until Kass EONT, -2 to attack and grant CA until Gemma EONT
15 Bandit Captain 1 (H, 30) | HP: ??/?? |
14 Brannik (N, 23) | HP: 71/79 | Surges: 14/15 | AP: 1/1 | Form of Nature's Herald, Nature Sense, Boiling Cloud aura 3 until end of encounter or finisher, Poisoned and Slowed (save ends)
14 Chloë (K, 20) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Low light vision, Tide of the First Storm, Shield readied
14 Kass (O, 24) | HP: 27/54 | Surges: 6/7 | AP: 1/1 | Low light vision, Smells, Low Slash, Assassin's Bane, Bloodied
14 Bandit Captain 2 (O, 23) | HP: ??/?? | -2 to attack and grant CA until Gemma EONT, Poisoned Blades
14 Brigand 1 (N, 24) | HP: -42/?? | Marked by Brannik, Bloodied, Slowed, -2 to attack and grant CA until Gemma EONT
14 Brigand 4 (O, 25) | HP: ??/?? | -2 to attack and grant CA until Gemma EONT
13 Brigand 3 (P, 25) | HP: ??/?? | -2 to attack and grant CA until Gemma EONT
12 Adrian (I, 19) | HP: 47/60 | Surges: 5/7 | AP: 0/1 | Oath of Enmity, Wolf#s Bound, Aspect of Might, +5 to athletics checks, +2 to speed, and +2 to melee damage until end of encounter
12 Farryn (J, 33) | HP: ??/?? | Dispel Magic
11 Bandit 5 (L, 25) | HP: 0/1 | Dead
11 Bandit 8 (J, 31) | HP: 1/1 | Dead
9 Bandit 9 (L, 28) | HP: 1/1 | Dead
9 Brigand 5 (M, 30) | HP: -20/?? | -2 to hit until Adrain EONT
7 Artin (N, 25) | HP: -35/?? | Target of Adrian's Oath, -2 to attack and grant CA until Gemma EONT
6 Bandit 7 (L, 32) | HP: 1/1 | Dead
5 Gemma (M, 23) | HP: 53/53 | Surges: 4/7 | AP: 1/1 |
5 Bandit 4 (P, 24) | HP: 1/1 | -2 to attack and grant CA until Gemma EONT
5 Bandit 6 (K, 29) | HP: 0/1 | Dead[/sblock]

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Scratcherclaw
YUO ARE SMART
Posts: 4079
Registered for: 11 years 10 months

Re: The War of Three Kings IC

Post by Scratcherclaw »

"You lot should know it's improper to gang up on one person," Wes remarks with a grimace as he watches his cousin repeatedly take blows, surrounded on all sides. "It'd be high time someone taught you a lesson in manners, but I doubt you'll be too receptive to word. Maybe my blade can teach you."

As his says this, his arcane sword begins glowing a fiery red. With a smirk, he swipes at the trio in front of him, leaving them vulnerable to more should they take their eyes off him. Meanwhile, he rests his eyes upon Kass, looking for the opportunity to get her out of trouble.

[sblock=Mechanics]Minor: Aegis of Shielding on Brigand 4
Brigand 4 is marked, taking a -3 to attack rolls that don't include me. If these attacks should hit, the damage is reduced by 9

Standard: Sword of Sigils on Brigand 1, Artin, & Brigand 2
Attacks: 8(1d20) +14 = 22 +2 = 24 (Flank CA); 13(1d20) +14 = 27; 10(1d20) +14 = 24 vs AC = Hits
Damage: 2(1d10) +7 = 9

Each target is marked (-3) until EONT. Until it ends, any time they make an attack that doesn't include me as a target, they take 5 force damage. Additionally, I can interrupt and reduce their damage by 4 should the attack land.

Move: Rubicant Blade
Teleport Kass to M26, teleport Brannik to O26, and teleport Wes to O24

Ready Action: Dimensional Vortex
If anyone else (preference towards Kass if it happens) is hit with a melee attack, I interrupt this and teleport the attacker up to 5 squares. The attacker then makes this attack against the target of my choosing[/sblock]
[sblock=Wes Combat Block]Wes Tarkin

Male Genasi Swordmage 7
Languages: Tulrissian, Serran
Age: 19
Height: 5'11"
Weight: 155 lbs.

Speed: 6
Initiative: +3
Passive Perception: 20
Passive Insight: 15
Senses: Normal Vision

AC: 27
Fort: 20
Reflex: 21
Will: 17
HP: 69/69
Bloodied: 34
Surge Value: 17
Surges left: 12/12
Action Points: 1

MBA: +14 vs AC, 1d10+7 damage
RBA: +3 vs AC, 1d4 damage

Resistances:
Fire 5; Cold 5

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Aegis of Shielding
Frigid Blade
Sword Burst
Woundstitch Powder (heroic tier)


Second Wind []
Guardian's Counter []
Sword of Sigils [X]
Dimensional Vortex []
Firedeath []
Echoes of Sword Magic []
Arcane Mutterings []
Armathor's Step [_]


Dimensional Thunder []
Swordmage Shielding Fire []
Rubicant Blade Bastard Sword +2 [X]

Consumables:

None.

[sblock2=Important Features:]Swordbond: By spending 1 hour of meditation with a chosen light or heavy blade, you forge a special bond with the weapon. As a standard action, you can call your bonded weapon to your hand from up to 10 squares away.

Swordmage Warding: While wielding either a light blade or a heavy blade, you maintain a magical field around you that provides a +1 bonus to AC, or a +3 bonus if you are wielding a blade in one hand and have your other hand free.

Elemental Origin: You are considered an elemental creature for the purpose of effects that relate to creature origin.

Cindersoul: You gain a +1 racial bonus to Fortitude and resist 5 fire.

Guardian: You gain a +2 power bonus to Insight and Perception checks.

Mark of Warding: Whenever one of your powers grants a bonus to a defense, increase that bonus by 1. Whenever you mark an enemy, that enemy takes a -3 penalty to attack rolls for attacks that don't target you instead of the normal -2 penalty.

Intelligent Blademaster: You can use your Intelligence modifier instead of your Strength modifier when making a basic attack with a melee weapon.

War Wizard's Expertise You gain a +1 bonus per tier to the attack rolls of arcane powers and basic attacks that you make with a light or heavy blade. Your attack rolls take a -5 penalty against your allies.

Hide Armor of Resistance +2: You gain a resist 5 cold.

Rubicant Blade Bastard Sword: When a power allows you to teleport, you can add 1 square to that distance. While this weapon is bonded to you with the swordmage Swordbond class feature, any other creature takes a -2 penalty to attack rolls with this weapon.

Rhythm Blade Wrist Razors +1: Your shield bonus to AC and Reflex increases by 1.

Gauntlets of Arcane Might (heroic tier): When you hit an enemy marked by you with an arcane attack power, you gain 2 temporary hit points.[/sblock2][/sblock]
[sblock2=Kass Combat Block]Kass Tommick

Female Elf Striker 7
Languages: Tulrissian, Common
Age: 20
Height: 5'8"
Weight: 135 lbs.

Speed: 7
Initiative: +8
Passive Perception: 23
Passive Insight: 16
Senses: Low-light Vision

AC: 22
Fort: 20
Reflex: 20
Will: 20
HP: 27/54
Bloodied: 27
Surge Value: 13
Surges left: 7/7
Action Points: 1

MBA: +14 vs AC, 1d8+3 damage
RBA: +11 vs AC, 1d4+8 damage

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Striker's Damage
Piercing Strike


Second Wind [_]
Low Slash [X]


Assassin's Bane [X]

Consumables:

None.

[sblock3=Important Features:]Companion Bonus: You gain tiered attack and damage bonuses.

Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.

Fey Origin: You are considered a fey creature for the purpose of effects that relate to creature origin.

Wild Step: You ignore difficult terrain when you shift.

Sense Threat: You can use Perception (13) when you roll for initiative. Allies within 10 squares of you who have a lower initiative gain a +2 bonus to initiative.

Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.[/sblock3][/sblock2]

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Namelessjake
Plane Wings Sharp Like Katana
Posts: 4463
Registered for: 11 years 10 months
Location: Blockbuster

Re: The War of Three Kings IC

Post by Namelessjake »

One of the now weakened bandits, takes another swing at Kass, although this time he misses as is countered by Wes' magic. The smouldering campfire at the feet also hampers the man, setting fire to his trouser leg. On the other side of the cavern, one of the hooded men moves to flank Adrian and catches the Wind Dancer off guard, landing a powerful blow.

Go: Brannik, Chloë, Kass

[sblock=Mechanics]Wes: marks, hits x3, marks x3, teleports x3,

Brigand 2: misses Kass, takes 5 force damage, is bloodied, takes 3 fire damage from campfire

Bandit Captain 1: walks to (M, 32), crits against Adrian for 15 damage.[/sblock]
[sblock=Map]Image[/sblock]
[sblock=Map Info]Auras: Kass until EONT - Purple
Close Burst 3 centered on Kass where enemies cannot shift, teleport, or benefit from invisibility, concealment, or total concealment

Barrels, chairs, tables, and chairs: Difficult terrain

Campfires: (F29 and M25) Ending your turn in a campfire deals 1d6 ongoing fire damage (save ends)

Bed rolls: Normal terrain[/sblock]
[sblock=Enemy Info]Bandit: Poorly armed and unarmoured, these are little more than men with a sword or axe.

Brigand: Larger and better equipped than their companions. They wear leather armour and wield broadswords and shields, they look like they can handle themselves in a fight.

Bandit Captain: These men wear leather armour and hooded cloaks. They appear light of their feet and their blades look to be poisoned.

Farryn: An elf who looks to be a magic user. Dressed in fine clothes.

Artin: The apparent leader of the bandits. He wears hide armour and wields two axes.[/sblock]
[sblock=Status]22 Wes (O, 24) | HP: 69/69 | Surges: 11/12 | AP: 1/1 | Sword of Sigils, Rubicant Blade, readied Dimensional Vortex
16 Brigand 2 (M, 25) | HP: -33/?? | Slowed Until Kass EONT, -2 to attack and grant CA until Gemma EONT, Marked by Wes (-3) and takes 5 force damage and damage reduced by 4, Bloodied, On Fire
15 Bandit Captain 1 (M, 32) | HP: ??/?? |
14 Brannik (O, 26) | HP: 71/79 | Surges: 14/15 | AP: 1/1 | Form of Nature's Herald, Nature Sense, Boiling Cloud aura 3 until end of encounter or finisher, Poisoned and Slowed (save ends)
14 Chloë (K, 20) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Low light vision, Tide of the First Storm, Shield readied
14 Kass (M, 26) | HP: 27/54 | Surges: 6/7 | AP: 1/1 | Low light vision, Smells, Low Slash, Assassin's Bane, Bloodied
14 Bandit Captain 2 (O, 23) | HP: ??/?? | -2 to attack and grant CA until Gemma EONT, Poisoned Blades
14 Brigand 1 (N, 24) | HP: -51/?? | Bloodied, Slowed, -2 to attack and grant CA until Gemma EONT, Marked by Wes (-3) and takes 5 force damage and damage reduced by 4
14 Brigand 4 (O, 25) | HP: ??/?? | -2 to attack and grant CA until Gemma EONT, Marked by Wes (-3) damaged reduced by 9 if hits other target
13 Brigand 3 (P, 25) | HP: ??/?? | -2 to attack and grant CA until Gemma EONT
12 Adrian (I, 19) | HP: 32/60 | Surges: 5/7 | AP: 0/1 | Oath of Enmity, Wolf#s Bound, Aspect of Might, +5 to athletics checks, +2 to speed, and +2 to melee damage until end of encounter
12 Farryn (J, 33) | HP: ??/?? | Dispel Magic
11 Bandit 5 (L, 25) | HP: 0/1 | Dead
11 Bandit 8 (J, 31) | HP: 1/1 | Dead
9 Bandit 9 (L, 28) | HP: 1/1 | Dead
9 Brigand 5 (M, 30) | HP: -20/?? | -2 to hit until Adrain EONT
7 Artin (N, 25) | HP: -44/?? | Target of Adrian's Oath, -2 to attack and grant CA until Gemma EONT, Marked by Wes (-3) and takes 5 force damage and damage reduced by 4
6 Bandit 7 (L, 32) | HP: 1/1 | Dead
5 Gemma (M, 23) | HP: 53/53 | Surges: 4/7 | AP: 1/1 |
5 Bandit 4 (P, 24) | HP: 1/1 | -2 to attack and grant CA until Gemma EONT
5 Bandit 6 (K, 29) | HP: 0/1 | Dead[/sblock]

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Fialova
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Re: The War of Three Kings IC

Post by Fialova »

With the enemies all bunched together, giving Gemma quite the beating, Chloë moves to act. Knowing Brannik is best at dealing with many foes at once, she sends a powerful blast of wind at the clustered men in an attempt to push them away. As they move back she steps forward and unleashes yet another powerful gust, aiming to move them in position for Brannik and Adrian to deal the finishing blows.

[sblock=Mechanics]Standard Action: Beguiling Strands from (L, 21) - (P, 25)
Attack vs Artin: 16 vs AC = miss?
Attack vs Bandit Captain 2: 17 vs AC = miss?
Attack vs Brigand 1: 17 vs AC = miss?
Attack vs Brigand 2: 24 vs AC = hit
Attack vs Brigand 3: 31 vs AC = hit
Attack vs Brigand 4: 30 vs AC = hit
Attack vs Bandit 4: 24 vs AC = hit
Hit: 7 damage. Bandit 4 dies. Brigand 4 is pushed to (N, 26). If any of the others are hit, Artin would be pushed to (O, 27), Bandit Captain 2 would be pushed to (P, 26), and Brigand 1 would be pushed to (P, 27).

Move Action: move to (K, 22)

Action Point: Beguiling Strands from (L, 23) - (P, 27)
Attack vs Artin: 20 vs AC = hit?
Attack vs Bandit Captain 2: 30 vs AC = hit
Attack vs Brigand 1: 27 vs AC = hit
Attack vs Brigand 2: 23 vs AC = hit?
Attack vs Brigand 3: 16 vs AC = miss?
Attack vs Brigand 4: 32 vs AC = hit
Hit: 7 damage. If not already there from last attack, Artin would be pushed to (O, 27), Bandit Captain 2 would be pushed to (P, 26), and Brigand 1 would be pushed to (P, 27). No one else is pushed

No Action: prepared to use Shield as an immediate interrupt if an attack would hit her from a non-minion.[/sblock]
[sblock=Combat Block - Adrian]Adrian d'Arcangeli

Male Githzerai Avenger|Swordmage 7
Languages: Gleiosian, Tulrissian
Age: 22
Height: 5' 9"
Weight: 180 lbs.

Speed: 6+2
Initiative: +5
Passive Perception: 21
Passive Insight: 23
Senses: Normal Vision

AC: 27
Fort: 15
Reflex: 20
Will: 19
HP: 32/60
Bloodied: 30
Surge Value: 15
Surges left: 5/7
Action Points: 0

Current Oath of Enmity Target: Artin

MBA (Overwhelming Strike): +13 vs AC, 1d10+8 damage (+1d8+1d6 damage on charge). On hit, I shift one square and slide the target into the space I vacated (either portion is optional)
RBA: +3 vs AC (+7 with dagger), 1d4 damage

Resistances: none

Vulnerabilities: none

Saves:
+2 vs daze, dominate, stun

Active Effects:
+2d8 damage on crit
On charge, +1d8+1d6 damage and don't provoke OAs
I cannot be blinded
+5 to athletics checks, +2 to speed, and +2 to melee damage (all powers bonuses)

Powers:

Overwhelming Strike
Sword Burst
Acrobat Boots (heroic tier)


Second Wind []
Iron Wolf Charge []
Iron Mind []
Oath of Enmity [X]*
Aegis of Ensnarement []**
Sword of Sigils []
Enduring Spirit []
Fury's Advance []
Armathor's Step []
Wolf's Bound [X]


Aspect of Might [X]
Dimensional Thunder []
Vanguard Bastard Sword +2 []

  • Recharges when Oath dies
    ** Recharges when target dies or the mark is superseded

Consumables: none

[sblock2=Important Features:]Class Features
Hybrid: various weird rules for being hybrid, see PHB3 for a full breakdown.

Oath of Enmity (Hybrid): works as normal, except that it only applies to avenger powers.

Armor of Faith: When wearing cloth armor or no armor, and not using a shield, I gain +3 AC.

Swordbond: Weird RP shit, I can meditate to bond a blade to me and can then call that blade to my hand from up to 10 squares away as a standard action. See Forgotten Realm Player's Guide for full breakdown of shit I will never use.

Swordmage Aegis (Hybrid): Can only use aegis once per encounter, but I regain use of it the target dies or the mark is superseded.

Swordmage Warding: While conscious and wielding a light blade or heavy blade, I get a bonus to AC. +1 AC by default, +3 if wielding a one-handed blade in main hand and the other hand is free.

Racial Features
Danger Sense: +2 to initiative

Defended Mind: +2 to saving throws against effects that daze, dominate, or stun

Iron Mind: gain Iron Mind power

Shifting Fortunes: can shift 3 squares as a free action when using Second Wind

Theme Features
Level 1 Iron Wolf Warrior Feature: gain Iron Wolf Charge power

Level 5 Iron Wolf Warrior Feature: +2 to nature and perception checks

Feat(ures)
Versatile Expertise: +1 to attacks with heavy blades and light blades

Hybrid Talent: gain Swordmage Warding class feature

Hybrid Talent 2: gain Armor of Faith class feature

Power of Skill: +1 to trained skill checks, can use Overwhelming Strike as a basic attack

Githzerai Blade Master: gain proficiency with all military heavy blades, bastard swords, and fullblades. +2 damage with these weapons.

Item Features

Vanguard Bastard Sword +2: +2d8 damage on crit, +1d8 damage on charge, gain item daily power

Badge of the Berserker +1: don't provoke OAs while charging

Robe of Eyes Cloth Armor (Basic Clothing) +2: cannot be blinded, +2 to perception

Acrobat Boots (heroic tier): +1 to acrobatics, gain item at-will power

Rhythm Blade Wrist Razors +1: +1 AC & Reflex

Horned Helm (heroic tier): +1d6 damage on charge[/sblock2][/sblock]
[sblock2=Combat Block - Chloë]Chloë Fialova

Female Hamadryad Controller 7
Languages: Tulrissian, Dwarven
Age: 24
Height: 5' 7"
Weight: 142 lbs.

Speed: 6
Initiative: +3
Passive Perception: 17
Passive Insight: 17
Senses: Low-Light Vision

AC: 20
Fort: 20
Reflex: 20
Will: 20
HP: 46/46
Bloodied: 23
Surge Value: 11
Surges left: 7/7
Action Points: 0

MBA (Dagger): +14 vs AC, 1d4+2 damage
RBA (Dagger): range 5/10, +14 vs AC, 1d4+3 damage
RBA (Sun Strike): range 10, +11 vs AC, 1d8+7 radiant damage and can slide the target 1 square

Resistances:

  • +5 to endurance vs starvation, thirst, or suffocation, and survive twice the normal time if forced to make such checks.

Vulnerabilities: none

Saves:

  • +2 against daze, dominate, stun

Active Effects:

  • ignore difficult terrain that is part of tree, underbrush, or other forest growth
  • meditate for 4 hours instead of sleep for 6 for extended rest, fully aware of surroundings while doing so.

Powers:

Sun Strike
Beguiling Strands


Second Wind []
Hamadryad Aspects []
Controller's Extension []
Shield []
Tide of the First Storm [X]

Consumables: none

[sblock3=Important Features:]Class Features
Controller Features: weird, special rules for being a NPC companion class. See DMG2 for full breakdown.

Racial Features
Fey Origin: origin counts as fey for effects that relate to creature origin

Forest Walk (Hamadryad): ignore difficult terrain that is part of tree, underbrush, or other forest growth

Oaken Vitality: +5 to endurance vs starvation, thirst, or suffocation, and survive twice the normal time if forced to make such checks. Meditate for 4 hours instead of sleep for 6 for extended rest, fully aware of surroundings while doing so.

Tree Mind: +2 to saving throws against daze, dominate, stun.[/sblock3][/sblock2]

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