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Re: The War of Three Kings IC

Posted: Tue Mar 12, 2019 10:24 am
by Namelessjake

Go: Brannik, Kass

[sblock=Mechanics]Chloë: misses x3, hits x4, moves, misses x2, hits x4, kills, readies.[/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: -47/?? | 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, 22) | 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 (P, 26) | HP: -7/?? | -2 to attack and grant CA until Gemma EONT, Poisoned Blades
14 Brigand 1 (N, 24) | HP: -58/?? | Dead
14 Brigand 4 (N, 26) | HP: -14/?? | -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: -7/?? | -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: 0/1 | Dead
5 Bandit 6 (K, 29) | HP: 0/1 | Dead[/sblock]


Re: The War of Three Kings IC

Posted: Tue Mar 12, 2019 11:16 am
by ratwizard

As Chloë repositions the bandits around Brannik, he grins at Artin. "Looks like your men are all falling in line, as ordered." He hefts his heavy hammer through the air, slamming it against the bandit chieftain with incredible might.

Before Artin has a chance to react, the dwarf swings his hammer in a whirlwind, catching several of the bandits around him with a painful battering.

[sblock=Mechanics]Gemma

No yet.

Brannik

Minor: Wilding Strength, granting me an additional 1d6 on all attacks and damage rolls til end of my next turn.

Standard: Rough Strike on Artin. Hits AC 31, popping Takedown Strike, dealing 47 damage and slowing + proning him.

AP->Standard: Roots of Stone on Artin, Brigand 4, Brigand 3, Bandit Captain 2. (and Brigand 2).

Free: Mark Brigand 3 and Bandit Captain 2

Save versus Ongoing: 17(1d20) = 17[/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+5/79
Bloodied: 39
Surge Value: 19
Surges left: 14/15
Action Points: 0

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[x]
Incredible Toughness[]
Roots of Stone[x]
Rough Strike[x]
Mountain Hammer[]
Screaming Armor +2 []


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

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
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:
None.

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]


Re: The War of Three Kings IC

Posted: Wed Mar 13, 2019 2:49 pm
by Scratcherclaw

Spotting the cluster of bandits take an immense wallop from the dwarf, Kass spots an opening and lands a blow upon one of the unaware bandits.

[sblock=Mechanics]Minor: Sustain Assassin's Bane

Standard: Piercing Strike on Brigand 2 I guess since he's meant to be where Brigand 4 is on the map or something
Attack: 6(1d20) +16 = 22 vs AC = Hit
Damage, incl. Striker's Damage: 3(1d8) +3(1d6) +8 = 14[/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]


Re: The War of Three Kings IC

Posted: Thu Mar 14, 2019 11:19 am
by Namelessjake

Kass' blow strikes true and the man crumples to the floor in front of her dead. However the bandits flanked by Brannik and Wes respond. Two of them manage to land hits on Brannik, wounding the dwarf, and Wes is also unable to block one of men's attacks.

Go: Adrian

[sblock=Mechanics]Brannik: takes 5 poison damage, hits, prones, slows, bloodies, uses AP, hits x4, misses, bloodies, saves

Kass: sustains, hits, kills

Bandit Captain 2: Attacks Brannik, hits for 14 damage

Brigand 4: Attacks Wes, hits for 12 damage

Brigand 3: Attacks Brannik, crits 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

Brannik until EONT - black
Creates a zone burst 1 that lasts until the end of my next turn. If any of these 4 enemies leaves it, they take 5 damage and are knocked prone.

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: 57/69 | Surges: 11/12 | AP: 1/1 | Sword of Sigils, Rubicant Blade, readied Dimensional Vortex
16 Brigand 2 (N, 26) | HP: -61/?? | Dead
15 Bandit Captain 1 (M, 32) | HP: ??/?? |
14 Brannik (O, 26) | HP: 43/79 | Surges: 14/15 | AP: 0/1 | Form of Nature's Herald, Nature Sense, Boiling Cloud, Wilding Strength, Rough Strike, Takedown Strike, Roots of Stone, 1d6 to attack and damage until EONT, zone burst 1 EONT
14 Chloë (K, 22) | 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 (P, 26) | HP: -24/?? | -2 to attack and grant CA until Gemma EONT, Poisoned Blades, marked by Brannik
14 Brigand 1 (N, 24) | HP: -58/?? | Dead
14 Brigand 4 (O, 25) | HP: -51/?? | -2 to attack and grant CA until Gemma EONT, Marked by Wes (-3) damaged reduced by 9 if hits other target, Bloodied
13 Brigand 3 (P, 25) | HP: -24/?? | -2 to attack and grant CA until Gemma EONT, Marked by Brannik
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: -108/?? | 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, prone, slowed, Bloodied
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: 0/1 | Dead
5 Bandit 6 (K, 29) | HP: 0/1 | Dead[/sblock]


Re: The War of Three Kings IC

Posted: Fri Mar 15, 2019 6:23 pm
by Fialova

As Artin flees his grasp to fight the others, Adrian grows frustrated. He eyes one of the nearby men aggressively before shoving the other out of the way, before launching into an assault on his prey once more.

[sblock=Mechanics]Minor Action: Aegis of Ensnarement on Bandit Captain 1
Effect: target is marked (-2). If target is within 10 squares of me when it hits with an attack against a target other than me, I will use my immediate reaction to TP it to a square adjacent to me and it will then grant CA until the end of my next turn. If I am on please ask which square. If not, prioritize anywhere near allies for maximum use of CA

Minor Action: Fury's Advance on Brigand 5
Attack: 27 vs AC = hit
Hit: 16 damage and target is pushed to (L, 29). I then shift to (M, 30).

Standard Action: Charge > Overwhelming Strike to (N, 26) on Artin
Attack: 23 vs AC = hit?
Hit: 29 damage and I shift to (O, 27)

If that attack hits, and Artin is still alive after it, then...

No Action: Iron Wolf Charge
Effect: Artin takes 1 extra damage from the attack, and I make a close burst attack against all enemies with 2 squares...
Attack vs Artin: 22 vs Will = hit?
Attack vs Bandit Captain 2: 24 vs Will = hit?
Attack vs Brigand 3: 20 vs Will = hit?
Attack vs Brigand 4: 33 vs Will = hit
Hit: target 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: 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 [X]**
Sword of Sigils []
Enduring Spirit []
Fury's Advance [X]
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]


Re: The War of Three Kings IC

Posted: Sat Mar 16, 2019 10:16 am
by Namelessjake

Artin attempts to block Adrian's attack, but the Wind Dancer easily knocks the man's weapon aside and drives his sword straight through the man's chest. With a twist he pulls his blade from the bandit who coughs up blood as he falls to the ground dying.

"Oh fuck this shit!" Farryn exclaims seeing Artin defeated. With a flick of his wrist a blast of magical energy hits Kass, Brannik and Adrian, severely wounding all of them. He then quickly makes his way around the table and towards the exit.

One of the other bandits, sees an opening created by Farryn and charges at Kass. The man's attack hits and knocks the Menoran unconscious.

Go: Gemma, Wes

[sblock=Mechanics]Adrian: marks, hits, bloodies, pushes, shifts, charges, hits, kills.

Farryn: Hex of Madness centred on (N, 27), hits Kass, Brannik and Adrian, each take 26 damage, bloodying Brannik and Adrian, walks to (I, 27)

Brigand 5: Charges to (L, 27), Attacks Kass, hits for 6 damage, Kass is downed[/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

Brannik until EONT - black
Creates a zone burst 1 that lasts until the end of my next turn. If any of these 4 enemies leaves it, they take 5 damage and are knocked prone.

Farryn until EONT - Yellow
Any enemy that ends its turn in the zone takes 8 psychic damage.

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: 57/69 | Surges: 11/12 | AP: 1/1 | Sword of Sigils, Rubicant Blade, readied Dimensional Vortex
16 Brigand 2 (N, 26) | HP: -61/?? | Dead
15 Bandit Captain 1 (M, 32) | HP: ??/?? | Marked by Adrian
14 Brannik (O, 26) | HP: 17/79 | Surges: 14/15 | AP: 0/1 | Form of Nature's Herald, Nature Sense, Boiling Cloud, Wilding Strength, Rough Strike, Takedown Strike, Roots of Stone, 1d6 to attack and damage until EONT, zone burst 1 EONT, Bloodied
14 Chloë (K, 22) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Low light vision, Tide of the First Storm, Shield readied
14 Kass (M, 26) | HP: -5/54 | Surges: 6/7 | AP: 1/1 | Low light vision, Smells, Low Slash, Assassin's Bane, Downed, 0/3 Failed Death Saves
14 Bandit Captain 2 (P, 26) | HP: -24/?? | -2 to attack and grant CA until Gemma EONT, Poisoned Blades, marked by Brannik
14 Brigand 1 (N, 24) | HP: -58/?? | Dead
14 Brigand 4 (O, 25) | HP: -51/?? | -2 to attack and grant CA until Gemma EONT, Marked by Wes (-3) damaged reduced by 9 if hits other target, Bloodied
13 Brigand 3 (P, 25) | HP: -24/?? | -2 to attack and grant CA until Gemma EONT, Marked by Brannik
12 Adrian (O, 27) | HP: 6/60 | Surges: 5/7 | AP: 0/1 | Oath of Enmity, Wolf's Bound, Aspect of Might, Aegis of Ensnarement, Fury's Advance , +5 to athletics checks, +2 to speed, and +2 to melee damage until end of encounter, Bloodied
12 Farryn (I, 27) | HP: ??/?? | Dispel Magic, Hex of Madness
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 (L, 29) | HP: -36/?? | Bloodied
7 Artin (N, 25) | HP: -137/?? | Dead
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: 0/1 | Dead
5 Bandit 6 (K, 29) | HP: 0/1 | Dead[/sblock]


Re: The War of Three Kings IC

Posted: Sat Mar 16, 2019 1:39 pm
by ratwizard

Seeing Kass fall and her friends close to failure, Gemma slams her spear against her shield once more and lets out a rallying cry. Those around her feel a rush of vigor surge through them as the odds stack more and more in their favor.

Gemma turns and rushes at Farryn, slamming her shield into him with great force. "I don't want to hurt you," she growls. "But you're not making this easy."

[sblock=Mechanics]Gemma

Minor: Stand Tough, healing all allies for 15 HP.

Minor: Healing Word on Kass, healing her 13 HP (one surge.)

Standard: Charge to J27, targeting Farryn with an MBA. Hits AC 28 for 10 damage.
Attack: 14(1d20) +14 = 28; 2(1d8) +8 = 10

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+5/79
Bloodied: 39
Surge Value: 19
Surges left: 14/15
Action Points: 0

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[x]
Incredible Toughness[]
Roots of Stone[x]
Rough Strike[x]
Mountain Hammer[]
Screaming Armor +2 []


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

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
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:
None.

Powers:

Intuitive Strike


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


Stand Tough [X]

Consumables:

None.

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


Re: The War of Three Kings IC

Posted: Sun Mar 17, 2019 10:22 am
by Scratcherclaw

"I'll hurt him if you won't," Wes replies to his spear-wielding comrade, getting well annoyed at the captive who insists on hindering them. In an instant, he vanishes into a burst of lightning, appearing once more not a moment later near the formerly-enflamed bandit. His return's burst, however, fails to produce more than mere static.

Sighing, he shakes his head and turns his sights on the mettlesome Farryn, not eager to let him escape so easily. Moving next to Gemma, he begins channeling frigid magicks into his blade. With a wintry fog emitting from his blade, Wes strikes at the man, the cold engulfing him.

[sblock=Mechanics]Standard: Dimensional Thunder on Brigand 5
Teleport to K28
Attack: 1(1d20) +16 = 17 vs Fort = hnnnnnnnnnnnnnnnnnnnnnnnnng : ((((((((

Move: Shift to J28

Minor: Aegis of Shielding on Brigand 5
Marked: -3 to attack, -9 to damage, you know the drill

ACTION POINT

Standard: Frigid Blade on Farryn
Attack: 9(1d20) +14 = 23 vs AC = Hit?
Damage: 7(1d10) +7 = 14 Cold Damage
If he starts his turn adjacent to me, his speed is reduced by 4 :) (until EONT)

If it doesn't hit, let me know since I can then trigger Echoes of Sword Magic as a free action

Ready Action: Firedeath
If I take damage, all damage dice are considered to have a result of 1[/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: 57/69
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 [X]
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: 23/54
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]


Re: The War of Three Kings IC

Posted: Sun Mar 17, 2019 11:36 am
by Namelessjake

As Gemma and Wes attack the Elf, one of the hooded men follows after Adrian into the fray. He attacks both the Wind Dancer and the Bull. The man manages to only cut Brannik but manages to plunge a dagger into Adrian. Despite the difference in wounds, both men soon feel the poison take effect.

Go: Chloë, Brannik, Kass

[sblock=Mechanics]Gemma: heals all, heals Kass, charges, hits.

Wes: misses, teleports, shifts, marks, uses action point, hits

Bandit Captain 1: walks to (N, 27), Poisoned Blades on Brannik and Adrian, hits Brannik for 6 damage, crits Adrian for 15 damage, both are poisoned (1d6 poison damage) and slowed (save ends)[/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

Brannik until EONT - black
Creates a zone burst 1 that lasts until the end of my next turn. If any of these 4 enemies leaves it, they take 5 damage and are knocked prone.

Farryn until EONT - Yellow
Any enemy that ends its turn in the zone takes 8 psychic damage.

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 (J, 28) | HP: 69/69 | Surges: 11/12 | AP: 0/1 | Sword of Sigils, Rubicant Blade, readied Firedeath, Dimensional Thunder
16 Brigand 2 (N, 26) | HP: -61/?? | Dead
15 Bandit Captain 1 (N, 27) | HP: ??/?? | Marked by Adrian, Poisoned Blades
14 Brannik (O, 26) | HP: 26/79 | Surges: 14/15 | AP: 0/1 | Form of Nature's Herald, Nature Sense, Boiling Cloud, Wilding Strength, Rough Strike, Takedown Strike, Roots of Stone, 1d6 to attack and damage until EONT, zone burst 1 EONT, Bloodied, Poisoned and Slowed (save ends)
14 Chloë (K, 22) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Low light vision, Tide of the First Storm, Shield readied
14 Kass (M, 26) | HP: 23/54 | Surges: 5/7 | AP: 1/1 | Low light vision, Smells, Low Slash, Assassin's Bane, Bloodied, prone
14 Bandit Captain 2 (P, 26) | HP: -24/?? |Poisoned Blades, marked by Brannik
14 Brigand 1 (N, 24) | HP: -58/?? | Dead
14 Brigand 4 (O, 25) | HP: -51/?? | Bloodied
13 Brigand 3 (P, 25) | HP: -24/?? | Marked by Brannik
12 Adrian (O, 27) | HP: 6/60 | Surges: 5/7 | AP: 0/1 | Oath of Enmity, Wolf's Bound, Aspect of Might, Aegis of Ensnarement, Fury's Advance , +5 to athletics checks, +2 to speed, and +2 to melee damage until end of encounter, Bloodied, Poisoned and Slowed (save ends)
12 Farryn (I, 27) | HP: -24/?? | Dispel Magic, Hex of Madness, if start next turn next to Wes speed -4 until EONT
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 (L, 29) | HP: -36/?? | Bloodied, Marked by Wes
7 Artin (N, 25) | HP: -137/?? | Dead
6 Bandit 7 (L, 32) | HP: 1/1 | Dead
5 Gemma (J, 27) | HP: 53/53 | Surges: 4/7 | AP: 1/1 | Stand Tough, Healing Word
5 Bandit 4 (P, 24) | HP: 0/1 | Dead
5 Bandit 6 (K, 29) | HP: 0/1 | Dead[/sblock]


Re: The War of Three Kings IC

Posted: Mon Mar 18, 2019 5:25 pm
by Fialova

[sblock=Mechanics]Minor Action: Hamadryad Aspects
Effect: All enemies grant CA to me until the end of my next turn

Standard Action: Beguiling Strands from (L, 23) - (P, 27)
Attack vs Bandit Captain 1: 16 vs AC = hit?
Attack vs Bandit Captain 2: 25 vs AC = hit
Attack vs Brigand 3: 26 vs AC = hit
Attack vs Brigand 4: 19 vs AC = hit?
Attack vs Brigand 5: 28 vs AC = hit
Hit: Targets take 7 psychic damage. No one 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: 6/60
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)
Poisoned and Slowed (save ends)

Powers:

Overwhelming Strike
Sword Burst
Acrobat Boots (heroic tier)


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


Re: The War of Three Kings IC

Posted: Mon Mar 18, 2019 8:17 pm
by Scratcherclaw

Not eager to be a part of the cluster of foes any longer, Kass positions herself away from the pack, setting her eyes upon the formerly-enflamed foe. She strikes at him with a devastating blow, leaving him barely standing.

[sblock=Mechanics]Minor: Sustain Assassin's Bane

Move: Shift to L26

Standard: Piercing Strike on Brigand 5
Attack: 12(1d20) +14 = 26 vs AC = Hit
Damage: 8(1d8) +8 = 16

Also according to wal, brigand 5 takes 5 ongoing thunder damage from Wes' dimensional thunder. I didn't realize the effect still happened even though the power missed, so[/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: 57/69
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 [X]
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: 23/54
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]


Re: The War of Three Kings IC

Posted: Tue Mar 19, 2019 9:05 am
by ratwizard

Seeing the Wind Dancer struggling from a series of wounds, Brannik hunkers down in the middle of several bandits. "You didn't bring enough fucking men to take this dwarf down!" he cries, taunting those around him.

[sblock=Mechanics]Gemma

No yet.

Brannik

No Action: Pop Incredible Toughness. "You end any ongoing damage or any dazed, slowed, stunned, or weakened condition currently affecting you.

Standard: Second Wind — allowing me to heal two surges from my cloak's effect. Brannik heals for 38 HP, bringing him to 64 HP.

Free: Mark every adjacent enemy.[/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: 64/79
Bloodied: 39
Surge Value: 19
Surges left: 12/15
Action Points: 0

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


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

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
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:
None.

Powers:

Intuitive Strike


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


Stand Tough [X]

Consumables:

None.

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


Re: The War of Three Kings IC

Posted: Sun Mar 24, 2019 9:08 am
by Namelessjake

As Brannik catches his breath, the bandits surrounding him attack, although only one of them manages to get past the dwarf's defense.

Go: Adrian

[sblock=Mechanics]Chloë: misses x2, hits x3, bloodies, readies

Kass: sustains, shifts, hits.

Brannik: heals, marks, takes 8 damage from ending turn in zone.

Bandit Captain 2: Attacks Brannik, misses

Brigand 3: Attacks Brannik, hits for 6 damage

Brigand 4: Attacks Brannik, 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

Farryn until EONT - Yellow
Any enemy that ends its turn in the zone takes 8 psychic damage.

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 (J, 28) | HP: 69/69 | Surges: 11/12 | AP: 0/1 | Sword of Sigils, Rubicant Blade, readied Firedeath, Dimensional Thunder
16 Brigand 2 (N, 26) | HP: -61/?? | Dead
15 Bandit Captain 1 (N, 27) | HP: ??/?? | Marked by Adrian, Poisoned Blades
14 Brannik (O, 26) | HP: 50/79 | Surges: 12/15 | AP: 0/1 | Form of Nature's Herald, Nature Sense, Boiling Cloud, Wilding Strength, Rough Strike, Takedown Strike, Roots of Stone, Incredible Toughness, Second Wind
14 Chloë (K, 22) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Low light vision, Tide of the First Storm, Hamadryad Aspects, Shield readied, all enemies grant CA until EONT
14 Kass (L, 26) | HP: 23/54 | Surges: 5/7 | AP: 1/1 | Low light vision, Smells, Low Slash, Assassin's Bane, Bloodied
14 Bandit Captain 2 (P, 26) | HP: -31/?? |Poisoned Blades, marked by Brannik
14 Brigand 1 (N, 24) | HP: -58/?? | Dead
14 Brigand 4 (O, 25) | HP: -51/?? | Bloodied, Marked by Brannik
13 Brigand 3 (P, 25) | HP: -31/?? | Marked by Brannik, Bloodied
12 Adrian (O, 27) | HP: 6/60 | Surges: 5/7 | AP: 0/1 | Oath of Enmity, Wolf's Bound, Aspect of Might, Aegis of Ensnarement, Fury's Advance , +5 to athletics checks, +2 to speed, and +2 to melee damage until end of encounter, Bloodied, Poisoned and Slowed (save ends)
12 Farryn (I, 27) | HP: -24/?? | Dispel Magic, Hex of Madness, if start next turn next to Wes speed -4 until EONT
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 (L, 29) | HP: -43/?? | Bloodied, Marked by Wes, 5 ongoing thunder damage (save ends)
7 Artin (N, 25) | HP: -137/?? | Dead
6 Bandit 7 (L, 32) | HP: 1/1 | Dead
5 Gemma (J, 27) | HP: 53/53 | Surges: 4/7 | AP: 1/1 | Stand Tough, Healing Word
5 Bandit 4 (P, 24) | HP: 0/1 | Dead
5 Bandit 6 (K, 29) | HP: 0/1 | Dead[/sblock]


Re: The War of Three Kings IC

Posted: Tue Mar 26, 2019 4:56 pm
by Fialova

As Adrian begins to try to retaliate against the many attacks he'd taken, the poison gets to him and knocks him to the ground.

[sblock=Mechanics]Take ongoing poison damage: 6 ._.
Effect: I am now unconscious

Death Save: 16
Effect: no change

Save vs Poison/slow: 18
Effect: no longer taking poison damage or slowed[/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: 6/60
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)
Poisoned and Slowed (save ends)

Powers:

Overwhelming Strike
Sword Burst
Acrobat Boots (heroic tier)


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


Re: The War of Three Kings IC

Posted: Thu Mar 28, 2019 12:12 pm
by Namelessjake

Despite Adrian's situation, with both Wes and Gemma staring him down Farryn begins to back away. Both his assailants manage to take advantage of him letting his guard down. "This war has barely even started and it's already brought out all the psychotic killers! First these "Red Whispers" and now you! Who even are you?!" The elf exclaims, although he doesn't wait for an answer. Instead he suddenly blinks out of existence in front of the pair, only to reappear almost instantly by the cavern's exit and Chloë.

Meanwhile on of the bandits still stuck in the middle of the fight attempts to attack Kass however his blow glances off her armour harmlessly.

Go: Gemma, Wes

[sblock=Mechanics]Adrian: takes poison damage, is downed, saves

Farryn: Walks to (H,25), Wes makes OA, hits for 9 damage, Gemma makes OA, hits for 12 damage, uses Fey Step to teleport to (I, 20).

Brigand 5: takes 5 ongoing thunder damage, attacks Kass, hits, damage reduced to 0 due to Wes' mark, fails save.[/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 (J, 28) | HP: 69/69 | Surges: 11/12 | AP: 0/1 | Sword of Sigils, Rubicant Blade, readied Firedeath, Dimensional Thunder
16 Brigand 2 (N, 26) | HP: -61/?? | Dead
15 Bandit Captain 1 (N, 27) | HP: ??/?? | Marked by Adrian, Poisoned Blades
14 Brannik (O, 26) | HP: 50/79 | Surges: 12/15 | AP: 0/1 | Form of Nature's Herald, Nature Sense, Boiling Cloud, Wilding Strength, Rough Strike, Takedown Strike, Roots of Stone, Incredible Toughness, Second Wind
14 Chloë (K, 22) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Low light vision, Tide of the First Storm, Hamadryad Aspects, Shield readied, all enemies grant CA until EONT
14 Kass (L, 26) | HP: 23/54 | Surges: 5/7 | AP: 1/1 | Low light vision, Smells, Low Slash, Assassin's Bane, Bloodied
14 Bandit Captain 2 (P, 26) | HP: -31/?? |Poisoned Blades, marked by Brannik
14 Brigand 1 (N, 24) | HP: -58/?? | Dead
14 Brigand 4 (O, 25) | HP: -51/?? | Bloodied, Marked by Brannik
13 Brigand 3 (P, 25) | HP: -31/?? | Marked by Brannik, Bloodied
12 Adrian (O, 27) | HP: 0/60 | Surges: 5/7 | AP: 0/1 | Oath of Enmity, Wolf's Bound, Aspect of Might, Aegis of Ensnarement, Fury's Advance , +5 to athletics checks, +2 to speed, and +2 to melee damage until end of encounter, Downed, 0/3 Failed Death Saves
12 Farryn (I, 20) | HP: -45/?? | Dispel Magic, Fey Step, Hex of Madness, Speed -4 until EONT
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 (L, 29) | HP: -48/?? | Bloodied, Marked by Wes, 5 ongoing thunder damage (save ends)
7 Artin (N, 25) | HP: -137/?? | Dead
6 Bandit 7 (L, 32) | HP: 1/1 | Dead
5 Gemma (J, 27) | HP: 53/53 | Surges: 4/7 | AP: 1/1 | Stand Tough, Healing Word
5 Bandit 4 (P, 24) | HP: 0/1 | Dead
5 Bandit 6 (K, 29) | HP: 0/1 | Dead[/sblock]


Re: The War of Three Kings IC

Posted: Mon Apr 01, 2019 4:27 pm
by ratwizard

Seeing the magic-wielder on the move, Gemma charges after him. She grabs him brusquely, keeping him from moving any further. "We're the fucking people trying to protect the Steppe from bastards like that," the woman shouts at him. "Now stop trying to get yourself killed!"

[sblock=Mechanics]Gemma

Minor: Move to H21.

Standard: Grab Attack on Ferryn. 23 vs Fort hits?
Attack: 15(1d20) +8 = 23

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: 50/79
Bloodied: 39
Surge Value: 19
Surges left: 12/15
Action Points: 0

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


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

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
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:
None.

Powers:

Intuitive Strike


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


Stand Tough [X]

Consumables:

None.

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


Re: The War of Three Kings IC

Posted: Mon Apr 01, 2019 5:11 pm
by Scratcherclaw

"With the way you've been acting, you may as well be one of these Red Whispers, you godsdamned moron," Wes shouts to the mettlesome elf, growing increasingly annoyed with him. He smirks as Gemma grabs the man, though his advance is stopped as he notices the Wind Dancer downed and the Bull surrounded.

With these larger worries, and the elf detained, Wes makes his move. In an instant, he vanishes, reappearing several feet away by the flanked dwarf. His eyes set upon the weakened bandits before him, the swordsman swipes at them with his arcane blade.

[sblock=Mechanics]Move: Armathor's Step
Teleport to O24

Minor: Aegis of Shielding on Bandit Captain 2
BC2 is marked, and thus takes -3 to attack rolls not including me. Should this attack land, their damage is reduced by 9

Standard: Sword Burst on Brigand 3 & 4
Attacks: 7(1d20) +13 = 20; 2(1d20) +13 = 15 +2 = 17 vs Reflex = ???
Damage: 1(1d6) +7 = 8 Force Damage

If neither hit, trigger Echoes of Sword Magic, targeting each enemy within 3 squares (aka all but Farryn)
1d20 +11 vs Fort; 2d6+7 damage and all the hits will be marked until EONT

Ready Action: Dimensional Vortex
If an enemy hit Adrian, I interrupt and teleport the enemy 5 squares. The enemy then instead makes this attack against a target of my choosing, with a +4 bonus to damage[/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 [X]


Dimensional Thunder [X]
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: 23/54
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]


Re: The War of Three Kings IC

Posted: Tue Apr 02, 2019 10:57 am
by Namelessjake

"Maybe lead with that next time instead off walking in and immediately start killing people!" Farryn exclaims in response to Gemma's explanation, as Wes finishes off another of the bandits. "These Bastards ambushed my caravan a couple of weeks ago and have been forcing me to help them. In that case I'll happily help you kill them."

Go: Brannik, Chloë, Kass

[sblock=Mechanics]Farryn: becomes Ally (If you believe him)

Gemma: moves, grabs.

Wes: teleports, marks, hits x2, kills, readies.

Bandit Captain 1: Attacks Brannik, hits, damage reduced to 0 by Wes' mark

Dead People: Removed from status block and map as it was getting messy.[/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: 0/1 | Sword of Sigils, Rubicant Blade, readied Dimensional Vortex, Dimensional Thunder, Armathor's Step
15 Bandit Captain 1 (N, 27) | HP: ??/?? | Poisoned Blades, Marked by Wes
14 Brannik (O, 26) | HP: 50/79 | Surges: 12/15 | AP: 0/1 | Form of Nature's Herald, Nature Sense, Boiling Cloud, Wilding Strength, Rough Strike, Takedown Strike, Roots of Stone, Incredible Toughness, Second Wind
14 Chloë (K, 22) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Low light vision, Tide of the First Storm, Hamadryad Aspects, Shield readied, all enemies grant CA until EONT
14 Kass (L, 26) | HP: 23/54 | Surges: 5/7 | AP: 1/1 | Low light vision, Smells, Low Slash, Assassin's Bane, Bloodied
14 Bandit Captain 2 (P, 26) | HP: -31/?? |Poisoned Blades, marked by Brannik
13 Brigand 3 (P, 25) | HP: -39/?? | Marked by Brannik, Bloodied
12 Adrian (O, 27) | HP: 0/60 | Surges: 5/7 | AP: 0/1 | Oath of Enmity, Wolf's Bound, Aspect of Might, Aegis of Ensnarement, Fury's Advance , +5 to athletics checks, +2 to speed, and +2 to melee damage until end of encounter, Downed, 0/3 Failed Death Saves
12 Farryn (I, 20) | HP: -45/?? | Dispel Magic, Fey Step, Hex of Madness, Speed -4 until EONT, grabbed by Gemma
9 Brigand 5 (L, 29) | HP: -48/?? | Bloodied, Marked by Wes, 5 ongoing thunder damage (save ends)
5 Gemma (H, 21) | HP: 53/53 | Surges: 4/7 | AP: 1/1 | Stand Tough, Healing Word, grabbing Farryn[/sblock]


Re: The War of Three Kings IC

Posted: Tue Apr 02, 2019 11:22 am
by Scratcherclaw

Kass feels her energy revitalized as the elf seems to finally realize the situation. With her renewed strength, she lands a heavy blow against the bandit who had been continuously harassing her. She cuts him down with ease, setting her eyes upon the captain before her. She rushes in and lands a blow upon him, hoping to alleviate the pressure upon Brannik and the unconscious Adrian.

[sblock=Mechanics]Minor: Sustain zone

Standard: Piercing Strike on Brigand 5
Attack: 16(1d20) +14 = 30 vs AC = Hit!
Damage: 6(1d8) +8 = 14
Brigand 5 ded

Move: Walk to M28 (in such a way to avoid OA)

ACTION POINT!

Standard: Piercing Strike on Bandit Captain 1
Attack: 8(1d20) +16 = 24 vs AC = Hit
Damage: 2(1d8) +2(1d6) +8 = 12[/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 [X]


Dimensional Thunder [X]
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: 23/54
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]


Re: The War of Three Kings IC

Posted: Tue Apr 02, 2019 6:18 pm
by ratwizard

Brannik continues to fight on, ignoring the quarreling of the elf and Gemma. As Kass catches one of the armored brutes off guard, the dwarf brings his hammer down on him with a shout. The resounding slam leaves the bandit almost too shocked to counterattack.

[sblock=Mechanics]Gemma

No yet.

Brannik

Standard: Mountain Hammer on Bandit Captain 1. Hits AC 27 for 34 damage. Bandit Captain 1 takes a -6 penality to melee attack rolls until the end of my next turn.
Attack: 12(1d20) +15 = 27; 23(4d6.reroll(2)) +11 = 34

Minor: Screaming Armor power (fear). Bandit Captain 1's -6 to attack rolls goes to a -8.

Free: Mark Brigand 3, Bandit Captain 2[/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: 50/79
Bloodied: 39
Surge Value: 19
Surges left: 12/15
Action Points: 0

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


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

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
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:
None.

Powers:

Intuitive Strike


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


Stand Tough [X]

Consumables:

None.

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


Re: The War of Three Kings IC

Posted: Tue Apr 02, 2019 7:47 pm
by Fialova

Chloë gasps as her lover succumbs to the poison, collapsing to the ground in a heap. She once more blasts the nearby foes, hoping to end them with her wind magic so she can tend to the man.

[sblock=Mechanics]Standard Action: Beguiling Strands from (L, 23) to (P, 27)
Attack vs Bandit Captain 1: 23 vs AC = hit?
Attack vs Bandit Captain 2: 19 vs AC = hit?
Attack vs Brigand 3: 21 vs AC = hit?
Attack vs Brigand 5: 33 vs AC = crit!
Hit: 7 damage, no push

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: 6/60
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)
Poisoned and Slowed (save ends)

Powers:

Overwhelming Strike
Sword Burst
Acrobat Boots (heroic tier)


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


Re: The War of Three Kings IC

Posted: Wed Apr 03, 2019 9:58 am
by Namelessjake

As the numbers turn in the party's favour, the remaining bandits start to take hits. One manages to score a good hit on Brannik in retaliation but, seeing the tide of battle turning, another decides to make a break for it instead. As he drops his defense to run, both Brannik and Wes swing for him but the man is too quick and manages to make it out of the cavern and into one of the tunnels that lead to the entrance.

Farryn, turns to look at the remaining bandits around Brannik. "I never liked those two," he says to Gemma before raising a hand and muttering a few words. The floors suddenly appears to fall away around Brannik's feet and the two bandits fall into the abyss their screams fading as they fall. A couple of seconds later the illusion fades revealing the cavern floor as it was, with the two bandits now in crumpled heaps on the floor.

"Can you let go now?" He asks turning to Gemma and looking at her hand still firmly holding him.

Go: Adrian, Gemma, Wes

[sblock=Mechanics]Kass: sustains, hits, kills, moves, uses action point, hits.

Brannik: hits, bloodies, marks,

Chloë: hits x3

Bandit Captain 2: attacks Brannik, hits for 13 damage, bloodying him

Brigand 3: Runs to (U, 18), Wes and Brannik make OAs, both miss, Runs to (??, ??)

Farryn: Casts Phantom Chasm on (O, 26), hits BC1 and BC2 for 15 damage, both are knocked prone and immobilised until their EONT, bloodying BC2, also creates zone for rest of encounter, any enemy that enters zone falls prone.[/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

Farryn until end of encounter - Blue
Any enemy that enters the zone is knocked prone

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: 0/1 | Sword of Sigils, Rubicant Blade, readied Dimensional Vortex, Dimensional Thunder, Armathor's Step
15 Bandit Captain 1 (N, 27) | HP: -68/?? | Poisoned Blades, Marked by Wes, Bloodied, -8 to attack rolls until Brannik EONT, immobilised until EONT, prone
14 Brannik (O, 26) | HP: 37/79 | Surges: 12/15 | AP: 0/1 | Form of Nature's Herald, Nature Sense, Boiling Cloud, Wilding Strength, Rough Strike, Takedown Strike, Roots of Stone, Incredible Toughness, Second Wind, Mountain Hammer, Screaming Armor, Bloodied
14 Chloë (K, 22) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Low light vision, Tide of the First Storm, Hamadryad Aspects, Shield readied
14 Kass (M, 28) | HP: 23/54 | Surges: 5/7 | AP: 0/1 | Low light vision, Smells, Low Slash, Assassin's Bane, Bloodied
14 Bandit Captain 2 (P, 26) | HP: -53/?? |Poisoned Blades, marked by Brannik, immobilised until EONT, prone, Bloodied
13 Brigand 3 (??, ??) | HP: -46/?? | Marked by Brannik, Bloodied, -5 to attack until SONT, granting CA until SONT
12 Adrian (O, 27) | HP: 0/60 | Surges: 5/7 | AP: 0/1 | Oath of Enmity, Wolf's Bound, Aspect of Might, Aegis of Ensnarement, Fury's Advance , +5 to athletics checks, +2 to speed, and +2 to melee damage until end of encounter, Downed, 0/3 Failed Death Saves
12 Farryn (I, 20) | HP: -45/?? | Dispel Magic, Fey Step, Hex of Madness, Phantom Chasm, grabbed by Gemma
Brigand 5 (L, 29) | HP: -72/?? | Dead
5 Gemma (H, 21) | HP: 53/53 | Surges: 4/7 | AP: 1/1 | Stand Tough, Healing Word, grabbing Farryn[/sblock]


Re: The War of Three Kings IC

Posted: Wed Apr 03, 2019 10:34 am
by Scratcherclaw

Wes can't help but smirk as the bandit turns to flee, tail between his legs. At least one of these louts has some brains, not that it'll do him any good, he thinks, remembering their peasant comrades standing by the cave's entrance. With only the pair of bandits left, Wes strikes out at his vulnerable foe with his frozen blade, leaving his quarry shivering and even more helpless.

[sblock=Mechanics]Move: Walk to Q26 (avoiding OAs)

Standard: Frigid Blade on Bandit Captain 2
Attack: 8(1d20) +16 = 24 vs AC = Hit
Damage: 8(1d10) +7 = 15 Cold Damage
Bandit Cpt 2 takes a -4 penalty to speed until end of its next turn[/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 [X]


Dimensional Thunder [X]
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: 23/54
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]


Re: The War of Three Kings IC

Posted: Wed Apr 03, 2019 5:11 pm
by ratwizard

Gemma reluctantly lets go of the man after seeing him end the lives of two bandits. "Fine." She races toward the remaining enemies, slamming her spear against her shield to draw their attention.

[sblock=Mechanics]Gemma

Move: Walk to M27

Standard: Sacrificial Lure on Bandit Captain 1. Misses AC 18. Gemma has a -2 penalty to AC til the start of her next turn.
Attack: 3(1d20) +15 = 18; 5(2d8) +13 = 18

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: 37/79
Bloodied: 39
Surge Value: 19
Surges left: 12/15
Action Points: 0

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


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

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 TSNT (Power).

Powers:

Intuitive Strike


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


Stand Tough [X]

Consumables:

None.

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


Re: The War of Three Kings IC

Posted: Wed Apr 03, 2019 7:07 pm
by Fialova

Adrian continues to lie on the ground, motionless.

[sblock=Mechanics]Death save: 19
Effect: no change[/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: 0/60
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)
Poisoned and Slowed (save ends)

Powers:

Overwhelming Strike
Sword Burst
Acrobat Boots (heroic tier)


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


Re: The War of Three Kings IC

Posted: Sun Apr 07, 2019 8:43 am
by Namelessjake

One of the bandits manages to get to his feet, he tries to attack Gemma, however, with the toll of battle visible on the man's face, his attack is easily dodged by the Spear woman.

Go: Brannik, Chloë, Kass

Mechanics
[SHOW]

Wes: walks, hits.

Gemma: Walks, misses.

Adrian: Saves against death.

Bandit Captain 1: Stands, attacks Gemma, misses.

Map
[SHOW]

Image

Map Info
[SHOW]

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

Farryn until end of encounter - Blue
Any enemy that enters the zone is knocked prone

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

Enemy Info
[SHOW]

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.

Status
[SHOW]

22 Wes (Q, 26) | HP: 69/69 | Surges: 11/12 | AP: 0/1 | Sword of Sigils, Rubicant Blade, readied Dimensional Vortex, Dimensional Thunder, Armathor's Step
15 Bandit Captain 1 (N, 27) | HP: -68/?? | Poisoned Blades, Bloodied
14 Brannik (O, 26) | HP: 37/79 | Surges: 12/15 | AP: 0/1 | Form of Nature's Herald, Nature Sense, Boiling Cloud, Wilding Strength, Rough Strike, Takedown Strike, Roots of Stone, Incredible Toughness, Second Wind, Mountain Hammer, Screaming Armor, Bloodied
14 Chloë (K, 22) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Low light vision, Tide of the First Storm, Hamadryad Aspects, Shield readied
14 Kass (M, 28) | HP: 23/54 | Surges: 5/7 | AP: 0/1 | Low light vision, Smells, Low Slash, Assassin's Bane, Bloodied
14 Bandit Captain 2 (P, 26) | HP: -68/?? |Poisoned Blades, marked by Wes, immobilised until EONT, prone, Bloodied, -4 penalty to speed EONT
13 Brigand 3 (??, ??) | HP: -46/?? | Marked by Brannik, Bloodied, -5 to attack until SONT, granting CA until SONT
12 Adrian (O, 27) | HP: 0/60 | Surges: 5/7 | AP: 0/1 | Oath of Enmity, Wolf's Bound, Aspect of Might, Aegis of Ensnarement, Fury's Advance , +5 to athletics checks, +2 to speed, and +2 to melee damage until end of encounter, Downed, 0/3 Failed Death Saves
12 Farryn (I, 20) | HP: -45/?? | Dispel Magic, Fey Step, Hex of Madness, Phantom Chasm
Brigand 5 (L, 29) | HP: -72/?? | Dead
5 Gemma (M, 27) | HP: 53/53 | Surges: 4/7 | AP: 1/1 | Stand Tough, Healing Word, Sacrificial Lure, -2 to AC until SONT


Re: The War of Three Kings IC

Posted: Sun Apr 07, 2019 9:28 am
by ratwizard

Brannik makes a overhead swing on the downed bandit's head, splitting it open in a disgusting spatter of gore and blood. "Ugfhh. Damn. Got bandit brain on my gods-damned hammer."

The dwarf turns to the last remaining enemy. "You dyin', or walkin'?"

Mechanics
[SHOW]

Gemma

No yet.

Brannik

Standard: Weight of Earth on Bandit Captain 2. Hits AC 25 for 27 damage, killing him.
Attack: 10(1d20) +15 = 25; 11(2d6.reroll(2)) +16 = 27

Free: Mark Bandit Captain 1.

Brannik Luhoum -- Combat Block
[SHOW]

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: 37/79
Bloodied: 39
Surge Value: 19
Surges left: 12/15
Action Points: 0

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


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

Consumables:

Elixir of Invisibility

Important Features:
[SHOW]

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.

Equipped Items Format
[SHOW]

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:      ---
Gemma Turadin -- Combat Block
[SHOW]

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 TSNT (Power).

Powers:

Intuitive Strike


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


Stand Tough [X]

Consumables:

None.

Important Features:
[SHOW]

Dragonborn Fury: Gain +1 racial bonus to attack when bloodied.


Re: The War of Three Kings IC

Posted: Sun Apr 07, 2019 9:51 am
by Scratcherclaw

With only one bandit left standing, Kass smirks, eager to cut him down so he might join his friends with Inara.

Mechanics
[SHOW]

Minor: Sustain zone

Standard: Piercing Strike on Bandit Captain 1
Attack: 11(1d20) +16 = 27 vs AC = Hit
Damage, with Striker's Damage: 8(1d8) +1(1d6) +8 = 17

Wes Combat Block
[SHOW]

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 [X]


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

Consumables:

None.

Important Features:
[SHOW]

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.

Kass Combat Block
[SHOW]

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: 23/54
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.

Important Features:
[SHOW]

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.


Re: The War of Three Kings IC

Posted: Sun Apr 07, 2019 5:00 pm
by Fialova
Mechanics
[SHOW]

If anyone is still alive...
Standard Action: Beguiling Strands from (L, 23) to (P, 27)
Attack vs Bandit Captain 1: 26 vs AC = hit?
Attack vs Bandit Captain 2: 22 vs AC = hit?
Hit: 7 damage, no movement

If all targets are dead...
No

Combat Block - Adrian
[SHOW]

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: 0/60
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)
Poisoned and Slowed (save ends)

Powers:

Overwhelming Strike
Sword Burst
Acrobat Boots (heroic tier)


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

Important Features:
[SHOW]

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

Combat Block - Chloë
[SHOW]

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 [X]
Controller's Extension []
Shield [_]
Tide of the First Storm [X]

Consumables: none

Important Features:
[SHOW]

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.


Re: The War of Three Kings IC

Posted: Tue Apr 09, 2019 10:58 am
by Namelessjake

As Brannik kills one of the remaining bandits, Kass and Chloë's attacks appear to very nearly finish of the other. Suddenly an arrow flies through the cavern and strikes the man in the neck, killing him. Owin, Ser Rarden and Theun enter the cavern, Owin's bow still raised.

"Looks like you had quite the scrap in here," Ser Rarden says as he looks around the cavern, his sword drawn and bloodied. "We caught one of them hoping to flee."

Milestone & Short Rest?

Mechanics
[SHOW]

Brannik: hits, kills, marks.

Gemma: Walks, misses.

Kass: Sustains, hits.

Chloë: hits.

Owin: Enters with Ser Rarden and Theun, hits, kills.

Status
[SHOW]

Wes (Q, 26) | HP: 69/69 | Surges: 11/12 | AP: 0/1 | Sword of Sigils, Rubicant Blade, readied Dimensional Vortex, Dimensional Thunder, Armathor's Step
Brannik (O, 26) | HP: 37/79 | Surges: 12/15 | AP: 0/1 | Form of Nature's Herald, Nature Sense, Boiling Cloud, Wilding Strength, Rough Strike, Takedown Strike, Roots of Stone, Incredible Toughness, Second Wind, Mountain Hammer, Screaming Armor, Bloodied
Chloë (K, 22) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Low light vision, Tide of the First Storm, Hamadryad Aspects
Kass (M, 28) | HP: 23/54 | Surges: 5/7 | AP: 0/1 | Low light vision, Smells, Low Slash, Assassin's Bane, Bloodied
Adrian (O, 27) | HP: 0/60 | Surges: 5/7 | AP: 0/1 | Oath of Enmity, Wolf's Bound, Aspect of Might, Aegis of Ensnarement, Fury's Advance , +5 to athletics checks, +2 to speed, and +2 to melee damage until end of encounter, Downed, 0/3 Failed Death Saves
Farryn (I, 20) | HP: -45/?? | Dispel Magic, Fey Step, Hex of Madness, Phantom Chasm
Gemma (M, 27) | HP: 53/53 | Surges: 4/7 | AP: 1/1 | Stand Tough, Healing Word, Sacrificial Lure, -2 to AC until SONT


Re: The War of Three Kings IC

Posted: Wed Apr 10, 2019 4:55 pm
by Fialova

As the battle winds down, Chloë rushes down to Adrian to aid him to his feet, and he awakens from his previous state feeling groggy and in pain. He groans as he leans upright, looking around towards the others as he works to open his eyes.

"Did we..." he asks before coughing and spitting out some blood on the ground, before straining to raise himself up a bit more. Chloë does what she can to help, and begins to work tending to his wounds. "Did we win?" he asks with a smirk, as he spots his winded companions beginning to relax from the fighting.

Mechanics
[SHOW]

Short Rest: Both recover all encounter powers. Adrian spends 4 surges to get back to full HP.

Milestone: Both gain 1 AP.

Combat Block - Adrian
[SHOW]

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: 60/60
Bloodied: 30
Surge Value: 15
Surges left: 1/7
Action Points: 1

Current Oath of Enmity Target: None

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 []*
Aegis of Ensnarement []**
Sword of Sigils []
Enduring Spirit []
Fury's Advance []
Armathor's Step []
Wolf's Bound []


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

Important Features:
[SHOW]

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

Combat Block - Chloë
[SHOW]

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 [_]

Consumables: none

Important Features:
[SHOW]

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.


Re: The War of Three Kings IC

Posted: Wed Apr 10, 2019 5:13 pm
by Scratcherclaw

"Aye, the Red Whispers are no more," Wes replies confidently as he sheathes his blade. "I trust you enjoyed your nap?" he adds, smirking at the recuperating man.

Turning his eyes towards their elven enemy-turned-ally, he asks, "So what's your story? How'd you end up with these sorts?"

Mechanics
[SHOW]

Short rest: Regain all encounter powers & Kass spend 2 surges to get to 49 HP

Milestone: Gain 1 AP

Wes Combat Block
[SHOW]

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

Consumables:

None.

Important Features:
[SHOW]

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.

Kass Combat Block
[SHOW]

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: 49/54
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 []


Assassin's Bane [_]

Consumables:

None.

Important Features:
[SHOW]

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.


Re: The War of Three Kings IC

Posted: Thu Apr 11, 2019 9:54 am
by Namelessjake

"Our caravan was headed from the Tower to the capital when we'd heard there had been a big battle up a head near Parth. We didn't want to run into to any trouble so we decided to head back to Redbridge. These bastards ambushed us and killed most of the caravan. I only survived after convincing them I could help them and breaking out a few old party tricks," the Elf replies, conjuring a small ethereal ball out of no where which he passes between his hands a couple of times before vanishing it. "Then they had me brewing potions for them mostly, although they destroyed most of my equipment when they attacked us so they were far from my best work," he adds.

Ser Rarden pays little attention to Farryn's tale instead he walks further towards the centre of the cavern surveying the area, a thought clearly playing on his mind. After a moment he speaks. "You know if you're all actually serious about spending this war protecting the common folk - which I'm pretty sure you are based on your actions helping our village - a base of operations would certainly make the task easier, he begins. "The Red Whispers were hiding out here unbeknown to anyone for months until we tracked them down and now everyone that knew about this place is either dead or standing amongst us."


Re: The War of Three Kings IC

Posted: Thu Apr 11, 2019 10:13 am
by Scratcherclaw

"You hail from Menora, then?" Wes asks the man as he speaks his tragic tale. Gesturing to himself and his cousin, he adds, "As do we. Sers Wesley Tarkin and Kassidy Tommick of the Arcane Knights." With these words, he cannot help but smirk and performs a mock-bow. "Apologies for the rough treatment, but I did warn you to sit it out." You'd think he'd have noticed the insignia upon my armor.

At Ser Rarden's suggestion, he replies, "I suppose it would certainly be a secret base of operations, if not a little... damp."


Re: The War of Three Kings IC

Posted: Thu Apr 11, 2019 2:45 pm
by ratwizard

Brannik helps Adrian to his feet, clapping a firm, wide hand on the man's back. "You fought well, Wind Dancer. Even for taking a nap on the job," he says with a heart laugh.

As the elf explains his story, the dwarf nods, his grin turning somber. "I'm sorry to hear that your people didn't make it," he says. "This war, and this plague of banditry that it has incited have each cost an immeasurable toll on the folk here. We've seen how hard that can be many times over. In fact, it's what caused us to stop fucking around as pawns of these 'kings', and start doing something about it."

At Ser Rardan's suggestion, Gemma perks up. "A base of operations could be a start." She turns to her mentor. "I'm sure the Ballian would appreciate such a location." The woman runs a hand along the wall, sniffing it and mock-gagging.

To this, Brannik chuckles. "You naive, damned human. You've a lot to learn about my kind. Caves aren't just slimy dens of damp air and shitty bandits."

Mechanics
[SHOW]

Gemma

Short rest, regain encounter powers.

Brannik

Short rest, regain encounter powers, spend 3 surges to heal.

Brannik Luhoum -- Combat Block
[SHOW]

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: 9/15
Action Points: 0

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 [x]

Consumables:

Elixir of Invisibility

Important Features:
[SHOW]

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.

Equipped Items Format
[SHOW]

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:      ---
Gemma Turadin -- Combat Block
[SHOW]

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:
None.

Powers:

Intuitive Strike


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


Stand Tough [X]

Consumables:

None.

Important Features:
[SHOW]

Dragonborn Fury: Gain +1 racial bonus to attack when bloodied.


Re: The War of Three Kings IC

Posted: Thu Apr 11, 2019 8:49 pm
by Fialova

"That makes four of us," Chloë chimes at the mention of Menora. "Or thereabouts, at least. My mother is the Lady of Ruthrop," she adds, excited to meet more from her homeland, having not been privy to the earlier discussions about heritage.

"Not well enough, though, it seems," Adrian responds to Brannik, regaining enough of his strength to return to his feet. He stumbles slightly, still a bit woozy, but otherwise manages to stand and move forward a bit. The wounds will heal quickly, but my pride might take a bit longer, he thinks.

"And I cannot say this would be the worst place I've bunked, if we are to make this place a home for the time being. Though if that is the case, I say we should do some work to it. Some fine rugs from Serra, perhaps. Tapestries to reduce the godsawful echo."


Re: The War of Three Kings IC

Posted: Sun Apr 14, 2019 12:17 pm
by Namelessjake

"Yes I had a potions shop just off Silver Street," the Elf replies. "There was a bit too much competition in Menora for my liking though. That's why I was moving to the Capital. And likewise," he adds, with an apologetic wave of his hand. "I'd be happy to stick around and make it up to you."

"We did pass some tapestries and rugs further back down the tunnel," Owin says as Adrian brings up decorating the cavern. "We should probably start with getting rid of the bodies first though."


Re: The War of Three Kings IC

Posted: Sun Apr 14, 2019 2:49 pm
by ratwizard

"You're more than welcome," Brannik says with a deferential nod to the elf. "We need all the trusted hands we can get. You saw how close we came to falling to these blasted thugs."

He turns to Owin, considering the action. "Easiest way is to pile them all up, then burn them. I know your kind is the gravedigging sort, but these fuckers don't deserve that honor."


Re: The War of Three Kings IC

Posted: Sun Apr 14, 2019 3:28 pm
by Scratcherclaw

"Aye, that's a rough business in a city like that," Wes remarks at the elf speaks of his former potion business in his home. "And we'd certainly welcome the company, and your skills. It's not every day you meet a skilled alchemist, in a cave least of all." Though who knows how skilled he is if he can't beat the competition... I suppose he's still young after all.

At the dwarf's comments on burning the corpses, Wes adds, "Burning them would lessen the chances of them rising again to eat us, if the storybooks my father read me as a child are to be believed." Why he read such things to a five year old, I'll never know.


Re: The War of Three Kings IC

Posted: Sun Apr 14, 2019 4:05 pm
by Fialova

"Happy to have you," Adrian says, finally standing after a moment to resist. He winces and stumbles for a second as he regains his footing, before stepping over to Farryn and slapping him on the back. "Good thing we didn't kill you before you had a chance to explain yourself," he says with a laugh, before wincing again from a pain in his side.

"I do not care how we dispose of these bodies, but we should do it fast," he says, in response to the conversation going on. "They will begin to smell in no time, and getting a stench like that out of this cave will be a difficult task."


Re: The War of Three Kings IC

Posted: Sun Apr 14, 2019 6:38 pm
by ratwizard

"Then let's get started," Gemma says, already wrapping her hands around the ankles of a nearby dead bandit. She begins dragging him through the tunnels, toward the mouth of the cave.

"That damned woman is too brash,"
Brannik says, shaking his head while cracking a grin. "Reminds me of myself." The dwarf steps over, grabbing two bodies at once and dragging them by their hair. "Well? You gonna stand there and watch?" he asks the others.


Re: The War of Three Kings IC

Posted: Mon Apr 15, 2019 6:19 am
by Namelessjake

"No complaints from me. These bastards don't deserve a proper burial," Owin says, slinging his bow over his shoulder and grabbing another body.

The others agree and after a short while the bodies are removed from the cavern and burnt. You use put down the rugs and hang the tapestries left behind by the Red Whispers.

Over the next couple of days you get settled into the cavern and divide up the Red Whispers' plunder, with the lion's share being kept aside for the group as a whole. The news of the Red Whispers' defeat spreads quickly around the surrounding villages they had be plaguing. Along with tales of your previous successes, the peasants in the area have started referring to you as Fausta's Shield.

After about a week or so of recuperation, you find yourselves sitting around the camp fire in the main cavern discussing your next moves.

OOC
[SHOW]

Each PC gains 500 GP

2513 GP from the Red Whispers' loot added to group supplies. (Sorry Wes you don't get to keep the 2000 you picked up.)

Party Reputation Updated in the OOC. Peasants of the Steppe Renown: Obscure -> Recognised.

Mechanics
[SHOW]

Each pick a Turn Focus as per the below.


Re: The War of Three Kings IC

Posted: Mon Apr 15, 2019 6:20 am
by Namelessjake

Welcome to Benevolent Outlaw Band Management Simulator

For the most part, not very much happens during a war. There is a lot of sitting around doing nothing involved. Now you have established your group, the game will move forward in “turns”.

Each “turn” will represent around 2-3 weeks time with the significant events of those weeks being played out ingame. At the start of each “turn” you will be able to choose what to focus on over the next couple of weeks, involving skill challenges, as well as interact with any notable members of the group at your base of operations, some of who will be able to provide various services to the party if certain conditions are met.

They are several mechanics you will need to balance or improve to better protect the people of the Steppe and the Valley; the number of members of the group (this will be limited by your base of operations) and their skill levels, morale, and the cost of keeping everyone fed and armed versus your finances.

People will naturally seek to join you if they value your cause and your reputation is good, however you can also choose to focus on recruitment for a “turn”, spending more time in the villages of the countryside.

Peasants however are not very good fighters and will need to be trained up into a formidable fighting force capable of taking on elements of the Kings’ armies. There is a troop tree they will advance through with experience, although you can also choose to focus on training during a “turn”. You can pick between focusing on Melee, Ranged, or Mounted troops, although mounted troops will require horses.

Each member will require an upkeep of gold each “turn” based on their level on the troop tree, representing their needs for food, weapons and armour etc. At the start of a turn you can bank any gold/supplies with the group to pay future upkeep. You can choose to reduce the level of upkeep paid if money is tight at the expense of morale, or vice versa. Morale will affect, among other things, the ease of recruitment and the likelihood of your men fleeing in battle.

For a “turn” you can also focus on gathering information, spending time in the taverns of the Steppe and on scouting missions, learning information about the movements of the 3 Kings’ armies and other potential quests. Alternatively you can focus on building up a spy network in a region, the size of this network will make future information gathering yield more and better information.

If all players agree, a special “turn” can be spent visiting one of the major cities in the region. This will allow you to access shops and other things you may not have access to while leading the outlaw life. However it may not always be easy to gain entry to the cities as your reputation increases.

A focus for a “turn” will not be the only thing you do for those weeks. You will patrol the countryside and can work on any quests you might have. These will be the parts that play out ingame.

Available Focuses
[SHOW]

Recruitment
Train Foot
Train Ranged
Train Mounted
Gather Information
Build Spy Network
Visit City

The OOC has been updated with the above details along with a summary showing the current state of the group.


Re: The War of Three Kings IC

Posted: Mon Apr 15, 2019 3:07 pm
by ratwizard
OOC
[SHOW]

Brannik would vote doing Farryn's quest, or scouting out for more quests, activity, etc.


Re: The War of Three Kings IC

Posted: Mon Apr 15, 2019 5:18 pm
by Fialova
OOC
[SHOW]

In addition to also wanting to help with Farryn's quest, Adrian would spend the turn working with Chloë to establish a spy network in Fausta's Steppe.


Re: The War of Three Kings IC

Posted: Mon Apr 15, 2019 5:34 pm
by Scratcherclaw
OOC
[SHOW]

Wes would also help with Farryn's quest, otherwise gathering information


Re: The War of Three Kings IC

Posted: Tue Apr 16, 2019 10:51 am
by Namelessjake

After some discussion, Adrian and Chloë decide to start building up a network of spies in the region, while Brannik and Wes decide to start with some more conventional information gathering, along with a few of the others.

"While you're out there..." Farryn says interrupting the conversation around the campfire. "If you could keep an eye out for some equipment and ingredients for me? Most of what I had was either broken when the Red Whispers attacked my caravan or I used it up making potions for them."

Mechanics
[SHOW]

Brannik's Turn Focus: Gather Information - Make two of the following skill checks of your choice Perception/Bluff/Intimidation.

Adrian's Turn Focus: Build Spy Network in Fausta's Steppe - Make two of the following skill checks of your choice Streetwise/Diplomacy/Insight.

Wes' Turn Focus: Gather Information - Make two of the following skill checks of your choice Perception/Bluff/Intimidation.


Re: The War of Three Kings IC

Posted: Tue Apr 16, 2019 2:40 pm
by ratwizard

Brannik sips from a mug as they draw plans together. "Can do, Farryn. You have a list or something I can bring along? I'm not too familiar with what grows around these parts."

Mechanics for Later
[SHOW]

Perception: 8(1d20) +10 = 18
Intimidate: 11(1d20) +11 = 22

As he ventures into the surrounding villages and roads, the dwarf keeps a cautious eye out for any word of troop movements, banditry, and the like. He eavesdrops when he can, and uses a gruff persona when he can't. Along the way, he keeps watch for any ingredients or supplies that he can get for cheap, conserving what little coin and funding they have.


Re: The War of Three Kings IC

Posted: Tue Apr 16, 2019 4:55 pm
by Scratcherclaw

"Aye, of course," Wes says to Farryn as he makes his request. "I'll keep my eye out for any equipment I see." After all, not much of an alchemist if he can't even make potions.

Mechanics
[SHOW]

Perception: 17(1d20) +10 = 27
Bluff: 7(1d20) +2 = 9 ha


Re: The War of Three Kings IC

Posted: Tue Apr 16, 2019 8:12 pm
by Fialova

"Certainly," Adrian responds. "I know my way around the local plant life fairly well, have spent more than my fair share of meals on berries and nuts. Let me know what you need gathered and I'm sure I can snag some while we are scouring the countryside," the man says confidently

Mechanics
[SHOW]

Diplo: 7
Insight: 24