The War of Three Kings — IC

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ratwizard
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Re: The War of Three Kings IC

Post by ratwizard »

Gemma inches forward from behind one of the riders, stabbing at his flank with a thrust of her spear.

Mechanics
[SHOW]

Gemma Turadin

Move
Walk to E3, avoiding OAs.

Standard
Intuitive Strike on Rider 3
8(1d20) +15 = 23; 6(1d8) +3 = 9
Attack: AC 23 for 9 damage. If this hits, TSONT, any ally who has CA and attacks Rider 3 gains an additional +2 power bonus to hit.

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+1
Fort: 20
Reflex: 14
Will: 15
HP: 69/79
Bloodied: 39
Surge Value: 19
Surges left: 15/15
Action Points: 1

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

Resistances:
5 cold.

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[]
Rough Strike[]
Mountain Hammer[]
Screaming Armor +2 []


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

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
Fort: 20
Reflex: 20
Will: 20
HP: 53/53
Bloodied: 26
Surge Value: 13
Surges left: 7/7
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[_]

Consumables:

None.

Important Features:
[SHOW]

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

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Namelessjake
Plane Wings Sharp Like Katana
Posts: 4461
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Re: The War of Three Kings IC

Post by Namelessjake »

Another merchant charges in to help Adrian with the downed Rider and he is able to land a blow before the man gets to his feet and strikes back at the merchant landing one of his own.

Meanwhile Vanora and one of the other merchants continue battling with one of the mounted soldiers, which the former managing to slash the soldier on the leg.

Round 3

Go: Kass, Wes, Adrian

Mechanics
[SHOW]

Gemma: moves, misses.

Vanora: Attacks Rider 1, 28 vs AC hits for 8 damage.

Merchant 1: misses Rider 1.

Merchant 3: Charges to (L, 6), attacking Rider 4, hits for 10 damage.

Rider 4: Stands, Attacks Merchant 3, 19 vs AC hits for 13 damage, bloodies.

Map
[SHOW]

Image

Map Info
[SHOW]

Auras: Brannick - Black - considered difficult terrain for enemies.

Kass - Purple - Enemies within cannot shift, teleport, or benefit from invisibility, concealment, or total concealment.

Carts: Impassable terrain, which also block sight for ranged attacks.

Mules: The mules are technically creatures however they are currently unable to move due to pulling the carts of the caravan. While not being able to move they may kick if they feel threatened. You could also cut them lose if you wish to with a standard action.

Enemy Info
[SHOW]

Rider: A rider a top a riding horse (while be added to status block if ever necessary). They are fairly lightly armoured and wield only a sword and shield, although as parts of Fulsen's army their equipment is likely of better quality than a peasant militia and they are likely experienced or trained in combat.

Commander: Slightly better equipped than than his men, this man appears to be the leader of the group, fighting with an axe and shield.

Riding Horse: It's a horse.

Status
[SHOW]

Image

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Fialova
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Posts: 5018
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Re: The War of Three Kings IC

Post by Fialova »

"What are you doing attacking the horses?" Adrian shouts in frustration, as one of the merchants kills the horse he'd knocked a rider off of. "Go for the men, they're the threat!" he continues.

Ignoring his current target for a moment, who is now nearly surrounded, he teleports to the nearest of the other man and launches a powerful swing at him. Feeling the adrenaline surge, he continues forward and rushes into the fray with the others, this time swinging and missing at the other of the two still-mounted knights.

Mechanics
[SHOW]

Minor Action: Aegis of Ensnarement on Rider 4
Effect: marked, see power for rest of the details.

Move Action: Armathor's Step
Effect: teleport to (E, 2), gaining +2 to hit Rider 3

Standard Action: Aspect of Might on Rider 3
Attack: 22+2=24 (CA) vs AC = hit?
Hit: 22 damage.
Miss: 11 damage.
Effect: I gain +5 to athletics checks, +2 to speed, +2 to damage until the end of the encounter

Action Point: Charge > Overwhelming Strike to (A, 1) on Rider 1
Attack: a8 vs AC = miss

No Action: If Rider 4 attacks someone other than me, he will be teleported to (-A, 1) by my Aegis and grant CA to everyone until the end of my next turn. If that square is taken let me know and I will specify another.

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
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: 7/7
Action Points: 0

Current Oath of Enmity Target: Rider 4

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, +2 to damage until the end of the encounter

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 []
Armathor's Step [X]
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: 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.

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Scratcherclaw
YUO ARE SMART
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Registered for: 11 years 10 months

Re: The War of Three Kings IC

Post by Scratcherclaw »

"My dear Adrian, the horses are a threat as well," he shouts back to the frustrated Wind Dancer. "Why, Brannik here took a hoof to the head! And I'm sure it left quite the nasty red mark."

As Kass engages a rider and his horse, Wes sets his eyes upon the commander and another lackey. He sweeps his arcane blade, striking each with a burst of force.

Mechanics
[SHOW]

Kass
Standard: Piercing Strike on Rider 3
Attack: 20(1d20) +16 = 36 vs AC = CRIT

Free Action: Striker's Damage to add 1d6 dmg
Damage: 3(1d8) +3(1d6) +8 = 14

Move > Minor: Low Slash on Riding Horse 3
Attack: 7(1d20) +16 = 23 vs AC = Hit
Damage: 8(1d8) +10 = 18
Riding Horse 3 is slowed until Kass EONT

Minor: Sustain Assassin's Bane

Wes
Standard: Sword of Sigils on Commander, 1, Riding Horse 1, Rider 1
Attacks: 14(1d20) +14 = 28; 5(1d20) +14 = 19; 12(1d20) +14 = 26 vs AC = Hit, Hit, Hit
Damage: 7(1d10) +7 = 14
Each target is marked until Wes EONT. They take a -3 to attack for attacks not including me and take 5 force damage each time they make an attack that doesn't include me. Their damage on attacks not including me is also reduced by 4.

If I take damage, use Firedeath to make all damage die have the result of 1 for the triggering attack
If an ally takes damage, Dimensional Vortex per previous mechanics block

If both triggers occur, use Firedeath

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


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

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: 54/54
Bloodied: 27
Surge Value: 13
Surges left: 7/7
Action Points: 1

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

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Striker's Damage
Piercing Strike


Second Wind [_]
Low Slash [X]


Assassin's Bane [X]

Consumables:

None.

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.

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Namelessjake
Plane Wings Sharp Like Katana
Posts: 4461
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Re: The War of Three Kings IC

Post by Namelessjake »

Kass' blow kills yet another horse, sending its rider crashing to the ground. As Wes hits several of the men including the commander, who - seeing an opening after Wes' attack - strikes back at the Menoran, although Wes reacts quickly and is able to deflect most of the attack, with the man's sword causing little more than a scratch.

Go: Brannik, Chloe

Mechanics
[SHOW]

Adrian: marks, teleports, hits, bloodies, action point, charges, misses.

Kass: crits, hits, kills, Rider 3 falls prone in (D, 1), sustains.

Wes: hits x 3.

Commander: Attacks Wes, 28 vs AC hits Wes, Wes uses Firedeath, Wes takes 4 damage.

Map
[SHOW]

Image

Map Info
[SHOW]

Auras: Brannick - Black - considered difficult terrain for enemies.

Kass - Purple - Enemies within cannot shift, teleport, or benefit from invisibility, concealment, or total concealment.

Carts: Impassable terrain, which also block sight for ranged attacks.

Mules: The mules are technically creatures however they are currently unable to move due to pulling the carts of the caravan. While not being able to move they may kick if they feel threatened. You could also cut them lose if you wish to with a standard action.

Enemy Info
[SHOW]

Rider: A rider a top a riding horse (while be added to status block if ever necessary). They are fairly lightly armoured and wield only a sword and shield, although as parts of Fulsen's army their equipment is likely of better quality than a peasant militia and they are likely experienced or trained in combat.

Commander: Slightly better equipped than than his men, this man appears to be the leader of the group, fighting with an axe and shield.

Riding Horse: It's a horse.

Status
[SHOW]

Image

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ratwizard
A Wan Smile
Posts: 5990
Registered for: 11 years 10 months
Location: Hellworld

Re: The War of Three Kings IC

Post by ratwizard »

Brannik repositions away from the flanked commander and toward one of the dismounted riders a few meters away. Sliding around him and cutting off his retreat, the Bull launches a heavy swing at the man that he dodges.

Mechanics
[SHOW]

Brannik Luhoum

Move
Walk to B,-2 then A,-3, then -A,-2. If Commander OAs me, Wes' punishment activates.

Standard
Rough Strike on Rider 2 with CA from Vicious Advantage.
4(1d20) +15 = 19; 16(4d6.reroll(2)) +21 = 37
Misses 19 versus AC.

Free

Mark Rider 2.

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+1
Fort: 20
Reflex: 14
Will: 15
HP: 69/79
Bloodied: 39
Surge Value: 19
Surges left: 15/15
Action Points: 1

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

Resistances:
5 cold.

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[]
Rough Strike[X]
Mountain Hammer[]
Screaming Armor +2 [_]


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

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
Fort: 20
Reflex: 20
Will: 20
HP: 53/53
Bloodied: 26
Surge Value: 13
Surges left: 7/7
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[_]

Consumables:

None.

Important Features:
[SHOW]

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

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Fialova
Magical Liopleurodon
Posts: 5018
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: The War of Three Kings IC

Post by Fialova »

Finally able to move close enough to the main skirmish going on, Chloë begins by veiling herself in a shimmering veil of light that distracts her foes and makes them easier to hit. While distracted she unleashes her magical wind on them, buffeting the last mounted rider and sending him gliding over the corpse of the horse that Kass just finished off.

Mechanics
[SHOW]

Move Action: move to (L, 11)

Minor Action: Hamadryad Aspects
Effect: Spellbinding beauty, all enemies grant CA to me until the end of my next turn.

Standard Action: Tide of the First Storm centered on (B, 1)
Attack vs Rider 1: 30+2=32 vs AC = hit
Attack vs Rider 2: 15+2=17 vs AC = miss
Attack vs Rider 3: 18+2=20 vs AC = miss
Attack vs Riding Horse 1: 25+2=27 vs AC = hit
Attack vs Commander 1: 19+2=21 vs AC = ?
Hit: 9 damage and target is slowed until the end of my next turn
Effect: Rider 1 + horse both get slid to where Riding Hose 3's corpse is

No Action: prepared to use Shield if hit by an attack vs AC or Reflex

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
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: 7/7
Action Points: 0

Current Oath of Enmity Target: Rider 4

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, +2 to damage until the end of the encounter

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 []
Armathor's Step [X]
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: 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 [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.

User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4461
Registered for: 11 years 10 months
Location: Blockbuster

Re: The War of Three Kings IC

Post by Namelessjake »

As Brannik repositions the commander takes a swing at him, however Wes quickly casts a spell and the man suddenly finds himself standing in front of one of his men, his arm still in motion. The commander's attack hits his man in the neck killing him.

The merchants and riders continue to trade blows but with none of them landing any effective hits.

Go: Gemma

Mechanics
[SHOW]

Brannik: Moves -

  • Commander: OA on Brannik, 25 vs AC hits for 14 damage -

  • Wes: interrupts with Dimensional Vortex teleports Rider 4 to (D, 1) and Rider 4 makes the attack against Rider 3 instead of Brannik, hitting for 18 damage, killing him.

Brannik: misses, marks.

Chloe: Moves, 2 x hits, 2 x bloodies, 3 x miss, slide.

Rider 2: attacks Brannik, 21 vs AC misses, saves against immbolization.

Merchant 4: Attacks Rider 4, 23 vs AC misses.

Rider 1: Attacks Wes, 22 vs AC misses.

Merchant 2: 19 vs AC misses.

Map
[SHOW]

Image

Map Info
[SHOW]

Auras: Brannick - Black - considered difficult terrain for enemies.

Kass - Purple - Enemies within cannot shift, teleport, or benefit from invisibility, concealment, or total concealment.

Carts: Impassable terrain, which also block sight for ranged attacks.

Mules: The mules are technically creatures however they are currently unable to move due to pulling the carts of the caravan. While not being able to move they may kick if they feel threatened. You could also cut them lose if you wish to with a standard action.

Enemy Info
[SHOW]

Rider: A rider a top a riding horse (while be added to status block if ever necessary). They are fairly lightly armoured and wield only a sword and shield, although as parts of Fulsen's army their equipment is likely of better quality than a peasant militia and they are likely experienced or trained in combat.

Commander: Slightly better equipped than than his men, this man appears to be the leader of the group, fighting with an axe and shield.

Riding Horse: It's a horse.

Status
[SHOW]

Image

User avatar
ratwizard
A Wan Smile
Posts: 5990
Registered for: 11 years 10 months
Location: Hellworld

Re: The War of Three Kings IC

Post by ratwizard »

Gemma lances out at the rider in front of her, but to no avail. Seeing an opportunity, she strafes to engage the commander, calling out to Adrian ahead of her. "Wind Dancer! Cut him off!"

Mechanics
[SHOW]

Gemma

Standard

Sacrificial Lure on Rider 3. Misses AC 20. Gemma takes a -2 penalty to AC TSNT.
5(1d20) +15 = 20; 2(2d8) +13 = 15

Move

Shift left to E4.

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+1
Fort: 20
Reflex: 14
Will: 15
HP: 69/79
Bloodied: 39
Surge Value: 19
Surges left: 15/15
Action Points: 1

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

Resistances:
5 cold.

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[]
Rough Strike[X]
Mountain Hammer[]
Screaming Armor +2 [_]


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

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: 7/7
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.

Powers:

Intuitive Strike


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


Stand Tough[_]

Consumables:

None.

Important Features:
[SHOW]

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

User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4461
Registered for: 11 years 10 months
Location: Blockbuster

Re: The War of Three Kings IC

Post by Namelessjake »

Vanora and one of the other Merchants help close in one the still mounted rider, while in the smaller skirmish, one of the merchants lands a solid blow against the rider now fighting on foot. However the inexperienced merchant leaves his guard down after his attack and the rider quickly counterattacks. Adrian sees this and acts to teleport the rider next to him, but the Wind Dancer is too slow and the rider manages to stab the merchant through the chest killing him before he and his sword are whisked away by the Gleosian's magic.

Round 4

Go: Kass, Wes, Adrian

Mechanics
[SHOW]

Gemma: misses, shifts.

Vanora: Walks to (C, 4), attacks Rider 1, 22 vs AC misses

Merchant 1: Walks to (B, 4), attacks Rider 1, 31 vs AC hits for 5 damage

Merchant 3: Attacks Rider 4, 31 vs AC hits for 9 damage

Rider 4: Attacks Merchant 3, 25 vs AC hits for 10 damage, killing Merchant 3 -

  • Adrian: Aegis of Ensnarement teleports Rider 4 to (-A, 1)
Map
[SHOW]

Image

Map Info
[SHOW]

Auras: Brannick - Black - considered difficult terrain for enemies.

Kass - Purple - Enemies within cannot shift, teleport, or benefit from invisibility, concealment, or total concealment.

Carts: Impassable terrain, which also block sight for ranged attacks.

Mules: The mules are technically creatures however they are currently unable to move due to pulling the carts of the caravan. While not being able to move they may kick if they feel threatened. You could also cut them lose if you wish to with a standard action.

Enemy Info
[SHOW]

Rider: A rider a top a riding horse (while be added to status block if ever necessary). They are fairly lightly armoured and wield only a sword and shield, although as parts of Fulsen's army their equipment is likely of better quality than a peasant militia and they are likely experienced or trained in combat.

Commander: Slightly better equipped than than his men, this man appears to be the leader of the group, fighting with an axe and shield.

Riding Horse: It's a horse.

Status
[SHOW]

Image

User avatar
Fialova
Magical Liopleurodon
Posts: 5018
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: The War of Three Kings IC

Post by Fialova »

Adrian turns his head as Gemma shouts to him. Seeing the opening, he responds, "you got it!" before rushing over to help. With great speed and precision he lands a powerful blow against the enemy commander, letting out a battle cry as he does so. The ferocity of the attack causes some of the men to stagger backwards, and think twice about fighting the great Wind Dancer.

Mecanics
[SHOW]

Standard Action: Charge > Overwhelming Strike to (C, 0) on Commander 1
Attack: 33 vs AC = hit
Hit: 28 damage. I shift to (B, 0) and the target is slid to (C, 0)

No Action: Iron Wolf Charge
Effect: Commader 1 takes 6 extra damage and I make the secondary attack.
Atttack vs Commander 1: 26 vs Will = hit
Attack vs Riding Horse 1: 18 vs Will = hit
Attack vs Rider 1: 34 vs Will = hit
Attack vs Rider 2: 30 vs Will = hit
Attack vs Rider 4: 35 vs Will = hit
Hit: Commander 1 is pushed to (D, 0), Rider 4 is pushed to (-B, 2), others are not pushed. All enemies hit by the attack take -2 to attacks until the end of my next turn.

No Action: If Rider 4 attacks someone other than me, he will be teleported to (C, 0) by my Aegis and grant CA to everyone until the end of my next turn. If that square is taken let me know and I will specify another.

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
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: 7/7
Action Points: 0

Current Oath of Enmity Target: Rider 4

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, +2 to damage until the end of the encounter

Powers:

Overwhelming Strike
Sword Burst
Acrobat Boots (heroic tier)


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

User avatar
Scratcherclaw
YUO ARE SMART
Posts: 4076
Registered for: 11 years 10 months

Re: The War of Three Kings IC

Post by Scratcherclaw »

As Kass continues focusing on the remaining mounted fighter, Wes vanishes from sight, reappearing adjacent to the apparent commander. He attempts to swipe at the man with his blade akin to deadly ice, however the commander easily avoids the blow. Wes takes a deep breath, preparing for a counterblow. Stay cool, Wesley. The tides are in our favor.

Mechanics
[SHOW]

Kass
Standard: Piercing Strike on Rider 1
Attack: 12(1d20) +14 = 26 vs AC = Hit
Damage: 6(1d8) +8 = 14

Wes
Minor: Aegis of Shielding on Rider 1
He's marked, takes -3 to attacks not including me, and all of his damage rolls for such attacks are reduced by 9

Move: Armathor's Step to teleport to D-1, gaining a +2 to attacks on Commander 1

Standard: Frigid Blade on Commander 1
Attack: 1(1d20) +16 = 17 vs AC = haha nope

Firedeath still readied

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


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

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: 54/54
Bloodied: 27
Surge Value: 13
Surges left: 7/7
Action Points: 1

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

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Striker's Damage
Piercing Strike


Second Wind [_]
Low Slash [X]


Assassin's Bane [X]

Consumables:

None.

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.

User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4461
Registered for: 11 years 10 months
Location: Blockbuster

Re: The War of Three Kings IC

Post by Namelessjake »

Wes raises his sword and blocks an attack from the commander. butThe power of the blow overwhelms the Arcane Knight breaking his guard and slicing the knight on the arm. "Hold fast men! The others will be here soon," the commander shouts to the remaining riders, his words spurring one of them on who manage to land an attack on Brannik as a result.

Go: Brannik, Chloe

Mechanics
[SHOW]

Adrian: charges, hits, bloodies, shifts, slides, pushes x2.

Kass: hits

Wes: marks, teleports, misses

Commander: Attacks Wes, crits for 15 damage - Wes' Firedeath reduces damage to 8, bloodies, Rallying Cry on Rider 2, Rider 2 makes MBA against Brannik, 27 vs AC hits for 7 damage.

Map
[SHOW]

Image

Map Info
[SHOW]

Auras: Brannick - Black - considered difficult terrain for enemies.

Kass - Purple - Enemies within cannot shift, teleport, or benefit from invisibility, concealment, or total concealment.

Carts: Impassable terrain, which also block sight for ranged attacks.

Mules: The mules are technically creatures however they are currently unable to move due to pulling the carts of the caravan. While not being able to move they may kick if they feel threatened. You could also cut them lose if you wish to with a standard action.

Enemy Info
[SHOW]

Rider: A rider a top a riding horse (while be added to status block if ever necessary). They are fairly lightly armoured and wield only a sword and shield, although as parts of Fulsen's army their equipment is likely of better quality than a peasant militia and they are likely experienced or trained in combat.

Commander: Slightly better equipped than than his men, this man appears to be the leader of the group, fighting with an axe and shield.

Riding Horse: It's a horse.

Status
[SHOW]

Image

User avatar
ratwizard
A Wan Smile
Posts: 5990
Registered for: 11 years 10 months
Location: Hellworld

Re: The War of Three Kings IC

Post by ratwizard »

Seeing an opening, Brannik marches past one enemy to engage another in a flanking maneuver with Gemma. He swings at the rider, but the soldier's height advantage atop the steed causes Brannik to miss.

Mechanics
[SHOW]

Brannik Luhoum

Move
Walk to B1, provoking OA from Rider 2. Brannik don't care.

Standard
Weight of Earth against Rider 1.
8(1d20) +15 = 23; 10(2d6.reroll(2)) +16 = 26

Free
Mark Rider 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+1
Fort: 20
Reflex: 14
Will: 15
HP: 69/79
Bloodied: 39
Surge Value: 19
Surges left: 15/15
Action Points: 1

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

Resistances:
5 cold.

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[]
Rough Strike[X]
Mountain Hammer[]
Screaming Armor +2 [_]


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

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
Fort: 20
Reflex: 20
Will: 20
HP: 53/53
Bloodied: 26
Surge Value: 13
Surges left: 7/7
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[_]

Consumables:

None.

Important Features:
[SHOW]

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

User avatar
Fialova
Magical Liopleurodon
Posts: 5018
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: The War of Three Kings IC

Post by Fialova »

Chloë frowns as one of their merchant acquaintances is felled in battle. Eager to help finish off the last enemies, she send another beam of light towards the last mounted man, but she misses her mark.

Mechanics
[SHOW]

Standard Action: Sun Strike on Rider 1
Attack: 14 vs AC = miss

No Action: prepared to use Shield if hit by an attack vs AC or Reflex

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
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: 7/7
Action Points: 0

Current Oath of Enmity Target: Rider 4

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, +2 to damage until the end of the encounter

Powers:

Overwhelming Strike
Sword Burst
Acrobat Boots (heroic tier)


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

User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4461
Registered for: 11 years 10 months
Location: Blockbuster

Re: The War of Three Kings IC

Post by Namelessjake »

The enemy Brannik left behind manages to land a glancing blow on the dwarf as he moves away, before he moves in behind Wes to flank the knight, catching him off guard and landing a strong attack.

With the rider to the South teleported away by Adrian, the two merchants who had been fighting him charge at the mounted rider joining the fray - allow their attack proves to be ineffective.

Go: Gemma

Mechanics
[SHOW]

Brannik: moves, Rider 2 makes OA, 27 vs AC hits for 6 damage, misses Rider 1, marks

Chloe: misses.

Rider 2: Moves to (B, -1) avoiding OA from Adrian, attacks Wes, 32 vs AC = crit for 13 damage.

Merchant 4: Charges Rider 1, 19 vs AC misses.

Rider 1: attacks Brannik, 27 vs AC hits for 7 damage.

Merchant 2: Charges Rider 1, 13 vs AC misses.

Map
[SHOW]

Image

Map Info
[SHOW]

Auras: Brannick - Black - considered difficult terrain for enemies.

Kass - Purple - Enemies within cannot shift, teleport, or benefit from invisibility, concealment, or total concealment.

Carts: Impassable terrain, which also block sight for ranged attacks.

Mules: The mules are technically creatures however they are currently unable to move due to pulling the carts of the caravan. While not being able to move they may kick if they feel threatened. You could also cut them lose if you wish to with a standard action.

Enemy Info
[SHOW]

Rider: A rider a top a riding horse (while be added to status block if ever necessary). They are fairly lightly armoured and wield only a sword and shield, although as parts of Fulsen's army their equipment is likely of better quality than a peasant militia and they are likely experienced or trained in combat.

Commander: Slightly better equipped than than his men, this man appears to be the leader of the group, fighting with an axe and shield.

Riding Horse: It's a horse.

Status
[SHOW]

Image

User avatar
ratwizard
A Wan Smile
Posts: 5990
Registered for: 11 years 10 months
Location: Hellworld

Re: The War of Three Kings IC

Post by ratwizard »

"Hang in there, Wes!" comes the cry of Gemma, seeing the Arcane Knight struggle against the combined assault of two enemy soldiers. She thrusts her spear forward, catching one of the riders off balance for her allies to follow suit.

Mechanics
[SHOW]

Gemma

Minor

Healing Word on Wes, expending a surge and healing him by 17 to 35 HP, unbloodying him.

Standard

Intuitive Strike on Rider 1. Hits AC 34 for 10 damage. TSNT Gemma, any ally who attacks Rider 1 with CA gains a +2 power bonus to their attack roll.
19(1d20) +15 = 34; 7(1d8) +3 = 10

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+1
Fort: 20
Reflex: 14
Will: 15
HP: 49/79
Bloodied: 39
Surge Value: 19
Surges left: 15/15
Action Points: 1

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

Resistances:
5 cold.

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[]
Rough Strike[X]
Mountain Hammer[]
Screaming Armor +2 [_]


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

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
Fort: 20
Reflex: 20
Will: 20
HP: 53/53
Bloodied: 26
Surge Value: 13
Surges left: 7/7
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 [X]
Healing Word [X] [_]


Stand Tough[_]

Consumables:

None.

Important Features:
[SHOW]

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

User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4461
Registered for: 11 years 10 months
Location: Blockbuster

Re: The War of Three Kings IC

Post by Namelessjake »

Vanora and one of the merchants attack the rider, with one of them landing an attack. One of the dismounted Riders charges Adrian, managing to strike the Wind Dancer while his back is turned.

Round 5

Go: Kass, Wes, Adrian

Mechanics
[SHOW]

Gemma: heals, hits.

Vanora: attacks Rider 1, misses.

Merchant 1: attacks Rider 1, hits for 5 damage.

Rider 4: Charges Adrian, 28 vs AC hits for 10 damage.

Map
[SHOW]

Image

Map Info
[SHOW]

Auras: Brannick - Black - considered difficult terrain for enemies.

Kass - Purple - Enemies within cannot shift, teleport, or benefit from invisibility, concealment, or total concealment.

Carts: Impassable terrain, which also block sight for ranged attacks.

Mules: The mules are technically creatures however they are currently unable to move due to pulling the carts of the caravan. While not being able to move they may kick if they feel threatened. You could also cut them lose if you wish to with a standard action.

Enemy Info
[SHOW]

Rider: A rider a top a riding horse (while be added to status block if ever necessary). They are fairly lightly armoured and wield only a sword and shield, although as parts of Fulsen's army their equipment is likely of better quality than a peasant militia and they are likely experienced or trained in combat.

Commander: Slightly better equipped than than his men, this man appears to be the leader of the group, fighting with an axe and shield.

Riding Horse: It's a horse.

Status
[SHOW]

Image

User avatar
Scratcherclaw
YUO ARE SMART
Posts: 4076
Registered for: 11 years 10 months

Re: The War of Three Kings IC

Post by Scratcherclaw »

Kass lands a powerful blow on the mounted rider, who slumps over on his horse. Elsewhere, Wes' glacial blade slices at the commander, causing his body to stiffen up from the intense cold. "Hold fast? Don't be ridiculous. It'd be better to give up now."

Mechanics
[SHOW]

Kass
Standard: Piercing Strike on Rider 1
Attack: 20(1d20) +16 = 36 vs AC = CRIT

Free Action: Striker's Damage to add an additional 1d6

Damage: 3(1d6) +16 = 19

Minor: Sustain Assassin's Bane

Wes
Standard: Frigid Blade on Commander 1
Attack: 20(1d20) +14 = 34 vs AC = CRIT
Damage: 17 Cold Damage & Commander 1 takes a -4 penalty to speed until the end of his next turn

Move: Shift to B-2

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: 35/69
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 [X]
Sword of Sigils [X]
Dimensional Vortex []
Firedeath []
Echoes of Sword Magic [X]
Arcane Mutterings []
Armathor's Step [_]


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

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: 54/54
Bloodied: 27
Surge Value: 13
Surges left: 7/7
Action Points: 1

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

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Striker's Damage
Piercing Strike


Second Wind [_]
Low Slash [X]


Assassin's Bane [X]

Consumables:

None.

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.

User avatar
Fialova
Magical Liopleurodon
Posts: 5018
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: The War of Three Kings IC

Post by Fialova »

Adrian attempts to shove the man near him out of the way, but he does not budge. Changing tactics, he turns to rush the nearly defeated commander. With a heavy swing he sends the man crumpling to the ground, before turning back to the first with a taunting smirk.

Mechanics
[SHOW]

Minor Action: Fury's Advance on Rider 4
Attack: 22 vs AC = hit?

Hit
[SHOW]

On hit: Target takes 15 damage and is pushed to (-A, 0). I opt not to shift.

Move Action: shift to (C, 0)

Standard Action: Charge > Overwhelming Strike to (A, -1) on Rider 4
Attack: 32 vs AC = hit
Hit: 24 damage. I shift to (-A, -1) and opt not to slide target.

Miss
[SHOW]

Move Action: shift to (A, -1)

Standard Action: Charge > Overwhelming Strike to (C, 0) on Commander 1
Attack: 32 vs AC = hit
Hit: 24 damage. I shift to (C, 1) and target slides to (C, 0)

No Action: prepared to use Iron Mind if hit by an attack

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

AC: 27
Fort: 15
Reflex: 20
Will: 19
HP: 50/60
Bloodied: 30
Surge Value: 15
Surges left: 7/7
Action Points: 0

Current Oath of Enmity Target: Rider 4

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, +2 to damage until the end of the encounter

Powers:

Overwhelming Strike
Sword Burst
Acrobat Boots (heroic tier)


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

User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4461
Registered for: 11 years 10 months
Location: Blockbuster

Re: The War of Three Kings IC

Post by Namelessjake »

Kass' attack finishes off the rider who falls from his horse, landing in a crumpled pile on the floor. Meanwhile Wed lands a solid swing on the commander, who is then finished off by Adrian who plunges his sword into the should of the still recovering man.

Go: Brannik, Chloe

Mechanics
[SHOW]

Kass: crits, kills, sustains.

Wes: crits, shifts.

Adrian: misses, shifts, charges, hits, kills, shifts, slides.

Rider 4: Charges Brannik, 28 vs AC hits for 10 damage.

Map
[SHOW]

Image

Map Info
[SHOW]

Auras: Brannick - Black - considered difficult terrain for enemies.

Kass - Purple - Enemies within cannot shift, teleport, or benefit from invisibility, concealment, or total concealment.

Carts: Impassable terrain, which also block sight for ranged attacks.

Mules: The mules are technically creatures however they are currently unable to move due to pulling the carts of the caravan. While not being able to move they may kick if they feel threatened. You could also cut them lose if you wish to with a standard action.

Enemy Info
[SHOW]

Rider: A rider a top a riding horse (while be added to status block if ever necessary). They are fairly lightly armoured and wield only a sword and shield, although as parts of Fulsen's army their equipment is likely of better quality than a peasant militia and they are likely experienced or trained in combat.

Commander: Slightly better equipped than than his men, this man appears to be the leader of the group, fighting with an axe and shield.

Riding Horse: It's a horse.

Status
[SHOW]

Image

User avatar
ratwizard
A Wan Smile
Posts: 5990
Registered for: 11 years 10 months
Location: Hellworld

Re: The War of Three Kings IC

Post by ratwizard »

"Well done, lads and lasses," Brannik shouts as they start to gain the upper hand. If we can handle these blackguards before their reinforcements can arrive, perhaps they will think twice.

The thought gives him hope, and he slides toward an enemy facing Wes. With a mighty heft of his hammer, Brannik batters him from the back.

Mechanics
[SHOW]

Brannik Luhoum

Move
Shift to B0.

Free
Mark Rider 2, Rider 4.

Standard
Weight of Earth on Rider 2. CRITS! for 36 damage, slowing him TEMNT, and granting Brannik 5 THP.
Attack: 20(1d20) +15 = 35; 7(2d6.reroll(2)) +16 = 23
Crit Bonus: 8(2d6) = 8

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+1
Fort: 20
Reflex: 14
Will: 15
HP: 49+5/79
Bloodied: 39
Surge Value: 19
Surges left: 15/15
Action Points: 1

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

Resistances:
5 cold.

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[]
Rough Strike[X]
Mountain Hammer[]
Screaming Armor +2 [_]


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

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
Fort: 20
Reflex: 20
Will: 20
HP: 53/53
Bloodied: 26
Surge Value: 13
Surges left: 7/7
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[_]

Consumables:

None.

Important Features:
[SHOW]

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

User avatar
Fialova
Magical Liopleurodon
Posts: 5018
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: The War of Three Kings IC

Post by Fialova »

As the fight draws nearer to its conclusion, Chloë feels safer getting close to the action. Watching as one of the men rushes her lover, she sends a beam of light from her hand that hits him square in the chest.

Mechanics
[SHOW]

Move Action: move to (F, 8)

Standard Action: Sun Strike on Rider 4
Attack: 29 vs AC = hit
Hit: 15 damage, opt not to slide.

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

AC: 27
Fort: 15
Reflex: 20
Will: 19
HP: 50/60
Bloodied: 30
Surge Value: 15
Surges left: 7/7
Action Points: 0

Current Oath of Enmity Target: Rider 4

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, +2 to damage until the end of the encounter

Powers:

Overwhelming Strike
Sword Burst
Acrobat Boots (heroic tier)


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

User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4461
Registered for: 11 years 10 months
Location: Blockbuster

Re: The War of Three Kings IC

Post by Namelessjake »

Suffering Brannik's powerful attack and with the sight of his fallen comrades, one of the rider's turns to flee after making a quick attack against the Bull. As he does so he drops his guard against Wes and Brannik who both move to take advantage of this. The Arcane knight is the quickest to react of the pair and cuts down the rider as he tries to run past.

Meanwhile, with the battle nearing its end, one of the merchants attempts to calm the panicked riding horse. He slowly manages to calm down the animal, which then trots away from the main group, still acting somewhat skittish but no longer hostile. With the horse no longer in the middle of the fight, one of the other merchants charges at the last rider but has his attack parried away with ease.

Go: Gemma

Mechanics
[SHOW]

Brannik: shifts, marks, crits

Chloe: Moves, hits

Rider 2: attacks Brannik, 27 vs AC hits for 12 damage, moves to (A, -7) - Wes makes OA, crits, kills.

Merchant 4: Attempts to calm Riding Horse 1, nature check result 19, success

Riding Horse 1: Walks to (C, 8)

Merchant 2: Charges Rider 4, 21 vs Ac misses.

Map
[SHOW]

Image

Map Info
[SHOW]

Auras: Brannick - Black - considered difficult terrain for enemies.

Kass - Purple - Enemies within cannot shift, teleport, or benefit from invisibility, concealment, or total concealment.

Carts: Impassable terrain, which also block sight for ranged attacks.

Mules: The mules are technically creatures however they are currently unable to move due to pulling the carts of the caravan. While not being able to move they may kick if they feel threatened. You could also cut them lose if you wish to with a standard action.

Enemy Info
[SHOW]

Rider: A rider a top a riding horse (while be added to status block if ever necessary). They are fairly lightly armoured and wield only a sword and shield, although as parts of Fulsen's army their equipment is likely of better quality than a peasant militia and they are likely experienced or trained in combat.

Commander: Slightly better equipped than than his men, this man appears to be the leader of the group, fighting with an axe and shield.

Riding Horse: It's a horse.

Status
[SHOW]

Image

User avatar
ratwizard
A Wan Smile
Posts: 5990
Registered for: 11 years 10 months
Location: Hellworld

Re: The War of Three Kings IC

Post by ratwizard »

Gemma advances on the final rider, cutting off his escape and jabbing her spear at him.

Mechanics
[SHOW]

Gemma

Move
Walk to -A, 1.

Standard

Intuitive Strike on Rider 4. Hits 24 vs AC for 11 damage. Allies with CA against Rider 4 gain +2 to hit TSNT Gemma.
11(1d20) +13 = 24; 8(1d8) +3 = 11

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+1
Fort: 20
Reflex: 14
Will: 15
HP: 32/79
Bloodied: 39
Surge Value: 19
Surges left: 15/15
Action Points: 1

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

Resistances:
5 cold.

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[]
Rough Strike[X]
Mountain Hammer[]
Screaming Armor +2 [_]


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

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
Fort: 20
Reflex: 20
Will: 20
HP: 53/53
Bloodied: 26
Surge Value: 13
Surges left: 7/7
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 [X]
Healing Word [X] [_]


Stand Tough[_]

Consumables:

None.

Important Features:
[SHOW]

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

User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4461
Registered for: 11 years 10 months
Location: Blockbuster

Re: The War of Three Kings IC

Post by Namelessjake »

As Gemma cuts off the last man's route of escape, Vanora charges in from behind delivering the killing blow. The sound of silence falls over the area as the shouts of battle and ringing of steel on steel cease. The silence is only interrupted by the occasional noise from the remaining horse which appears to still be in some distress. Then, on the wind, you hear the sound of the other horn, reminding you that the fight isn't quite over yet.

Short Rest... ?

Mechanics
[SHOW]

Gemma: moves, hits.

Vanora: Charges Rider 4, 25 vs AC hits for 11 damage, kills.

OOC
[SHOW]

You have defeated these enemies but you know there are more coming from the East. You can take a short rest if you wish or you can simply just reposition if you have an active effects you wish to carry over into the next encounter at the expense of healing and regaining your encounter powers.

You can also (and probably should) reposition yourselves to the other side of the caravan.

Map
[SHOW]

Image

Map Info
[SHOW]

Auras: Brannick - Black - considered difficult terrain for enemies.

Kass - Purple - Enemies within cannot shift, teleport, or benefit from invisibility, concealment, or total concealment.

Carts: Impassable terrain, which also block sight for ranged attacks.

Mules: The mules are technically creatures however they are currently unable to move due to pulling the carts of the caravan. While not being able to move they may kick if they feel threatened. You could also cut them lose if you wish to with a standard action.

Enemy Info
[SHOW]

Rider: A rider a top a riding horse (while be added to status block if ever necessary). They are fairly lightly armoured and wield only a sword and shield, although as parts of Fulsen's army their equipment is likely of better quality than a peasant militia and they are likely experienced or trained in combat.

Commander: Slightly better equipped than than his men, this man appears to be the leader of the group, fighting with an axe and shield.

Riding Horse: It's a horse.

Status
[SHOW]

Image

User avatar
ratwizard
A Wan Smile
Posts: 5990
Registered for: 11 years 10 months
Location: Hellworld

Re: The War of Three Kings IC

Post by ratwizard »

"Great hit," Gemma says to the caravan leader, wiping the edge of her spear and stepping back toward the caravan.

Brannik stomps past, surveying the battlefield. "Sorry about your man," he offers Vanora as he moves toward the carts. "Let's form up. No more need to fall today."

Mechanics
[SHOW]

Brannik: spend 3 surges to get to full HP. Lose aura. Recover encounter powers. Positions on the east side of the caravan, in a forward position.

Gemma: recover encounter powers. Positions on the east side of the caravan, three squares behind Brannik.

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: 12/15
Action Points: 1

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

Resistances:
5 cold.

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 []
Wildling Strength []

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
Fort: 20
Reflex: 20
Will: 20
HP: 53/53
Bloodied: 26
Surge Value: 13
Surges left: 7/7
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[_]

Consumables:

None.

Important Features:
[SHOW]

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

User avatar
Scratcherclaw
YUO ARE SMART
Posts: 4076
Registered for: 11 years 10 months

Re: The War of Three Kings IC

Post by Scratcherclaw »

Hearing the warhorn echo across the plains, Wes hastily begins tending to his wounds. "Perhaps we can avoid a second fight. Anyone familiar with warhorn communication? The commander should have a horn of his own."

Mechanics
[SHOW]

Wes and Kass regain encounter powers & Wes spends 2 surges to get back to full HP. Reposition east towards the middle when warhorn business is resolved

History to know about warhorn stuff and their meaning I guess?: 3(1d20) +13 = 16

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: 9/12
Action Points: 1

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

Resistances:
Fire 5; Cold 5

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

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


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


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

Consumables:

None.

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: 54/54
Bloodied: 27
Surge Value: 13
Surges left: 7/7
Action Points: 1

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

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Striker's Damage
Piercing Strike


Second Wind []
Low Slash []


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.

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ratwizard
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Re: The War of Three Kings IC

Post by ratwizard »

Brannik grunts, considering the idea. "Think I could get a 'fuck you' across via warhorn?"

"Two short blasts," Gemma offers with a shrug.

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Re: The War of Three Kings IC

Post by Fialova »

"Well if you're going to do it, do it quick," Adrian responds, as Chloë runs up to him. Stepping over to the horse that remains he attempts to calm it down. While he does so, he says, "as nice as the practice is, I don't think Vanora here wants to risk more of her people on a fight if you've a way to avoid it."

Mechanics
[SHOW]

Short rest: regain encounter powers. Adrian spends 1 surge to return to full hp.

Nature to calm horse: 28

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
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: 6/7
Action Points: 0

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
+5 to athletics checks, +2 to speed, +2 to damage until the end of the encounter

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.

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Re: The War of Three Kings IC

Post by Namelessjake »

"Thank you. He was a good man, had a family back in Kingsport I believe. If it hadn't been for you it would be all of us returning to the Plains ," Vanora replies to Brannik. Meanwhile Adrian's efforts to calm the horse succeed as it nuzzles his hand in response, the horse seemingly very friendly with the Wind Dancer.

Wes
[SHOW]

Having trained in the ways of Tulrissian combat and warfare for most of your life, you're at least somewhat familiar with war horns and their uses.

The use and meaning of them does vary based on the preference of the commanders using them and the situations they are employed in but you feel fairly confident that two short blasts would signal to the other riders their assistance is no longer needed.

Adrian
[SHOW]

+1 Equine Friend

The Riding Horse is now considered yours

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Re: The War of Three Kings IC

Post by Scratcherclaw »

Feeling confident in his memory of warhorn usage, Wes wanders towards the corpse on the commander and retrieves the horn. "Here's hoping this works." He blows into the horn, producing two short blasts that echo across the plains.

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Re: The War of Three Kings IC

Post by Fialova »

As the horse calms down, Adrian strokes its nose some and walks it over to the others. Once closer he helps Chloë up into the saddle, continuing to stroke it to try to keep calm. He makes sure to keep a tight grip on the reins while Wes blasts the horn, not wanting it to flee so soon after he'd won it over.

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Re: The War of Three Kings IC

Post by ratwizard »

Brannik leans on his hammer, curious to see the effect of Wes' efforts. Not that I wouldn't mind unseating a few more of these pompous bastards, but I don't think these merchants could handle it.

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Re: The War of Three Kings IC

Post by Namelessjake »

As Wes' blasts echo across the plains the caravan falls silent, waiting with anticipation. The few seconds that pass feel like minutes before the reply comes, two identical short blasts.

"Well they got the message, whatever it was," Vanora says as she re-positions to the Eastern side of the caravan. "Now we just have to hope it was telling them to leave us alone, " she adds looking to the horizon.

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Re: The War of Three Kings IC

Post by ratwizard »

"Way I see it, we have two options," Brannik says, turning to face the others. "We can wait it out, see if they've moved on."

Gemma nods. "Or?"

"Or we can push on, as quickly and quietly as possible. Either way, we're easy to spot if they're sending scouts."

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Re: The War of Three Kings IC

Post by Scratcherclaw »

"If any scouts do show up, waiting around by a pile of corpses certainly won't raise suspicion. None at all," Wes says with a shrug and a smirk, gazing into their former battlefield.

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Re: The War of Three Kings IC

Post by Fialova »

"I see no reason to wait," Adrian responds, joining his lover on the horse once she is safely atop it. "I doubt our movement will affect their decision to come this way, they cannot even see us from where they are now. If they come they will come whether we stay put or not, best we make a bit of progress at least."

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Re: The War of Three Kings IC

Post by Namelessjake »

"You're probably right," Vanora agrees. "Let's get going!" She orders the other merchants. They load up their fallen comrade's body onto one of the carts and replace some of their old swords for those of the slain soldiers, before they mount the carts and spur the mules forward with a flick of the reigns. You follow along on foot as you had done before. The whole caravan waiting for the enemy to appear on the horizon at any moment.

However that moment never comes, after around ten tense minutes Vanora speaks again. "Thank the Plainsfather, I think your trick with the horn worked," she says to Wes.

Loot
[SHOW]

You can take the below loot from the downed soldiers. These items assume quickly grabbing anything easy to carry and maybe checking a few obvious pockets.

Commander
Bastard Sword
Heavy Shield
War Horn (Currently in Wes' possession)
Casque of Tactics (heroic tier)
Breaching Gauntlets (heroic tier)
Waterskin
4 trail rations
12 gold pieces

Rider 1
Longsword (Claimed by Merchants)
Heavy Shield
Belt of Vigor (heroic tier)
2 Trail Rations
3 gold pieces

Rider 2
Longsword (Claimed by Merchants)
Heavy Shield
Flint and Steel
Waterskin

Rider 3
Longsword
Heavy Shield
Holy Symbol (Groddo)
4 trail rations

Rider 4
Longsword
Heavy Shield
Hempen Rope (50 ft.)
6 gold pieces

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Re: The War of Three Kings IC

Post by ratwizard »

Brannik and Gemma quickly pick through the slain soldiers alongside the merchants. "It's not a matter of honor or respect," the dwarf argues with her. "We've got our own recruits to protect. We have to think about their safety, and how we're going to keep our movement supplied."

"It just feels... wrong, you know, boss?" Gemma frowns, rolling one of the riders over and checking his pack. "Taking a dead man's sword, his shield... hell, his food." She pulls out a small case of hard tack and dried meats.

"Killing people feels wrong. Innocent people dying feels wrong. A war declared by three greedy bastards clawing for that worthless crown... that feels wrong." He turns to face her, his posture rigid. "We do what we do to survive, and to ensure the commonfolk do too." The dwarf lets out a troubled sigh. "One day, it won't have to be like this, you know."

The human nods, her eyes weary. "I know."


Namelessjake wrote:

"Thank the Plainsfather, I think your trick with the horn worked," she says to Wes.

"Good fortune for once," Brannik says. I was not expecting that gambit to work. "How are the mules?"

OOC
[SHOW]

As a group, we will loot and keep for our recruits:

Bastard Sword
Longsword x2
Heavy Shield x5
War Horn (in Wes' possession)
10 trail rations
Hempen Rope (50 ft)
21 gp

We will loot with the intent to sell:

Casque of Tactics (H)
Breaching Gauntlets (H)
Belt of Vigor (H)

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Re: The War of Three Kings IC

Post by Scratcherclaw »

"Thank the Gods," Wes says, finally breathing in relief as their tension passes. "Let's hope our good fortunes keep. But perhaps this warhorn's use isn't done yet." He ponders for a moment, wondering how they might manipulate the armies' plans and movements with the horn now in their possession. He smirks before tucking it away into his bag.

He turns to Vanora and asks, "Is your journey usually this eventful?"

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Re: The War of Three Kings IC

Post by Fialova »

"Yes, at the very least we might have cause to use it with our own men down the line," Adrian responds. "And if not, tricking another army is certainly a useful ability to have." He watches as the two pick the corpses, somewhat disgusted by the act, but also seeing the merit in gaining equipment. At least we are not scavenging a battlefield. These men attacked us, their goods are now ours by right.

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Re: The War of Three Kings IC

Post by Namelessjake »

"A little spooked but they'll survive," Vanora replies to Brannik. "Surprisingly not," she adds in reply to Wes. "I'm glad I hired you lot though. We're not going to be leaving the safety of Gresham without an escort I can tell you that," she says, as she and the other merchants begin prepping the caravan to depart.

A few minutes later the mules are driven forward and the caravans sets off continuing towards Gresham, the towers of Stag's Rest drawing ever closer. "We should probably keep an eye out for the rest of the plants Farryn wanted," Kass says after a few minutes of walking.

"I'd almost forgotten in all the excitement," Chloë chimes in from atop Adrian's new horse.

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Re: The War of Three Kings IC

Post by ratwizard »

"Good thinking," Brannik says to Kass. "I'll keep on the hunt."

As the group approaches Gresham, the Bull maintains focus on the riverbanks or other terrain that is suitable for the plants to grow in.

Mechanics
[SHOW]

Nature to look for plantz: 14(1d20) +8 = 22

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Re: The War of Three Kings IC

Post by Scratcherclaw »

"Aye, no sense in wasting the opportunity while we're out on the road," Wes says, nodding at his cousin's suggestion. "And perhaps the city will have anything we're missing as well."

Mechanics
[SHOW]

Nature: 9(1d20) +5 = 14

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Re: The War of Three Kings IC

Post by Fialova »

"One would hope," Adrian responds to Wes. "If not then we can always try another city, I suppose," he says, gazing towards their surroundings as well to search.

Mechanics
[SHOW]

Nature: 35 lol a crit

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Re: The War of Three Kings IC

Post by Namelessjake »

Brannik and Wes
[SHOW]

As you walk you keep your eyes open for the Olina Petals you still require for Farryn but fail to spot any amongst the grass and small bushes and rocks which dot the steppe.

Adrian
[SHOW]

As you walk As you walk you keep your eyes open for the Olina Petals you still require for Farryn. A small pinkish flower, you had encountered them multiples times before on your travels of Tulrisse taking a passing interest in them due to their colour being almost identical to the cherry blossoms of your home nation. Due to this you know they typically grow near larger bushes which shelter the delicate flowers from the winds which buffet the open Tulrissian plains. After about fifteen minutes of walking you spot such a bush and as the caravan nears it you see the pink of the flowers leaves around the base of the it.

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Re: The War of Three Kings IC

Post by Fialova »

"Hold," Adrian says, holding his arm up to the others as the caravan approaches the bushes he'd spotted. "There," he continues, pointing to the shrubs as he dismounts the horse. "There should be some Olina Petals here, I am pretty sure I can see them already," he adds as he steps over to gather the flowers.

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Re: The War of Three Kings IC

Post by Scratcherclaw »

"You've a knack for Tulrissian plants for not being from here originally," Wes says, surprised at the man so easily finding their target. "Pretty unbeleafable if you ask me," he adds, cracking a cheeky grin.

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Re: The War of Three Kings IC

Post by Fialova »

Adrian chuckles at Wes' pun, returning to his horse after he finishes gathering the flowers. "I may not have been in your land long, but most of my time here has been spent traveling. You learn a lot about the flora and fauna of a region when you spend most of your time surrounded by it, rather than by stone walls."

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