The War of Three Kings — IC

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Fialova
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Re: The War of Three Kings IC

Post by Fialova »

"The flank works fine for me as well," Adrian says, before turning to Brannik. "You should take Chloë and Kass with you, then. A burst of magic and a giant hammer is the first thing they see, then we can hopefully catch them off guard from the side." Chloë nods in agreement with the man as he makes his suggestion, walking towards Brannik as Adrian steps closer to Wes.

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ratwizard
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Re: The War of Three Kings IC

Post by ratwizard »

Brannik nods, satisfied. "Good plan. Just be ready to get to us if we bite off more than we can chew. Gemma?"

"Yeah, boss?"

"You ready?"

She smirks. "Always."

"Don't do anything I wouldn't do," he warns. "I expect to see you on the other side of this without a scratch."

Gemma nods back, her shield ready and her spear leading the way toward the flank.

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Scratcherclaw
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Re: The War of Three Kings IC

Post by Scratcherclaw »

"Try not to have all the fun without us," Wes says with a smirk as he makes his way towards the side exit.

"We'll save plenty for you," Kass says, waving her cousin off as they make ready for battle.

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Namelessjake
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Re: The War of Three Kings IC

Post by Namelessjake »

The six of you form up at your respective doors, as you reach the doors you can here the muffled sound of talking and laughter inside.

Mechanics
[SHOW]

Roll Initiative!

You will have a surprise round from when you enter the building.

Map
[SHOW]

Image

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Scratcherclaw
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Re: The War of Three Kings IC

Post by Scratcherclaw »

Mechanics
[SHOW]

Wes Init: 2(1d20) +3 = 5 ha

Kass Init: 7(1d20) +13 = 20

All allies within 10 squares who roll a lower init than Kass get a +2 bonus

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ratwizard
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Re: The War of Three Kings IC

Post by ratwizard »

Initiative
[SHOW]

12(1d20) +3 = 15; 13(1d20) +2 = 15

Brannik: 15 (+2 from Kass) for 17
Gemma: 15

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Fialova
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Re: The War of Three Kings IC

Post by Fialova »

Mechanics
[SHOW]

Adrian initiative: 12

Chloë initiative: 17

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Namelessjake
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Re: The War of Three Kings IC

Post by Namelessjake »

With everyone ready at the entrances to the farm house, Kass throws open the main door to reveal 7 men and the peasant girl who's escape attempt you had witnessed. They have clearly been drinking and using the woman as a serving girl. Their laughter and conversation stops abruptly with the opening of the door however it takes a few seconds for them to realise what's happening before they can clamber for their weapons.

Surprise Round!

Go: Kass, Brannik, Chloë

Mechanics
[SHOW]

Kass: Opens door and...

Map
[SHOW]

Image

Map Info
[SHOW]

Auras: None

Furniture: Any large pieces of furniture such as tables and chairs are difficult terrain. Any questions just ask.

Enemy Info
[SHOW]

Soldiers: Well equipped with swords and shields, as well as heavy armour. They are experienced fighters, however they are mostly drunk.

Crossbowmen: Similar to their Soldier counterparts although more lightly armoured and armed with crossbows.

Peasant Woman: The young peasant girl you saw try to escape.

Status
[SHOW]

Image

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Scratcherclaw
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Re: The War of Three Kings IC

Post by Scratcherclaw »

Kass rushes in, sights set upon the cluster of soldiers housed inside. She makes eye contact with the peasant woman, attempting to give her a reassuring nod. "Alright, boys. Let's get right down to business."

Mechanics
[SHOW]

Move: Walk to G20

Minor: Assassin's Bane
Kass creates a close burst 3 zone that lasts until the end of her next turn or until sustained. Enemies cannot shift, teleport, or benefit from invisibility, concealment, or total concealment which in this zone

Standard: Piercing Strike on Soldier 4
Attack: 10(1d20) +14 = 24 +2 = 26 vs AC = Hit
Trigger Striker's Damage from CA
Damage: 4(1d8) +6(1d6) +8 = 18

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 »

When Kass swings the door open, Brannik barely gives the soldiers a chance to draw their arms before he is barreling toward them. Bounding up a stool and hopping atop the table, the air seems to boil and fog around him as he makes a wide sweep of his hammer. He manages to catch several of the men with a continuous brutal blow that deftly missing the serving woman.

"Now!" he cries down the hall to the flank, raising the hammer above his head, ready to bring down on any of the brutes who attempt escape.

Mechanics
[SHOW]

Move
Walk to F18, not taking OAs in surprise round.

Minor
Boiling Cloud, creating a zone of burst 1 that stays centered on Brannik until the end of the encounter or until I use the secondary finisher attack. Brannik and allies within the zone have concealment. Marked enemies that start their turn in the zone take 5 damage.

Free
Nature's Wrath to mark Soldiers 2, 3, 4 and Crossbowman 2 TENT.

Standard
Roots of Stone on Soldiers 2, 3, 4 and Crossbowman 2
11(1d20) +15 = 26; 9(2d6) +11 = 20; 16(1d20) +15 = 31; 5(2d6) +11 = 16; 10(1d20) +15 = 25; 5(2d6) +11 = 16; 16(1d20) +15 = 31; 10(2d6) +11 = 21
Soldier 2 is hit 26 vs AC for 20 damage
Soldier 3 is hit 31 vs AC for 16 damage
Soldier 4 is hit 24 vs AC for 16 damage
Crossbowman 2 is hit 31 vs AC for 21 damage

Another zone burst 1 is created TENT. If any of these 4 leave the zone in this time, they take 5 damage and are knocked prone.

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: 15/15
Action Points: 1

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

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None.

Powers:

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


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


Form of Winter's Herald[]
Nature Sense []
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:      ---
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Fialova
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Re: The War of Three Kings IC

Post by Fialova »

Chloë's typical unassuming demeanor is replaced with clear anger as she sees the drunken men forcing the peasant woman to do their bidding. "Stay still, this will all be over soon," she says, as her magical wind blows into the room and surrounds only a cluster of their foes. With one exception, the soldiers targeted by the spell find themselves facing difficulty moving like normal, the force of the winds helping to keep them in place.

Mechanics
[SHOW]

Move Action: move to (K, 19)

Standard Action: Tide of the First Storm centered on (E, 19)
Attack vs Soldier 1: 32 vs AC = hit
Attack vs Soldier 2: 14 vs AC = critical miss
Attack vs Soldier 3: 26 vs AC = hit
Attack vs Soldier 4: 25 vs AC = hit
Attack vs Crossbowman 2: 24 vs AC = hit
Hit: 11 damage and the target is slowed until the end of her next turn.

No Action: prepared to use Shield as an immediate interrupt when hit by an attack, provided the +4 to AC would block the hit.

Combat Block
[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 [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.

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Namelessjake
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Re: The War of Three Kings IC

Post by Namelessjake »

A few seconds after the group by the main door burst into the building, Adrian throws open the side door revealing one more man and a couple of closed doors.

Surprise Round!

Go: Gemma, Adrian, Wes

Mechanics
[SHOW]

Kass: Opens door, walks, auras, hits.

Brannik: Walks, auras, marks,

Chloë: Walks, hits x4, Readies Shield

Adrian: Opens door and...

Map
[SHOW]

Image

Map Info
[SHOW]

Auras: Purple - Kass creates a close burst 3 zone that lasts until the end of her next turn or until sustained. Enemies cannot shift, teleport, or benefit from invisibility, concealment, or total concealment which in this zone

Blue - Creating a zone of burst 1 that stays centered on Brannik until the end of the encounter or until I use the secondary finisher attack. Brannik and allies within the zone have concealment. Marked enemies that start their turn in the zone take 5 damage.

Furniture: Any large pieces of furniture such as tables and chairs are difficult terrain. Any questions just ask.

Enemy Info
[SHOW]

Soldiers: Well equipped with swords and shields, as well as heavy armour. They are experienced fighters, however they are mostly drunk.

Crossbowmen: Similar to their Soldier counterparts although more lightly armoured and armed with crossbows.

Peasant Woman: The young peasant girl you saw try to escape.

Status
[SHOW]

Image

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Fialova
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Re: The War of Three Kings IC

Post by Fialova »

Adrian grins as the sight before him unfolds, the damage from his allies clear in the men before. Not wanting to miss all the fun, he immediately rushes the closest soldier, landing a powerful blow that leaves the man on the floor in no small amount of pain. He quickly follows that up with another attack, this time to the nearby crossbowman, who ends up slightly disoriented after a strong shove. "You should have left when your army did," he shouts, as he unleashes his attacks. "You might have lived to see another day."

Mechanics
[SHOW]

Minor Action: uses Oath of Enmity on Soldier 5

Move Action: moves to (E, 29)

Standard Action: Charge > Overwhelming Strike to (E, 25) on Solider 5
Attack: 36 vs AC = crit!
Hit: 32 damage, and Adrian shifts to (F, 24) while sliding Solider 5 to (E, 25)

No Action: Wolf's Bound
Effect: Soldier 5 is knocked prone, and Adrian shifts to (H, 22) before making a secondary attack against Crossbowman 1
Attack: 28 vs AC = hit
Hit: 13 damage and Crossbowman 1 is pushed to (E,23) and takes a -2 penalty to attack rolls until the end of Adrian's next turn.

Combat Block
[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: 1

Current Oath of Enmity Target: Soldier 5

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

Resistances: none

Vulnerabilities: none

Saves:
+2 vs daze, dominate, stun

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

Powers:

Overwhelming Strike
Sword Burst
Acrobat Boots (heroic tier)


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


Aspect of Might []
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

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Scratcherclaw
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Re: The War of Three Kings IC

Post by Scratcherclaw »

On Brannik's command, Wes charges in behind the Wind Dancer. "Hope you guys haven't had too much fun without us," the Arc-Knight says, dashing for the crossbowman. However, his eagerness gets the best of him and his blade misses the foe.

Mechanics
[SHOW]

Move: Walk to E29

Standard: Charge! At Crossbowman 1, ending at E24
Attack: 2(1d20) +16 = 18 + 1 = 19 vs AC = Miss
i cri

Minor: Aegis of Shielding on Crossbowman 1
He's marked, taking a -3 to attacks that don't include me. If such an attack hits, the damage is reduced by 9

Combat Block
[SHOW]

Wes Tarkin

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

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

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

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

Resistances:
Fire 5; Cold 5

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

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


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


Dimensional Thunder []
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.

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ratwizard
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Re: The War of Three Kings IC

Post by ratwizard »

"Clearing this room," Gemma shouts over the din, swinging one of the closed doors open. She shrugs, finding no threats, before rushing into the fray. Unfortunately, the soldier is ready and blocks her spear thrust, even from the ground.

Mechanics
[SHOW]

Move

Walk to F32.

Minor

Open door.

Standard

Charge Soldier 5, ending at E26. Misses 22 vs AC.

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
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Re: The War of Three Kings IC

Post by Namelessjake »

The remaining three members of the party burst in causing even more chaos, but by now all of the soldiers are armed and ready to fight. Gemma, opening one of the doors, finds a modest bedroom empty of any other people.

Round 1

Go: Kass

Mechanics
[SHOW]

Adrian: oaths, moves, charges, hits, shifts, slides, prones, shifts, hits, pushes.

Wes: walks, charges, misses, marks.

Gemma: moves, opens door, charges, misses.

Map
[SHOW]

Image

Map Info
[SHOW]

Auras: Purple - Kass creates a close burst 3 zone that lasts until the end of her next turn or until sustained. Enemies cannot shift, teleport, or benefit from invisibility, concealment, or total concealment which in this zone

Blue - Creating a zone of burst 1 that stays centered on Brannik until the end of the encounter or until I use the secondary finisher attack. Brannik and allies within the zone have concealment. Marked enemies that start their turn in the zone take 5 damage.

Furniture: Any large pieces of furniture such as tables and chairs are difficult terrain. Any questions just ask.

Enemy Info
[SHOW]

Soldiers: Well equipped with swords and shields, as well as heavy armour. They are experienced fighters, however they are mostly drunk.

Crossbowmen: Similar to their Soldier counterparts although more lightly armoured and armed with crossbows.

Peasant Woman: The young peasant girl you saw try to escape.

Status
[SHOW]

Image

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Scratcherclaw
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Re: The War of Three Kings IC

Post by Scratcherclaw »

Kass carefully repositions, hoping to join Brannik in flanking her quarry. She swipes at her foe, but he is able to dodge it before it lands.

Mechanics
[SHOW]

Minor Sustain Jake's Bane

Move: Shift to F20

Standard: Piercing Strike on Soldier 4
Attack: 3(1d20) +16 = 19 vs AC = Miss :')

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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Namelessjake
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Re: The War of Three Kings IC

Post by Namelessjake »

As Kass moves in to try and help Brannik, one of the soldiers smashes his shield into the Dwarf knocking him backwards into the table and chairs which then send the knight tumbling to the ground.

Round 1

Go: Brannik, Chloë

Mechanics
[SHOW]

Kass: sustains, shifts, misses.

Soldier 2: Attacks Brannik with Shield Bash, 27 vs AC hits for 13 damage and Brannik is pushed 1 square and knocked prone.

Map
[SHOW]

Image

Map Info
[SHOW]

Auras: Purple - Kass creates a close burst 3 zone that lasts until the end of her next turn or until sustained. Enemies cannot shift, teleport, or benefit from invisibility, concealment, or total concealment which in this zone

Blue - Creating a zone of burst 1 that stays centered on Brannik until the end of the encounter or until I use the secondary finisher attack. Brannik and allies within the zone have concealment. Marked enemies that start their turn in the zone take 5 damage.

Furniture: Any large pieces of furniture such as tables and chairs are difficult terrain. Any questions just ask.

Enemy Info
[SHOW]

Soldiers: Well equipped with swords and shields, as well as heavy armour. They are experienced fighters, however they are mostly drunk.

Crossbowmen: Similar to their Soldier counterparts although more lightly armoured and armed with crossbows.

Peasant Woman: The young peasant girl you saw try to escape.

Status
[SHOW]

Image

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ratwizard
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Re: The War of Three Kings IC

Post by ratwizard »

"That," Brannik growls, rolling to his feet and bounding atop the table once more. "Was a momentous mistake."

The dwarf swings his hammer through the air, and the mist pooling around them erupts outward like the breaking of a sound barrier. Leaving the peasant unharmed, the men around him are blasted to the ground with bone-shattering force as Brannik towers above them menacingly.

Mechanics
[SHOW]

Minor
Stand up with Acrobat's Boots.

Move
Walk to F18, provoking an OA from Soldier 4 (and Crossbowman 2 if he has a melee attack?)

Free
Nature's Wrath to mark Soldiers 2, 3, 4 and Crossbowman 2 TENT. Again.

Standard
Boiling Cloud Attack on Soldiers 2, 3, 4 and Crossbowman 2, who are granting CA from Vicious Advantage. (Also realized it is burst 1 AND blast 3, so targets Soldier 1 in separate roll.)
10(1d20) +18 = 28; 17(4d6.reroll(2)) +11 = 28; 19(1d20) +18 = 37; 17(4d6.reroll(2)) +11 = 28; 12(1d20) +18 = 30; 17(4d6.reroll(2)) +11 = 28; 15(1d20) +18 = 33; 16(4d6.reroll(2)) +11 = 27
18(1d20) +16 = 34; 16(4d6.minroll(2)) +9 = 25

Soldier 2 is hit 28 vs AC for 28 damage.
Soldier 3 is hit 37 vs AC for 28 damage.
Soldier 4 is hit 30 vs AC for 28 damage.
Crossbowman 2 is hit 33 vs AC for 27 damage.
Soldier 1 is hit 34 vs AC for 25 damage.

• Due to World Serpent's Grasp, the first four are also knocked prone.
• All five hit suffer a -2 penalty to defenses (save ends).
• The Boiling Cloud zone ends.
• At the end of my turn, the Roots of Stone zone ends as well.

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: 66/79
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:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None.

Powers:

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


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


Form of Winter's Herald[]
Nature Sense []
Boiling Cloud [X]
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:      ---
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Fialova
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Re: The War of Three Kings IC

Post by Fialova »

As Brannik's fury causes many of the soldiers to fall to the ground at his feet, Chloë manipulates the wind swirling around them into powerful gusts. While two of the men resist the force of it, 3 who'd already fallen to the ground are now shoved violently against the far side of the farm house wall.

Mechanics
[SHOW]

Free Action: Controller's Extension
Effect: The slow effect on Solider 3 now lasts until the end of Chloë's next turn, instead of ending at the end of this one.

Move Action: Walk to (H, 21)

Minor Action: Hamadryad Aspects, Spellbinding Beauty
Effect: all enemies grant CA to Chloë until the end of her next turn.

Standard Action: Beguiling Strands centered at (E, 19)
Attack vs Soldier 1: 23 vs AC = miss
Attack vs Soldier 2: 26 vs AC = hit
Attack vs Soldier 3: 19 vs AC = miss
Attack vs Soldier 4: 32 vs AC = hit
Attack vs Crossbowman 2: 27 vs AC = hit
Hit: 7 damage. Soldier 2 is pushed to (C, 18), Soldier 3 is pushed to (C, 20), and Crossbowman 2 is pushed to (C, 17).

No Action: prepared to use Shield as an immediate interrupt when hit by an attack, provided the +4 to AC would block the hit.

Combat Block
[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 [X]
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.

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Namelessjake
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Re: The War of Three Kings IC

Post by Namelessjake »

"Gods! Adray is dead!" One of the men shouts, as the impact from Chloë's blast of wind kills one of the soldiers. Presumably hearing the shouts and sound of battle, another soldier throws open the remaining door - revealing another bedroom to Gemma and Wes with another peasant hostage inside, this time a man. The Soldier charges at Gemma from behind, knocking her to the ground with her shield. Meanwhile one of the other men manages to clamber to his feet and land a retaliatory blow against Brannik.

Round 1

Go: Gemma

Mechanics
[SHOW]

Brannik: stands, moves, procs OA - 23 vs AC hits for 10 damage, marks, hits x5, bloodies x3, prones x4

Chloë: walks, hits x3, kills, readies

Soldier 6: Opens Door, walks to (E,27),Shield Bash on Gemma, 22 vs AC hits for 11 damage and Gemma is knocked prone.

Soldier 3: Stands, Attacks Brannik 27 vs AC hits for 13 damage.

Map
[SHOW]

Image

Map Info
[SHOW]

Auras: Purple - Kass creates a close burst 3 zone that lasts until the end of her next turn or until sustained. Enemies cannot shift, teleport, or benefit from invisibility, concealment, or total concealment which in this zone

Blue - Creating a zone of burst 1 that stays centered on Brannik until the end of the encounter or until I use the secondary finisher attack. Brannik and allies within the zone have concealment. Marked enemies that start their turn in the zone take 5 damage.

Furniture: Any large pieces of furniture such as tables and chairs are difficult terrain. Any questions just ask.

Enemy Info
[SHOW]

Soldiers: Well equipped with swords and shields, as well as heavy armour. They are experienced fighters, however they are mostly drunk.

Crossbowmen: Similar to their Soldier counterparts although more lightly armoured and armed with crossbows.

Peasant Woman: The young peasant girl you saw try to escape.

Status
[SHOW]

Image

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ratwizard
A Wan Smile
Posts: 6003
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Re: The War of Three Kings IC

Post by ratwizard »

Gemma groans, standing back up from the shield bash. "Bastard," she says, stabbing at one of the proned soldiers but still he blocks her attacks — leaving her open to a riposte.

Mechanics
[SHOW]

Move

Stand up.

Standard

Sacrificial Lure on Soldier 5. Misses 19 AC. Gemma gains a -2 to AC until the start of her next turn. :(
4(1d20) +15 = 19; 10(2d8) +13 = 23

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=20
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 Gemma.

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.

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Namelessjake
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Re: The War of Three Kings IC

Post by Namelessjake »

As Gemma stands, so does the Crossbowman in the corner who then loosens a bolt at Brannik, hitting the Dwarf squarely in the shoulder, before he hurriedly begins to reload.

Round 1

Go: Adrian

Mechanics
[SHOW]

Gemma: stands, misses.

Crossbowman 2: Stands, Attacks Brannik 30 vs AC crits for 14 damage, fails save.

Map
[SHOW]

Image

Map Info
[SHOW]

Auras: Purple - Kass creates a close burst 3 zone that lasts until the end of her next turn or until sustained. Enemies cannot shift, teleport, or benefit from invisibility, concealment, or total concealment which in this zone

Blue - Creating a zone of burst 1 that stays centered on Brannik until the end of the encounter or until I use the secondary finisher attack. Brannik and allies within the zone have concealment. Marked enemies that start their turn in the zone take 5 damage.

Furniture: Any large pieces of furniture such as tables and chairs are difficult terrain. Any questions just ask.

Enemy Info
[SHOW]

Soldiers: Well equipped with swords and shields, as well as heavy armour. They are experienced fighters, however they are mostly drunk.

Crossbowmen: Similar to their Soldier counterparts although more lightly armoured and armed with crossbows.

Peasant Woman: The young peasant girl you saw try to escape.

Status
[SHOW]

Image

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Fialova
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Re: The War of Three Kings IC

Post by Fialova »

Adrian smiles to his paramour as she manages to take out one of the men, and he rushes back into the fray. Rushing up behind Kass, he lands a blows against the still-prone soldier near them, shoving him in between Brannik and Kass so they can better dispose of him. Then, turning attention back to his initial target, he rushes the other proned soldier and lands another strong hit against the man.

After some quick repositioning he glowers angrily at the two other nearby men, who seem intimidated by his presence and they attempt to retreat as a result. "Yes, run you cowards. You won't get far, though," he says, flicking some blood off his blade in preparation for the next attack.

Mechanics
[SHOW]

Extra crit damage from last round, which I forgot: 4

Move Action: walk to (E, 20), avoiding OAs

Minor Action: Fury's Advance on Soldier 3
Attack: 26 vs AC = hit
Hit: 7 damage and Soldier 3 is pushed to (F, 19), taking 6 additional damage, for 13 damage total. Adrian then shifts to (E, 19).

Standard Action: Charge > Overwhelming Strike to (F, 24) on Solider 5
Attack: 31 vs AC = hit
Hit: 18 damage. Adrian shifts to (F, 25) and slides Solider 5 to (F, 24). Soldier 5 is now bloodied.

No Action: Iron Wolf Charge
Effect: Solider 5 takes an additional 4 damage, and I make a close burst 2 attack.
Attack vs Crossbowman 1: 34 vs Will = crit!
Attack vs Soldier 6: 29 vs Will = hit
Hit: Crossbowman 1 is pushed to (E, 21), Soldier 6 is pushed to (E, 29). Both take a -2 penalty to attack rolls until the end of Adrian's next turn.

No Action: prepared to use Iron Mind if the +2 would block the attack

Combat Block
[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: 1

Current Oath of Enmity Target: Soldier 5

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

Resistances: none

Vulnerabilities: none

Saves:
+2 vs daze, dominate, stun

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

Powers:

Overwhelming Strike
Sword Burst
Acrobat Boots (heroic tier)


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


Aspect of Might []
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

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Namelessjake
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Re: The War of Three Kings IC

Post by Namelessjake »

As Adrian manages to push the soldiers back, the peasant woman moves towards Brannik for safety. One of the soldiers charges into Kass landing a blow against her, as the crossbowman moves away. The Menoran quickly strikes at him though, catching him as he retreats - however once clear he loosens his bolt at her landing although luckily it goes wide.

Suddenly another figure emerges from the bedroom. No mere soldier, this is clearly a knight. Dressed head to toe in plate and mail, with a kite shield and broadsword. "Fight you fucking drunken fools!" The man barks at his allies as he barrels towards Gemma, immediately landing a skilful and heavy strike against the young squire.

Round 1-2

Go: Wes, Kass

Mechanics
[SHOW]

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

Soldier 5: Stands, attacks Wes, 17 vs AC, misses.

Peasant Woman: Shift to (F,16), Total Defense.

Soldier 1: Charges to (E, 20) attacking Kass, 24 vs AC hits for 11 damage.

Crossbowman 1: Walks to (C, 23), Kass makes OA 23 vs AC hits for 10 damage, is bloodied, attacks Kass, 19 vs AC misses.

Knight: Walks to (E,27) avoiding OAs, Divine Challenge marks Gemma, Heedless Fury on Gemma, 22 vs AC hits for 20 damage, Gemma is bloodied.

Note: You can make a history check to see if you recognise the Knight.

Map
[SHOW]

Image

Map Info
[SHOW]

Auras: Purple - Kass creates a close burst 3 zone that lasts until the end of her next turn or until sustained. Enemies cannot shift, teleport, or benefit from invisibility, concealment, or total concealment which in this zone

Furniture: Any large pieces of furniture such as tables and chairs are difficult terrain. Any questions just ask.

Enemy Info
[SHOW]

Soldiers: Well equipped with swords and shields, as well as heavy armour. They are experienced fighters, however they are mostly drunk.

Crossbowmen: Similar to their Soldier counterparts although more lightly armoured and armed with crossbows.

Knight: A heavily armoured knight wielding a broadsword and kite shield, clad in full plate armour. He isn't immediately recognisable, but you can make a history check to see if you recognise him.

Peasant Woman: The young peasant girl you saw try to escape.

Status
[SHOW]

Image

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Scratcherclaw
YUO ARE SMART
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Re: The War of Three Kings IC

Post by Scratcherclaw »

In an instant, Wes vanishes and reappears in the center of the fray. "Or don't. It ends the same way regardless," the man says with a smirk, swinging his arcane blade in an arc around him. "You could just lay down your weapons and make this easy." He watches his foes, readying himself for whatever moves they make next.

Kass, meanwhile, attempts to land a blow on the downed soldier. Her first attempt fails, so she tries again. This, however, fails as well. Kass sighs.

Mechanics
[SHOW]

Wes
Move: Armathor's Step
Teleport to E19 and gain a +2 bonus to attack against Soldiers 1-3

Standard: Sword of Sigils on Soldiers 1-3
Attacks: 12(1d20) +16 = 28; 16(1d20) +16 = 32; 19(1d20) +16 = 35 vs AC = All hit
Damage: 1(1d10) +7 = 8 on all three
Each target is marked by me until the end of my next turn. If they make an attack that doesn't include me as a target, they take 5 force damage. If this attack lands, I interrupt to reduce damage by 4.

Minor: Aegis of Shielding on Soldier 1
He takes a -3 to attack rolls that don't include me. Should this attack land, I reduce the damage by 9

Ready Action: Firedeath
When I take damage, all damage dice rolled for the triggering attack are considered to have a result of 1.

History Check: 19(1d20) +13 = 32

Kass
Standard: Piercing Strike on Soldier 3
Attack: 1(1d20) +11 = 12 +5 = 17 vs AC = Crit Miss (autofill screwed up, +14 mod & +2 from CA)

Minor: Sustain Assassin's Bane

Move > Minor: Low Slash on Soldier 3
Attack: 5(1d20) +16 = 21 vs AC = Miss

Wes Combat Block
[SHOW]

Wes Tarkin

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

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

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

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

Resistances:
Fire 5; Cold 5

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

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


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


Dimensional Thunder []
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: 4469
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Re: The War of Three Kings IC

Post by Namelessjake »

Wes' attack finishes off another of the soldiers and leaves another noticeably wounded. The peasant in the bedroom, cowers behind the bed, keeping out of the fray.

Wes
[SHOW]

You recognise the man from a tourney in Menora a few years ago, where he won the melee. He is Ser Gharren Ostwald, the younger brother of Ser Harik Ostwald - the leader of the raiding party according to your intelligence - and the 2nd Son of Lord Cervan Ostwad the lord of Duscher.

Round 2

Go: Brannik, Chloë

Mechanics
[SHOW]

Wes: teleports, hits x3, bloodies 1 and kills 1, marks, marks, readies Firedeath

Kass: misses, sustains, misses.

Peasant Man: Total Defense.

Map
[SHOW]

Image

Map Info
[SHOW]

Auras: Purple - Kass creates a close burst 3 zone that lasts until the end of her next turn or until sustained. Enemies cannot shift, teleport, or benefit from invisibility, concealment, or total concealment which in this zone

Furniture: Any large pieces of furniture such as tables and chairs are difficult terrain. Any questions just ask.

Enemy Info
[SHOW]

Soldiers: Well equipped with swords and shields, as well as heavy armour. They are experienced fighters, however they are mostly drunk.

Crossbowmen: Similar to their Soldier counterparts although more lightly armoured and armed with crossbows.

Knight: A heavily armoured knight wielding a broadsword and kite shield, clad in full plate armour. He isn't immediately recognisable, but you can make a history check to see if you recognise him.

Peasant Woman: The young peasant girl you saw try to escape.

Status
[SHOW]

Image

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Fialova
Magical Liopleurodon
Posts: 5027
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: The War of Three Kings IC

Post by Fialova »

Seeing her allies in pain, Chloë attempts to use her wind once more to help rearrange their foes. This time, however, the two remaining soldiers narrowly manage to resist the gust's power, and the crossbomwan who fails is already backed against the wall.

Mechanics
[SHOW]

Standard Action: Beguiling Strands centered on (D, 19)
Attack vs Soldier 1: 19 vs AC = miss
Attack vs Soldier 3: 21 vs AC = miss
Attack vs Crossbowman 2: 21 vs AC = hit
Hit: 7 damage.

Move Action: walk to (H, 17)

No Action: prepared to use Shield as an immediate interrupt when hit by an attack, provided the +4 to AC would block the hit.

Combat Block
[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 [X]
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.

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ratwizard
A Wan Smile
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Re: The War of Three Kings IC

Post by ratwizard »

"Gemma!" the dwarf cries, seeing her knocked around by the newcomers. "What did I tell you about not taking a scratch?" He tries to crush one of the soldiers underfoot to make room. The man dodges the blow however, and Brannik's mace slams into the floor, shattering some of the planks.

"Godsdamnit. I'm on my way!" he shouts, a weight to his step as he dares any man to try and stop him.

Mechanics
[SHOW]

Standard
Weight of Earth on Soldier 3. Misses 20 vs AC.
5(1d20) +15 = 20; 4(2d6.reroll(2)) +16 = 20

Move
Shift to G19.

Free
Nature's Wrath to mark Soldier 3.

Minor
Screaming Armor debuff on Soldier 5. He has -2 to attack rolls TENT Brannik.

Action Point
Second Wind, expending two surges to heal 38 damage, bringing me to 67 HP and not bloodied. Brannik gains +7 to AC and +2 to NADS TSNT.

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+7
Fort: 20+2
Reflex: 14+2
Will: 15+2
HP: 67/79
Bloodied: 39
Surge Value: 19
Surges left: 13/15
Action Points: 0

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

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+7 to AC, +2 to NADs TSNT (Second Wind).

Powers:

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


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


Form of Winter's Herald[]
Nature Sense []
Boiling Cloud [X]
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:      ---
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Namelessjake
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Re: The War of Three Kings IC

Post by Namelessjake »

Gemma takes another blow as the soldier nearest to her attacks. Meanwhile the man on the floor by Wes and Brannik, stands up hastily swiping at Wes as he does so. The Arc-Knight is able to easily parry the attack though.

Round 2

Go: Gemma

Mechanics
[SHOW]

Chloë: misses x2, hits, walks, readies

Brannik: misses, shifts, marks, debuffs, heals

Soldier 6: Walk to (D,27), attack Gemma, 20 vs AC hits for 10 damage.

Soldier 3: Stands, attacks Wes, 19 vs AC misses.

Map
[SHOW]

Image

Map Info
[SHOW]

Auras: Purple - Kass creates a close burst 3 zone that lasts until the end of her next turn or until sustained. Enemies cannot shift, teleport, or benefit from invisibility, concealment, or total concealment which in this zone

Furniture: Any large pieces of furniture such as tables and chairs are difficult terrain. Any questions just ask.

Enemy Info
[SHOW]

Soldiers: Well equipped with swords and shields, as well as heavy armour. They are experienced fighters, however they are mostly drunk.

Crossbowmen: Similar to their Soldier counterparts although more lightly armoured and armed with crossbows.

Knight: A heavily armoured knight wielding a broadsword and kite shield, clad in full plate armour. He isn't immediately recognisable, but you can make a history check to see if you recognise him.

Peasant Woman: The young peasant girl you saw try to escape.

Status
[SHOW]

Image

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ratwizard
A Wan Smile
Posts: 6003
Registered for: 11 years 11 months
Location: Hellworld

Re: The War of Three Kings IC

Post by ratwizard »

Gemma thinks to disobey her mentor and continue fighting. However, after taking another slash and almost blacking out, she reluctantly retreats a step and brings her shield up to protect against the knight's advance. "Adrian," she manages to say, finding the man at her side facing an injured and weary soldier. "Wanna trade?"

Mechanics
[SHOW]

Standard

Second Wind, healing 13 damage to 25 HP and gaining +2 to defenses TSNT.

Move

Shift left to E25

Minor

Healing Word on self, healing 13 damage to 38 HP and unbloodying.

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=20
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 Gemma.

Powers:

Intuitive Strike


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


Stand Tough[_]

Consumables:

None.

Important Features:
[SHOW]

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

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Namelessjake
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Re: The War of Three Kings IC

Post by Namelessjake »

The Crossbowman in the corner, frustrated with the Mage, takes aim at Chloë. The bolt flies true and hits her in the arm. Straight away he begins loading another.

Round 2

Go: Adrian

Mechanics
[SHOW]

Gemma: heals, shifts, heals.

Crossbowman 2: attacks Chloë, 30 vs AC crits for 14 damage, reloads. 19 saves.

Map
[SHOW]

Image

Map Info
[SHOW]

Auras: Purple - Kass creates a close burst 3 zone that lasts until the end of her next turn or until sustained. Enemies cannot shift, teleport, or benefit from invisibility, concealment, or total concealment which in this zone

Furniture: Any large pieces of furniture such as tables and chairs are difficult terrain. Any questions just ask.

Enemy Info
[SHOW]

Soldiers: Well equipped with swords and shields, as well as heavy armour. They are experienced fighters, however they are mostly drunk.

Crossbowmen: Similar to their Soldier counterparts although more lightly armoured and armed with crossbows.

Knight: A heavily armoured knight wielding a broadsword and kite shield, clad in full plate armour. He isn't immediately recognisable, but you can make a history check to see if you recognise him.

Peasant Woman: The young peasant girl you saw try to escape.

Status
[SHOW]

Image

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Fialova
Magical Liopleurodon
Posts: 5027
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Location: The Great North
Contact:

Re: The War of Three Kings IC

Post by Fialova »

Adrian unleashes a powerful attack against his current foe, causing the man to go limp and the life to fade from his eyes. "Gladly," Adrian responds to Gemma, seeing her in her weakened state as he pulls his blade from the severed artery of the solider.

Turning his focus now to the apparent leader of the raiding party, he steels himself and rushes the man. "You are a disgrace to knighthood, we are doing this kingdom a favor by ridding it of you," he shouts, as he slams into the new target of his ire.

Mechanics
[SHOW]

Standard Action: Aspect of Might on Soldier 5
Attack: 24 vs AC = hit
Hit: 21 damage, killing the soldier and recharging Oath of Enmity
Effect: Until the end of the encounter, Adrian has a +5 power bonus to athletics checks, +2 to speed, and +2 to melee damage

Minor Action: Oath of Enmity on Knight

Move Action: shift to (E, 24)

Action Point: Charge > Overwhelming Strike to (E, 26) on Knight
Attack: 26 vs AC = Hit?
Hit: 28 damage, and opt not to shift or slide

No Action: prepared to use Iron Mind if the +2 would block the attack

OOC: Let me know if any of the attacks miss and I can change my narration. If the first one misses, then Adrian would use Aegis of Ensnarement instead, and the second roll would be a 25 rather than a 26

Combat Block
[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: Knight

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 power bonus to athletics checks, +2 to speed, and +2 melee damage

Powers:

Overwhelming Strike
Sword Burst
Acrobat Boots (heroic tier)


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


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

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

Consumables: none

Important Features:
[SHOW]

Class Features
Hybrid: various weird rules for being hybrid, see PHB3 for a full breakdown.

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

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

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

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

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

Racial Features
Danger Sense: +2 to initiative

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

Iron Mind: gain Iron Mind power

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

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

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

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

Hybrid Talent: gain Swordmage Warding class feature

Hybrid Talent 2: gain Armor of Faith class feature

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

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

Item Features

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

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

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

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

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

Horned Helm (heroic tier): +1d6 damage on charge

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

Post by Namelessjake »

Adrian's sword bounces harmlessly off the knight's plate mail. "And what? You bandits are the paragon of chivalry?!" The knight replies as he counter attacks, the Wind Dancer unable to dodge out of the way in time.

Meanwhile on the other side of the room, the woman manages to flee out of the door, while Wes parries another attack and dodges a crossbow bolt.

Round 2/3

Go: Wes, Kass

Mechanics
[SHOW]

Adrian: hits, kills, oaths, shifts, action point, charges, misses, readies.

Peasant Woman: Walks to (J, 17)

Soldier 1: Attacks Wes, 16 vs AC misses, 9 doesn't save.

Crossbowman 1: Attacks Wes 15 vs AC misses, reloads.

Knight: Divine Challenge marks Adrian, Ferocious Strike against Adrian 33 vs AC hits for 18 damage, Knight gains CA against 1st enemy he attacks before EONT.

Map
[SHOW]

Image

Map Info
[SHOW]

Auras: Purple - Kass creates a close burst 3 zone that lasts until the end of her next turn or until sustained. Enemies cannot shift, teleport, or benefit from invisibility, concealment, or total concealment which in this zone

Furniture: Any large pieces of furniture such as tables and chairs are difficult terrain. Any questions just ask.

Enemy Info
[SHOW]

Soldiers: Well equipped with swords and shields, as well as heavy armour. They are experienced fighters, however they are mostly drunk.

Crossbowmen: Similar to their Soldier counterparts although more lightly armoured and armed with crossbows.

Knight: A heavily armoured knight wielding a broadsword and kite shield, clad in full plate armour. He isn't immediately recognisable, but you can make a history check to see if you recognise him.

Peasant Woman: The young peasant girl you saw try to escape.

Status
[SHOW]

Image

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

Re: The War of Three Kings IC

Post by Scratcherclaw »

"Us the bandits? Ha!" Wes scoffs at the knight. "You're bringing dishonor onto your family, Ser Gharren. Would the good Lord Ostwald of Duscher be happy to know what his sons are doing?"

The Arc-Knight glances at the soldiers surrounding him, sweeping his magicked blade in a quick arc of energy. He eyes their makeshift battlefield, knowing the knight and crossbowmen will be a thorn in their sides. "Let's shake the field up a bit," he says. Brannik, Kass, and Wes disappear for but a moment, reappearing elsewhere in the house.

Wes stares down the knight, his blade growing more fiery by the moment. He points the sword at his foe, a burst of the fire flying towards the man. "You do Tulrisse and House Ostwald no favors by remaining alive. Let's remedy that."

Kass, meanwhile, corners one of the crossbowman, landing a heavy blow on him.

Mechanics
[SHOW]

Wes
Standard: Sword Burst on Soldier 1 & 3
Attacks: 19(1d20) +11 = 30; 8(1d20) +11 = 19 vs Reflex = Both hit
Damage: 3(1d6) +7 = 10 force damage

Move: Rubicant Blade
Teleport Brannik to D25, Kass to D17, and Wes to E21

ACTION POINT!
Standard: Swordmage Shielding Fire on Knight
Attack: 20(1d20) +11 = 31 vs Fort = CRIT
Damage: 8(2d6) +26 = 34 Fire damage

Knight is marked (-3) from Aegis of Shielding until the end of the encounter. This doesn't end existing marks placed by me and using Aegis of Shielding again doesn't end this mark. Another creature's mark supersedes this one.
Until the end of the encounter, when I reduce damage the target deals through Aegis of Shielding (9 damage), the target takes fire damage equal to the amount reduced.

Ready Action: Dimensional Vortex
If an enemy hits an ally with a melee attack, I roll +11 vs Will. On hit, I teleport the target 5 squares and it makes its melee attack against a target I choose. If the initial target is marked by me, their attack deals an extra 4 damage

Kass
Standard: Piercing Strike on Crossbowman 2
Attack: 19(1d20) +14 = 33 vs AC = Hit!
Damage: 5(1d8) +8 = 13

Minor: Sustain AB

Wes Combat Block
[SHOW]

Wes Tarkin

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

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

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

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

Resistances:
Fire 5; Cold 5

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

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


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


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

Consumables:

None.

Important Features:
[SHOW]

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

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

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

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

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

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

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

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

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

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

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

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

Kass Combat Block
[SHOW]

Kass Tommick

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

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

AC: 22
Fort: 20
Reflex: 20
Will: 20
HP: 43/54
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: 4469
Registered for: 11 years 10 months
Location: Blockbuster

Re: The War of Three Kings IC

Post by Namelessjake »

"He knows we're serving our King!" The knight replies to Wes, despite the wind clearly being knocked out of him somewhat by the Arc-Knight's attack. Meanwhile the peasant man continues to hide in the bedroom.

Round 3

Go: Brannik, Chloe

Mechanics
[SHOW]

Wes: hits x2, kills, teleports, AP, crits, readies.

Kass: hits, sustains.

Peasant Man: Total defense.

Map
[SHOW]

Image

Map Info
[SHOW]

Auras: Purple - Kass creates a close burst 3 zone that lasts until the end of her next turn or until sustained. Enemies cannot shift, teleport, or benefit from invisibility, concealment, or total concealment which in this zone

Furniture: Any large pieces of furniture such as tables and chairs are difficult terrain. Any questions just ask.

Enemy Info
[SHOW]

Soldiers: Well equipped with swords and shields, as well as heavy armour. They are experienced fighters, however they are mostly drunk.

Crossbowmen: Similar to their Soldier counterparts although more lightly armoured and armed with crossbows.

Knight: A heavily armoured knight wielding a broadsword and kite shield, clad in full plate armour. He isn't immediately recognisable, but you can make a history check to see if you recognise him.

Peasant Woman: The young peasant girl you saw try to escape.

Status
[SHOW]

Image

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ratwizard
A Wan Smile
Posts: 6003
Registered for: 11 years 11 months
Location: Hellworld

Re: The War of Three Kings IC

Post by ratwizard »

"Fuck the king — all three of 'em," Brannik growls, pushing closer to the knight and soldier on the flank. "And you lot, for serving 'em, too. Folk around here deserve better."

I'll break his ribs,
the dwarf thinks, struggling to find an opening on the man to slam a hammer into his plate armor. Maybe that'll teach him.

Mechanics
[SHOW]

Move
Shift to D26.

Standard
Weight of Earth on Knight.
Misses 22 vs AC. Shame too, as it was a hefty 26 damage pseudocrit.

9(1d20) +13 = 22; 12(2d6.reroll(2)) +14 = 26

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+7
Fort: 20+2
Reflex: 14+2
Will: 15+2
HP: 67/79
Bloodied: 39
Surge Value: 19
Surges left: 13/15
Action Points: 0

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

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+7 to AC, +2 to NADs TSNT (Second Wind).

Powers:

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


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


Form of Winter's Herald[]
Nature Sense []
Boiling Cloud [X]
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:      ---
User avatar
Fialova
Magical Liopleurodon
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Re: The War of Three Kings IC

Post by Fialova »

Chloë once more attempts to use her wind to shove her enemies back, but the pain from the crossbow bolt causes her to lose her concentration, and rather than a gust it is more of a light breeze that blows through the room.

Mechanics
[SHOW]

Move Action: move to (G, 22)

Standard Action: Beguiling Strands centered on (D, 25)
Attack vs Knight: 16 vs AC = miss
Attack vs Soldier 6: 17 vs AC = miss
Attack vs Crossbowman 1: 15 vs AC = miss

No Action: prepared to use Shield as an immediate interrupt when hit by an attack, provided the +4 to AC would block the hit.

Combat Block
[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: 32/46
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 [X]
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.

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

Post by Namelessjake »

While Brannik and Chloë miss their attacks, so does the soldier near the knight you takes a swing at Br annik to little effect.

Round 3

Go: Gemma

Mechanics
[SHOW]

Brannik: shifts, misses

Chloë: moves, misses x3, readies.

Soldier 6: 21 vs Brannik misses.

Map
[SHOW]

Image

Map Info
[SHOW]

Auras: Purple - Kass creates a close burst 3 zone that lasts until the end of her next turn or until sustained. Enemies cannot shift, teleport, or benefit from invisibility, concealment, or total concealment which in this zone

Furniture: Any large pieces of furniture such as tables and chairs are difficult terrain. Any questions just ask.

Enemy Info
[SHOW]

Soldiers: Well equipped with swords and shields, as well as heavy armour. They are experienced fighters, however they are mostly drunk.

Crossbowmen: Similar to their Soldier counterparts although more lightly armoured and armed with crossbows.

Knight: A heavily armoured knight wielding a broadsword and kite shield, clad in full plate armour. He isn't immediately recognisable, but you can make a history check to see if you recognise him.

Peasant Woman: The young peasant girl you saw try to escape.

Status
[SHOW]

Image

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ratwizard
A Wan Smile
Posts: 6003
Registered for: 11 years 11 months
Location: Hellworld

Re: The War of Three Kings IC

Post by ratwizard »

"That's right," Gemma shouts, resonating with Brannik's words. She marches to the center of the room, brandishing her shield with Fausta's emblem painted on it.

"They do deserve better. And that's why Fausta's Shield is going to wipe out every last of you pretenders and restore peace and prosperity to our people!"

She rushes in toward one of the crossbowman, her spear ringing true. However, she loses her footing while crossing the massive bear rug, spoiling the opportunity to skewer the man.

Mechanics
[SHOW]

Move
Walk to G22.

Minor
Dragonfear, targeting all within 5 squares.
17(1d20) +10 = 27; 13(1d20) +10 = 23; 16(1d20) +10 = 26; 1(1d20) +10 = 11; 8(1d20) +10 = 18
27 vs Will on Crossbowman 2
23 vs Will on Soldier 1
26 vs Will on Crossbowman 1
Critical miss on Soldier 6
18 vs Will on Knight

Anyone hit has a -2 penalty to attacks and grants CA TENT Gemma.

Standard
Charge to D23, targeting Crossbowman 1. Critical miss.
1(1d20) +16 = 17; 4(1d8) +8 = 12

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 [X]
Dragonfear [X]
Sacrificial Lure [X]
Healing Word [X] [_]


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: 4469
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Location: Blockbuster

Re: The War of Three Kings IC

Post by Namelessjake »

With Kass cornering one of the crossbowmen, he drops his weapon and draws a dagger, desperately trying to fend her off. However the Menoran is able to easily deflect the attack.

Round 3

Go: Adrian

Mechanics
[SHOW]

Gemma: moves, hits x3,

Crossbowman 2: Drops Crossbow, draws dagger, 14 vs AC misses.

Map
[SHOW]

Image

Map Info
[SHOW]

Auras: Purple - Kass creates a close burst 3 zone that lasts until the end of her next turn or until sustained. Enemies cannot shift, teleport, or benefit from invisibility, concealment, or total concealment which in this zone

Furniture: Any large pieces of furniture such as tables and chairs are difficult terrain. Any questions just ask.

Enemy Info
[SHOW]

Soldiers: Well equipped with swords and shields, as well as heavy armour. They are experienced fighters, however they are mostly drunk.

Crossbowmen: Similar to their Soldier counterparts although more lightly armoured and armed with crossbows.

Knight: A heavily armoured knight wielding a broadsword and kite shield, clad in full plate armour. He isn't immediately recognisable, but you can make a history check to see if you recognise him.

Peasant Woman: The young peasant girl you saw try to escape.

Status
[SHOW]

Image

User avatar
Fialova
Magical Liopleurodon
Posts: 5027
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: The War of Three Kings IC

Post by Fialova »

"Your king is a fool if he approves of tactics like this," Adrian says, as he blinks out of existence, appearing almost immediately after behind the knight. "And we're not going to stand by and let thugs like you get away with it. I suggest you make peace with your gods, because you are going to meeting them soon." As he says this, he slams into the man from behind, easily breaking past the man's defenses and causing him to feel a twinge of pain that remains even after the blow is struck.

Mechanics
[SHOW]

Move Action: Armathor's Step
Effect: teleport to (F, 28). Gain +2 to next attack against the Knight.

Standard Action: Dimensional Thunder on Knight
Attack: 32 vs Fortitude = hit
Hit: 20 thunder damage, and the Knight takes 5 ongoing thunder damage (save ends)

Minor Action: Aegis of Ensnarement on Soldier 6
Effect: the target is marked (-2) until it dies or the mark is superseded. If the target is within 10 squares and hits with a power that doesn't target Adrian, he can use an immediate reaction to teleport the target to an adjacent square and the target then grants CA to all creatures until the end of Adrian's next turn.

Combat Block
[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: 42/60
Bloodied: 30
Surge Value: 15
Surges left: 7/7
Action Points: 0

Current Oath of Enmity Target: Knight

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 power bonus to athletics checks, +2 to speed, and +2 melee damage

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 [X]
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

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Namelessjake
Plane Wings Sharp Like Katana
Posts: 4469
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Re: The War of Three Kings IC

Post by Namelessjake »

Wes manages to fend off another of the soldier's attacks, however he is hit from behind by another crossbow bolt. Ser Gharren raises his sword, bring it down directly aimed towards Adrian's neck. Wes spot's this however and with a flick of his sword he teleports the knight across the room. Ser Gharren, already mid swing is unable to stop himself from cleaving one of his crossbowmen in half. "I'll kill you for that Arc Knight!" He roars, quickly stepping to flank Wes.

Round 3/4

Go: Wes, Kass

Mechanics
[SHOW]

Adrian:: teleports, hits, marks

Peasant Woman: Total Defence

Soldier 1: Attacks Wes, 25 vs AC misses, saves

Crossbowman 1: Shoots Wes, 29 vs AC hits for 8 damage, reloads.

Ser Gharren Ostwald: Dragon Fear, 33 vs Will hits Gemma, Adrian and Brannik, Paladin's Judgment against Adrian, 28 vs AC hits - Wes interrupts with Dimensional Vortex, 20 vs will hits, teleporting to (C,22) attack against Crossbowman 1- hits for 30 damage killing Crossbowman 1, walks to (E, 22)

Map
[SHOW]

Image

Map Info
[SHOW]

Auras: Purple - Kass creates a close burst 3 zone that lasts until the end of her next turn or until sustained. Enemies cannot shift, teleport, or benefit from invisibility, concealment, or total concealment which in this zone

Furniture: Any large pieces of furniture such as tables and chairs are difficult terrain. Any questions just ask.

Enemy Info
[SHOW]

Soldiers: Well equipped with swords and shields, as well as heavy armour. They are experienced fighters, however they are mostly drunk.

Crossbowmen: Similar to their Soldier counterparts although more lightly armoured and armed with crossbows.

Knight: A heavily armoured knight wielding a broadsword and kite shield, clad in full plate armour. He isn't immediately recognisable, but you can make a history check to see if you recognise him.

Peasant Woman: The young peasant girl you saw try to escape.

Status
[SHOW]

Image

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

Re: The War of Three Kings IC

Post by Scratcherclaw »

Wes cracks a smirk as he forces the knight to cut down one of his own, the boiling anger just emboldening the Menoran. "If you know what I am, then you already know you won't be doing anything like that," he says, channeling into his blade until the air around it grows frigid. "Thick heads common in Duscher?" He strikes out at his foe, the bitter cold and bladework inflicting a sizable wound. He sidesteps, meeting eyes with Gemma and nodding.

In the corner, Kass faces off against the remaining crossbowman. She attempts a swing at him, but he dodges. Not giving up, she tries again and lands an impressive blow.

Mechanics
[SHOW]

Wes
Standard: Frigid Blade on Knight
Attack: 17(1d20) +14 = 31 vs AC = Hit
Damage: 10(1d10) +7 = 17 Cold damage
If Knight starts his turn adjacent to me, he takes a -4 penalty to speed until the end of his next turn.

Gain +2 THP from Gauntlets of Arcane Might that I forgot I had

Move: Shift to D22

Ready Action: Firedeath
If I take damage, all damage dice for the triggering attack are considered to have a result of 1
Prioritize hits from Knight

Kass
Standard: Piercing Strike on CB2
Attack: 3(1d20) +14 = 17 +2 = 19 vs AC = Miss

Minor: Sustain AB

ACTION POINT
Standard: Piercing Strike on CB2
Attack: 7(1d20) +14 = 21 +2 = 23 vs AC = Hit
Damage w/ Striker's Damage: 4(1d8) +4(1d6) +8 = 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: 61/69
Bloodied: 34
Surge Value: 17
Surges left: 12/12
Action Points: 0

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

Resistances:
Fire 5; Cold 5

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

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


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


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

Consumables:

None.

Important Features:
[SHOW]

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

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

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

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

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

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

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

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

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

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

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

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

Kass Combat Block
[SHOW]

Kass Tommick

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

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

AC: 22
Fort: 20
Reflex: 20
Will: 20
HP: 43/54
Bloodied: 27
Surge Value: 13
Surges left: 7/7
Action Points: 0

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: 4469
Registered for: 11 years 10 months
Location: Blockbuster

Re: The War of Three Kings IC

Post by Namelessjake »

Kass manages to finish off the crossbowman, leaving only Ser Gharren and two of his men left standing.

Round 4

Go: Brannik, Chloe

Mechanics
[SHOW]

Wes: hits, bloodies, shifts, readies

Kass: misses, sustains, AP, hits, kills.

Peasant Man: Total Defence

Map
[SHOW]

Image

Map Info
[SHOW]

Auras: Purple - Kass creates a close burst 3 zone that lasts until the end of her next turn or until sustained. Enemies cannot shift, teleport, or benefit from invisibility, concealment, or total concealment which in this zone

Furniture: Any large pieces of furniture such as tables and chairs are difficult terrain. Any questions just ask.

Enemy Info
[SHOW]

Soldiers: Well equipped with swords and shields, as well as heavy armour. They are experienced fighters, however they are mostly drunk.

Crossbowmen: Similar to their Soldier counterparts although more lightly armoured and armed with crossbows.

Knight: A heavily armoured knight wielding a broadsword and kite shield, clad in full plate armour. He isn't immediately recognisable, but you can make a history check to see if you recognise him.

Peasant Woman: The young peasant girl you saw try to escape.

Status
[SHOW]

Image

User avatar
ratwizard
A Wan Smile
Posts: 6003
Registered for: 11 years 11 months
Location: Hellworld

Re: The War of Three Kings IC

Post by ratwizard »

Brannik draws his hammer back, gritting his teeth. With brutal force he whips it around — the blocky head tripling in weight at the last moment from his gravity magic. He catches the soldier in front of him directly in the chest, throwing him to the ground. "Stay down if you know what's good for you," he commands, stepping away to survey the rest of the fighting.

Mechanics
[SHOW]

Standard
Rough Strike on Soldier 6.
Hits 27() vs. AC, triggering Takedown Strike to deal an extra 5 damage for 35 total. Soldier 6 is slowed TENT Brannik, and knocked prone.
16(1d20) +13 = 29; 11(4d6.reroll(2)) +19 = 30
Roll was missing -2 from debuff

Free
Mark Soldier 6

Move
Shift to E25

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+7
Fort: 20+2
Reflex: 14+2
Will: 15+2
HP: 67/79
Bloodied: 39
Surge Value: 19
Surges left: 13/15
Action Points: 0

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

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+7 to AC, +2 to NADs TSNT (Second Wind).

Powers:

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


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


Form of Winter's Herald[]
Nature Sense []
Boiling Cloud [X]
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:      ---
User avatar
Fialova
Magical Liopleurodon
Posts: 5027
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: The War of Three Kings — IC

Post by Fialova »

Chloë tries to hit the nearest soldier with gust of wind, stronger than the previous ones, but once more her concentration is broken and she only manages a faint breeze.

Mechanics
[SHOW]

Standard Action: Sun Strike on Soldier 1
Attack: 17 vs AC = miss

No Action: prepared to use Shield as an immediate interrupt when hit by an attack, provided the +4 to AC would block the hit.

Combat Block
[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: 32/46
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 [X]
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: 4469
Registered for: 11 years 10 months
Location: Blockbuster

Re: The War of Three Kings IC

Post by Namelessjake »

The man doesn't heed Brannik's advice, standing up as quickly as possible. However either the dwarf's words or just the tide of the battle appear to have had some effect on the man and he begins to make for the door.

Round 4

Go: Gemma, Adrian

Mechanics
[SHOW]

Brannik: hits, slows, prones, marks, shifts

Chloe: misses, readies.

Soldier 6: stands, runs to (D,31)

Map
[SHOW]

Image

Map Info
[SHOW]

Auras: Purple - Kass creates a close burst 3 zone that lasts until the end of her next turn or until sustained. Enemies cannot shift, teleport, or benefit from invisibility, concealment, or total concealment which in this zone

Furniture: Any large pieces of furniture such as tables and chairs are difficult terrain. Any questions just ask.

Enemy Info
[SHOW]

Soldiers: Well equipped with swords and shields, as well as heavy armour. They are experienced fighters, however they are mostly drunk.

Crossbowmen: Similar to their Soldier counterparts although more lightly armoured and armed with crossbows.

Knight: A heavily armoured knight wielding a broadsword and kite shield, clad in full plate armour. He isn't immediately recognisable, but you can make a history check to see if you recognise him.

Peasant Woman: The young peasant girl you saw try to escape.

Status
[SHOW]

Image

User avatar
Fialova
Magical Liopleurodon
Posts: 5027
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: The War of Three Kings — IC

Post by Fialova »

No longer feeling like taunting, Adrian moves to rush the knight again, but once more is dodged by the man. Fuck this guy.

Mechanics
[SHOW]

Aegis of Ensnarement recharged when Brannik superseded the mark

Move Action: (H, 22), avoiding OAs

Standard Action: Charge > Overwhelming Strike to (F, 22) on Knight
Attack: 22 vs AC = miss

Combat Block
[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: 42/60
Bloodied: 30
Surge Value: 15
Surges left: 7/7
Action Points: 0

Current Oath of Enmity Target: Knight

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 power bonus to athletics checks, +2 to speed, and +2 melee damage

Powers:

Overwhelming Strike
Sword Burst
Acrobat Boots (heroic tier)


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


Aspect of Might [X]
Dimensional Thunder [X]
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

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ratwizard
A Wan Smile
Posts: 6003
Registered for: 11 years 11 months
Location: Hellworld

Re: The War of Three Kings IC

Post by ratwizard »

As one of the soldiers takes off at a run, Gemma catches sight of him. "Hey! Get back here!" she shouts, taking off after him.

Mechanics
[SHOW]

Move
Walk to E26.

Standard
Charge to E30, targeting Soldier 6. Misses 15 vs. AC
3(1d20) +14 = 17; 5(1d8) +8 = 13

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 [X]
Dragonfear [X]
Sacrificial Lure [X]
Healing Word [X] [_]


Stand Tough[_]

Consumables:

None.

Important Features:
[SHOW]

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

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