Blackwood's Dogs — IC

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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

"We got a fight, lads!" Grommak shouts in excitement to his fellow Dogs as they react swiftly to the Cap'n's orders. Going into the upper gun deck, he helps out some of the more brutish crew to get the cannons and ammunition in check for the upcoming battle. He whistles a Serranaki tune as he works, one that he had heard in port once. Let's hope a melee breaks out. They don't call me a swashbuckler for nothing.
Mechanics
[SHOW]
Athletics check to help move the cannons into position: 5(1d20) +10 = 15+4=19

I had the wrong bonus cos I'm stupid
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Namelessjake
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Re: Blackwood's Dogs IC

Post by Namelessjake »

"You heard the captain, men. Look sharpish!" Darcell shouts, jumping up onto the side of the ship. Holding the rigging with one hand, he leans out over the waves trying to spot the Imardanian ship. "Those Imardanians don't realise it yet, but their ship is crewed by dead men. And we're the ones who're going to end their pitiful lives. Let's give 'em a good fight and show them why Blackwood's Dogs are the most feared crew on the Forelle Sea!" The Bard shouts from the railing of the ship, trying to spur on his shipmates.
Mechanics
[SHOW]
Diplomacy Check to rally the crew: 11(1d20) +18 = 29
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Scratcherclaw
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Re: Blackwood's Dogs IC

Post by Scratcherclaw »

With Darcell having taken care of a portion of the crew topdeck, Henri descends to the deck below, where he spots men lazing about. Approaching them, he says, "Alright men, get the Saint in a position to reach top speed. Captain's orders! We can't just abandon the rest of our crew when they're in trouble, now can we?" To sharpen the deal, he adds, "And if it's a job well done, then how about I crack open some of the finest wines the world can offer."
Mechanics
[SHOW]
Diplo to make crew work: 3(1d20) +16 = 19
Bluff to make them believe I'll give them some wine, which I won't: 19(1d20) +16 = 35
kalis5
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Re: Blackwood's Dogs IC

Post by kalis5 »

Liam looks at his comrades work before looking to the sails with a grumble.
Someone has to get those sails free and open before we can reach top speed. Might as well be me.

Liam rushes to the rigging on the side of the ship and starts climbing up the net like ropes, shouting as he goes, his voice focused and booming with magic.
"Come on men, we need these sails at full!"
Mechanics
[SHOW]
Athletics Check to climb the Rigging: 17(1d20) +10 = 27
Diplomacy using Suggestion: 1(1d20) +15 = 16
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PureZaros
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Re: Blackwood's Dogs IC

Post by PureZaros »

Isabelle springs into action, nimbly following Liam up into the rigging. She quickly swings and leaps across the masts, adjusting the sails as they begin to furl down and fill with wind. "Haul away, boys! Let's show 'em how fast this thing can get!"

Looking to the horizon from her position high in the rigging, Isabelle tries to judge how long it will take the three ships to meet each other.
MECHANICS
[SHOW]
Acrobatics to maneuver in the rigging: 28
Athletics to climb in rigging: 19
Perception check for gauging wind factor: 24
Perception check to gauge time before imardin ship meets aladorship, and how long until we get there: 28
Strength and Dexterity checks to trim the sails: 11, 13
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Fialova
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Re: Blackwood's Dogs IC

Post by Fialova »

The crew is like clockwork with their preparations, the Vanguard no different from the rest. Darcell's words leave the men in high spirits, and itching for a fight, while Henri's kicks them into high gear with the sail preparations. The promise of wine from his personal collection helps.

A few follow Liam up the rigging, as most had already been up there after Henri's words. He and Isabelle both manage to climb with ease, though, try as she might, Isabelle is unable to work the sails into a position. The others pick up the slack, though, after being invigorated by the more charismatic men.

Back below deck, Grommak and the gun crew manage to get the cannons in position and loaded for the first volley. "Nothing to fear, men!" shouts the familiar voice of Baelgar, as he walks the length of the main gun deck, inspecting everyone's work. "We got a warship more powerful than that hunk of junk, and we've got surprise on our hands. Who's read to drown some Imardanians?" At this he lets out his loud, bellowing laugh, before grabbing one of the cannons and helping to push it into position.
Isabelle
[SHOW]
You can easily tell which position the sails need to be adjusted for to make the best use of the wind, despite not mustering the strength to actually move them yourself.

At its current speed, the navy vessel appears to be able to reach the merchant ship in about 3 more hours, and if the crew manages to get the sails in just the right position the Saint should be able to close in only shortly after.
Mechanics
[SHOW]
The first portion of the skill challenge was overall quite successful, though the sails are still not properly aligned to reach top speed and there are still many other things on board that could be done to improve the chase as well. Likewise, more could be done to set up the ship for combat. Now it's time for the second round of the skill challenge.
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Namelessjake
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Re: Blackwood's Dogs IC

Post by Namelessjake »

Still hanging from the edge of the ship, Darcell pulls out his spyglass and raises it to his eye. Now who are we coming up against, he wonders as he surveys the approaching vessel.

Afterwards he scans the rest of the horizon and surrounding seas, hoping to spot anything that could help or hinder the Saint in the chase.
Mechanics
[SHOW]
Perception check using Spyglass of Perception to survey the enemy ship for any weaknesses plus its own combat readiness: 2(1d20) +14 = 16

Perception check using Spyglass of Perception to spot anything in the sea for stuff (eg. rogue waves): 15(1d20) +14 = 29
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Scratcherclaw
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Re: Blackwood's Dogs IC

Post by Scratcherclaw »

As the ship begins to prepare itself for top speed and power, Henri mutters a brief prayer to Elys, asking for the odds to be in their favor. Who knows how good that'll do, with the government and Navy revering her more than I could ever do. Knowing that battle is imminent, Henri tries to remember the tactics used by the Imardanian Navy, hoping that the knowledge will help them counter the attackers.
Mechanics
[SHOW]
Religion to ask Elys for calm seas and strong winds: 2(1d20) +10 = 12

History check to know the sort of tactics employed by the navy: 15(1d20) +13 = 28
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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

Grommak walks the decks, checking over his comrades' scabbards and armor fittings to ensure they wouldn't encounter any problems that could have been solved by better preparation. The orc keeps an eye out for any trip hazards or other dangers aboard the top-deck while he does. He talks to a few of the men and women as he steps around, trying to gauge the morale of the Dogs.
Mechanics
[SHOW]
Perception to inspect the Dogs armor and weapons as well as hazards on the deck. Insight to gauge the mood and morale of his comrades. 7(1d20) +16 = 23; 3(1d20) +11 = 14
kalis5
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Re: Blackwood's Dogs IC

Post by kalis5 »

Liam's fingers nimbly start working at the ropes holding up the sails, glancing up every so often to watch the ship ahead of them.
Quite the turn of fate... Captain probably knows from the seer girl. No doubt he asked her of the position of the ship and how long until the perfect moment to strike would be. A lightning strike like that...
Mechanics
[SHOW]
Dexterity Check to Trim the Sails: 16(1d20) +5 = 21 Forgot the 1/2 level modifier, so +5 for 26.
Strength Check to Move sails: 10(1d20) +5 = 15
Last edited by kalis5 on Sat Jul 11, 2015 8:05 pm, edited 2 times in total.
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PureZaros
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Re: Blackwood's Dogs IC

Post by PureZaros »

"Hurry up, ya lazy louts!" Isabelle shouts around to the other sailors in the rigging, pointing out the angles and points they need to tie down. "We'll be gettin' there just in time if you lot can get yer act together!"

Jumping down from the rigging, she runs over to help some sailors move barrels of powder and ammunition into position.
MECHANICS
[SHOW]
Diplomacy check to help the sailors cut the sails properly: 7
Well fuck
Strength check to help move things: 20
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Fialova
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Re: Blackwood's Dogs IC

Post by Fialova »

The crew ignores Isabelle's call to action, but still feels invigorated from the earlier words of Henri and Darcell. With the combined efforts of her and Liam, and well-organized group of others in the rigging, the Dogs manage to get the sails just right, and the Saint speeds ahead after the other two ships.

For a few hours you continue on, the sail crew working like clockwork to keep the sails trimmed while the gun crew prepares to assault the warship. Orson walks the deck, adding to the earlier efforts to keep spirits high, and Blackwood continues to shout orders from the helm. Eventually, as you are nearing your quarry, the Navy vessel finally catches up to the merchant ship and begins to fire.

Unsurprisingly there is no return fire, as the vessel had been only lightly armed and crewed by fewer than a dozen men. What does happen is a very sudden, very violent change in the seas directly surrounding the ship, which causes the accuracy of its crew to greatly suffer as they struggle to account for the sudden rapid oscillation they now face.

As you inch ever closer, a man on the top deck begins to shout back to the Saint. Figuring you for a passing patrol come to aid their pursuit, the man asks, "What are you doing? Flank them, not us! You're no help to us on that side!" He frantically waves his arms, trying to direct the Saint's course the other direction, but this stops as you approach even closer and he spots the faces on board, and their lack of uniforms.

"They're not ours!" the man shouts, as he turns to run back to his officers. Blackwood signals a man in the crow's nest, who takes aim and silences the man before he gets very far. The sound alerts the rest of the crew, who begins frantically trying to move things into position to begin defending themselves now from the port side. As they do, the Saint begins to turn into position, their starboard hull finally facing their prey.

"Alright, dogs!" Blackwood shouts from his place at the wheel. "Whose ready to sink some Imardanian bastards?" The crew cheers, eager for battle. "Then get to it, leave no man alive! Fire!"
Darcell
[SHOW]
You can't really spot any weaknesses on the enemy ship, which you can now more clearly confirm is an Imardanian Navy vessel. You are, however, able to spot that the crew seems quite prepared for battle, albeit only on the starboard side, which is the side that will be facing Alador's ship.

Apart from that, the seas seem calm enough, though there are occasionally large waves off in the distance.
Henri
[SHOW]
You are able to clearly recall your training and the methods of the crew you were once apart of, it all rushing back as if you had only been drilling yesterday. The sailors not manning the cannons will be wielding their muskets in rows and launching volley after volley of gunfire as the cannons unleash volleys of cannonballs and chain shot. In the crow's nests will be sharpshooters, picking off important targets from above. The captain of the vessel will be at the helm, relaying orders and joining the fray should it come to closer combat.
Grommak
[SHOW]
A few people's armor seems torn or otherwise damaged from the fight a few days prior, and some of their weapons could use sharpening and minor repairs, but for the most part the crew seems battle ready. Since the fight never spilled over onto the Saint, its deck seems fairly safe and even, the only hazards being well known amongst the crew and easily avoidable.

As for attitudes, you can tell that the general mood is excitement, eagerness to show up the navy, but other than that you know very little.
Mechanics
[SHOW]
Once more your preparations are successful, and you are able to reach the battle only shortly after it begins, the merchant vessel taking few hits before your own volleys begin. Now it's time to contribute to the long range fire, aiming to do as much damage to the navy vessel and its crew before boarding to finish the job.

Unlike the last skill challenge, this one has specific tasks that need to be accomplished. It will take multiple rounds, each round resulting in the Saint approaching ever closer to its quarry, before you finally board. The amount of successes you have in these rounds will determine the number of enemies you face, as well as the state of the deck when you board and the morale of the crew, so if you do well here things will be much easier later.

Tasks:
* Aim cannons - Perception Check
* Load cannons - Strength Check
* Musket shot - RBA with +2 proficiency bonus
* Demoralize enemy - Intimidate Check

You should attempt two tasks each round. It can be any combination of different tasks, but you cannot do the same one twice in the same round. If you have other tasks you think might be fitting, ask and I will consider adding them.
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Scratcherclaw
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Re: Blackwood's Dogs IC

Post by Scratcherclaw »

"Take out their men in the crow's nest!" Henri shouts to his comrades, having remembered the Navy's employed tactics. "And the musketmen will be in rows, so take them out quick and easy!" Turning towards the enemy ship, the aristocratic sailor yells out, "You lot should just keel over now, before this crew has a chance to gut you alive! You spineless sailors better say your prayers to Elys, or at least ask her to send your regards to your wives."

Wasting no time after his verbal assault, the pretty boy grabs a musket and, taking precise aim towards the crow's nest, fires upon the men within. "There. I've already started for you." the man says to his fellow pirates.
Mechanics
[SHOW]
Intimidate: 15(1d20) +12 = 27

Musket Shot RBA: 16(1d20) +17 = 33
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Namelessjake
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Re: Blackwood's Dogs IC

Post by Namelessjake »

"Fresh meat boys!" Darcell shouts to the rest of the Saint's crew, loud enough for the navy sailors to hear though. "You'll all make a lovely stew," he shouts this time directly at the other ship, throwing in a manic cackle for good measure. Cannibal pirates would certainly scare me. Although knowing Rhys it probably isn't far from the truth.

The Bard then jumps down from the side of the ship, deciding it perhaps isn't the safest place anymore. He runs over to the nearest canons to help aim them. Using his spyglass as a scope he trys the target the ship's guns to take them out of action. Being unable to return fire can be enough to make a ship surrender.
Mechanics
[SHOW]
Intimidate check: 15(1d20) +15 = 30

Perception check using spyglass of perception: 10(1d20) +14 = 24
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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

At Baelgar's commands, Grommak is on the gun-deck of the Salacious Saint and working himself to a sweat. "Time to show these fucks the true Dogs of these waters!" he cries out in excitement as he and his comrades follow the massive dwarf's orders.

The orc manhandles the cannonball and loads it well-enough before stepping back and aiming it from its firing porthole. With a quick spark, the well-aimed projectile careens towards the Navy vessel abreast the Saint. "Let's put 'em at the bottom of the goddamned sea!"
Mechanics
[SHOW]
Load and aim the cannons: 11(1d20) +10 = 21; 18(1d20) +16 = 34
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PureZaros
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Re: Blackwood's Dogs IC

Post by PureZaros »

Isabelle roars along with the others, heaving cannonballs into the cannons and intermittently taking potshots at the enemy crew visible on the deck.
MECHANICS
[SHOW]
Load cannons: 17
Musket them in the face: 25
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Set a man on fire and he will be warm for the rest of his life.
kalis5
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Re: Blackwood's Dogs IC

Post by kalis5 »

Liam glides down a rope to the deck, holding his hand out for a musket before aiming and firing at a hapless sailor. With the musket empty he lets it fall to the deck, taking up position on one of the cannons as he angles it, preparing to fire the weapon.
"Need a loader over here! Aimed and ready!"
Mechanics
[SHOW]
Musket RBA: 20(1d20) +12 = 32
Aim Cannon: 15(1d20) +13 = 28
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Fialova
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Re: Blackwood's Dogs IC

Post by Fialova »

Multiple of the enemy crew members fall to the musket shots of Henri, Isabelle, and Liam, while more still fall to cannon fire. A few on the top deck scatter at the sight of the Dogs up close, but most stand firm and return fire, hitting a few of the other crew members. All the while, the Saint inches ever closer, now in range of more specified forms of ammunition.
Mechanics
[SHOW]
The first round was overall quite successful, resulting in multiple casualties on the enemy's side, and decreased morale among the navy crew. Now for the second round, which is very similar to the previous round, though there will be some additional tasks available as you draw closer to your prey.

Normal Tasks:
* Aim cannons - Perception Check
* Load cannons - Strength Check
* Musket shot - RBA with +2 proficiency bonus
* Demoralize enemy - Intimidate Check

Special Tasks:
* Load and aim chain shot: Perception and Strength check
-- This special task is similar to the load and aim tasks above, though instead of aiming to weaken the hull you are aiming to take down one of the enemy ship's masts. Specify the mast you are aiming for, there are three.
* Load and aim cannister shot: Perception and Strength check
-- This special task uses a projectile designed to break apart and hit many people, and its primary use here is to take as many crew members down in one hit as possible.

You should either attempt two normal tasks each round, or one special task (which consists of multiple checks and actions). It can be any combination of the different normal tasks, but you cannot do the same one twice in the same round. If you have other tasks you think might be fitting, ask and I will consider adding them.
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Re: Blackwood's Dogs IC

Post by Namelessjake »

As the ship draws closer, Darcell makes his way over to a cannon. "Time to really thin their ranks," he says, pushing one of the Little Dogs out of the way. He loads the canon with powder before carefully sliding in a cannister shot. He takes his time lining up the canon with a large cluster of enemy crewmen before covering one ear and igniting the gunpowder via the touch hole.
Mechanics
[SHOW]
Load and aim cannister shot: 16 strength and 20 perception

11(1d20) +5 = 16; 9(1d20) +11 = 20
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Scratcherclaw
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Re: Blackwood's Dogs IC

Post by Scratcherclaw »

Responding to Liam's calls, Henri heaves a cannonball into the awaiting cannon. I hope he's still not drunk, or else this thing may end up way off course. Returning to the fray, he takes his musket and fires once more.
Mechanics
[SHOW]
Strength to load cannon (Ignore the description. I clicked the wrong S thing that was already there): 1(1d20) +10 = 11

Musket RBA: 11(1d20) +17 = 28
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PureZaros
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Re: Blackwood's Dogs IC

Post by PureZaros »

"Haha! Let's bring their sails down on their heads!" Isabelle laughs madly. Grabbing a chainshot, she bushes past another crewmember, clumsily loading the cannon and aiming it towards the aft mast.
MECHANICS
[SHOW]
Perception check: 21
Strength check: 11
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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

Feeling the strain of heavy lifting and exertion, Grommak breaks a sweat as he loads a cannister shot into one of the cannons on the starboard side. He aims it carefully, before igniting the fuse once again. "Get stuffed, you navy sons a' bitches!" he cries out, raucously.
Mechanics
[SHOW]
Load and aim cannister shot: (Strenth, Perception)9(1d20) +10 = 19; 9(1d20) +16 = 25
kalis5
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Re: Blackwood's Dogs IC

Post by kalis5 »

Once the cannon fires, Dirge calls out to one of the musket loaders, catching the musket he tosses him and firing on the opposing ships men, aiming for one trying to load a cannon and dropping him with a clean shot before tossing the musket back and aiming the cannon once more, preparing for the next shot.
Mechanics
[SHOW]
Musket Shot: 11(1d20) +12 = 23
Aim Cannon: 11(1d20) +10 = 21
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Fialova
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Re: Blackwood's Dogs IC

Post by Fialova »

The cannisters spray shrapnel all across the navy ship's deck, sending one after another falling to the floor in agony, while the others continue to pick individuals off with their muskets. As the crew continues to fight, the Saint inches ever close, near enough that it is almost time to board.

As the battle rages, one of the newer and less tested Dogs makes her way up from the lower decks, joining in with the Vanguard for the assault. Constance, some of you may remember her name being - an odd, dark woman whom few of the others trust. John shoots her a cold glance, but doesn't say anything. The Ice Man pays her no mind as he sends a shard of glacial glass into some poor sailor's chest. Marian looks like she is ready to shout something, when the Saint is rocked by cannon impact - the first the navy had mustered since you arrived. "Looks like they finally got their cannons moved," says Baelgar, as he fires his own off with a hearty laugh. "'Bout damn time!"
Mechanics
[SHOW]
The second round was also pretty successful, though Isabelle failed to hit one of the masts with her chain shot. Other than that there were many casualties, though morale remained the same. The third round will include even more possible tasks, as well as Sere's character, Constance, joining in for the final round of the skill challenge before becoming a normal member of the group for the upcoming battle.

Normal Tasks:
* Aim cannons - Perception Check
* Load cannons - Strength Check
* Musket shot - RBA with +2 proficiency bonus
* Demoralize enemy - Intimidate Check
* Prepare boarding plank - Strength or Athletics Check
-- The more placed in this final round of the skill challenge, the more there will be for use in the encounter to come.
* Duck behind something - Stealth Check
-- This will make it so you begin the encounter with total concealment, superior cover, and hidden statuses, but you will also be prone and lack line of sight to the enemy. (Note: this must be the last action you do, should you attempt it)


Special Tasks:
* Load and aim chain shot: Perception and Strength check
-- This special task is similar to the load and aim tasks above, though instead of aiming to weaken the hull you are aiming to take down one of the enemy ship's masts. Specify the mast you are aiming for, there are three.
* Load and aim cannister shot: Perception and Strength check
-- This special task uses a projectile designed to break apart and hit many people, and its primary use here is to take as many crew members down in one hit as possible.
* Swing to the navy ship deck: Athletics and Acrobatics check
-- This special task involves climbing the rigging and then swinging from a rope over to the enemy deck.

You should either attempt two normal tasks each round, or one special task (which consists of multiple checks and actions). It can be any combination of the different normal tasks, but you cannot do the same one twice in the same round. If you have other tasks you think might be fitting, ask and I will consider adding them.
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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

Grommak waits impatiently as the gap closes in. The agile orc ensures once more that his gear is strapped down well, before he climbs up onto the rigging with ease. Let's hope I don't end up in the drink like the drunkard, he thinks to himself. This part never gets any easier.

With a surging motion, he grabs hold of one of the ropes and swings his way toward the navy ship, trying to place a good spot to land. He doesn't feel as comfortable on the rope, towering above the carnage, and he mistimes his release.
Mechanics
[SHOW]
Swing to the Navy Ship: (Athletics and Acrobatics) 10(1d20) +14 = 24; 1(1d20) +14 = 15
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Namelessjake
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Re: Blackwood's Dogs IC

Post by Namelessjake »

Darcell spots Grommak climbing the rigging and follows after the orc. He struggles on the rigging slightly. Grabbing a rope, he wraps it around his right foot, locking him in place on the rope before he lets go of the rigging. Swinging across he draws his sword and raises it, ready to hit the deck fighting.
Mechanics
[SHOW]
Swing to Navy Ship: (Athletics and Acrobatics) 3(1d20) +8 = 11; 11(1d20) +10 = 21
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PureZaros
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Re: Blackwood's Dogs IC

Post by PureZaros »

Whooping with the other dogs as they draw closer to the enemy ship, Isabelle leaps into the rigging with Grommak and Darcell, easily scrambling up the net. Grabbing a hanging rope, she throws herself across the steadily closing gap, almost gracefully swinging across.
MECHANICS
[SHOW]
BOARDING PARTY
Athletics check: 31
Acrobatics check: 31

Can I try and aim myself to land on one of the enemies on the other deck?
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kalis5
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Re: Blackwood's Dogs IC

Post by kalis5 »

Liam grins as the enemy starts to fire their cannons. He makes his way up the rigging swiftly and nimbly, grabbing one of the ropes up there and swinging himself in a clean arc, avoiding the musket fire from the enemy ship before letting go and landing on the deck in a roll.

Mechanics
[SHOW]
Athletics: 15(1d20) +10 = 25
Acrobatics: 13(1d20) +10 = 23
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Scratcherclaw
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Re: Blackwood's Dogs IC

Post by Scratcherclaw »

Well there's some irresponsibility. Let's all swing to the other ship with no way back if things get bad. Shaking his head, Henri places down a boarding plank. With that taken care of, he picks up a musket once more and fires onto the enemy. Can't prove my superior marksmanship at close-range anyways.
Mechanics
[SHOW]
Athletics to put down plank: 6(1d20) +14 = 20

RBA: 19(1d20) +17 = 36
AdorablyDevious
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Re: Blackwood's Dogs IC

Post by AdorablyDevious »

Constance smiles softly as she moves up to the surface of the ship. She actually spreads her arms out a little bit, taking in the fresh air and the sounds of battle already filling her mind with wonderful ideas. She nibbles a little on her lower lip as she looks down towards the navy ship.

She gives a little sigh, lowering her body a little bit as she attempts to get herself into a more mission based mode. Now was the time to shine right? She had a mission, a purpose...it was time to fulfill it. "Hello everyone..." she says in an almost calm tone with just a hint of the psychopathic girl some people knew her as behind it. "Time to work..."

With a little crack of her neck, Constance moves towards one of the ropes of the rigging to swing toward the other ship without much of a word, nor much of a presence. Hopefully with the sound of battle and the sights of the other dogs, she could escape notice. A gleeful smile was on her face. It had been awhile since she's been allowed to actually taste blood on her blade...
Mechanics
[SHOW]
To Escape Notice: 6(1d20) +19 = 25
Athletics: 10(1d20) +13 = 23
Acrobatics: 11(1d20) +15 = 26

Attempting to land behind something, out of sight to start assassin shenanigans.
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Fialova
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Re: Blackwood's Dogs IC

Post by Fialova »

Encounter 3

Big John steps up with a second plank as the others swing across, dropping it between the ships. He glares at Constance as she approaches, eagerly leaping into the fray with the others, but says nothing. He instead turns his attention to the enemy seamen, some of whom have already noticed the giant of a man leering down at them.

As the vanguard lands on the deck one of the more fearless seamen rushes forwards, nicking Constance with his bayonet just enough for her to start to bleed.

Go: Grommak
Mechanics
[SHOW]
Liam, Isabelle, and Constance successfully leap to the other deck. Darcell and Grommak make it, but don't quite stick the landing and are left hanging from the side of the ship. At the start of each of their turns, until the are on their feet, they will need to roll a saving throw to prevent themselves from falling. Should they succeed, it is then a standard athletics check to climb DC: 20. It would be only one square distance traveled to get from the edge to on the deck.

Grommak: Uses Begin the Hunt to make Officer 5 his quarry, gaining +2 to hit him while he remains his quarry.

Seaman 4: moves to (-W, 11). Attacks Constance, 29 vs AC = hit for 6 damage. Constance takes ongoing 3 damage (save ends).
Map
[SHOW]
Image
Map Info
[SHOW]
Forecastle: The enclosed structure at the front of the main deck, which can be entered from its door at (-X, 1), or moved on top of via staircases.

Aftcastle: The enclosed structure at the rear of the main deck, where the steering wheel is located. It can be entered from its door at (-X, 21), or moved on top of via staircases.

Planks: There are two of these, one spanning (-U, 12) to (-R, 12) and the other spanning (-U, 18) to (-R, 18). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.

Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).

Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, and all squares that are entirely stairs count as difficult terrain. The ones that are part stair, part railing follow the rules for railings.

Masts: The 3 masts, shown by large black circle, are impassable and provide cover. If a mast blocks your line of sight to a creature completely, it has superior cover from you, and vice versa.

Doors: There are 2 doors, at (-X, 1) and (-X, 21). These lead into either the forecastle or aftcastle, but are currently closed.

Grate: The large wooden grates that opens up to the lower decks can be opened by single person with a strength check DC: 30, by 2 people with a strength check DC: 20 each, by 3 people with a strength check DC: 15 each, or by 4 or more people with a strength check DC: 10 each. It can be walked on like any other part of the deck, with no penalty. The grates cover the narrow staircases which lead lower into the ship, and must be opened before one can descend deeper into the hold.

Wheel: The wheel turns the rudder, and thus the ship. Use with caution.
Enemy Info
[SHOW]
Seamen: Imardanian seamen are masters of combat on the decks of ships, and receive extensive training in the art. They wear padded cloth and leather uniforms and primarily fight with muskets equipped with bayonets, or knives if closed in on.

Officers: While rank and file seamen are trained to be adept with their footwork and with their guns, officer training tends to be more involved, consisting both of martial training as well as spiritual training. Their connection with the Goddess endows them with abilities beyond that of normal men, which they use to devastating effectiveness in close combat.

Captain: Captains generally receive training meant for both officers and standard seamen, employing the tactics of both schools effectively in a fight to make them formidable foes worthy of their rank.

Jean-Claude Olivier: Jean-Claude is one of the Imardin Navy's most skilled marksmen, which has earned him a comfortable position as the marksmanship instructor at the Fort Ellis Naval Academy in Ellisport. One can only guess why he is accompanying the crew of the ship you are engaging.
Status
[SHOW]
31 Seaman 4 (-W, 11) | HP: 1/1 |
31 Grommak (-U, 10) | HP: 86/86 | Surges: 9/9 | AP: 1/1 | Begin the Hunt, hanging off the side (making a saving throw at the start of each turn to avoid falling)
30 Seaman 6 (-X, 14) | HP: 1/1 |
29 Seaman 1 (-X, 4) | HP: 1/1 |
28 Seaman 7 (-X, 16) | HP: 1/1 |
25 Officer 5 (-Z, 7) | HP: -4/?? |
24 Isabelle (-V, 19) | HP: 91/91 | Surges: 11/11 | AP: 1/1 |
23 Officer 1 (-W, 2) | HP: -4/?? |
23 Officer 6 (-Z, 15) | HP: -4/?? |
23 Seaman 2 (-X, 6) | HP: 1/1 |
23 Seaman 12 (-Z, 17) | HP: 1/1 |
23 Seaman 14 (-V, 22) | HP: 1/1 |
22 Captain (-Y, 23) | HP: -4/?? |
22 Seaman 13 (-V, 0) | HP: 1/1 |
21 Seaman 8 (-X, 18) | HP: 1/1 |
21 Liam (-V, 16) | HP: 75/75 | Surges: 9/9 | AP: 1/1 |
21 Constance (-V, 13) | HP: 58/64 | Surges: 8/8 | AP: 1/1 | ongoing 3 damage (save ends)
20 Seaman 3 (-X, 8) | HP: 1/1 |
19 Seaman 10 (-Z, 9) | HP: 1/1 |
19 Big John (-R, 18) | HP: 89/89 | Surges: 11/11 | AP: 1/1 |
17 Darcell (-U, 15) | HP: 79/79 | Surges: 10/10 | AP: 1/1 | hanging off the side (making a saving throw at the start of each turn to avoid falling)
17 Henri (-R, 12) | HP: 74/74 | Surges: 8/8 | AP: 1/1 |
15 Officer 3 (-X, -2) | HP: -4/?? |
15 Seaman 11 (-Z, 13) | HP: 1/1 |
14 Jean-Claude Olivier (-Z, 0) | HP: -4/?? |
13 Seaman 5 (-X, 12) | HP: 1/1 |
13 Seaman 9 (-Z, 5) | HP: 1/1 |
12 Officer 4 (-W, 25) | HP: -4/?? |
9 Officer 2 (-W, 20) | HP: -4/?? |
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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

With a hard grunt, Grommak slams into the side of the ship, knocking his breath out. He scrambles to grab onto the side, but can't get a grip. The orc's eyes go wide as he slips backwards, crashing into the water. Coughing but able to breath now, Grommak gingerly climbs his way toward the top with ease, pulling his blades as he nears the top. Way to make an entrance, I guess.

Hopping onto the deck, the bloodthirsty orc wastes no time as he slips toward the closest Imardanian grunt he sees. Drips of water flying through the air, Grommak whips his cutlass forward in a lunge, catching the man right in the torso with a lethal puncture. He crumples to the floor and Grommak turns to meet the eyes of the several men before him, ready to fire. "Oh, fuck."
Mechanics
[SHOW]
Saving throw to make it: 6(1d20) = 6

Fall into the drink.

Athletics to climb: 14(1d20) +14 = 28

Double-move: Climb and walk to -W10.

Minor: Off-hand Strike on Seaman 4. Hits AC 29, killing him.
Attack: 12(1d20) +17 = 29
Combat Block
[SHOW]
Grommak

Male Half-Orc Two-Weapon Ranger 11
Languages: Common, Kurnish
Age: 29
Height: 6'2"
Weight: 200 lbs.

Speed: 6
Initiative: +11+2
Passive Perception: 26
Passive Insight: 21
Senses: Low-light Vision

AC: 24
Fort: 25
Reflex: 23
Will: 23
HP: 86/86
Bloodied: 43
Surge Value: 21
Surges left: 9/9
Action Points: 0

MBA: +18, 1d10+13

Resistances:
None.

Vulnerabilities:
None.

Saves:
+1 against fear, daze, domination, or stun effects.

Active Effects:

+2 to attacks on Officer 5, cos he's marked like a lil bitch

Powers:

Hunter's Quarry
Marauder's Rush
Twin Strike
__________________________________

Second Wind [ ]
Sohei Flurry [ ]
Furious Assault [ ]
Off-Hand Strike [x]
Invigorating Stride [ ]
Ruffling Sting [ ]
Lashing Leaves [ ]
Cross-Body Parry [ ]
Periapt of Cascading Health +2 [ ]
Boots of the Fencing Master [_]
__________________________________

Jaws of the Wolf [_]
Frenzied Skirmish [ ]
Begin the Hunt [x]
Attacks on the Run [ ]
Blood of the Fallen [ ]

Consumables:

None.
Important Features:
[SHOW]
Racial Traits and Class or Path Features:

Running Attack: Using a standard action that allows movement and I move 2+ squares away, I gain +1 to attack rolls as part of that action.
Dancing Defense: If hitting with at least two melee attacks on my turn, I gain a +2 bonus to AC and Reflex TSNT.
Dual-Blade Action: On AP-spend, I can take an attack with both hands with a +4 WISmod bonus to damage.
Half-Orc Resilience: First time being blooded in an encounter, gain 10 THP.
Swift Charge: +2 bonus to speed while charging.
Sohei Indomitability: +1 power bonus to save throws against fear, daze, domination, or stun effects.

Notable Feats:

Impending Doom Style: If both Twin Strikes hit, one target takes a -2 penalty to attack rolls til my next turn end.
Cunning Stalker: I gain CA against creatures with no other creatures adjacent.
Two-Weapon Opening: When scoring a crit with my main hand, I can take a MBA with my off-hand against the target as a free action.
Heavy Blade Expertise: +2 to defenses against Op Attacks while wielding HB.

Item Features:

Jagged Weapon +3: Crits on a 19 or 20, and crits do 10 ongoing damage (save ends).
Boots of the Fencing Master: When shifting, gain a +1 item bonus to AC and Reflex TENT.
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Fialova
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Re: Blackwood's Dogs IC

Post by Fialova »

As the first enemy sailor falls to Grommak's blade, more rush in to avenge their fallen brother. The Dogs' skills prove too good for the rank and file, whose bayonets are easily dodged, but an approaching officer manages to catch Grommak off guards, leaving him with a cut on his arm.

Go: Isabelle
Mechanics
[SHOW]
Liam, Isabelle, and Constance successfully leap to the other deck. Darcell and Grommak make it, but don't quite stick the landing and are left hanging from the side of the ship. At the start of each of their turns, until the are on their feet, they will need to roll a saving throw to prevent themselves from falling. Should they succeed, it is then a standard athletics check to climb DC: 20. It would be only one square distance traveled to get from the edge to on the deck.

Grommak: falls, climbs, hits & kills

Seaman 6: attacks Constance, 22 vs AC = miss.

Seaman 1: moves to (-V, 8). Attacks Grommak, 21 vs AC = miss.

Seaman 7: attacks Liam, 18 vs AC = miss.

Officer 5: moves to (-X, 10). Attacks Grommak, 26 vs AC = hit for 9 damage and Grommak is marked until the end of the officer's next turn.
Map
[SHOW]
Image
Map Info
[SHOW]
Forecastle: The enclosed structure at the front of the main deck, which can be entered from its door at (-X, 1), or moved on top of via staircases.

Aftcastle: The enclosed structure at the rear of the main deck, where the steering wheel is located. It can be entered from its door at (-X, 21), or moved on top of via staircases.

Planks: There are two of these, one spanning (-U, 12) to (-R, 12) and the other spanning (-U, 18) to (-R, 18). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.

Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).

Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, and all squares that are entirely stairs count as difficult terrain. The ones that are part stair, part railing follow the rules for railings.

Masts: The 3 masts, shown by large black circle, are impassable and provide cover. If a mast blocks your line of sight to a creature completely, it has superior cover from you, and vice versa.

Doors: There are 2 doors, at (-X, 1) and (-X, 21). These lead into either the forecastle or aftcastle, but are currently closed.

Grate: The large wooden grates that opens up to the lower decks can be opened by single person with a strength check DC: 30, by 2 people with a strength check DC: 20 each, by 3 people with a strength check DC: 15 each, or by 4 or more people with a strength check DC: 10 each. It can be walked on like any other part of the deck, with no penalty. The grates cover the narrow staircases which lead lower into the ship, and must be opened before one can descend deeper into the hold.

Wheel: The wheel turns the rudder, and thus the ship. Use with caution.
Enemy Info
[SHOW]
Seamen: Imardanian seamen are masters of combat on the decks of ships, and receive extensive training in the art. They wear padded cloth and leather uniforms and primarily fight with muskets equipped with bayonets, or knives if closed in on.

Officers: While rank and file seamen are trained to be adept with their footwork and with their guns, officer training tends to be more involved, consisting both of martial training as well as spiritual training. Their connection with the Goddess endows them with abilities beyond that of normal men, which they use to devastating effectiveness in close combat.

Captain: Captains generally receive training meant for both officers and standard seamen, employing the tactics of both schools effectively in a fight to make them formidable foes worthy of their rank.

Jean-Claude Olivier: Jean-Claude is one of the Imardin Navy's most skilled marksmen, which has earned him a comfortable position as the marksmanship instructor at the Fort Ellis Naval Academy in Ellisport. One can only guess why he is accompanying the crew of the ship you are engaging.
Status
[SHOW]
31 Seaman 4 (-W, 11) | HP: 0/1 |
31 Grommak (-W, 10) | HP: 77/86 | Surges: 9/9 | AP: 1/1 | Begin the Hunt, +2 to attacks vs Officer 5 while he is quarried, marked until Officer 5 EONT
30 Seaman 6 (-X, 14) | HP: 1/1 |
29 Seaman 1 (-V, 8) | HP: 1/1 |
28 Seaman 7 (-X, 16) | HP: 1/1 |
25 Officer 5 (-X, 10) | HP: -4/?? | Grommak's quarry
24 Isabelle (-V, 19) | HP: 91/91 | Surges: 11/11 | AP: 1/1 |
23 Officer 1 (-W, 2) | HP: -4/?? |
23 Officer 6 (-Z, 15) | HP: -4/?? |
23 Seaman 2 (-X, 6) | HP: 1/1 |
23 Seaman 12 (-Z, 17) | HP: 1/1 |
23 Seaman 14 (-V, 22) | HP: 1/1 |
22 Captain (-Y, 23) | HP: -4/?? |
22 Seaman 13 (-V, 0) | HP: 1/1 |
21 Seaman 8 (-X, 18) | HP: 1/1 |
21 Liam (-V, 16) | HP: 75/75 | Surges: 9/9 | AP: 1/1 |
21 Constance (-V, 13) | HP: 58/64 | Surges: 8/8 | AP: 1/1 | ongoing 3 damage (save ends)
20 Seaman 3 (-X, 8) | HP: 1/1 |
19 Seaman 10 (-Z, 9) | HP: 1/1 |
19 Big John (-R, 18) | HP: 89/89 | Surges: 11/11 | AP: 1/1 |
17 Darcell (-U, 15) | HP: 79/79 | Surges: 10/10 | AP: 1/1 | hanging off the side (making a saving throw at the start of each turn to avoid falling)
17 Henri (-R, 12) | HP: 74/74 | Surges: 8/8 | AP: 1/1 |
15 Officer 3 (-X, -2) | HP: -4/?? |
15 Seaman 11 (-Z, 13) | HP: 1/1 |
14 Jean-Claude Olivier (-Z, 0) | HP: -4/?? |
13 Seaman 5 (-X, 12) | HP: 1/1 |
13 Seaman 9 (-Z, 5) | HP: 1/1 |
12 Officer 4 (-W, 25) | HP: -4/?? |
9 Officer 2 (-W, 20) | HP: -4/?? |
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Namelessjake
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Re: Blackwood's Dogs IC

Post by Namelessjake »

Virtue of Cunning
[SHOW]
Isabelle gains CA against the target of her next attack.
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PureZaros
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Re: Blackwood's Dogs IC

Post by PureZaros »

"Come at me, ye pox-ridden little shits!" Isabelle shouts at the group before her, swiping savagely at an officer in front of her and tearing a long gash in his leg. "I'll bet none of ye can take me on!"
MECHANICS
[SHOW]
Minor Action: Aegis of Ensnarement
Marking Officer 2 and Seaman 8

Standard Action: Frigid Blade on Officer 2
Attack: 37 vs AC
Damage: 17 cold damage.
If Officer 2 starts his next turn adjacent to me, he takes a -3 penalty to speed until the end of his next turn.

Move Action: Shift to [-W, 19]
COMBAT BLOCK
[SHOW]
Isabelle

Female Genasi Swordmage 11
Languages: Common, Elven
Age: 37
Height: 5'7"
Weight: 180

Speed: 6
Initiative: +6
Passive Perception: 23
Passive Insight: 17
Senses: Normal Vision

AC: 30
Fort: 22
Reflex: 25
Will: 23
HP: 91/91
Bloodied: 45
Surge Value: 22
Surges left: 11/11
Action Points: 1

Resistances:
5 Poison
10 Fire while manifesting Cindersoul
4 All while bloodied

Vulnerabilities: None

Active Effects:
+2 racial bonus to saving throws against ongoing damage while manifesting Watersoul

Powers:

MBA: +19 to attack, 1d8+9 damage
RBA: +16 to attack, 1d4+6 damage (using dagger)

Bull Rush Attack
Grab Attack
Opportunity Attack
Aegis of Ensnarement
Sword Burst
Frigid Blade

Summoned Armor +3
Acrobat Boots
__________________________________

[_] Second Wind
[_] Inevitable Strike
[_] Foesnare
[_] Mythal Recovery
[_] Dimensional Vortex
[_] Fettering Aegis
[_] Four Corners Attack
[_] Strength Against Strength
[_] Explosive Runes

[_] Periapt of Cascading Health +2
[_] Viper Belt
[_] Ruby Scabbard

Require Manifestation:
[_] Firedeath §
[_] Swiftcurrent
__________________________________

[_] Binding Aegis
[_] Swordmage Shielding Fire
[_] Eldritch Quagmire
[_] Troll Rampage

* Immediate Reaction
§ Indicates Active Manifestation
Important Features:
[SHOW]
Aegis of Ensnarement:
I mark the target. The target remains marked until I use this power against another target. If I mark another creature using other powers, the target is still marked.
Until the mark ends, if the target makes an attack that doesn't include me as a target, it takes a -2 penalty to the attack roll.
If a target marked by this power is within 10 squares of me when it hits with an attack that doesn't include me, I can use an Immediate Reaction after the target's attack resolves to teleport the target to a square adjacent to me. The target grants CA until EoNT. If there is no unoccupied space, I can't use this effect.

Racial Traits and Class/Path/Race/Theme Features:
Swordmage Warding: When conscious and wielding a light/heavy blade, I have a magical field around me. This field grants +1 bonus to AC, or +3 bonus if I'm wielding a blade in one hand and have my other hand free.

Swordbond: By spending 1 hour of meditation with my weapon, I forge a special bond with it. As a Standard Action I can call my bonded weapon to hand from up to 10 squares away. If my bonded weapon is broken or damaged I can spend 1 hour of meditation to recreate the blade from a fragment. I can spend 1 hour of meditation with a different blade to forge a new bond, dissipating the old one.

Aegis Insight: When I use my Aegis power, I add my Wisdom mod (+2) to the burst radius.

People's History: I add my Wisdom mod (+2) to my history checks.

Teleportation Action: When I spend an AP to take an extra action, I can teleport 5 squares before taking the extra action.

Ironwrought Starting Feature: I gain a +1 power bonus to athletics and endurance checks. Whenever I use my second wind, this power bonus increases to +4 until EoNT

Ironwrought Level 5 Feature: When I'm bloodied, I gain resist 2/4/6 all damage.

Ironwrought Level 10 Feature: When I use Inevitable Strike, I gain a +1 power bonus to melee weapon attack rolls until EoNT

Cindersoul: Resist 5/10/15 fire
Watersoul: I can breathe underwater.

Notable Feats:
Intelligent Blademaster: I can use my Int mod instead of my Str mod when making a basic attack with a melee weapon.

Mark of Warding: When one of my powers grants a bonus to defense, increase that bonus by 1. Whenever I mark an enemy, it takes -3 to attacks that don't include me, instead of the normal -2. I can master and perform rituals in the Warding category and the Fluid Funds, Knock, and Leomund's Secret Chest rituals as if I had Ritual Caster.

Defender of the Wild: Once per encounter as a free action, I can mark each enemy adjacent to me as a free action.

Sudden Roots: Whenever I hit an enemy with an OA, that enemy is slowed until the end of its turn.

Double Aegis: When I use my Aegis power, I can choose to mark a second target in the burst. If they both attack allies, I have to choose which to respond to, since I still only have one immediate action per round.

Item Features:
Jagged Longsword +3: Scores critical hits on 19 or 20. Critical = ongoing 10 damage (save ends).

Ruby Scabbard: Resizes to fit any weapon placed in it. I can draw a weapon from this in the same action used to make an attack with the weapon.

Raven's Feather: Attuned to Isabelle's father.

Executioner's Bracers: When I score a critical, the attack does an extra 1d6 damage.

Gauntlets of Blood: +2 to damage roll against bloodied targets
Last edited by PureZaros on Sun Sep 13, 2015 2:35 pm, edited 1 time in total.
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
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Fialova
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Location: The Great North
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Re: Blackwood's Dogs IC

Post by Fialova »

With Isabelle and Grommak focusing their attention on two of the officers, two others wade into the fray. In tadem, the two unleash blinding flashes of light, causing a moment surge of pain for all Dogs on deck except Isabelle. As if on cue, more of the rank and file rush in to fight, though few of their attacks meet their marks.

On the aftcastle above, the enemy Captain steps forward towards the railing and looks down towards the human men gathered nearest to him. He raises his off-hand, and the air between them begins to swirl violently, pulling at the men. Liam and John manage to resist the vortex's force, but Darcell's loose grip on the hull gives way and, like Grommak only moments before, he plunges into the sea.

Go: Liam, Constance
Mechanics
[SHOW]
Isabelle: marks, hits, shifts

Officer 1: moves to (-W, 7). Holy Blast on Grommak, 23 vs Will = hit for 12 psychic damage. Grommak is marked by Officer 1 until EONT.

Officer 6: moves to (-X, 15). Holy Blast on Constance (30 vs Will = hit for 9 psychic damage), on Darcell (34 vs Will = hit for 9 psychic damage), and on Liam (33 vs Will = hit for 9 psychic damage). All 3 are marked by Officer 6 until EONT

Seaman 2: moves to (-U, 9). Attacks Grommak, 22 vs AC = miss.

Seaman 12: moves to (-Y, 19). Attacks Isabelle, 21 vs AC = miss.

Seaman 14: moves to (-V, 20). Attacks Isabelle, 20 vs AC = miss.

Captain: Vortex centered at (-T, 17): targets Darcell (26 vs Will = hit), Liam (20 vs Will = miss), and Big John (22 vs Will = miss). Darcell is pulled to (-T, 17). Moves to (-W, 22).

Seaman 13: moves to (-Y, 12).

Seaman 8: attacks Isabelle, 35 vs AC = hit for 12 damage. Isabelle takes ongoing 3 damage (save ends).

Constance: takes 3 damage from ongoing damage...
Map
[SHOW]
Image
Map Info
[SHOW]
Forecastle: The enclosed structure at the front of the main deck, which can be entered from its door at (-X, 1), or moved on top of via staircases.

Aftcastle: The enclosed structure at the rear of the main deck, where the steering wheel is located. It can be entered from its door at (-X, 21), or moved on top of via staircases.

Planks: There are two of these, one spanning (-U, 12) to (-R, 12) and the other spanning (-U, 18) to (-R, 18). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.

Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).

Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, and all squares that are entirely stairs count as difficult terrain. The ones that are part stair, part railing follow the rules for railings.

Masts: The 3 masts, shown by large black circle, are impassable and provide cover. If a mast blocks your line of sight to a creature completely, it has superior cover from you, and vice versa.

Doors: There are 2 doors, at (-X, 1) and (-X, 21). These lead into either the forecastle or aftcastle, but are currently closed.

Grate: The large wooden grates that opens up to the lower decks can be opened by single person with a strength check DC: 30, by 2 people with a strength check DC: 20 each, by 3 people with a strength check DC: 15 each, or by 4 or more people with a strength check DC: 10 each. It can be walked on like any other part of the deck, with no penalty. The grates cover the narrow staircases which lead lower into the ship, and must be opened before one can descend deeper into the hold.

Wheel: The wheel turns the rudder, and thus the ship. Use with caution.

Hull: If you fall in the water, it is a DC: 20 athletics check to climb back up the side of the ship, and requires a total of 7 movement (2 for each square moving up the ship, and one more to climb from the top over the edge).
Enemy Info
[SHOW]
Seamen: Imardanian seamen are masters of combat on the decks of ships, and receive extensive training in the art. They wear padded cloth and leather uniforms and primarily fight with muskets equipped with bayonets, or knives if closed in on.

Officers: While rank and file seamen are trained to be adept with their footwork and with their guns, officer training tends to be more involved, consisting both of martial training as well as spiritual training. Their connection with the Goddess endows them with abilities beyond that of normal men, which they use to devastating effectiveness in close combat.

Captain: Captains generally receive training meant for both officers and standard seamen, employing the tactics of both schools effectively in a fight to make them formidable foes worthy of their rank.

Jean-Claude Olivier: Jean-Claude is one of the Imardin Navy's most skilled marksmen, which has earned him a comfortable position as the marksmanship instructor at the Fort Ellis Naval Academy in Ellisport. One can only guess why he is accompanying the crew of the ship you are engaging.
Status
[SHOW]
31 Grommak (-W, 10) | HP: 65/86 | Surges: 9/9 | AP: 1/1 | Begin the Hunt, +2 to attacks vs Officer 5 while he is quarried, marked (-2) until Officer 1 EONT
30 Seaman 6 (-X, 14) | HP: 1/1 |
29 Seaman 1 (-V, 8) | HP: 1/1 |
28 Seaman 7 (-X, 16) | HP: 1/1 |
25 Officer 5 (-X, 10) | HP: -4/?? | Grommak's quarry
24 Isabelle (-W, 19) | HP: 79/91 | Surges: 11/11 | AP: 1/1 | ongoing 3 damage (save ends)
23 Officer 1 (-W, 7) | HP: -4/?? | Holy Blast
23 Officer 6 (-X, 15) | HP: -4/?? | Holy Blast
23 Seaman 2 (-U, 9) | HP: 1/1 |
23 Seaman 12 (-Y, 19) | HP: 1/1 |
23 Seaman 14 (-V, 22) | HP: 1/1 | +2 to defenses*
22 Captain (-W, 22) | HP: -4/?? |
22 Seaman 13 (-Y, 12) | HP: 1/1 |
21 Seaman 8 (-X, 18) | HP: 1/1 | marked (-3) by Isabelle
21 Liam (-V, 16) | HP: 66/75 | Surges: 9/9 | AP: 1/1 | marked (-2) until Officer 6 EONT
21 Constance (-V, 13) | HP: 46/64 | Surges: 8/8 | AP: 1/1 | ongoing 3 damage (save ends), marked (-2) until Officer 6 EONT
20 Seaman 3 (-X, 8) | HP: 1/1 |
19 Seaman 10 (-Z, 9) | HP: 1/1 |
19 Big John (-R, 18) | HP: 89/89 | Surges: 11/11 | AP: 1/1 |
17 Darcell (-T, 17, -4) | HP: 70/79 | Surges: 10/10 | AP: 1/1 | marked (-2) until Officer 6 EONT, in the water
17 Henri (-R, 12) | HP: 74/74 | Surges: 8/8 | AP: 1/1 |
15 Officer 3 (-X, -2) | HP: -4/?? |
15 Seaman 11 (-Z, 13) | HP: 1/1 |
14 Jean-Claude Olivier (-Z, 0) | HP: -4/?? |
13 Seaman 5 (-X, 12) | HP: 1/1 |
13 Seaman 9 (-Z, 5) | HP: 1/1 |
12 Officer 4 (-W, 25) | HP: -4/?? |
9 Officer 2 (-W, 20) | HP: -21/?? | +2 to defenses*, marked (-3) by Isabelle, if he begins his turn next to Isabelle he takes -3 speed until his EONT
kalis5
Hm...
Posts: 818
Registered for: 10 years 9 months

Re: Blackwood's Dogs IC

Post by kalis5 »

Liam growls as the vortex whips up, his feet slipping slightly on the deck until he can get his footing down. He shakes his head, then smiles.
"Bloody finally! An annoying spellcaster I can bash in the face a few times! No bars this time to save ya, sorry mate."

He takes a bow before the man, his blade flicking from it's hilt to his hand, flourishing it once as he starts to hum, the blade seeming to vibrate slightly in his hand, resonating with the tune. He stands up and brings his blade forward, small flourishes making it bob and weave through the air, a point of magic on the end glowing bright, leaving lines in his enemies visions. He's grinning wide.
"Care to dance?"

Before they can react he's forward, his blade sweeping aside a bayonet from the left as he leans right against the officer's blade, the air in front of him filled with steel before he drives his blade forward into the Seaman's chest, his free hand moving right, fingers snapping as fires ignite around the officer Isabelle is facing off against.
He leans left, hilt coming up and knocking the officer's blade aside, his own blade slicing across the remaining Seaman's throat, his hand sweeping left, more fires igniting on the Officer facing off against Grommak.
He finishes with a slice across the Officer's chest, blade dancing through his defenses like quicksilver before Liam flourishes his blade behind him and pushes his hand out, light bursting from his palm into the Officer's eyes, burning the skin around it.

"Tch... Not much of a dancer, are ya? Shame. Looks like all you're good for is fancy tricks and sharkbait. What a pity."
Mechanics
[SHOW]
Move to -W15

Minor Action: Bladesong. Gain +2 to Attack Rolls and +5 to Damage Rolls until EonT.

Action Point: Choir of Sword Feat. MBA on all adjacent enemies.

MBA on Seaman 6 VS AC: 7(1d20) +20 = 27
Damage:3(1d8) +15 = 18

MBA on Officer 6 VS AC: 12(1d20) +20 = 32
Damage:3(1d8) +15 = 18

MBA on Seaman 7 VS AC: 19(1d20) +20 = 39
Damage: 5(1d8) +15 = 20

I know they're minions. I rolled for the first already, and didn't want to cheat and slide it to the officer. So I'm rolling for all of them. Also because impressive damage is impressive.

Dancing Fire on Officers 5 and 2. No attack roll, deals 7 damage to each, and causes them to grant CA until EonT.

Dazzling Sunray on Officer 6 to reduce his attack rolls by 2 until EonT. Forgot the 7 points of damage to him too.
Character Sheet
[SHOW]
Liam "Dirge" Rend, level 11
Human, Bladesinger, Sorcerous Sword
Blade Magic: Longsword [Blade Magic]
Human Power Selection: Bonus At-Will Power
Theme: Iron Wolf Warrior: Iron Wolf Charge
Background: +2 intimidate

FINAL ABILITY SCORES
Str 11, Con 13, Dex 20, Int 21, Wis 13, Cha 9.

STARTING ABILITY SCORES
Str 10, Con 12, Dex 17, Int 16, Wis 12, Cha 8.


AC: 26 Fort: 21 Reflex: 25 Will: 23
HP: 75 Surges: 9 Surge Value: 18

TRAINED SKILLS
Intimidate +11, Arcana +15, Diplomacy +9, Perception +13, Athletics +10

UNTRAINED SKILLS
Acrobatics +10, Bluff +4, Dungeoneering +6, Endurance +6, Heal +6, History +10, Insight +6, Nature +8, Religion +10, Stealth +10, Streetwise +4, Thievery +10

FEATS
Human: Eager Advance
Level 1: Low-Light Adaptation
Level 2: Ritual Caster
Level 4: Tainted Wounds
Level 6: Durable
Level 8: Destructive Wizardry
Level 10: Quick Draw
Feat User Choice: Improved Defenses
Feat User Choice: Heavy Blade Expertise
Level 11: Eyes in the Back of Your Head

POWERS
Bonus At-Will Power: Erupting Flare
Bladesinger at-will 1: Dancing Fire
Bladesinger at-will 1: Dazzling Sunray
Bladesinger at-will 1: Unseen Hand
Bladesinger Cantrips: Prestidigitation
Bladesinger Cantrips: Chameleon's Mask
Bladesinger Cantrips: Suggestion
Bladesinger encounter 1: Skewering Spikes
Bladesinger encounter 1: Charm of Misplaced Wrath
Iron Wolf Encounter 1: Iron Wolf Charge
Bladesinger utility 2: Shield
Bladesinger utility 2: Arcane Mutterings
Bladesinger encounter 5: Grim Shadow
Bladesinger encounter 5: Radiant Pillar
Bladesinger utility 6: Dispel Magic
Bladesinger utility 6: Revitalizing Charm
Bladesinger encounter 9: Fire Burst
Bladesinger encounter 9: Charm of the Defender
Bladesinger utility 10: Flush with Success
Bladesinger utility 10: Phoenix Step
Boon Spell: Enemies Abound

ITEMS
Melegaunt's Darkblade Longsword +3, Shadowdance Leather Armor +2, Versatile Spellbook (paragon tier), Adventurer's Kit, Ritual Book, Iron Armbands of Power (heroic tier), Residuum (Any) (300), Amulet of Protection +2
RITUALS
Dark Light, Summon Winds, Endure Elements, Phantom Steed, Wizard's Escape
145 Gold
Stat Block
[SHOW]
Liam "Dirge" Rend

Human Bladesinger Level 11
Languages: Common, Imardin, Tulrissian
Age: 23

Speed: 6
Initiative: 12 (+2 if within 10 squares of Henry)
Passive Perception: 21
Passive Insight: 16
Senses: Low-light

AC: 26
Fort: 21
Reflex: 25
Will: 23
HP: 66/75
Bloodied: 37
Surge Value: 18
Surges left: 9/9
Action Points: 1

Resistances:
Vulnerabilities: None
Active Effects: None

Powers:

Bull Rush Attack
Grab Attack
Opportunity Attack
Erupting Flare
Dancing Fire
Dazzling Sunray
Unseen Hand
Cantrip Prestidigitation

Versatile Spellbook
_____________________________

Class Feature Bladesong [ ]
Cantrip Suggestion [ ]
Cantrip Chameleon's Mask
L2 Shield [ ]
L6 Dispel Magic [ ]
L10 Flush with Success [ ]
Theme Feature Iron Wolf Charge [ ]


_____________________________


Boon Spell Enemies Abound [ ]
L1 Skewering Spikes [ ]
L5 Grim Shadow [ ]
L9 Charm of the Defender [ ]


Shadowdance Armor +2 [ ]

________________________________________________________

Unused Powers:
L1 Charm of Misplaced Wrath [ ]
L2 Arcane Mutterings [ ]
L5 Radiant Pillar [ ]
L6 Revitalizing Charm [ ]
L9 Fire Burst [ ]
L10 Phoenix Step [ ]



Important Features
[SHOW]
Class Feats:
Blade Magic - Upon scoring a hit with any MBA during turn triggers any skill with the "Bladespell" keyword as a free action, however only one per attack.

Instinctive Attack - When making a melee attack, use Intelligence rather than strength for damage and attack.

Guarded Flourish - Ranged and melee attacks do not provoke OAs while holding a one-handed weapon with a free hand. +2 AC while wearing light or no armor and with a hand free using a one-handed blade.

Arcane Strike - When a daily is used, a melee strike can be performed with a minor action.

Steely Retort - When bladesong is active, any enemy adjacent that hits provokes an OA.

Theme Feats:

Iron Wolf Warrior: Gain Access to the Iron Wolf Charge power.

Level 5: +2 nature and perception checks.

Level 10: When dropped below 1HP by an enemy, make a MBA against the enemy as a free action.



Racial Traits:



Notable Feats:
Eager Advance - Add 4 to speed during first round of combat.

Low-Light Adaptation - Count sense as Low-light.

Tainted Wounds - Enemies struck by attacks cannot heal until my EoNT.

Destructive Wizardry - If an arcane power strikes two or more foes, increase damage by +3.

Quick Draw - Draw a weapon or item stored in an accessible pouch or bandolier as a free action. +2 initiative.

Heavy Blade Expertise - +2 to weapon attacks using a heavy blade. +2 AC to OAs.

Improved Defenses - +2 to Will, Reflex, and Fortitude.

Eyes in the Back of Your Head - Never grant CA from flanking.

Choir of Swords - While Bladesong is active, spend an AP to strike all enemies adjacent as a standard action.

Item Feats:

Iron Armbands of Power - +2 bonus to damage rolls.
Amulet of Protection +2 - +2 to Will, Reflex, Fortitude.
AdorablyDevious
Posts: 16
Registered for: 9 years 5 months

Re: Blackwood's Dogs IC

Post by AdorablyDevious »

Mechanics
[SHOW]
10(1d20) = 10 save against ongoing damage.
Minor Action: Shadowwrought Weapon: She now wields a +3 Khopesh
Movement Action: Moves to V11
Standard Action: Encounter Ability [Shadowy Tendrils] to teleport to -W6 and strike at Officer 1.

Attack: Teleporting triggers CA for me and attack roll is 18(1d20) +11 = 29 (+4 so...33 actually. Forgot to actually add proficiency, feat bonus T_T) deals 5(1d8) +4 = 9

Shadowy Tendrils teleports him to -T7 (So into the drink) and dazes him until the end of my next turn.

Other Note: Kalis tried to look for this. He said he cannot find anything that doesn't let me teleport the officer like that. However if I cannot, I will teleport him to -U10
Stat Block
[SHOW]
Constance Ellstrom

Human Assassin Level 11
Languages: Common, Ghian
Age: 27

Speed: 7 (+1 When starting her turn in Dim-Light or more)
Initiative: 10
Passive Perception: 20
Passive Insight: 15
Senses: Darkvision (2 Squares)

AC: 24
Fort: 21
Reflex: 23
Will: 23
HP: 64/64
Bloodied: 32
Surge Value: 16
Surges left: 8/8
Action Points: 1

Resistances:
Vulnerabilities: None
Active Effects: None

Powers:

Bull Rush Attack
Grab Attack
Opportunity Attack
Assassin's Shroud
Shadow Step
Inescapable Blade
Executioner's Noose
Ghost of the Rooftops
Kord's Force
_____________________________
Second Wind
Create Shadow-Wrought Weapon (Khopesh)
Shade Form
Nightmare Shades
Scrambling Climb
Inescapable Shadow
Shrouding Gloom
Echoing Threat
Walk Through Shadow
Shadowy Tendrils [x]
_____________________________
Targeted for Death [ ]
Unleash Corruption [ ]
Black Garrote [ ]

Item based Abilities
_____________________________
Shadowdance Armor +2 [ ]
Notable Feats, Features, Items, and Powers:
[SHOW]
Notable Passive Abilities
___________________
Night Stalker: Whenever Constance hits someone who is not adjacent to another enemy they take an extra amount of damage equal to her cha modifier (+4).

Dancer's Action: When Constance spends an action point to make an attack she can teleport up to five squares as a free action before or after the attack.

Dancer's Ambush: When Constance teleports at all during her turn, she gains combat advantage on the next person she attacks for that round.

Shadowdancer's Gloves: When she's hidden, Constances attacks do an extra 1d6 damage.

Contortionist's Cord: When Constance is squeezing, she moves at full speed and takes no penalty to attack rolls. She still grants combat advantage however.

Axe Expertise (Free Feat): When wielding axes and whatnot, Constance gains +2 to attack. In addition, she can reroll damage whenever she rolls a natural 1 but must take the second result.

Escape Tattoo (On her back): When a non-minion scores a critical hit against Constance and does damage, she may teleport 3 squares away as a free action.

Secret Stride: Constance does not take a -5 penalty when moving more than 2 squares while using the stealth skill.

Notable Active Abilities
__________________
Assassin's Shroud: Thanks to her feats Constance's shrouds deal 1d8+5 damage each. In addition, while Constance is hidden the shrouds do not cause the creatures to be aware.

Shadow-Step: When Constance is adjacent to a creature she may, as a move action, teleport up to 4 squares away as long as she stops while adjacent to another creature.

Shadow-Wrought Weapon: Constance is able to create a weapon for her as long as she has a free-hand. This is an encounter power that lasts until she dismisses it or she uses this power again. The Shadow-Wrought weapon is a Khopesh that has a +3 enhancement to attack and damage. It deals an extra 3d8 damage on a critical hit.

Utility
________________
Kord's Force: This at-will allows Constance to use Athletics in place of Strength whenever making a strength check.

Scrambling Climb: This encounter power lets Constance make an athletics check + 5 to climb. If she succeeds she can climb up a number of squares equal to 2 + her speed.

Shrouding Gloom: Using this encounter power, if Constance has cover or concealment she may use the stealth skill.
User avatar
Fialova
Magical Liopleurodon
Posts: 5021
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: Blackwood's Dogs IC

Post by Fialova »

The Dirge's words are matched by his blade, as two of the seamen fall to his blade, and many more suffer at his hand. Constance, likewise, easily manages to send one of the officers over the edge. The crew does not respond lightly to their actions, and two men rush forward to strike back the dogs, both sailors hitting their marks. One of the officers manages to catch Liam off guard as well, landing a blow while the man's attention is turned.

Go: Big John, Darcell, Henri
Mechanics
[SHOW]
Liam: moves, bladesongs, hits and kills, hits, hits and kills, hits...

Officer 6: punishes Liam, 31 vs AC = hit for 12 damage.

Liam: ...hits, hits

Constance: draws weapon, moves, hits, teleports...

Officer 1: saves vs teleport = 8, failure. Splash.

Constance: ...and dazes, saves

Seaman 3: Attacks Constance, 34 vs AC = hit for 5 damage and 3 ongoing damage (save ends).

Seaman 10: moves to (-Y, 15). Attacks Liam, 30 vs AC = hit for 11 damage and 3 ongoing damage (save ends).
Map
[SHOW]
Image
Map Info
[SHOW]
Forecastle: The enclosed structure at the front of the main deck, which can be entered from its door at (-X, 1), or moved on top of via staircases.

Aftcastle: The enclosed structure at the rear of the main deck, where the steering wheel is located. It can be entered from its door at (-X, 21), or moved on top of via staircases.

Planks: There are two of these, one spanning (-U, 12) to (-R, 12) and the other spanning (-U, 18) to (-R, 18). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.

Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).

Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, and all squares that are entirely stairs count as difficult terrain. The ones that are part stair, part railing follow the rules for railings.

Masts: The 3 masts, shown by large black circle, are impassable and provide cover. If a mast blocks your line of sight to a creature completely, it has superior cover from you, and vice versa.

Doors: There are 2 doors, at (-X, 1) and (-X, 21). These lead into either the forecastle or aftcastle, but are currently closed.

Grate: The large wooden grates that opens up to the lower decks can be opened by single person with a strength check DC: 30, by 2 people with a strength check DC: 20 each, by 3 people with a strength check DC: 15 each, or by 4 or more people with a strength check DC: 10 each. It can be walked on like any other part of the deck, with no penalty. The grates cover the narrow staircases which lead lower into the ship, and must be opened before one can descend deeper into the hold.

Wheel: The wheel turns the rudder, and thus the ship. Use with caution.

Hull: If you fall in the water, it is a DC: 20 athletics check to climb back up the side of the ship, and requires a total of 7 movement (2 for each square moving up the ship, and one more to climb from the top over the edge).
Enemy Info
[SHOW]
Seamen: Imardanian seamen are masters of combat on the decks of ships, and receive extensive training in the art. They wear padded cloth and leather uniforms and primarily fight with muskets equipped with bayonets, or knives if closed in on.

Officers: While rank and file seamen are trained to be adept with their footwork and with their guns, officer training tends to be more involved, consisting both of martial training as well as spiritual training. Their connection with the Goddess endows them with abilities beyond that of normal men, which they use to devastating effectiveness in close combat.

Captain: Captains generally receive training meant for both officers and standard seamen, employing the tactics of both schools effectively in a fight to make them formidable foes worthy of their rank.

Jean-Claude Olivier: Jean-Claude is one of the Imardin Navy's most skilled marksmen, which has earned him a comfortable position as the marksmanship instructor at the Fort Ellis Naval Academy in Ellisport. One can only guess why he is accompanying the crew of the ship you are engaging.
Status
[SHOW]
31 Grommak (-W, 10) | HP: 65/86 | Surges: 9/9 | AP: 1/1 | Begin the Hunt, +2 to attacks vs Officer 5 while he is quarried, marked (-2) until Officer 1 EONT
30 Seaman 6 (-X, 14) | HP: 0/1 |
29 Seaman 1 (-V, 8) | HP: 1/1 |
28 Seaman 7 (-X, 16) | HP: 0/1 |
25 Officer 5 (-X, 10) | HP: -11/?? | Grommak's quarry, granting CA to Liam until his EONT
24 Isabelle (-W, 19) | HP: 79/91 | Surges: 11/11 | AP: 1/1 | ongoing 3 damage (save ends)
23 Officer 1 (-T, 7, -4) | HP: -13/?? | Holy Blast, dazed until Constance EONT
23 Officer 6 (-X, 15) | HP: -22/?? | Holy Blast, -2 to attacks until Liam EONT
23 Seaman 2 (-U, 9) | HP: 1/1 |
23 Seaman 12 (-Y, 19) | HP: 1/1 |
23 Seaman 14 (-V, 22) | HP: 1/1 | +2 to defenses*
22 Captain (-W, 22) | HP: -4/?? |
22 Seaman 13 (-Y, 12) | HP: 1/1 |
21 Seaman 8 (-X, 18) | HP: 1/1 | marked (-3) by Isabelle
21 Liam (-W, 15) | HP: 43/75 | Surges: 9/9 | AP: 0/1 | Bladesong, marked (-2) until Officer 6 EONT, +2 to attack and +5 to damage until EONT, ongoing 3 damage (save ends)
21 Constance (-V, 13) | HP: 41/64 | Surges: 8/8 | AP: 1/1 | Shadowy Tendrils, ongoing 3 damage (save ends), marked (-2) until Officer 6 EONT
20 Seaman 3 (-X, 8) | HP: 1/1 |
19 Seaman 10 (-Y, 15) | HP: 1/1 |
19 Big John (-R, 18) | HP: 89/89 | Surges: 11/11 | AP: 1/1 |
17 Darcell (-T, 17, -4) | HP: 70/79 | Surges: 10/10 | AP: 1/1 | marked (-2) until Officer 6 EONT, in the water
17 Henri (-R, 12) | HP: 74/74 | Surges: 8/8 | AP: 1/1 |
15 Officer 3 (-X, -2) | HP: -4/?? |
15 Seaman 11 (-Z, 13) | HP: 1/1 |
14 Jean-Claude Olivier (-Z, 0) | HP: -4/?? |
13 Seaman 5 (-X, 12) | HP: 1/1 |
13 Seaman 9 (-Z, 5) | HP: 1/1 |
12 Officer 4 (-W, 25) | HP: -4/?? |
9 Officer 2 (-W, 20) | HP: -28/?? | +2 to defenses*, marked (-3) by Isabelle, if he begins his turn next to Isabelle he takes -3 speed until his EONT, granting CA to Liam until his EONT
User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4464
Registered for: 11 years 10 months
Location: Blockbuster

Re: Blackwood's Dogs IC

Post by Namelessjake »

"Fucking Again?!?" Darcell shouts as he swims over to the ship and begins to haul himself back up to the deck. "My boots had only just fully dried out," he grumbles as he fails to get a good hold on the slippery hull.
Mechanics
[SHOW]
Move: Atheletics check to climb: 10(1d20) +8 = 18

7(1d20) +8 = 15
Virtue of Cunning
[SHOW]
Once per round when an enemy attack misses an ally within 8 squares of me, I can slide that ally up to 2 square as a free action, and I can also slide an enemy that was adjacent to that ally into the space the ally vacated. In addition one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.

Feel free to use this.
Combat Block
[SHOW]
Darcell

Male Half-Elf Cunning Bard 11
Languages: Common, Forellian, Serran, Imardanian.
Age: 25
Height: 5'11"
Weight: 165 lbs.

Speed: 6
Initiative: +14 (+16 when within 10 of Henri)
Passive Perception: 21
Passive Insight: 19
Senses: Low-light Vision

AC: 24
Fort: 21
Reflex: 22
Will: 26
HP: 70/79 THP:
Bloodied: 39
Surge Value: 20
Surges left: 10/10
Action Points: 1

MBA: +13 vs AC, 1d8+3 damage. (+2 to damage rolls when you have combat advantage)
RBA: +9 vs AC, 1d4+2 damage.

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Vicious Mockery
Staggering Note
__________________________________

Second Wind [_]
Guardian's Counter [_]
Demoralizing Strike [_]
Majestic Word [_][_] **
Words of Friendship [_]
Blunder [_]
Moment of Escape [_]
Echoing Weapon [_]
Revitalizing Incantation [ ]
Unluck [_]
Illusory Erasure [_]
Lying Lights [_]
Harper Pin
Mielikki's Endurance [_] *
Lliira's Grace [_] *
Tymora's Luck [_] *
Feytouched Hide Armor +3 [_]
__________________________________

Stirring Shout[_]
Song of Discord [_]
Counterpoint [_]
Headband of Intellect [_]
Sitar of restfulness [_]

* Can only use one per encounter
** Can be used twice per encounter but only once per round

Consumables:

None.
Important Features:
[SHOW]
Racial Traits and Class or Path Features:

Group Diplomacy: I grant allies within 10 squares of me a +1 racial bonus to Diplomacy checks.

Bardic Training: I can perform two bard rituals per day of my level or lower without expending components.

Virtue of Cunning: Once per round, when an enemy attack misses an ally within 8 squares of me, I can slide that ally 1 square as a free action.

Song of Rest: When I play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+6) with each healing surge.

Shrouding Action: When I spend an action point to take an extra action, one ally I choose within 5 squares of me and I become invisible until the end of my next turn.

Virtue of Deceit: When I use Virtue of Cunning, one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.

Notable Feats:

Resourceful Leader: When an ally I can see spends an action point to make an attack, the ally gains a +5 bonus to damage rolls on a hit or gains 5 temporary hit points on a miss.

Superior Will: If I am dazed or stunned I can make a saving throw at the start of my turn to end that effect, even if the effect doesn't normally end on a save.

Advantage of Cunning: When I slide an ally with my Virtue of Cunning, I can also slide an enemy that was adjacent to that ally into the space the ally vacated.

Battle Song Expertise: I gain a +1 feat bonus to the number of squares that I can pull, push, or slide creatures with my bard attacks and bard paragon path attacks.

Improved Cunning: When I use Virtue of Cunning to slide an ally, I can slide the ally 2 squares instead of 1.

Item Features:

Headband of Intellect: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.

Spyglass of Perception: Gain a +3 item bonus to Perception checks when using this device.
User avatar
Scratcherclaw
YUO ARE SMART
Posts: 4079
Registered for: 11 years 10 months

Re: Blackwood's Dogs IC

Post by Scratcherclaw »

Henri shakes his head at the recklessness of some of the others, ending up in the sea, or surrounded by foe. This is why I stay back here. I don't get my hair and clothes wet this way. Seeing that his orcish comrade that had some rotten luck thus far, the aristocrat shouts, "Hey Grommak! Your friend there is about to eat lead!" With the officer momentarily distracted, Grommak is able to strike at him, before the bullet finally pierces flesh.
Mechanics
[SHOW]
Move: Walk to -R14

Standard: Race the Arrow on Officer 5
Attack: 19(1d20) +17 = 36 vs AC = Hit
Damage: 2(1d6) +10 = 12
Grommak gets a free MBA
Attack: 5(1d20) +18 = 23 +5 = 28 vs AC = Hit
Damage: 8(1d10) +13 = 21 + 7(2d6) = 7 +3 = 31
Combat Block
[SHOW]
Henri LaBelle

Male Vryloka Warlord 11
Languages: Common, Imardanian, Forellian
Age: 21
Height: 5'11"
Weight: 150 lbs.

Speed: 7
Initiative: +13
Passive Perception: 20
Passive Insight: 16
Senses: Low-light vision

AC: 23
Fort: 24
Ref: 21
Will: 24
HP: 74/74
Bloodied: 37
Surge Value: 18
Surges left: 6/8
Action points: 1

MBA: +13 vs AC, 1d6+5 damage.
RBA: +17 vs AC, 1d6+7 damage.

Resistances: 10 Necrotic (5+1/2 level)
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Direct the Strike
Paint the Bulls-Eye
Sea Legs

Acrobat Boots
__________________________________

Second Wind [_]
Inspiring Word [_] [_] [_]
Vengeance is Mine [_]
Race the Arrow [X]
On My Mark [_]
Tempest of Triumph [_]
Lifeblood [_]
Inspiring Belligerence [_]
Dragon's Tenacity [_]
Shifting Tides [_]

__________________________________

Relentless Wounding [_]
Create Opportunity [_]
Warlord's Recovery [_]

Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [_]


Consumables:

None
Important Features
[SHOW]
Crossbow Expertise: You gain a +1 feat bonus to attack rolls that you make with a crossbow. This bonus increases to +2 at 11th level and +3 at 21st level. Also, you ignore partial cover or superior cover with weapon attacks you make with a crossbow.

Improved Defenses: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level.

Archer Captain: You and any ally within 5 squares of you ignore the penalty for attacking at long range.

Improved Inspiring Word: Add your Charisma modifier to the hit points restored by your inspiring word.

Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.

Duty's Virtue: Once per round, you can use the aid defense action as a minor action, but only if the chosen ally is bloodied. Also, you gain a +2 feat bonus to initiative checks.

Far Shot: When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares.

Jack of All Trades You gain a +2 feat bonus to untrained skill checks.

Fight On: You can use your inspiring word one additional time per encounter.

Resourceful Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.

Mighty Action: When you spend an action point to take an extra action, any ally who can see and hear you gains a +1 bonus to attack rolls and damage rolls until the start of your next turn.

Tempestuous Inspiration: When you use your inspiring word power, you can give the target of the power a +2 bonus to attack rolls and a bonus to damage rolls equal to your Charisma modifier that lasts until the end of your next turn. If the target's first attack misses during that time misses, the target grants a combat advantage to attackers until the end of your next turn.

Archer Warlord When you make a ranged basic attack with a bow, you can use Strength instead of Dexterity for the attack roll and the damage roll.

Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Blood Dependency: When you are bloodied, your healing surge value drops by 2.

Living Dead: If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.

Necrotic Resistance: You have a necrotic resistance equal to 5 + one-half your level.

The Mariner: While aboard a ship, gain a +1 bonus (+2 at Level 10) to any skill or ability check related to life at sea; gain the sea legs power. You gain a +2 power bonus to initiative checks. You ignore difficult terrain when you shift. While aboard a ship, you can use a minor action once per round to shift 1 square.

Distance Imardanian Officer's Pistol +3: Increases the weapon's normal range by 5 squares and the long range by 10 squares.

Lifeblood Hide Armor +2: You gain 5 temporary hit points after each rest. If you remove the armor, you lose these hit points.

Gem of Colloquy: You gain a +1 item bonus to Bluff and Diplomacy checks.

Cloak of Distortion: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.

Bracers of Archery: You gain a +2 item bonus to damage rolls while attacking with a bow or crossbow.

Acrobat Boots: You gain a +1 item bonus to Acrobatics checks.
User avatar
Fialova
Magical Liopleurodon
Posts: 5021
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: Blackwood's Dogs IC

Post by Fialova »

Darcell's aquatic struggling is noticed by one of the dogs on deck of the Saint, who rushes away for a moment, returning to the edge of the ship with a rope. He tosses it over and ties it to one of the bitts before picking his musket back up, leaving it in case the man wants an easier route back on board. All the while Henri and Grommak's joint assault proves successfully, though the officer still stands firm even after their combined efforts.

On the other side of deck Big John steps carefully across the plank, dropping his leather satchel to the ground while keeping his chain in hand, pulling out menacingly before letting out a deep growl. Three of the nearby sailors rush forward, attempting to keep him from boarding, but he makes quick work of one of them and the other two are left in a vulnerable position dangerously close to the giant of a man.

As John faces off against the nearby foes, many of the other enemy sailors move about the deck, attack the Dogs and leaving Constance and Liam wounded and bleeding. On the forecastle, a man in entirely different attire from the rest of the crew moves more towards the point. He raises a much larger gun and aims for the Saint, unleashing two shots in rapid succession that both pierce Henri's flesh. "So the rumors are true, the LaBelle boy has given to a life of piracy. If you are so far gone you'd resort to murder then I'll gladly be the one to put you down," the man shouts as he lowers his weapon, glaring at the boy. As his voice trails off, the door opens below him and three more sailors step out of the forecastle, eager to fight.
Henri
[SHOW]
You recognize the man, both from his voice and his unique weapon, as Jean-Claude Olivier, your old marksmanship instructor and one of the most skilled in all of Imardin.

Go: Grommak
Mechanics
[SHOW]
Darcell: swims, fails climbing

Random Dog: tosses rope over the side, at (-S/-R, 17)

Henri: moves, hits, grants attack...

Grommak: hits

Big John:
Move Action: move to (-U, 18), slowly.

Minor Action: Chain Ward
Effect: threatening reach all encounter long ftw

Standard Action: Come and Get It
Attack vs Officer 6: 30 vs Will = hit. Officer 6 is pulled to (-V, 17) and takes 2 damage. Officer 6 is marked until the end of John's next turn.
Attack vs Seaman 8: 23 vs Will = hit. Seaman 8 is pulled to (-V, 18) and takes 2 damage, dying.
Attack vs Officer 2: 34 vs Will = hit. Officer 2 is pulled to (-V, 18) and takes 2 damage.
Attack vs Officer 14: 22 vs Will = miss. Seaman 14 is marked until the end of John's next turn.

Officer 3: moves to (-V, 1). Charges to (-W, 5) vs Constance, 34 vs AC = hit for 17 damage and Constance is marked until the officer's EONT. Constance is bloodied.

Seaman 11: moves to (-X, 13). Attacks Liam, 22 vs AC = miss.

Jean-Claude Olivier: moves to (-X, 0). Twin Shot on Henri, 40 vs AC = crit! for 15 damage, 28 vs AC = hit for 9 damage.

Seaman 5: moves to (-U, 14). Attacks Liam, 30 vs AC = hit for 9 damage and 3 ongoing damage (save ends). Liam is bloodied.

Seaman 9: moves to (-Y, 9). Attacks Grommak, 36 vs AC = hit for 11 damage and 3 ongoing damage (save ends).

Officer 4: moves to (-V, 21). Holy Blast on Isabelle (18 vs Will = miss) and Big John (30 vs Will = hit for 11 psychic damage). Big John is marked (save ends).

Officer 2: takes -3 speed until EONT. Shifts to (-V, 19). Rejuvenating Smite on Isabelle, 21 vs AC = miss.

Seaman 15: joins the fight at (-X, 2), initiative = 30

Seaman 16: joins the fight at (-Y, 1), initiative = 24

Seaman 17: joins the fight at (-W, 1), initiative = 23

Grommak: takes 3 ongoing damage...
Map
[SHOW]
Image
Map Info
[SHOW]
Forecastle: The enclosed structure at the front of the main deck, which can be entered from its door at (-X, 1), or moved on top of via staircases.

Aftcastle: The enclosed structure at the rear of the main deck, where the steering wheel is located. It can be entered from its door at (-X, 21), or moved on top of via staircases.

Planks: There are two of these, one spanning (-U, 12) to (-R, 12) and the other spanning (-U, 18) to (-R, 18). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.

Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).

Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, and all squares that are entirely stairs count as difficult terrain. The ones that are part stair, part railing follow the rules for railings.

Masts: The 3 masts, shown by large black circle, are impassable and provide cover. If a mast blocks your line of sight to a creature completely, it has superior cover from you, and vice versa.

Doors: There are 2 doors, at (-X, 1) and (-X, 21). These lead into either the forecastle or aftcastle, with the forecastle's now open but the aftcastle's still closed.

Grate: The large wooden grates that opens up to the lower decks can be opened by single person with a strength check DC: 30, by 2 people with a strength check DC: 20 each, by 3 people with a strength check DC: 15 each, or by 4 or more people with a strength check DC: 10 each. It can be walked on like any other part of the deck, with no penalty. The grates cover the narrow staircases which lead lower into the ship, and must be opened before one can descend deeper into the hold.

Wheel: The wheel turns the rudder, and thus the ship. Use with caution.

Hull: If you fall in the water, it is a DC: 20 athletics check to climb back up the side of the ship, and requires a total of 7 movement (2 for each square moving up the ship, and one more to climb from the top over the edge).

Rope: Thanks to one of the dogs on the Saint, there is now a rope between squares (-S, 17) and (-R, 17), making climbing out of the water from (-S, 17) only DC: 10.
Enemy Info
[SHOW]
Seamen: Imardanian seamen are masters of combat on the decks of ships, and receive extensive training in the art. They wear padded cloth and leather uniforms and primarily fight with muskets equipped with bayonets, or knives if closed in on.

Officers: While rank and file seamen are trained to be adept with their footwork and with their guns, officer training tends to be more involved, consisting both of martial training as well as spiritual training. Their connection with the Goddess endows them with abilities beyond that of normal men, which they use to devastating effectiveness in close combat.

Captain: Captains generally receive training meant for both officers and standard seamen, employing the tactics of both schools effectively in a fight to make them formidable foes worthy of their rank.

Jean-Claude Olivier: Jean-Claude is one of the Imardin Navy's most skilled marksmen, which has earned him a comfortable position as the marksmanship instructor at the Fort Ellis Naval Academy in Ellisport. One can only guess why he is accompanying the crew of the ship you are engaging.
Status
[SHOW]
31 Grommak (-W, 10) | HP: 51/86 | Surges: 9/9 | AP: 1/1 | Begin the Hunt, +2 to attacks vs Officer 5 while he is quarried, marked (-2) until Officer 1 EONT, ongoing 3 damage (save ends)
30 Seaman 15 (-X, 2) | HP: 1/1 |
29 Seaman 1 (-V, 8) | HP: 1/1 |
25 Officer 5 (-X, 10) | HP: -54/?? | Grommak's quarry, granting CA to Liam until his EONT
24 Seaman 16 (-Y, 1) | HP: 1/1 |
24 Isabelle (-W, 19) | HP: 79/91 | Surges: 11/11 | AP: 1/1 | ongoing 3 damage (save ends)
23 Officer 1 (-T, 7, -4) | HP: -13/?? | Holy Blast, dazed until Constance EONT
23 Officer 6 (-V, 17) | HP: -24/?? | Holy Blast, -2 to attacks until Liam EONT, marked (-3) until Big John EONT
23 Seaman 2 (-U, 9) | HP: 1/1 |
23 Seaman 12 (-Y, 19) | HP: 1/1 |
23 Seaman 14 (-V, 22) | HP: 1/1 | +2 to defenses*, marked (-3) until Big John EONT
23 Seaman 17 (-W, 1) | HP: 1/1 |
22 Captain (-W, 22) | HP: -4/?? |
22 Seaman 13 (-Y, 12) | HP: 1/1 |
21 Seaman 8 (-V, 18) | HP: 0/1 | marked (-3) by Isabelle
21 Liam (-W, 15) | HP: 34/75 | Surges: 9/9 | AP: 0/1 | Bloodied, Bladesong, marked (-2) until Officer 6 EONT, +2 to attack and +5 to damage until EONT, ongoing 3 damage (save ends)
21 Constance (-V, 13) | HP: 24/64 | Surges: 8/8 | AP: 1/1 | Bloodied, Shadowy Tendrils, ongoing 3 damage (save ends), marked (-2) until Officer 3 EONT
20 Seaman 3 (-X, 8) | HP: 1/1 |
19 Seaman 10 (-Y, 15) | HP: 1/1 |
19 Big John (-U, 18) | HP: 78/89 | Surges: 11/11 | AP: 1/1 | Come and Get It, Chain Ward, threatening reach, marked by Officer 4 (save ends)
17 Darcell (-U, 17, -4) | HP: 70/79 | Surges: 10/10 | AP: 1/1 | marked (-2) until Officer 6 EONT, in the water
17 Henri (-R, 12) | HP: 50/74 | Surges: 8/8 | AP: 1/1 | Race the Arrow
15 Officer 3 (-W, 5) | HP: -4/?? |
15 Seaman 11 (-X, 13) | HP: 1/1 |
14 Jean-Claude Olivier (-X, 0) | HP: -4/?? |
13 Seaman 5 (-U, 14) | HP: 1/1 |
13 Seaman 9 (-Y, 9) | HP: 1/1 |
12 Officer 4 (-V, 21) | HP: -4/?? | Holy Blast, +2 to defenses*
9 Officer 2 (-V, 19) | HP: -30/?? | Rejuvenating Smite, marked (-3) by Isabelle, -3 speed until EONT, granting CA to Liam until his EONT
Combat Block
[SHOW]
Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 78/89
Bloodied: 44
Surge Value: 22
Surges left: 11/11
Action Points: 1

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

Second Wind [_]
Disciplined Counter [_]
Stone's Endurance [_]
Funneling Flurry [_]
Glowering Threat [_]
Sweeping Blow [_]
Come and Get It [X]
Defensive Advance [_]
Mountain Sweep [_]
__________________________________

Tempest Dance [_]
Dancing Defense [_]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop
Important Features:
[SHOW]
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
Summary
[SHOW]
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
User avatar
ratwizard
A Wan Smile
Posts: 5996
Registered for: 11 years 10 months
Location: Hellworld

Re: Blackwood's Dogs IC

Post by ratwizard »

Surrounded by enemies on almost all sides, Grommak makes a few attempts at heavy-handed slashes, but they are parried or evaded. "It's going to take more than you lot to bring me down," he growls as he readies his blades for a more focused attack. Fucking cowards. If this was a proper duel, I'd tear this cunt's heart out with my blades and send it to the bottom of the sea.
Mechanics
[SHOW]
Take 3 ongoing damage, dropping me to 48.

Minor: Ruffling Sting on Officer 5. Misses AC 17.
Attack: 2(1d20) +15 = 17

Standard: Lashing Leaves on Officer 5. Misses AC 23, 19.
Attack: 5(1d20) +18 = 23; 4(1d20) +15 = 19

Move: Shift to -X9, gaining +1 AC and +1 Ref TENT.

Saving Throw: 1(1d20) = 1

lol...

I ready Cross-Body Parry: When an enemy makes a melee attack against me, I attack with both weapons. 1d20+18, 1d10+11 and 1d20+15, 1d10+8. Should either of these hit Officer 5, I deal 2d6 extra Quarry damage since I have not hit him yet this turn. If both attacks hit, target is weakened TEmyNT
Combat Block
[SHOW]
Grommak

Male Half-Orc Two-Weapon Ranger 11
Languages: Common, Kurnish
Age: 29
Height: 6'2"
Weight: 200 lbs.

Speed: 6
Initiative: +11+2
Passive Perception: 26
Passive Insight: 21
Senses: Low-light Vision

AC: 24+1
Fort: 25
Reflex: 23+1
Will: 23
HP: 48/86
Bloodied: 43
Surge Value: 21
Surges left: 9/9
Action Points: 0

MBA: +18, 1d10+13

Resistances:
None.

Vulnerabilities:
None.

Saves:
+1 against fear, daze, domination, or stun effects.

Active Effects:

+2 to attacks on Officer 5, cos he's marked like a lil bitch
Marked by Officer 1, -2 to attacks that don't include him.
+1 to AC and Reflex TENT from feat support.

Powers:

Hunter's Quarry
Marauder's Rush
Twin Strike
__________________________________

Second Wind [ ]
Sohei Flurry [ ]
Furious Assault [ ]
Off-Hand Strike [x]
Invigorating Stride [ ]
Ruffling Sting [x]
Lashing Leaves [x]
Cross-Body Parry [ ]
Periapt of Cascading Health +2 [ ]
Boots of the Fencing Master [_]
__________________________________

Jaws of the Wolf [_]
Frenzied Skirmish [ ]
Begin the Hunt [x]
Attacks on the Run [ ]
Blood of the Fallen [ ]

Consumables:

None.
Important Features:
[SHOW]
Racial Traits and Class or Path Features:

Running Attack: Using a standard action that allows movement and I move 2+ squares away, I gain +1 to attack rolls as part of that action.
Dancing Defense: If hitting with at least two melee attacks on my turn, I gain a +2 bonus to AC and Reflex TSNT.
Dual-Blade Action: On AP-spend, I can take an attack with both hands with a +4 WISmod bonus to damage.
Half-Orc Resilience: First time being blooded in an encounter, gain 10 THP.
Swift Charge: +2 bonus to speed while charging.
Sohei Indomitability: +1 power bonus to save throws against fear, daze, domination, or stun effects.

Notable Feats:

Impending Doom Style: If both Twin Strikes hit, one target takes a -2 penalty to attack rolls til my next turn end.
Cunning Stalker: I gain CA against creatures with no other creatures adjacent.
Two-Weapon Opening: When scoring a crit with my main hand, I can take a MBA with my off-hand against the target as a free action.
Heavy Blade Expertise: +2 to defenses against Op Attacks while wielding HB.

Item Features:

Jagged Weapon +3: Crits on a 19 or 20, and crits do 10 ongoing damage (save ends).
Boots of the Fencing Master: When shifting, gain a +1 item bonus to AC and Reflex TENT.
User avatar
Fialova
Magical Liopleurodon
Posts: 5021
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: Blackwood's Dogs IC

Post by Fialova »

The enemy sailors take advantage of Grommak's fumbling and close in, some managing to land blows against the orc. However, as the officer attempts to hit him he quickly lashes out, landing a solid blow of his own just before the other man returns in kind. Two others attempt to hit Constance and Liam, and while the former fails to meet his mark, the latter lands another strong blow against the drunkard.

Go: Isabelle
Mechanics
[SHOW]
Grommak: misses x3, shifts, fails save, readies immediate action

Seaman 15: moves to (-Z, 7). Attacks Grommak, 28 vs AC = hit for 12 damage and 3 ongoing damage (save ends). Grommak is bloodied, gaining 10 THP.

Seaman 1: moves to (-V, 13). Attacks Liam, 37 vs AC = crit! for 12 damage and 3 ongoing damage (save ends).

Officer 5: Rejuvenating Smite on Grommak...

Grommak: Cross-Body Parry on Officer 5
Attack with main-hand: 36 vs Reflex = hit.
Hit: 21 damage, plus 7 more from quarry, for a grand total of 28 damage. Officer 5 is bloodied.
Attack with off-hand: 19 vs Reflex = miss.

Officer 5: ...31 vs AC = hit for 14 damage. Officer 5 regains 7 hit points.

Seaman 16: moves to (-Y, 6). Attacks Constance, 20 vs AC = miss.

Isabelle: takes 3 ongoing damage...
Map
[SHOW]
Image
Map Info
[SHOW]
Forecastle: The enclosed structure at the front of the main deck, which can be entered from its door at (-X, 1), or moved on top of via staircases.

Aftcastle: The enclosed structure at the rear of the main deck, where the steering wheel is located. It can be entered from its door at (-X, 21), or moved on top of via staircases.

Planks: There are two of these, one spanning (-U, 12) to (-R, 12) and the other spanning (-U, 18) to (-R, 18). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.

Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).

Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, and all squares that are entirely stairs count as difficult terrain. The ones that are part stair, part railing follow the rules for railings.

Masts: The 3 masts, shown by large black circle, are impassable and provide cover. If a mast blocks your line of sight to a creature completely, it has superior cover from you, and vice versa.

Doors: There are 2 doors, at (-X, 1) and (-X, 21). These lead into either the forecastle or aftcastle, with the forecastle's now open but the aftcastle's still closed.

Grate: The large wooden grates that opens up to the lower decks can be opened by single person with a strength check DC: 30, by 2 people with a strength check DC: 20 each, by 3 people with a strength check DC: 15 each, or by 4 or more people with a strength check DC: 10 each. It can be walked on like any other part of the deck, with no penalty. The grates cover the narrow staircases which lead lower into the ship, and must be opened before one can descend deeper into the hold.

Wheel: The wheel turns the rudder, and thus the ship. Use with caution.

Hull: If you fall in the water, it is a DC: 20 athletics check to climb back up the side of the ship, and requires a total of 7 movement (2 for each square moving up the ship, and one more to climb from the top over the edge).

Rope: Thanks to one of the dogs on the Saint, there is now a rope between squares (-S, 17) and (-R, 17), making climbing out of the water from (-S, 17) only DC: 10.
Enemy Info
[SHOW]
Seamen: Imardanian seamen are masters of combat on the decks of ships, and receive extensive training in the art. They wear padded cloth and leather uniforms and primarily fight with muskets equipped with bayonets, or knives if closed in on.

Officers: While rank and file seamen are trained to be adept with their footwork and with their guns, officer training tends to be more involved, consisting both of martial training as well as spiritual training. Their connection with the Goddess endows them with abilities beyond that of normal men, which they use to devastating effectiveness in close combat.

Captain: Captains generally receive training meant for both officers and standard seamen, employing the tactics of both schools effectively in a fight to make them formidable foes worthy of their rank.

Jean-Claude Olivier: Jean-Claude is one of the Imardin Navy's most skilled marksmen, which has earned him a comfortable position as the marksmanship instructor at the Fort Ellis Naval Academy in Ellisport. One can only guess why he is accompanying the crew of the ship you are engaging.
Status
[SHOW]
31 Grommak (-X, 9) | HP: 35/86 | Surges: 9/9 | AP: 1/1 | Bloodied, Ruffling Sting, Lashing Leaves, Cross-Body Parry, Begin the Hunt, +2 to attacks vs Officer 5 while he is quarried, marked (-2) until Officer 1 EONT, ongoing 3 damage (save ends), +1 to AC and Reflex until EONT
30 Seaman 15 (-Z, 7) | HP: 1/1 |
29 Seaman 1 (-V, 13) | HP: 1/1 |
25 Officer 5 (-X, 10) | HP: -75/?? | Bloodied, Rejuvenating Smite, Grommak's quarry, granting CA to Liam until his EONT
24 Seaman 16 (-Y, 6) | HP: 1/1 |
24 Isabelle (-W, 19) | HP: 76/91 | Surges: 11/11 | AP: 1/1 | ongoing 3 damage (save ends)
23 Officer 1 (-T, 7, -4) | HP: -13/?? | Holy Blast, dazed until Constance EONT
23 Officer 6 (-V, 17) | HP: -24/?? | Holy Blast, -2 to attacks until Liam EONT, marked (-3) until Big John EONT
23 Seaman 2 (-U, 9) | HP: 1/1 |
23 Seaman 12 (-Y, 19) | HP: 1/1 |
23 Seaman 14 (-V, 22) | HP: 1/1 | +2 to defenses*, marked (-3) until Big John EONT
23 Seaman 17 (-W, 1) | HP: 1/1 |
22 Captain (-W, 22) | HP: -4/?? |
22 Seaman 13 (-Y, 12) | HP: 1/1 |
21 Liam (-W, 15) | HP: 22/75 | Surges: 9/9 | AP: 0/1 | Bloodied, Bladesong, marked (-2) until Officer 6 EONT, +2 to attack and +5 to damage until EONT, ongoing 3 damage (save ends)
21 Constance (-V, 13) | HP: 24/64 | Surges: 8/8 | AP: 1/1 | Bloodied, Shadowy Tendrils, ongoing 3 damage (save ends), marked (-2) until Officer 3 EONT
20 Seaman 3 (-X, 8) | HP: 1/1 |
19 Seaman 10 (-Y, 15) | HP: 1/1 |
19 Big John (-U, 18) | HP: 78/89 | Surges: 11/11 | AP: 1/1 | Come and Get It, Chain Ward, threatening reach, marked by Officer 4 (save ends)
17 Darcell (-U, 17, -4) | HP: 70/79 | Surges: 10/10 | AP: 1/1 | marked (-2) until Officer 6 EONT, in the water
17 Henri (-R, 12) | HP: 50/74 | Surges: 8/8 | AP: 1/1 | Race the Arrow
15 Officer 3 (-W, 5) | HP: -4/?? |
15 Seaman 11 (-X, 13) | HP: 1/1 |
14 Jean-Claude Olivier (-X, 0) | HP: -4/?? |
13 Seaman 5 (-U, 14) | HP: 1/1 |
13 Seaman 9 (-Y, 9) | HP: 1/1 |
12 Officer 4 (-V, 21) | HP: -4/?? | Holy Blast, +2 to defenses*
9 Officer 2 (-V, 19) | HP: -30/?? | Rejuvenating Smite, marked (-3) by Isabelle, -3 speed until EONT, granting CA to Liam until his EONT
Combat Block
[SHOW]
Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 78/89
Bloodied: 44
Surge Value: 22
Surges left: 11/11
Action Points: 1

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

Second Wind [_]
Disciplined Counter [_]
Stone's Endurance [_]
Funneling Flurry [_]
Glowering Threat [_]
Sweeping Blow [_]
Come and Get It [X]
Defensive Advance [_]
Mountain Sweep [_]
__________________________________

Tempest Dance [_]
Dancing Defense [_]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop
Important Features:
[SHOW]
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
Summary
[SHOW]
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
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PureZaros
The Enigma
Posts: 651
Registered for: 11 years 5 months
Location: *Calculating...*

Re: Blackwood's Dogs IC

Post by PureZaros »

Sliding quickly into a group of sailors, Isabelle sends her sword whirling around in deadly arcs. "Ha! You louts'd better watch your step!" she yells, as a barely noticeable dark shadow begins to spread across the planks underneath her.
MECHANICS
[SHOW]
Dat ongoing damage. -3 to muh shekels.

Move Action: Shift to [-W, 20]

Standard Action: Sword Burst, attacking Officer 2, Officer 4, Seaman 14(?)
Inevitable Strike
Extra attack roll against Officer 2. If both hit he takes an extra 3 damage.
Attack on Officer 2: 30, 18 vs Reflex
Attack on Officer 4: 20+2 = 22 vs Reflex
Attack on Seaman 14: 28+2 = 30 vs Reflex
I was a dumb and compensated for the +2 to defenses in my rolls, added it back.
Damage: 11 force damage.

Minor Action: Eldritch Quagmire
Aura 2 until end of encounter or until I deactivate it as a free action. When I deactivate it, one enemy within 2 squares of me is immobilized until the end of my next turn.
The ground in the aura is difficult terrain for enemies.

Ready Immediate Interrupt: Dimensional Vortex
+16 vs Will, range 10
If an enemy hits an ally with an attack, I can teleport that enemy 5 squares and force it to make the attack on another target of my choosing.

If any seamen were to hit Liam, teleport them to the nearest railing in range of an officer, and make the attack against that officer. Prioritize higher damaged officers.

Saving throw vs ongoing damage: 9 dammit.
COMBAT BLOCK
[SHOW]
Isabelle

Female Genasi Swordmage 11
Languages: Common, Elven
Age: 37
Height: 5'7"
Weight: 180

Speed: 6
Initiative: +6
Passive Perception: 23
Passive Insight: 17
Senses: Normal Vision

AC: 30
Fort: 22
Reflex: 25
Will: 23
HP: 76/91
Bloodied: 45
Surge Value: 22
Surges left: 11/11
Action Points: 1

Resistances:
5 Poison
10 Fire while manifesting Cindersoul
4 All while bloodied

Vulnerabilities: None

Active Effects:
+2 racial bonus to saving throws against ongoing damage while manifesting Watersoul

Powers:

MBA: +19 to attack, 1d8+9 damage
RBA: +16 to attack, 1d4+6 damage (using dagger)

Bull Rush Attack
Grab Attack
Opportunity Attack
Aegis of Ensnarement
Sword Burst
Frigid Blade

Summoned Armor +3
Acrobat Boots
__________________________________

[_] Second Wind
[X] Inevitable Strike
[_] Foesnare
[_] Mythal Recovery
[_] Dimensional Vortex
[_] Fettering Aegis
[_] Four Corners Attack
[_] Strength Against Strength
[_] Explosive Runes

[_] Periapt of Cascading Health +2
[_] Viper Belt
[_] Ruby Scabbard

Require Manifestation:
[_] Firedeath §
[_] Swiftcurrent
__________________________________

[_] Binding Aegis
[_] Swordmage Shielding Fire
[X] Eldritch Quagmire
[_] Troll Rampage

* Immediate Reaction
§ Indicates Active Manifestation
Important Features:
[SHOW]
Aegis of Ensnarement:
I mark the target. The target remains marked until I use this power against another target. If I mark another creature using other powers, the target is still marked.
Until the mark ends, if the target makes an attack that doesn't include me as a target, it takes a -2 penalty to the attack roll.
If a target marked by this power is within 10 squares of me when it hits with an attack that doesn't include me, I can use an Immediate Reaction after the target's attack resolves to teleport the target to a square adjacent to me. The target grants CA until EoNT. If there is no unoccupied space, I can't use this effect.

Racial Traits and Class/Path/Race/Theme Features:
Swordmage Warding: When conscious and wielding a light/heavy blade, I have a magical field around me. This field grants +1 bonus to AC, or +3 bonus if I'm wielding a blade in one hand and have my other hand free.

Swordbond: By spending 1 hour of meditation with my weapon, I forge a special bond with it. As a Standard Action I can call my bonded weapon to hand from up to 10 squares away. If my bonded weapon is broken or damaged I can spend 1 hour of meditation to recreate the blade from a fragment. I can spend 1 hour of meditation with a different blade to forge a new bond, dissipating the old one.

Aegis Insight: When I use my Aegis power, I add my Wisdom mod (+2) to the burst radius.

People's History: I add my Wisdom mod (+2) to my history checks.

Teleportation Action: When I spend an AP to take an extra action, I can teleport 5 squares before taking the extra action.

Ironwrought Starting Feature: I gain a +1 power bonus to athletics and endurance checks. Whenever I use my second wind, this power bonus increases to +4 until EoNT

Ironwrought Level 5 Feature: When I'm bloodied, I gain resist 2/4/6 all damage.

Ironwrought Level 10 Feature: When I use Inevitable Strike, I gain a +1 power bonus to melee weapon attack rolls until EoNT

Cindersoul: Resist 5/10/15 fire
Watersoul: I can breathe underwater.

Notable Feats:
Intelligent Blademaster: I can use my Int mod instead of my Str mod when making a basic attack with a melee weapon.

Mark of Warding: When one of my powers grants a bonus to defense, increase that bonus by 1. Whenever I mark an enemy, it takes -3 to attacks that don't include me, instead of the normal -2. I can master and perform rituals in the Warding category and the Fluid Funds, Knock, and Leomund's Secret Chest rituals as if I had Ritual Caster.

Defender of the Wild: Once per encounter as a free action, I can mark each enemy adjacent to me as a free action.

Sudden Roots: Whenever I hit an enemy with an OA, that enemy is slowed until the end of its turn.

Double Aegis: When I use my Aegis power, I can choose to mark a second target in the burst. If they both attack allies, I have to choose which to respond to, since I still only have one immediate action per round.

Item Features:
Jagged Longsword +3: Scores critical hits on 19 or 20. Critical = ongoing 10 damage (save ends).

Ruby Scabbard: Resizes to fit any weapon placed in it. I can draw a weapon from this in the same action used to make an attack with the weapon.

Raven's Feather: Attuned to Isabelle's father.

Executioner's Bracers: When I score a critical, the attack does an extra 1d6 damage.

Gauntlets of Blood: +2 to damage roll against bloodied targets
Last edited by PureZaros on Sun Sep 20, 2015 1:21 pm, edited 1 time in total.
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
User avatar
Fialova
Magical Liopleurodon
Posts: 5021
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: Blackwood's Dogs IC

Post by Fialova »

Isabelle manages to skillful dispatch of one of the rank and file, landing a blow against one of the officers as well, before causing all too near to her to feel unusually heavy on their feet. A few of the others maneuver around the deck, making their attacks at the other Dogs, but most are unable to find their mark John makes quick work of the few that attempt to reposition while too close to his whirling chain.

One of those within the giant's grasp is the captain himself, who moves to head to the starboard stairs and is caught by John's chain. Frustrated, he marches on and down to the main deck, rushing forward with great speed and power and knocking Isabelle back into the ship's railing, before falling to the ground. "You fucking pirates have picked the wrong ship to board. I'll see your bodies dying the sea red soon enough, scum!"

Go: Liam, Constance
Mechanics
[SHOW]
Isabelle: shifts, hits, misses, hits & kills, auras, fails save, readies immediate action

Officer 1: climbs partway

Officer 6: Rejuvenating Smite on Big John, 22 vs AC = miss.

Seaman 2: moves to (-W, 9). Attacks Grommak, 37 vs AC = hit for 10 damage and 3 ongoing damage (save ends).

Seaman 12: moves to (-X, 21)...

Big John: OA vs Seaman 12
Attack: 40 vs AC = crit!
Hit: Minion dead

Seaman 17: moves to (-U, 5). Attacks Constance, 23 vs AC = miss.

Captain: moves to (-Z, 20)...

Big John: OA vs Captain
Attack: 33 vs AC = hit
Hit: 16 damage and the Captain stops moving at (-X, 23).

Captain: moves to (-Z, 20). Action Point: Swift Charge to (-X, 20) vs Isabelle, 31 vs AC = hit for 24 damage. Isabelle is pushed 1 square to (-V, 20) and knocked prone.

Seaman 13: moves to (-X, 17)...

Big John: OA vs Seaman 13
Attack: 34 vs AC = hit
Hit: Minion dead

Liam: takes 3 ongoing damage...

Constance: takes 3 ongoing damage...
Map
[SHOW]
Image
Map Info
[SHOW]
Forecastle: The enclosed structure at the front of the main deck, which can be entered from its door at (-X, 1), or moved on top of via staircases.

Aftcastle: The enclosed structure at the rear of the main deck, where the steering wheel is located. It can be entered from its door at (-X, 21), or moved on top of via staircases.

Planks: There are two of these, one spanning (-U, 12) to (-R, 12) and the other spanning (-U, 18) to (-R, 18). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.

Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).

Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, and all squares that are entirely stairs count as difficult terrain. The ones that are part stair, part railing follow the rules for railings.

Masts: The 3 masts, shown by large black circle, are impassable and provide cover. If a mast blocks your line of sight to a creature completely, it has superior cover from you, and vice versa.

Doors: There are 2 doors, at (-X, 1) and (-X, 21). These lead into either the forecastle or aftcastle, with the forecastle's now open but the aftcastle's still closed.

Grate: The large wooden grates that opens up to the lower decks can be opened by single person with a strength check DC: 30, by 2 people with a strength check DC: 20 each, by 3 people with a strength check DC: 15 each, or by 4 or more people with a strength check DC: 10 each. It can be walked on like any other part of the deck, with no penalty. The grates cover the narrow staircases which lead lower into the ship, and must be opened before one can descend deeper into the hold.

Wheel: The wheel turns the rudder, and thus the ship. Use with caution.

Hull: If you fall in the water, it is a DC: 20 athletics check to climb back up the side of the ship, and requires a total of 7 movement (2 for each square moving up the ship, and one more to climb from the top over the edge).

Rope: Thanks to one of the dogs on the Saint, there is now a rope between squares (-S, 17) and (-R, 17), making climbing out of the water from (-S, 17) only DC: 10.

Eldritch Quagmire (Isabelle): Brown overlay on map. Enemies treat squares in the aura as difficult terrain. When manually deactivated, Isabelle gets to choose one enemy within 2 squares of her to immobilize until her EONT.
Enemy Info
[SHOW]
Seamen: Imardanian seamen are masters of combat on the decks of ships, and receive extensive training in the art. They wear padded cloth and leather uniforms and primarily fight with muskets equipped with bayonets, or knives if closed in on.

Officers: While rank and file seamen are trained to be adept with their footwork and with their guns, officer training tends to be more involved, consisting both of martial training as well as spiritual training. Their connection with the Goddess endows them with abilities beyond that of normal men, which they use to devastating effectiveness in close combat.

Captain: Captains generally receive training meant for both officers and standard seamen, employing the tactics of both schools effectively in a fight to make them formidable foes worthy of their rank.

Jean-Claude Olivier: Jean-Claude is one of the Imardin Navy's most skilled marksmen, which has earned him a comfortable position as the marksmanship instructor at the Fort Ellis Naval Academy in Ellisport. One can only guess why he is accompanying the crew of the ship you are engaging.
Status
[SHOW]
31 Grommak (-X, 9) | HP: 25/86 | Surges: 9/9 | AP: 1/1 | Bloodied, Ruffling Sting, Lashing Leaves, Cross-Body Parry, Begin the Hunt, +2 to attacks vs Officer 5 while he is quarried, ongoing 3 damage (save ends), +1 to AC and Reflex until EONT
30 Seaman 15 (-Z, 7) | HP: 1/1 |
29 Seaman 1 (-V, 13) | HP: 1/1 |
25 Officer 5 (-X, 10) | HP: -75/?? | Bloodied, Rejuvenating Smite, Grommak's quarry, granting CA to Liam until his EONT
24 Seaman 16 (-Y, 6) | HP: 1/1 |
24 Isabelle (-V, 20) | HP: 52/91 | Surges: 11/11 | AP: 1/1 | Inevitable Strike, Eldritch Quagmire, ongoing 3 damage (save ends), prone, prepared to use immediate action (see mechanics above)
23 Officer 1 (-U, 7, -3) | HP: -13/?? | Holy Blast, dazed until Constance EONT
23 Officer 6 (-V, 17) | HP: -24/?? | Holy Blast, -2 to attacks until Liam EONT, marked (-3) until Big John EONT
23 Seaman 2 (-W, 9) | HP: 1/1 |
23 Seaman 12 (-X, 21) | HP: 0/1 | +2 to defenses*
23 Seaman 14 (-V, 22) | HP: 0/1 | +2 to defenses*, marked (-3) until Big John EONT
23 Seaman 17 (-W, 1) | HP: 1/1 |
22 Captain (-X, 20) | HP: -20/?? | AP: 0/1 |
22 Seaman 13 (-U, 20, .5) | HP: 1/1 |
21 Liam (-W, 15) | HP: 19/75 | Surges: 9/9 | AP: 0/1 | Bloodied, Bladesong, +2 to attack and +5 to damage until EONT, ongoing 3 damage (save ends)
21 Constance (-V, 13) | HP: 21/64 | Surges: 8/8 | AP: 1/1 | Bloodied, Shadowy Tendrils, ongoing 3 damage (save ends), marked (-2) until Officer 3 EONT
20 Seaman 3 (-X, 8) | HP: 1/1 |
19 Seaman 10 (-Y, 15) | HP: 1/1 |
19 Big John (-U, 18) | HP: 78/89 | Surges: 11/11 | AP: 1/1 | Come and Get It, Chain Ward, threatening reach, marked by Officer 4 (save ends)
17 Darcell (-U, 17, -4) | HP: 70/79 | Surges: 10/10 | AP: 1/1 | in the water
17 Henri (-R, 12) | HP: 50/74 | Surges: 8/8 | AP: 1/1 | Race the Arrow
15 Officer 3 (-W, 5) | HP: -4/?? |
15 Seaman 11 (-X, 13) | HP: 1/1 |
14 Jean-Claude Olivier (-X, 0, 2) | HP: -4/?? |
13 Seaman 5 (-U, 14) | HP: 1/1 |
13 Seaman 9 (-Y, 9) | HP: 1/1 |
12 Officer 4 (-V, 21, 1) | HP: -4/?? | Holy Blast, +2 to defenses*
9 Officer 2 (-V, 19) | HP: -41/?? | Rejuvenating Smite, +2 to defenses*, marked (-3) by Isabelle, -3 speed until EONT, granting CA to Liam until his EONT
Combat Block
[SHOW]
Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 78/89
Bloodied: 44
Surge Value: 22
Surges left: 11/11
Action Points: 1

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

Second Wind [_]
Disciplined Counter [_]
Stone's Endurance [_]
Funneling Flurry [_]
Glowering Threat [_]
Sweeping Blow [_]
Come and Get It [X]
Defensive Advance [_]
Mountain Sweep [_]
__________________________________

Tempest Dance [_]
Dancing Defense [_]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop
Important Features:
[SHOW]
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
Summary
[SHOW]
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
kalis5
Hm...
Posts: 818
Registered for: 10 years 9 months

Re: Blackwood's Dogs IC

Post by kalis5 »

Liam looks between the Captain and Grommak for a moment, trying to figure out who to assist first... He then shakes his head, a hand going to his own wound as he walks towards the officer pinning John to the wall, and keeping Darcell from moving. He'd assist Grommak, but if the captain goes down first, this fight will be much easier.
"Oi, Big John, if I c'n take care of the offic' here, mind draggin Darcell's arse from the drink so he can treat mah wounds? Boy shouldn't be spendin so much time getting sloshed like that, take it from me."

He moves his hands in quick motions, the floorboards beneath some of the men in front of him turning into jagged spikes, slamming up into the bodies of numerous crewmen as Liam cuts into the officer in front of him, catching him from behind and driving the blade deep, motioning to one of the officer's striking at Isabelle and pulling him over with his own shadow, dragging him in front of John to give Isabelle breathing room. He recognizes the officer.
"Och, thas where ya ran off ta!"
Mechanics
[SHOW]
Move to -W16

Skewering Spikes on Officer 6 vs Reflex: 12(1d20) +15 = 27
Attack 2 of Skewering Spikes on Seaman 10: 9(1d20) +15 = 24
Attack 3 of Skewering Spikes on Officer 2: 15(1d20) +17 = 32

Damage on Officer 6: 8(1d8) +10 = 18 Forgot bladesong, +5, and +1 due to forgotten bonus from Destructive Wizardry. 24.
Damage on Officer 2: 3(1d8) +10 = 13 Forgot Bladesong, +5, and +1 from destructive wizardry. 19.

MBA due to using daily, on officer 6: 10(1d20) +22 = 32
Damage: 2(1d8) +10 = 12 Forgot the +5 to that. 17. Target cannot regain hit points after the MBA.

Unseen Hand on officer 2. 7 points of damage, slide in front of Big John, -V18.


Officer 6 Damage: 41
Officer 2 Damage: 26

Saving throw: 2(1d20) = 2
After all those rolls...

If any attack drops Liam below 10 HP, use Shield for the next attack. Gain +4 to AC and Reflex until the end of my next turn.
Stat Block
[SHOW]
Liam "Dirge" Rend

Human Bladesinger Level 11
Languages: Common, Imardin, Tulrissian
Age: 23

Speed: 6
Initiative: 12 (+2 if within 10 squares of Henry)
Passive Perception: 21
Passive Insight: 16
Senses: Low-light

AC: 26
Fort: 21
Reflex: 25
Will: 23
HP: 19/75
Bloodied: 37
Surge Value: 18
Surges left: 9/9
Action Points: 1

Resistances:
Vulnerabilities: None
Active Effects: None

Powers:

Bull Rush Attack
Grab Attack
Opportunity Attack
Erupting Flare
Dancing Fire
Dazzling Sunray
Unseen Hand
Cantrip Prestidigitation

Versatile Spellbook
_____________________________

Class Feature Bladesong [ ]
Cantrip Suggestion [ ]
Cantrip Chameleon's Mask
L2 Shield [ ]
L6 Dispel Magic [ ]
L10 Flush with Success [ ]
Theme Feature Iron Wolf Charge [ ]


_____________________________


Boon Spell Enemies Abound [ ]
L1 Skewering Spikes [X]
L5 Grim Shadow [ ]
L9 Charm of the Defender [ ]


Shadowdance Armor +2 [ ]

________________________________________________________

Unused Powers:
L1 Charm of Misplaced Wrath [ ]
L2 Arcane Mutterings [ ]
L5 Radiant Pillar [ ]
L6 Revitalizing Charm [ ]
L9 Fire Burst [ ]
L10 Phoenix Step [ ]



Important Features
[SHOW]
Class Feats:
Blade Magic - Upon scoring a hit with any MBA during turn triggers any skill with the "Bladespell" keyword as a free action, however only one per attack.

Instinctive Attack - When making a melee attack, use Intelligence rather than strength for damage and attack.

Guarded Flourish - Ranged and melee attacks do not provoke OAs while holding a one-handed weapon with a free hand. +2 AC while wearing light or no armor and with a hand free using a one-handed blade.

Arcane Strike - When a daily is used, a melee strike can be performed with a minor action.

Steely Retort - When bladesong is active, any enemy adjacent that hits provokes an OA.

Theme Feats:

Iron Wolf Warrior: Gain Access to the Iron Wolf Charge power.

Level 5: +2 nature and perception checks.

Level 10: When dropped below 1HP by an enemy, make a MBA against the enemy as a free action.



Racial Traits:



Notable Feats:
Eager Advance - Add 4 to speed during first round of combat.

Low-Light Adaptation - Count sense as Low-light.

Tainted Wounds - Enemies struck by attacks cannot heal until my EoNT.

Destructive Wizardry - If an arcane power strikes two or more foes, increase damage by +3.

Quick Draw - Draw a weapon or item stored in an accessible pouch or bandolier as a free action. +2 initiative.

Heavy Blade Expertise - +2 to weapon attacks using a heavy blade. +2 AC to OAs.

Improved Defenses - +2 to Will, Reflex, and Fortitude.

Eyes in the Back of Your Head - Never grant CA from flanking.

Choir of Swords - While Bladesong is active, spend an AP to strike all enemies adjacent as a standard action.

Item Feats:

Iron Armbands of Power - +2 bonus to damage rolls.
Amulet of Protection +2 - +2 to Will, Reflex, Fortitude.
Last edited by kalis5 on Sat Sep 19, 2015 5:57 pm, edited 8 times in total.
AdorablyDevious
Posts: 16
Registered for: 9 years 5 months

Re: Blackwood's Dogs IC

Post by AdorablyDevious »

Constance gives a little 'glrk' sound as she finds herself surrounded, well at least a little bit surrounded. With a small flourish she turns and seems to attempt to run towards the side of the ship. Her form disappears in a small cloud of shadow after a split second though, reappearing in a more clear area where she seems to almost effortlessly leap across to her own ship. She sighs softly, rubbing a wounded shoulder before looking towards Henri. "...Hello Henri. It appears I'll have to work a bit differently. They're stronger than they appear..." She doesn't really seem to say that with much malice towards them, but a small grin shows the inner thoughts in her mind...something about the meat grinder and their arms...
Mechanics
[SHOW]
Minor: Assassin's Shroud on Jean-Claude Olivier
Move: Constance uses Walk Through Shadow to teleport to -V11
Standard: Uses Ghost of the Rooftops to jump -R11 (Does not use an Athletics Skill Check)
18(1d20) = 18 save.
Stat Block
[SHOW]
Constance Ellstrom

Human Assassin Level 11
Languages: Common, Ghian
Age: 27

Speed: 7 (+1 When starting her turn in Dim-Light or more)
Initiative: 10
Passive Perception: 20
Passive Insight: 15
Senses: Darkvision (2 Squares)

AC: 24
Fort: 21
Reflex: 23
Will: 23
HP: 64/64
Bloodied: 32
Surge Value: 16
Surges left: 8/8
Action Points: 1

Resistances:
Vulnerabilities: None
Active Effects: None

Powers:

Bull Rush Attack
Grab Attack
Opportunity Attack
Assassin's Shroud
Shadow Step
Inescapable Blade
Executioner's Noose
Ghost of the Rooftops
Kord's Force
_____________________________
Second Wind
Create Shadow-Wrought Weapon (Khopesh)
Shade Form
Nightmare Shades
Scrambling Climb
Inescapable Shadow
Shrouding Gloom
Echoing Threat
Walk Through Shadow [x]
Shadowy Tendrils [x]
_____________________________
Targeted for Death [ ]
Unleash Corruption [ ]
Black Garrote [ ]

Item based Abilities
_____________________________
Shadowdance Armor +2 [ ]
Notable Feats, Features, Items, and Powers:
[SHOW]
Notable Passive Abilities
___________________
Night Stalker: Whenever Constance hits someone who is not adjacent to another enemy they take an extra amount of damage equal to her cha modifier (+4).

Dancer's Action: When Constance spends an action point to make an attack she can teleport up to five squares as a free action before or after the attack.

Dancer's Ambush: When Constance teleports at all during her turn, she gains combat advantage on the next person she attacks for that round.

Shadowdancer's Gloves: When she's hidden, Constances attacks do an extra 1d6 damage.

Contortionist's Cord: When Constance is squeezing, she moves at full speed and takes no penalty to attack rolls. She still grants combat advantage however.

Axe Expertise (Free Feat): When wielding axes and whatnot, Constance gains +2 to attack. In addition, she can reroll damage whenever she rolls a natural 1 but must take the second result.

Escape Tattoo (On her back): When a non-minion scores a critical hit against Constance and does damage, she may teleport 3 squares away as a free action.

Secret Stride: Constance does not take a -5 penalty when moving more than 2 squares while using the stealth skill.

Notable Active Abilities
__________________
Assassin's Shroud: Thanks to her feats Constance's shrouds deal 1d8+5 damage each. In addition, while Constance is hidden the shrouds do not cause the creatures to be aware.

Shadow-Step: When Constance is adjacent to a creature she may, as a move action, teleport up to 4 squares away as long as she stops while adjacent to another creature.

Shadow-Wrought Weapon: Constance is able to create a weapon for her as long as she has a free-hand. This is an encounter power that lasts until she dismisses it or she uses this power again. The Shadow-Wrought weapon is a Khopesh that has a +3 enhancement to attack and damage. It deals an extra 3d8 damage on a critical hit.

Utility
________________
Kord's Force: This at-will allows Constance to use Athletics in place of Strength whenever making a strength check.

Scrambling Climb: This encounter power lets Constance make an athletics check + 5 to climb. If she succeeds she can climb up a number of squares equal to 2 + her speed.

Shrouding Gloom: Using this encounter power, if Constance has cover or concealment she may use the stealth skill.
User avatar
Fialova
Magical Liopleurodon
Posts: 5021
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: Blackwood's Dogs IC

Post by Fialova »

The Dirge shows off his true skills as he makes quick work of one of the sailors while weakening two of the officers. As Constance makes her escape back to the Saint, one of the men surrounding Grommak strikes out, but the orc barely narrowly avoids the attack.

Go: Big John, Darcell, Henri
Mechanics
[SHOW]
Liam: moves, hits, hits & kills, hits & bloodies, hits & bloodies, hits, fails save, prepared to shield self (see mechanics above)

Constance: shrouds, teleports, jumps, saves

Seaman 3: attacks Grommak, 24 vs AC = miss.
Map
[SHOW]
Image
Map Info
[SHOW]
Forecastle: The enclosed structure at the front of the main deck, which can be entered from its door at (-X, 1), or moved on top of via staircases.

Aftcastle: The enclosed structure at the rear of the main deck, where the steering wheel is located. It can be entered from its door at (-X, 21), or moved on top of via staircases.

Planks: There are two of these, one spanning (-U, 12) to (-R, 12) and the other spanning (-U, 18) to (-R, 18). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.

Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).

Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, and all squares that are entirely stairs count as difficult terrain. The ones that are part stair, part railing follow the rules for railings.

Masts: The 3 masts, shown by large black circle, are impassable and provide cover. If a mast blocks your line of sight to a creature completely, it has superior cover from you, and vice versa.

Doors: There are 2 doors, at (-X, 1) and (-X, 21). These lead into either the forecastle or aftcastle, with the forecastle's now open but the aftcastle's still closed.

Grate: The large wooden grates that opens up to the lower decks can be opened by single person with a strength check DC: 30, by 2 people with a strength check DC: 20 each, by 3 people with a strength check DC: 15 each, or by 4 or more people with a strength check DC: 10 each. It can be walked on like any other part of the deck, with no penalty. The grates cover the narrow staircases which lead lower into the ship, and must be opened before one can descend deeper into the hold.

Wheel: The wheel turns the rudder, and thus the ship. Use with caution.

Hull: If you fall in the water, it is a DC: 20 athletics check to climb back up the side of the ship, and requires a total of 7 movement (2 for each square moving up the ship, and one more to climb from the top over the edge).

Rope: Thanks to one of the dogs on the Saint, there is now a rope between squares (-S, 17) and (-R, 17), making climbing out of the water from (-S, 17) only DC: 10.

Eldritch Quagmire (Isabelle): Brown overlay on map. Enemies treat squares in the aura as difficult terrain. When manually deactivated, Isabelle gets to choose one enemy within 2 squares of her to immobilize until her EONT.
Enemy Info
[SHOW]
Seamen: Imardanian seamen are masters of combat on the decks of ships, and receive extensive training in the art. They wear padded cloth and leather uniforms and primarily fight with muskets equipped with bayonets, or knives if closed in on.

Officers: While rank and file seamen are trained to be adept with their footwork and with their guns, officer training tends to be more involved, consisting both of martial training as well as spiritual training. Their connection with the Goddess endows them with abilities beyond that of normal men, which they use to devastating effectiveness in close combat.

Captain: Captains generally receive training meant for both officers and standard seamen, employing the tactics of both schools effectively in a fight to make them formidable foes worthy of their rank.

Jean-Claude Olivier: Jean-Claude is one of the Imardin Navy's most skilled marksmen, which has earned him a comfortable position as the marksmanship instructor at the Fort Ellis Naval Academy in Ellisport. One can only guess why he is accompanying the crew of the ship you are engaging.
Status
[SHOW]
31 Grommak (-X, 9) | HP: 25/86 | Surges: 9/9 | AP: 1/1 | Bloodied, Ruffling Sting, Lashing Leaves, Cross-Body Parry, Begin the Hunt, +2 to attacks vs Officer 5 while he is quarried, ongoing 3 damage (save ends), +1 to AC and Reflex until EONT
30 Seaman 15 (-Z, 7) | HP: 1/1 |
29 Seaman 1 (-V, 13) | HP: 1/1 |
25 Officer 5 (-X, 10) | HP: -75/?? | Bloodied, Rejuvenating Smite, Grommak's quarry
24 Seaman 16 (-Y, 6) | HP: 1/1 |
24 Isabelle (-V, 20) | HP: 52/91 | Surges: 11/11 | AP: 1/1 | Inevitable Strike, Eldritch Quagmire, ongoing 3 damage (save ends), prone, prepared to use immediate action (see mechanics above)
23 Officer 1 (-U, 7, -3) | HP: -13/?? | Holy Blast
23 Officer 6 (-V, 17) | HP: -65/?? | Bloodied, Holy Blast, marked (-3) until Big John EONT, cannot regain HP until Liam EONT
23 Seaman 2 (-W, 9) | HP: 1/1 |
23 Seaman 17 (-W, 1) | HP: 1/1 |
22 Captain (-X, 20) | HP: -20/?? | AP: 0/1 |
21 Liam (-W, 16) | HP: 19/75 | Surges: 9/9 | AP: 0/1 | Bloodied, Bladesong, Skwering Spikes, ongoing 3 damage (save ends), prepared to shield self (see mechanics above)
21 Constance (-R, 11) | HP: 21/64 | Surges: 8/8 | AP: 1/1 | Bloodied, Shadowy Tendrils, Walk Through Shadow, marked (-2) until Officer 3 EONT
20 Seaman 3 (-X, 8) | HP: 1/1 |
19 Seaman 10 (-Y, 15) | HP: 1/1 |
19 Big John (-U, 18) | HP: 78/89 | Surges: 11/11 | AP: 1/1 | Come and Get It, Chain Ward, threatening reach, marked by Officer 4 (save ends)
17 Darcell (-U, 17, -4) | HP: 70/79 | Surges: 10/10 | AP: 1/1 | in the water
17 Henri (-R, 12) | HP: 50/74 | Surges: 8/8 | AP: 1/1 | Race the Arrow
15 Officer 3 (-W, 5) | HP: -4/?? |
15 Seaman 11 (-X, 13) | HP: 1/1 |
14 Jean-Claude Olivier (-X, 0, 2) | HP: -4/?? | shrouded by Constance (1/4)
13 Seaman 5 (-U, 14) | HP: 1/1 |
13 Seaman 9 (-Y, 9) | HP: 1/1 |
12 Officer 4 (-V, 21, 1) | HP: -4/?? | Holy Blast, +2 to defenses*
9 Officer 2 (-V, 18) | HP: -67/?? | Bloodied, Rejuvenating Smite, +2 to defenses*, marked (-3) by Isabelle, -3 speed until EONT
Combat Block
[SHOW]
Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 78/89
Bloodied: 44
Surge Value: 22
Surges left: 11/11
Action Points: 1

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

Second Wind [_]
Disciplined Counter [_]
Stone's Endurance [_]
Funneling Flurry [_]
Glowering Threat [_]
Sweeping Blow [_]
Come and Get It [X]
Defensive Advance [_]
Mountain Sweep [_]
__________________________________

Tempest Dance [_]
Dancing Defense [_]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop
Important Features:
[SHOW]
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
Summary
[SHOW]
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
User avatar
Scratcherclaw
YUO ARE SMART
Posts: 4079
Registered for: 11 years 10 months

Re: Blackwood's Dogs IC

Post by Scratcherclaw »

Henri is surprised to hear the shouts of his former instructor, but that surprise quickly turns to anger and annoyance. Calling back to the marksman, the disgraced aristocrat says, "Killing me? Would you not be committing the same atrocity then? What are you but a glorified pirate, plundering with false justification from Elys. And that goes for the rest of you Navy lackeys! You're no better than us! You just use the false teachings of Elys to help you sleep at night!"

Shaking his head in disgust and anger, he only regains his composure as his new Vanguard member appears near him. Responding to her, he says, "You'll learn what to expect in time. But I prefer to shoot from afar. Less scarring that way."

With regained focus, he notices the sticky situation his orcish crewmate has arrived in. "Hey! Get out of there and gut some of these louts!" he shouts.
Mechanics
[SHOW]
Minor: Inspiring Word on Grommak
Grommak regains+21 +9(3d6) = 30 HP for a total of 55 HP

Standard: On My Mark on Officer 5
Attack: 5(1d20) +17 = 22 vs AC = Miss
Grommak shifts to -W11
Grommak gets an MBA on Officer 5
Attack: 10(1d20) +20 = 30 vs AC = Hit
Damage: 4(1d10) +13 = 17

Move>Minor: Aid defense on Liam
Combat Block
[SHOW]
Henri LaBelle

Male Vryloka Warlord 11
Languages: Common, Imardanian, Forellian
Age: 21
Height: 5'11"
Weight: 150 lbs.

Speed: 7
Initiative: +13
Passive Perception: 20
Passive Insight: 16
Senses: Low-light vision

AC: 23
Fort: 24
Ref: 21
Will: 24
HP: 50/74
Bloodied: 37
Surge Value: 18
Surges left: 6/8
Action points: 1

MBA: +13 vs AC, 1d6+5 damage.
RBA: +17 vs AC, 1d6+7 damage.

Resistances: 10 Necrotic (5+1/2 level)
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Direct the Strike
Paint the Bulls-Eye
Sea Legs

Acrobat Boots
__________________________________

Second Wind [_]
Inspiring Word [X] [_] [_]
Vengeance is Mine [_]
Race the Arrow [X]
On My Mark [X]
Tempest of Triumph [_]
Lifeblood [_]
Inspiring Belligerence [_]
Dragon's Tenacity [_]
Shifting Tides [_]

__________________________________

Relentless Wounding [_]
Create Opportunity [_]
Warlord's Recovery [_]

Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [_]


Consumables:

None
Important Features
[SHOW]
Crossbow Expertise: You gain a +1 feat bonus to attack rolls that you make with a crossbow. This bonus increases to +2 at 11th level and +3 at 21st level. Also, you ignore partial cover or superior cover with weapon attacks you make with a crossbow.

Improved Defenses: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level.

Archer Captain: You and any ally within 5 squares of you ignore the penalty for attacking at long range.

Improved Inspiring Word: Add your Charisma modifier to the hit points restored by your inspiring word.

Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.

Duty's Virtue: Once per round, you can use the aid defense action as a minor action, but only if the chosen ally is bloodied. Also, you gain a +2 feat bonus to initiative checks.

Far Shot: When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares.

Jack of All Trades You gain a +2 feat bonus to untrained skill checks.

Fight On: You can use your inspiring word one additional time per encounter.

Resourceful Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.

Mighty Action: When you spend an action point to take an extra action, any ally who can see and hear you gains a +1 bonus to attack rolls and damage rolls until the start of your next turn.

Tempestuous Inspiration: When you use your inspiring word power, you can give the target of the power a +2 bonus to attack rolls and a bonus to damage rolls equal to your Charisma modifier that lasts until the end of your next turn. If the target's first attack misses during that time misses, the target grants a combat advantage to attackers until the end of your next turn.

Archer Warlord When you make a ranged basic attack with a bow, you can use Strength instead of Dexterity for the attack roll and the damage roll.

Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Blood Dependency: When you are bloodied, your healing surge value drops by 2.

Living Dead: If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.

Necrotic Resistance: You have a necrotic resistance equal to 5 + one-half your level.

The Mariner: While aboard a ship, gain a +1 bonus (+2 at Level 10) to any skill or ability check related to life at sea; gain the sea legs power. You gain a +2 power bonus to initiative checks. You ignore difficult terrain when you shift. While aboard a ship, you can use a minor action once per round to shift 1 square.

Distance Imardanian Officer's Pistol +3: Increases the weapon's normal range by 5 squares and the long range by 10 squares.

Lifeblood Hide Armor +2: You gain 5 temporary hit points after each rest. If you remove the armor, you lose these hit points.

Gem of Colloquy: You gain a +1 item bonus to Bluff and Diplomacy checks.

Cloak of Distortion: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.

Bracers of Archery: You gain a +2 item bonus to damage rolls while attacking with a bow or crossbow.

Acrobat Boots: You gain a +1 item bonus to Acrobatics checks.
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