The Great Hunt of Kurnhuelde IC

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

Re: The Great Hunt of Kurnhuelde IC

Post by ratwizard »

Ambush!

While Kogul struggles to finally put down the brute once and for all, a lycanthropic Traza patters over and does the job for him. An arrow flies past Bardem's head, breaking his focus at trying to club the archer's head in two. At Parvak's command, his wolf Dyra lunges forward at Argnok's quarry, bringing him to the ground before tearing his throat out.

Go: Argnok
Mechanics
[SHOW]
Kogul: Critical misses

Traza: Hits, shifts, hits and kills

AA6: Misses

Parvak: Moves Dyra, hits and kills AA3.

AA4: Hits Argnok for 5 damage

Bardem: Misses
Map
[SHOW]
Image
Map Info
[SHOW]
Ambush Archer: These skirmishing archers carry savage looking shortbows that seem to be pretty powerful. They lack much armor aside from padded leathers, but have good footing and are evasive. They don't seem to have the keenest aim, however.

Ambush Brute: Wearing some thick hide and carrying some heavy looking staves or mauls, they look to be quite tough.

- - -

Underbrush: Move through normally.

Rocky Terrain: Difficult movement.
Status
[SHOW]
26 || Traza -- Bloodied, +2 to Def a/ AA5, (10/45)
25 || Kogul Kal -- Defender Aura, (34/50)
23 || Ambush Archer 6, (??/??)
19 || Parvak, (45/45)
18 || Ambush Archer 4, (??/??)
17 || Ambush Archer 2, (-27/??)
15 || Ambush Archer 3, (-26/??)
14 || Bardem -- Bloodied, Rough Strike (30/63)
12 || Argnok, (27/45)
11 || Ambush Archer 1, (??/??)
11 || Ambush Brute 2, (-40/??)
10 || Ambush Brute 1, (-47/??)
08 || Ambush Archer 5 -- Marked by Bardem, Dazed TEONT, (-11/??)
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Namelessjake
Plane Wings Sharp Like Katana
Posts: 4469
Registered for: 11 years 10 months
Location: Blockbuster

Re: The Great Hunt of Kurnhuelde IC

Post by Namelessjake »

Seeing his original foe ravaged by Parvak's wolf, Argnok turns his attention to another archer. He strikes out powerfully, "Kill the bastards! This fight is ours!" He shouts, invigorating the others.
Mechanics
[SHOW]
Move: Walk to (W, -19)

Standard: Stand the Fallen on Ambush Archer 4

29 vs. AC hits for 22 damage. Each Ally within 10 squares of me can spend a healing surge and regain 4 additional hit points.

17(1d20) +12 = 29; 16(3d10) +6 = 22
Combat Block
[SHOW]
Argnok "One Eye" Ja'Mordrar

Male Dragonborn Warlord, 5
Languages: Kurnish, Serran, Dwarven
Age: 47
Height: 6'5"
Weight: 240 lbs.

Speed: 5
Initiative: +2
Passive Perception: 11
Passive Insight: 11
Senses: Normal Vision

AC: 21
Fort: 18
Reflex: 14
Will: 17
HP: 27/45
Bloodied: 22
Surge Value: 12
Surges left: 8/9
Action Points: 1
MBA: +12 vs AC, 1d10+6 damage.
RBA: +2 vs AC, 1d4 damage.

Resistances: While bloodied resist 2 to all damage.

Vulnerabilities: None.

Saves: None.

Active Effects: None.

Powers:

Intuitive Strike
Inevitable Wave

Lightning Bastard Sword +1
__________________________________

Second Wind [x]
Inevitable Strike [_]
Dragonfear [_]
Battlefront Shift[_]
inspiring Word [_]
Warlord's Favor [_]
Inspired Belligerence [_]
Warlord's Strike [_]
__________________________________

Lamb to the Slaughter [_]
Stand the Fallen [x]

Lightning Bastard Sword +1 [_]

Consumables:

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

Inspiring Presence: When an ally who can see me spends an action point to take an extra action, that ally also regains hit points equal to one-half my level + my Charisma modifier (+4).

Dragonborn Fury: +1 Racial bonus to attack rolls when bloodied.

Ironwrought Starting Features: For the purpose of effects which relate to creature origin, I am considered to be an elemental. I gain a +1 power bonus to Athletics and Endurance checks. Whenever I use my second wind, this power bonus increases to +4 until the end of my next turn.

Notable Feats:

Heavy Blade Expertise: Gain a +2 bonus to all defences against OAs while wielding a heavy blade.
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ratwizard
A Wan Smile
Posts: 6003
Registered for: 11 years 11 months
Location: Hellworld

Re: The Great Hunt of Kurnhuelde IC

Post by ratwizard »

Ambush!

Argnok works his way uphill and lands a vicious blow on one of the archers. The sound of his blade on flesh invigorates his allies and they feel as if the battle is theirs. Frightened by the display of brutality, two of the archers fail to injure Bardem.

Go: Traza, Kogul Kal
Mechanics
[SHOW]
Argnok: Moves, hits, heals everyone

AA1: Misses Bardem

AA5: Misses Bardem
Map
[SHOW]
Image
Map Info
[SHOW]
Ambush Archer: These skirmishing archers carry savage looking shortbows that seem to be pretty powerful. They lack much armor aside from padded leathers, but have good footing and are evasive. They don't seem to have the keenest aim, however.

Ambush Brute: Wearing some thick hide and carrying some heavy looking staves or mauls, they look to be quite tough.

- - -

Underbrush: Move through normally.

Rocky Terrain: Difficult movement.
Status
[SHOW]
26 || Traza -- +2 to Def a/ AA5, (25/45)
25 || Kogul Kal -- Defender Aura, (50/50) (7/8)
23 || Ambush Archer 6, (??/??)
19 || Parvak, (45/45)
18 || Ambush Archer 4 -- Bloodied, (-22/??)
17 || Ambush Archer 2, (-27/??)
15 || Ambush Archer 3, (-26/??)
14 || Bardem, Rough Strike (49/63) (8/9)
12 || Argnok, (27/45) (8/9)
11 || Ambush Archer 1, (??/??)
11 || Ambush Brute 2, (-40/??)
10 || Ambush Brute 1, (-47/??)
08 || Ambush Archer 5 -- Marked by Bardem, Dazed TEONT, (-11/??)
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Fialova
Magical Liopleurodon
Posts: 5027
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: The Great Hunt of Kurnhuelde IC

Post by Fialova »

Kogul's anger only grows as his temporary ally finishes off his foe before his eyes. Letting go of himself, his eyes widen and flash with rage as he rushes across the rocks, sinking his blade into the nearest of the remaining archers.

As the body falls to the ground, lifeless, he smears some of the blood from his sword across his face, before turning to the other two nearby. The look in his eyes shows the complete lack of inhibitions remaining in the man, who is ready to brutalize his foes mercilessly until their bodies are broken and bleeding across the jagged terrain they chose to hide on.
Mechanics
[SHOW]
Move Action: move to (P, -22), avoiding OAs.

Standard Action: Savage Cut on Archer 5
Attack: 32 vs AC = hit
Hit: 14 damage. My Defender Aura ends, and I enter Berserker Fury instead. Archer dead, I gain 6 THP.
Combat Block
[SHOW]
Kogul Kal

Male Thri-Kreen Berserker 5
Languages: Kurnish, Serran
Age: 39
Height: 5' 5"
Weight: 190 lbs.

Speed: 7
Initiative: +7
Passive Perception: 12
Passive Insight: 12
Senses: Low-Light Vision

AC: 21 (23 when Defender Aura is active)
Fort: 19
Reflex: 18
Will: 14
HP: 50+6/50
Bloodied: 25
Surge Value: 12
Surges left: 7/8
Action Points: 1

MBA: +12 vs AC, 1d12+6 damage (1d8 extra damage when in Berserker Fury)
RBA: +6 vs AC, 1d4+4 damage

Resistances:
5 fire

Vulnerabilities:

Saves:

Active Effects:
max damage +1d12+1d8 on crit with fullblade
+2 to defenses against OAs
gain 6 THP when I kill a non-minion
Berserker Fury

Powers:

Vengeful Guardian
Defender Aura
Jarring Smash
Run Down
__________________________________

Second Wind [_]
Ruthless Demonstration [X]
Thri-Kreen Claws [X]
Savage Cut [X]
Nomad's Rush [X]
Implacable Advance [X]
Sentinel Marshal Honor Blade Fullblade +1 [_]
__________________________________

Life-Ending Strike [_]
Feral Rampage [_]

Consumables:

None
Important Features:
[SHOW]
Class Features
Berserker Fury: When you use a barbarian primal attack power, you enter your Berserker Fury until the end of the encounter. Alternatively, you can use a minor action while you are bloodied to enter the fury. The fury has the following effects:
* Your defender aura ends, if active, and you cannot use defender aura or vengeful guardian until the fury ends.
* Some powers gain additional benefits as noted in those powers.
* MBA deals 1d8 extra damage.

Arid Desert Heartland: When you are wearing cloth armor or no armor and not using a shield, you gain a +3 bonus to AC and a +2 bonus to Reflex. You gain resist 5 fire.

Poised Defender: While your defender aura is active and you're not wearing heavy armor, you gain a +2 bonus to AC.

Racial Features
Multiple Arms: Once per turn, you can draw or sheathe a weapon (or retrieve or stow an item on your person) as a free action instead of a minor action.

Natural Jumper: You are always considered to have a running start when jumping

Topor: Rather than sleep, you enter a torpid state. In this state, you remain aware of your surroundings, and require only 4 hours of topor (as opposed to 6 hours of sleep) to gain the benefit of an extended rest.

Theme Features
Level 5 Yakuza Feature: When you hit an enemy granting combat advantage to you, your opportunity attacks gain a bonus to attack rolls and damage rolls against that enemy until the start of your next turn. The bonus equals your Charisma modifier (+2).

Feat(ures)
Heavy Blade Expertise: While wielding a heavy blade, you gain a +2 bonus to all defenses against opportunity attacks.

Unarmored Agility: You gain a +2 feat bonus to AC while wearing cloth armor or no armor.

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

Item Features
Sentinel Marshal Honor Blade Fullblade +1:
* Critical hits with this weapon deal max damage +1d12+1d8 damage.
* While wielding this weapon, you gain an item bonus to initiative equal to the weapon's enhancement bonus.
* When you use this weapon to reduce a non-minion enemy to 0 hit points, you gain temporary hit points equal to 5 + this weapon's enhancement bonus.
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Scratcherclaw
YUO ARE SMART
Posts: 4079
Registered for: 11 years 11 months

Re: The Great Hunt of Kurnhuelde IC

Post by Scratcherclaw »

Seeing Kogul cut down the nearest foe, Traza tromps towards the now-closest ones. Returning to her orcish form, she mumbles a few words and unleashes a torrent of thorns upon her enemies. It is amazing how well some of nature's own weapons do in such an unnatural battle.
Mechanics
[SHOW]
Move: Walk to M,-22

Minor: End Wolf Form

Standard: Thorn Spray on Archers 6 & 1
Attack: 5(1d20) +10 = 15; 12(1d20) +10 = 22 vs Fort = Hit & Hit
Damage: 2(1d6) +6 = 8; 6(1d6) +6 = 12
Archer 6 & 1 take a -5 penalty to all defenses until EONT

PS: I don't provoke OAs from ranged or area attacks with the staff
Combat Block
[SHOW]
Traza Ka'Kjuldis

Female Hengeyokai Druid 5
Languages: Kurnish, Serran
Age: 33
Height: 5'8"
Weight: 145 lbs.

Speed: 8
Climb Speed (as squirrel): 8
Initiative: +6
Passive Perception: 22
Passive Insight: 22
Senses: Low-light

AC: 19
Fort: 13
Ref: 17
Will: 18
HP: 25/45
Bloodied: 22
Surge Value: 11
Surges left: 7/8
Action points: 1

Resistances: None
Vulnerabilities: None
Saves: +2 against immobilize, restrain, & slow

Active Effects: +2 to checks to escape a grab
+5 to bluff against insight to prove I'm an orc/squirrel


Powers:

Wild Shape
Wolf Shape Secondary Power
Nature's Mask
Grasping Claws
Magic Stones
Fire Hawk
Fire Hawk Attack

__________________________________

Second Wind [_]
Thorn Spray [_]
Predator's Flurry [X]

Wolf Shape [X]
Verdant Bounty [_]

__________________________________

Summon Giant Toad [_]
Vine Serpents [_]

Consumables:
Important Features
[SHOW]
Primal Predator: While you are not wearing heavy armor, you gain a +2 bonus to your speed.

Ritual Caster: You can master and perform rituals of your level or lower.

Animal Form (Squirrel): Gain +2 to acrobatics.

Beast Nature: You are considered both a magical beast and a humanoid for the purpose of effects that relate to creature type.

Elusive: You have a +2 racial bonus to checks made to escape a grab and to saving throws against effects that immobilize, restrain, or slow you.

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

Language of the Beasts: While you are in animal or hybrid form, you can communicate to any natural or fey beasts that share your animal form or a form that is closely related. In human form, you can understand these beasts, but not directly communicate with them. You can communicate simple concepts and commands to such creatures, but they are under no compulsion to obey you, and their knowledge is restricted by their experience and mobility.

Shapechanger: You are subject to effects and conditions that affect shapechangers.

Werewolf Starting Feature: You gain a +2 power bonus to Intimidate checks. Any enemy has combat advantage against you when attacking you with a silvered weapon or implement. Also, you are immune to moon frenzy.

Werewolf Level 5 Feature: When interacting with wolves and similar creatures, you gain a +2 bonus to Bluff, Diplomacy, or Intimidate checks. In addition, while wolf shape is active, you gain a +2 power bonus to speed.

Superior Implement Training (Accurate Staff): You can use the Accurate staff superior implement.

Ruthless Killer: When you hit a target with the grasping claws power, instead of slowing the target you can instead choose for the target to be immobilized until the end of your next turn. If you are ever not adjacent to the target, the immobilized effect ends.

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

Staff Expertise: You gain a +1 feat bonus to the attack rolls of implement powers and weapon powers that you use with a staff. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you make a ranged or an area attack with a staff as an implement, you don't provoke opportunity attacks for doing so. When you make a melee weapon attack with a staff, the weapon's reach for that attack increases by 1.

Aversion Staff +1: You gain a +2 item bonus to all defenses against attacks from enemies that are subject to effects caused by you.
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