Blackwood's Dogs — IC

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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

Mechanics
[SHOW]
Minor: Periapt of Cascading Health to save from dazed.

Move: Shift to -V15

Standard: Twinstrike on Captain. Hits him and kills him.
Attacks: 13(1d20) +20 = 33; 10(1d10) +11 = 21; 20(1d20) +17 = 37; 7(1d10) +8 = 15
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: 34/86
Bloodied: 43
Surge Value: 21
Surges left: 5/9
Action Points: 0

MBA: +18, 1d10+13

Resistances:
None.

Vulnerabilities:
None.

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

Active Effects:

Dazed. Grants CA.


Powers:

Hunter's Quarry
Marauder's Rush
Twin Strike
__________________________________

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

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

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 »

Captain is dead, so everyone else but Grommak is now up too.
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Namelessjake
Plane Wings Sharp Like Katana
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Location: Blockbuster

Re: Blackwood's Dogs IC

Post by Namelessjake »

Becoming frustrated, Darcell lashes out at the remaining Officer, his magic words cutting into the man. The Officer soon crumples to the floor dead.
Mechanics
[SHOW]
Standard: Vicious Mockery on Officer 2

34 vs. Will hits for 15 psychic damage. Officer 2 takes -2 to attack rolls until Darcell EONT.

19(1d20) +15 = 34; 6(1d6) +9 = 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
Bloodied: 39
Surge Value: 20
Surges left: 10/10
Action Points: 0

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 [x][x] **
Words of Friendship [_]
Blunder [x]
Moment of Escape [_]
Echoing Weapon [x]
Revitalizing Incantation [x]
Unluck [x]
Illusory Erasure [x]
Lying Lights [x]
Harper Pin
Mielikki's Endurance [_] *
Lliira's Grace [x] *
Tymora's Luck [_] *
Feytouched Hide Armor +3 [_]
__________________________________

Stirring Shout[x]
Song of Discord [x]
Counterpoint [x]
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.
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Fialova
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Posts: 5018
Registered for: 11 years 10 months
Location: The Great North
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Re: Blackwood's Dogs IC

Post by Fialova »

The captain's body falls lifeless to the floor after Grommak's vicious assault and, despite earlier fumbling, Darcell manages to land a blow against the last man standing, finishing him off as well. As the second corpse falls, things go quiet, or at least much quieter than they had been. It is only temporary, though.

While the top deck is still and covered in blood and guts, the remains of dogs and navymen alike, there is still sounds and movement coming from below. After only a few seconds, the sound of cannon fire is heard - a sound that had been drowned out during the melee - and both the Saint and the merchant vessel are rocked by impact.

Go: Short Rest, and then?
Mechanics
[SHOW]
Grommak: saves, shifts, hits x2 & kills

Darcell: hits & kills

** Fight Over **

Big John: short rest, spending 2 surges to get back to full hp, and recharging all encounter powers.
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 (-V, 15) | HP: 34/86 | Surges: 6/9 | AP: 0/1 | Bloodied, Ruffling Sting, Lashing Leaves, Cross-Body Parry, Furious Assault, Sohei Flurry, Invigorating Stride, Second Wind, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf, Periapt of Cascading Health,
24 Isabelle (-W, 15) | HP: 4/91 | Surges: 10/11 | AP: 0/1 | Bloodied, Inevitable Strike, Second Wind, Dimensional Vortex, Strength Against Strength, Firedeath, Four Corners Attack, Ruby Scabbard, Eldritch Quagmire, Swordmage Shielding Fire,
22 Captain (-V, 16) | HP: -278/?? | AP: 0/1 | Bloodied, Inspire, Rejuvenating Smite, Divine Will, marked (-3) by Isabelle, when hit by Henri's ranged attack an adjacent ally can make a free MBA or shift 3 squares, shrouded by Constance (3/4), -3 speed until EONT, allies of Henri deal +3 damage to him, ongoing 10 damage (save ends)
21 Liam (-Y, 14) | HP: 18/75 | Surges: 7/9 | AP: 0/1 | (failed saves (2/3) Bloodied, Bladesong, Shield, Second Wind, Skwering Spikes, Charm of the Defender, Enemies Abound, prone
21 Constance (-W, 14) | HP: 20/64 | Surges: 6/8 | AP: 1/1 | Bloodied, Shadowy Tendrils, Walk Through Shadow, Shrouding Gloom, Scrambling Climb, Second Wind,
19 Big John (-W, 13) | HP: 89+9/89 | Surges: 8/11 | AP: 1/1 | Chain Ward, Tempest Dance, Staggering Spiked Chain +3,
17 Darcell (-R, 16) | HP: 70/79 | Surges: 10/10 | AP: 1/1 | Majestic Word (2/2), Lying Lights, Revitalizing Incantation, Blunder, Illusory Erasure, Echoing Weapon, Unluck, Stirring Shout, Counterpoint, Sitar of Restfulness
17 Henri (-R, 17) | HP: 56/74 | Surges: 7/8 | AP: 0/1 | Race the Arrow, Inspiring Word (3/3), On My Mark, Inspired Belligerence, Dragon's Tenacity, Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding,
9 Officer 2 (-Y, 16) | HP: -123/?? | Bloodied, Holy Blast, marked (-3) by Isabelle

?? Jean-Claude Olivier (-X, 0, 2) | HP: -4/?? | delaying turn
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: 89+9/89
Bloodied: 44
Surge Value: 22
Surges left: 8/11
Action Points: 1

MBA: Melee Range 4 (with chain), +19 vs AC, 2d4+11 damage. +22 vs AC on OAs.
RBA: +13 vs AC, 1d4+3 damage.

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 [_]
Defensive Advance [_]
Mountain Sweep [_]
__________________________________

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

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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Namelessjake
Plane Wings Sharp Like Katana
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Registered for: 11 years 10 months
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Re: Blackwood's Dogs IC

Post by Namelessjake »

With the crew defeated, Darcell sheaths his sword and leads against the side of the Saint, catching his breath for a second. He swings his Lute round into his hands and begins to play.

"There once was a ship on the great blue expanse,
But the Dogs descended,
They didn't stand a Chance,
The pirates were not apprehended,
Instead the Navy's lives were ended."

Mechanics read this everyone
[SHOW]
Short Rest: Use Sitar of restfulness's daily power. I and everyone who remains within 20 squares of me gains 9 temporary HP.

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.

Spend 1 healing surge to regain full HP and recover encounter powers.

19(1d20) +15 = 34; 6(1d6) +9 = 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: 79/79 THP: 9
Bloodied: 39
Surge Value: 20
Surges left: 9/10
Action Points: 0

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[x]
Song of Discord [x]
Counterpoint [x]
Headband of Intellect [_]
Sitar of restfulness [x]

* 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.
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ratwizard
A Wan Smile
Posts: 5991
Registered for: 11 years 10 months
Location: Hellworld

Re: Blackwood's Dogs IC

Post by ratwizard »

Catching his breath after a violent finish to the Captain and crew on the topdeck, Grommak chuckles at his friend's clever playing. The sounds of cannonfire and movement below rile him however, and he realizes there is more to be done. "A nice tune, Darcell. There is still a fight to be had below-deck, however. Who's with me?" he asks.
Mechanics
[SHOW]
Regains encounter powers and expends 2 surges to max heal. Gains 9 THP.
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+9/86
Bloodied: 43
Surge Value: 21
Surges left: 3/9
Action Points: 0

MBA: +18, 1d10+13

Resistances:
None.

Vulnerabilities:
None.

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

Active Effects:

None.


Powers:

Hunter's Quarry
Marauder's Rush
Twin Strike
__________________________________

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

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

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

Re: Blackwood's Dogs IC

Post by Scratcherclaw »

Henri feels greatly relieved as the final navyman falls. Well, glad that's over with. They almost let themselves get killed over there, and by those unskilled navy grunts! Catching his breath, he leans against the mast, only to be interrupted by the annoyance of cannonfire. Dammit, can't they just give up? Shouting back to Grommak, he says, "Maybe just throw their captain's body to them. I'm sure a good few would panic into submission."
Mechanics
[SHOW]
Regain all encounter powers
Spend 1 healing surge to get to full HP & gain 9 THP
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 +9THP
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 [_]
On My Mark [_]
Tempest of Triumph [_]
Lifeblood [_]
Inspiring Belligerence [_]
Dragon's Tenacity [_]
Shifting Tides [_]

__________________________________

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

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


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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PureZaros
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Re: Blackwood's Dogs IC

Post by PureZaros »

"An excellent idea, Henri!" Isabelle declares, sitting on a crate for a short while to catch her breath and clean off the grime of the battle. Once finished, she strides to the captain's corpse, dragging it over to the stairs into the bowels of the ship. "So, who's throwing this thing down there? I'm not tall enough to throw it far."
MECHANICS
[SHOW]
Short Rest: Spend 3 surges to get to 88 hp, gain 9 temp hp.
Recharge all encounter powers.
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: 88/91 +9 THP
Bloodied: 45
Surge Value: 22
Surges left: 7/11
Action Points: 0

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
[X] 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
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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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

"Just his head will be enough," Grommak replies, cheekily as he steps over to Isabelle. Placing a boot on the captain's upper back, he severs the head off in a quick pair of hacks from his scimitar. Pulling it up by the hair, he holds it for the rest of the Dogs to see. "He called us godless heathens," the orc reminds them, before he heaves it down the stairs the best he can.

"Your captain's gone. Best surrender while you still can," Grommak calls down to the lower floor.
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Scratcherclaw
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Re: Blackwood's Dogs IC

Post by Scratcherclaw »

Henri grimaces as the orc beheads the captain, disgusted by the action. I don't care what he said. But doing that is just barbaric. Though I supposed that's to be expected from an orc.
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Namelessjake
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Re: Blackwood's Dogs IC

Post by Namelessjake »

"Well shit..." Darcell says, a bit taken aback by Grommak's beheading of the dead captain.

"Let's hope they get the message," he says, joining the other Dogs on the Navy ship.
kalis5
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Re: Blackwood's Dogs IC

Post by kalis5 »

Liam slowly sits up on the deck of the ship, giving a long, slow stretch, his arm making a crick sound as it locks back in place.
"Ach... Good nap that. Tho', the wood's a bit rough on my back. What'd I miss lads? Anythin' spectacular?"
Mechanics
[SHOW]
Spend 4 healing surges to get to 72 hp.
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Fialova
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Re: Blackwood's Dogs IC

Post by Fialova »

As Grommak tosses opens a small trapdoor on one of the grates, covering the stairs, multiple shots are fired past him. They do not cease when their captain's head tumbles down to them, and instead the ship once more shakes as the cannons fire towards the Saint and the merchant ship. Some of the men can be heard shouting, "pour la Déesse!" as they continue to fight on out of sight.

"You missed little. And there's more to be done," John replies to Liam, helping the man to his feet. As they speak, Old Lefty shuffles up and over the plank, making his way towards Grommak. He holds something in his hand, which looks heavy from the way he holds it. "Let me give it a shot, lad," the man says with a toothy grin (or at least it would be were he not missing so many teeth).

Moving towards the same trapdoor the orc had raised to toss the head in, Old Lefty grabs something from his belt pouch and, in a few quick motions, sets the object he carries ablaze. Lifting the door with his free hand, he tosses the sizzling object down into the lower deck before quickly stepping further away. "Best get behind something," he says to the other Dogs as he hides behind one of the masts, eyeing the grate with excited anticipation.
Imardanian Translation
[SHOW]
"for the Goddess!"
Mechanics
[SHOW]
Constance spends two healing surges to get to full hp and 9 THP, recharges all encounter powers
Status
[SHOW]
31 Grommak (-V, 15) | HP: 86+9/86 | Surges: 4/9 | AP: 0/1 | Begin the Hunt, Blood of the Fallen, Jaws of the Wolf, Periapt of Cascading Health,

24 Isabelle (-W, 15) | HP: 88+9/91 | Surges: 7/11 | AP: 0/1 | Eldritch Quagmire, Swordmage Shielding Fire,

21 Liam (-Y, 14) | HP: 75+9/75 | Surges: 4/9 | AP: 0/1 | Skwering Spikes, Charm of the Defender, Enemies Abound,

21 Constance (-W, 14) | HP: 64+9/64 | Surges: 4/8 | AP: 1/1 |

19 Big John (-W, 13) | HP: 89+9/89 | Surges: 8/11 | AP: 1/1 | Chain Ward, Tempest Dance, Staggering Spiked Chain +3,

17 Darcell (-R, 16) | HP: 79+9/79 | Surges: 9/10 | AP: 1/1 | Stirring Shout, Counterpoint, Sitar of Restfulness

17 Henri (-R, 17) | HP: 74+9/74 | Surges: 6/8 | AP: 0/1 | Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding,
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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

Grommak jumps, slightly startled as the bullets whiz past his head. When the sailors do not seem to take heed of the orc's forewarning, he shakes his head, laughing at their obstinance. Stepping over to Darcell, he watches as Old Lefty tries his hand. "Can't say I'm surprised. The navy seems pretty bull-headed. I can respect that, at least."

As Grommak sees what the old man has tossed down into the lower deck, he curses, half in fear and half in excitement. "Cover your melons! We're gonna have an explosive time!" he cries, sliding into cover away from the trapdoor.
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Namelessjake
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Re: Blackwood's Dogs IC

Post by Namelessjake »

Darcell ducks behind cover. "Hopefully this will get rid of their appetite for a fight," he says, putting a finger in each ear in anticipation of the coming explosion.
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Scratcherclaw
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Re: Blackwood's Dogs IC

Post by Scratcherclaw »

A swell idea. Throwing an explosive into a room full of gunpowder on the ship you're all standing on, Henri thinks as he remains on the Saint. Well, if it doesn't blow up the entire ship, then maybe it'll at least kill the crew. Unsure of how strong the explosion may be, the Imardanian still takes cover.
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Re: Blackwood's Dogs IC

Post by Fialova »

Lefty's grenade goes off and cries of pain can be heard from below, though moment later the cannon fire continues. As the Dogs return once more to the grate, footsteps can be heard from the front of the ship. "Is that really necessary?" comes the voice of the officer who laid down his arms. "Cesser le feu! Le capitaine est mort!" he shouts, before you have a chance to respond.

Almost immediately, the cannon fire dwindles drastically. It tapers off until only a few of the remaining navy sailors seem to be continuing the fight. "We are trained not to give quarter to pirates, the most stubborn take it to heart. I should be able to convince the remaining men to give up the fight, if you permit me to speak to them directly."

Imardanian Translation
[SHOW]

"Cease fire! The Captain is dead!"

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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

Grommak grimaces at the massive explosion, not envious of being victim to such an act. He cocks an ear at the officer, listening to him speak, before replying.

"If it's in your interests to save your men from the bite of our blades, then do so," the orc calls to the man. Leaning next to Darcell, he speaks in a low tone. "Fuck trying to go down there anyways, with all of them fortified."

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PureZaros
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Re: Blackwood's Dogs IC

Post by PureZaros »

Isabelle's shoulders drop a bit as the fighting below deck tapers off, somewhat disappointed that the fighting seems to be coming to an end. Sighing, she moves back to join Darcell and Grommak. "Fucking Imardin sweet talkers. It's more exciting to fight it out, why stop now?" she mutters to the two.

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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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

"It's the fucking navy, Isabelle. You walk down there, and they'll fill you with three arrows, two bolts, four musket shots, and a cannonball before you so much as get near to stab one of the bastards. Don't let the rage in your blood consume you," Grommak rebukes. "Besides, maybe they'll run this officer through on grounds of treason, anyways. At least it'll be interesting."

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Scratcherclaw
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Re: Blackwood's Dogs IC

Post by Scratcherclaw »

"You'd be a fool to keep fighting. It's a death wish, really," Henri says as he walks over, having caught the tail-end of her statement. "I doubt he'd be tried for treason, though. He's got too much influence. Hell, he had this whole ship sailing just to find his sister."

Turning towards his former instructor, he says, "If you believe they'll listen to you, then go right ahead."

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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

"So who is this guy, then?" Grommak asks, unclear of the situation between the officer and Henri. "I saw you two yelling at each other, but I couldn't follow along. I was busy getting gutted by your fucking countrymen," he says bitterly, but not at Henri directly.

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Scratcherclaw
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Re: Blackwood's Dogs IC

Post by Scratcherclaw »

Replying to Grommak, Henri says, "He's the marksmanship instructor at the Fort Ellis Naval Academy, and probably one of the best marksmen in the whole navy. He taught me as well." His ego shining through, Henri adds, "It's because of him that I'm as good as I am."

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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

"Damn," Grommak says, taken aback by the man's credentials. "I guess I should tell you good job for making sure he wasn't taking potshots at our skulls from his perch." The orc takes another look at the man before turning back to Henri. "I take it he isn't the 'I'll die before I surrender' type like the idiot captain was?"

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Scratcherclaw
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Re: Blackwood's Dogs IC

Post by Scratcherclaw »

"I'd be dead if I hadn't talked him down, so I was really just looking out for my best interests. But then he surely would have killed you all afterwards, so you're welcome then," Henri replies to the orc, feeling a little proud of himself for effectively saving the Dogs' lives.

In response to Grommak's other question, he says, "His mission was never to kill pirates. It was just to find his sister, which he accomplished. He very well might be if it's in his best interest to be, though."

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Re: Blackwood's Dogs IC

Post by Namelessjake »

Darcell continues to strum his lute, waiting for the resistance below deck to give up. "The sooner they surrender the better," he says to no one in particular. "With the haul we've taken recently, I'm itching for a few days in a port."

kalis5
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Re: Blackwood's Dogs IC

Post by kalis5 »

Liam just gives a sort of yawn, still sitting on the deck.
"Aye, port sounds good! Drink for all, rum, ale, name it they'll have it! What do ya say Darcell, party when we get ta shore, once we're done with this?"

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Fialova
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Re: Blackwood's Dogs IC

Post by Fialova »

"I will be holding you lot to your word on this," the officer responds to the others, as he steps towards the staircase leading into the bowels of the ship. "For all of our sake, I suggest you keep it," he finishes, as he makes his way down and out of sight.

When he is out of sight, and presumably earshot, Big John speaks up. "This is unwise. The navy are not to be trusted."

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PureZaros
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Re: Blackwood's Dogs IC

Post by PureZaros »

"I'm of the same mind as the big guy." Isabelle adds, frowning at the shadowed doorway that the officer just entered. "Should we follow 'im down there or get set for a push from below? I don't trust an enemy on his own ship."

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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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

"We hold his sister captive. If he betrays his word, I'll make sure he never sees her again," Grommak reasons. "Still, there is room to worry about the man's intentions. We'll give him a minute or two before seeing if the Saint will start firing at their lower decks to clear 'em out."

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Re: Blackwood's Dogs IC

Post by Namelessjake »

"Aye indeed Dirge. At least in a tavern there's no ocean to knock me into," Darcell says, still somewhat grumpy about his impromptu bath a few days earlier. His boots had only just dried out completely before they'd engaged the navy ship.

"I think he's a man of his word. These navy types tend to be honourable. Five gold says he'll get them to surrender, anyone?" The Bard says turning his attention to Isabelle and Grommak's conversation.

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Scratcherclaw
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Re: Blackwood's Dogs IC

Post by Scratcherclaw »

"I'm with Darcell here," Henri chimes into the debate. "The Navy is all for honor and respect. They leave the deceit and skulduggery to us!" Lt. Olivier is much too smart, and selfish to try anything.

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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

"No dice, Darcell," Grommak declines. "Should be exciting either way. He turns, we throw him to the sea beside his men. He complies, we get to throw these navy bastards to the sea and kick his ass out at the next port in Talguta."

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Fialova
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Re: Blackwood's Dogs IC

Post by Fialova »

The man is below deck for roughly ten minutes before anything happens. John stands, staring at the staircase, uneasy. The rest of the dogs continue with their duties, clearing bodies and looting various small objects from the top level of the ship while conversations happen below. Blackwood remains in his chambers, having brought Daphne back inside with him, leaving Marian to oversee the crew for the time being.

When the silence is finally broken, it comes as a shout from below, a shout that can be heard through the grates of the warship's deck. "Pirates of the Salacious Saint, I offer these terms of peace to you," comes the familiar voice of the officer who'd stepped below ten minutes prior. "Release your captive - my sister - and allow us to sail from here, and we will do the same for you. We make for Ellisport, so we won't have contact with the rest of the navy for at least a week, plenty of time for you to disappear once more into the sea, free of any would-be pursuers. What say you?"

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Namelessjake
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Re: Blackwood's Dogs IC

Post by Namelessjake »

"Here we go..." Darcell says, rolling his eyes. "You should have taken the bet Grommak," he says, stepping over to the grate, taking care to not make himself visible to anyone wielding a musket down below.

"Men of the Imardanian navy. Your Captain is dead, most of your officers are dead, and this man seeks to lead you to your deaths. You are skilled fighters, and the Saint always requires more crew. Glory and riches don't await you in the navy, all that will bring is your death at our blades. Join us. or die, your choice is clear. "

Mechanics
[SHOW]

Use Words of Friendship, +5 to next diplomacy check.

Diplomacy check to try and start a mutiny: 12(1d20) +23 = 35

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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

"Yeah, yeah," Grommak mutters at Darcell's comment, disappointed. "Fuck 'em, then." He watches anxiously as his friend calls down to the navymen below. We dropped the ball on that one, looks like. Hopefully the First Mate won't have it in for us.

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Fialova
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Re: Blackwood's Dogs IC

Post by Fialova »

"You answer an offer of mutual peace with the threat of more violence, and have the gall to accuse me of not having the best interest of my men at heart?" the officer responds, his voice sounding more agitated than before. "I came for my sister, not to hunt pirates. This is not an offer you sorry lot would receive from any other ranking member of the Navy. I suggest you give that considerable thought before making an even worse decision than you already have."

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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

"I doubt the cap'n would give up the girl. And Marian would kill us herself if she found out we shied from a dangerous standoff," Grommak reasons to those around him. "Who wants to go down first?" he asks, half-jokingly.

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Re: Blackwood's Dogs IC

Post by Namelessjake »

"I'm quite the fan of being alive, so I'll pass on that Grommak," Darcell replies to the Orc.

"Do you have any more of those?" The Bard asks Old Lefty.

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Scratcherclaw
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Re: Blackwood's Dogs IC

Post by Scratcherclaw »

I would have thought Olivier would know better than to try and make deals with pirates. This may be his downfall, though I don't care. He's a douche anyways. Henri thinks of his former instructor, shaking his head at the man's decisions.

Turning to Grommak and Darcell, he says, "Well, it'd make a great tale if I were to face him, mentor and student and all, but explosives make for great stories too!" It's a death wish going down there.

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Fialova
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Re: Blackwood's Dogs IC

Post by Fialova »

"Aye, got plenty of 'em," Lefty replies. "'Course I doubt they's still in range of 'em after the first 'un." He reaches into the satchel he caries with him, producing a second explosive and holding it out for whoever is ready to take it.

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Re: Blackwood's Dogs IC

Post by Namelessjake »

Darcell takes the explosive from Old Lefty. "Why does the Imardanian navy seem to attract so many zealots? If this was any other ship they'd have surrendered by now." He walks over to one of the cargo grates, instead of the stairs, and begins to light the fuse.

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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

Grommak eyes the explosive in Darcell's hands with interest as he steps over to the grate with him. "Help me lift this," he grunts to the others, eyeing Big John in particular, while Darcell fiddles with the fuse.

Strength Check
[SHOW]

15(1d20) +10 = 25

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Scratcherclaw
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Re: Blackwood's Dogs IC

Post by Scratcherclaw »

"That's the result of blindly following orders and being taught to hate pirates from a young age," Henri responds to his bardic friend. "Oh, and that speech of yours may have been more effective had you actually spoken their own language."

Seeing the orc requesting help to lift the grate, the Imardanian makes no effect to assist. Let the big guy help. He's better suited for lifting.

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Re: Blackwood's Dogs IC

Post by Fialova »

Nodding to Grommak, John steps over to the grate and grabs the other side. His hand slips as he grips it, though, and the two are not quite enough to bring it up.

Mechanics
[SHOW]

Strength to lift grate: 14

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Namelessjake
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Re: Blackwood's Dogs IC

Post by Namelessjake »

Seeing John and Grommak struggle with the grate, Darcell carefully places the bomb at his feet before grabbing hold of the grate. The efforts of all three of them cause the grate to lift. Once the hole is big enough Darcell kicks the lit explosive through the gap and lets go of the grate. "I guess we should stand back then."

Mechanics
[SHOW]

Strength Check: 10(1d20) +5 = 15

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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

Grommak lets the grate slam, his hands free from its weight. He smirks at Darcell's punting of the bomb and backpedals quickly. "This should even the odds a bit," he reasons.

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Re: Blackwood's Dogs IC

Post by Fialova »

With Darcell's help the grate finally moves, and the bomb goes off below deck shortly after it is kicked in. Instantly the cries of the wounded sailors can be heard, but that does not stop the navy's retaliation. Before the men can drop the grate back down to the ground, each one is nicked by a musket ball as a volley of shots is unleashed on the exposed Dogs.

Mechanics
[SHOW]

Darcell, Grommak, John each take 5 damage.

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: 89+4/89
Bloodied: 44
Surge Value: 22
Surges left: 8/11
Action Points: 1

MBA: Melee Range 4 (with chain), +19 vs AC, 2d4+11 damage. +22 vs AC on OAs.
RBA: +13 vs AC, 1d4+3 damage.

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 []
Defensive Advance []
Mountain Sweep [_]


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

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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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

Grommak flinches as the volley of musketfire below grazes him. "Back where we started," he grunts to the others. "Who the fuck's leading the charge?" he asks. "Seems that we've got no other choice."

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+4/86
Bloodied: 43
Surge Value: 21
Surges left: 3/9
Action Points: 0

MBA: +18, 1d10+13

Resistances:
None.

Vulnerabilities:
None.

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

Active Effects:

None.

Powers:

Hunter's Quarry
Marauder's Rush
Twin Strike


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


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

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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Namelessjake
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Re: Blackwood's Dogs IC

Post by Namelessjake »

"Well volunteered," Darcell replies to Grommak, clapping the Orc on the back. "That bomb did sound like it softened them up a bit at least."

Combat Block
[SHOW]

Darcell

Male Half-Elf Cunning Bard 11
Languages: Common, Gleiosian, 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: 79/79 THP: 5
Bloodied: 39
Surge Value: 20
Surges left: 9/10
Action Points: 0

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[x]
Song of Discord [x]
Counterpoint [x]
Headband of Intellect [_]
Sitar of restfulness [x]

  • 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.

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