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The honor guard wasn't really needed, but regardless General Morrison preferred to overdo things. The strange reports of highway attacks and skirmishes in the lower region was concerning to the Prefectural Lord, and he wanted a show of force so the people knew the Regional Guards were still a presence and were there to protect them. That's when Morrison thought of the idea of March of the Red Hand. 100 years ago on this date the town of Brindol was under siege by the Red Hand of Doom, a fanatical cult bent on the destruction of the peaceful town. They were saved by small dispatch of the Lord's Guards who happen to be returning to Overlook after a different mission. Those guards were successful in defeating the Red Hand of Doom and saving the village. To celebrate that event the General gathered 50 of his best soldiers and performed an honorary march to Brindol, a show of force and remembrance. The march took a few days, but his team arrived in the city of Brindol to cheers and feasted celebration. The people threw flowers to the soldiers, kissed their cheeks and shook their hands, proud to have them visit their village. Morrison gave the orders to bunk down close to the village and erect their tents. They would spend just a day or two here in the town as part of the celebration, but they would soon march back to Overlook and resume their patrol. The soldiers were dismissed and allowed to visit the town and it's shops/wares, but General Morrison gave strict orders to keep the peace and be respectful of the village. We'll give a moment to let people post their characters and work out any actions they want to take after having just arrived at the village. EDIT: At this point you only know each other as soldiers in the militia of Overlook, the "Team" hasn't been established...yet. ![]() Start theme music Iplay4E Campaign located here pre:Players
Korlac fucked around with this message at Aug 3, 2011 around 02:07 |
| # ? Jun 30, 2010 18:08 |
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| # ? May 23, 2013 01:56 |
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Jonn "Terranibal" Smit "I love General Morrison to death, but I'll be damned if he doesn't have the craziest ideas on occasion" Terranibal mutters to himself as he pats his pockets for a loose cigar. Finding the elusive cigar, he lights it up, and chews on the end a while. He then stomps off the miles he's had to march as he goes in search of a shop that carries his favorite cigars, hoping to replenish his stock. Though he doubts he'll be able to find anything. pre:Terranibal Mustache Ride fucked around with this message at Jul 1, 2010 around 09:55 |
| # ? Jun 30, 2010 21:44 |
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Terranibal, you're told that while Brindol isn't large enough to carry a tobacco merchant, Karl who runs the Antler and Thistle tavern not far from the gates always has a supply fresh from merchants who pass through the town. He'd probably be willing to part with a few cigars freshly rolled from the eastern tobacco fields of Marthton.
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| # ? Jul 1, 2010 01:19 |
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Can you unlock the recruitment thread? First for ooc talk and whatnot, but also so I can Edit my post and copy/paste my statblock and character info? Don't want to retype all that poo poo
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| # ? Jul 1, 2010 01:39 |
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Stuntman Mike posted:Can you unlock the recruitment thread? First for ooc talk and whatnot, but also so I can Edit my post and copy/paste my statblock and character info? Don't want to retype all that poo poo Sure, just a moment.
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| # ? Jul 1, 2010 01:41 |
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thanks Face - Tavern - Trying to score ![]() Face, as always, is lounging in the bar or tavern in town - not the seediest, but not the posh places either. Trying to pick up girls and impress everyone he can with his rakish smile and disarming manner, Face can ever be counted on to be elbows deep in wine and women. "You know, this my last night in town. I'm off to war in a day or two - on the march. General Morrison is a tough taskmaster, but ever fair. For king and country, and whatnot. Care for another drink, love?" pre:HP: 22/22 Surges: 6/6 (5 hp) At-Will Encounter Daily AC: 17 Init: +5 Sly Flourish Opening Move Precise Incision Fort: 10 Speed: 6 Piercing Strike Changeling Trick Ref: 17 Perception: 14 Second Wind Will: 14 Insight: 11 Action Points: 1 pre:Face Changeling Rogue Level 1, Good, 5'9", 130 XP: 0 Languages: Common Str 11 ( +0) +11(Starting)+11(Starting) Con 10 ( +0) +10(Starting)+10(Starting) Dex 20 ( +5) +18(Starting)+2(Changeling)+18(Starting)+2(Changeling) Int 10 ( +0) +10(Starting)+10(Starting) Wis 8 ( -1) +8(Starting)+8(Starting) Cha 16 ( +3) +14(Starting)+2(Changeling)+14(Starting)+2(Changeling) Hit Points Max HP: 22 +10(Con)+12(Rogue 1) Bloodied: 11 +11(1/2 HP) Surge: 5 +5(1/4 HP) Surges/Day: 6 +6(Rogue)+0(Con mod) Defenses and Senses AC: 17 +10(Constant)+0(1/2 Level)+2(Leather Armor) Fort: 10 +10(Constant)+0(1/2 Level)+0(Fortitude Defense Class Bonus)+0(Str mod) Ref: 17 +10(Constant)+0(1/2 Level)+2(Reflex Defense Class Bonus)+5(Dex mod) Will: 14 +10(Constant)+0(1/2 Level)+0(Will Defense Class Bonus)+1(Mental Defense)+3(Cha mod) Passive Perception: 14 +4(Perception)+10(Constant) Passive Insight: 11 +1(Insight)+10(Constant) Initiative: 5 +0(1/2 Level)+0(Initiative Misc)+5(Dex mod) Speed: 6 +6(Changeling) Vision: Normal Conditional Defenses: AC +5 without armor: heavy - Dexterity modifier Race and Class Features Change Shape [Changeling] Use changeling disguise as an at-will power Mental Defense [Changeling] +1 to Will Shapechanger [Changeling] You have the shapechanger quality. Changeling Trick [Changeling] You have the changeling trick power. Bluff Bonus [Changeling] Insight Bonus [Changeling] First Strike [Rogue] At encounter start, get combat advantage against foes that haven't acted yet. Rogue Tactics [Rogue] Choose one of the rogue tactics. Artful Dodger [Rogue] Add Cha mod to AC against opportunity attacks. Rogue Weapon Talent [Rogue] Damage die increases one size with shuriken; +1 on attacks with daggers. Sneak Attack [Rogue] Once per round, if you have combat advantage and hit with a crossbow, light blade, or sling, deal extra damage. Feats Backstabber Sneak Attack dice increase to d8s Powers At-Will Changeling Disguise [Minor Action] Piercing Strike [Standard Action] Short sword - Attack: 8 vs. Reflex, Damage: 1d6+5 Dagger - Attack: 9 vs. Reflex, Damage: 1d4+5 Sly Flourish [Standard Action] Short sword - Attack: 8 vs. AC, Damage: 1d6+8 Dagger - Attack: 9 vs. AC, Damage: 1d4+8 Encounter Changeling Trick [Minor Action] Opening Move [Standard Action] Short sword - Attack: 8 vs. AC, Damage: 2d6+5 Dagger - Attack: 9 vs. AC, Damage: 2d4+5 Second Wind [Standard Action] Action Point [Free Action] Daily Precise Incision [Standard Action] Short sword - Attack: 8 vs. Reflex, Damage: 3d6+5 Dagger - Attack: 9 vs. Reflex, Damage: 3d4+5 Skills Acrobatics: 10 +0(1/2 Level)+5(Trained)+0(Acrobatics Misc)+5(Dex mod) Arcana: 0 +0(1/2 Level)+0(Arcana Misc)+0(Int mod) Athletics: 0 +0(1/2 Level)+0(Athletics Misc)+0(Str mod) Bluff: 11 +0(1/2 Level)+5(Trained)+3(Bluff Misc)+3(Cha mod) Diplomacy: 3 +0(1/2 Level)+0(Diplomacy Misc)+3(Cha mod) Dungeoneering: -1 +0(1/2 Level)+0(Dungeoneering Misc)-1(Wis mod) Endurance: 0 +0(1/2 Level)+0(Endurance Misc)+0(Con mod) Heal: -1 +0(1/2 Level)+0(Heal Misc)-1(Wis mod) History: 0 +0(1/2 Level)+0(History Misc)+0(Int mod) Insight: 1 +0(1/2 Level)+2(Insight Misc)-1(Wis mod) Intimidate: 3 +0(1/2 Level)+0(Intimidate Misc)+3(Cha mod) Nature: -1 +0(1/2 Level)+0(Nature Misc)-1(Wis mod) Perception: 4 +0(1/2 Level)+5(Trained)+0(Perception Misc)-1(Wis mod) Religion: 0 +0(1/2 Level)+0(Religion Misc)+0(Int mod) Stealth: 10 +0(1/2 Level)+5(Trained)+0(Stealth Misc)+5(Dex mod) Streetwise: 8 +0(1/2 Level)+5(Trained)+0(Streetwise Misc)+3(Cha mod) Thievery: 11 +0(1/2 Level)+5(Trained)+1(Thievery Misc)+5(Dex mod) Proficiencies Weapons Dagger [Rogue] Hand crossbow [Rogue] Short sword [Rogue] Shuriken [Rogue] Sling [Rogue] Armor Cloth [Rogue] Leather [Rogue] Inventory Weapons Short sword Dagger(quantity: 5) Armor Leather Armor Magic Items Alchemist's Fire (level 1)(quantity: 2) Gear Adventurer's Kit Other Coin Carried: 5gp Stored:
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| # ? Jul 1, 2010 02:11 |
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Terranibal After spending a couple of gold at Karl's restocking his supply of cigars, Terranibal sits down at the bar looking for a cold brew. Not wanting to be around the troops he's had to march with, he ignores them, preferring to drink his beer in peace. Mustache Ride fucked around with this message at Jul 1, 2010 around 03:31 |
| # ? Jul 1, 2010 03:28 |
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![]() pre:Krusk "K.O." Ordak pre:Krusk "K.O." Ordak HP: 35/35 (THP:-) AC: 19 Encounter Daily Surges: 10/10 (v: 8) Fort: 20 [ ] Hack and Hew [ ] Villain's Menace Speed: 5 Ref: 13 [ ] Second Wind Initiative: +1 Will: 12 [ ] Action Point Passive Perception: 11 Passive Insight: 11 Action Points: 1/1 At-wills Grappling Strike: +10 vs. AC, 1d6+5 and target is Grabbed UEOMNT Dual Strike: Two Targets, +10 vs. AC, 1d6 Knockdown Assault: +10 vs. AC, 5 and target is Prone Opportunity Attack: +11 vs. AC, 1d6+5, movement ends, and target is Grabbed UEOMNT Basic melee: +10 vs. AC, 1d6+5 [Spiked Gauntlet] Basic ranged: +7 vs. AC, 1d6+5 [Javelin] Trained Skills: Athletics +10, Endurance +6, Heal +6, Intimidate +5
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| # ? Jul 1, 2010 12:25 |
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Krusk 'K.O.' Ordak "Whatcha mean you ain't got no milk, sucka?!" comes the yell from the clearly agitated Half-Orc seated at the bar of the Antler and Thistle. After some long, hard days of marching, all 'K.O.' wanted was a cold glass of the good stuff, but this was the third tavern he had visited that night, and still no luck. "You expect me to choke down this swill? It ain't do a body good!" Slamming his huge fists down on the bar, 'K.O.' turns around on his stool and silently fumes to himself, surveying the other patrons. He see's a few of his fellow soldiers, but no one that appears to be able to help him with his current dairy dilemma...
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| # ? Jul 1, 2010 12:50 |
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Mudraker "Here ya go K. O. I got a bit of spare milk. Isn't that right Billy?" It is uncertain who exactly he is directing his last question to as he is sitting alone. He does point to a large tankard he's got resting atop his table. There is also an untouched plate of food on the floor next to him, and he looks down at it occasionally. pre:Mudraker Halfling Hybrid (Hybrid) Level 1, Unaligned XP: 0 Languages: Common, Dwarven Str 10 ( +0) +10(Starting)+10(Starting) Con 10 ( +0) +10(Starting)+10(Starting) Dex 18 ( +4) +16(Starting)+2(Halfling)+16(Starting)+2(Halfling) Int 12 ( +1) +12(Starting)+12(Starting) Wis 12 ( +1) +12(Starting)+12(Starting) Cha 17 ( +3) +15(Starting)+2(Halfling)+15(Starting)+2(Halfling) Hit Points Max HP: 22 +10(Con)+12(Hybrid 1) Bloodied: 11 +11(1/2 HP) Surge: 5 +5(1/4 HP) Surges/Day: 6 +3(Hybrid Ranger)+3(Hybrid Sorcerer)+0(Con mod) Defenses and Senses AC: 14 +10(Constant)+0(1/2 Level) Fort: 11 +10(Constant)+0(1/2 Level)+1(Fortitude Defense Class Bonus)+0(Str mod) Ref: 14 +10(Constant)+0(1/2 Level)+0(Reflex Defense Class Bonus)+4(Dex mod) Will: 14 +10(Constant)+0(1/2 Level)+1(Will Defense Class Bonus)+3(Cha mod) Passive Perception: 16 +6(Perception)+10(Constant) Passive Insight: 11 +1(Insight)+10(Constant) Initiative: 4 +0(1/2 Level)+0(Initiative Misc)+4(Dex mod) Speed: 6 +6(Halfling) Vision: Normal Conditional Defenses: AC +2 against opportunity attacks - Nimble Reaction AC +4 without armor: heavy - Dexterity modifier Race and Class Features Bold [Halfling] +5 to saving throws against fear. Second Chance [Halfling] Use second chance as an encounter power. Nimble Reaction [Halfling] +2 AC against opportunity attacks. Acrobatics Bonus [Halfling] Thievery Bonus [Halfling] Hunter's Quarry (Hybrid) [Hybrid] When using ranger powers, deal bonus damage to your quarry. Hybrid Ranger Fortitude [Hybrid] Sorcerous Power [Hybrid] +Ability mod to damage, use ability mod for AC in light armor Sorcerous Power Dexterity [Hybrid] +Dexterity mod to damage Soul of the Sorcerer [Hybrid] Wild Soul [Hybrid] Gain a random resist each day. Pierce that resistance Feats Versatile Expertise Bonus to attacks with weapons and implements of your choice Hybrid Talent Gain a hybrid talent option for one of your hybrid class entries Powers At-Will Hunter's Quarry [Minor Action] Twin Strike [Standard Action] Shortbow - Attack: 7 vs. AC, Damage: 1d8+0 Dagger - Attack: 8 vs. AC, Damage: 1d4+0 Chaos Bolt [Standard Action] Dagger - Attack: 4 vs. Will, Damage: 1d10+7 (Psychic) Unarmed - Attack: 3 vs. Will, Damage: 1d10+7 (Psychic) Encounter Second Chance [Immediate Interrupt] Bedeviling Burst [Standard Action] Dagger - Attack: 4 vs. Will, Damage: 1d10+7 (Psychic) Unarmed - Attack: 3 vs. Will, Damage: 1d10+7 (Psychic) Second Wind [Standard Action] Action Point [Free Action] Daily Dazzling Ray [Standard Action] Dagger - Attack: 4 vs. Will, Damage: 6d6+7 (Radiant) Unarmed - Attack: 3 vs. Will, Damage: 6d6+7 (Radiant) Skills Acrobatics: 11 +0(1/2 Level)+5(Trained)+2(Acrobatics Misc)+4(Dex mod) Arcana: 6 +0(1/2 Level)+5(Trained)+0(Arcana Misc)+1(Int mod) Athletics: 0 +0(1/2 Level)+0(Athletics Misc)+0(Str mod) Bluff: 3 +0(1/2 Level)+0(Bluff Misc)+3(Cha mod) Diplomacy: 3 +0(1/2 Level)+0(Diplomacy Misc)+3(Cha mod) Dungeoneering: 1 +0(1/2 Level)+0(Dungeoneering Misc)+1(Wis mod) Endurance: 0 +0(1/2 Level)+0(Endurance Misc)+0(Con mod) Heal: 1 +0(1/2 Level)+0(Heal Misc)+1(Wis mod) History: 1 +0(1/2 Level)+0(History Misc)+1(Int mod) Insight: 1 +0(1/2 Level)+0(Insight Misc)+1(Wis mod) Intimidate: 3 +0(1/2 Level)+0(Intimidate Misc)+3(Cha mod) Nature: 6 +0(1/2 Level)+5(Trained)+0(Nature Misc)+1(Wis mod) Perception: 6 +0(1/2 Level)+5(Trained)+0(Perception Misc)+1(Wis mod) Religion: 1 +0(1/2 Level)+0(Religion Misc)+1(Int mod) Stealth: 4 +0(1/2 Level)+0(Stealth Misc)+4(Dex mod) Streetwise: 3 +0(1/2 Level)+0(Streetwise Misc)+3(Cha mod) Thievery: 6 +0(1/2 Level)+2(Thievery Misc)+4(Dex mod) Proficiencies Weapons Simple Melee [Hybrid] Military Melee [Hybrid] Simple Ranged [Hybrid] Military Ranged [Hybrid] Simple Melee [Hybrid] Simple Ranged [Hybrid] Implement Proficiency (Dagger) [Hybrid] Implement Proficiency (Staff) [Hybrid] Armor Cloth [Hybrid Ranger] Leather [Hybrid Ranger] Hide [Hybrid Ranger] Inventory Weapons Shortbow Dagger(quantity: 2) Armor Cloth Armor (Basic Clothing) Gear Crowbar Sunrod Journeybread Adventurer's Kit Other Coin Carried: Stored:
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| # ? Jul 1, 2010 13:37 |
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Krusk 'K.O.' Ordak 'K.O' scoffs at the offer, and shouts back "I ain't drinking that, Mudraker! I'd catch your crazies!" Still, 'K.O.' gets up from the stool and wanders over to Mudraker's table and sits down. While Mudraker is busy being crazy as usual and tending to the plate of food on the floor, 'K.O.' sneaks a peek in the tankard. It appears to be regular normal milk, and it passes the sniff test too. Beginning to salivate, and not seeing any other option, 'K.O.' hesitantly takes a sip.
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| # ? Jul 1, 2010 13:53 |
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Mudraker "Racoon milk really is the best milk don't you think? I found one out in the woods who'd lost all her young to a trap and was in dire need of milking. No reason to let all that go to waste am I right?" He says all this between big bites of meat and potatoes from the plate in front of him. Casting his eyes down to the floor, "Billy eat your food before it gets cold." He smiles a K. O. with that look that is just slightly off center and partially devoid of sanity.
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| # ? Jul 1, 2010 14:21 |
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Krusk 'K.O.' Ordak 'K.O' immediately spits out the milk, and snarls "MUDRAKER! I'ma kill you, fool!" He throws the tankard to the floor, and stands, towering over the seated halfling. Somebody better stop him before he does something he regrets!
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| # ? Jul 1, 2010 14:30 |
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![]() Click here for the full 885x718 image. You each sit in your respective chairs or stools, settling into the quiet and peaceful village. You hope that General Morrison will let you stay here a day or two longer for some R&R, since it's not common for a group of militia soldiers to be greeted so warmly by villagers. Mudraker, you smell it before you see it, fire and burning oil that shouldn't be present here. It smells of death and war. Just as your nostrils flair at the unpleasant scent, the Tavern bar doors burst open, Orcs and Goblins spread throughout the building like a disease. The Orcs hold long swords at the ready, but the Goblins wield Bitumen Torches, fire dripping from their oil damp ends. Upon entering the build the Goblin launch their torches at anyone in sight, killing Karl the tavern owner, and the quirky barmaid with short curly hair that Face was talking up. They scream loudly for a moment as they burn quickly, the liquid sticking to their skin. Just as the torches leave their hands, the Goblins have another lit and ready to go, snarling at you all. Suprise Round Mudraker, take a standard action and then we'll go into initiative. Squares on fire (Take 1d4 damage when you enter these squares) M2 L6 Initiative: PS: Please post your actions on your turn. I just don't want things to get confusing. Initiative starts after Mudraker takes his surprise round turn. Blacklade 1 Mudraker Blackblade 2 Face Terranibal Krusk Orcs
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| # ? Jul 1, 2010 15:01 |
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I assume the two big guys in the back are the Blackblades, and the rest of the minions are the Orcs?
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| # ? Jul 1, 2010 15:15 |
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Klungar posted:I assume the two big guys in the back are the Blackblades, and the rest of the minions are the Orcs? You are correct sir.
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| # ? Jul 1, 2010 15:26 |
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Mudraker "Hey K. O. your friends are here, and they don't look too friendly." While still calmly seated Mudraker makes a gesture with his dagger like he is conducting music. Standard: Chaos bolt +4 vs Will 1d10+7 (if attack roll is even and hits, make secondary attack for 1d6 damage repeat until rolling odd or attack roll does not land,) target Orc in Q7.
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| # ? Jul 1, 2010 15:55 |
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Korlac, Terranibal will get to use his Battlefront Shift ability before the enemies get to attack, just FYI. I'd guess he'd either shift me to P4 or himself to N5, or perhaps Mudraker to M/N4, out of the fray, so keep that in mind when taking their turns.
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| # ? Jul 1, 2010 17:03 |
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Terranibal "Can't a weary old soilder ever drink his beer in peace. Well, guess its time to protect this peaceful little town." Rising out of his chair, he takes in to account the other militia in the bar with him. Knowing only Lt. Face by name, he calls out to the others by their rank. "Corporal, get yourself ready to smash some oinkers." Then he stands up, puts his shield on, and somehow manages not to spill the beer still in his hand. Battlefront Shift to shift K.O. to P4 Thanks, Klungar, I completely forgot about that. Mustache Ride fucked around with this message at Jul 1, 2010 around 17:15 |
| # ? Jul 1, 2010 17:10 |
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Chaos Bolt: Attack 14, Damage 10. Q7 down, jumping to R6 hit with a Chaos Bolt: Attack 21, Damage 3. R6 is dead also. Blackblade 1 is next. Bitumen Torch: Attack 19 vs Reflex on Mudraker. Damage 1 Fire, and another 2 Fire for starting your turn in that square as it is now on fire. MudRacker, you're turn again as we are past the surprise round and into normal initiative. EDIT: Thanks, I've gone ahead and shifted K.O. to that square. Korlac fucked around with this message at Jul 1, 2010 around 17:30 |
| # ? Jul 1, 2010 17:28 |
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Quick and dirty updated map for visual people like me (Orange boxes are fire)
Klungar fucked around with this message at Jul 1, 2010 around 17:41 |
| # ? Jul 1, 2010 17:37 |
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Mudraker Mudraker takes what seems like an eternity to stare at the flames that cover him. It's as if he hasn't quite processed that he's on fire. Then his brain finally kicks in. "FIRE, FIRE, I'M ON FIRE!" He takes a jump back and waves his dagger much more frantically. Movement: Moving back to M5 Stnadard: Chaos bolt +4 vs Will 1d10+7 (if attack roll is even and hits, make secondary attack for 1d6 damage repeat until rolling odd or attack roll does not land,) target Orc in Q11.
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| # ? Jul 1, 2010 18:36 |
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MudRacker Chaos Bolt: Attack 21, Damage 12. Q11 is down. Blackblade 2 Bitumen torch on K.O. Attack 7 versus Reflex (I rolled a 1) and O5 catches on fire. Face is up next. EDIT: Updated Map for everyone. ![]() Click here for the full 773x718 image. Korlac fucked around with this message at Jul 1, 2010 around 19:00 |
| # ? Jul 1, 2010 18:47 |
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I was wondering, do you guys want me to PM when you're up on initiative or wait a certain period of time before I PM you? I don't want to be pushy or anything.
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| # ? Jul 2, 2010 02:55 |
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I don't mind an immediate PM. Or you could email me. Or whatever.
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| # ? Jul 2, 2010 03:33 |
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Face - Tavern - Cockblocking orcs! Face jumps up from his seat as the orcs burst in the door. "Oi! Not very considerate of you!" He half-recognizes the other soldiers rising to combat the orcs and moves into position with them, tossing a dagger into the throng of howling enemies. Move to O4, Sly Flourish on the orc at R7. +8 vs AC, 1d4+8 damage pre:HP: 22/22 Surges: 6/6 (5 hp) At-Will Encounter Daily AC: 17 Init: +5 Sly Flourish Opening Move Precise Incision Fort: 10 Speed: 6 Piercing Strike Changeling Trick Ref: 17 Perception: 14 Second Wind Will: 14 Insight: 11 Action Points: 1
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| # ? Jul 2, 2010 04:32 |
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Terranibal Seeing the other Militiamen concentrate fire to what they can see in front of them, Terranibal shouts out, "Captain, Cover the Left Flank, don't want them causing too much trouble in here." Move to O6, Direct the Strike: Mudraker standard ranged attack vs Orc at R10 +7 vs AC 1d8+4 damage. pre:HP: 24/24 Surges: 8/8 (7 hp) Encounter Daily AC: 18 Init: +0 Vengeance is Mine Bastion of Defense Fort: 15 Speed: 5 Mustache Ride fucked around with this message at Jul 2, 2010 around 05:16 |
| # ? Jul 2, 2010 04:48 |
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Face: Sly Flourish on R7 Attack: 19, Damage 13, R7 Down. Terranibal: Direct the Strike (Mudraker) on R10 Attack: 10, Swing and a miss. K.O. is up next. ![]() Click here for the full 862x745 image.
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| # ? Jul 2, 2010 11:29 |
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Krusk 'K.O.' Ordak 'K.O.' puts aside his milk mix-up and Mudraker madness, for the moment at least, and wheels around, facing the Orcs. "You suckas think you can come in here and just start lighting all these fires? Not if 'K.O.' has anything to say about it!" Move: Shift to Q4 Standard: Dual Strike, targeting Q3 and R4. +10 vs. AC, 1d6 Damage, both Marked. pre:Krusk "K.O." Ordak HP: 35/35 (THP:-) AC: 19 Encounter Daily Surges: 10/10 (v: 8) Fort: 20 [ ] Hack and Hew [ ] Villain's Menace Speed: 5 Ref: 13 [ ] Second Wind Initiative: +1 Will: 12 [ ] Action Point Passive Perception: 11 Passive Insight: 11 Action Points: 1/1 At-wills Grappling Strike: +10 vs. AC, 1d6+5 and target is Grabbed UEOMNT Dual Strike: Two Targets, +10 vs. AC, 1d6 Knockdown Assault: +10 vs. AC, 5 and target is Prone Opportunity Attack: +11 vs. AC, 1d6+5, movement ends, and target is Grabbed UEOMNT Basic melee: +10 vs. AC, 1d6+5 [Spiked Gauntlet] Basic ranged: +7 vs. AC, 1d6+5 [Javelin] Trained Skills: Athletics +10, Endurance +6, Heal +6, Intimidate +5 Klungar fucked around with this message at Jul 2, 2010 around 12:24 |
| # ? Jul 2, 2010 12:19 |
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K.O. Dual Strike (Q3, R4) Attack 17, Swing and a Miss (Marked) Attack 19, Damage 4, R4 is Dead. Orc's turn Grunt 3 swings at KO Attack 17 versus AC, Swing and a Miss Grunt 6 shifts to R4 and swings at K.O. Attack 23 versus AC, 5 Damage Grunt 8 moves to R5 and swings at K.O. Attack 22 versus AC, 5 Damage Grunt 7 moves to P6 and swings at Terranibal Attack 21 versus AC, 5 Damage Grunt 5 moves to O6 and swings at Terranibal Attack 13 versus Ac, Swing and a Miss Blackblade 1 makes an acrobatics check (18) to move over the table as difficult terran, moving to R2. Swings at K.O. Attack 20 versus AC, 8 Damage Total Damage done this action. 18 to K.O. 5 to Terranibal Mudraker is up. ![]() Click here for the full 936x719 image.
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| # ? Jul 2, 2010 13:06 |
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Terranibal "Ouch" Immediate Reaction: Vengeance is Mine vs Grunt 7 at P6. +8 vs AC, 1d8+4 damage. One ally within 5 squares of you can move his or her speed and make a melee basic attack against the triggering enemy as a free action. Mustache Ride fucked around with this message at Jul 2, 2010 around 13:38 |
| # ? Jul 2, 2010 13:15 |
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The character builder is buggy when it comes to the attack and defense bonuses related to Brawler Style. Specifically, it does not include the +2 enhancement bonus to attack rolls, nor does it give me the Brawler Guard and Brawler Style defense bonuses if I am dual-wielding Spiked Gauntlets. I had to put a Javelin in my main hand and a Spiked Gauntlet in my off-hand for the math to calculate correctly on the defense side of things. My basic melee attack is listed in my combat block: +10 vs. AC, 1d6+5. Sorry for the confusion! That being said, I don't think targeting me is a good idea, as if I move out of here, I'll trigger a gajillion OAs, which I doubt I could survive at this point, and I'm in a good defensive position that I'm hesitant to give up. Maybe Face would be a better option? Also, I'm bloodied, for what it's worth.
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| # ? Jul 2, 2010 13:25 |
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There is no way for me to get into melee with p7 that doesn't require moving through the fireplace, the burning square, or provoking attacks of opportunity. I'm also FAR better at range. Really should be giving the free melee attacks to face or K.O.
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| # ? Jul 2, 2010 13:35 |
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Yeah, you're right. Alright, forget the extra move, maybe I'll kill him with the reaction.
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| # ? Jul 2, 2010 13:37 |
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Mudraker "Too many, too many. Time to thin the ranks." Moving to get a better advantage and drawing his bow to fire. Minor: Drop dagger, draw short bow. Move: Shift to M4. Standard: Twinstrike +7 vs AC for 1d8 damage. Targeting orcs in O6 and P6 If the grunt at P6 is already down from the reaction by Terri target the attack for that orc on the one in R5.
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| # ? Jul 2, 2010 13:39 |
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Terranibal Vegeance is Mine on Grunt 7 in P6. Attack 19, Damage 6, P6 is down. Mudraker Twin Strike on 06 and R5 Attack 19, Damage 4, O6 is down Attack 18, Swing and a Miss Blackblade 2 moves to P6 and swings at Terranibal Attack 10 vs AC, Swing and a Miss. Face is up. Korlac fucked around with this message at Jul 2, 2010 around 20:00 |
| # ? Jul 2, 2010 14:00 |
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Klungar fucked around with this message at Jul 2, 2010 around 14:12 |
| # ? Jul 2, 2010 14:07 |
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Face, you might want to focus on the big ones, I'm working at picking the little ones off, seeing as I can attack 2 per turn. K.O. could probably use a little help.
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| # ? Jul 2, 2010 14:11 |
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If there is any way you could attack either the Blackblade next to me, or the Orc in R4, I'd greatly appreciate it
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| # ? Jul 2, 2010 14:13 |
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| # ? May 23, 2013 01:56 |
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Face - Tavern - Can't get into good melee position! Seeing Mudraker take down two orcs in a split second, Face tosses another dagger, hoping to relieve some of the pressure on K.O. Sly Flourish on R4: +8 vs AC, 1d6+8 dmg Move to P4 pre:HP: 22/22 Surges: 6/6 (5 hp) At-Will Encounter Daily AC: 17 Init: +5 Sly Flourish Opening Move Precise Incision Fort: 10 Speed: 6 Piercing Strike Changeling Trick Ref: 17 Perception: 14 Second Wind Will: 14 Insight: 11 Action Points: 1 Daggers left: 3
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| # ? Jul 2, 2010 14:55 |














(Orange boxes are fire)


