Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
frajaq
Jan 30, 2009

#acolyte GM of 2014


With thug near the barrel being hypnotized away towards the Warden, he feels completely flanked and boxed in, until Ciar the panther fey quickly goes behind him, ready to swipe away any funny business the ambushers try against him.

The Huntress goes down in terrified screams as her mind is fragmented with terrible visions. "Oh dear!" says the Alchemist at the sight of it.

A single flame bolt extinguishing the emergency arcane shield, the Juggernaut for once does not taunt, instead keeps focused entirely on the Goliath in front of him.

The Alchemist glances at the big Minotaur. "This is definitely not a good situation for me. Thankfully I have this!" He opens his heavy trenchcoat, revealing a large bomb facing forward. With a click the explosion launches Hargoth some good meters away from him, while slamming the alchemist himself at the corner. He then walks towards the two barrels near Martello and Reverence, but with some pain. "drat... think I broke a rib... oh well."

Encounter Power! Autodefense Bomb vs Fort, Hargoth: 1d20+8 20 3d8+4 14

Alchemist pushed to C11, Suffers 7 damage. Hargoth suffers 14 Damage, is pushed to H6 and is knocked Prone

Move Action: to I10


"Hey Juggie, this protection crew is pretty good eh? Let's go with Plan B like they told us, ok?" the Alchemist says as he throws a glowing hot explosive, aiming in the middle of the barrels. The fact that both Martello and Reverence get caught in the flames is just a bonus. The barrels full of dreamlily are on fire, fortunately they were built sturdy enough to withstand it, but just for a few moments longer!

Action Point!

Flame Bomb vs Reflex on J12, Martello, Reverence: 2#1d20+8 25 17 2#1d6+4 6 10

Martello suffers 6 Fire Damage. Ongoing 5 Fire Damage (save ends).
Reverence suffers 10 Fire Damage. Ongoing 5 Fire Damage (save ends)



pre:
The Juggernaut - Marked by Brangor
56/140 HP 
AC 22; F/R/W 21/17/18

The Alchemist
74/110 HP  
AC 18; F/R/W 17/18/20

Changeling Thugs
38/38 HP 
AC 16; F/R/W 14/15/15
pre:
INITIATIVE
29 - Reverence
26 - Alchemist
25 - Bugsby
22 - Hargoth
21 - Brangor
21 - Thugs
20 - Juggernaut
17 - Martello
13 - Jasirak
pre:
OBJECTIVE:

-Bring the 4 Barrels of Dreamlily to the skycoach at top right corner of the map

Each character can only carry 1 Barrel. To grab one be adjacent to it and spend a Minor action
Make an Athletics skill check with DC 23.
If you fail you'll have -2 Movement Speed and -2 Reflex.
You only need to pass the test once and can try again at the start of your turn as a Free Action.
You cannot take Run actions if you're carrying a Barrel
The scattered machinery on the floor is not dangerous terrain.
The dual gears thingies (at G3-H3 / K3-L3) can give cover.

The Barrels that are on fire and will only last 1 Round. To Extinguish the fires be adjacent to it and use a Standard Action or hit it with pure cold damage.

Bugsby, Brangor and Hargoth are up! Posting order!

Adbot
ADBOT LOVES YOU

ProfessorCurly
Mar 28, 2010

"Bugsby" Sgal

He grunts as the bolts slam into him, feeling the poison working through him. However, he has to keep going. He calls upon the enchantment of his armor to heal him, aided by the natural ability of his artificer ally.

Minor - Dwarven Armor Healing 9 + 7 Temp

Then he takes a deft step away as the changlings rush him at the same time, slipping from their grasp and lining up on the Alchemist, "Alright, I think that's just about enough from you!"

Move action - shift down-left away from Changelings.

Standard - Charge Alchemist with howling strike, moving to H10:
Howling Strike vs AC Charge: 27 (Hit!)
Howling Strike Damage: 19 + 5 (Eye) = 24 to Alchemist

Alchemist will be attacked if he shifts, makes an attack that doesn't include me, hits an ally with an attack or makes a ranged attack. Possibly several of these at once. Guys, please put out the fire.

End of Turn:
Saving Throw: 14 (Poison Ends!)


He brings the shovel around and smacks the alchemist in the leg, attempting to kneecap the madman. Already he can feel the poison fading and he shakes his head the burning barrels, "You just love dying slow, buster."

pre:
"Bugsby" Sgal		 
HP: 11(7)/38		AC:   22		Passive Insight: 14
Surges:  7/7    (V: 9)	For:  20		Passive Perception: 19
Initiative: +5          Ref:  17		Action Points: 1
Speed:5		        Will: 17		Vision: Low-Light

At Will			Encounter			Daily
Howling Strike           [ ] Second Wind	                [X] Life Ending Strike
Righteous Brand          [X] Inevitable Strike	        [ ] Shield of Faith
                         [ ] Predatory Eye	        [X] Dwarven Armor Healing
                         [ ] Healing Word
                         [X] Brutal Slam
                         [X] Prison of Salzacas

Interrupts: 
Battle Awareness [ ]:
Trigger: An enemy adjacent shifts or makes an attack that doesn't include me.
Effect: Get an immediate interrupt Melee Basic Attack
Power Type: 1/encounter

Mighty Hew [ ]: 
Trigger: An adjacent enemy hits an ally with an attack. 
Effect: Attack vs AC, on hit 2[w]+Strength and ally suffers only half damage from attack.
Power Type: 1/encounter
         		
Important poo poo/Personal Reminder: 
Tome Expertise: Enemies adjacent to summons/conjurations grant Combat Advantage.
Surprising Charge: Charge attacks get [1w] extra damage against targets granting Combat Advantage.
Vanguard Weapon: +1d8 damage on a charge.
Rampage: Gain free attack when a critical hit is rolled.
Battle Cleric's Lore: When I grant a target a healing surge, they get +2 to their next attack roll.
Oversized: Weapons are one-size larger than usual. 

ProfessorCurly fucked around with this message at 02:04 on May 1, 2015

Olanphonia
Jul 27, 2006

I'm open to suggestions~
Brangor “The Tree”


"This is more like it!" Brangor snarls. Before the eyes of the three surrounding him, his skin thickens, taking on the appearance of stone. The stink of ozone permeates the area around him suddenly. "You are no match for Nature's fury!"

Minor action, Form of Mountain Thunder. Gain Resist All 3 and +1 bonus to AC. Once per round until the end of the encounter, when I strike an enemy, every other enemy marked takes STR mod thunder damage. Free Action, marking all adjacent targets.

pre:
Brangor "The Tree"		 
HP: 57/63		AC:   23		Passive Insight: 13
Surges:  13/13  (V: 15)	For:  19		Passive Perception: 18
Initiative: +10         Ref:  15		Action Points: 1
Speed:6		        Will: 17		Vision: Normal

At Will			Encounter			Daily
Warden's Fury           [ ] Second Wind			[x] Form of Mountain Thunder
Warden's Grasp          [x] Roots of Stone	        [ ] Nature's Abundance
Earth Shield Strike     [x] Earthgrasp Strike	        [ ] Frost Weapon
Weight of Earth	        [ ] Stone's Endurance
		                 		
Conditionals/Resists: 
Damage Resist 3
Poison Resist 5 (Amulet of Health)
Earthstrength: +CON AC after second wind
Font of Life (Save at beginning and end of turn)
Sudden Roots: Enemy hit by Opp. atk is slowed
Headman’s Chop: +5 dmg to prone enemies

Olanphonia fucked around with this message at 17:30 on May 2, 2015

CapitalistPig
Nov 3, 2005

A Winner is you!

Hargoth "Ironguts"

Initiative: 1d20+6 22


pre:
Ironguts		 
HP: 27/41		        AC:   20		Passive Insight: 12
Surges:  7/7                    For:  17	        Passive Perception: 14
Initiative: +6                  Ref:  16	        Action Points:1
Speed:5		                Will: 18	        Vision: Low-Light

      At Will			          Encounter			                     Daily
Opening Shove                              Second Wind   [  ]                        Concentrated attack    [X]
Direct the Strike                          Goring Charge   [X]                      Motivated Recovery     [  ]
                                           Inspiring Word      [  ]
                                           Seize the Upper Hand [  ]
                                           Warlord's Strike  [X]
		                 		
Stuff and Junk 
Goring Shove - Push target 1 sq after a Goring Charge
Inspiring Presence: "When an ally who can see you spends an action point to take an extra action, 
that ally also regains lost hit points equal to one-half your level + your Charisma modifier.
Combat Leader: "You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
Ironguts stands up(standard action) and moves 1 SQ east of his current position(i6)


Hargoth rages with fury and screams out.

"YOU will die for that FOOL!"

Goring Charge vs AC (+5 dmg for the eye): 1d20+9 21 1d8+8 10

I use goring charge straight down to i9 and rock the Alchemist's world

He is pushed 1 sq and knocked prone

"Hahaha! now you DIE!"

CapitalistPig fucked around with this message at 15:43 on May 2, 2015

frajaq
Jan 30, 2009

#acolyte GM of 2014


As the Alchemist falls down after being assaulted by Bugsby and brutally gored by Hargoth's horns, he sighs in pain. "I..I think even more ribs are broken now. drat monsters..."

With Brangor calling down to the primal forces of nature itself, the Juggernaut readies his gigantic anchor-like mace. "METAL TRIUMPHS OVER STONE!" Unfortunately for him he cannot do good on those words, not even a powerful blow like that breaking the Warden's form.

Standard Action: Anchor Smash vs AC, Brangor: 1d20+8 17 MISS

"WHY AREN'T YOU BREAKING BENEATH MY WARFORGED STRENGTH?" Frustrated beyond reason, he stomps the ground, causing a shockwave that actually affects Brangor....but also the unlucky changelings nearby caught in the fury.

Minor Action: Stomp vs Fort, Brangor,Thug O8, Thug Q8: 3#1d20+6 26 16 16 3#1d6+5 11 6 6

Critical hit on Brangor! 11-3= 8 Damage.
6 damage for each Changeling nearby.


The thug the left of Brangor decides to stab the fey panther instead of the goliath. Even with the imposing primal form distracting him, he manages to sink a poisoned blade in Ciar!

Thug O8 MBA vs AC, Ciar: 1d20+7-2 17 1d6+4 5

Ciar suffers 5 Damage. Do pets like this take on-going damage effects? If so, it's taking 5 ongoing poison damage (save ends)


The other one tries to penetrate Brangor's stony skin with a brutal stab, but the protection is too much for it.

Thug Q8 MBA vs AC, Brangor: 1d20+7 18 MISS

Hoping that the Minotaur is too distracted with the Alchemist, one of the thugs charges straight at Hargoth, the shortsword thrust not breaking the armor.

Thug D6 Charge vs AC, Hargoth: 1d20+7+1 14 MISS

The other nearby tries the same drat thing, but with Bugsby as the target. It also fails similarly!

Thug E7 Charge vs AC, Bugsby: 1d20+7+1 20 MISS


pre:
The Juggernaut - Marked by Brangor
56/140 HP 
AC 22; F/R/W 21/17/18

The Alchemist
40/110 HP - Prone
AC 18; F/R/W 17/18/20

Changeling Thug @ O8
32/38 HP 
AC 16; F/R/W 14/15/15

Changeling Thug @ Q8
32/38 HP 
AC 16; F/R/W 14/15/15

Changeling Thug @ H8
38/38 HP 
AC 16; F/R/W 14/15/15

Changeling Thug @ G9
38/38 HP 
AC 16; F/R/W 14/15/15
pre:
INITIATIVE
29 - Reverence
26 - Alchemist
25 - Bugsby
22 - Hargoth
21 - Brangor
21 - Thugs
20 - Juggernaut
17 - Martello
13 - Jasirak
pre:
OBJECTIVE:

-Bring the 4 Barrels of Dreamlily to the skycoach at top right corner of the map

Each character can only carry 1 Barrel. To grab one be adjacent to it and spend a Minor action
Make an Athletics skill check with DC 23.
If you fail you'll have -2 Movement Speed and -2 Reflex.
You only need to pass the test once and can try again at the start of your turn as a Free Action.
You cannot take Run actions if you're carrying a Barrel
The scattered machinery on the floor is not dangerous terrain.
The dual gears thingies (at G3-H3 / K3-L3) can give cover.

The Barrels that are on fire and will only last 1 Round. To Extinguish the fires be adjacent to it and use a Standard Action or hit it with pure cold damage.

Martello, Jasirak and Reverence are up! Martello and Jasirak are on posting order and Reverence has to wait for the two to post their actions first!

frajaq fucked around with this message at 09:11 on May 2, 2015

Olanphonia
Jul 27, 2006

I'm open to suggestions~
Brangor “The Tree”


Brangor whirls faster than anyone his size (and his sized covered in rocks) has any right to and swipes with his axe as the changeling attacks the panther. The attack misses, but Brangor hopes his point was made.

Immediate Interrupt: Warden's Fury. STR v Fort1d20+10: 11 [1d20=1]. Miss (come the gently caress on goddamn dice).

pre:
Brangor "The Tree"		 
HP: 49/63		AC:   23		Passive Insight: 13
Surges:  13/13  (V: 15)	For:  19		Passive Perception: 18
Initiative: +10         Ref:  15		Action Points: 1
Speed:6		        Will: 17		Vision: Normal

At Will			Encounter			Daily
Warden's Fury           [ ] Second Wind			[x] Form of Mountain Thunder
Warden's Grasp          [x] Roots of Stone	        [ ] Nature's Abundance
Earth Shield Strike     [x] Earthgrasp Strike	        [ ] Frost Weapon
Weight of Earth	        [ ] Stone's Endurance
		                 		
Conditionals/Resists: 
Poison Resist 5 (Amulet of Health)
Earthstrength: +CON AC after second wind
Font of Life (Save at beginning and end of turn)
Sudden Roots: Enemy hit by Opp. atk is slowed
Headman’s Chop: +5 dmg to prone enemies

Olanphonia fucked around with this message at 17:30 on May 2, 2015

Winged Orpheus
May 21, 2010

Domine, Dirige Nos


Initiative: 1d20+2+3= 17


pre:
Martello "The Tower" 						 
HP: 34/45		AC:   20		Passive Insight: 13
Surges:  10/10  (V: 11)	For:  19		Passive Perception: 18
Initiative: +2          Ref:  19		Action Points: 0
Speed:6		        Will: 17		Vision: Normal

At Will			Encounter			Daily
Magic Weapon            [ ] Second Wind			[X] Punishing Eye
Thundering Armor	[ ] Warforged Resolve	        [ ] Repulsion Leather Armor
			[ ] Swift Mender	        [ ] Brooch of No Regrets
			[X] Burning Weapons
			[X] Shocking Feedback
                        [X] [ ] Healing Infusion (Curative Admixture/Resistive Formula)

Conditionals/Resists: 
Warforged Resilience: +2 to saving throws against ongoing damage.
Distant Advantage: CA against flanked enemies with ranged attacks
The combination of seeing their payday start to burn along with being on fire himself snaps Martello out of his brief episode of megalomania. First things first, secure the goods. He pulls out one of his many alchemical flasks and goes to work.

Minor action: Use a flask of Alchemist's Frost to extinguish the barrel at J11.

Move action: Move to K13.

Standard action: Extinguish the barrel at J13.


With the payload secured, Martello turns to the next step. Punishing the one responsible.

End of turn: Saving throw to put myself out. 1d20+2=13 Success

Necroskowitz
Jan 20, 2011


The changeling might have noticed the sensation of a billowing cloth brush against his arm or the sound of clopping of heeled shoes rushing past him. That is if he wasn't so focused on the towering Minotaur standing in front of him.

What he does hear though, what everyone hears, is the loud crack of wood against stone as the eladrin slams his staff into the ground and winks back into existence. He waves his left hand toward the warforged on the far side of the battle and utters a single command,

"Fall."

And outwardly it, and the other changelings fighting Brangor and Ciar seem to oblige. To those affected though, Jasirak's staff has torn the earth apart beneath them and sent them careening down a bottomless pit.

---

Saving Throw - Ciar: 1d20 4 - Failure! Ciar takes 5 dmg.

Move to G7. Flanking Changeling H8 w/ Hargoth.

Phantom Chasm vs Will - P8: 3#1d20+10+2 29 21 22 3#2d6+6 12 15 13

Juggernaut falls prone and is immobilized until EONT. Takes 12 Damage.

Changeling - O8 falls prone and is immobilized until EONT. Takes 15 Damage.

Changeling - Q8 falls prone and is immobilized until EONT. Takes 13 Damage.

Burst 1 around P8: Zone that lasts until the end of the encounter. Any enemy that enters the zone falls prone.


Invisibility ends.

pre:
Jasirak "the Extractor"
HP: 37/42		AC:   20		Passive Insight: 18
Surges:  5/5  (V: 10)	For:  14		Passive Perception: 13
Initiative: +6          Ref:  19		Action Points: 0
Speed:6		        Will: 21		Vision: Low-light

At Will			Encounter			Daily
Winged Horde            [ ] Second Wind			[X] Phantom Chasm
Hypnotism               [X] Fey Step	                [ ] Horrid Whispers
Acrobat Boots           [X] Illusory Obstacles
			[X] Charm of Misplaced Wrath
			[ ] Chameleon's Mask
                        [X] Suggestion
                        [ ] Spook
                        [X] Hidden Lore
                        [ ] Mind Shadows
                        [X] Glib Tongue
                        [ ] Shield
                        [ ] Maze of Mirrors
                        [ ] Color Spray
                        [ ] Robe of Avoidance

Conditionals/Resists: 
Eladrin Will: +5 racial bonus to saving throws against charm effects
Enchantment Apprentice: When one of your arcane enchantment powers allows you to pull, push, or slide a creature,
the maximum distance of the forced movement increases by 2 squares.
Illusion Apprentice: When you hit a target with an arcane illusion power, the target takes a -2 penalty
to the next attack roll it makes against you before the end of your next turn.
Staff Expertise: When you make a ranged attack or an area attack with a staff as an implement,
you don't provoke opportunity attacks for doing so.
When you make a melee weapon attack with a staff,
the weapon's reach for that attack increases by 1.

pre:
Ciar - ONGOING DAMAGE (5)
HP: 11/21	 AC:   17
For:  17	 Speed:8, climb 6
Ref:  19 	 Vision: Low-light
Will: 18         Initiative: +6

At Will			
Claw

Traits
Alert Companion / Aura 1
While in the aura, enemies cannot gain combat advantage against the fey panther’s allies.

Necroskowitz fucked around with this message at 00:55 on May 9, 2015

Ryuujin
Sep 26, 2007
Dragon God

Leucis "Reverence" Lightbringer

Reverence turns his eyes upon the Alchemist, who had been trying to burn the merchandise. That wouldn't do. "You think you know fire? Perhaps I should give you a bit more of a taste? Do enjoy."

He points at the fallen Alchemist, and then attempts to immolate him in a terrifying blast of fire. As the body burns, he turns back toward the Juggernaut.

"You had ample opportunities to surrender. But you simply did not learn your place. And now you shall all burn."

Elemental Bolt vs Reflex of Alchemist *prone* 1d20+13-2 31 crit . For 1d12+1d6+14 2232+4+5 Eye DMG=41 Fire Damage.

pre:
Leucis "Reverence" Lightbringer		 
HP: 35/44		AC:   18		Passive Insight: 16
Surges:  9/9   (V: 11)	For:  17		Passive Perception: 11
Initiative: +7          Ref:  14		Action Points: 0
Speed:6		        Will: 21		Vision: Low-Light

At Will			Encounter			
Elemental Bolt         [ ] Second Wind	        [X] Hellfire Heart
Ignition               [ ] Infernal Wrath	[X] [X] Elemental Escaltion
                       [ ] Sorcerous Sirocco 
		                 		
Important poo poo/Personal Reminder: 
War Wizard Expertise: Take -5 penalty to hit my allies
Blood Hunt: Gain +1 bonus to attack vs bloodied
Imperious Majesty: When I hit a creature that has not yet gone yet it takes a penalty 
    to hit me of -5 until the end of my next turn.

frajaq
Jan 30, 2009

#acolyte GM of 2014


With Martello quickly putting the flames out due to his own alchemical expertise, the only sign that anything happened with the barrels are the huge scorch marks, but otherwise the product is okay.

The Juggernaut and changelings nearby panic as the look down. "WHAT SORCERY IS THIS??" yells the warforged. "Oh shiiiiiiiiiiiiiiit" screams one thug as the powerful illusion slowly shatters their mind, before they snap back to reality, although in a very disadvantageous position.

The Alchemist dies screaming as the elemental bolt from the Tiefling sears what's left of him after the brutal assault by the Minotaur and Bugbear. Some alchemical potions he had with him break as he falls hard on the floor, but thankfully nothing explodes out of his body anymore.


pre:
The Juggernaut - Marked by Brangor , PRONE, IMMOBILIZED
44/140 HP 
AC 22; F/R/W 21/17/18

Changeling Thug @ O8  PRONE, IMMOBILIZED
17/38 HP 
AC 16; F/R/W 14/15/15

Changeling Thug @ Q8  PRONE, IMMOBILIZED
19/38 HP 
AC 16; F/R/W 14/15/15

Changeling Thug @ H8
38/38 HP 
AC 16; F/R/W 14/15/15

Changeling Thug @ G9
38/38 HP 
AC 16; F/R/W 14/15/15
pre:
INITIATIVE
29 - Reverence
25 - Bugsby
22 - Hargoth
21 - Brangor
21 - Thugs
20 - Juggernaut
17 - Martello
13 - Jasirak
pre:
OBJECTIVE:

-Bring the 4 Barrels of Dreamlily to the skycoach at top right corner of the map

Each character can only carry 1 Barrel. To grab one be adjacent to it and spend a Minor action
Make an Athletics skill check with DC 23.
If you fail you'll have -2 Movement Speed and -2 Reflex.
You only need to pass the test once and can try again at the start of your turn as a Free Action.
You cannot take Run actions if you're carrying a Barrel
The scattered machinery on the floor is not dangerous terrain.
The dual gears thingies (at G3-H3 / K3-L3) can give cover.

People in bold are up! Posting order

ProfessorCurly
Mar 28, 2010

"Bugsby" Sgal

Just gonna post actions, do fluff later when I have some time.

Move Action: Shift to I11

Minor Action: Make Juggernaut target of my Predatory Eye

Standard Action: Charge Juggernaut with Howling Strike (Move to N7):
Howling Strike Charge vs AC: 38 (Hit!)
Howling Strike Damage: 26
brutal reroll: 2


pre:
"Bugsby" Sgal		 
HP: 11(7)/38		AC:   22		Passive Insight: 14
Surges:  7/7    (V: 9)	For:  20		Passive Perception: 19
Initiative: +5          Ref:  17		Action Points: 1
Speed:5		        Will: 17		Vision: Low-Light

At Will			Encounter			Daily
Howling Strike           [ ] Second Wind	                [X] Life Ending Strike
Righteous Brand          [X] Inevitable Strike	        [ ] Shield of Faith
                         [X] Predatory Eye	        [X] Dwarven Armor Healing
                         [ ] Healing Word
                         [X] Brutal Slam
                         [X] Prison of Salzacas

Interrupts: 
Battle Awareness [ ]:
Trigger: An enemy adjacent shifts or makes an attack that doesn't include me.
Effect: Get an immediate interrupt Melee Basic Attack
Power Type: 1/encounter

Mighty Hew [ ]: 
Trigger: An adjacent enemy hits an ally with an attack. 
Effect: Attack vs AC, on hit 2[w]+Strength and ally suffers only half damage from attack.
Power Type: 1/encounter
         		
Important poo poo/Personal Reminder: 
Tome Expertise: Enemies adjacent to summons/conjurations grant Combat Advantage.
Surprising Charge: Charge attacks get [1w] extra damage against targets granting Combat Advantage.
Vanguard Weapon: +1d8 damage on a charge.
Rampage: Gain free attack when a critical hit is rolled.
Battle Cleric's Lore: When I grant a target a healing surge, they get +2 to their next attack roll.
Oversized: Weapons are one-size larger than usual. 

CapitalistPig
Nov 3, 2005

A Winner is you!

Hargoth "Ironguts"

Initiative: 1d20+6 22


pre:
Ironguts		 
HP: 27/41		        AC:   20		Passive Insight: 12
Surges:  7/7                    For:  17	        Passive Perception: 14
Initiative: +6                  Ref:  16	        Action Points:1
Speed:5		                Will: 18	        Vision: Low-Light

      At Will			          Encounter			                     Daily
Opening Shove                              Second Wind   [  ]                        Concentrated attack    [X]
Direct the Strike                          Goring Charge   [X]                      Motivated Recovery     [  ]
                                           Inspiring Word      [  ]
                                           Seize the Upper Hand [X]
                                           Warlord's Strike  [X]
		                 		
Stuff and Junk 
Goring Shove - Push target 1 sq after a Goring Charge
Inspiring Presence: "When an ally who can see you spends an action point to take an extra action, 
that ally also regains lost hit points equal to one-half your level + your Charisma modifier.
Expert Combat Leader: "You and each ally within 10 squares who can see and hear you gain a +3 power bonus to initiative.
"Hmm, looks like Brangor and Bugsby have everything over there under control for now so you two are mine." I say while smiling to the two changelings next to me.

I shift up one to i8 and bullrush the changeling in h8 to g8 and take his spot in h8.

Bull Rush Attack vs Fortitude: 1d20+5 16 (deals 5 damage due to the eye)

"Hah, looks like we are gonna be best friends thug." continuing to smirk at the very unlucky changeling in g8.

ACTION POINT!

Seize the Upper Hand vs AC 2[W] + Strength modifier damage. Until the end of your next turn, while you have combat advantage against the target, you and your allies deal extra damage to the target equal to your Charisma modifier.: 1d20+9 14 2d10+4 14

"Uggh, I gotta get this sword checked." I say as I whiff.

"Don't worry little friend you'll feel it next time I promise."

CapitalistPig fucked around with this message at 19:16 on May 3, 2015

Olanphonia
Jul 27, 2006

I'm open to suggestions~
Brangor “The Tree”


Brangor brings his axe down like a thunderbolt onto the downed Juggernaut. A small, literal lightning strike sparks from his body to one of the changelings lying on the ground nearby.

Weight of Earth on Juggernaut 1d20+12: 29 [1d20=17] Hit for 19 damage. Additionally, 4 damage to Changeling O8. Free action to Mark adjacent targets.

pre:
Brangor "The Tree"		 
HP: 49/63		AC:   23		Passive Insight: 13
Surges:  13/13  (V: 15)	For:  19		Passive Perception: 18
Initiative: +10         Ref:  15		Action Points: 1
Speed:6		        Will: 17		Vision: Normal

At Will			Encounter			Daily
Warden's Fury           [ ] Second Wind			[x] Form of Mountain Thunder
Warden's Grasp          [x] Roots of Stone	        [ ] Nature's Abundance
Earth Shield Strike     [x] Earthgrasp Strike	        [ ] Frost Weapon
Weight of Earth	        [ ] Stone's Endurance
		                 		
Conditionals/Resists: 
Poison Resist 5 (Amulet of Health)
Earthstrength: +CON AC after second wind
Font of Life (Save at beginning and end of turn)
Sudden Roots: Enemy hit by Opp. atk is slowed
Headman’s Chop: +5 dmg to prone enemies

frajaq
Jan 30, 2009

#acolyte GM of 2014


Bugsby's charge is brutal, nearly bringing the Juggernaut down at once, but the tough machine still lives, even at death's doorstep.

Besides shoving a poor bastard around, the Warlord doesn't do much, failing to his with his sword yet again.

Brangor brings down the final strike, a chop with his battleaxe that splits the helmet of the enemy Warforged in half, finally disabling it for good. The body still twitches for a few seconds before remaining still forever.

The thugs are still trying their best, but trying to stab someone on the ground is not easy, as they miss both their attacks on the Goliath.

Thug O8, Poison Stab vs AC, Brangor: 1d20+7-2 14 MISS

Thug Q8, Poison Stab vs AC, Brangor: 1d20+7-2 6 MISS


Now revealed from his invisibility spell, Jasirak is also a target, but manages to avoid the poisoned attack from the thug in front of him.

Thug G8, Poison Stab vs AC, Jasirak: 1d20+7 15 MISS

Only Hargoth, continuing being unlucky tonight, receives a thrust right in the shoulder.

Thug H9, Poison Stab vs AC, Hargoth: 1d20+7 21 1d6+4 5

Hargoth gets 5 Damage! Ongoing 5 Poison damage (save ends)





pre:
Changeling Thug @ O8 Prone
17/38 HP 
AC 16; F/R/W 14/15/15

Changeling Thug @ Q8 Prone  
19/38 HP 
AC 16; F/R/W 14/15/15

Changeling Thug @ G8
33/38 HP 
AC 16; F/R/W 14/15/15

Changeling Thug @ H9
38/38 HP 
AC 16; F/R/W 14/15/15
pre:
OBJECTIVE:

-Bring the 4 Barrels of Dreamlily to the skycoach at top right corner of the map

Each character can only carry 1 Barrel. To grab one be adjacent to it and spend a Minor action
Make an Athletics skill check with DC 23.
If you fail you'll have -2 Movement Speed and -2 Reflex.
You only need to pass the test once and can try again at the start of your turn as a Free Action.
You cannot take Run actions if you're carrying a Barrel
The scattered machinery on the floor is not dangerous terrain.
The dual gears thingies (at G3-H3 / K3-L3) can give cover.

People in bol Actually gently caress it at this point. Everyone is up, posting order

Finish these fools.

Winged Orpheus
May 21, 2010

Domine, Dirige Nos


Initiative: 1d20+2+3= 17


pre:
Martello "The Tower" 						 
HP: 34/45		AC:   20		Passive Insight: 13
Surges:  10/10  (V: 11)	For:  19		Passive Perception: 18
Initiative: +2          Ref:  19		Action Points: 0
Speed:6		        Will: 17		Vision: Normal

At Will			Encounter			Daily
Magic Weapon            [ ] Second Wind			[X] Punishing Eye
Thundering Armor	[ ] Warforged Resolve	        [ ] Repulsion Leather Armor
			[ ] Swift Mender	        [ ] Brooch of No Regrets
			[X] Burning Weapons
			[X] Shocking Feedback
                        [X] [ ] Healing Infusion (Curative Admixture/Resistive Formula)

Conditionals/Resists: 
Warforged Resilience: +2 to saving throws against ongoing damage.
Distant Advantage: CA against flanked enemies with ranged attacks
Time to secure the objective and get the gently caress out of here. (Also get paid)

Minor action: Pick up the barrel 1d20+1=lol

Move action: move to K11

Standard: Magic weapon targeting the changeling in O8 (-2 prone, +2 CA) 1d20+13=16 Hit 12 damage

Reverence is at +1 to hit and +4 to damage until end of my next turn

Necroskowitz
Jan 20, 2011


Jasirak ducks out of the way of the poisoned blade, indignantly shouting "Fucker!" as he does so. The eladrin gestures sharply at the other nearby changeling, "Let's see how you like it, dick!"

---

Saving Throw - Ciar: 1d20 13 - SAVE!

Shift to F8. Flank w/ Hargoth.

Hypnotism vs Will - Changeling H9: 1d20+11 25 (Staff expertise means no OA).

Hypnotise Changeling at H9 perform a melee basic attack on Changeling G8. (+4 to attack roll).


pre:
Jasirak "the Extractor"
HP: 37/42		AC:   20		Passive Insight: 18
Surges:  5/5  (V: 10)	For:  14		Passive Perception: 13
Initiative: +6          Ref:  19		Action Points: 0
Speed:6		        Will: 21		Vision: Low-light

At Will			Encounter			Daily
Winged Horde            [ ] Second Wind			[X] Phantom Chasm
Hypnotism               [X] Fey Step	                [ ] Horrid Whispers
Acrobat Boots           [X] Illusory Obstacles
			[X] Charm of Misplaced Wrath
			[ ] Chameleon's Mask
                        [X] Suggestion
                        [ ] Spook
                        [X] Hidden Lore
                        [ ] Mind Shadows
                        [X] Glib Tongue
                        [ ] Shield
                        [ ] Maze of Mirrors
                        [ ] Color Spray
                        [ ] Robe of Avoidance

Conditionals/Resists: 
Eladrin Will: +5 racial bonus to saving throws against charm effects
Enchantment Apprentice: When one of your arcane enchantment powers allows you to pull, push, or slide a creature,
the maximum distance of the forced movement increases by 2 squares.
Illusion Apprentice: When you hit a target with an arcane illusion power, the target takes a -2 penalty
to the next attack roll it makes against you before the end of your next turn.
Staff Expertise: When you make a ranged attack or an area attack with a staff as an implement,
you don't provoke opportunity attacks for doing so.
When you make a melee weapon attack with a staff, the weapon's reach for that attack increases by 1.

pre:
Ciar - ONGOING DAMAGE (5)
HP: 11/21	 AC:   17
For:  17	 Speed:8, climb 6
Ref:  19 	 Vision: Low-light
Will: 18         Initiative: +6

At Will			
Claw

Traits
Alert Companion / Aura 1
While in the aura, enemies cannot gain combat advantage against the fey panther’s allies.

Necroskowitz fucked around with this message at 00:54 on May 9, 2015

CapitalistPig
Nov 3, 2005

A Winner is you!

Hargoth "Ironguts"

Initiative: 1d20+6 22


pre:
Ironguts		 
HP: 27/41		        AC:   20		Passive Insight: 12
Surges:  6/7                    For:  17	        Passive Perception: 14
Initiative: +6                  Ref:  16	        Action Points:0
Speed:5		                Will: 18	        Vision: Low-Light

      At Will			          Encounter			                     Daily
Opening Shove                              Second Wind   [X]                        Concentrated attack    [X]
Direct the Strike                          Goring Charge   [X]                      Motivated Recovery     [  ]
                                           Inspiring Word      [  ]
                                           Seize the Upper Hand [X]
                                           Warlord's Strike  [X]
		                 		
Stuff and Junk 
Goring Shove - Push target 1 sq after a Goring Charge
Inspiring Presence: "When an ally who can see you spends an action point to take an extra action, 
that ally also regains lost hit points equal to one-half your level + your Charisma modifier.
Expert Combat Leader: "You and each ally within 10 squares who can see and hear you gain a +3 power bonus to initiative.
I grunt feeling the poison take hold and damage me again moments later.

"Hah, you think I haven't been poisoned ten times worse than this weak excuse for poison?"

second wind, regaining 10 HP

saving throw for poison: 1d20 16

"Nice try though!"

frajaq
Jan 30, 2009

#acolyte GM of 2014


Martello's bolt almost finishes the job on the thug far away.

While Hargoth takes a breather for a few seconds Jasirak forces one of the thugs to stab the other one in front of the Mage. The unexpected stab goes deep and the enemy grunts, already feeling the sting of poison. "You son of a bitch elf!"

Hypnotism MBA Thug H9 vs AC, Thug G8: 1d20+7+4 28 1d6+4 5 Hit!


pre:
Changeling Thug @ O8 Prone
5/38 HP 
AC 16; F/R/W 14/15/15

Changeling Thug @ Q8 Prone  
19/38 HP 
AC 16; F/R/W 14/15/15

Changeling Thug @ G8  5 Ongoing Poison Damage
28/38 HP 
AC 16; F/R/W 14/15/15

Changeling Thug @ H9
38/38 HP 
AC 16; F/R/W 14/15/15
pre:
OBJECTIVE:

-Bring the 4 Barrels of Dreamlily to the skycoach at top right corner of the map

Each character can only carry 1 Barrel. To grab one be adjacent to it and spend a Minor action
Make an Athletics skill check with DC 23.
If you fail you'll have -2 Movement Speed and -2 Reflex.
You only need to pass the test once and can try again at the start of your turn as a Free Action.
You cannot take Run actions if you're carrying a Barrel
The scattered machinery on the floor is not dangerous terrain.
The dual gears thingies (at G3-H3 / K3-L3) can give cover.

Reverence, Bugsby and Brangor go!

I'll update map after that :effort:

Ryuujin
Sep 26, 2007
Dragon God

Leucis "Reverence" Lightbringer

Reverence sends a bolt of flame toward one of the fallen thugs, savagely incinerating it.

Elemental Bolt vs Reflex of prone bloodied thug Q8 1d20+13-2+1 19. For 1d12+1d6+14 26 Fire Damage.

pre:
Leucis "Reverence" Lightbringer		 
HP: 35/44		AC:   18		Passive Insight: 16
Surges:  9/9   (V: 11)	For:  17		Passive Perception: 11
Initiative: +7          Ref:  14		Action Points: 0
Speed:6		        Will: 21		Vision: Low-Light

At Will			Encounter			
Elemental Bolt         [ ] Second Wind	        [X] Hellfire Heart
Ignition               [ ] Infernal Wrath	[X] [X] Elemental Escaltion
                       [ ] Sorcerous Sirocco 
		                 		
Important poo poo/Personal Reminder: 
War Wizard Expertise: Take -5 penalty to hit my allies
Blood Hunt: Gain +1 bonus to attack vs bloodied
Imperious Majesty: When I hit a creature that has not yet gone yet it takes a penalty 
    to hit me of -5 until the end of my next turn.

Olanphonia
Jul 27, 2006

I'm open to suggestions~
Brangor “The Tree”


"Stay down, you dogs." Brangor growls, and lighting erupts from his body to ground itself through the prone bodies of the two changelings causing them to writhe in agony on the ground.

Free Action, mark all adj. targets. Standard: Form of Mountain Thunder Special attack Burst 1. 28 [1d20=16] 32 [1d20=20] 2 Hits. 6 dmg to O8,5 dmg to Q8. 4 more damage to each marked target for a total of 10 and 9 damage to O8 and Q8 respectively. Move action: Shift to Q7.


pre:
Brangor "The Tree"		 
HP: 49/63		AC:   23		Passive Insight: 13
Surges:  13/13  (V: 15)	For:  19		Passive Perception: 18
Initiative: +10         Ref:  15		Action Points: 1
Speed:6		        Will: 17		Vision: Normal

At Will			Encounter			Daily
Warden's Fury           [ ] Second Wind			[x] Form of Mountain Thunder
Warden's Grasp          [x] Roots of Stone	        [ ] Nature's Abundance
Earth Shield Strike     [x] Earthgrasp Strike	        [ ] Frost Weapon
Weight of Earth	        [ ] Stone's Endurance
		                 		
Conditionals/Resists: 
Poison Resist 5 (Amulet of Health)
Earthstrength: +CON AC after second wind
Font of Life (Save at beginning and end of turn)
Sudden Roots: Enemy hit by Opp. atk is slowed
Headman’s Chop: +5 dmg to prone enemies

ProfessorCurly
Mar 28, 2010

"Bugsby" Sgal

As the Goliath lays about himself with the wrath of nature, Bugsby takes a step back and watches the Changelings in front of him fall. That seemed good enough, he moves down toward the dock to get a good angle to charge at one of the remaining ones...

Move: J12


He sets his form - weapon raised high and ready to strike before launching himself at one of the last remaining changelings, being somewhat quiet for a change to try and maintain an element of surprise.

Standard: Charge H9 thug (move to H10) w/ howling strike
Howling Strike: 20 (Hit!)
Howling Strike Damage: 36

The changeling suspects nothing as the bugbear charges, a few quick steps followed by a devastating downward swing that cleanly connects with the back of the thug's head and nearly knocks them out cold in one blow.

pre:
"Bugsby" Sgal		 
HP: 11(7)/38		AC:   22		Passive Insight: 14
Surges:  7/7    (V: 9)	For:  20		Passive Perception: 19
Initiative: +5          Ref:  17		Action Points: 1
Speed:5		        Will: 17		Vision: Low-Light

At Will			Encounter			Daily
Howling Strike           [ ] Second Wind	                [X] Life Ending Strike
Righteous Brand          [X] Inevitable Strike	        [ ] Shield of Faith
                         [X] Predatory Eye	        [X] Dwarven Armor Healing
                         [ ] Healing Word
                         [X] Brutal Slam
                         [X] Prison of Salzacas

Interrupts: 
Battle Awareness [ ]:
Trigger: An enemy adjacent shifts or makes an attack that doesn't include me.
Effect: Get an immediate interrupt Melee Basic Attack
Power Type: 1/encounter

Mighty Hew [ ]: 
Trigger: An adjacent enemy hits an ally with an attack. 
Effect: Attack vs AC, on hit 2[w]+Strength and ally suffers only half damage from attack.
Power Type: 1/encounter
         		
Important poo poo/Personal Reminder: 
Tome Expertise: Enemies adjacent to summons/conjurations grant Combat Advantage.
Surprising Charge: Charge attacks get [1w] extra damage against targets granting Combat Advantage.
Vanguard Weapon: +1d8 damage on a charge.
Rampage: Gain free attack when a critical hit is rolled.
Battle Cleric's Lore: When I grant a target a healing surge, they get +2 to their next attack roll.
Oversized: Weapons are one-size larger than usual. 

frajaq
Jan 30, 2009

#acolyte GM of 2014


With one thug seared by Reverence, another brutally shocked to death by Brangor and yet another nearly decapitated by Bugsby, it's very clear how the fight is gonna end. Strangely enough, the 2 heavily wounded changelings still try to put up a fight against the crew, instead of trying to escape or surrender. You put them down for good.

After that last enemies are put down for good, the utter silence of this semi-abandoned part of Cliffside returns. The less injured members of the group quickly load the remaining barrels up while the more injured simply open the hidden compartment of the skycoach and hide the barrels inside it.

Of course you also do some quick looting in the dead bodies, nothing too time-extensive, but just enough to get out with some random gems and goodies!

Everyone gains 150 gold pieces each. You also find two single-use items!

Anchor Toss Mechanism - Ranged 5
Minor Action: +9 vs Reflex. If it hits, target is pulled up to 5 squares towards you. Must have an unobstructed path between user and enemy.

Alchemist's Special Elixir
Minor Action: User drinks the elixir and can spend a healing surge. Gains Regeneration 5 for the next 2 rounds.


With that done, you all climb aboard the skycoach and start it up, moving it away from the ambush site. After a good distance you stop again, this time in the cover of an abandoned tower to have a moment of rest. You pull out the maps Tankard gave you and look at the delivery target, a soup kitchen in High Walls that should be empty this time of the night. As you all know High Walls is the refugee slum of Sharn, situated in the lower part of Tavick's Landing.

Looking at the maps you spot two very obvious paths towards it.



Red Path - Keep going underground, through the Depths in a sewer section between Central Plateau and Menthis Plateau until you reach High Walls. You'll completely avoid any Sharn Watch night patrols, but who knows what creatures or sewer gangs the Depths hide?

Green Path - Get out of underground Cliffside and go up one level, fly through the streets towards your location. You're more visible that way, and will probably have to avoid Daask roaming squads and Sharn Watch patrols.

Assume you got a Short Rest and may use as many healing surges you want.

Winged Orpheus
May 21, 2010

Domine, Dirige Nos


Initiative: 1d20+2+3= 17


pre:
Martello "The Tower" 						 
HP: 45/45		AC:   20		Passive Insight: 13
Surges:  8/10  (V: 11)	For:  19		Passive Perception: 18
Initiative: +2          Ref:  19		Action Points: 0
Speed:6		        Will: 17		Vision: Normal

At Will			Encounter			Daily
Magic Weapon            [ ] Second Wind			[X] Punishing Eye
Thundering Armor	[ ] Warforged Resolve	        [ ] Repulsion Leather Armor
			[ ] Swift Mender	        [ ] Brooch of No Regrets
			[ ] Burning Weapons
			[ ] Shocking Feedback
                        [ ] [ ] Healing Infusion (Curative Admixture/Resistive Formula)

Conditionals/Resists: 
Warforged Resilience: +2 to saving throws against ongoing damage.
Distant Advantage: CA against flanked enemies with ranged attacks
Martello takes advantage of the downtime to repair the minor damage taken, as well as to replenish his stock of alchemical trick.

Using my alchemist feature to craft another flask of Alchemist's Frost

Spending one surge to heal myself and one to replenish my Healing Infusion


"Word has likely already spread among the Daask that the one they hunt is out tonight. We would likely be better served by staying out of sight. I have no doubts we are more than a match for whatever the depths hide."

Winged Orpheus fucked around with this message at 05:40 on May 8, 2015

CapitalistPig
Nov 3, 2005

A Winner is you!

Hargoth "Ironguts"




pre:
Ironguts		 
HP: 37/41		        AC:   20		Passive Insight: 12
Surges:  5/7                    For:  17	        Passive Perception: 14
Initiative: +6                  Ref:  16	        Action Points:0
Speed:5		                Will: 18	        Vision: Low-Light

      At Will			          Encounter			                     Daily
Opening Shove                              Second Wind   [  ]                        Concentrated attack    [X]
Direct the Strike                          Goring Charge   [  ]                      Motivated Recovery     [  ]
                                           Inspiring Word      [  ]
                                           Seize the Upper Hand [  ]
                                           Warlord's Strike  [  ]
		                 		
Stuff and Junk 
Goring Shove - Push target 1 sq after a Goring Charge
Inspiring Presence: "When an ally who can see you spends an action point to take an extra action, 
that ally also regains lost hit points equal to one-half your level + your Charisma modifier.
Expert Combat Leader: "You and each ally within 10 squares who can see and hear you gain a +3 power bonus to initiative.
"I agree best stay out of sight."

Olanphonia
Jul 27, 2006

I'm open to suggestions~
Brangor “The Tree”


Brangor checks himself over as he returns to his normal state. Good, most of the blood isn't mine he thinks with a small grin. Once the goods are loaded, he nods in agreement with the plan, "Yes, I agree. The Watch is likely to be far more of a problem than whatever random beasts or thugs we run into on the lower passages."


pre:
Brangor "The Tree"		 
HP: 63/63		AC:   21		Passive Insight: 13
Surges:  12/13  (V: 15)	For:  19		Passive Perception: 18
Initiative: +10         Ref:  15		Action Points: 1
Speed:6		        Will: 17		Vision: Normal

At Will			Encounter			Daily
Warden's Fury           [ ] Second Wind			[x] Form of Mountain Thunder
Warden's Grasp          [ ] Roots of Stone	        [ ] Nature's Abundance
Earth Shield Strike     [ ] Earthgrasp Strike	        [ ] Frost Weapon
Weight of Earth	        [ ] Stone's Endurance
		                 		
Conditionals/Resists: 
Poison Resist 5 (Amulet of Health)
Earthstrength: +CON AC after second wind
Font of Life (Save at beginning and end of turn)
Sudden Roots: Enemy hit by Opp. atk is slowed
Headman’s Chop: +5 dmg to prone enemies

ProfessorCurly
Mar 28, 2010

"Bugsby" Sgal

As the final changeling falls he cracks his neck, poking at the alchemist with his shovel to make sure he wasn't going to explode. As the others packed up the goods he walked over to the corner where the Huntress lay, shaking his head, "Shame. You had potential kid. A never say die attitude, I can respect that. Tell you what, I'll meet you halfway."

He reaches down and touches her forehead, whispering an incantation of power. Divine healing flowed into her, although it wasn't guaranteed to have any effect, "Rest is up to you."

Standing up, he pulls a small business card from his jacket pocket and writes in immaculate script: One professional to another, you should've left. Better luck next time, -Bugsby Sgal

Then he grabs one of the last barrels and hauls it onto the ship, taking up the helm and listening to the discussion as he enjoys the leisurely drive, "I suppose keeping out of sight for now will be a good idea. We don't know who's side the guard are on - who's paid them the most, that is. Need to get a read on the city before we start rubbing shoulders with its upstanding institutions.."
pre:
"Bugsby" Sgal		 
HP: 38(7)/38		AC:   22		Passive Insight: 14
Surges:  4/7    (V: 9)	For:  20		Passive Perception: 19
Initiative: +5          Ref:  17		Action Points: 1
Speed:5		        Will: 17		Vision: Low-Light

At Will			Encounter			Daily
Howling Strike           [ ] Second Wind	                [X] Life Ending Strike
Righteous Brand          [ ] Inevitable Strike	        [ ] Shield of Faith
                         [ ] Predatory Eye	        [X] Dwarven Armor Healing
                         [ ] Healing Word
                         [ ] Brutal Slam
                         [ ] Prison of Salzacas

Interrupts: 
Battle Awareness [ ]:
Trigger: An enemy adjacent shifts or makes an attack that doesn't include me.
Effect: Get an immediate interrupt Melee Basic Attack
Power Type: 1/encounter

Mighty Hew [ ]: 
Trigger: An adjacent enemy hits an ally with an attack. 
Effect: Attack vs AC, on hit 2[w]+Strength and ally suffers only half damage from attack.
Power Type: 1/encounter
         		
Important poo poo/Personal Reminder: 
Tome Expertise: Enemies adjacent to summons/conjurations grant Combat Advantage.
Surprising Charge: Charge attacks get [1w] extra damage against targets granting Combat Advantage.
Vanguard Weapon: +1d8 damage on a charge.
Rampage: Gain free attack when a critical hit is rolled.
Battle Cleric's Lore: When I grant a target a healing surge, they get +2 to their next attack roll.
Oversized: Weapons are one-size larger than usual. 

Necroskowitz
Jan 20, 2011


Jasirak scratches Ciar behind the ears as she gnaws on the throat of a dead changeling.

Spending Healing Surge to heal Ciar

"Fair points all around, but we shouldn't be too quick to discount the dangers of the lower city," the mage says as he ambles back over to the group, "unless any of you are experts on the aberrant creatures that dwell down there we might find ourselves ill-equipped to deal with them." Raising a finger, Jasirak offers, "At least on the surface we know what to expect." The eladrin begins pacing, "Between His Reverence and myself we can talk ourselves out of any issue with the Watch," smirking he adds, "I've even taken a few classes on the law here in Sharn that I could cite to scare them off."

He turns, "And as for the Daask we should be able to avoid them as long as we can keep Hargoth out of sight. Besides, it's not like skycoaches are a rare sight in this city." With a shrug Jasirak adds, "And if it comes to blows I think we've proven today that we can deal with whatever gutter trash they can throw at us."

He stands there, bathing in smug self satisfaction for a moment before his face falls, "With all do respect to Mr. Hargoth, of course! It's obvious that you've long outgrown your former employers."

pre:
Jasirak "the Extractor"
HP: 37/42		AC:   20		Passive Insight: 18
Surges:  4/5  (V: 10)	For:  14		Passive Perception: 13
Initiative: +6          Ref:  19		Action Points: 0
Speed:6		        Will: 21		Vision: Low-light

At Will			Encounter			Daily
Winged Horde            [ ] Second Wind			[X] Phantom Chasm
Hypnotism               [ ] Fey Step	                [ ] Horrid Whispers
Acrobat Boots           [ ] Illusory Obstacles
			[ ] Charm of Misplaced Wrath
			[ ] Chameleon's Mask
                        [ ] Suggestion
                        [ ] Spook
                        [ ] Hidden Lore
                        [ ] Mind Shadows
                        [ ] Glib Tongue
                        [ ] Shield
                        [ ] Maze of Mirrors
                        [ ] Color Spray
                        [ ] Robe of Avoidance

Conditionals/Resists: 
Eladrin Will: +5 racial bonus to saving throws against charm effects
Enchantment Apprentice: When one of your arcane enchantment powers allows you to pull, push, or slide a creature,
 the maximum distance of the forced movement increases by 2 squares.
Illusion Apprentice: When you hit a target with an arcane illusion power, the target takes a -2 penalty
to the next attack roll it makes against you before the end of your next turn.
Staff Expertise: When you make a ranged attack or an area attack with a staff as an implement, you don't provoke
opportunity attacks for doing so.
When you make a melee weapon attack with a staff, the weapon's reach for that attack increases by 1.

pre:
Ciar
HP: 21/21	 AC:   17
For:  17	 Speed:8, climb 6
Ref:  19 	 Vision: Low-light
Will: 18         Initiative: +6

At Will			
Claw

Traits
Alert Companion / Aura 1
While in the aura, enemies cannot gain combat advantage against the fey panther’s allies.

Necroskowitz fucked around with this message at 00:53 on May 9, 2015

Ryuujin
Sep 26, 2007
Dragon God

Leucis "Reverence" Lightbringer

Reverence takes a moment to fill his cuts with fire, which eventually cools and leaves whole flesh where once minor wounds lay. He looks to the others as they discuss the ways. "Yes should we face Watch or Daask I can provide the proverbial carrot or stick, at least verbally. And should things fall apart, well we have already demonstrated we can deal with such minor inconveniences."

Also Necroskowitz you might want to put some of your conditionals on an extra line or two, they kind of break my tables. Maybe pressing Enter after "...creature," in the Enchantment line, and a similar one on the following lines? Maybe do like I did where I put Imperious Majesty on two lines with a few spaces to show it was a continuation of another line.

pre:
Leucis "Reverence" Lightbringer		 
HP: 44/44		AC:   18		Passive Insight: 16
Surges:  8/9   (V: 11)	For:  17		Passive Perception: 11
Initiative: +7          Ref:  14		Action Points: 0
Speed:6		        Will: 21		Vision: Low-Light

At Will			Encounter			
Elemental Bolt         [ ] Second Wind	        [X] Hellfire Heart
Ignition               [ ] Infernal Wrath	[X] [X] Elemental Escaltion
                       [ ] Sorcerous Sirocco 
		                 		
Important poo poo/Personal Reminder: 
War Wizard Expertise: Take -5 penalty to hit my allies
Blood Hunt: Gain +1 bonus to attack vs bloodied
Imperious Majesty: When I hit a creature that has not yet gone yet it takes a penalty 
    to hit me of -5 until the end of my next turn.

Winged Orpheus
May 21, 2010

Domine, Dirige Nos


Initiative: 1d20+2+3= 17


pre:
Martello "The Tower" 						 
HP: 45/45		AC:   20		Passive Insight: 13
Surges:  8/10  (V: 11)	For:  19		Passive Perception: 18
Initiative: +2          Ref:  19		Action Points: 0
Speed:6		        Will: 17		Vision: Normal

At Will			Encounter			Daily
Magic Weapon            [ ] Second Wind			[X] Punishing Eye
Thundering Armor	[ ] Warforged Resolve	        [ ] Repulsion Leather Armor
			[ ] Swift Mender	        [ ] Brooch of No Regrets
			[ ] Burning Weapons
			[ ] Shocking Feedback
                        [ ] [ ] Healing Infusion (Curative Admixture/Resistive Formula)

Conditionals/Resists: 
Warforged Resilience: +2 to saving throws against ongoing damage.
Distant Advantage: CA against flanked enemies with ranged attacks
"If you think we will make better time topside, then by all means let us do so. I am confident in our ability to handle any obstacles we may meet. I merely wish to make the delivery as quickly as possible so we can all get paid."

ProfessorCurly
Mar 28, 2010

"Bugsby" Sgal

"I'm there with you, but I don't want the guard to be giving us a closer look just yet. We could certainly dust a few guards, but then there are investigations and searches and frankly I wouldn't put it past our employer to give us up to get a favor from the guardsmen. Unless you guys think you can talk us through it, I say we go underground."

pre:
"Bugsby" Sgal		 
HP: 38(7)/38		AC:   22		Passive Insight: 14
Surges:  4/7    (V: 9)	For:  20		Passive Perception: 19
Initiative: +5          Ref:  17		Action Points: 1
Speed:5		        Will: 17		Vision: Low-Light

At Will			Encounter			Daily
Howling Strike           [ ] Second Wind	                [X] Life Ending Strike
Righteous Brand          [ ] Inevitable Strike	        [ ] Shield of Faith
                         [ ] Predatory Eye	        [X] Dwarven Armor Healing
                         [ ] Healing Word
                         [ ] Brutal Slam
                         [ ] Prison of Salzacas

Interrupts: 
Battle Awareness [ ]:
Trigger: An enemy adjacent shifts or makes an attack that doesn't include me.
Effect: Get an immediate interrupt Melee Basic Attack
Power Type: 1/encounter

Mighty Hew [ ]: 
Trigger: An adjacent enemy hits an ally with an attack. 
Effect: Attack vs AC, on hit 2[w]+Strength and ally suffers only half damage from attack.
Power Type: 1/encounter
         		
Important poo poo/Personal Reminder: 
Tome Expertise: Enemies adjacent to summons/conjurations grant Combat Advantage.
Surprising Charge: Charge attacks get [1w] extra damage against targets granting Combat Advantage.
Vanguard Weapon: +1d8 damage on a charge.
Rampage: Gain free attack when a critical hit is rolled.
Battle Cleric's Lore: When I grant a target a healing surge, they get +2 to their next attack roll.
Oversized: Weapons are one-size larger than usual. 

frajaq
Jan 30, 2009

#acolyte GM of 2014


After much discussion the party finally decides to risk the streets towards the High Walls district. As the skycoach goes higher and higher you finally see the moonlight on you, as you finally reach Lower Tavick's Landing and speed towards your destination, the cargo inside the hidden compartment.

As you fly through the towers and pass-by the famous lightning rail station everyone constantly checks up and down to see if any Daask harpy shows up but it seems clear so far. At this time of the night the streets still have a fair amount of movement, but not a lot of skycoaches in the air...

Just when you're all about to enter High Wall itself, with the decrepit slum towers looming ahead, you spot some an armored skycoach with the city insignia on it.



A big dragonborn stands above the respectable Sharn City Watchmen aboard it.



He's glancing around the incoming skycoaches and just when Bugsby discreetly turns it around to find a new path, the officer's gaze falls on your ship. "YOU THERE! HALT!" booms his voice as the armored skycoach speeds towards you, almost docking together.

The officer starts talking again. "What have we here this time of this beautiful night? Some big brutes and a few spellcasters, some of you with signs of recent battle? Did anything happen? You mind if I give a quick search through of your skycoach? Standard City Watch procedure, you understand it right?" he gives a satisfied grin.

Necroskowitz
Jan 20, 2011


Jasirak cocks an eyebrow at the phrase "Standard Watch procedure." If there was ever a group of words that more clearly preceded a shakedown by Sharn's finest Jasirak hadn't heard them. Luckily enough, his boasting earlier wasn't just talk; the eladrin did have a few years of legal education under his belt.

He steps forward and waves, "And a fine evening to you too, officer!" Now he just had to see what their options are...

History - Standard City Watch procedure?: 1d20+14 25 Is this actually standard procedure? Do we have rights? Is there anything we could do or prove that would protect us legally from a search?

pre:
Jasirak "the Extractor"
HP: 37/42		AC:   20		Passive Insight: 18
Surges:  4/5  (V: 10)	For:  14		Passive Perception: 13
Initiative: +6          Ref:  19		Action Points: 0
Speed:6		        Will: 21		Vision: Low-light

At Will			Encounter			Daily
Winged Horde            [ ] Second Wind			[X] Phantom Chasm
Hypnotism               [ ] Fey Step	                [ ] Horrid Whispers
Acrobat Boots           [ ] Illusory Obstacles
			[ ] Charm of Misplaced Wrath
			[ ] Chameleon's Mask
                        [ ] Suggestion
                        [ ] Spook
                        [ ] Hidden Lore
                        [ ] Mind Shadows
                        [ ] Glib Tongue
                        [ ] Shield
                        [ ] Maze of Mirrors
                        [ ] Color Spray
                        [ ] Robe of Avoidance

Conditionals/Resists: 
Eladrin Will: +5 racial bonus to saving throws against charm effects
Enchantment Apprentice: When one of your arcane enchantment powers allows you to pull, push, or slide a creature,
 the maximum distance of the forced movement increases by 2 squares.
Illusion Apprentice: When you hit a target with an arcane illusion power, the target takes a -2 penalty
to the next attack roll it makes against you before the end of your next turn.
Staff Expertise: When you make a ranged attack or an area attack with a staff as an implement, you don't provoke
opportunity attacks for doing so.
When you make a melee weapon attack with a staff, the weapon's reach for that attack increases by 1.

pre:
Ciar
HP: 21/21	 AC:   17
For:  17	 Speed:8, climb 6
Ref:  19 	 Vision: Low-light
Will: 18         Initiative: +6

At Will			
Claw

Traits
Alert Companion / Aura 1
While in the aura, enemies cannot gain combat advantage against the fey panther’s allies.

Necroskowitz fucked around with this message at 06:50 on May 11, 2015

frajaq
Jan 30, 2009

#acolyte GM of 2014


Jasirak, you know that searching for contraband is common in Sharn, considering its history with illegal substances like dreamlily, absentia and dragon blood. However, standard procedures like this would apply to large-scale operations. This officer only has a single armored skycoach and a patrol with him. According to the law, the officer would need an authorization from a superior to do a search like this. The only force of law that can execute a sudden search like this would be the Sentinel Marshals from House Deneith, and this dragonborn is obviously not from that house. The real problem here is that the law is all and good on the upper towers of Sharn, down here where your party stands, in the lower city and near a refugee slum? The Sharn Watch could basically be considered just another type of gang.

Necroskowitz
Jan 20, 2011



While he couldn't change the fact that he and his fellows were down in the lower city, Jasirak figures he might be able to bring a bit of upper Sharn down here.

"I understand sir," the eladrin says with a flourish, "you have quotas to meet." Taking another step forward he offers, "And as much as I'd love to help you out you have to understand we're on a deadline. We represent the interests of a Dragonmarked House and they're not too keen on excuses." The mage begins listing off items on his fingers, Protocols, barristers, signed documents from superiors..." Jasirak trails off as if a realization dons on him.

He covers his eyes with one hand and laughs, "But drat, look at me lecturing you on House politics," still chuckling, "When here you are doing House Deneith work." The mage adopts a quizzical look and adds, "I didn't know the Sentinel Marshals contracted out to the Sharn guard. He shrugs "Learn something new everyday."

"But anyway, how about we just go on our way?" The eladrin offers. We don't need to make this a big Dragonmarked House issue, right?"

Using Suggestion to use Arcana check as Diplomacy check.

Arcana - Suggestion: 1d20+14+2 21 (Regalia for the +2)


pre:
Jasirak "the Extractor"
HP: 37/42		AC:   20		Passive Insight: 18
Surges:  4/5  (V: 10)	For:  14		Passive Perception: 13
Initiative: +6          Ref:  19		Action Points: 0
Speed:6		        Will: 21		Vision: Low-light

At Will			Encounter			Daily
Winged Horde            [ ] Second Wind			[X] Phantom Chasm
Hypnotism               [ ] Fey Step	                [ ] Horrid Whispers
Acrobat Boots           [ ] Illusory Obstacles
			[ ] Charm of Misplaced Wrath
			[ ] Chameleon's Mask
                        [X] Suggestion
                        [ ] Spook
                        [ ] Hidden Lore
                        [ ] Mind Shadows
                        [ ] Glib Tongue
                        [ ] Shield
                        [ ] Maze of Mirrors
                        [ ] Color Spray
                        [ ] Robe of Avoidance

Conditionals/Resists: 
Eladrin Will: +5 racial bonus to saving throws against charm effects
Enchantment Apprentice: When one of your arcane enchantment powers allows you to pull, push, or slide a creature,
 the maximum distance of the forced movement increases by 2 squares.
Illusion Apprentice: When you hit a target with an arcane illusion power, the target takes a -2 penalty
to the next attack roll it makes against you before the end of your next turn.
Staff Expertise: When you make a ranged attack or an area attack with a staff as an implement, you don't provoke
opportunity attacks for doing so.
When you make a melee weapon attack with a staff, the weapon's reach for that attack increases by 1.

pre:
Ciar
HP: 21/21	 AC:   17
For:  17	 Speed:8, climb 6
Ref:  19 	 Vision: Low-light
Will: 18         Initiative: +6

At Will			
Claw

Traits
Alert Companion / Aura 1
While in the aura, enemies cannot gain combat advantage against the fey panther’s allies.

Necroskowitz fucked around with this message at 09:50 on May 11, 2015

frajaq
Jan 30, 2009

#acolyte GM of 2014


The officer is visibly taken aback as the irregularities of this search are pointed out to him, but raises an eyebrow when Jasirak mentions that you're working for a dragonmarked house. "Truly? Well doesn't that just complicate things, eh? And just what House are you working for exactly? A dragonmarked House that would hire people like you to transport something in the middle of the night in the Lower City? This seems like a lot of people for just a couple barrels of spice..." he says, glancing at the visible contents of your skycoach.

frajaq fucked around with this message at 22:33 on May 11, 2015

CapitalistPig
Nov 3, 2005

A Winner is you!

Hargoth "Ironguts"


Rolling Streetwise to see if I can think of anything that might make these guys go away peacefully.

Streetwise: 1d20+10 27

"Gentlemen, no need for dramatics I think we can come to a suitable arrangement here."



pre:
Ironguts		 
HP: 37/41		        AC:   20		Passive Insight: 12
Surges:  5/7                    For:  17	        Passive Perception: 14
Initiative: +6                  Ref:  16	        Action Points:0
Speed:5		                Will: 18	        Vision: Low-Light

      At Will			          Encounter			                     Daily
Opening Shove                              Second Wind   [  ]                        Concentrated attack    [X]
Direct the Strike                          Goring Charge   [  ]                      Motivated Recovery     [  ]
                                           Inspiring Word      [  ]
                                           Seize the Upper Hand [  ]
                                           Warlord's Strike  [  ]
		                 		
Stuff and Junk 
Goring Shove - Push target 1 sq after a Goring Charge
Inspiring Presence: "When an ally who can see you spends an action point to take an extra action, 
that ally also regains lost hit points equal to one-half your level + your Charisma modifier.
Expert Combat Leader: "You and each ally within 10 squares who can see and hear you gain a +3 power bonus to initiative.

frajaq
Jan 30, 2009

#acolyte GM of 2014


The officer glances at Hargoth instead of Jasirak now. His voice comes out a little angrier. "Oh yeah? And just what kind of arrangement are you thinking about, cow?"

Hargoth, based on your past dealings in similar situations like this, you recognize the hunger in this officer's eyes. He wants something big out of this either way, be a good bust on a smuggle run or a very generous bribe. You're fairly certain at least a thousand gold pieces and the extra equipment looted from the ambushers would be good to make this guy go away.

CapitalistPig
Nov 3, 2005

A Winner is you!

Hargoth "Ironguts"

(Initiative: 1d20+6 12)

for after my surprise

pre:
Ironguts		 
HP: 37/41		        AC:   20		Passive Insight: 12
Surges:  5/7                    For:  17	        Passive Perception: 14
Initiative: +6                  Ref:  16	        Action Points:0
Speed:5		                Will: 18	        Vision: Low-Light

      At Will			          Encounter			                     Daily
Opening Shove                              Second Wind   [  ]                        Concentrated attack    [X]
Direct the Strike                          Goring Charge   [X]                      Motivated Recovery     [  ]
                                           Inspiring Word      [  ]
                                           Seize the Upper Hand [  ]
                                           Warlord's Strike  [  ]
		                 		
Stuff and Junk 
Goring Shove - Push target 1 sq after a Goring Charge
Inspiring Presence: "When an ally who can see you spends an action point to take an extra action, 
that ally also regains lost hit points equal to one-half your level + your Charisma modifier.
Expert Combat Leader: "You and each ally within 10 squares who can see and hear you gain a +3 power bonus to initiative.
"The kind of arrangement where you die, pig."

Goring Charge vs AC: 1d20+9 14 1d8+3 10 (god orokos hates me)

"While that may not have been as dramatic as i'd hoped, it is indeed true fool, you shouldn't have called me a cow, now you die."

frajaq
Jan 30, 2009

#acolyte GM of 2014


The Minotaur's sudden charge between the skycoach is certainly surprising to everyone (even to his own teammates), but the Dragonborn Captain has tough armor and good constitution himself, managing to block the charge at the last second. The Sharn City Watchmen immediately enter combat position with the Captain yelling at Hargoth. "ASSAULTING AN OFFICER OF THE WATCH? YOU JUST SIGNED YOUR DEATH WARRANT, MONSTER! Squad, at them!"


pre:
Sharn Watch Captain @ H1
120/120 HP 
AC 23; F/R/W 20/17/20

Guardsmen @ I2
50/50 HP
AC 20; F/R/W 17/16/16

Guardsmen @ K2
50/50 HP
AC 20; F/R/W 17/16/16

Breaker @ E2
60/60 HP 
AC 16; F/R/W 17/16/16

Breaker @ G2
60/60 HP 
AC 16; F/R/W 17/16/16

Arbalester @ D1
35/35 HP 
AC 15; F/R/W 15/16/15

Arbalester @ L1
35/35 HP 
AC 15; F/R/W 15/16/15
pre:
INITIATIVE
23 - Officer
17 - Guardsmen
12 - Hargoth
5 - Breaker
5 - Arbalester
Initiative time, if you roll above 23 you can post your turn!

Adbot
ADBOT LOVES YOU

Ryuujin
Sep 26, 2007
Dragon God

Leucis "Reverence" Lightbringer

Reverence blinks as Hargoth rushes forth, thinking that things were still going to be resolved without combat, though if he had known what kind of cost it would be to bribe this officer he would have preferred combat as well. So he is a bit slow to react.

Initiative 1d20+7 14.

pre:
Leucis "Reverence" Lightbringer		 
HP: 44/44		AC:   18		Passive Insight: 16
Surges:  8/9   (V: 11)	For:  17		Passive Perception: 11
Initiative: +7          Ref:  14		Action Points: 0
Speed:6		        Will: 21		Vision: Low-Light

At Will			Encounter			
Elemental Bolt         [ ] Second Wind	        [ ] Hellfire Heart
Ignition               [ ] Infernal Wrath	[ ] [ ] Elemental Escaltion
                       [ ] Sorcerous Sirocco 
		                 		
Important poo poo/Personal Reminder: 
War Wizard Expertise: Take -5 penalty to hit my allies
Blood Hunt: Gain +1 bonus to attack vs bloodied
Imperious Majesty: When I hit a creature that has not yet gone yet it takes a penalty 
    to hit me of -5 until the end of my next turn.

  • Locked thread