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M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
You follow the crowd of orcs, and take stock while hiding among the scrubs and rocks between camps. Jack has turned a number of Orcs to your cause, and they mill about aimlessly, concealing your presence.

As you approach you see that the camp has been built into the side of a rocky crag, a prime defensive position. A stream runs from the cracks into the camp, a place of privilege with direct water, while the rest get doubtless disgusting runoff.
The gates of the Orc Lord's camp hosts a crowd of orcs, most from Throatrend's camp. There's some kind of shouting match between them and the gate guards, as they try to figure out what happened and who's in charge, with bouts of the regular violence as they do so.

Pyrrhus has been surveying the camp, and can see much of what's happening outside. A large building in the center of the camp appears to be where the Orcs are keeping the prisoners, and there's a passage leading into the rocky crag. The chants and drums echoing from inside the passage suggest that it is the ritual site.

You notice runners leaving from other gates making for the other camps... Messengers calling the other chiefs to action.

By the near wall, a brick hut pours smoke from the top. An orcish blacksmith, with a small opening for the smith to toss slag into a hole.

You're generally coming from the NW. There's enough space and scrub to get around the edge without problems, though climbing the crag unnoticed or moving the Beast around might be tougher.
The camp is busy, the sprites are more concentrations of orcs than exact numbers.Blue are your orcs, Green are scrub orcs, Red are Elite orcs.


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Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there

Ryu Kazama

No amount of bandages or healing potion seems able to rid Ryu of the burning sensation across his torso, but he soldiers on toward the main camp regardless. "There's no way we do this totally quiet," he whispers, "but Jack has the best chance of reaching the prisoners undetected. Once the guards there are taken care of we can start making noise.

"Temur, you're the tactical expert, but I'm guessing we'll need an assault from all directions. If our orcs are storming the gate, my new buddy here is rampaging across the south side of the camp, and Pyrrhus is burning everything that looks at him funny on the east, the rest of us can enter through the blacksmith. I'll go in first and make a nice big door for you and Isaac. We'll meet up with Jack and arm the prisoners so they can evacuate safely. Then we hit the ritual like a Koru behemoth."

Initiative + Power Stunt: 2d20k1+8 27 2#1d4 3 2
Weapon Rune: 1d10 3 Ryu's weapon attacks deal 5d6 extra force damage in the coming battle


Ryu Kazama, Human Stalwart 9
HP: 220/220 Recoveries: 4/10 (9d10+12)
Greatness NO
AC 30 PD 24 MD 23
Initiative/Power Stunt 2d20k1+8; 2#1d4
Resist cold/fire/poison 16+

STR: 20|+5 CON: 18|+4 DEX: 08|-1
INT: 10|00 WIS: 15|+2 CHA: 13|+1
Weapon: 1d20+5+9+4+ED; 9d10+18
Unarmed: 1d20+5+9+ED; 9d8+15
Giant: 1d20+5+1+LVL+ED; 9d10+27

Limited Powers
[x] [x] [ ] [ ] Runes, Potions, etc. (daily)
[ ] [ ] Power Stunt (ED 2,3)
[ ] Divine Stamina (rchg 11+)
[ ] Armorbreaker (rchg 11+)
[ ] Swordbreaker (rchg 16+)
[ ] Dragon's Rend (rchg 16+)
[ ] Mountain Splitter (rchg 16+)
[ ] Gauntlets of Spell Deflection (rchg 16+)
[ ] Belt of Resurgence (rchg 16+)
[ ] Adamant Greaves (rchg 16+)
[ ] Chuulish Reflexes (rchg 11+, chuul)

Mr. Prokosch
Feb 14, 2012

Behold My Magnificence!

Jack "Shadow" Callahan

Jack sneaks ahead of the main group, through the forest, down the river, and then cutting across just after the bridge. They need to free the prisoners, arm them, and use them. It was brutal plan, few would survive the uprising. But they needed all the help they could get.

Sneaking (Please don't gently caress this up): 1d20+17 29 (if it "involves fancy footwork" I get a +2)

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Yeah I'll take the +2

Jack is in his element as he slips into and out of the river towards the large hut where the orcs undoubtedly kept their prisoners. The orcs scattered around the compound chanting, feasting, or fighting never even acknowledge the flickering shadow darting between tents and lurking at the edge of their vision. The scout stops by a hole in the prison hut walls and stops to take a look around.

Interestingly, the guard here is somewhat sparse. Most of the orcs are busy with the coming ritual, preparing themselves body paints and feeding their bellies. There are four guards milling around the prisoners, two of them wandering around the cages, two being excessively bored by the door.

As for the prisoners themselves... Jack finds himself smiling at his luck. They're imperial soldiers! A squadron from the Empire's 5th, assigned to aid the dwarves. There had been rumors of soldiers on northern patrols going missing over the last month or so... It looks like they were being abducted in preparation for tonight. None of the soldiers look to be in perfect shape, but if you could arm them, they'll be able to do some damage.

That's Jack's emperor 6. These guys are combat experienced and not likely to break.

Of course, there's not many weapons around the prison hut... but that's a job for the others.

Jack takes another look around, but Linda Callahan isn't here.

What are the rest of you doing?

ArkInBlack
Mar 22, 2013

Temur Arderne

Temur waits, either for Jack to be discovered and need aid, or for Ryu to decide that Jack's in position and smash through the paltry palisade the orcs have erected. He manages this with only minimal glances back towards the orcs swayed to their side by Jack's... Interestingly convincing methods.

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there

Ryu Kazama

In the dim light, Ryu barely catches a glimpse of Jack slipping into the prison. He leads his new demon-thing pet around the west side of the camp. It ambles toward the south gate and stops in full view of the guards there, one of whom cautiously approaches the monster. Ryu grabs the sentry and drags him into the bushes before breaking his neck. As other guards begin to climb down from atop the gate, Ryu acts quickly, severing the sentry's head with his sword and moving back towards the beast. Whatever connection the two of them have is about to be tested.

The stalwart holds the head up to the beast's mouth, then quickly jerks it away. "Not food," he commands. Resting one hand on the beast's muzzle, he looks it in the eyes: "Hunter." He raises the head again, letting the scent of orc flesh enter the beast's nostrils. "Prey." Ryu winds up and hurls the head as far into the camp as he can, easily clearing the gate. As he runs back towards the northwest wall, he issues one last command: "Kill!"

Ryu Kazama, Human Stalwart 9
HP: 220/220 Recoveries: 4/10 (9d10+12)
Greatness NO
AC 30 PD 24 MD 23
Initiative/Power Stunt 2d20k1+8; 2#1d4
Resist cold/fire/poison 16+

STR: 20|+5 CON: 18|+4 DEX: 08|-1
INT: 10|00 WIS: 15|+2 CHA: 13|+1
Weapon: 1d20+5+9+4+ED; 9d10+18
Unarmed: 1d20+5+9+ED; 9d8+15
Giant: 1d20+5+1+LVL+ED; 9d10+27

Limited Powers
[x] [x] [ ] [ ] Runes, Potions, etc. (daily)
[ ] [ ] Power Stunt (ED 2,3)
[ ] Divine Stamina (rchg 11+)
[ ] Armorbreaker (rchg 11+)
[ ] Swordbreaker (rchg 16+)
[ ] Dragon's Rend (rchg 16+)
[ ] Mountain Splitter (rchg 16+)
[ ] Gauntlets of Spell Deflection (rchg 16+)
[ ] Belt of Resurgence (rchg 16+)
[ ] Adamant Greaves (rchg 16+)
[ ] Chuulish Reflexes (rchg 11+, chuul)

Sockerbagarn
Sep 8, 2007

All makt åt Tengil, vår befriare.

Isaac Boreas

"I presume that is meant to be the signal?" Isaac comments dryly with his arms folded as he watches the parabolic trajectory of the orc head sent flying into the camp. "Very well." He holds up the obsidian orb and gazes deeply into its inscrutable depth. "But I think we shall require a larger diversion than one hellbeast can muster." He moves his hands around the focus and channels a constant stream energy through it, while at the same time spinning invisible threads of arcane magic from it, which he weaves meticulously into a complex spell.

At first nothing seems to happen, but slowly a dense fog creeps in to take definite hold of the area. Cold as ice to the touch, neither clothes nor thick skin seems capable of keeping the unearthly chill at bay, but the temperature alone isn't what's most unnerving about it. A sinister presence unmistakably lurks within it, appearing out of the fog as brief visions of twisted spectral faces howling in agony, or shrill blood-curdling screams that can be heard echoing in the distance. Not merely an illusion, the presence is very much real: a hundred restless spirits of those made victim by orcish attacks, summoned by Isaac to haunt their assailants.

Pleased with his work, Isaac puts the orb aside and looks up to the sky. "Pyrrhus! The time for subtlety has passed! Let them know the searing heat of your red flame!"

His words are answered by a thunderous roar from high above, and a blast of fire which lights up the sky. Pyrrhus swoops down from the clouds and starts to unleash what could only be described as a copious amount of fire at the ground, painting large streaks of flame as he criss-crosses back and forth over the camp.

Using a scroll of Summon Wraith to perform a ritual to conceal us and throw our foes into disarray.
Spectral Fog Ritual (Master's in Death + Int): 1d20+5+5+9 35
Ritual Casting Time: 1d4 4 (rounds or minutes, I guess?)

Pyrrhus does Pyrrhus things (The Red Flame + Cha): 1d20+3+4+9 33

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Chaos ensues as Throatrend's hellbeast and Pyrrhus tear up the Orc Lord's warcamp. The western gate is flooded by guards readying spears to defend against the vicious beast tearing through the orcs milling about the gates. Lines of fire set tents and huts alight, and fill the air with screams of burning orcs and shouted orders.

These orcs are, however, the best of the horde. A horn is sounded, and the remaining orcs rally into groups. Orcs rally around both gates and begin manning defenses, and holding firm against the attacks of the hellbeast. Another force begins fortifying the entrance of the cave where the Orc Lord's ritual is taking place.

Fortunately, this leaves the prison structure comparatively unguarded, and Isaac's fog should leave you well concealed for now.

Mr. Prokosch
Feb 14, 2012

Behold My Magnificence!
[quote="Mr. Prokosch" post="489920279"]

Jack "Shadow" Callahan

Jack grins, but then notices the lack of recognition. Right, green now. He gives the friendly hand-signs and starts cutting bonds.

“Men, I know you’re eager to be free. But this is our shot at the Orc Lord. We have a small elite commando group infiltrating the camp, while an assault team causes chaos outside. The Target is weakened and distracted by the ritual. We must move fast. Many will die, but the Empire is on the line. We’ll meet reinforcements at the blacksmith and equip you in the field. Then, we cut off the head of the snake.”
The commando winces at the dragon-fire. A bit early, but the Dragon Slayers weren’t known for their patience.

“Move, move, MOVE!” he hisses to the soldiers.

Leadership: 1d20+8+4+5 23

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there

Ryu Kazama

The spectral fog doesn't quite reach into the forge, but the noises of battle from outside certainly do. The orc inside draws steel and moves to the door, just in time to be flattened as Ryu kicks it down. "Your finest weapons, blacksmith!" Ryu makes a great show of looking around the room and not noticing the orc beneath the door at his feet. "Hey! Can I get some service here, or do I need to help myself?" Without waiting for a reply, Ryu steps across the door (not over, across) and begins raiding the armory, grabbing a sack from the corner and stuffing it with the mundane weapons and gear. Orcish arms are durable, heavy things that will help the prisoners Jack is rescuing defend themselves, but the Orc Lord's main camp ought to have something with a little more magic to it.

What're ya sellin, stranger? (Champion+Wis): 1d20+9+3+2 28

Ryu Kazama, Human Stalwart 9
HP: 220/220 Recoveries: 4/10 (9d10+12)
Greatness NO
AC 30 PD 24 MD 23
Initiative/Power Stunt 2d20k1+8; 2#1d4
Resist cold/fire/poison 16+

STR: 20|+5 CON: 18|+4 DEX: 08|-1
INT: 10|00 WIS: 15|+2 CHA: 13|+1
Weapon: 1d20+5+9+4+ED; 9d10+18
Unarmed: 1d20+5+9+ED; 9d8+15
Giant: 1d20+5+1+LVL+ED; 9d10+27

Limited Powers
[x] [x] [ ] [ ] Runes, Potions, etc. (daily)
[ ] [ ] Power Stunt (ED 2,3)
[ ] Divine Stamina (rchg 11+)
[ ] Armorbreaker (rchg 11+)
[ ] Swordbreaker (rchg 16+)
[ ] Dragon's Rend (rchg 16+)
[ ] Mountain Splitter (rchg 16+)
[ ] Gauntlets of Spell Deflection (rchg 16+)
[ ] Belt of Resurgence (rchg 16+)
[ ] Adamant Greaves (rchg 16+)
[ ] Chuulish Reflexes (rchg 11+, chuul)

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Checkin sheets, looks like someone's still wearing +1 armor...

Ryu's bag of bladed treats fills up quickly, but stumbles upon something interesting. A set of hide armor, blackened and worn, but in a place of prominence. Or at least as much as orc organization allows for. It looks like Dark elf craftsmanship. How it got here is a mystery. Tribute? Spoils of war? Either way, its yours now.

Jack gets a +3 armor of your choice.

If the Imperials soldiers have any worries, they don't show it. The Empire's finest put their lives on the line without a second thought, quickly making their way out of the prison hut and towards the blacksmith to meet with the rest of you.

Isaac's fog and the various distractions are effective. The soldiers are unnoticed as they quickly rally at the blacksmith's. There's not terribly many of them, maybe a dozen, but you were never going to take on the Orc Lord with numbers anyway.

Ryu distributes weapons and you take stock. A dozen Imperial soldiers, a group of Shadowtouched orcs, and yourselves. Peering ahead through the fog, you can see the Orcs in front of the cave have already put down some fortifications and are taking defensive positions.

Above the sound of fire and battle, the drums continue. It's getting closer and closer to the final ritual time...

ArkInBlack
Mar 22, 2013

Temur Arderne

Temur keeps a close eye on the door, and impatiently paces. Finally he voices the source of his irritation with "Where the hell are those sappers? Should've been a sign-" and in what could only be perfect timing, a loud, large, resounding BOOM shakes the camp from the northeast, a plume of fire a smoke rising with fury matching an enraged Fire Elemental. Shaking off the gob-smacked look of confusion, Temur turns to the group, "Now's the time to move, while their distracted with the theatrics!"

Lay Of The Land (Cognosce+Wis): 1d20+16 36

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
The huge explosion send orcs running to investigate and turns the head of everyone in the camp. To their credit, the Orcs don't abandon their positions... but the distraction is enough for you to charge before they're ready!

The goblin sapper distraction allows you to get a surprise round! One person you pick and the person who rolls the highest initiative may take a full turn at the start!

You race into the teeth of the Orcish defenses. These orcs are no fresh-spawned raiders, though. They bear scars of war and the fat of many a successful battle. Still, you must prevail!
The largest of them, bearing torn and scavenged elvish mail, raises his glaive and shouts to the others.

"Raaah! There's the lot've been screwing with us! Eyes forward, you sots, Let's grind them underfoot!"

Roll Initiative!
Highest enemy initiative is 26, so you may go if you beat it (and maybe even go twice)

Yellow Orc rangers are up a cliff, meaning two move actions to get up there (1 to cliff, 1 to climb up) or a DC25 to do it in 1 move.
Green Orc rangers are behind heavy cover, -5 to ranged attacks against them.

You have the prisoners and shadowtouched orcs to use as you see fit here.
Escalation is at 0




pre:
Commander	AC29 PD27 MD27	270/270 HP
	+1 defense for every living allied mob
Red Soldiers	AC25 PD23 MD19	560/560 HP (70x8)
Blue Soldiers	AC25 PD23 MD19	560/560 HP (70x8)
	-5 to disengage soldiers
Yellow Rangers	AC26 PD24 MD20	350/350 HP (70x5)
Green Rangers	AC26 PD24 MD20	350/350 HP (70x5)

ArkInBlack
Mar 22, 2013

Temur Arderne

Recharge rolls from after last fight
-Recharge (16+, 6+, 16+, 16+): 1d20t16 0 1d20t6 1 1d20t16 1 1d20t16 0 BTS and Buck Up are ready
Initiative: 1d20+9 19
-Moment of Glory: 1d4 3


pre:
Temur Arderne
HP: 180/220  THP: 0  Command Points:1 Moment of Glory:3  Recoveries: 8/9 (9d8+12)   Initiative: +9
AC 28     PD 23     MD 26
Sword +3(MBA): 1d20+16+ED; 9d8+15, 9 Miss
Verutum(RBA): 1d20+10+ED; 9d6+3

At Will			Encounter			Daily/Recharge
Rally Now: 1CP          [ ]Hold The Line                [ ]Tactician Daily
Save Now!: 1CP                                          [X]Supreme Tactical Strike(16+)
Try Again: 2CP                                          [ ]Basic Tactical Strike(6+)
You Know What To Do!: 4CP                               [ ]Just Stay Calm(16+)
Fight From The Front					[ ]Buck Up(16+)
Weigh the Odds						[ ]Potion Belt(16+)
 							[ ]Reckless Sword(6+)
 							[X]Advanced Tactical Strike(16+)
 							[ ]Tactician Champion Feat
							[ ]Helm of Psychic Retribution (16+)
Conditionals

Consumables
Champion Healing Potion

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there

Ryu Kazama

The commander has already made his first mistake. While he wastes time barking orders to his troops, Ryu is already charging heedlessly into the fray. He barrels through the group at the commander's right flank; though he inflicts less pain than he takes in return, the assistance of the Dragon Slayer's own (weird, brainwashed) orc platoon does allow him to reach the commander and bull rush the orc into the cover blocking the archers.

Turn 1: Move action to reach the red mob
Basic Melee (Red Mob): 1d20+5+9+3 19, MISS 9 damage
Quick action: Orcs attack red mob

Attack Red Mob: 1d20 16
Move action past the red soldiers to the commander; taking the OA
Opportunity Attack: 1d20 10
Titan Grapple vs. PD (Commander): 1d20+5+9 31, HIT
Since it's been awhile: grabbed creatures have -4 defenses against my attacks, and can't make ranged attacks, OAs, or movement other than disengaging, at -5 unless they hit me first.
Quick action: Imperial soldiers with bows/crossbows provide backup fire


Ryu Kazama, Human Stalwart 9
HP: 220/220 Recoveries: 4/10 (9d10+12)
Greatness NO
AC 27 PD 24 MD 23
Initiative/Power Stunt 2d20k1+8; 2#1d4
Resist cold/fire/poison 16+

STR: 20|+5 CON: 18|+4 DEX: 08|-1
INT: 10|00 WIS: 15|+2 CHA: 13|+1
Sword: 1d20+5+9+3+ED; 9d10+15+3
Unarmed: 1d20+5+9+ED; 9d8+15

Limited Powers
[x] [x] [ ] [ ] Runes, Potions, etc. (daily)
[ ] [ ] Power Stunt (ED 2,3)
[ ] Divine Stamina (rchg 11+)
[ ] Armorbreaker (rchg 11+)
[ ] Swordbreaker (rchg 16+)
[ ] Dragon's Rend (rchg 16+)
[ ] Mountain Splitter (rchg 16+)
[ ] Gauntlets of Spell Deflection (rchg 16+)
[ ] Belt of Resurgence (rchg 16+)
[ ] Adamant Greaves (rchg 16+)
[ ] Chuulish Reflexes (rchg 11+, chuul)

Captain Walker fucked around with this message at 17:12 on Feb 5, 2019

Sockerbagarn
Sep 8, 2007

All makt åt Tengil, vår befriare.

Isaac Boreas

"Hmph! Attempt to trample us underfoot and all you will accomplish is treading into your own grave." Isaac clutches the obsidian orb tight and channels his power through it.



Behind him in the fog, three spectres manifest into the corporeal realm, their spirits belonging to elite soldiers of the Dragon Empire, who lost their lives on the battlefield in defense of their homeland against the orcish hordes of ages past, brought back to once again fight their old foe. Clad in heavy armor and wielding weapons that emanate black fog, they form rank in front of the necromancer. As one, they draw javelins from their backs and hurl them at the orcs, the jagged black tips of the spears sinking effortlessly into their targets and skewering them.

Pyrrhus, done causing chaos by setting fire to the encampment, swoops down from above and spits a ball of flame at the orcs up on the cliff, though most of them manage to take cover before it hits.

Initiative: 2d20k1+10 29

Standard & Move & Quick: Summon Undead: 1d3+2 3 Blackamber Skeletal Warriors raised.
Cackling Soliloquist: 1d6+9+12 Isaac gains 27 thp.
Soliloquist bonus: The skeletons are ethereal! Their attacks target PD instead of AC, and their Resist Weapons 16+ turns into Ghostly like wraiths.
Blackamber Skeletal Warriors: Spectral Javelins vs. Blue Soldiers: 3#1d20+13 25, 23, and 31 vs PD, all hit! 3#1d10+24 28 + 25 + 30 = 83 Negative Energy Damage. One Orc Soldier dies.

Pyrrhus uses a move action to enter the battlefield, then attacks the yellow rangers with his Fiery Breath.
Pyrrhus Fiery Breath Targets: 1d3 1
Fiery Breath: 1d20+15 24 vs PD, hit! 8d4 19 Fire Damage.

pre:
Blackamber Spectral Warriors
HP 75/75 (25 each) AC 26 PD 20 MD 22 Vulnerability: Holy
Ghostly: Resist all damage except force 16+. Can move through solid objects.
Press advantage: The warrior deals +1d10 damage with its attacks against enemies that have a lower initiative than it.
Shortsword +15 vs. PD — 28 Damage
	Natural 16+: Each Blackamber skeletal warrior in the battle moves up 1d4 points in initiative order.
	Natural even miss: 10 damage.
R: Javelin +13 vs. PD — 24 Damage
pre:
Isaac Boreas
Stats		 Battle/At-will*	 Daily Spells			Items/Powers
HP 120/120 (+27) [*] Chant of Endings IX [X] Summon Undead IX (16+)	[ ] Belt of Heroic Resolve (11+)
AC 23		 [*] Deathknell IX	 [ ] Summon Wraith IX (16+)	[ ] Obsidian Orb
PD 21		 [ ] Death's Call VII	 [ ] Circle of Death IX   	[ ] Robe of Perseverance
MD 24		 [ ] Life Drain		 [ ] Wave of Decay IX	  	[ ] Strider Symbiote (11+)
Re 7/8 (9d6-3)			 	 [ ] Finger of Death IX		[ ] Tome of Foresight (16+)
 + 1/1 (20)			 	 [ ] Ghoul Form VII   		[ ] Cackling Soliloquist
Spell mod +18				 [ ] Ghost Form VII
Initiative x2+10				 
pre:
Pyrrhus
HP 144/144 AC 26 PD 24 MD 20
Claws and bite +15 vs. AC — 8d6 Damage
[ ] Pack Link	[ ] Vitality	[ ] Magic Fang
[ ] Armor of Shell & Spirit	[ ] Blood is Strong	[ ] Spirit Guardian
[X] Fiery Breath +15 vs. PD (1d3 targets) — 8d4 Fire Damage
[ ] Dragonbone Armor (6+) — Prevent 25 damage from an attack
Recoveries 9d8+6

Sockerbagarn fucked around with this message at 01:26 on Jan 31, 2019

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
If the orcs are at all bothered by your lightning charge, they don't show it. The arrayed ranks don't even flinch as javelins take down one orc and injure another. Instead, they prepare a charge of their own... But you're only just getting started!

Surprise round over, Ryu and Isaac now take their normal turns, Escalation is at 0!

Yellow Orc rangers are up a cliff, meaning two move actions to get up there (1 to cliff, 1 to climb up) or a DC25 to do it in 1 move.
Green Orc rangers are behind heavy cover, -5 to ranged attacks against them.

Your various allies will take turns at the end of the round... when I figure out what kinda numbers I'm gonna give them :v:




pre:
Commander	AC29 PD27 MD27	270/270 HP
	+1 defense for every living allied mob
Red Soldiers	AC25 PD23 MD19	560/560 HP (70x8)
Blue Soldiers	AC25 PD23 MD19	477/560 HP (70x8)
	-5 to disengage soldiers
Yellow Rangers	AC26 PD24 MD20	331/350 HP (70x5)
Green Rangers	AC26 PD24 MD20	350/350 HP (70x5)

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there

Ryu Kazama

The commander squirms in Ryu’s grasp, but the stalwart is already too close for the orc’s glaive to be effective. “It’s no use. Your arms are too short to box with a dragon!” Ryu slams the commander against the barricade until it’s weak enough for him to hurl the commander through. Charging through the archers before him, Ryu swings the Katana of Wyrm Chopping wildly before pinning his target against the cliff beneath another squad of archers.

Quick: Destroy the green orcs’ cover. I didn't expect to need a roll, between Strength of Many and an effective +19, but I rolled anyway and, well...
Bunker Buster (STR/Dragon of Drakkenhall): 1d20m10+5+9+5 35 BUSTED
Move: drag the commander through the green orcs to the cliff beneath yellow orcs, taking the OA
Opportunity Attack: 1d20 18, yeah that's probably a hit
Giant Strike: 1d20+5+4+10 36, HIT
Giant Strike Damage: 9d10+15+3+12 83 damage
He's still grabbed, regardless of the flavor text. Forgot that I have a weapon rune active:
Weapon Rune: Force Damage: 5d6 17 extra damage with weapon attacks this battle

Ryu Kazama, Human Stalwart 9
HP: 220/220 Recoveries: 4/10 (9d10+12)
Greatness YES
AC 27 PD 24 MD 23
Initiative/Power Stunt 2d20k1+8; 2#1d4
Resist cold/fire/poison 16+

STR: 20|+5 CON: 18|+4 DEX: 08|-1
INT: 10|00 WIS: 15|+2 CHA: 13|+1
Weapon: 1d20+5+9+3+ED; 9d10+15+3+12
Unarmed: 1d20+5+9+ED; 9d8+15
Giant: 1d20+5+3+ED+LVL; 9d10+15+3+12

Limited Powers
[x] [x] [ ] [ ] Runes, Potions, etc. (daily)
[ ] [ ] Power Stunt (ED 2,3)
[ ] Divine Stamina (rchg 11+)
[ ] Armorbreaker (rchg 11+)
[ ] Swordbreaker (rchg 16+)
[ ] Dragon's Rend (rchg 16+)
[ ] Mountain Splitter (rchg 16+)
[ ] Gauntlets of Spell Deflection (rchg 16+)
[ ] Belt of Resurgence (rchg 16+)
[ ] Adamant Greaves (rchg 16+)
[ ] Chuulish Reflexes (rchg 11+, chuul)

Captain Walker fucked around with this message at 19:00 on Feb 11, 2019

Sockerbagarn
Sep 8, 2007

All makt åt Tengil, vår befriare.

Isaac Boreas

The spectral soldiers reach for their quivers and lets loose another javelin volley with military precision, striking one of the orcs in the thigh and another in the throat, the latter sinking to the ground with a sickening gurgle. As soon as the javelins leave their bony hands, they reach for their shortswords and unsheathes them with a sharp metal noise, standing ready for the inevitable orcish counterattack.

Isaac raises his voice in a montonous chant, speaking magical words of death that resonate within the minds of his foes. The nearest orc's expression goes blank and the light disappears from his eyes as he sinks to the ground, his soul torn from his body.

On the other side of the field of battle, Pyrrhus descends upon the rangers he's been harrying with his fiery breath, landing on the cliff they're stood upon with a terrible crash, striking at them with his claws as he unleashes a mighty roar. "Let's get this party started!" He bellows gleefully.

Chant of Endings vs Blue Soldiers: 1d20+18 34 vs MD, hit! 8d10+18 71 Negative Energy Damage. One Orc Soldier dies.
Blackamber Skeletal Warriors: Spectral Javelin vs. Blue Soldiers: 3#1d20+13 14 vs PD, miss. 33 vs PD, CRIT! 26 vs PD, hit! 3#1d10+24 34 27*2 + 29 = 83 Negative Energy Damage. One Orc Soldier dies.

Pyrrhus lands on the cliff and engages the Yellow Rangers.
Pyrrhus vs Yellow Rangers: 1d20+15 30 vs AC, hit! 8d6 35 Damage.

pre:
Blackamber Spectral Warriors
HP 75/75 (25 each) AC 26 PD 20 MD 22 Vulnerability: Holy
Ghostly: Resist all damage except force 16+. Can move through solid objects.
Press advantage: The warrior deals +1d10 damage with its attacks against enemies that have a lower initiative than it.
Shortsword +15 vs. PD — 28 Damage
	Natural 16+: Each Blackamber skeletal warrior in the battle moves up 1d4 points in initiative order.
	Natural even miss: 10 damage.
R: Javelin +13 vs. PD — 24 Damage
pre:
Isaac Boreas
Stats		 Battle/At-will*	 Daily Spells			Items/Powers
HP 120/120 (+27) [*] Chant of Endings IX [X] Summon Undead IX (16+)	[ ] Belt of Heroic Resolve (11+)
AC 23		 [*] Deathknell IX	 [ ] Summon Wraith IX (16+)	[ ] Obsidian Orb
PD 21		 [ ] Death's Call VII	 [ ] Circle of Death IX   	[ ] Robe of Perseverance
MD 24		 [ ] Life Drain		 [ ] Wave of Decay IX	  	[ ] Strider Symbiote (11+)
Re 7/8 (9d6-3)			 	 [ ] Finger of Death IX		[ ] Tome of Foresight (16+)
 + 1/1 (20)			 	 [ ] Ghoul Form VII   		[ ] Cackling Soliloquist
Spell mod +18				 [ ] Ghost Form VII
Initiative x2+10				 
pre:
Pyrrhus
HP 144/144 AC 26 PD 24 MD 20
Claws and bite +15 vs. AC — 8d6 Damage
[ ] Pack Link	[ ] Vitality	[ ] Magic Fang
[ ] Armor of Shell & Spirit	[ ] Blood is Strong	[ ] Spirit Guardian
[X] Fiery Breath +15 vs. PD (1d3 targets) — 8d4 Fire Damage
[ ] Dragonbone Armor (6+) — Prevent 25 damage from an attack
Recoveries 9d8+6

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
15 Damage from the OA for Ryu

Even with Ryu pinning the commander against a cliff face, he still holds some composure.
"Talons, forward! Fangs, to me! And kill the one in the dress!"

One troop of orcs marches forward with grim determination, sizing up the ghostly apparitions. Several of the orcs sneer, and one mutters "Hmph. Killed em once, right?"
Isaac can only watch in moderate distress as the orcs quickly overwhelm the undead soldiers, bowling them over and stamping them into wisps of mist. They barely break their stride as they continue to the rest of you.

Red Solider Mob engages the Ghostly warriors!
8 attacks, even miss, miss, hit, crit!, miss (1), crit! Skeletons are destroyed!


Ryu hears a cry behind him and turns to see the rest of the orcs charging him! He does what he can with one arm busy holding the Orc commander, but blows both telling and slight make it through his guard. The orcs press in eagerly, but if there's one thing that has become clear, its that the Stalwart turned Dragon is not one to let a mere bloodletting weaken his resolve.

Blue Soldier Mob engages Ryu!
5 attacks, miss, even hit, miss, even miss, even hit. Ryu takes 70 damage!


But then, black shafts arc over the heads of the orcs marching towards you, sailing directly towards Isaac! All he can do is cover his vitals as bolt after bolt knock him back. It is only his grim necromantic will that keeps him standing after the brutally accurate barrage!

Green Rangers fire on Isaac!
5 attacks, even hit, even hit, even hit, hit, miss! Isaac takes 121 damage!


The Orc archers on the cliff are too busy with the undead dragon to keep up the barrage, thankfully. They draw daggers and swarm over Pyrrhus, trying to lever apart his bony frame. But Pyrrhus is a full fledged Dracolich now, and is made of sterner stuff than that!

Yellow Rangers engage Pyrrhus!
5 attacks, even miss, hit, even miss, hit, even hit. Pyrrhus takes 66 damage!


Your allies are still catching up behind you, but the Orc's discipline is still unbroken.

Temur and Jack are up! Escalation is at 0
Yellow Orc rangers are up a cliff, meaning two move actions to get up there (1 to cliff, 1 to climb up) or a DC25 to do it in 1 move.




pre:
Commander	AC29 PD27 MD27	187/270 HP
	+1 defense for every living allied mob
Red Soldiers	AC25 PD23 MD19	560/560 HP (70x8)
Blue Soldiers	AC25 PD23 MD19	323/560 HP (70x8)
	-5 to disengage soldiers
Yellow Rangers	AC26 PD24 MD20	296/350 HP (70x5)
Green Rangers	AC26 PD24 MD20	350/350 HP (70x5)

M.c.P fucked around with this message at 14:03 on Feb 23, 2019

Mr. Prokosch
Feb 14, 2012

Behold My Magnificence!

Jack "Shadow" Callahan

This battle could turn messy quick. They needed to get to the Orc Lord, and they needed to be at their best when they did. Jack could feel the Shadow humming with the ritual's power. It responded to song, and these drum beats were making it restless.

These Orcs were veterans. Always kill the man in the dress first. It's what Jack would do, when he was an archer he'd open with a kill shot to the gaunt, arrogant little creature crouching in the back. When he was an archer, the only thing that would stop him from downing the opponent's Isaac was a sword swinging for his head.

So Jack rushes the rangers aiming for Isaac. He's too slow to stop the first volley, but crashes into them before they can fire again! He cuts through the first shocked Orc and the rest scramble back. Jack can feel their sudden shock and fear. They were Orcs, and this power they feel now... It's like they're facing down the Orc Lord!

Move: I engage the yellow rangers!
Minor: Song of Victory! All nearby enemies with less hp than me (so all nearby mooks and the commander if someone hits him again) are dazed until the end of my next turn!
Free: Lethal Hunter on the yellow rangers
Standard: Attack!
Attack Yellow Rangers!: 1d20+16 35 CRIT
Damage!: 9d8+14 46 = 92 damage!
Isaac can heal with a recovery!


pre:
Stats      1/Battle  Songs     Spells        Cries   
HP 180/180 []Heal    []Legends  []Discomb.   *20/16+esc5: recovery&3+3d6
AC 25      []Tracker [X]Heroes   []Befuddle   *Hit: save ; Even: move
PD 24      []Racial  []Blood    [X]Soundburst *Evenmiss: +2 atk ally
MD 22                [X]Victory               *11+: recovery
                     
Bonus Spells                         
[]Transfer Enchantment
[]Ghoul Form
[]Hammer of Faith
[]Breath of the Blue

*Dancing Lights
*Cantrips: Prestidigitation, Mage Hand, Ghost Sound

Initiative 12+  Recoveries: 8/8 (8d8+6)				 	
Melee Attack: +16 vs AC; 9d8+14 damage
Spell Attack: +13 vs ??:
+3d8 damage against most dangerous opponent
Boots: +2 to disengage and fancy footwork

Items
[]Roll Recharge or Regain 1/Battle
[]Spend recovery to rage 
[]Roll save to not expend last divine spell
[]Recharge 16+ cancel MD attack effect
[X]Recharge 5+ Wall Walk
Initiative was in discord but might as well post it here: Initiative: 1d20+12 23
Tracker: 1d6 1

Also I'll take the Armor of Stone Flesh

ArkInBlack
Mar 22, 2013

Temur Arderne

"Just twenty something orcs! A nice warm up for the main event! Hop to it Slayers, we're on a time table!" Drawing his blade, Temur looks back and shouts to the approaching reinforcements "Oi! You lot take too long I'll have 'em all to myself!" And hoping the thought of missing a fight spurs them forward faster, Temur charges into the throng of orcs ahead of them, slamming shield first into the most eager of their number.

Minor: Use Buck Up!
-Buck Up! Targets: 1d4 2
--Temur gains 60 THP, Isaac gains 36 THP, and Ryu gains 69 THP.
Move: Engage Red Orcs
Standard: Melee Attack the Red Orcs
-Melee Attack (@Red Orc Mooks): 1d20+16 26 9d8+15 60 Hits for 60 damage.
--Fight From The Front: 1d3 1


pre:
Temur Arderne
HP: 180/220  THP: 60  Command Points:2 Moment of Glory:3  Recoveries: 8/9 (9d8+12)   Initiative: +9
AC 28     PD 23     MD 26
Sword +3(MBA): 1d20+16+ED; 9d8+15, 9 Miss
Verutum(RBA): 1d20+10+ED; 9d6+3

At Will			Encounter			Daily/Recharge
Rally Now: 1CP          [ ]Hold The Line                [ ]Tactician Daily
Save Now!: 1CP                                          [X]Supreme Tactical Strike(16+)
Try Again: 2CP                                          [ ]Basic Tactical Strike(6+)
You Know What To Do!: 4CP                               [ ]Just Stay Calm(16+)
Fight From The Front					[X]Buck Up(16+)
Weigh the Odds						[ ]Potion Belt(16+)
 							[ ]Reckless Sword(6+)
 							[X]Advanced Tactical Strike(16+)
 							[ ]Tactician Champion Feat
							[ ]Helm of Psychic Retribution (16+)
Conditionals

Consumables
Champion Healing Potion

ArkInBlack fucked around with this message at 16:55 on Feb 25, 2019

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
The commander levers himself against the cliffside, pulling something from his back.
"You picked the wrong orc to throw down with, pink-skin!"
Ryu feels a sharp pain on his leg as the orc stabs him in the thigh, but he still manages to duck the following swing. Still, the shock causes him to lose his grip on the leader, and he falls to his knees, briefly unable to move!
The Commander surveys the battlefield, and frowns. He points at Jack, who's swords are dripping with fresh blood of slain orcs.
"That one, boys! Lets show him what we think of fancy footwork!"

Commander attacks Ryu, 2 attacks!
odd hit, miss! Ryu takes 25 damage and is Stuck (save ends)
Allies get increased range versus Ryu while he is stuck!


Temur doesn't have to wait long for his reinforcements to arrive. With a cry both the rescued Imperial soldiers and the Shadow touched orcs crash into the front lines, adding some much needed bodies to the throng. Practiced Imperial arms find a gap in one of the orc's armor, who collapses in a gurgling heap.

Allies join Temur! They're just regular blobs of stats right now.
Shadow Orcs and Imperials attack the Red soldier mob, hit, miss! Red orc mob takes 50 damage.


But as split up as you are, this battle promises to wear you down significantly. At least the rain of arrows has stopped for now... Isaac and Ryu still have time to turn this battle around!

Ryu and Isaac are up! Escalation is at 1!
Yellow Orc rangers are up a cliff, meaning two move actions to get up there (1 to cliff, 1 to climb up) or a DC25 to do it in 1 move.




pre:
Commander	AC29 PD27 MD27	187/270 HP
	+1 defense for every living allied mob
Red Soldiers	AC25 PD23 MD19	450/560 HP (70x8)
Blue Soldiers	AC25 PD23 MD19	323/560 HP (70x8)
	-5 to disengage soldiers
Yellow Rangers	AC26 PD24 MD20	296/350 HP (70x5)
Green Rangers	AC26 PD24 MD20	258/350 HP (70x5)

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there

Ryu Kazama

Indomitable: 1d20+5 7, nope
Before Ryu can loses his balance entirely, he plants his sword in the ground to steady himself. Even as the commander extends his arm to command his archers to fire at Jack, Ryu has withdrawn the orc's shortsword from his leg and returned it to its owner in similar fashion, with one difference: Ryu's attack pierces the orc's calf, a far more sensitive target. Though Ryu's own wound makes a proper follow-up difficult, a mighty slash cuts through the orc's armor, leaving a shallow gash that forces him back. "Only color I'm concerned with is right there: your blood. You had best pray to die a warrior's end upon my blade; if my comrades have to bustout the unspeakable magics, your exit from this life will be an prolonged and extremely unpleasant experience."

Dragon's Rend (PD): 1d20+5+9+3+1 33
Dragon's Rend Damage: 9d10+15+3+12 85 damage
If someone has a way to boost that roll to a nat 16, the orc also takes 18 ongoing damage and weakened (save ends both).
Disengage: 1d20 17 he's ungrabbed and can move freely

Ryu Kazama, Human Stalwart 9
HP: 135(+44)/220 Recoveries: 4/10 (9d10+12)
Greatness NO
AC 27 PD 24 MD 20
Initiative/Power Stunt 2d20k1+8; 2#1d4
Resist cold/fire/poison 16+

STR: 20|+5 CON: 18|+4 DEX: 08|-1
INT: 10|00 WIS: 15|+2 CHA: 13|+1
Weapon: 1d20+5+9+3+ED; 9d10+15+3+12
Unarmed: 1d20+5+9+ED; 9d8+15
Giant: 1d20+5+3+ED+LVL; 9d10+15+3+12

Limited Powers
[x] [x] [ ] [ ] Runes, Potions, etc. (daily)
[ ] [ ] Power Stunt (ED 2,3)
[ ] Divine Stamina (rchg 11+)
[ ] Armorbreaker (rchg 11+)
[ ] Swordbreaker (rchg 16+)
[X] Dragon's Rend (rchg 16+)
[ ] Mountain Splitter (rchg 16+)
[ ] Gauntlets of Spell Deflection (rchg 16+)
[ ] Belt of Resurgence (rchg 16+)
[ ] Adamant Greaves (rchg 16+)
[ ] Chuulish Reflexes (rchg 11+, chuul)

Sockerbagarn
Sep 8, 2007

All makt åt Tengil, vår befriare.

Isaac Boreas

Isaac only just barely remains standing after becoming the target of the arrow barrage. He stands panting heavily as he clutches an arrow shaft sticking out of his left shoulder. "You shall suffer for that!" He snaps off the shaft in anger and lifts his obsidian orb in a bloodstained hand. Using Ryu and his prodigious constitution as a conduit for life force, Isaac doesn't care about accuracy as he simply drains the vitality of the nearby orcs and feeds it into his fellow slayer. Two of the orcs on the cliff wither as if they rapidly aged, their skin wrinkling and turning a pallid grey as their hearts stop beating.

Pyrrhus is not slow to take advantage of the disturbance in the orcish ranks. He lunges forward and catches one of the orcs in his mouth, crushing the ranger between his powerful jaws before discarding him off the side of the cliff. "You think those toothpicks are fit to slay a dragon?" He lets off a bellowing chuckle as the wounds inflicted on his body by the pitiful small arms of the orcs rapidly begin to close.

Standard: Life Drain
Life Drain Random Target: [1-7: Red Soldiers] [8-12, Blue Soldiers] [13-16, Green Rangers] [17-21, Yellow Rangers] [22, Commander]: 1d22 20, Yellow Rangers.
Life Drain vs Yellow Rangers: 1d20+18+1 25 vs MD, hit! (2d8*10)+15 115 Negative Energy Damage. Two Rangers die.
Ryu Recovery: 9d10+12 Ryu can spend a recovery to heal 54 hp.

Quick: Vitality: Pyrrhus heals using a free recovery and regenerates 12 hp at the start of each of his turns. Once during this battle, if Pyrrhus drops to 0 hit points he can heal using one of my recoveries on a successful normal save.
Pyrrhus Recovery: 9d8+6 33

Pyrrhus regenerates 12 hp.
Pyrrhus vs Yellow Rangers: 1d20+15+1 36 vs AC, CRIT! 8d6 25 50 Damage! Another Ranger dies.

pre:
Isaac Boreas
Stats		 Battle/At-will*	 Daily Spells			Items/Powers
HP 52/120 (+36) [*] Chant of Endings IX [X] Summon Undead IX (16+)	[ ] Belt of Heroic Resolve (11+)
AC 23		 [*] Deathknell IX	 [ ] Summon Wraith IX (16+)	[ ] Obsidian Orb
PD 21		 [ ] Death's Call VII	 [ ] Circle of Death IX   	[ ] Robe of Perseverance
MD 24		 [1] Life Drain		 [ ] Wave of Decay IX	  	[ ] Strider Symbiote (11+)
Re 7/8 (9d6-3)			 	 [ ] Finger of Death IX		[ ] Tome of Foresight (16+)
 + 1/1 (20)			 	 [ ] Ghoul Form VII   		[ ] Cackling Soliloquist
Spell mod +18				 [ ] Ghost Form VII
Initiative x2+10				 
pre:
Pyrrhus
HP 123/144 AC 26 PD 24 MD 20
Claws and bite +15 vs. AC — 8d6 Damage
[ ] Pack Link	[X] Vitality	[ ] Magic Fang
[ ] Armor of Shell & Spirit	[ ] Blood is Strong	[ ] Spirit Guardian
[X] Fiery Breath +15 vs. PD (1d3 targets) — 8d4 Fire Damage
[ ] Dragonbone Armor (6+) — Prevent 25 damage from an attack
Recoveries 9d8+6

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
If there's one thing your rapid assault does, it stops the assembled archers from firing on the targets they want! And with Jack's distinctive aura dominating the field of battle, their blows are slow and weak compared to their earlier ferocity! Jack takes a few errant swings, but is relatively unphased, and the two remaining orcs facing Pyrrhus don't have a prayer of breaking his hardened dragon bones.

Green mooks attack Jack, 4 dazed attacks!
Even miss, hit, miss, hit! Jack takes 37 damage!
Yellow mooks attack Pyrrhus, 2 attacks!
Miss, even miss. Pyrrhus takes 7 damage!


The orcs surrounding Ryu fare little better, accomplishing more in tiring Ryu's sword arm than in any telling blows.
Temur braces his shield, surrounding by imperials and orcs, and notes with gratitude that your hastily selected allies are holding strong!

Blue mob attacks Ryu. Crit range expanded by 1, 5 attacks.
Even miss, miss, miss, even miss, even miss. Ryu takes 30 damage!
Red mob attacks your allies! 7 attacks.
Miss, even miss, miss, miss, even miss, even miss, miss. Allies take 30 damage, suffer no penalties!


The Orcish commander steps into the middle of the field, desperately screaming to return the Orc's morale.
"Kill them! KILL THEM! We're all dead if they disturb the Lord! We're this close! This time we have to succeed!"

Jack and Temur are up! Escalation is at 1!
Yellow Orc rangers are up a cliff, meaning two move actions to get up there (1 to cliff, 1 to climb up) or a DC25 to do it in 1 move.




pre:
Commander	AC29 PD27 MD27	102/270 HP
	+1 defense for every living allied mob
Red Soldiers	AC25 PD23 MD19	450/560 HP (70x8)
Blue Soldiers	AC25 PD23 MD19	323/560 HP (70x8)
	-5 to disengage soldiers
Yellow Rangers	AC26 PD24 MD20	131/350 HP (70x5)
Green Rangers	AC26 PD24 MD20	258/350 HP (70x5)

Mr. Prokosch
Feb 14, 2012

Behold My Magnificence!

Jack "Shadow" Callahan

Jack can hear the war drums pounding in his soul.

Frenzy
Frenzy
Smash
Reave

Orcs are weapons
The Orc Lord’s weapons
My weapons

A terrible realization comes over Jack. They didn’t come here to kill the Orc Lord. They came here to make him.

He meets the commander’s eyes, and touches his tainted mind. This time Jack doesn’t twist it, he doesn’t deceive. He shows him the truth.

“Do not worry. We will enter this cave. Then the One True Orc Lord will emerge. You should stand aside, there is no reason to die here. We will need good commanders soon.”

He touches mind after mind with the same Truth. There are two Orc Lords and there must be one.

His daughter was bait.

This is all part of the ritual. The only thing in question is which Orc Lord would triumph.

Standard: Discombubolate Commander
Quick Action: Tracker Stunt
Move Action: DRAMA!
Free: I let Song of Victory move to its final verse


Tracker Stunt: All Mooks “killed” by Song of Victory join the Shadow-Touched Orcs.


Damage Red Soldiers: 5d6+12 28 x 7 = 196
Damage Blue Soldiers: 5d6+12 32 x 5 = 160
Damage Yellow Rangers: 5d6+12 24 x 5 = 120
Damage Green Rangers: 5d6+12 31 x 4 = 124
Damage Commander: 5d6+12 31

Discombobulate: 1d20+13 27 YES (It's +1 because I forgot escalation, so 28)

pre:
Stats      1/Battle  Songs     Spells        Cries   
HP 143/180 []Heal    []Legends  []Discomb.   *20/16+esc5: recovery&3+3d6
AC 25      []Tracker [X]Heroes   []Befuddle   *Hit: save ; Even: move
PD 24      []Racial  []Blood    [X]Soundburst *Evenmiss: +2 atk ally
MD 22                [X]Victory               *11+: recovery
                     
Bonus Spells                         
[]Transfer Enchantment
[]Ghoul Form
[]Hammer of Faith
[]Breath of the Blue

*Dancing Lights
*Cantrips: Prestidigitation, Mage Hand, Ghost Sound

Initiative 12+  Recoveries: 8/8 (8d8+6)				 	
Melee Attack: +16 vs AC; 9d8+14 damage
Spell Attack: +13 vs ??:
+3d8 damage against most dangerous opponent
Boots: +2 to disengage and fancy footwork

Items
[]Roll Recharge or Regain 1/Battle
[]Spend recovery to rage 
[]Roll save to not expend last divine spell
[]Recharge 16+ cancel MD attack effect
[X]Recharge 5+ Wall Walk

ArkInBlack
Mar 22, 2013

Temur Arderne

Temur's fighting is interrupted by Jack... Tearing through the opposing orcs, in his peculiar fashion. Letting out another few quick slashes to keep back the ones not half addled by the dark thing kept in heel by the ranger, Temur shifts back into a defensive posture closer to Isaac. "Give yourself a moment, Isaac. After Jack's little display I could certainly keep this lot at bay before we sweep them aside and I want you at your best when we face the Orc Lord."

Interrupt: Use Rally Now on Isaac.
-Rally: 9d6-3 27 HP for Isaac
Standard: Melee Attack Red Mook Pool
-Melee Attack (@Red Orc Mooks): 1d20+17 29 9d8+15 53 damage to the Red Mook Pool
--Fight From The Front: 1d3 1


pre:
Temur Arderne
HP: 180/220  THP: 60  Command Points:2 Moment of Glory:3  Recoveries: 8/9 (9d8+12)   Initiative: +9
AC 28     PD 23     MD 26
Sword +3(MBA): 1d20+16+ED; 9d8+15, 9 Miss
Verutum(RBA): 1d20+10+ED; 9d6+3

At Will			Encounter			Daily/Recharge
Rally Now: 1CP          [ ]Hold The Line                [ ]Tactician Daily
Save Now!: 1CP                                          [X]Supreme Tactical Strike(16+)
Try Again: 2CP                                          [ ]Basic Tactical Strike(6+)
You Know What To Do!: 4CP                               [ ]Just Stay Calm(16+)
Fight From The Front					[X]Buck Up(16+)
Weigh the Odds						[ ]Potion Belt(16+)
 							[ ]Reckless Sword(6+)
 							[X]Advanced Tactical Strike(16+)
 							[ ]Tactician Champion Feat
							[ ]Helm of Psychic Retribution (16+)
Conditionals

Consumables
Champion Healing Potion

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Jack's call to war catches many of the orcs fighting you. The slump, slack jawed, while their brethren look on in confusion.
One soldier shouts,
"We're Orcs! Nothing fights better than us! We answer to no one! Get up, get-"
And then he is run through by his own commander.

Jack doesn't successfully convert all the orcs, but the rest are scattered and isolated. They die quickly under your growing ranks of allies. The Imperial Soldiers you rescued look around with no small amount of fear and confusion, but they're still standing with you.

Behind you orcs still yell and try to fight fires and the raging beast you took from Throatrend. Looks like there's no signs of immediate reinforcements... but the other war camps will surely have seen the commotion and will be moving in looking for a fight.

You dust off and nod to each other. Time to meet the Orc Lord.

Plus any pre-fight preparations, of course. What will you do with your buddies?



The entrance to the caves is tight, but after some winding it starts to open up into a slow uphill slope. The drumming and shouts grow louder and more persistent, rattling your teeth in your head with their strength. Finally, you enter a large chamber open to the northern wastelands, where the rays of the evening sun seem to shine directly into the cave. Fires fill the air with cloying, pungent smoke, but below the clouds and far in the distance you can see the trees of the Elven Wood and the towers of Imperial outposts.

But your eyes are glued to the figure in the center of the chamber, surrounded by orcs beating drums, playing instruments, and shouting wildly. The orcs here are utterly engrossed in their ritual, playing with such vigor they bleed back blood from their hands and throats. But the Orc Lord's attention is focused on you.



"You're finally here, Hunter."

He hefts his axe and looks you over, lingering on Jack the longest.
"Only beginning to understand your powers. After decades of burying your strength under weak flesh. Pfah! Weak."
He smiles at you.
"You are on my ground, where my blood has been spilled, where MY orcs rend their own flesh for me! Come, Hunter. Come with all your allies! I challenge you to fight and die!"
(after some scene setting)

In the back of the cave sits a wrought metal cage, with a figure inside. Jack's eyes dart over, and he feels some relief. Laina Callahan looks to be in one piece.


In fact... she's gesturing? Imperial Scout Sign, just like Jack taught her.
RITUAL MAKES LORD UNSTOPPABLE. KEEP LORD BUSY. I'LL STOP RITUAL, REINFORCEMENTS HERE.
A movement from another shadow catches your eye. Perch the halfling waves from behind a stalagmite. She followed you all the way here! You imagine they have some plan to get Penitent in here as well.

Isaac and Jack can feel the Iconic power rolling off the Orc Lord in waves, but its clear that whatever this ritual is, it's channeling some kind of power to him. It's nearing completion, and the problem with Orc rituals is how robust they are. Laina has had a lot more time to study this, maybe she already has a plan...

Take some time to shout at each other, and maybe consider how you're gonna take on Orc Lord + Ritual, and what to do with all your myriad buddies here.

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there

Ryu Kazama

Kneel or die, fools!

Ryu’s sudden bellow is audible for miles. He holds aloft a small stone inscribed with the draconic symbol for “battle”; it pulses with barely-contained power as his every word shakes the earth and throws several ritual musicians out of time.

”I offer you a mercy you will not again be granted! Your doom comes from the East; the terrible White returns, and her dread magic bends all to her will! Your foul ritual will not save you, Orc Lord. No man can stand before her alone without falling to his knees! Only in unity does this world have a chance! Do you hear, Orc?! I shall beat this message through your skull with my own hands if I must!

Ryu smashes the symbol against the ground. Golden sparks rises from the dirt and fly into the allied forces, invigorating them, before Ryu unleashes a roar of primal, draconic fury as his body ignites with the red-and-gold flames of Drakkenhall.

Again I say: kneel before the Empire, swear to defend it against this common foe, or die where you stand!

Let’s call this the Symbol of War: the ED starts at 1 this battle, unless otherwise modified
Recovery; Recharge 16: 9d10+12 55 1d20t16 1
Initiative/Power Stunt: 2d20k1+8 19 2#1d4 2 4

Ryu Kazama, Human Stalwart 9
HP: 190/220 Recoveries: 3/10 (9d10+12)
Greatness NO
AC 27 PD 24 MD 20
Initiative/Power Stunt 2d20k1+8; 2#1d4
Resist cold/fire/poison 16+

STR: 20|+5 CON: 18|+4 DEX: 08|-1
INT: 10|00 WIS: 15|+2 CHA: 13|+1
Weapon: 1d20+5+9+3+ED; 9d10+15+3+12
Unarmed: 1d20+5+9+ED; 9d8+15
Giant: 1d20+5+3+ED+LVL; 9d10+15+3+12

Limited Powers
[x] [x] [x] [x] Runes, Potions, etc. (daily)
[ ] [ ] Power Stunt (ED 2,4)
[ ] Divine Stamina (rchg 11+)
[ ] Armorbreaker (rchg 11+)
[ ] Swordbreaker (rchg 16+)
[ ] Dragon's Rend (rchg 16+)
[ ] Mountain Splitter (rchg 16+)
[ ] Gauntlets of Spell Deflection (rchg 16+)
[ ] Belt of Resurgence (rchg 16+)
[ ] Adamant Greaves (rchg 16+)
[ ] Chuulish Reflexes (rchg 11+, chuul)

Mr. Prokosch
Feb 14, 2012

Behold My Magnificence!


THE HUNTER strides forward.
YOU ARE MY PREY, BROTHER.
WE WILL JOIN
I WILL BE SOVEREIGN
COME
BLUSTER
STRUGGLE
IT AMUSES ME


Earlier…

“In an honest fight the Orc Lord would eviscerate me, and this is not an honest fight. He’s being fueled by a blood ritual that’s giving him crazy power. But it also makes him vulnerable. If we can turn off the juice, or turn it against him, the Shadow he’s calling will bounce away and he’ll be defenseless.

That’s our first advantage. You guys are the second. He’s going to think this is about him and me and you’re my little minions like his Orc cronies. You’re not cronies, you’re the Dragon Slayers. You’re the greatest gathering of heroes in this age.

Isaac, you’re the best at creepy magic situations, so use that unstoppable intellect you’re always bragging about to screw up his ritual.

Temur, you’re a tactical genius, so you should lead our forces. Your priority is to free the captives and organize them into a fighting force. My granddaughter should be there, maybe she can help.

Ryu, you’re the toughest slab of meat that ever wrestled a giant lizard. If anyone can stand toe-to-toe with the Orc Lord in a fist fight, it’s you. I want you up front with me.

We want him to think this is a fight about Primordial Shadows, not a fight with the Dragon Slayers. So I’m going to channel as much of this power as I can handle.

Rune on my armor: 1d100 66
Bonus to AC, PD, and MD and I can reroll one failed save

Rune on my weapon: 1d100 67
Weapon does +3d20 damage when escalation die is 3+

Ghoul Form
+4 to melee attacks, initiative, dex checks, and disengage checks. Enemies engaged with me are vulnerable to all attacks. I get half healing

Hammer of Faith
D12 base weapon die, half damage on a miss, 1 reroll.

Rage
Roll 2d20 for attacks and take the higher.

Initiative: 1d20+16 28
Stunt: 1d6 5

pre:
Stats      1/Battle  Songs     Spells        Cries   
HP 180/180 []Heal    []Legends  []Discomb.   *20/16+esc5: recovery&3+3d6
AC 25      []Tracker [X]Heroes   []Befuddle   *Hit: save ; Even: move
PD 24      []Racial  []Blood    [X]Soundburst *Evenmiss: +2 atk ally
MD 25                [X]Victory               *11+: recovery
                     
Bonus Spells                         
[]Transfer Enchantment
[X]Ghoul Form
[X]Hammer of Faith
[]Breath of the Blue

*Dancing Lights
*Cantrips: Prestidigitation, Mage Hand, Ghost Sound

Initiative 12+  Recoveries: 6/8 (8d8+6)				 	
Melee Attack: +16 vs AC; 9d8+14 damage
Spell Attack: +13 vs ??:
+3d8 damage against most dangerous opponent
Boots: +2 to disengage and fancy footwork

Items
[]Roll Recharge or Regain 1/Battle
[]Spend recovery to rage 
[]Roll save to not expend last divine spell
[]Recharge 16+ cancel MD attack effect
[X]Recharge 5+ Wall Walk

Mr. Prokosch fucked around with this message at 22:16 on Mar 20, 2019

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost


The Orc Lord sneers at Ryu.
"We are Orcs! We kneel to NO ONE!"

But Jack's apparent transformation brings a smile to the Orc Lord's face.
"Good, good. Throw yourself to the darkness! I will crush the feeble body you inhabit and take true power for my own! We will be unstoppable!"

The Orc Lord suddenly leaps for you, faster than any creature you've encountered so far!

Roll initiative if you haven't, Orc Lord got a 34, but if you can beat that, go ahead and take a turn!

But on the far end of the cave, there's more movement. Perch the halfling is already near Laina's cage, and is working to set her free.

Keep an eye on Discord for how I use the intercepts, but generally he'll be messing with things you're trying to do.
No information on the ritual, you're gonna have to brain at it.

Escalation is at 1!




pre:
The Orc Lord	AC29 PD25 MD25	1500/1500 HP
	1 Free intercept per round, pops free of one enemy to do so.
	Fear Aura (144 HP)
	Counters hits

Sockerbagarn
Sep 8, 2007

All makt åt Tengil, vår befriare.

Isaac Boreas

Isaac's eyes glint with fascination as he watches the shadow emerge from Jack and the Orc Lord's response, paying little mind to the grandstanding going on, and for once not partaking in it personally. There was something inherently unrefined about the forces at work here. Primal shadows! Much had been written about them, but to see them interact up close... It is a shame that the current circumstances did not allow for a thorough study, although the process of tearing apart the Orc Lord's ritual might provide some interesting insights.

Recovery: 9d6-3 28
Recharge Summon Undead: 1d20t16 1, recharges
Initiative: 2d20k1+10 19

pre:
Isaac Boreas
Stats		 Battle/At-will*	 Daily Spells			Items/Powers
HP 107/120 (+00) [*] Chant of Endings IX [X] Summon Undead IX (16+)	[ ] Belt of Heroic Resolve (11+)
AC 23		 [*] Deathknell IX	 [ ] Summon Wraith IX (16+)	[ ] Obsidian Orb
PD 21		 [ ] Death's Call VII	 [ ] Circle of Death IX   	[ ] Robe of Perseverance
MD 24		 [2] Life Drain		 [ ] Wave of Decay IX	  	[ ] Strider Symbiote (11+)
Re 5/8 (9d6-3)			 	 [ ] Finger of Death IX		[ ] Tome of Foresight (16+)
 + 1/1 (20)			 	 [ ] Ghoul Form VII   		[ ] Cackling Soliloquist
Spell mod +18				 [ ] Ghost Form VII
Initiative x2+10				 
pre:
Pyrrhus
HP 144/144 AC 26 PD 24 MD 20
Claws and bite +15 vs. AC — 8d6 Damage
[ ] Pack Link	[X] Vitality	[ ] Magic Fang
[ ] Armor of Shell & Spirit	[ ] Blood is Strong	[ ] Spirit Guardian
[ ] Fiery Breath +15 vs. PD (1d3 targets) — 8d4 Fire Damage
[ ] Dragonbone Armor (6+) — Prevent 25 damage from an attack
Recoveries 9d8+6

ArkInBlack
Mar 22, 2013

Temur Arderne

"Alright you lot, I want this ritual disrupted! Bind and gag the drummers, kick over any lit braziers, scuff out any arcane circles, hell! Clap off beat in their ears if you have to, just make it stop!"

Initiative: Initiative: 1d20+10 26
-Moment of Glory: 1d4 3
Recharge Rolls: Champion Tactician Recharge Rolls (3 16+): 3#1d20+4 22 14 8
-Supreme Tactical Strike recharges


pre:
Temur Arderne
HP: 180/220  THP:   Command Points:1 Moment of Glory:3  Recoveries: 8/9 (9d8+12)   Initiative: +9
AC 28     PD 23     MD 26
Sword +3(MBA): 1d20+16+ED; 9d8+15, 9 Miss
Verutum(RBA): 1d20+10+ED; 9d6+3

At Will			Encounter			Daily/Recharge
Rally Now: 1CP          [ ]Hold The Line                [ ]Tactician Daily
Save Now!: 1CP                                          [ ]Supreme Tactical Strike(16+)
Try Again: 2CP                                          [ ]Basic Tactical Strike(6+)
You Know What To Do!: 4CP                               [ ]Just Stay Calm(16+)
Fight From The Front					[X]Buck Up(16+)
Weigh the Odds						[ ]Potion Belt(16+)
 							[ ]Reckless Sword(6+)
 							[X]Advanced Tactical Strike(16+)
 							[ ]Tactician Champion Feat
							[ ]Helm of Psychic Retribution (16+)
Conditionals

Consumables
Champion Healing Potion

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Ryu leaps to the front of the group, but only just in time to meet the Orc Lord's charge! Axe meets blade in a ferocious clang that reverberates through the room... and Ryu finds himself knocked over, the right side of his body screaming in pain from merely blocking the path of the Orc Lord's axe! But as the Orc Lord tries to barrel past to the rest of the Dragon Slayers, Ryu rolls up and interposes himself again, evoking a satisfying flash of surprise from the Orc Lord.

Orc lord charges, engages Ryu!
29 vs AC hits, 150 damage!
And... that's it. Huh, lucky.


Everyone is up! Escalation is at 1!



pre:
The Orc Lord	AC29 PD25 MD25	1500/1500 HP
	1 Free intercept per round, pops free of one enemy to do so.
	Fear Aura (144 HP)
	Counters hits

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there

Ryu Kazama

Ryu is undeterred by the Orc Lord's overwhelming might; if anything, his aura of draconic magic seems more powerful in the presence of an Icon. "It'll take more than that to kill a dragon!" With this, Ryu delivers a downward slash that leaves him briefly exposed. As the Orc Lord begins his counterattack, however, Ryu knees his foe in the stomach and delivers a series of powerful overhead blows that even the Orc Lord struggles beneath. He finishes with a turning horizontal strike, using the momentum to bound across the room and smash into a small group of chanting orcs. "And it'll take more than a choir of schoolboys to oppose one!"

Ryu quickly signals to Perch, then points at the cage: I can do that; it'll be louder but faster. As if to prove his qualifications, Ryu throws a quick series of jabs into the throats of the nearest chanters. "I've heard alley cats with better war cries! Shut your drat holes or I'll shut 'em for you!"

Giant Strike: 1d20+5+3+1+13 39 9d10+15+3+12 76 damage
I counter his counter!!
Swordbreaker vs. PD: 1d20+5+3+1+9 37, HIT
Ryu takes 13 damage from the attack; Orc Lord eats the rest and is dazed (SE)
Disengage: 1d20+2 12
Move across room to approach cage.
Quick: disrupt ritual:
Everyone's a Critic (STR): 1d20+5+9+5 36

Ryu Kazama, Human Stalwart 9
HP: 27/220 Recoveries: 3/10 (9d10+12)
Greatness YES
AC 27 PD 24 MD 20
Initiative/Power Stunt 2d20k1+8; 2#1d4
Resist cold/fire/poison 16+

STR: 20|+5 CON: 18|+4 DEX: 08|-1
INT: 10|00 WIS: 15|+2 CHA: 13|+1
Weapon: 1d20+5+9+3+ED; 9d10+15+3+12
Unarmed: 1d20+5+9+ED; 9d8+15
Giant: 1d20+5+3+ED+LVL; 9d10+15+3+12

Limited Powers
[x] [x] [x] [x] Runes, Potions, etc. (daily)
[ ] [ ] Power Stunt (ED 2,4)
[ ] Divine Stamina (rchg 11+)
[ ] Armorbreaker (rchg 11+)
[x] Swordbreaker (rchg 16+)
[ ] Dragon's Rend (rchg 16+)
[ ] Mountain Splitter (rchg 16+)
[ ] Gauntlets of Spell Deflection (rchg 16+)
[ ] Belt of Resurgence (rchg 16+)
[ ] Adamant Greaves (rchg 16+)
[ ] Chuulish Reflexes (rchg 11+, chuul)

Captain Walker fucked around with this message at 08:02 on Apr 5, 2019

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Ryu sees the fury in the Orc Lord's eyes after Ryu's successful strike, but he's ready! A quick jab does the impossible, silencing the Orc Lord for a moment and saving you from the onslaught for just a moment.

The Orc lord counters with an ear splitting roar! But Ryu interrupts it!
Orc lord takes 37 damage, Ryu takes 13, but the rest of you are spared damage.


Then his boisterous strength knocks a drummer down, and for a moment, the drum beat falters. Motes of shadow begin to flit through the air as the ritual chanters rally and continue. But Orc rituals are not carefully manipulated affairs of delicate structure! More needs to be done! You're not sure what just yet.

Ryu's sheer strength overpowers some of the iconic might going on. He's messing stuff up, but they're still going!

The Orc Lord shakes with fury and prepares to charge again. You doubt you'll be able to take an errant step without meeting his fury.

Jack, Temur, and Isaac are still up! Escalation is at 1!

The Orc lord is free to intercept, and still has his second intercept. I'll be using those on basically any movement, so keep that in mind.




pre:
The Orc Lord	AC29 PD25 MD25	1387/1500 HP
	1 Free intercept per round, pops free of one enemy to do so.
	Fear Aura (144 HP)
	Counters hits

Mr. Prokosch
Feb 14, 2012

Behold My Magnificence!
As Ryu demands the Orc Lord's attention with a savage series of blows, Jack darts forward with the Hunter's incredible speed. A blurred shadow sweeps around at the edge of the great Orc's vision and strikes from his blind spot with a blade of Pure Oblivion. The blow is savage and perfect, and would have ended any other opponent before the fight begins. But the Orc Lord is an Icon, and Jack is shocked to find that what should have severed his spine is just a surface wound. It does monetarily relieve Ryu though, who is able to recover.

Attack the Orc Lord!!!: 2d20k1+22 26
Dual Wielding reroll
Dual Wielding Reroll: 1d20+22 31
Racial Reroll: 2d20k1+22 41
CRIT (After 5 rolls)

Damage: 9d12+15+3d8 83 x 2 = 166 Damage!

Ryu can heal with a recovery!
Ryu's Recovery: 9d10+12 68

Free: Lethal Hunter Orc Lord
Move: Engage Orc Lord
Standard: Attack Orc Lord
Minor: Song of Spilt Blood = I get +1 to all defenses for each ally with more HP than me! (So Ryu and maybe Temur?)

pre:
Stats      1/Battle  Songs     Spells        Cries   
HP 180/180 []Heal    []Legends  []Discomb.   *20/16+esc5: recovery&3+3d6
AC 25      []Tracker [X]Heroes   []Befuddle   *Hit: save ; Even: move
PD 24      []Racial  []Blood    [X]Soundburst *Evenmiss: +2 atk ally
MD 25                [X]Victory               *11+: recovery
                     
Bonus Spells                         
[]Transfer Enchantment
[X]Ghoul Form
[X]Hammer of Faith
[]Breath of the Blue

*Dancing Lights
*Cantrips: Prestidigitation, Mage Hand, Ghost Sound

Initiative 12+  Recoveries: 6/8 (8d8+6)				 	
Melee Attack: +16 vs AC; 9d8+14 damage
Spell Attack: +13 vs ??:
+3d8 damage against most dangerous opponent
Boots: +2 to disengage and fancy footwork

Items
[]Roll Recharge or Regain 1/Battle
[]Spend recovery to rage 
[]Roll save to not expend last divine spell
[]Recharge 16+ cancel MD attack effect
[X]Recharge 5+ Wall Walk

Sockerbagarn
Sep 8, 2007

All makt åt Tengil, vår befriare.

Isaac Boreas

As Ryu and Jack launch themselves at the Orc Lord, Isaac weaves a spell which shifts himself partially into the spiritual realm. His dark robes become diffuse, as if he was now wreathed in shadows and billowing smoke, and his face can no longer be seen under the hood of his cloak, only his hair, wispy and ghostly white, and his eyes, shining with arcane brilliance, can be seen.

No longer bound to the limits of his physical form, Isaac floats up in the air, away from the Orc Lord's reach and above the ritual circle. He focuses his attention on the ritual at hand, probing it for vulnerabilities, but the "intricacies" of the orcish ritual was lost on him.

Pyrrhus, meanwhile, takes a more hands on approach to disrupting the ritual. He leaps into the air and flies over the Orc Lord, then slams down in front of one of the drummers, bowling him over. He lifts his head and unleashes a roar like only a dragon can, then stares down at the orc with his fiery eyes and grins toothily before he suddenly lunges forward, snapping up the drummer between his jagged teeth.

Standard: Ghost Form: Isaac gains flight and resist damage 16+ against all damage except force damage.
Move: Fly up above the ritual circle.
Quick: Analyze Ritual (Master's in Death + Int): 1d20+9+5+5 21

Move: Pyrrhus flies over to one of the drummers and attempts to eat them.
Quick: Pyrrhus samples the local cuisine (The Red Flame + Charisma): 1d20+9+3+4 33

pre:
Isaac Boreas
Stats		 Battle/At-will*	 Daily Spells			Items/Powers
HP 107/120 (+00) [*] Chant of Endings IX [X] Summon Undead IX (16+)	[ ] Belt of Heroic Resolve (11+)
AC 23		 [*] Deathknell IX	 [ ] Summon Wraith IX (16+)	[ ] Obsidian Orb
PD 21		 [ ] Death's Call VII	 [ ] Circle of Death IX   	[ ] Robe of Perseverance
MD 24		 [2] Life Drain		 [ ] Wave of Decay IX	  	[ ] Strider Symbiote (11+)
Re 5/8 (9d6-3)			 	 [ ] Finger of Death IX		[ ] Tome of Foresight (16+)
 + 1/1 (20)			 	 [ ] Ghoul Form VII   		[ ] Cackling Soliloquist
Spell mod +18				 [X] Ghost Form VII
Initiative x2+10				 
pre:
Pyrrhus
HP 144/144 AC 26 PD 24 MD 20
Claws and bite +15 vs. AC — 8d6 Damage
[ ] Pack Link	[X] Vitality	[ ] Magic Fang
[ ] Armor of Shell & Spirit	[ ] Blood is Strong	[ ] Spirit Guardian
[ ] Fiery Breath +15 vs. PD (1d3 targets) — 8d4 Fire Damage
[ ] Dragonbone Armor (6+) — Prevent 25 damage from an attack
Recoveries 9d8+6

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ArkInBlack
Mar 22, 2013

Temur Arderne

As Ryu and Jack bother crash and slam into the Orc Lord, Temur leaps into action in a very different way, pulling a length of rope from his belt and with a snap of his wrist, sends one end rolling towards on the drummers before sending the other end towards the drummer across the ritual area from the first; furtive glances up by Temur confirming the Orc Lord's attention is well held by the chaos of the stalwart and hunter's melee with him. Whispering "Wrap around orc ankles" to the rope, Temur draws his blade, pauses a moment, and then charges towards a third drummer with a war cry, keeping the slack rope between himself and the Orc Lord.

With sudden speed like a panther's pounce, the Orc Lord whirls and charges Temur, whose crooked teeth twist into a vicious smirk as he growls "Pull taut!" and with a quiet snap and scattering of dirt the enchanted rope pulls itself taut just as the Orc Lord's ferocious charge crosses the rope!

Standard Action: Rope Skulduggery Under Cover of Combat, attempting to trip the Orc Lord and/or have him pull the feet out from under his own ritual drummers.
-Subtle Rope Tricks (Tesserarius + Wis): 1d20+19 34
Move Action: Move to Engage an Orcish Drummer


pre:
Temur Arderne
HP: 180/220  THP:   Command Points:1 Moment of Glory:3  Recoveries: 8/9 (9d8+12)   Initiative: +9
AC 28     PD 23     MD 26
Sword +3(MBA): 1d20+16+ED; 9d8+15, 9 Miss
Verutum(RBA): 1d20+10+ED; 9d6+3

At Will			Encounter			Daily/Recharge
Rally Now: 1CP          [ ]Hold The Line                [ ]Tactician Daily
Save Now!: 1CP                                          [ ]Supreme Tactical Strike(16+)
Try Again: 2CP                                          [ ]Basic Tactical Strike(6+)
You Know What To Do!: 4CP                               [ ]Just Stay Calm(16+)
Fight From The Front					[X]Buck Up(16+)
Weigh the Odds						[ ]Potion Belt(16+)
 							[ ]Reckless Sword(6+)
 							[X]Advanced Tactical Strike(16+)
 							[X]Tactician Champion Feat
							[ ]Helm of Psychic Retribution (16+)
Conditionals

Consumables
Champion Healing Potion

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