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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
Initiative: 1d20+2+3= 19

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Olanphonia
Jul 27, 2006

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


Initiative=19.

pre:
Brangor "The Tree"		 
HP: 63/63		AC:   21		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			[ ] 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

Intiative: 23

"Wait godsdamnit!" he hefts his shovel, which he had been leaning on after the coppers had pulled them over. This is what he didn't want. Getting involved with the Guard was never worth it. Still, seemed too late to complain now.

He quickly dashes down the edge of the ship, faster than the guardsmen could react. He was going to set himself up in a flanking maneuver...

Move Action: Move to M4

Then a quick motion to his belt to release the screaming ghost captured in his flask, for the second time that day. Just enough to distract them, just enough to give him a good opportunity...

Prison of Salzacas summon distracting ghost into K1

And then he charges the arbalester - he'd already been shot several times that day, he wasn't looking to do it again.

Standard Action: Charge to L2 -> Attack Arbalester at L1
Howling Strike Charge/CA vs AC: 23 (hit!)
Howling Strike Charge/CA Damage: 34
-Actually, someone said I can just knock the guy out. Is that an option?


It wasn't the best feeling, cracking some guardsman's skull. Who knows, maybe this was an upstanding bloke, just at the wrong place with the wrong officer. But down in the streets, survival came first.


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
                         [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 03:37 on May 12, 2015

Necroskowitz
Jan 20, 2011


Initiative: 1d20+6 20

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.

frajaq
Jan 30, 2009

#acolyte GM of 2014


The poor arbalester is knocked out flat with a brutal shovel to the head, barely being able to react to the ghost summoned behind him before being charged.

The Captain shouts out orders to the guardsmen nearby. "ON ME! Let's deal with the cow first!" The dragonborn then tries to bash the Minotaur with his shield and follow it up with a dangerous scimitar swipe, but Hargoth blocks the attack.

Minor Action: Back Me Up! - Attacks deals +2 damage per ally adjacent to it.

Standard Action: Bash and Slash vs AC, Hargoth: 1d20+12 15 MISS



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
pre:
INITIATIVE
23 - Bugsby
23 - Officer
20 - Jasirak
19 - Martello
19 - Brangor
17 - Guardsmen
14 - Reverence
12 - Hargoth
5 - Breaker
5 - Arbalester
Bolded people are up, you know the drill

Winged Orpheus
May 21, 2010

Domine, Dirige Nos


Initiative: 1d20+2+3= 19


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
			[X] Burning Weapons
			[ ] 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
Martello is less than pleased with this turn of events. Brawling with the Watch was the last thing he wanted to be doing at the moment. Still, since the party has already started he figures he might as well turn up.

Move action: Move to H4

Minor Action: Use Healing Infusion (Resistive Formula) on Brangor. Brangor is now at +1 AC, and can end that as a free action to gain temp HP equal to his surge value + 4.


Time to get this party burning.

Using Burning Weapons, targeting the Breaker at G2 1d20+12 = 20 Hit, 8 damage. Jasirak, Brangor, Hargoth and Reverence deal an additional 4 fire damage with all attacks with the weapon or fire keywords until the end of my next turn

Winged Orpheus fucked around with this message at 06:53 on May 12, 2015

Necroskowitz
Jan 20, 2011


Initiative: 1d20+6 20

"Crazy Daask piece of poo poo," grunts Jasirak after Hargoth charges, "I'd've voted for the sewers if I knew you had that much of a temper!" But that ship has sailed now, it looks like they'll each be adding "cop-killer" to their resume before the night is out.

The eladrin and his fey panther companion as they dodge in different directions. The great cat paws after Hargoth to support him against his flankers whereas Jasirak makes for the Watch skycoach's bow.

When he reaches his destination the mage spins around, swinging his arm wildly, and unleashes a brilliant array of colors and images that assaults the senses of everyone in front of him.

Move to B2. Ciar moves to H3.

Ciar puts G2 and I2 in her aura.

Jasirak casts Color Spray.

Color Spray vs Will: 3#1d20+10 27 12 24 3#1d6+6 9 11 11

Arbalester HIT! dealing 9 damage. Dazed til EONT.

Breaker E2 Missed!

Breaker G2 HIT! dealing 11 damage. Dazed til EONT.


Pink block is color spray target area, black line is Jasirak's path, blue line is Ciar's.


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
                        [X] 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.

Olanphonia
Jul 27, 2006

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


Brangor moves forward, trying to impose himself between his companions and as many of the watchman as possible. He brings his axe around and slams it into one of the already dazed guardsmen, further hampering his movement.

Move to F3, Free Action to mark Adjacent, Weight of Earth 16 [1d20=4] HIT for 18 damage and the target is Slowed.

pre:
Brangor "The Tree"		 
HP: 63/63		AC:   22		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			[ ] 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

frajaq
Jan 30, 2009

#acolyte GM of 2014


Olanphonia, in the future always specific what defense you're targeting with your powers.

The untouched guardsmen remain unfazed for now, even after the effective assault the team is giving to them. The one in front of Bugsby makes it very clear he won't let the Bugbear touch anyone else. Or at least will try, as Bugsby easily withstands the bash with the giant shield the guard gives him.

Minor Action: Protective Stance. Bugsby is Marked until EONT

Standard: Encounter Power. Shield Slam vs Fort, Bugsby: 1d20+10 11 MISS


The one together with the Captain tries something similar with the Minotaur, instead of a shield bash he tries a simple slash with his sword, but Hargoth glances it off with his armor.

Minor Action: Protective Stance. Hargoth is Marked until EONT

MBA vs AC, Hargoth: 1d20+11 15 MISS



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  MARKED
AC 16; F/R/W 17/16/16

Breaker @ G2
23/60 HP  DAZED, SLOWED, MARKED 
AC 16; F/R/W 17/16/16

Arbalester @ D1
26/35 HP   DAZED
AC 15; F/R/W 15/16/15
pre:
INITIATIVE
23 - Bugsby
23 - Officer
20 - Jasirak
19 - Martello
19 - Brangor
17 - Guardsmen
14 - Reverence
12 - Hargoth
5 - Breaker
5 - Arbalester
Bolded people are up.

CapitalistPig
Nov 3, 2005

A Winner is you!

Hargoth "Ironguts"

(Initiative: 1d20+6 12)

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      [  ]                               Cloak Ability [X]
                                           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.
Vanguard Weapon +1d8 damage on a successful charge
Using Warlord's Strike vs AC: 1d20+9 10 2d10+4 20 (It really does hate me...) on the Captain.

"drat tough bastard! no matter, ill get you yet.

Hargoth's face seethes with frustration at his seeming inability to actually cause any damage to anything. Maybe it was this job so soon after everything that happened with daask, he should've laid low longer.

Minor action Activate my cloak of resistance giving me resist 5 ALL Until the start of my next turn.

CapitalistPig fucked around with this message at 20:40 on May 12, 2015

Ryuujin
Sep 26, 2007
Dragon God

Leucis "Reverence" Lightbringer

Reverence shakes his head at Hargoth's actions. Well its not like he was against killing guardsmen, but they were trying to lay low. And then the others apparently tried to avoid killing their targets, so as he raises a hand he tries to adjust his flames. A fountain of flame erupts beneath the two breakers, and the arbalest, engulfing them all, singing them, but mostly taking the air form their lungs until they pass out, burnt but alive.

Well two of them at least. One of the breakers managed to soldier on through the backdraft, though still standing upon some burning ash.

Elemental Escalation Ignition vs Fortitude of Arbalest, Breaker 1 and Breaker 2 3#1d20+11 29, 14, 22,missed Breaker 1, hit the other two. For 1d10+12+1d10+4 30 Fire damage to Arbalest and Breaker 2, trying to knock out rather than kill. This also causes me to shift 3 squares to E4. And the area covered by the spell, E0 to E2 through G0 to G2, and the extra square of D1, all have a damaging zone of fire. Until the Start of My Next turn any creature that enters that zone or ends its turn in that zone takes 3 Fire damage. This damage can only be taken 1/turn.
Move: Move back to G4 because I kind of want to be near the others for Magic Weapon and behind at least some allies.

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	[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


The captain easily blocks Hargoth's attack with his shield, as he grins at the Minotaur.

He stops grinning when Reverence takes down two of his guards at once, they'll live but will have horrible burn scars for the rest of their lives. And now a part of his armored skycoach is on fire.

The last breaker remaining, a dwarf with a bigass hammer in his hands slams it at full force in Brangor's chest. Thanks to Martello's resistive formula the goliath still stands, with a bit of his breath knocked out, but besides that the Warden stands durable as a mountain.

Standard Action: Encounter Power Path Maker vs AC; Brangor: 1d20+9 21 MISS! So close! 2d8+12 20
On miss: Half Damage. Brangor receives 10 Damage.



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
57/60 HP  MARKED
AC 16; F/R/W 17/16/16
pre:
INITIATIVE
23 - Bugsby
23 - Officer
20 - Jasirak
19 - Martello
19 - Brangor
17 - Guardsmen
14 - Reverence
12 - Hargoth
5 - Breaker
Bolded people are up.

ProfessorCurly
Mar 28, 2010

"Bugsby" Sgal

He recoils slightly as the guardsman next to him takes a swing, but then growls and and takes a wide, upper-cut style swing with his shovel at the foolish man-thing...

Brutal Slam w/ Inevitable Strike on the Guardsman Next to me:
Brutal Slam vs Fortitude: 31 :siren:Critical Hit:siren:
Brutal Slam vs Fortitude: 12 (Inevitable Strike doesn't activate)
Critical Damage: 6

Max: 4d8 + 6 + 6 = 44 Damage to the guardsman!

The Guardsman is Pushed 2 squares to I0 and is knocked Prone, slamming into the Guard Captain along the way.
Brutal Slam Secondary Damage: 11

Total Summary: The Guardsman is now in I0 and Prone, having taken 44 damage. The Guard Captain got in the way of the flying guardsman and takes 11 damage as well.


He grins at the shout as he sends the heavily armored man into the air, crashing down onto his own captain. The spikes and dragon bits on that one were certainly not a soft landing target, that had to hurt, "Huh, looks like that practice earlier really helped out. My golf swing will definitely be ready by the summer season."

Bugsby points his weapon at the captain, whose attention the Bug Bear Bootlegger surely had at this point "And now for my next trick, I'm going to make an rear end in a top hat disappear."

Turn done, want some space to charge next round.


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          [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. 

frajaq
Jan 30, 2009

#acolyte GM of 2014


The guardsman is almost sent over the skycoach by Bugsby's slam, but the weight of his armor saves him as he simply falls down instead.

Even with a soldier under his command being flung at him, the captain doesn't let up. The Dragonborn takes a deep breath as the air around everyone grows a little colder, finally releasing a freezing breath at the enemies nearby. Only the fey panther, using typical feline dexterity, manages to dodge it. Hargoth, standing on front is the most affected.

Ice Breath vs Reflex, Hargoth, Ciar, Martello, Reverence: 1d20+10 30 CRITICAL 1d20+10 16 MISS 1d20+10 25 1d20+10 26 2d6+5 12

Hargoth suffers 17 - 5 =12 Cold Damage and is Slowed EOTN

Martello suffers 12 Cold Damage and is Slowed EOTN

Reverence suffers 12 Cold Damage and is Slowed EOTN



pre:
Sharn Watch Captain @ H1
109/120 HP 
AC 23; F/R/W 20/17/20

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

Guardsmen @ 0I 
6/50 HP PRONE
AC 20; F/R/W 17/16/16

Breaker @ E2
57/60 HP  MARKED
AC 16; F/R/W 17/16/16
pre:
INITIATIVE
23 - Bugsby
23 - Captain
20 - Jasirak
19 - Martello
19 - Brangor
17 - Guardsmen
14 - Reverence
12 - Hargoth
5 - Breaker
Bolded people are up.

Winged Orpheus
May 21, 2010

Domine, Dirige Nos


Initiative: 1d20+2+3= 19


pre:
Martello "The Tower" 						 
HP: 33/45		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
			[X] Burning Weapons
			[ ] Shocking Feedback
                        [X] [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
Slowed
Martello quickly analyzes the field, and determines the optimal path forward. Primary objective: Enable Allies. Secondary Objective: Eliminate enemies.

Move Action: shift to G3

Primary Action: Magic Weapon targeting the guardsman at I2 1d20+13=31 vs AC Hit 11+4(Burning Weapons)= 15 Damage. Brangor, Reverence, Ciar, and Hargoth are at +1 to attack rolls and +4 to damage rolls till the end of my next turn.


While Hargoth's own impetuousness is the reason for the enemy's focus on him, Martello has no desire to see him fall. A quick application of resistive magic should help ensure his survival.

Minor Action: Apply Healing Infusion: Resistive Formula to Hargoth. Hargoth is now at +1 AC, and can end that as a free action to gain his surge value + 4 temp HP.

The captain is the primary threat, and keeping him busy is paramount. Martello focuses his attention on the captain, waiting for him to make another move.

Prepared to use my interrupt Shocking Feedback the next time the captain attacks and hits one of my allies

Winged Orpheus fucked around with this message at 00:29 on May 17, 2015

Necroskowitz
Jan 20, 2011


Initiative: 1d20+6 20

Still grumbling, Jasirak tramps over to the edge of the ship. He grunts as he lowers his glowing staff at the teetering guardsman, and fires. A bolt of magical energy explodes out the end of the mage's staff with a great crack and the guardsman is sent careening backward away from the edge of the ship. When the energies subside the eladrin is nowhere to be found.

Move to 0d

Cast Magic Missile on 0i dealing 8 nonlethal dmg. 2+Int(5)+Implement Bonus(1).

Becomes invisible (Hidden Lore)

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
                        [X] Hidden Lore
                        [ ] Mind Shadows
                        [ ] Glib Tongue
                        [ ] Shield
                        [ ] Maze of Mirrors
                        [X] 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.

Olanphonia
Jul 27, 2006

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


Brangor rolls with the blow and comes out slightly closer to the guard captain. "You'll have to do better than that." he rumbles as he strikes with his own weapon.

Shift to F2, Free action to Mark adjacent foes. Earth Shield Strike vs AC: 29 [1d20=19] HIT. 10 damage(forgot the +4 from Martello) and +1 AC until EoNT

Do you guys want me to leave this small fry alone and tank the big guy? I could swap places with Hargoth or just shift my way over there next turn.


pre:
Brangor "The Tree"		 
HP: 53/63		AC:   22		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			[ ] 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

frajaq
Jan 30, 2009

#acolyte GM of 2014


With yet another watchmen under his command knocked down, this time by Jasirak, and the two remaining continue receiving assaults by the team, he's forced to make a decision. His small patrol did little damage against the mercenaries.

Just when the guardsmen raises his shield to try to bash Hargoth off his Captain, the Dragonborn quickly raises his voice. "ENOUGH!" The guardsmen glances in confusion. "Captain? Sir?"

The Dragonborn continues. "Stand down! Both of you!" he glances at the dwarf engaged with Brangor. He's breathing heavily. "Put down your arms....we can't win this. By the gods, this is a job for the Redcloaks Batallion, not the Watch." he throws down his sword and shield on the floor, and the two soldiers remaining follow suit. He looks around the group. "Do whatever you want with me. But I ask that you let my watchmen leave safely, they were just following my orders and don't deserve this. This is purely my responsibility." he pauses before grumbling a bit. "Damnation... that note didn't say anything about this."

WHAT DO??

Olanphonia
Jul 27, 2006

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


Brangor steps back from the dwarf he was locked in combat with and relaxes. He was relieved that the guard captain saw sense, he had no real desire to kill the guardsman. "Note? Give it to us and tell us who gave it to you and we can forget about this whole incident. No one need die over this."

frajaq
Jan 30, 2009

#acolyte GM of 2014


The dragonborn gives a sad smile. "Wish I could give you, but it's gone. I got it yesterday at my watch tower, found it on my desk when I arrived, it was anonymous on a fancy paper, telling me to pay attention to the passage to High Walls district the following days." he glances back to the refugee slum towers behind him. " 'A big skycoach with tough mercenaries on it, carrying an enormous quantity of dreamlily with them past midnight.', those were the exact words. Normally I would consider that a waste of effort to check the truth of it, but when I learned that no one saw who put the note on my desk and that the note magically set itself on fire after a few seconds of opening it I got curious. I came to this location yesterday and found nothing, and today...well. You can see what happened. A bust like this would set my career for life! But nothing is easy on Sharn, is it?"

ProfessorCurly
Mar 28, 2010

"Bugsby" Sgal
He holds his weapon warily when a halt is called, but soon calms down. This was a pointless fight to begin with, maybe even worse than pointless. Still, never a bad time to make good with the Guard, and these guys seemed downright reasonable. He reaches down and lightly taps the alabaster near him on the cheek, after kicking the weapon away.

"Come on, wake up kid. That's it, walk it off. You'll be alright,"

Healing Word to the Arbalester I knocked out and if possible I'll do the same to the other unconscious guards, after taking their weapons so they don't get any bright ideas.

"Lucky enough for you, we're not just some hired blades. It pays dividends to have a good working relationship with the Guard in every city, no matter what profession one might have. Thinking on it though, I don't think we were the ones the note was referring to. We're just an... independent shipping company, offering premium service at reasonable rates and no questions asked. There were some rather rough looking characters that tried to rob us of our legitimately transferred and notarized cargo earlier though. If I had to hazard a guess, it would be that those were the mercenaries you were tipped off about. I'd say that you've been a victim of a set up. Someone must have hired those mercenaries to rob us, and set them up to be arrested or killed by you. A rival gang or unsatisfied customer maybe. Cut and dry if you'd ask me, and certainly not worth looking too far in to. After all, I'm sure you're all too busy to worry yourselves with petty inter-gang politics down on the lowside. Aren't you?"


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
                         [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 03:34 on May 23, 2015

Winged Orpheus
May 21, 2010

Domine, Dirige Nos


Initiative: 1d20+2+3= 19


pre:
Martello "The Tower" 						 
HP: 33/45		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
			[X] Burning Weapons
			[ ] Shocking Feedback
                        [X] [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
Slowed
Martello lowers his weapon, though keeping it at the ready in case of treachery.

"While we are not the ones you seek, perhaps it is for the best that you did not find them. I doubt whoever left that note had your best interests in mind. Nothing ever comes for free in Sharn."

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   [X]                      Motivated Recovery     [  ]
                                           Inspiring Word      [  ]                               Cloak Ability [X]
                                           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.
Vanguard Weapon +1d8 damage on a successful charge
Hargoth snorts and extends a Hand out to the captain.

"It's good of you to see reason turning to the others I know what I did seemed brash but I will put it to you this way, I have been in the streets long enough to know the situation this watch officer was putting us in, our only choices were combat , arrest, or paying a bribe of more money than any of us could afford right now. Then he called me a cow and sealed it, but even if we had not our only option was to subdue them simply because our only other options were impossible or untenable. So think what you will, that was our only option."

Necroskowitz
Jan 20, 2011


"Fair enough," the eladrin says as he steps back into the visible spectrum, "but in the future could you maybe warn us before you assault an officer of the law?" Turning away from Hargoth and once more toward the guard captain, "Still, maybe this can serve as an object lesson for policing your speech in the future. Anti-Minotism is still a serious issue in Breland and slurs like that only serve to worsen relations further."

Jasirak wrinkles his nose as he idly picks a piece of burnt hair off his robes, "Even so, this was a terrible misunderstanding and I feel that you and your men shouldn't leave here completely empty-handed." He points across the rooftops and into the distance, "Over there, in the abandoned part of the city you will find a secluded dock. There should still be some corpses there belonging to a group of sell-swords." He turns back to the captain,"Skilled as they were in combat I would be surprised if your people weren't looking for at least one of them." The mage smirks, "Being the leader of the team responsible for getting them off the streets would certainly be worth commendations, maybe even promotions..." As Jasirak trails off he looks down, sadly, at a burnt guardsman Bugsby was tending to, "Some of them look like they could use a win." Finally, he shrugs, "However, if you chose to take me up on that offer you wouldn't want to mention us. Might complicate your report, right?"

Diplomacy - Guard Captain Pt. 2: 1d20+6+2 25 Trying to placate the guard captain so he doesn't blab about us or plan to attack us later... and maybe open him up to the idea of becoming an asset.


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
                        [X] Hidden Lore
                        [ ] Mind Shadows
                        [ ] Glib Tongue
                        [ ] Shield
                        [ ] Maze of Mirrors
                        [X] 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.

frajaq
Jan 30, 2009

#acolyte GM of 2014


The Dragonborn Captain is a little bit wary as he hears Bugsby out, but he's more at ease when he sees the Bugbear helps the arbalesters up on their feet, specially the one burned by Reverence. He glances at Bugsby and Martello. "I... yes, that makes sense. This whole thing was me being over my head. What was I thinking paying attention to a random anonymous note..."

When Hargoth offers his hand, the captain stays silent for a few moments thinking on what to do, but Jasirak's offer puts him in a better mood and he shakes the hand of the Minotaur. "Sorry about that early remark." he looks at the mage. "That would be a good idea, to make up for this disastrous decision of mine." he glances at his troops, most of them still scared shitless of the group. "Of course I won't mention your uh.. shipping company. Just one of many trading companies in Sharn after all, minding their own business. Thanks for sparing me and my watchmen."

There's an awkward moment as he helps get his guys up and glances at the group, unsure if he has 'permission' to leave after a beatdown like that. "...are we done here?"

Olanphonia
Jul 27, 2006

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


"Yes, captain." Brangor says, simply, as we walks back onto the group's skycoach.

As soon as they are underway again, Brangor frowns, "Well done back there, everyone. These not-so-random encounters are starting to wear on my patience. Someone out there knows about this delivery of ours and is very eager to stop it. I think I would very much like to meet that person. And probably cut their drat head off."

Winged Orpheus
May 21, 2010

Domine, Dirige Nos


"While I share your irritation at these interruptions, I would be happy to settle for merely finishing this delivery and collecting our pay."

pre:
Martello "The Tower" 						 
HP: 44/45		AC:   20		Passive Insight: 13
Surges:  5/10  (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

Winged Orpheus fucked around with this message at 21:53 on May 20, 2015

frajaq
Jan 30, 2009

#acolyte GM of 2014


The Dragonborn just nods, then glancing at his beat up night patrol. "Alright people, let's move out and forget this ever happened." It doesn't take long before their armored skycoach is readied and soon sails in the air again, heading towards Cliffside.

With that business taken care of, you quickly set sail yourself with Bugsby piloting the skycoach, it's just a few minutes before you enter the High Walls district, a fancy name for the refugee slum of Sharn.



Even at this time of the night the place is still busy, but the unfortunate war refugees have other things to worry about than a skycoach full of hired blades. Quickly checking the map, you find the closed soup kitchen, your delivery target. As you approach it you spot the half-elf helper from the bar, standing watch over a half-hidden gate. He quickly gets up when he spots you and hurries to open the gate, waving at you and glancing around his surroundings.

Bugsby carefully pilots the big skycoach inside the place, inside a deceptively large room that definitely doesn't look like from the outside. The figure of the half-orc Tankard appears, followed by masked workers who excuse themselves as they climb up the skycoach and slowly unload the gigantic barrels in the hidden compartment and carry it deeper into the building after checking the contents inside. Tankard slowly claps, a smile in his face. "Splendid, you went above my expectations for a tough job like this." one of the sturdy barrels slightly melted and with scorch marks goes past the half-orc, as he glances at it. "I see things didn't go smoothly as I wanted, but just as I suspected. While my associate goes to collect your payment..." he glances at the half-elf as he hurries inside the building. "...why don't you guys tell me in the detail what happened in this escort job."

ProfessorCurly
Mar 28, 2010

"Bugsby" Sgal

"Well, your captain friend and his crew were dead when we got there - at least, I suspect they are. It was a group of changelings that were waiting for us, disguised to look like the contact. We took them down swiftly, but then a second wave arrived. A huntress, an alchemist and a rather large and angry Warforged, along with even more changelings. They've been taken care of as well. The Alchemist threw some burning goop onto the barrels during the fighting - should still be fine though.

An interesting thing happened then - on our way back, we were stopped by the guard. They'd been tipped off by an anonymous note - one that magically appears on desks then burns itself after being read. We had a bit of a scuffle but we came to an understanding with the patrol. The interesting part is that this tip came yesterday - this particular patrol had been waiting for a shipment to come by last night as well. The changelings and mercenaries seemed to have been set up for a while too. Whoever it was that set this up was clever. The guard were waiting to either stop us, or silence the mercenaries who ambushed us if they succeeded in stealing the shipment. Tying up loose ends either way.
"

frajaq
Jan 30, 2009

#acolyte GM of 2014


Tankard frowns. "I see...Captain Beros was a valuable ally of our cause, but these are the risks you take on business like this." He pauses, thoughtful. "Lots of changelings, you say? This smells of Tyrants, but it never hurts to be too sure, did you find anything on the bodies of these ambushers?"

When Bugsby mentions the encounter with the Sharn Watch patrol, the half-orc raises his left eye-brow. "An understanding with the patrol? I trust you did not mention my House involvement in this at all? But regardless, that's interesting information you found out. I've been planning this operation with close and trusted allies for a week, and only two days ago did I tell the rest of the senior members my house about this." He gives a cruel smile. "That helps narrows down who the rat is, well done!"

Ryuujin
Sep 26, 2007
Dragon God

Leucis "Reverence" Lightbringer

Reverence gives the least perceptible of nods. Tankard had mentioned the possibility of a rat before, when pressed, and that would certainly go a long ways toward explaining the set ups. And if information was only recently released to a larger group then that does help narrow things down. He doesn't actually speak out yet, Bugsby has handled things fairly well so far and nothing else has popped up that he wants to comment on.

Olanphonia
Jul 27, 2006

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


"You don't need to worry about anything, if you haven't noticed some of us" he says, indicating Bugsy and Leucis,"are good with words. They were made to understand that someone clearly was trying to set the poor Watch up to be killed and that maybe a mysterious note wasn't the best thing to die for."

Brangor thinks for a moment, then reaches around to the small of his back to grab the anchor mechanism he had grabbed from the dead Warforged at the docks. He holds it out for their contact to inspect, "We found this on the Warforged at the docks. Not sure it'll help identify the culprit."

Winged Orpheus
May 21, 2010

Domine, Dirige Nos
Martello "The Tower"


"One of the initial assailants indicated that they had orders to destroy the cargo should they fail to seize it from us. Whoever arranged the setup seems to be more interested in damaging your cause than strengthening their own. Incidentally, I'd avoid using that warehouse in the future. Whoever is out to get you definitely knows of its location, and after the bombs they set off I'd wager the Watch does too."

ProfessorCurly
Mar 28, 2010

"Bugsby" Sgal

"Your house's involvement? I'm afraid I don't know what you're talking about. We're just an independent shipping company, providing safe, secure and speedy transport at extremely reasonable rates. I'm sure I wouldn't know anything about what it is our clients want moved."

He nods as Martello talks, "That entire dock area was compromised. We also left it a bit... corpsy. Not good for the feng shui, if you know what I'm saying."

frajaq
Jan 30, 2009

#acolyte GM of 2014


Tankard seems satisfied regarding the situation with the Sharn watch patrol "Excellent, the last thing House Tarkanan needs is trouble with the Watch. We are already unjustly looked with ugly eyes by the rest of the city, specially the other dragonmarked houses, we don't need one more organization against us."

He takes a look a the mechanism Brangor shows him. "That looks well-made, but doesn't help me find the traitor. Although it shows that whoever was behind the Cliffside ambush was willing to pay for specialized mercenaries, just like me. Thankfully it seems I picked mine better." he says with a smile.

He glances at Martello. "That makes sense, you wouldn't want this amount of product to end in enemy hands. Regarding that abandoned fishery, it was one of the most convenient places for business so it's a shame that it will too hot the following months, but it's a small price to pay in the long run."

When Bugsby talks about their 'shipping company', the half-orc gives a short laugh. "Indeed? Well... I might require the services of your company again in the near future, that is if you can handle some rat extermination this time." he pauses as the half-elf comes back with six small but well-made boxes in his back, they look covered in magical runes.

"But look at me talking when you must be anxious over your payday, after all that hard work." The helper sets the boxes on a table nearby, before Tankard comes close and raises his hands over them, whispering arcane words. With simultaneous *CLICKS* they open, revealing two hundred platinum pieces inside each. "Enjoy it, you all deserve each coin for a job well done."

The table with the money awaits the group.

Congratulations. Everyone gets 2000 gp and enough XP to get to Level 5!

Feel free to ask more questions or get out with your money, and discuss your future together as a group outside this slum tower.

On your next post please tell me what you got for Level 5. (if you even get anything at this level, I don't remember.)

Then when everyone is ready I'll move the game forward.

ProfessorCurly
Mar 28, 2010

"Bugsby" Sgal

Level 5: Retrain Mighty Hew to Healing Strike
Level 5: Gain Daily Power Hallowed Advance

Do we get to spend this money, or is it like your stash in Payday 2?


pre:
"Bugsby" Sgal		 
HP: 43/43		AC:   22		Passive Insight: 14
Surges:  7/7    (V:10)	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	                [ ] Life Ending Strike
Righteous Brand          [ ] Inevitable Strike	        [ ] Shield of Faith
                         [ ] Predatory Eye	        [ ] Dwarven Armor Healing
                         [ ] Healing Word               [ ] Hallowed Advance
                         [ ] Brutal Slam
                         [ ] Prison of Salzacas
                         [ ] Healing Strike

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
 		
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 03:35 on May 23, 2015

frajaq
Jan 30, 2009

#acolyte GM of 2014


Yeah you'll get to spend it, not right now but when I move the game forward, don't worry.

Necroskowitz
Jan 20, 2011


Level 5: Gain Class Ability - Enchantment Expert: +2 Bluff and Diplomacy.

Level 5: Gain Daily Power - Visions of Avarice.

Level 5: Gain Daily Power - Sleep - I'm ashamed I didn't take this at the start. I'm sorry everyone, I let you down.

pre:
Jasirak "the Extractor"
HP: 46/46		AC:   20		Passive Insight: 18
Surges:  5/5  (V: 11)	For:  14		Passive Perception: 13
Initiative: +6          Ref:  19		Action Points: 1
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	        [ ] Sleep
			[ ] Charm of Misplaced Wrath    [ ] Visions of Avarice
			[ ] 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: 23/23	 AC:   18
For:  18	 Speed:8, climb 6
Ref:  20 	 Vision: Low-light
Will: 19         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 05:29 on May 23, 2015

Winged Orpheus
May 21, 2010

Domine, Dirige Nos

Martello "The Tower"

Level 5 Artificer Feature: Gain one free Alchemical Formula of my level or lower (taking Inferno Oil)

Level 5 Daily: Gain Smokepowder Blast

Level 5 Retraining: Swapping History for Dungeoneering training



pre:
Martello "The Tower" 						 
HP: 50/50		AC:   20		Passive Insight: 13
Surges:  10/10  (V: 11)	For:  19		Passive Perception: 18
Initiative: +2          Ref:  19		Action Points: 1
Speed:6		        Will: 17		Vision: Normal

At Will			Encounter			Daily
Magic Weapon            [ ] Second Wind			[ ] Punishing Eye
Thundering Armor	[ ] Warforged Resolve	        [ ] Smokepowder Blast
			[ ] Swift Mender	        [ ] Brooch of No Regrets
			[ ] Burning Weapons             [ ] Repulsion Leather Armor
			[ ] 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

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Olanphonia
Jul 27, 2006

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


Level 5 Daily: Earth Shaking Rend (PP p.95)

pre:
Brangor "The Tree"		 
HP: 70/70		AC:   21		Passive Insight: 13
Surges:  13/13  (V: 17)	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			[ ] 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           [ ] Earth Shaking Rend
		                 		
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

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