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TychoBrahesNose
May 24, 2011

The Towering Wood of the Eldeen Reaches, concealing mysteries both monstrous and mundane

********
14 Zarantyr/Sarday of the Second Devouring, 998 YK: Rebirth Eve, the longest night of the year...

“Slay them all!” the one-eyed orc growls in the Abyssal tongue from the opposite side of the fire-pit. “Bring me that one’s pelt!”

Upon revealing herself to the orc war-band, Hala had spoken of her identity as Urfalaan and as representative of the Daughters of Sora Kell; she had even followed that proclamation with the customary show of strength by striking down the orcs who were first to rise and challenge her; her goliath companion had followed suit, slaying one more. She had expected such a display would rather straightforwardly instigate negotiations with the leader of the war-band. But alas, she concedes to her inner skeptic, perhaps violence is the only language these creatures truly appreciate. How uncivilized.

++++

Sheska, Queen of Stone, medusa warlord of Cazhaak Dral, had been at least nominally gracious to Hala, Gwenvyn, and Imruel upon their arrival in her audience chamber. From her previous dealings with medusas, Hala knew that they deemed it “polite” to avoid eye contact with their interlocutors, but from the way the Queen of Stone kept her gaze fixed above their heads (even the goliath’s), she couldn’t shake the notion that Sheska considered them inferior, and entirely beneath her consideration. But if she was in fact merely humoring them for her own ends, what might those be?

“Indeed it is troubling that yet another shipment of byeshk from my mines has failed to reach its destination," Sheshka declared. "While I have been unflaggingly dedicated to resolving this matter, I do not question Mistress Katra’s decision to dispatch an underling of her own to investigate the troublesome news. Especially if the oracles dispensed by Mistress Teraza suggest that such action would be wise…”

Sensing that Sheshka was probing for more information about the Daughters’ motivations, Hala had prudently kept her mouth shut, until the medusa takes up the one-sided conversation again. “In fact, I would consider it a great honor to devote even a portion of the not inconsiderable resources at my disposal to aid in your quest. To that end, I have invited two additional guests — recent arrivals at Cazhaak Dral — to join us for this audience.

Hala, Urfalaan for the Daughters of Sora Kell, I present to you Gwenvyn, She-Wolf of Ridu (as she is known in the tongue of the humans).” At Sheshka’s gesture of recognition, the enormous pale-skinned woman inclines her head. “Ys Ngwenvynvwar Gawr ap Daivyd,” the medusa turns to addresses the goliath in her native tongue, “You have found welcome in Cazhaak Dral, but it has come to my attention that your stay has led to…complications for some of the citizens under my rule. As wondrously diverse a city as Cazhaak Dral may be, surely one possessed of your outsized stature — to say nothing of your outsized appetites — would prefer a setting where you are less encumbered by the restrictions that might, of necessity, be imposed upon you should you choose to remain.”

Are you too much even for a city of monsters to handle? Time to get out while the getting’s good!

With another gesture, Sheshka indicates the elf. “Imruel,” the medusa says, both by way of address to the necromancer and introduction to the others, “formerly of Aerenal, but possessed of an ambition that could not be contained by the hidebound and backward-looking culture of the Elves. The insight into the mysteries of undeath that you have offered to my court has been most valuable; I trust that the knowledge you have gleaned from my arcane libraries has been suitable recompense. But I know you also chafe at the prospect of being cloistered within the stone towers of Cazhaak Dral while momentous events unfold across the face of Khorvaire. Your desire to prove yourself worthy to command obedience from more than just the odd rotting corpse here or there is, dare I say it, a most noble pursuit?”

“Sora Katra has bid Hala discover what haunts the Towering Wood, a task that aligns in at least some respects with Imruel’s own goals. As for you, Gwenvyn — well, the path these other two are treading will in all likelihood see them plagued by enemies on all sides. If I have surmised your nature correctly, you will revel in such challenging and dangerous circumstances. I do not doubt the three of you will make suitable companions, especially given the difficulties you might expect upon your journey.

“There is but one final matter. If it is discovered that the Fey of Shae Loralyndar are stoking the fires of conflict with Droaam, I would have you return to me as soon as you are able, that the Daughters of Sora Kell might be apprised of the threat from Thelanis that squats upon their doorstep. That said, while the death of all the enemies of Droaam is fitting, it was the ever-wise Sora Teraza herself who, when she sought my allegiance, whispered to me, ‘Do I not destroy my enemies when I make them my allies?’ There are a great many who may be enemies of Droaam for the time being, but who could become loyal confederates, given the right motivation. If you should find that lycanthropes, rather than Fey, are responsible for our losses in the Towering Wood, I would bid you remind them of the home that the Dark Pack have found in Droaam. Of course, the Pack are far to the south, along the coast of the Thunder Sea, but their brethren would be most welcome here in Cazhaak Dral. Similarly, if the spawn of the Daelkyr — the aberrations — are the cause of our troubles, it would be fitting to acknowledge our hospitality toward Mordain the Fleshweaver, whose tower lies adjacent to my domain and with whom I have cordial relations. Indeed, some learned ones among my people even claim that the first medusa was a creation of the Lords of Madness. Surely the other spawn of Xoriat would thrive no less within the embrace of Cazhaak Dral.”

From her voluminous robe, Sheshka extracts a mottled purple gem entwined among several dull grey metal strands. “Should you seek to gain what passes for trust among such beings, Urfalaan, you might find this provides you with a considerable advantage.”

Out-of-game, we spent way too long faffing about with which languages Hala does or doesn’t speak. So to resolve some of that, have a Gem of Colloquy attuned to Deep Speech, modified to occupy the Neck slot rather than the Head slot drape over your head rather than float around it. In-game, this is also a not-so-subtle attempt by the rather independent-minded Sheska to acquire allies of her own — while she might not be able to buy Hala’s loyalty outright with a mere magical trinket, if the gnoll can convince a pack of werewolves or a horde of aberrations to be favorably disposed enough to the Queen of Stone that they’d migrate to Cazhaak Dral, that would likely strengthen her hand considerably in any conflicts she has with the other warlords of Droaam.
Do with that what you will.


++++

“Bring me its pelt!” As the cry rings out again, the thought flits across Hala’s mind that while the Queen of Stone might indeed desire allies from abroad, it is likely she would not be too distraught if their recent audience accomplished nothing more than eliminating unwanted interference in her affairs by the Daughters of Sora Kell, while also getting rid of a few other troublesome elements plaguing her domain.

Meanwhile, the orcs that had been huddled around the fire-pit begin to drift warily forward, their weapons at the ready. Even the two-headed giant rouses himself from the warmth of the fire and takes up his massive club, bellowing a challenge to the trio across the clearing.

********

“Trouble,” the man stated matter-of-factly.

“Trouble,” he repeated, “in the Eldeen Reaches.” Elspeth raised her bloodshot eyes and the face of Lieutenant Lanner swam into view. “I wager you could use some semblance of discipline back into your life. And if you could stomach killing men at the request of a king, I don’t doubt for a moment you can stomach killing monsters on behalf of the Church.

“Yeah, that’s right, lass, it’s the Sliver Flame that are tossing around the gold this time. There’s even talk of a Purge in the offing. Not many humans were around for the last one, but there’s enough institutional wisdom (such as it is) in their hierarchy to know that paladins alone won’t get the job done. So those Flamers are hedging their bets. They need folk who will know how to track, how to spot an ambush, and the like. Also, they’re paying prime bounty for evidence of any ‘major threat’ that is eliminated.” Lanner took a momentary pause to spit on the floor, as if he were cleansing an unpleasant taste from his mouth.

“Of course they mostly mean ‘bring us the pelts from all the werewolves you can find’, but they’re not saying as much directly — at least, not yet. Besides, there have always been rumors of other dangers out there, away from the places where civilized men and women line up in neat little rows to kill each other in a civilized manner. Things left over from before the time of Humans…Khyber’s Bones, maybe even the things that brought the great goblin empire to its knees.

“Cap’n Ninefinger — you remember him from the War, of course. He’ll get you across Lake Galifar from Passage to Delethorn. Once you’re there, you won’t be able to swing a dead kobold without hitting a recruiter for the Silver Flame. Ask any one of them, and they’ll be more than happy to tell you all about their Fiery God with the demon at its heart. Just tell ‘em your bow’s for sale, if not your soul, and they’ll point you toward whatever terrible beastie is due for a righteous smiting.”

Trying not to roll his eyes too much with his last statement, Lieutenant Lanner concluded, “So get your pointy-eared rear end up off of that stool, lass. Your liver will thank me. Likely the rest of you will too, as it’s probably safer out there than in here, swimming to the bottom of another bottle, and another and another. Probably. When you get there, though, just be sure to tell ‘em who sent you, so’s I get my cut too.”

++++

Lubash Velderan had heard rumors from his brethren among the Silver Flame of danger in the Eldeen Reaches, and even of another Purge being debated amongst the Cardinals. But in the end, it was House Tharashk that first saw fit to reassign him from his duties in the Graywall Mountains to the Towering Wood. After all, it was their trade interests with the Shadow Marches and Droaam (primarily Dragonshards and other precious natural resources) that were under threat if the paths through the Wood were cut off. Lubash could see the wisdom in their decision — his position within both organizations would certainly help smooth over any Church/House conflicts, especially if a Crusade against the “monsters” in the Wood began in earnest.

The Silver Flame were, of course, overjoyed that one of their own had “volunteered” to participate in what history might judge as the opening skirmishes in another full-fledged Inquisition. Lubash himself was not as driven by the fiery rhetoric of the sermons delivered by the Reverend Fathers and Mothers across the length and breadth of the Five Kingdoms. Quite the opposite, he felt a particular burden to ensure that the Church did not overstep the bounds of morality in its actions, however nobly-intentioned they might appeared on the surface.

Still he took the time on his travel to secure the personal blessing of the Bishop of Passage before boarding the vessel across Lake Galifar. “Go, my Brother,” the elderly human had pronounced in profound tones at the conclusion of his prayers. “The Flame needs you to burn brightly, to cleanse away the Darkness, even as we now journey into the depths winter, through the Longest Night, until the light be reborn in spring.”

++++

Following the inexplicable urgings he felt in Passage, Koal Smith booked a voyage across Lake Galifar to Delethorn on the ship Smooth Sailing — though the voyage turned out to be anything but. It was obviously a blessing from Onatar that the elf woman was aboard. The one who had earned the Captain’s ire by objecting to being doled out only a half-portion of rum at the communal meals was the very one who spotted the ice enclosing Delethorn harbor even before the lookout atop the mast did. Lake Galifar was so deep it never froze over, though ice along the margins was not unheard of. But no one expected the extent of it, even at midwinter, nor should it have been enough to hold fast against their steel-shod hull. When the ship ground to a halt barely within sight of the harbor, the Captain cursed and swore, but his white-hot rage did little to melt the ice embracing their ship. So he finally sent men out onto the lake to chip them free, while those dead set on reaching Delethorn packed up their supplies and prepared to walk the last several miles across the ice. They were even given a makeshift sledge, once the vessel was freed and turned back for Passage. Koal’s other companion, the burly half-orc, pulled that fully-loaded sledge the entire bloody distance while hardly breaking a sweat. The elf, meanwhile, led the way carefully across the (possibly) treacherous expanse, constantly on the lookout for of any fissures or weaknesses in the frozen surface. She needn’t have bothered — a whole company of Sliver Flame knights, clad in platemail and galloping their chargers at full speed, could have ridden across the frozen lake without the slightest danger.

From Delethorn, Koal, Lubash, and Elspeth continued on foot to the village of Niern, the staging ground for the Silver Flame expeditions. With the influx of dozens, or even hundreds, of militant members of the Silver Flame, the otherwise insular villagers were overwhelmed by ahderents of that sect. Proud banners with the silver sigil soard from every availabe space, from the Village Hall to the mead halls, from the Courthouse to the outhouses. Despite the fervor of their faith, though, they always showed respect to the priest of Onatar — out of professional courtesy, if nothing else.

But upon arriving at the newly-designated “Basilica of the Questing Flame” in Niern (a repurposed brothel, by the looks of it, most likely chosen because its ornate facade rendered it the most impressive structure in the village), Koal and his companions discovered the limitations of respect and courtesy in what amounted to a time of war. Due to the unanticipated delays in their journey, the caravan that they were scheduled to accompany into the heart of the Towering Wood had simply departed without them. Fortunately, Elspeth knew that they’d have no problem catching up to it, given its plodding rate of travel. So with barely time for a meal, rounded out with a hasty blessing from the “Bishop of the Questing Flame”, they hurried off after the wagon train and the handful of knights that had been assigned as its escort.

++++

As it turns out, Elspeth is proven right, after a fashion. Somewhere between Greenheart and the Gloaming, as the sun is setting on the snow-covered Wood, the trio find the wagons — or what is left of them, anyway. Several gigantic tree trunks blocks the trail, clearly meant to halt the caravan in a location ideally suited for ambush. The wagons themselves are burned out shells, while the corpses of several armored knights and their mounts litter the vicinity.

As the dead are given the proper rituals by Lubash and Koal, Elspeth scours the area for signs of the attackers, her extensive scouting experience coming instantly to the fore. Though they left no dead behind, she still divines much about their numbers and actions. There were approximately a dozen of them, she deduces — some skirmishers who attacked from concealment, others armed with slashing weapons who closed rapidly into melee to prevent the knights from using their steeds for a cavalry charge. Perhaps even a spellcaster of some sort, given the nature of some of the wounds apparent upon the overwhelmed defenders. There was also at least one larger creature, capable of smashing through plate mail and barding with a single swipe of its enormous crushing weapon. It was this one that also left the clearest trail away from the ambush, dragging the raiders' spoils behind it as it went.

And so, with Elspeth in the lead yet again, the trio continue onward, their immediate task clear even if their subsequent goals beyond that have become somewhat murkier. After some time, Koal struggles to keep up in the gathering darkness, and the elf is just about to halt their pursuit when they hear the sounds of battle ahead. Brief as the noises are, they are unmistakable. As they hurry forward, their way ahead is soon illuminated by a massive bonfire. Through the trees they can just make out about a dozen fur-clad figures moving about, along with one larger creature, who is at that very moment lurching to its feet and taking up from the ground next to it a massive club as thick as a tree trunk.

********

As winter sets in upon Khorvaire, Gràinne travels to Shae Loralyndar in the retinue of the Winter King. From the start of their conclave, the Eladrin denizens of the City of Rose and Thorn, as well as their guests, revel in the seclusion offered by the Twilight Demesne. The hunting parties claim their fill of trophies from orcs and gnolls, and even a few trolls and ettins; occasionally, they also return with news of mass migrations (or, perhaps more accurately, mass disappearances) among the lesser Fey of the Towering Wood — news that sets the Sidhe Court abuzz with speculation.

While most of the Courtiers are content to idly speculate, however, the Winter King knows is his soul that this is not simply a winter like countless others that had preceded it in the endless cycle of seasons. And so, upon the conclusion of the Midwinter Feast, he calls his coterie to him. To Gràinne his mood appears darker than usual as he gazes out of the bloom-encircled Feyspire across the Towering Wood blanketed in white. “it seems,” he begins, “that in his infinite wisdom, Lord Eversun, Kyriarch of Shae Loralyndar, does not have the patience for the darksome tidings of the Winter King. And the rest of these sycophantic fools will follow their master’s whims, content that his knowledge of all that transpires within his Demesne will ensure that no ill befalls them.

“But the answers to the questions they fail even to ask are not to be found so close at hand. It is farther afield where must be sought the cause of unease that has settled across the world, and which is mirrored within my own breast. Alas, I myself shall not be the one to journey forth, for my absence from the Court would be noticed, and would preclude all other matters which require my attention here. But you, Gràinne," he turns suddenly from the window, his piercing gaze settling upon the hamadryad, "so like your Lord you are — possessed of scant interest for the revels that ever occupy the endless days of the Sidhe Lords. But instead, possessed of an intransigent will to see to completion the task that must be done. So you, my Bloody Hand, shall depart the Twilight Demesne and seek out the truth of this matter.”

And so, with little fanfare, Gràinne sets out upon her appointed task, as at home among the snow-clad branches as if she were striding upon Thelanis itself. But not far beyond the border of the Twilight Demesne, she encounters a profound silence, as if the world itself were holding its breath -- or perhaps, no longer breathing at all. The longer she treads upon Eberron, the less at ease she feels. She expects the feeling to lift as she approaches Greenheart and the indelible influence of the Guardian Trees, but instead when the trackless undergrowth gives way to trails, she encounters the first dismaying sight of what must have filled the Winter King with such foreboding, even from afar.

Several poor fools — adherents of the human deity known as the Silver Flame, by the look of their blood-spattered garb — had been slain, their bodies not even obscured by the drifting white yet. What was worse, several ancient trees had been uprooted to block the progress of their wains and set in motion the ambush that led to their demise. Fortunately, the path of the marauders responsible for this offense against the Wood is trivial for Gràinne to find, and even easier to follow.

Flitting from tree to tree, the hamadryad leaves behind one scene of carnage only to swiftly find yet another massacre — of trees, that is. An area of the forest fully ten paces across has been cleared, and an enormous bonfire rages in the middle of it. Crowded around the fire, huddled under their furs against the cold, are a sizable band of orcs. A massive two-headed giant crouches next to the fire, turning a pair of spits on which are roasting two large warhorses. As the sun sets, she circles their camp several times in utter silence like a prowling wolf, searching for both an advantageous position and an opportune moment to act.

As she watches from her concealed vantage point, her seething anger growing, Gràinne witnesses a gnoll approaching the camp and speaking to the orcs in their guttural tongue. She had thought it to be an ally in their rampage through the Towering Wood, but if it had once been so, it was no longer. Those nearest turn on it in an instant, raising their weapons and charging forward. Undeterred by their ferocity, the gnoll swiftly fells two, and its companion, a much taller woman, crushes the skull of a third with her massive hammer, even as another woman (an elf, perhaps?) appears behind them. The remaining orcs approach the trio more warily, despite their one-eyed leader raising his voice to urge them on to the slaughter. Now is the time to strike, Gràinne decides, while they are distracted by the others. Time for vengeance against those who would abuse the land so. Time, again, for the pristine White to be striped and streaked in Scarlet.

********

Respond to any or all elements of the introduction that apply to your character, as you see fit. Please include your character icon and a link to your full character sheet in your first post, and an initiative roll and combat stat block somewhere as well.



There are a few environmental conditions to consider for this Encounter:
First, it is night time, though the fire is quite bright. Lighting is considered normal within 30’ (6 squares) of the fire, and dim out to 60’ (12 squares).
Second, the density of trees is such that targets have cover against ranged attacks beyond 20’ (outside the clearing), and superior cover against ranged attacks beyond 40’ (outside the clearing).
Third, though the terrain is not considered difficult, the density of trees also prevents charging except within the clearing around the firepit (10’/2 squares in every direction).
Fourth, the monsters are currently unaware of the presence of Gràinne, as well as Elspeth, Lubash, and Koal.

TychoBrahesNose fucked around with this message at 02:43 on Nov 15, 2016

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Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018


Sheet

Before

Hala is used to people trying to use her. The warlords of Droaam are always playing against each other, and her role as an intermediary and problem-solver means that she has set herself up to be used - to say nothing of her status as a Znir Pact gnoll, designed to be the neutral tools of Droaam. "Your gracious gifts are deeply appreciated, my lady." Hala bows low, then stands back and bares her neck, carefully keeping her eyes averted from Sheska's. She is happy to play the role of inferior here. Let Sheska feel superior. Let her play power games. That will make her easy to predict.

"I welcome you both to aid in my search, and I hope I can aid you in yours, Lady Imruel." The necklace will prove most useful as well, though Hala will only be using it when she's not preparing for combat - her wolfskin cloak is too important to give up right now.

Frostwolf Pelt's also neck slot, so the gem will wait for meeting actual aberrations.

Later

Hala had been kind. She had only used her fist. When the call for her pelt comes, though, the blade comes out. Fire washes over the blade, and across her fur as she twirls the scabbard in her other hand. "Well, ladies. Seems we'll just have to show these fools what it means to turn aside the hand of peace! Devourer, grant me your strength! Fury, your rage! Mockery, your cunning! Traveler, your luck! Shadow, your power!" Hala sweeps the scabbard and blade around, entering the Fury Awakening stance. "Keeper, the souls I send you now are my gift to you!"

Initiative: 10, because praying apparently takes up time!

pre:
Hala
HP: 44/44 (THP: )         AC:   22    Passive Insight: 17
Surges: 8/8 (V: 11)       For:  16    Passive Perception: 19
Initiative: +7   	  Ref:  20    Action Points: 1
Speed: 7     	          Will: 18    Vision: Low-light
Languages: Common, Abyssal, Goblin, Giant, Draconic

At Will			      Encounter                      Daily
Desert Wind Flurry of Blows   [ ] Ruthless Demonstration     [ ] Masterful Spiral
Five Storms                   [ ] Ferocious Charge           [ ] Water Gives Way
Blistering Flourish           [ ] Light the Fire             [ ] Eye in the Sky          
                              [ ] Burning Brand
                              [ ] Second Wind
                    
Item Powers
[ ] Shockweave Armor (Encounter)
[ ] Shockweave Armor (Daily)
[ ] Frostwolf Pelt (Daily)

Conditionals/Resists:
Crashing Tempest Style: +2 damage with Flurry of Blows while wielding a club.
Blood Fury: +2 damage while bloodied.
Pack Attack: +2 damage on melee attacks against an enemy with 2 or more of your 
       allies adjacent to it.
Swift Charge: +2 speed when charging.
Yakuza 5: +(Cha) to attack and damage with opportunity attacks for one turn after 
       hitting an enemy that grants you combat advantage.
Shockweave Armor: Resist 5 lightning.
Siberys Shard of the Mage: +1 damage with implement attacks using the Learning Accurate Dagger.
Frostwolf Pelt: Resist 5 cold.
Mental Crucible: Resist 5 fire.
Learning Accurate Dagger: When you miss, get a cumulative +1 power bonus (max: +1) to next attack roll 
       against the same target before the end of the encounter. Ends when you attack a different target 
       or when you hit.
Learning Accurate Dagger: Each time you hit a target with this weapon, gain a +2 power bonus to the 
       first damage roll on your next attack with this weapon against the same target before the end of 
       your next turn.
Spiral Stance: While in Spiral Stance, reach with all melee reach attacks increases by 1.
Eye in the Sky Stance: While in Eye in the Sky Stance, +5 power bonus to Perception and can use the 
       secondary power at will (see below).

Interrupts:
Water Gives Way
Immediate Interrupt, Trigger: an adjacent enemy hits you with a melee attack
Target: triggering enemy
Effect: +Dex vs Fort. If hit, 3d10+Dex damage and slide target 2 and cause prone. If miss, power is not
       expended but can't be used again this encounter.

Eye in the Sky Secondary Power
Requirement: Eye in the Sky Stance is active.
Immediate Interrupt, Trigger: An enemy enters a square adjacent to you.
Effect: Shift 1 square to a square adjacent to the triggering enemy. +2 power bonus to all defenses against 
       that enemy's attacks until end of next turn.

Shockweave Armor (Encounter)
Free, Trigger: You take lightning damage
Effect: Until the end of the counter, the armor's daily power gets +1 to attack and +1d10 lightning damage.

Shockweave Armor (Daily)
Immediate Interrupt, Trigger: An enemy adjacent to you targets you with an attack.
Target: triggering enemy
Effect: +8 vs Fort attack on enemy. On hit, 2d10 lightning damage and daze until end of your next turn.

Frostwolf Pelt (Daily)
Immediate Reaction, Trigger: An enemy adjacent to you hits you.
Effect: Triggering enemy is knocked prone.

Blank Construct
Jan 20, 2010

Shepard.

Nap Ghost


"Found 'em," Elspeth whispered while she nocked an arrow. She looked up again and frowned. "Huh. Didn't see enough tracks for those three... a rendezvous with some friends?"

The gnoll ignited.

"Nope." Elspeth turned back to her companions and beckoned them with a wave. "We got some extra company. Looks like they've also got somethin' to settle with our quarry. I say let 'em take the heat while we flank the big guy and that mage. Make sure we can put 'em all down if it comes to it."

Initiative 19 from Roll20

pre:
Elspeth   						 
HP: 44/44 (THP: )         AC:   20    Passive Insight: 16
Surges: 7/7 (V: 11)       For:  16    Passive Perception: 23
Initiative: +9   	  Ref:  19    Action Points: 1
Speed: 7     	          Will: 18    Vision: Low-light
Languages: Common, Elven

At Will			      Encounter			             Daily
Twin Strike                   [ ] Bloodied Determination             [ ] Sure Shot
Nimble Strike                 [ ] Elven Accuracy                     [ ] Begin The Hunt
Hunter's Quarry               [ ] Two Fanged Strike                  [ ] Spitting Cobra Stance
                              [ ] Disruptive Strike
                              [ ] Second Wind
                             
                               
                                                   
Item Powers
[ ] Greatbow of Speed (Encounter)
[ ] Bracers of Archery (Daily)

Conditionals/Resists:
Bloodsworn Level 5: +2 to attack rolls  until end of next turn on use of second wind
Distortion Cloak: Gain +1 to all defences against ranged attacks from more than 5 squares away
Predator's Hide: Trigger: hit target under Elspeth's quarry. Effect: +1 to all defences against attacks from quarry until end of Elspeth's next turn. 
World Serpent's Grasp: May send a slowed enemy  prone on a hit.
Distant Advantage: Gain combat advantage for ranged or area attacks on enemies flanked by allies
Bow Expertise: +1 Damage on damage to attacks made against a single creature not adjacent to any of its allies.
Prime Shot: +1 to attacks on creatures that no allies are closer to.
Hunter Fighting Style: +4 AC against opportunity  attacks provoked  by making a ranged attack
Group Awareness: Non-elf allies within 5 squares get a +1 racial bonus to perception

Interrupts:
Disruptive strike: Trigger: When Elspeth or an ally is attacked by a creature: on hit -7 (3+WIS) penalty to the triggering attack roll.
          Targets: Brutes, creatures with ongoing damage attacks, or ones who employ crowd control effects like stuns or dazes. 

Blank Construct fucked around with this message at 04:57 on Nov 12, 2016

Wol
Dec 15, 2012

See you in the
UNDERDARK


"Your patronage has been my pleasure, my lady Sheska, and once again you have the right of the situation. It will please me to range once again. I thank you for your hospitality and the many boons you have granted me in my time here. May your fortunes be favoured when next we meet."

It does not take Imruel long to gather her things. There is not much she has need of in her travels, not insofar as supplies. Thanks to the magics coursing through her body, she finds her appetites fainter by the day. It is not long after the three leave Sheska's audience that she emerges from her quarters to reconvene with Hala and Gwenvyn.

"Shall we? I am as eager to travel as I am to make your acquaintances. The road before us is not long, but speaking for myself, it presents a welcome change of environment."

--------------------

Imruel winces slightly when the orc calls for Hala's pelt. "If destruction is your whim, fool, may you taste its returns!" She shouts across the camp at her group's one-eyed antagonist. She is, as always, disappointed to find such simple-minded assailants among sapient species. Despite the morbidity of her expertise, she does not particularly enjoy killing. This is a scene that has played out many times during her Khorvairean travels, however, and she does not hesitate to resolve it just as she has before.

--------------------

Initiative: 21 (Roll20).

pre:
Imruel   						 
HP: 42/42 (THP: )         AC:   20    Passive Insight: 18
Surges: 9/9 (V: 10)       For:  17    Passive Perception: 13
Initiative: +3   	  Ref:  19    Action Points: 1
Speed: 6     	          Will: 17    Vision: Low-light
Languages: Common, Abyssal, Elven, telepathy 5

Ranged Basic Attack: Magic missile: Auto-hit; 7 damage.
Crit: +1d6 necrotic damage.

At Will			Encounter			     Daily
Restless Dead           [ ] Dark Reaping                     [-] Spirit Rend
Howling Wall            [ ] Dark Speech                      [-] Wind Blade
Disrupt Undead          [ ] Suggestion                       [ ] Corrupt the Flesh
Light                   [ ] Shadow Step                      [ ] Summon Shadow Servant
                        [ ] Second Wind                      [ ] Grasp of the Grave
                        [ ] Ray of Enfeeblement
                        [-] Twilight Falls
                        [-] Moonstride
                        [ ] Cordon of Bones
                        [-] Icy Rays
                    
Item Powers
[ ] Staff of Withering Daily: No Action: When you hit a target with an attack, the target is
weakened (save ends).

Conditionals/Resists:
Unnatural Vitality: When you drop to 0 HP, can become dazed instead of falling unconscious.
Make death saving throws as normal; on first failed, fall unconscious.
Vile Scholar L1: +2 to Bluff, Diplomacy, Intimidate when interacting with evil creatures.
Necromancy Apprentice: On hit with a necromancy attack, gain 2 THP.
Nethermancy Apprentice: On hit with a nethermancy attack, target treats creatures more
than 2 squares away as having partial concealment UEoMNT.
Vile Scholar L5: +2 power bonus to knowledge checks, including monster knowledge checks.
Staff Expertise: Ranged and area attacks don't provoke opportunity attacks.
Pileus Helm: Telepathy 5. Can use telepathy to speak with any eligible creatures in 
range, including multiple recipients.
Resist 5 necrotic and 5 poison; +2 item bonus to saving throws against necrotic or poison effects.
Bracers of Brachiation: Climb speed 3. Can swing through the trees of a forest at climb
speed without leaving tracks.

Wol fucked around with this message at 18:47 on Nov 11, 2016

Klungar
Feb 12, 2008

Klungo make bessst ever video game, 'Hero Klungo Sssavesss Teh World.'




Koal Smith

Doing his best to keep up with elf, Koal breathes a heavy sigh of relief when he sees Elspeth finally come to a stop. Hunching over to rest his arms on his knees, he takes a couple of a shallow breaths, before lifting up a finger and panting out "Wait up, lass, some of us weren't crafted for nighttime sprints through the forest." Taking a few more moments to steady himself, he straightens back up to see that Elspeth has already begun moving again, finding himself dropping behind once more. Letting out another heavy sigh, he gets his feet moving again, praying between his heavy breaths, "Onatar, use your Bellows to keep these old lungs of mine filled..."

Initiative: 1d20+7 10 (I think Hala wins this tiebreaker, since her DEX is higher)

pre:
Koal Smith   						 
HP: 44/44 (THP: )         AC:   22    Passive Insight: 24
Surges: 9/9 (V: 11)       Fort:  19   Passive Perception: 24
Initiative: +7   	  Ref:  15    Action Points: 1
Speed: 5     	          Will: 21    Vision: Normal
Languages: Common, Dwarven

At Will: Hand of Radiance, Sonnlinor's Hammer			
Encounter		Daily
[ ] Thunder of Judgment	[ ] Moment of Glory
[ ] Sudden Slag		[ ] Silent Malediction
[ ] Death Surge		Item Daily             
[ ] Divine Call		[ ] Onatar's Forge Holy Symbol
[ ] Heroic Effort	[ ] Casque of Tactics
[ ] Favor of the Gods
[ ] Healing Word
[ ] Battle Awareness
[ ] Second Wind

Conditionals/Resists:
Manifestation of Preservation: When you use a Divine Enc/Daily power, Slide an ally within Range 10 one square.
World Serpent's Grasp: Knocks Prone hit Slowed or Immobilized targets.
Superior Will: When Dazed/Stun, makes Saving Throw at the beginning of turn, even if the effect is not Save Ends.
Cloak of Distortion: Gain +1 to all defenses against ranged attacks from more than 5 squares away.
Chirurgeon's Tools: +2 to Saving Throws against Disease.
Investigation Gear: +2 to Perception checks to find something specific.
Surveyor's Gear: +2 to Perception checks to find hidden doors and secret rooms.

Interrupts:
Death Surge	Trigger: When a creature within 3 squares of me drops to 0 HP, use Death Surge as an Immediate Reaction.
		Targets: When any combination of 5 enemies and allies will be affected.

Battle Awareness	Trigger: When adjacent enemy shifts or makes an attack not on Koal, use Sonnlinor's Hammer on enemy as an Immediate Interrupt.
			Targets: Non-minions.

Stallion Cabana
Feb 14, 2012
1; Get into Grad School

2; Become better at playing Tabletop, both as a player and as a GM/ST/W/E

3; Get rid of this goddamn avatar.


Lubash has been relatively silent through most of their travels. He approaches with insistent zeal; he never asks for rest, but rests when needed. He eats when they eat. He reads his scripture often, polishes his blade, and picks at the marks of his armor. When he takes off the helmet, his face is seen; his eyes are always burning bright with purpose and zeal, powered by a purpose beyond mortal flesh and blood. He keeps his hair shaven close, but he usually keeps his armor on. He trusts his allies when their skills are above him, and does his best not to rouse anger while he thinks. When they find the carts and bury the dead, he makes a small prayer to each of their graves, and promises to cleanse what had caused this. When they find it, his silence outside of his prayers is roused as he draws his blade with a ringing sound from his back.

"I will cleanse the being with two heads." He points with his blade at the creature for his companions. His voice is tinged with a level of madness, but it is restrained and made a sharp edge. "I do not know who the others are, but so long as they are going to allow us to cast judgement, I shall not raise my blade to them." he says as he grips his massive sword with both hands and prepares to enter the fray.

Initiative: 1d20+3 22


pre:
Lubash   						 
HP: 49/49 (THP: )         AC:   23    Passive Insight: 24
Surges: 10/10 (V: 12)       For:  20    Passive Perception: 16
Initiative: +3   	  Ref:  16    Action Points: 1
Speed: 6     	          Will: 17    Vision: Low-light
Languages: Common, Goblin

At Will			      Encounter			             Daily
Lay on Hands                   [ ] Heedless Fury                      [ ] Blood of the Mighty
Ardent Strike                  [ ] Call of Challenge                  [ ] Arc of Vengeance
Valiant Strike (MBA)           [ ] Strength from Valor              
                               [ ] Divine Mettle
                               [ ] Second Wind
                               [ ] Sohei Flurry
                               [ ] Divine Strength
                               [ ] Furious Assault
                    
Item Powers
[ ] Fullblade of Defense (Daily)
[ ] Lucky Charm (Daily)
[ ] Gauntlets of Ogre Power (Daily)

Conditionals/Resists:
Defensive Weapon: Resist 1 Damage when holding Weapon of Defense
Half-Orc Resilience: Gain 5/10/15 Temp HP when first Bloodied
Swift Charge: +2 speed when charging

Comrade Gorbash
Jul 12, 2011

My paper soldiers form a wall, five paces thick and twice as tall.


Before

Gwenvyn rubs her chin with a thumb and nods at Sheska's words. "Yes, perhaps it is time I moved on. I was growing bored. You'd think it'd be easier to find a good bar fight in a place that calls itself the nation of monsters, but we must all learn to live with disappointment." If Gwenvyn's accent was thick in Common, it's even stronger in Giant. The dialect is bordering on the incomprehensible on first hearing, even for someone fluent, with the lilting tone, strange cadence, and frankly bizarre grammatical choices.

The big woman turns an eye to her companions. "If keeping these two little ones safe is bound to bring me new foes, then I'll do it happily. And I have friends in the Eldeen Reaches, it would be good to see them again. Sadly, all my enemies there are dead. Perhaps I can make some new ones."

-------------------------------------

Now
Gwenvyn, for her part, doesn't bother with threat or prayer. She hefts her hammer and shield and laughs. "By the gods, I was starting to think I'd go this whole trip without a proper fight! Hala, it's a good thing you have that fine pelt of yours, driving the boys wild with desire for it! You'll have to be beating them back with that stick of yours!"

Still laughing, Gwenvyn sets her feet and gets ready to plow into the fight, squinting to see them in the encroaching shadows.

Roll of 16 for Initiative.

pre:
Gwenvyn   						 
HP: 46/63 (THP: )         AC:   22    Passive Insight: 15
Surges: 14/14 (V: 15)     For:  20    Passive Perception: 15
Initiative: +2   	  Ref:  16    Action Points: 1
Speed: 6     	          Will: 16    Vision: Normal
Languages: Common, Giant

At Will			 Encounter			  Daily
Thorn Strike             [x] Burst of Earth's Fury        [ ] Berserker's Fury
Warden's Fury            [ ] Guardian's Counter           [ ] Form of Mountain's Thunder
Warden's Grasp           [ ] Incredible Toughness              [ ] Form Attack (Encounter)
Weight of Earth          [x] Roots of Stone               [ ] Inspiring Fortitude
                         [ ] Second Wind                  [ ] Thunder Step
							   
Item Powers
[ ] Shield of Speed and Evasion (Daily)

Conditionals/Resists:
Berserker's Fury: +1d8 damage for melee basic attacks
Bludgeon Expertise: +1sq. to push/slide distance with hammer weapon attacks
Crippling Crush: +4 (Con mod) damage to targets slowed or immobilized with
   hammer attack
Earthstrength: Additional +4 (Con mod) to AC with second wind
Font of Life: At start of turn, make a save against one save ends effect; may
   still save against it at end of turn
Form of Mountain's Thunder: Resist 3 all, +1 AC, 1/rd on melee hit, all marked
   opponents take 5 thunder dmg
Sudden Roots: Enemy hit with an OA is slowed until end of next turn
Tireless: Only need to sleep 6 hours in 72-hour period

Interrupts:
Guardian's Counter (Interrupt) Trigger: An ally within 2 squares is
hit by an attack that doesn't also target Gwenvyn. Effect: Gwenvyn and ally
each shift up to 2 squares, swapping position. Gwenvyn becomes the target of the
attack; after the attack is resolved, Gwenvyn gets a basic attack against the
attacker.
Shield Power: (Reaction) Trigger: An attacker scores a critical hit
on Gwenvyn with an attack on AC or Ref. Effect: Regain use of an Encounter
power of level 4 or less.
Warden's Fury: (Interrupt) Trigger: Marked enemy makes an attack not
including Gwenvyn as a target. Effect: A melee attack vs Fort, if it hits
the target grants CA to Gwenvyn and allies.
Warden's Grasp: (Reaction) Trigger: Marked enemy within 5sq. makes an
attack not including Gwenvyn as a target. Effect: Slide the target 1sq.,
target is slowed and cannot shift until end of its next turn.

Comrade Gorbash fucked around with this message at 04:15 on Nov 17, 2016

Wahad
May 19, 2011

There is no escape.


Walking through the Towering Woods, Gràinne was silent. She was silent when she noticed the first massacre, and she is silent as she approaches the orc camp, waiting in the shadows for the warband to be occupied with their new enemies. Words are not needed in such a task. After all, what is there to say? Her King already impressed upon her the severity of the duty she was to fulfill. Moreso, with her first journey, the visions she came across only emphasized this gravity. And yet, something lingered. It could not simply have been ruinous orcs that held the Winter King's concern. Were that the case, life in His Court would be a great deal more irregular than it was. But just as the massacres, perhaps these trifles were but a symptom, not the cause.

Time to find out, and extinguish them all the same.

Initiative at 1d20+2=13.

pre:
Gràinne   						 
HP: 43/43 (THP: )         AC:   18    Passive Insight: 21
Surges: 6/6 (V: 10)       For:  15    Passive Perception: 16
Initiative: +2   	  Ref:  18    Action Points: 1
Speed: 6     	          Will: 18    Vision: Low-light
Languages: Common, Elven

At Will			Encounter			     Daily
Call Spirit Companion   [ ] Fey Bargain                      [ ] Roaring Storm of Cania
Eyebite                 [ ] Hamadryad Aspects                [ ] Spirit of Grief's Shadow
Warlock's Curse         [ ] Healing Spirit                   [ ] Summon Sidhe Ally
Wrath of Winter         [ ] Rimefire Spirit
                        [ ] Second Wind
                        [ ] Shadow Tentacles
                        [ ] Speak with Spirits
                    
Item Powers
[ ] Ice Scepter (Encounter)
[ ] Ice Scepter (Daily)
[ ] Shadowdance Armor (Daily)

Conditionals/Resists:
Misty Step: If a cursed enemy dies, teleport 3 squares as a free action.
Oaken Vitality: +5 Endurance to resist starvation, thirst and suffocation and survive for twice as long. 
Meditate 4 hours instead of sleeping for a long rest.
Shadowdance Armor: Ranged and Area attacks don't provoke OA.
Sidhe Lord: Receive lodging for up to 8 people in places that recognizes your prestige.
Sudden Call: 1/encounter, summon SC as free action.
Tree Mind: +2 to saves against daze/dominate/stun.

TychoBrahesNose
May 24, 2011
Initiative Order:
Surprise Round:
Lubash (suddenly, crusader!)
Elspeth
Gràinne
Koal
(Those acting in the surprise round have a single standard, move, or minor action; in addition, enemies grant CA. The four of y'all are going first, so post in whatever order you wish.)


Round 1:
Orc Raiders: 25 (AC: 17, Fort: 15, Ref: 14, Will: 12)
Lubash: 22
Imruel: 21
Half-Orc Death Mage: 20 (AC: 19, Fort: 18, Ref: 20, Will: 19)
Elspeth: 19
Ettin (Head 1): 18 (AC: 28, Fort: 26, Ref: 18, Will: 19)
Ettin (Head 2): 16
Gwenvyn: 16
Orc Berserkers: 14 (AC: 15, Fort: 17, Ref: 13, Will: 12)
Gràinne: 13
Hala: 10
Koal: 10
Eye of Gruumsh: 7 (AC:19, Fort: 19, Ref: 16, Will: 17)
Orc Warrior: 4 (AC: 21, Fort: 19, Ref: 16, Will: 16)

TychoBrahesNose fucked around with this message at 12:10 on Nov 14, 2016

Stallion Cabana
Feb 14, 2012
1; Get into Grad School

2; Become better at playing Tabletop, both as a player and as a GM/ST/W/E

3; Get rid of this goddamn avatar.


With all the calmness of a man on a mission from the Gods- which he views himself as- Lubash strides forward. He's fast, not because he jumps forward lurchingly and charges into the fray, but rather because he doesn't do that. His motions are calm and collected, cool and focused. He starts walking after he says his statement to his companions, listening to Hala make her prayer as he casually avoids roots and stepping between the trees until he steps into the light of the campfire, his armor shining and reflecting the light as stands at the edge of the trees and places his sword point down in the ground before him. He calls out loudly and from his belly, an echoing voice with a metallic tinge from being inside his helmet, pronouncing each word clearly and directly.

"Individuals who are currently engaged in Conflict. I am Lubash Velderan Tharashk, a Paladin and Inquisitive of The Silver Flame, and Representative of House Tharashk. I am here to cut out the sickness that aches this land." He calls, looking at the group of individuals. He could be some generic fool, out to do too much and find himself on the edge of all their blades for interfering. Then he looks at Hala. "Gnoll! Goliath! I apologize for rudely using your race instead of your names, as I do not know them, but let me be clear. These bandits are guilty of murder, and I've the corpses to prove it. I shall be passing judgement upon them with all haste. If you stand against them, let it be known I do as well. I seek no quarrel with you or yours."

Then he takes a breath and repeats the entire speech in Goblin as well.

moved my pog appropriately

pre:
Lubash   						 
HP: 49/49 (THP: )         AC:   23    Passive Insight: 24
Surges: 10/10 (V: 12)       For:  20    Passive Perception: 16
Initiative: +3   	  Ref:  16    Action Points: 1
Speed: 6     	          Will: 17    Vision: Low-light
Languages: Common, Goblin

At Will			      Encounter			             Daily
Lay on Hands                   [ ] Heedless Fury                      [ ] Blood of the Mighty
Ardent Strike                  [ ] Call of Challenge                  [ ] Arc of Vengeance
Valiant Strike (MBA)           [ ] Strength from Valor              
                               [ ] Divine Mettle
                               [ ] Second Wind
                               [ ] Sohei Flurry
                               [ ] Divine Strength
                               [ ] Furious Assault
                    
Item Powers
[ ] Fullblade of Defense (Daily)
[ ] Lucky Charm (Daily)
[ ] Gauntlets of Ogre Power (Daily)

Conditionals/Resists:
Defensive Weapon: Resist 1 Damage when holding Weapon of Defense
Half-Orc Resilience: Gain 5/10/15 Temp HP when first Bloodied
Swift Charge: +2 speed when charging

Blank Construct
Jan 20, 2010

Shepard.

Nap Ghost


"drat fool's gonna get himself killed!" Eslpeth cursed under her breath as she drew back the bowstring.

Two arrows whistled past Lubash's head. With a thunk, the broadheads buried into the orc's shoulder. It screamed.

28 damage on the guy Lubash is standing next to

pre:
Elspeth   						 
HP: 44/44 (THP: )         AC:   20    Passive Insight: 16
Surges: 7/7 (V: 11)       For:  16    Passive Perception: 23
Initiative: +9   	  Ref:  19    Action Points: 1
Speed: 7     	          Will: 18    Vision: Low-light
Languages: Common, Elven

At Will			      Encounter			             Daily
Twin Strike                   [ ] Bloodied Determination             [ ] Sure Shot
Nimble Strike                 [ ] Elven Accuracy                     [ ] Begin The Hunt
Hunter's Quarry               [ ] Two Fanged Strike                  [ ] Spitting Cobra Stance
                              [ ] Disruptive Strike
                              [ ] Second Wind
                             
                               
                                                   
Item Powers
[ ] Greatbow of Speed (Encounter)
[ ] Bracers of Archery (Daily)

Conditionals/Resists:
Bloodsworn Level 5: +2 to attack rolls  until end of next turn on use of second wind
Distortion Cloak: Gain +1 to all defences against ranged attacks from more than 5 squares away
Predator's Hide: Trigger: hit target under Elspeth's quarry. Effect: +1 to all defences against attacks from quarry until end of Elspeth's next turn. 
World Serpent's Grasp: May send a slowed enemy  prone on a hit.
Distant Advantage: Gain combat advantage for ranged or area attacks on enemies flanked by allies
Bow Expertise: +1 Damage on damage to attacks made against a single creature not adjacent to any of its allies.
Prime Shot: +1 to attacks on creatures that no allies are closer to.
Hunter Fighting Style: +4 AC against opportunity  attacks provoked  by making a ranged attack
Group Awareness: Non-elf allies within 5 squares get a +1 racial bonus to perception

Interrupts:
Disruptive strike: Trigger: When Elspeth or an ally is attacked by a creature: on hit -7 (3+WIS) penalty to the triggering attack roll.
          Targets: Brutes, creatures with ongoing damage attacks, or ones who employ crowd control effects like stuns or dazes. 


Blank Construct fucked around with this message at 09:16 on Nov 13, 2016

Klungar
Feb 12, 2008

Klungo make bessst ever video game, 'Hero Klungo Sssavesss Teh World.'


Koal Smith

"You're right, Elspeth, let's see if we can't put a stop to this situation before it gets too far out of hand..."

With the kind of chuckle regulated to such paternal puns, Koal reaches out his gauntleted fist, from which shoots forth three bolts of divine energy with a metallic glean, striking some nearby orcs in the chest, and dropping two of them to the ground.

Standard: Hand of Radiance on nearby Orc Warriors and Raider. Hand of Radiance vs Reflex: 3#1d20+10
28 Warrior 3 (Hit)
18 Warrior 2 (Hit)
23 Raider 2 (Hit)
1d4+5 9 Radiant :angel: damage. Warrior 2 and 3 are dead.

pre:
Koal Smith   						 
HP: 44/44 (THP: )         AC:   22    Passive Insight: 24
Surges: 9/9 (V: 11)       Fort:  19   Passive Perception: 24
Initiative: +7   	  Ref:  15    Action Points: 1
Speed: 5     	          Will: 21    Vision: Normal
Languages: Common, Dwarven

At Will: Hand of Radiance, Sonnlinor's Hammer			
Encounter		Daily
[ ] Thunder of Judgment	[ ] Moment of Glory
[ ] Sudden Slag		[ ] Silent Malediction
[ ] Death Surge		Item Daily             
[ ] Divine Call		[ ] Onatar's Forge Holy Symbol
[ ] Heroic Effort	[ ] Casque of Tactics
[ ] Favor of the Gods
[ ] Healing Word
[ ] Battle Awareness
[ ] Second Wind

Conditionals/Resists:
Manifestation of Preservation: When you use a Divine Enc/Daily power, Slide an ally within Range 10 one square.
World Serpent's Grasp: Knocks Prone hit Slowed or Immobilized targets.
Superior Will: When Dazed/Stun, makes Saving Throw at the beginning of turn, even if the effect is not Save Ends.
Cloak of Distortion: Gain +1 to all defenses against ranged attacks from more than 5 squares away.
Chirurgeon's Tools: +2 to Saving Throws against Disease.
Investigation Gear: +2 to Perception checks to find something specific.
Surveyor's Gear: +2 to Perception checks to find hidden doors and secret rooms.

Interrupts:
Death Surge	Trigger: When a creature within 3 squares of me drops to 0 HP, use Death Surge as an Immediate Reaction.
		Targets: When any combination of 5 enemies and allies will be affected.

Battle Awareness	Trigger: When adjacent enemy shifts or makes an attack not on Koal, use Sonnlinor's Hammer on enemy as an Immediate Interrupt.
			Targets: Non-minions.

Wahad
May 19, 2011

There is no escape.


And yet more pawns appear on the board. A lackey of the SIlver Flame? Made sense, given the massacre, but the big oaf seemed rather...out of place. His empty words were backed up by deadly arrows, however - and another warrior embued with divine power. So, not all mortals were as content to sit within their walls as the blind citizens of Shae Loralyndar. Such a thing could prove useful.

But the time for Gràinne to strike was not yet true. She sends a whisper to the shadows, and the flickering light of the bonfire twists and turns into a serpent as long as a man is tall, eyes glowing purple in a body of complete darkness as it coils in on itself, preparing to strike. It hisses at the orcs surrounding it, and its maw opens to reveal what seems like a bottomless void.

Minor Action Call Spirit Companion in between Death Mage and Eye of Gruumsh.

pre:
Gràinne   						 
HP: 43/43 (THP: )         AC:   18    Passive Insight: 21
Surges: 6/6 (V: 10)       For:  15    Passive Perception: 16
Initiative: +2   	  Ref:  18    Action Points: 1
Speed: 6     	          Will: 18    Vision: Low-light
Languages: Common, Elven

At Will			Encounter			     Daily
Call Spirit Companion   [ ] Fey Bargain                      [ ] Roaring Storm of Cania
Eyebite                 [ ] Hamadryad Aspects                [ ] Spirit of Grief's Shadow
Warlock's Curse         [ ] Healing Spirit                   [ ] Summon Sidhe Ally
Wrath of Winter         [ ] Rimefire Spirit
                        [ ] Second Wind
                        [ ] Shadow Tentacles
                        [ ] Speak with Spirits
                    
Item Powers
[ ] Ice Scepter (Encounter)
[ ] Ice Scepter (Daily)
[ ] Shadowdance Armor (Daily)

Conditionals/Resists:
Misty Step: If a cursed enemy dies, teleport 3 squares as a free action.
Oaken Vitality: +5 Endurance to resist starvation, thirst and suffocation and survive for twice as long. 
Meditate 4 hours instead of sleeping for a long rest.
Shadowdance Armor: Ranged and Area attacks don't provoke OA.
Sidhe Lord: Receive lodging for up to 8 people in places that recognizes your prestige.
Sudden Call: 1/encounter, summon SC as free action.
Tree Mind: +2 to saves against daze/dominate/stun.

TychoBrahesNose
May 24, 2011
With the sudden appearance of more enemies, the orc raiders let out squeals of alarm. Still oblivious to Gràinne's presence, the one closest to her strides toward the gnoll and the goliath, but upon hearing the threatening hiss behind it, it turns and instictively heaves its throwing axe at the creature. Though its aim is true, the axe passes harmlessly through the spirit's body.

The other raider drops its throwing axe in favor of retrieving the greataxe from the sling on its back. Spurred on by the shouted commands of its leader, it strikes at Lubash with a wicked overhanded chop. The paladin's plate mail turns aside the blow, however, and the orc snarls in frustration.

Attacks: 1d20+8 25 1d20+8 11. Hit on SC does less than 12 damage, so is ineffectual.

Round 1:
Orc Raiders: 25 (AC: 17, Fort: 15, Ref: 14, Will: 12)
Lubash: 22
Imruel: 21

Half-Orc Death Mage: 20 (AC: 19, Fort: 18, Ref: 20, Will: 19)
Elspeth: 19
Ettin (Head 1): 18 (AC: 28, Fort: 26, Ref: 18, Will: 19)
Ettin (Head 2): 16
Gwenvyn: 16
Orc Berserkers: 14 (AC: 15, Fort: 17, Ref: 13, Will: 12)
Gràinne: 13
Hala: 10
Koal: 10
Eye of Gruumsh: 7 (AC:19, Fort: 19, Ref: 16, Will: 17)
Orc Warrior: 4 (AC: 21, Fort: 19, Ref: 16, Will: 16)

TychoBrahesNose fucked around with this message at 23:59 on Nov 14, 2016

Stallion Cabana
Feb 14, 2012
1; Get into Grad School

2; Become better at playing Tabletop, both as a player and as a GM/ST/W/E

3; Get rid of this goddamn avatar.


As his allies strike at those who were surprised by his entrance, he laughs loudly. "As you can see, I do not do this alone. But if you will not surrender, so be it." He says as he carefully steps forward again, sliding between the Ettin and the orc next to him, even as the creature attacks and it bounces off his armor, he stands in the middle of the assembled group and raises his sword. It seems to shine from within as he swings it in an arc.

"Come, beasts, your friend failed to strike me. I invite you all to try again, though I am armored in my knowledge that I am just." He says, as he swings the blade down at the Orc that tried to strike him. "Let me show you how to swing a blade!" he calls loudly as he strikes

Shift to spot on map and using Call of Challenge. All enemies within Burst 3 (the cloud) are subject to Divine Sanction. Failing to follow the mark is 8 damage. Following it up with Vailiant Strike on the Orc; 12 +2 for being adjacent to 2 enemies.
Valiant Strike vs AC: 1d20+14 22 1d12+6 12


pre:
Lubash   						 
HP: 49/49 (THP: )         AC:   23    Passive Insight: 24
Surges: 10/10 (V: 12)       For:  20    Passive Perception: 16
Initiative: +3   	  Ref:  16    Action Points: 1
Speed: 6     	          Will: 17    Vision: Low-light
Languages: Common, Goblin

At Will			      Encounter			             Daily
Lay on Hands                   [ ] Heedless Fury                      [ ] Blood of the Mighty
Ardent Strike                  [X] Call of Challenge                  [ ] Arc of Vengeance
Valiant Strike (MBA)           [ ] Strength from Valor              
                               [ ] Divine Mettle
                               [ ] Second Wind
                               [ ] Sohei Flurry
                               [ ] Divine Strength
                               [ ] Furious Assault
                    
Item Powers
[ ] Fullblade of Defense (Daily)
[ ] Lucky Charm (Daily)
[ ] Gauntlets of Ogre Power (Daily)

Conditionals/Resists:
Defensive Weapon: Resist 1 Damage when holding Weapon of Defense
Half-Orc Resilience: Gain 5/10/15 Temp HP when first Bloodied
Swift Charge: +2 speed when charging

Wol
Dec 15, 2012

See you in the
UNDERDARK


"The battle is joined. Indeed." Imruel plants the butt of her staff in the ground beside her and starts to mutter a dread incantation. At its conclusion, another tap from her staff brings a myriad skeletal hands bursting from the ground, grasping and tearing at the hapless orcs. Irksomely, the robed one at the back manages to wriggle free of the deathly grasp, but Imruel is pleased to see the rest continue to struggle. The ettin, especially. A deathly pallor now hangs over the giant brute - a side effect of a bit of magic Imruel worked into the spell especially for it. Pleased with her handiwork, she takes a breath to appraise her new...allies? She hesitates to jump so quickly to such an assumption. A trio of what are apparently Silver Flame inquisitors would make somewhat unconventional allies for Imruel and the Droaamite duo, but their purposes seem united for the moment, at least. Focusing her mind through her crown, Imruel reaches out telepathically to the closest of them: the paladin.

"Lubash Velderan Tharashk, I am called Imruel. Do not fear the hands of the dead; so long as we remain without quarrel, they shall not assail you."

--------------------

Standard Action: Grasp of the Grave. Targets Reflex: 10 (miss) vs. Warrior 1 ; 17 (hit) vs. Raider 1; 14 (hit) vs. Berserker 1; 9 (miss) vs. Death Mage; 16 (hit) vs. Eye of Gruumsh; 24 (hit) vs. Berserker 2; 28 (CRIT) vs. Ettin.
Hit targets take 11 necrotic damage and are dazed UEoMNT. Missed targets take 11 necrotic damage. The Ettin, who was crit, takes 18 necrotic damage instead and is dazed as normal. I gain 2 THP.
The area creates a zone until the end of the encounter. An enemy that enters the zone or that starts its turn in the zone takes 5 necrotic damage. An enemy can take this damage only once per turn.

No Action: Staff of Withering. The Ettin is weakened (save ends).


pre:
Imruel   						 
HP: 42/42 (THP:2)         AC:   20    Passive Insight: 18
Surges: 9/9 (V: 10)       For:  17    Passive Perception: 13
Initiative: +3   	  Ref:  19    Action Points: 1
Speed: 6     	          Will: 17    Vision: Low-light
Languages: Common, Abyssal, Elven, telepathy 5

Ranged Basic Attack: Magic missile: Auto-hit; 7 damage.
Crit: +1d6 necrotic damage.

At Will			Encounter			     Daily
Restless Dead           [ ] Dark Reaping                     [-] Spirit Rend
Howling Wall            [ ] Dark Speech                      [-] Wind Blade
Disrupt Undead          [ ] Suggestion                       [ ] Corrupt the Flesh
Light                   [ ] Shadow Step                      [ ] Summon Shadow Servant
                        [ ] Second Wind                      [X] Grasp of the Grave
                        [ ] Ray of Enfeeblement
                        [-] Twilight Falls
                        [-] Moonstride
                        [ ] Cordon of Bones
                        [-] Icy Rays
                    
Item Powers
[X] Staff of Withering Daily: No Action: When you hit a target with an attack, the target is
weakened (save ends).

Conditionals/Resists:
Unnatural Vitality: When you drop to 0 HP, can become dazed instead of falling unconscious.
Make death saving throws as normal; on first failed, fall unconscious.
Vile Scholar L1: +2 to Bluff, Diplomacy, Intimidate when interacting with evil creatures.
Necromancy Apprentice: On hit with a necromancy attack, gain 2 THP.
Nethermancy Apprentice: On hit with a nethermancy attack, target treats creatures more
than 2 squares away as having partial concealment UEoMNT.
Vile Scholar L5: +2 power bonus to knowledge checks, including monster knowledge checks.
Staff Expertise: Ranged and area attacks don't provoke opportunity attacks.
Pileus Helm: Telepathy 5. Can use telepathy to speak with any eligible creatures in 
range, including multiple recipients.
Resist 5 necrotic and 5 poison; +2 item bonus to saving throws against necrotic or poison effects.
Bracers of Brachiation: Climb speed 3. Can swing through the trees of a forest at climb
speed without leaving tracks.

Wol fucked around with this message at 23:32 on Nov 14, 2016

TychoBrahesNose
May 24, 2011
The white robed orc bearing the blackened staff sneers as the skeletal claws grasp ineffectually at it until, with barely a glance from it, the hands immediately surrounding it fall still. Then, raising its own staff, the orc begins to recite an incantation. Across the flames, Elspeth spies the mage releasing his fury upon its enemies, and fires an arrow in retribution. Though the arrow finds its mark, the orc's focus is unbroken. As it finishes with a cry of "Baal-zebul!", a spray of black motes shoot out from the staff, growing rapidly in size as they stream across the battlefield. A droning buzz emanates from the cloud of insects as they settle around Hala, Gwenvyn, and Imruel. Gwenvyn's tough skin seem to spare her from the worst of the biting, but the files seem particularly drawn to Imruel's dead flesh.

Swarm of Flies + Furious Assault vs. Fort: 1d20+10 23 1d20+10 12 1d20+10 30 2d6+5+1d10 19. Hala takes 19 damage; the attack misses Gwenvyn but Critically Hits Imruel, so her damage maxes out at 27.
The burst creates a zone of swarming flies that lasts until the end of the encounter. Each creature that starts its turn within the zone takes 5 damage and does not have line of sight to squares more than 3 squares away from it.

Meanwhile, Elspeth's Disruptive Strike hits the Death Mage for 10 damage.

Round 1:
Orc Raiders: 25 (AC: 17, Fort: 15, Ref: 14, Will: 12)
Lubash: 22
Imruel: 21
Half-Orc Death Mage: 20 (AC: 19, Fort: 18, Ref: 20, Will: 19)
Elspeth: 19
Ettin (Head 1): 18 (AC: 28, Fort: 26, Ref: 18, Will: 19)
Ettin (Head 2): 16
Gwenvyn: 16
Orc Berserkers: 14 (AC: 15, Fort: 17, Ref: 13, Will: 12)
Gràinne: 13
Hala: 10
Koal: 10
Eye of Gruumsh: 7 (AC:19, Fort: 19, Ref: 16, Will: 17)
Orc Warrior: 4 (AC: 21, Fort: 19, Ref: 16, Will: 16)

Blank Construct
Jan 20, 2010

Shepard.

Nap Ghost


The main force occupied by their skeletal assailants, Elspeth seized the opportunity. She circled around the main force, seeking the mage marked by her arrow. Once she found her quarry, she bared her talons. Her hand blurred as she loosed two arrows at the orc, both driving themselves into where the first had struck.

She lined up a third.

Not bad, a woman's voice spoke into her ear.

Elspeth jumped. The arrow went wide. She spun around, seeing only the forest from whence she came. She clenched her teeth.

"Keep it together."

37 damage on the death mage.

pre:
Elspeth   						 
HP: 44/44 (THP: )         AC:   20    Passive Insight: 16
Surges: 7/7 (V: 11)       For:  16    Passive Perception: 23
Initiative: +9   	  Ref:  19    Action Points: 1
Speed: 7     	          Will: 18    Vision: Low-light
Languages: Common, Elven

At Will			      Encounter			             Daily
Twin Strike                   [ ] Bloodied Determination             [ ] Sure Shot
Nimble Strike                 [X] Elven Accuracy                     [ ] Begin The Hunt
Hunter's Quarry               [X] Two Fanged Strike                  [ ] Spitting Cobra Stance
                              [X] Disruptive Strike
                              [ ] Second Wind
                             
                               
                                                   
Item Powers
[X] Greatbow of Speed (Encounter)
[ ] Bracers of Archery (Daily)

Conditionals/Resists:
Bloodsworn Level 5: +2 to attack rolls  until end of next turn on use of second wind
Distortion Cloak: Gain +1 to all defences against ranged attacks from more than 5 squares away
Predator's Hide: Trigger: hit target under Elspeth's quarry. Effect: +1 to all defences against attacks from quarry until end of Elspeth's next turn. 
World Serpent's Grasp: May send a slowed enemy  prone on a hit.
Distant Advantage: Gain combat advantage for ranged or area attacks on enemies flanked by allies
Bow Expertise: +1 Damage on damage to attacks made against a single creature not adjacent to any of its allies.
Prime Shot: +1 to attacks on creatures that no allies are closer to.
Hunter Fighting Style: +4 AC against opportunity  attacks provoked  by making a ranged attack
Group Awareness: Non-elf allies within 5 squares get a +1 racial bonus to perception

Interrupts:
Disruptive strike: Trigger: When Elspeth or an ally is attacked by a creature: on hit -7 (3+WIS) penalty to the triggering attack roll.
          Targets: Brutes, creatures with ongoing damage attacks, or ones who employ crowd control effects like stuns or dazes. 


Blank Construct fucked around with this message at 01:37 on Nov 15, 2016

TychoBrahesNose
May 24, 2011
With mighty roars erupting from its twin throats, the Ettin smashes the tree trunk it holds against the plate-mailed paladin challenging it. Branches crack and splinter against the mail, but the impact is enough to send Lubash reeling into the forest at his back. The second swing connects as well, staggering Lubash even further.
Pushing aside the nearby trees with its great bulk as it charges forward, the Ettin takes yet another swing at the paladin. Prepared for the onslaught this time, though, Lubash ducks as the Ettin's mighty swing shatters the sapling immediately behind where his head had been moments before.

Tree Trunk vs. Lubash: 1d20+15 34 1d8+9 12, halved is 6 damage (5 with Resistance), and Lubash is pushed 1 square.
Saving Throw: 1d20 16; the Ettin is no longer weakened.
Tree Trunk vs. Lubash, Part Deux: 1d20+15 34 1d8+9 15, 14 with Resistance. Lubash is pushed another square.
Ettin expends an Action Point to charge out of the Grasp of the Grave zone.
Tree Trunk vs. Lubash, part trois: 1d20+16 17 1d8+9 15. drat; a miss. So much for dropping Lubash in one round.

Round 1:
Orc Raiders: 25 (AC: 17, Fort: 15, Ref: 14, Will: 12)
Lubash: 22
Imruel: 21
Half-Orc Death Mage: 20 (AC: 19, Fort: 18, Ref: 20, Will: 19)
Elspeth: 19
Ettin (Head 1): 18 (AC: 28, Fort: 26, Ref: 18, Will: 19)
Ettin (Head 2): 16
Gwenvyn: 16
Orc Berserkers: 14 (AC: 15, Fort: 17, Ref: 13, Will: 12)
Gràinne: 13
Hala: 10
Koal: 10
Eye of Gruumsh: 7 (AC:19, Fort: 19, Ref: 16, Will: 17)
Orc Warrior: 4 (AC: 21, Fort: 19, Ref: 16, Will: 16)

TychoBrahesNose fucked around with this message at 03:24 on Nov 15, 2016

Comrade Gorbash
Jul 12, 2011

My paper soldiers form a wall, five paces thick and twice as tall.


Gwenvyn bats the flies away, annoyed, then looks up at Lubash's sudden appearance and pronouncement. "Well, I am Gwenvyn, She-Wolf of Ridu, and I'm just here looking for a good fight. You can join in if you want, so long as you leave some for me," she calls back as she works her way out of the cloud of insects and towards a cluster of orcs.

As she nears, Gwenvyn hefts her massive hammer with a grin. "And you, my little ones! The mountain has come to you this time!" With a laugh, she stomps one heavy foot, causing the earth around her to buckle and make her foes stumble. Two of them are nimble enough to keep their footing and duck as the hammer comes down, but the third doesn't get out of the way in time.

Gwenvyn hefts her hammer again as she raises her shield, frowning at the broken body of the orc at her feet. "Well, just try not to disappoint me too much."

Move action, 6 squares to the left side per map, using Nature's Wrath as a free action to mark the three enemies adjacent to me. Standard action to use Roots of Stone.

Roots of Stone vs AC: 3#1d20+12 23 13 13 1d10+9 12

Okay good I got my 1s out of the way early... I do hit the orc warrior so that dies, no reason to mark up the zone from the power since nothing is subject to it.


pre:
Gwenvyn   						 
HP: 46/63 (THP: )         AC:   22    Passive Insight: 15
Surges: 14/14 (V: 15)     For:  20    Passive Perception: 15
Initiative: +2   	  Ref:  16    Action Points: 1
Speed: 6     	          Will: 16    Vision: Normal
Languages: Common, Giant

At Will			 Encounter			  Daily
Thorn Strike             [x] Burst of Earth's Fury        [ ] Berserker's Fury
Warden's Fury            [ ] Guardian's Counter           [ ] Form of Mountain's Thunder
Warden's Grasp           [ ] Incredible Toughness              [ ] Form Attack (Encounter)
Weight of Earth          [x] Roots of Stone               [ ] Inspiring Fortitude
                         [ ] Second Wind                  [ ] Thunder Step
							   
Item Powers
[ ] Shield of Speed and Evasion (Daily)

Conditionals/Resists:
Berserker's Fury: +1d8 damage for melee basic attacks
Bludgeon Expertise: +1sq. to push/slide distance with hammer weapon attacks
Crippling Crush: +4 (Con mod) damage to targets slowed or immobilized with
   hammer attack
Earthstrength: Additional +4 (Con mod) to AC with second wind
Font of Life: At start of turn, make a save against one save ends effect; may
   still save against it at end of turn
Form of Mountain's Thunder: Resist 3 all, +1 AC, 1/rd on melee hit, all marked
   opponents take 5 thunder dmg
Sudden Roots: Enemy hit with an OA is slowed until end of next turn
Tireless: Only need to sleep 6 hours in 72-hour period

Interrupts:
Guardian's Counter (Interrupt) Trigger: An ally within 2 squares is
hit by an attack that doesn't also target Gwenvyn. Effect: Gwenvyn and ally
each shift up to 2 squares, swapping position. Gwenvyn becomes the target of the
attack; after the attack is resolved, Gwenvyn gets a basic attack against the
attacker.
Shield Power: (Reaction) Trigger: An attacker scores a critical hit
on Gwenvyn with an attack on AC or Ref. Effect: Regain use of an Encounter
power of level 4 or less.
Warden's Fury: (Interrupt) Trigger: Marked enemy makes an attack not
including Gwenvyn as a target. Effect: A melee attack vs Fort, if it hits
the target grants CA to Gwenvyn and allies.
Warden's Grasp: (Reaction) Trigger: Marked enemy within 5sq. makes an
attack not including Gwenvyn as a target. Effect: Slide the target 1sq.,
target is slowed and cannot shift until end of its next turn.

Comrade Gorbash fucked around with this message at 04:15 on Nov 17, 2016

TychoBrahesNose
May 24, 2011
With its dying breath, the warrior spits curses at the goliath, managing one final swing with its battleaxe before it expires.

Wrath of Gruumsh: 1d20+14 32. Gwenvyn takes 6 damage.

Struggling its way free of the skeletal hands, one of the berserkers manages to close with the paladin, shouting "Ghaash'kala!" in a frothing fury as he does.
The other is rendered off-balance by the clutches of the undead, the swing of its axe ineffectual against the goliath.

Greataxe: 1d20+8 10, a miss.

Round 1:
Orc Raiders: 25 (AC: 17, Fort: 15, Ref: 14, Will: 12)
Lubash: 22
Imruel: 21
Half-Orc Death Mage: 20 (AC: 19, Fort: 18, Ref: 20, Will: 19)
Elspeth: 19
Ettin (Head 1): 18 (AC: 28, Fort: 26, Ref: 18, Will: 19)
Ettin (Head 2): 16
Gwenvyn: 16
Orc Berserkers: 14 (AC: 15, Fort: 17, Ref: 13, Will: 12)
Gràinne: 13
Hala: 10
Koal: 10

Eye of Gruumsh: 7 (AC:19, Fort: 19, Ref: 16, Will: 17)
Orc Warrior: 4 (AC: 21, Fort: 19, Ref: 16, Will: 16)

TychoBrahesNose fucked around with this message at 06:44 on Nov 15, 2016

Klungar
Feb 12, 2008

Klungo make bessst ever video game, 'Hero Klungo Sssavesss Teh World.'


Koal Smith

Over the sickening crunch of tree trunk on plate, Koal bellows "Lubash, damnit, I just got done repairing that armor, could you please keep it in one piece for more than a day?!" While fixing the armor properly would have to wait, Koal for now directs several streams of metal from the ends of his tools: one, inside Lubash's plate to reinforce the damaged sections and guide his swings; another, more molten, at the feet of the nearby orcs, compromising their footing as they hop around to avoid the steaming slag; and a final, dropping directly onto the heads of the orcs, knocking them senseless and on their asses.

Minor: Healing Word on Lubash. Healing Word: 12+1d6 17 hit points regained, and Lubash gets +2 power bonus to attack rolls UEOMNT. I slide Lubash one square.
Minor: Sudden Slag on Raider 2, Ettin, and Berserker 2. Sudden Slag vs Fortitude: 3#1d20+10
25 Raider 2 (Hit)
29 Ettin (Hit)
28 Berserker 2 (Hit)
4+4 4 Acid :toxx: damage, 4 Fire :supaburn: damage, and targets are Slowed UEOMNT.
Standard: Thunder of Judgment on Raider 2, Ettin, and Berserker 2. Thunder of Judgment vs Fortitude: 3#1d20+10
11 Raider 2 (Miss)
30 Ettin (Critical Hit)
22 Berserker 2 (Hit)
1d6+5 7 Thunder :thx: damage to Berserker, 11 Thunder :thx: and Crit Damage: 1d6 5 Fire :supaburn: damage to Ettin. Ettin and Berserker are Dazed UEOMNT and are knocked Prone.

pre:
Koal Smith   						 
HP: 44/44 (THP: )         AC:   22    Passive Insight: 24
Surges: 9/9 (V: 11)       Fort:  19   Passive Perception: 24
Initiative: +7   	  Ref:  15    Action Points: 1
Speed: 5     	          Will: 21    Vision: Normal
Languages: Common, Dwarven

At Will: Hand of Radiance, Sonnlinor's Hammer			
Encounter		Daily
[X] Thunder of Judgment	[ ] Moment of Glory
[X] Sudden Slag		[ ] Silent Malediction
[ ] Death Surge		Item Daily             
[ ] Divine Call		[ ] Onatar's Forge Holy Symbol
[ ] Heroic Effort	[ ] Casque of Tactics
[ ] Favor of the Gods
[X] Healing Word
[ ] Battle Awareness
[ ] Second Wind

Conditionals/Resists:
Manifestation of Preservation: When you use a Divine Enc/Daily power, Slide an ally within Range 10 one square.
World Serpent's Grasp: Knocks Prone hit Slowed or Immobilized targets.
Superior Will: When Dazed/Stun, makes Saving Throw at the beginning of turn, even if the effect is not Save Ends.
Cloak of Distortion: Gain +1 to all defenses against ranged attacks from more than 5 squares away.
Chirurgeon's Tools: +2 to Saving Throws against Disease.
Investigation Gear: +2 to Perception checks to find something specific.
Surveyor's Gear: +2 to Perception checks to find hidden doors and secret rooms.

Interrupts:
Death Surge	Trigger: When a creature within 3 squares of me drops to 0 HP, use Death Surge as an Immediate Reaction.
		Targets: When any combination of 5 enemies and allies will be affected.

Battle Awareness	Trigger: When adjacent enemy shifts or makes an attack not on Koal, use Sonnlinor's Hammer on enemy as an Immediate Interrupt.
			Targets: Non-minions.

Klungar fucked around with this message at 20:42 on Nov 17, 2016

TychoBrahesNose
May 24, 2011
As the wave of burning metal washes over the orcs, the Raider breathes its last. With a last desperate lunge, it tries to disembowel the paladin with its greataxe. It fails miserably.

Wrath of Gruumsh: 1d20+8 15. A miss.

Wahad
May 19, 2011

There is no escape.


Having watched most of the non-orcs charge into battle, Gràinne decides to stride forward. As she emerges from the woods, the light from the bonfire almost seems to reflect from her pale, beautiful figure, drawing eyes towards her as she raises her hands to her sides. The shadowy serpent quickly slithers off towards the big, two-headed giant, knowing what was to come. "Hail." Gràinne says, and the word hovers among the moment's silence like a hawk waiting to dive.

Then, out of nowhere, a storm whips up amongst the orcs, and she watches placidly as hailstones the size of fists shatter against the warband, covering them in ice and knocking them to the ground while the gale winds toss their bodies about like ragdolls. "She-Wolf of Ridu," her voice calls intensely, with the slightest hint of mirth, "You said you were looking for a good fight." As the storm passes, the orcs lie at Gwenvyn's feet, surrounding the goliath if not for the pact that they were all laying on the ground. "Have at it, I say." Her hands fold behind her back, and she observes once more as the fight continues.

Move: Gràinne moves up and Spirit Companion moves opposite the Ettin to provide flanking. Eye of Gruumsh gets an OA against SC.
Minor; Hamadryad Aspects: Spellbinding Beauty. Everybody that can see me gives me CA UEOMNT.
Standard: Roaring Storm of Cania vs Berserker 1, Raider 1, Deathmage, Eye at 4x1d20+12=17,13,21,19. Hit everybody except Raider 1, so Raider 1 takes half of 15 = 7 damage and is slid one square to face Gwenvyn from the south. Everybody else takes 2d8+8=15 damage, and is knocked prone. Eye is slid 3 squares to occupy Raider 1's former spot. Deathmage is slid down 2 squares directly. All enemies should be adjacent to Gwenvyn.
Free; Ice Scepter Daily: All enemies hit with Roaring Storm (everybody except raider 1) are immobilized (save ends) as well as prone.


pre:
Gràinne   						 
HP: 43/43 (THP: )         AC:   18    Passive Insight: 21
Surges: 6/6 (V: 10)       For:  15    Passive Perception: 16
Initiative: +2   	  Ref:  18    Action Points: 1
Speed: 6     	          Will: 18    Vision: Low-light
Languages: Common, Elven

At Will			Encounter			     Daily
Call Spirit Companion   [ ] Fey Bargain                      [X] Roaring Storm of Cania
Eyebite                 [X] Hamadryad Aspects                [ ] Spirit of Grief's Shadow
Warlock's Curse         [ ] Healing Spirit                   [ ] Summon Sidhe Ally
Wrath of Winter         [ ] Rimefire Spirit
                        [ ] Second Wind
                        [ ] Shadow Tentacles
                        [ ] Speak with Spirits
                    
Item Powers
[ ] Ice Scepter (Encounter)
[X] Ice Scepter (Daily)
[ ] Shadowdance Armor (Daily)

Conditionals/Resists:
Misty Step: If a cursed enemy dies, teleport 3 squares as a free action.
Oaken Vitality: +5 Endurance to resist starvation, thirst and suffocation and survive for twice as long. 
Meditate 4 hours instead of sleeping for a long rest.
Shadowdance Armor: Ranged and Area attacks don't provoke OA.
Sidhe Lord: Receive lodging for up to 8 people in places that recognizes your prestige.
Sudden Call: 1/encounter, summon SC as free action.
Tree Mind: +2 to saves against daze/dominate/stun.

TychoBrahesNose
May 24, 2011
As the hamadryad's supernatural beauty causes the orcs to stare in slack-jawed wonder, the brief but fierce storm rages through their ranks. In the wake of the destruction wreaked by the ice she calls down upon their heads, she feels a slight twinge as some dark power snatches at her own life force in retribution.

The Eye of Gruumsh's Evil Eye fetish deals 2 necrotic damage to anyone who has CA against it and hits it with an attack -- in this case, Gràinne.

At the same time, one of the Ettin's heads spies the spirit creature closing on it, and it instinctively swings its club to ward the creature off, shoving it back to the other side of the fire-pit.

Swat: 1d20+13 32. A hit -- Spirit Creature is pushed 3 squares.

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018



Hala has no idea who these people are why they are suddenly here helping. She is, however, very good at her job. She smiles, even as the waves of necrotic energy and horrible biting flies wash over her.

"This is what happens when you deny the friendship of Droaam! Did you truly think we were alone?"

The pain wracks her, but that only drives her harder. Her voice rises in the high, ululating war-whoop of the Znir, so much like cackling laughter. Fire dances over her blade as she ducks through the trees and falling bodies, her form blurring with speed as she launches into a massive attack, striking all around her with feet, blade and scabbard like a whirlwind of death. Even her shattering of the staff does not bother her. Her movements are intense, using the shock of the new arrivals to leapfrog over the orcs, kicking and slashing and swinging at almost all of them. Hala lets out a rising bark of triumph as she kicks the Eye of Gruumsh in the head, fire flashing over her form as she does, then follows it up with a viciout slam of the scabbard into the orc's gut, finally drawing back and ending in the Coiled Repose of the Destroyer Form, smiling and ready to strike out in any direction.

"Perhaps if you surrendered, I might have made your trip to the Keeper painless. Now, though...now, you can only pray that he ends your torments quickly."

Fluff to follow.

Move up, then Masterful Spiral.

Attacks: 18 vs Eye, 24 vs death mage, 15 vs raider
whoops forgot about berserker. 29 vs him.[/ul]
(I forgot about dazed)
Damage: [url=http://orokos.com/roll/456307]22 damage to each target.


Flurry: the Eye takes an additional 9 damage, 3 of which is fire. Shift one.

Free: Ruthless Demonstration. Enemies that can see me get -2 to attacks against me until someone manages to land a hit on me, and I get to make a free Intimidate check on the target. (That 10 damage below doesn't count because it's not a hit, just damage, same as my flurry.)
20 won't land because he gets that +10 bonus to Will from being hostile.

Action Point!

Second Wind: no longer bloodied. +2 to defenses until EoMNT.


pre:
Hala
HP: 19/44 (THP: )         AC:   22 (24)    Passive Insight: 17
Surges: 7/8 (V: 11)       For:  16 (18)    Passive Perception: 19
Initiative: +7   	  Ref:  20 (22)    Action Points: 0
Speed: 7     	          Will: 18 (20)    Vision: Low-light
Languages: Common, Abyssal, Goblin, Giant, Draconic

At Will			      Encounter                      Daily
Desert Wind Flurry of Blows   [X] Ruthless Demonstration     [X] Masterful Spiral
Five Storms                   [ ] Ferocious Charge           [ ] Water Gives Way
Blistering Flourish           [ ] Light the Fire             [ ] Eye in the Sky          
                              [ ] Burning Brand
                              [X] Second Wind
                    
Item Powers
[ ] Shockweave Armor (Encounter)
[ ] Shockweave Armor (Daily)
[ ] Frostwolf Pelt (Daily)

Conditionals/Resists:
Crashing Tempest Style: +2 damage with Flurry of Blows while wielding a club.
Blood Fury: +2 damage while bloodied.
Pack Attack: +2 damage on melee attacks against an enemy with 2 or more of your 
       allies adjacent to it.
Swift Charge: +2 speed when charging.
Yakuza 5: +(Cha) to attack and damage with opportunity attacks for one turn after 
       hitting an enemy that grants you combat advantage.
Shockweave Armor: Resist 5 lightning.
Siberys Shard of the Mage: +1 damage with implement attacks using the Learning Accurate Dagger.
Frostwolf Pelt: Resist 5 cold.
Mental Crucible: Resist 5 fire.
Learning Accurate Dagger: When you miss, get a cumulative +1 power bonus (max: +1) to next attack roll 
       against the same target before the end of the encounter. Ends when you attack a different target 
       or when you hit.
Learning Accurate Dagger: Each time you hit a target with this weapon, gain a +2 power bonus to the 
       first damage roll on your next attack with this weapon against the same target before the end of 
       your next turn.
Spiral Stance: While in Spiral Stance, reach with all melee reach attacks increases by 1.
Eye in the Sky Stance: While in Eye in the Sky Stance, +5 power bonus to Perception and can use the 
       secondary power at will (see below).

Interrupts:
Water Gives Way
Immediate Interrupt, Trigger: an adjacent enemy hits you with a melee attack
Target: triggering enemy
Effect: +Dex vs Fort. If hit, 3d10+Dex damage and slide target 2 and cause prone. If miss, power is not
       expended but can't be used again this encounter.

Eye in the Sky Secondary Power
Requirement: Eye in the Sky Stance is active.
Immediate Interrupt, Trigger: An enemy enters a square adjacent to you.
Effect: Shift 1 square to a square adjacent to the triggering enemy. +2 power bonus to all defenses against 
       that enemy's attacks until end of next turn.

Shockweave Armor (Encounter)
Free, Trigger: You take lightning damage
Effect: Until the end of the counter, the armor's daily power gets +1 to attack and +1d10 lightning damage.

Shockweave Armor (Daily)
Immediate Interrupt, Trigger: An enemy adjacent to you targets you with an attack.
Target: triggering enemy
Effect: +8 vs Fort attack on enemy. On hit, 2d10 lightning damage and daze until end of your next turn.

Frostwolf Pelt (Daily)
Immediate Reaction, Trigger: An enemy adjacent to you hits you.
Effect: Triggering enemy is knocked prone.

Mors Rattus fucked around with this message at 14:25 on Nov 15, 2016

TychoBrahesNose
May 24, 2011
As the Death Mage succumbs to the onslaught from the monk, a burst of power flashes forth as its staff shatters, bathing the gnoll in necrotic energy.

Death Mark: 2d10+5 10 necrotic damage to Hala.

From its position on the ground at Hala's feet, the one-eyed orc strikes out with his weapon, but the gnoll dances away from the spearpoint. Radiant silver energy surges around the orc, who snarls in anger.

Warrior's Surge: 1d20+10 23, with Hala's increased defenses, the Eye's attack misses. It takes 8 damage from Lubash's Mark, but heals itself at the same time.

Seeing its leader still fighting despite their dire predicament, the Raider next to Gwenvyn swings its greataxe, which bites deep into Gwenvyn's leg.

Warrior's Surge: 1d20+8 25 1d12+5 11. Gwenvyn is hit for 11.

Round 2:
Orc Raider: 25 (AC: 17, Fort: 15, Ref: 14, Will: 12)
Lubash: 22
Imruel: 21

Half-Orc Death Mage: 20 (AC: 19, Fort: 18, Ref: 20, Will: 19)
Elspeth: 19
Ettin (Head 1): 18 (AC: 28, Fort: 26, Ref: 18, Will: 19)
Ettin (Head 2): 16
Gwenvyn: 16
Orc Berserkers: 14 (AC: 15, Fort: 17, Ref: 13, Will: 12)
Gràinne: 13
Hala: 10
Koal: 10
Eye of Gruumsh: 7 (AC:19, Fort: 19, Ref: 16, Will: 17)
Orc Warrior: 4 (AC: 21, Fort: 19, Ref: 16, Will: 16)

TychoBrahesNose fucked around with this message at 04:25 on Nov 16, 2016

Stallion Cabana
Feb 14, 2012
1; Get into Grad School

2; Become better at playing Tabletop, both as a player and as a GM/ST/W/E

3; Get rid of this goddamn avatar.


Lubash finds himself exactly where he wants to be as the battle heats up around him; face to face with the largest, biggest being that needs to be purged, facing off with it. He bangs his chest and head with his hand as he ducks the final blow and the tree behind him is shattered, roaring loudly. "Come then! I am still standing!" he says, and it's only increased when Koal returns his vitality. He charges at the creature with abandon, his massive blade cleaving the trees around them as he attempts to put the creature down, slicing and cutting the creature much larger then him with a mighty roar, not ceasing his assault as he slashes the creature with his massive sword over and over again in an attempt to put the creature down, disregarding his own safety.

Heedless Fury on the Ettin, plus a mark on him; Divine Challenge is 13 damage if the mark is not upheld, instead of 8.
Heedless Fury vs AC: 1d20+12 24 3d12+6 36
With Combat Advantage it's 26. Then adding in the Lucky Charm roll which I did in Roll 20 of 2, it's 28, which hits. In addition to the 36 Damage I can use Furious Assault, dealing an additional 1d12 damage, followed by Sohei Flurry to do an additional 1d12+1 damage, so 2d12+1
Furious Assault + Sohei Flurry: 2d12+1 9
Total damage of 45, but my defenses are -5 until my next turn.


pre:
Lubash   						 
HP: 47/49 (THP: )         AC:   23    Passive Insight: 24
Surges: 9/10 (V: 12)       For:  20    Passive Perception: 16
Initiative: +3   	  Ref:  16    Action Points: 1
Speed: 6     	          Will: 17    Vision: Low-light
Languages: Common, Goblin

At Will			      Encounter			             Daily
Lay on Hands                   [x] Heedless Fury                      [ ] Blood of the Mighty
Ardent Strike                  [X] Call of Challenge                  [ ] Arc of Vengeance
Valiant Strike (MBA)           [ ] Strength from Valor              
                               [ ] Divine Mettle
                               [ ] Second Wind
                               [x] Sohei Flurry
                               [ ] Divine Strength
                               [x] Furious Assault
                    
Item Powers
[ ] Fullblade of Defense (Daily)
[x ] Lucky Charm (Daily)
[ ] Gauntlets of Ogre Power (Daily)

Conditionals/Resists:
Defensive Weapon: Resist 1 Damage when holding Weapon of Defense
Half-Orc Resilience: Gain 5/10/15 Temp HP when first Bloodied
Swift Charge: +2 speed when charging

Stallion Cabana fucked around with this message at 01:54 on Nov 16, 2016

Wol
Dec 15, 2012

See you in the
UNDERDARK


Imruel swats at the cloud of flies surrounding her, grimacing as they tear painfully at her skin. Thankfully, the sensation doesn't last long. Reprieve soon comes in the form of the orc mage's death, upon which the flies, no longer bound by the orc's spell, dissipate. Flicking the last of the little bloodsuckers off the side of her neck, Imruel turns back to the battle at hand. Things seem to be going well. She moves closer to the action, where she can more closely feel the pull of her enemies' spirits. A number of them stand together, still struggling with the claws of the dead scratching at them. Perfect. A gesture sends a host of screeching phantasms flying through them, grasping at them and hauling them painfully back through the bony terrain.

--------------------

Move Action: 1 square NW.

Standard Action: Howling Wall. Targets Fortitude: 29 (hit) vs. Eye of Gruumsh ; 14 (miss) vs. Raider 1; 30 (crit) vs. Berserker 1.
Eye of Gruumsh is slid 1 square NW then 1 square back SE, re-entering Grasp of the Grave and taking 5 necrotic damage from it. Berserker 1 is slid 1 square SW then 1 square back NE, re-entering Grasp of the Grave and taking 5 necrotic damage from it. Hit targets are slowed.


pre:
Imruel   						 
HP: 17/42 (THP: )         AC:   20    Passive Insight: 18
Surges: 9/9 (V: 10)       For:  17    Passive Perception: 13
Initiative: +3   	  Ref:  19    Action Points: 1
Speed: 6     	          Will: 17    Vision: Low-light
Languages: Common, Abyssal, Elven, telepathy 5

Ranged Basic Attack: Magic missile: Auto-hit; 7 damage.
Crit: +1d6 necrotic damage.

At Will			Encounter			     Daily
Restless Dead           [ ] Dark Reaping                     [-] Spirit Rend
Howling Wall            [ ] Dark Speech                      [-] Wind Blade
Disrupt Undead          [ ] Suggestion                       [ ] Corrupt the Flesh
Light                   [ ] Shadow Step                      [ ] Summon Shadow Servant
                        [ ] Second Wind                      [X] Grasp of the Grave
                        [ ] Ray of Enfeeblement
                        [-] Twilight Falls
                        [-] Moonstride
                        [ ] Cordon of Bones
                        [-] Icy Rays
                    
Item Powers
[X] Staff of Withering Daily: No Action: When you hit a target with an attack, the target is
weakened (save ends).

Conditionals/Resists:
Unnatural Vitality: When you drop to 0 HP, can become dazed instead of falling unconscious.
Make death saving throws as normal; on first failed, fall unconscious.
Vile Scholar L1: +2 to Bluff, Diplomacy, Intimidate when interacting with evil creatures.
Necromancy Apprentice: On hit with a necromancy attack, gain 2 THP.
Nethermancy Apprentice: On hit with a nethermancy attack, target treats creatures more
than 2 squares away as having partial concealment UEoMNT.
Vile Scholar L5: +2 power bonus to knowledge checks, including monster knowledge checks.
Staff Expertise: Ranged and area attacks don't provoke opportunity attacks.
Pileus Helm: Telepathy 5. Can use telepathy to speak with any eligible creatures in 
range, including multiple recipients.
Resist 5 necrotic and 5 poison; +2 item bonus to saving throws against necrotic or poison effects.
Bracers of Brachiation: Climb speed 3. Can swing through the trees of a forest at climb
speed without leaving tracks.

Blank Construct
Jan 20, 2010

Shepard.

Nap Ghost


One down, one to go, Elspeth thought upon seeing the first of the mages fall. As it was surrounded and battered by the gnoll and its allies, Elspeth ran through the forest and slid into the clearing. Elspeth kneeled while changed her grip on the bow, holding it sideways. Hands shaking, she nocked an arrow.

You're mine, she drew back the bowstring.

A black streak parted the grass and slammed into the orc's side, the force rolling it onto its back.

Elspeth nocked another.

They aren't the Hawk.

The second soared into the trees.

A realisation dawned upon Elspeth. She was exposed. And next to a giant snake.

"What'll it be? Friend or foe?"

10 damage (Twin strike 2+3, 5 from hunter's quarry) to Eye of Gruumsh
pre:
Elspeth   						 
HP: 44/44 (THP: )         AC:   20    Passive Insight: 16
Surges: 7/7 (V: 11)       For:  16    Passive Perception: 23
Initiative: +9   	  Ref:  19    Action Points: 1
Speed: 7     	          Will: 18    Vision: Low-light
Languages: Common, Elven

At Will			      Encounter			             Daily
Twin Strike                   [ ] Bloodied Determination             [ ] Sure Shot
Nimble Strike                 [X] Elven Accuracy                     [ ] Begin The Hunt
Hunter's Quarry               [X] Two Fanged Strike                  [ ] Spitting Cobra Stance
                              [X] Disruptive Strike
                              [ ] Second Wind
                             
                               
                                                   
Item Powers
[X] Greatbow of Speed (Encounter)
[ ] Bracers of Archery (Daily)

Conditionals/Resists:
Bloodsworn Level 5: +2 to attack rolls  until end of next turn on use of second wind
Distortion Cloak: Gain +1 to all defences against ranged attacks from more than 5 squares away
Predator's Hide: Trigger: hit target under Elspeth's quarry. Effect: +1 to all defences against attacks from quarry until end of Elspeth's next turn. 
World Serpent's Grasp: May send a slowed enemy  prone on a hit.
Distant Advantage: Gain combat advantage for ranged or area attacks on enemies flanked by allies
Bow Expertise: +1 Damage on damage to attacks made against a single creature not adjacent to any of its allies.
Prime Shot: +1 to attacks on creatures that no allies are closer to.
Hunter Fighting Style: +4 AC against opportunity  attacks provoked  by making a ranged attack
Group Awareness: Non-elf allies within 5 squares get a +1 racial bonus to perception

Interrupts:
Disruptive strike: Trigger: When Elspeth or an ally is attacked by a creature: on hit -7 (3+WIS) penalty to the triggering attack roll.
          Targets: Brutes, creatures with ongoing damage attacks, or ones who employ crowd control effects like stuns or dazes. 


Blank Construct fucked around with this message at 03:48 on Nov 16, 2016

Wol
Dec 15, 2012

See you in the
UNDERDARK


When the one-eyed orc falls, Imruel reaches out and snatches a shard of its fleeing soul. Her gaze turns to the ettin. As the words of her next spell start to form in her mind, she weaves in a phrase intended to drive the shard through its massive heart.

Free Action: Dark Reaping in response to Eye of Gruumsh's death. One creature I hit with an attack before the end of my next turn takes an extra 1d8+3 necrotic damage.

pre:
Imruel   						 
HP: 17/42 (THP: )         AC:   20    Passive Insight: 18
Surges: 9/9 (V: 10)       For:  17    Passive Perception: 13
Initiative: +3   	  Ref:  19    Action Points: 1
Speed: 6     	          Will: 17    Vision: Low-light
Languages: Common, Abyssal, Elven, telepathy 5

Ranged Basic Attack: Magic missile: Auto-hit; 7 damage.
Crit: +1d6 necrotic damage.

At Will			Encounter			     Daily
Restless Dead           [X] Dark Reaping                     [-] Spirit Rend
Howling Wall            [ ] Dark Speech                      [-] Wind Blade
Disrupt Undead          [ ] Suggestion                       [ ] Corrupt the Flesh
Light                   [ ] Shadow Step                      [ ] Summon Shadow Servant
                        [ ] Second Wind                      [X] Grasp of the Grave
                        [ ] Ray of Enfeeblement
                        [-] Twilight Falls
                        [-] Moonstride
                        [ ] Cordon of Bones
                        [-] Icy Rays
                    
Item Powers
[X] Staff of Withering Daily: No Action: When you hit a target with an attack, the target is
weakened (save ends).

Conditionals/Resists:
Unnatural Vitality: When you drop to 0 HP, can become dazed instead of falling unconscious.
Make death saving throws as normal; on first failed, fall unconscious.
Vile Scholar L1: +2 to Bluff, Diplomacy, Intimidate when interacting with evil creatures.
Necromancy Apprentice: On hit with a necromancy attack, gain 2 THP.
Nethermancy Apprentice: On hit with a nethermancy attack, target treats creatures more
than 2 squares away as having partial concealment UEoMNT.
Vile Scholar L5: +2 power bonus to knowledge checks, including monster knowledge checks.
Staff Expertise: Ranged and area attacks don't provoke opportunity attacks.
Pileus Helm: Telepathy 5. Can use telepathy to speak with any eligible creatures in 
range, including multiple recipients.
Resist 5 necrotic and 5 poison; +2 item bonus to saving throws against necrotic or poison effects.
Bracers of Brachiation: Climb speed 3. Can swing through the trees of a forest at climb
speed without leaving tracks.

TychoBrahesNose
May 24, 2011
As the arrows strike it from behind, the one-eyed orc’s visage goes slack. As if animated by some outside force, its arms jerk spasmodically forward, thrusting its spear at Gwenvyn. Its final act done, the orc collapses to the ground, dead.

Death Strike: 1d20+10 25 1d8+3 6 damage to Gwenvyn.

Struggling to its knees, the ettin roars in pain and frustration as the paladin’s blade cleaves into its hide. It swings its weapon back and forth in response, the club battering Lubash again and again.

Attack: 1d20+13 20 1d8+9 17; Hit, and Lubash is pushed 1 square.
Attack: 1d20+13 27 1d8+9 17; Hit, and Lubash is pushed 1 square.

Round 2:
Orc Raider: 25 (AC: 17, Fort: 15, Ref: 14, Will: 12)
Lubash: 22
Imruel: 21
Half-Orc Death Mage: 20 (AC: 19, Fort: 18, Ref: 20, Will: 19)
Elspeth: 19
Ettin (Head 1): 18 (AC: 28, Fort: 26, Ref: 18, Will: 19)
Ettin (Head 2): 16
Gwenvyn: 16
Orc Berserkers: 14 (AC: 15, Fort: 17, Ref: 13, Will: 12)
Gràinne: 13
Hala: 10
Koal: 10
Eye of Gruumsh: 7 (AC:19, Fort: 19, Ref: 16, Will: 17)
Orc Warrior: 4 (AC: 21, Fort: 19, Ref: 16, Will: 16)

TychoBrahesNose fucked around with this message at 04:24 on Nov 16, 2016

Comrade Gorbash
Jul 12, 2011

My paper soldiers form a wall, five paces thick and twice as tall.


Gwenvyn shrugs off the few blows that come her way as the fight continues. "You are too much for these little ones, Hala! So often is it the way with men. So much talk about your lovely pelt but when it counts?" She blows a raspberry.

With that, she decides to take out her disappointment on the two orcs in front of her. Gwenvyn''s hammer slams into the ground, causing it to buckle and shudder. As the orcs stumble she presses them, slamming the head of the hammer into the chest of one, then swinging it in a short arc that terminates in the ribs of the other. With both out of her way, she keeps moving forward, towards the massive ettin.

Gwenvyn ends up next to it, sliding to a stop in a small cloud of dirt. "This is where all the fun, I can tell!"

Attack the two next to me with Burst of Earth's Fury.

Burst of Earth's Fury vs AC: 2#1d20+12 18 26 1d10r1+9 19

That hits both, and kills both.

So then I'll move to a new position and mark the ettin and the orc I end up next to.


pre:
Gwenvyn   						 
HP: 46/63 (THP: )         AC:   22    Passive Insight: 15
Surges: 14/14 (V: 15)     For:  20    Passive Perception: 15
Initiative: +2   	  Ref:  16    Action Points: 1
Speed: 6     	          Will: 16    Vision: Normal
Languages: Common, Giant

At Will			 Encounter			  Daily
Thorn Strike             [x] Burst of Earth's Fury        [ ] Berserker's Fury
Warden's Fury            [ ] Guardian's Counter           [ ] Form of Mountain's Thunder
Warden's Grasp           [ ] Incredible Toughness              [ ] Form Attack (Encounter)
Weight of Earth          [x] Roots of Stone               [ ] Inspiring Fortitude
                         [ ] Second Wind                  [ ] Thunder Step
							   
Item Powers
[ ] Shield of Speed and Evasion (Daily)

Conditionals/Resists:
Berserker's Fury: +1d8 damage for melee basic attacks
Bludgeon Expertise: +1sq. to push/slide distance with hammer weapon attacks
Crippling Crush: +4 (Con mod) damage to targets slowed or immobilized with
   hammer attack
Earthstrength: Additional +4 (Con mod) to AC with second wind
Font of Life: At start of turn, make a save against one save ends effect; may
   still save against it at end of turn
Form of Mountain's Thunder: Resist 3 all, +1 AC, 1/rd on melee hit, all marked
   opponents take 5 thunder dmg
Sudden Roots: Enemy hit with an OA is slowed until end of next turn
Tireless: Only need to sleep 6 hours in 72-hour period

Interrupts:
Guardian's Counter (Interrupt) Trigger: An ally within 2 squares is
hit by an attack that doesn't also target Gwenvyn. Effect: Gwenvyn and ally
each shift up to 2 squares, swapping position. Gwenvyn becomes the target of the
attack; after the attack is resolved, Gwenvyn gets a basic attack against the
attacker.
Shield Power: (Reaction) Trigger: An attacker scores a critical hit
on Gwenvyn with an attack on AC or Ref. Effect: Regain use of an Encounter
power of level 4 or less.
Warden's Fury: (Interrupt) Trigger: Marked enemy makes an attack not
including Gwenvyn as a target. Effect: A melee attack vs Fort, if it hits
the target grants CA to Gwenvyn and allies.
Warden's Grasp: (Reaction) Trigger: Marked enemy within 5sq. makes an
attack not including Gwenvyn as a target. Effect: Slide the target 1sq.,
target is slowed and cannot shift until end of its next turn.

TychoBrahesNose
May 24, 2011
Despite the appearance of a new threat that has just eliminated a number of its allies, the berserker maintains its focus on the paladin. Fortunately, given the surge of molten metal that is rapidly cooling and hardening around it, the orc cannot reach his foe. He does, however, manage to regain his footing.

Since he can't attack Lubash, Berserker 1 stands up. With the departure of a lot of monsters, we have a long string of PCs in a row (up until the Ettin in Round 3).

Round 2 & 3:
Orc Raiders: 25 (AC: 17, Fort: 15, Ref: 14, Will: 12)
Lubash: 22
Imruel: 21

Half-Orc Death Mage: 20 (AC: 19, Fort: 18, Ref: 20, Will: 19)
Elspeth: 19
Ettin (Head 1): 18 (AC: 28, Fort: 26, Ref: 18, Will: 19)
Ettin (Head 2): 16
Gwenvyn: 16
Orc Berserker: 14 (AC: 15, Fort: 17, Ref: 13, Will: 12)
Gràinne: 13
Koal: 10
Hala: 10

Eye of Gruumsh: 7 (AC:19, Fort: 19, Ref: 16, Will: 17)
Orc Warrior: 4 (AC: 21, Fort: 19, Ref: 16, Will: 16)

Blank Construct
Jan 20, 2010

Shepard.

Nap Ghost


Better him than me, Elspeth thought as the goliath charged at the Ettin and the remaining orc. More importantly, the goliath had ignored her. With a deep breath, she stood.

"You, uh, stay right there big guy," she said to the snake while she tip-toed around its shadowy coils. When she set her foot on the grassy floor, A chill ran from her leg up to her spine. She looked down. A field of skeletal hands stretched out before her. Another step. The hands remained where they were.

Tunnel vision, Elspeth...

She hopped around the hands towards a better position , as a new sensation of dread grew in the pit of her stomach. The woman in white was behind her. Hands shaking worse than ever, Elspeth lined up a shot, trying to aim around the goliath. Her hands betrayed her, letting go at the wrong moment. The first arrow grazed the orc.

The second went wide and shattered the branch of a far off tree.

"Dammit!"

6 damage to the Orc Berserker
pre:
Elspeth   						 
HP: 44/44 (THP: )         AC:   20    Passive Insight: 16
Surges: 7/7 (V: 11)       For:  16    Passive Perception: 23
Initiative: +9   	  Ref:  19    Action Points: 1
Speed: 7     	          Will: 18    Vision: Low-light
Languages: Common, Elven

At Will			      Encounter			             Daily
Twin Strike                   [ ] Bloodied Determination             [ ] Sure Shot
Nimble Strike                 [X] Elven Accuracy                     [ ] Begin The Hunt
Hunter's Quarry               [X] Two Fanged Strike                  [ ] Spitting Cobra Stance
                              [X] Disruptive Strike
                              [ ] Second Wind
                             
                               
                                                   
Item Powers
[X] Greatbow of Speed (Encounter)
[ ] Bracers of Archery (Daily)

Conditionals/Resists:
Bloodsworn Level 5: +2 to attack rolls  until end of next turn on use of second wind
Distortion Cloak: Gain +1 to all defences against ranged attacks from more than 5 squares away
Predator's Hide: Trigger: hit target under Elspeth's quarry. Effect: +1 to all defences against attacks from quarry until end of Elspeth's next turn. 
World Serpent's Grasp: May send a slowed enemy  prone on a hit.
Distant Advantage: Gain combat advantage for ranged or area attacks on enemies flanked by allies
Bow Expertise: +1 Damage on damage to attacks made against a single creature not adjacent to any of its allies.
Prime Shot: +1 to attacks on creatures that no allies are closer to.
Hunter Fighting Style: +4 AC against opportunity  attacks provoked  by making a ranged attack
Group Awareness: Non-elf allies within 5 squares get a +1 racial bonus to perception

Interrupts:
Disruptive strike: Trigger: When Elspeth or an ally is attacked by a creature: on hit -7 (3+WIS) penalty to the triggering attack roll.
          Targets: Brutes, creatures with ongoing damage attacks, or ones who employ crowd control effects like stuns or dazes. 

Blank Construct fucked around with this message at 07:09 on Nov 16, 2016

Wahad
May 19, 2011

There is no escape.


Gràinne calmly walks forward to study the rampaging brute, as the serpent starts to move forward again. "Doireann poses no threat to you, mortal," she says, though her tone is far from reassuring, "as long as you do not bar my way." Her hand raises again as the shade raises up, as if poised to strike, before erupting into white flames and launching itself at the Ettin, clamping down tight with massive teeth and letting the energies take hold of the creature. Gwenvyn, the only one close by, feels the rush from the flames, though it is not heat that bothers her; instead, it is an intense cold, and the Ettin's limbs darken for a moment as the frostbite takes hold.

"Though if fear haunts you so, I should venture to say you are perhaps in the wrong place. The Towering Wood is home to monsters, didn't you know?" Gràinne sends another whisper on the wind, and a pall comes over the Ettin, marking it as her prey.

Move: Gràinne moves up next to Elspeth and the SC moves up to the Ettin again. Wol enlightened me to the fact that the spirit doesn't provide flanking at all, even in flanking position, so nevermind that.
Standard: Rimefire Spirit vs Ettin for d20+12=31. Damage for 2d6+8=12 fire and cold damage. Any enemies next to my spirit companion gain vuln 5 fire and vuln 5 cold UEOMNT.
Minor: Warlock's Curse on the Ettin. .


pre:
Gràinne   						 
HP: 41/43 (THP: )         AC:   18    Passive Insight: 21
Surges: 6/6 (V: 10)       For:  15    Passive Perception: 16
Initiative: +2   	  Ref:  18    Action Points: 1
Speed: 6     	          Will: 18    Vision: Low-light
Languages: Common, Elven

At Will			Encounter			     Daily
Call Spirit Companion   [ ] Fey Bargain                      [X] Roaring Storm of Cania
Eyebite                 [X] Hamadryad Aspects                [ ] Spirit of Grief's Shadow
Warlock's Curse         [ ] Healing Spirit                   [ ] Summon Sidhe Ally
Wrath of Winter         [X] Rimefire Spirit
                        [ ] Second Wind
                        [ ] Shadow Tentacles
                        [ ] Speak with Spirits
                    
Item Powers
[ ] Ice Scepter (Encounter)
[X] Ice Scepter (Daily)
[ ] Shadowdance Armor (Daily)

Conditionals/Resists:
Misty Step: If a cursed enemy dies, teleport 3 squares as a free action.
Oaken Vitality: +5 Endurance to resist starvation, thirst and suffocation and survive for twice as long. 
Meditate 4 hours instead of sleeping for a long rest.
Shadowdance Armor: Ranged and Area attacks don't provoke OA.
Sidhe Lord: Receive lodging for up to 8 people in places that recognizes your prestige.
Sudden Call: 1/encounter, summon SC as free action.
Tree Mind: +2 to saves against daze/dominate/stun.

Klungar
Feb 12, 2008

Klungo make bessst ever video game, 'Hero Klungo Sssavesss Teh World.'


Koal Smith

Koal finally makes it into the fray, willing the metal deposits in Lubash's armor to do the same. "Lubash, Gnoll, Sister, for Onatar's sake, hell, for our sake, finish this bastard off!" Before the molten slag from before can cool down, Koal again directs divine energy into the eyes of the orcs, knocking them once more to the ground.

Move: Move into a flanking position on the Ettin at Hala's request.
Minor: Favor of the Gods on Hala. The next time Hala misses with an attack roll before EOMNT, they can reroll that attack roll. They must use the new result, even if it is lower. Slide Lubash back into the Berserker's grill.
Standard: Hand of Radiance on Berserker 2 and Ettin. Hand of Radiance vs Reflex: 2#1d20+10
13 Berserker 2 (Hit)
27 Ettin (Hit)
1d4+5 7 Radiant :angel: damage. Berserker 2 and Ettin are knocked Prone.

pre:
Koal Smith   						 
HP: 44/44 (THP: )         AC:   22    Passive Insight: 24
Surges: 9/9 (V: 11)       Fort:  19   Passive Perception: 24
Initiative: +7   	  Ref:  15    Action Points: 1
Speed: 5     	          Will: 21    Vision: Normal
Languages: Common, Dwarven

At Will: Hand of Radiance, Sonnlinor's Hammer			
Encounter		Daily
[X] Thunder of Judgment	[ ] Moment of Glory
[X] Sudden Slag		[ ] Silent Malediction
[ ] Death Surge		Item Daily             
[ ] Divine Call		[ ] Onatar's Forge Holy Symbol
[ ] Heroic Effort	[ ] Casque of Tactics
[X] Favor of the Gods
[X] Healing Word
[ ] Battle Awareness
[ ] Second Wind

Conditionals/Resists:
Manifestation of Preservation: When you use a Divine Enc/Daily power, Slide an ally within Range 10 one square.
World Serpent's Grasp: Knocks Prone hit Slowed or Immobilized targets.
Superior Will: When Dazed/Stun, makes Saving Throw at the beginning of turn, even if the effect is not Save Ends.
Cloak of Distortion: Gain +1 to all defenses against ranged attacks from more than 5 squares away.
Chirurgeon's Tools: +2 to Saving Throws against Disease.
Investigation Gear: +2 to Perception checks to find something specific.
Surveyor's Gear: +2 to Perception checks to find hidden doors and secret rooms.

Interrupts:
Death Surge	Trigger: When a creature within 3 squares of me drops to 0 HP, use Death Surge as an Immediate Reaction.
		Targets: When any combination of 5 enemies and allies will be affected.

Battle Awareness	Trigger: When adjacent enemy shifts or makes an attack not on Koal, use Sonnlinor's Hammer on enemy as an Immediate Interrupt.
			Targets: Non-minions.

Klungar fucked around with this message at 20:53 on Nov 17, 2016

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

Hala

"Well, Mountain, I'm used to it! I've never met a man who could keep up with me anyway! They're all dazzled by my beauty but always end up falling short!"

She cartwheels over the corpses, laughing as she comes up on the Ettin. The fire dancing through her fire blazes brighter. She lets out her war-whoop again, the high cackle resounding as she comes up on the Ettin, basking in the cold flames of the spirit.

"Incidentally, you are all officially recognized as temporary servants of the nation of Droaam! Your assistance in this diplomatic matter will be noted. I speak in this matter as Hala, Speaker to Animals, Agent of the Daughters of Sora Kell! Thank you all for going along with my cunning plan. Now..."

She enters the Mask of the Fury stance, slipping easily back into Abyssal to address the Ettin.

"<...let the Keeper know I'm happy to send you to him!>"

She explodes into motion - literally. Her stance uncoils into the Fury Unleashed Kata, and the fire that was dancing in her fur coalesces around her blade, scabbard and body. She slams the fiery weapons into the Ettin's gut, then draws back and whoops again before launching into another blurring burst of attacks. The fire ends up radiating out from her in a cloud as she finally draws back.

"And to the rest of you, I offer the blessings of the Dark Six, whose work you do this night."

Move: head up to flank the Ettin.
Standard: Burning Brand. Ettin grants CA because prone and flanked even if it's not dazed any more. 28 vs Reflex is a hit. Damage: 22 fire damage (+5 dex, +1 enhancement, +2 bloodied, +2 pack attack, +5 fire vuln, I accidentally gave myself an extra +1)
Free: Flurry for 14 damage. base 2+3 fire, +5 fire, +2 pack attack, +2 clubs.

Hala now has aura 1 UEOMNT. Any enemy that starts turn in the aura takes 5 fire damage (before vulnerable).

Enemies continue to have -2 to attack me.


pre:
Hala
HP: 19/44 (THP: )         AC:   22    Passive Insight: 17
Surges: 7/8 (V: 11)       For:  16    Passive Perception: 19
Initiative: +7   	  Ref:  20    Action Points: 0
Speed: 7     	          Will: 18    Vision: Low-light
Languages: Common, Abyssal, Goblin, Giant, Draconic

At Will			      Encounter                      Daily
Desert Wind Flurry of Blows   [X] Ruthless Demonstration     [X] Masterful Spiral
Five Storms                   [ ] Ferocious Charge           [ ] Water Gives Way
Blistering Flourish           [X] Light the Fire             [ ] Eye in the Sky          
                              [ ] Burning Brand
                              [X] Second Wind
                    
Item Powers
[ ] Shockweave Armor (Encounter)
[ ] Shockweave Armor (Daily)
[ ] Frostwolf Pelt (Daily)

Conditionals/Resists:
Crashing Tempest Style: +2 damage with Flurry of Blows while wielding a club.
Blood Fury: +2 damage while bloodied.
Pack Attack: +2 damage on melee attacks against an enemy with 2 or more of your 
       allies adjacent to it.
Swift Charge: +2 speed when charging.
Yakuza 5: +(Cha) to attack and damage with opportunity attacks for one turn after 
       hitting an enemy that grants you combat advantage.
Shockweave Armor: Resist 5 lightning.
Siberys Shard of the Mage: +1 damage with implement attacks using the Learning Accurate Dagger.
Frostwolf Pelt: Resist 5 cold.
Mental Crucible: Resist 5 fire.
Learning Accurate Dagger: When you miss, get a cumulative +1 power bonus (max: +1) to next attack roll 
       against the same target before the end of the encounter. Ends when you attack a different target 
       or when you hit.
Learning Accurate Dagger: Each time you hit a target with this weapon, gain a +2 power bonus to the 
       first damage roll on your next attack with this weapon against the same target before the end of 
       your next turn.
Spiral Stance: While in Spiral Stance, reach with all melee reach attacks increases by 1.
Eye in the Sky Stance: While in Eye in the Sky Stance, +5 power bonus to Perception and can use the 
       secondary power at will (see below).

Interrupts:
Water Gives Way
Immediate Interrupt, Trigger: an adjacent enemy hits you with a melee attack
Target: triggering enemy
Effect: +Dex vs Fort. If hit, 3d10+Dex damage and slide target 2 and cause prone. If miss, power is not
       expended but can't be used again this encounter.

Eye in the Sky Secondary Power
Requirement: Eye in the Sky Stance is active.
Immediate Interrupt, Trigger: An enemy enters a square adjacent to you.
Effect: Shift 1 square to a square adjacent to the triggering enemy. +2 power bonus to all defenses against 
       that enemy's attacks until end of next turn.

Shockweave Armor (Encounter)
Free, Trigger: You take lightning damage
Effect: Until the end of the counter, the armor's daily power gets +1 to attack and +1d10 lightning damage.

Shockweave Armor (Daily)
Immediate Interrupt, Trigger: An enemy adjacent to you targets you with an attack.
Target: triggering enemy
Effect: +8 vs Fort attack on enemy. On hit, 2d10 lightning damage and daze until end of your next turn.

Frostwolf Pelt (Daily)
Immediate Reaction, Trigger: An enemy adjacent to you hits you.
Effect: Triggering enemy is knocked prone.

Klungar
Feb 12, 2008

Klungo make bessst ever video game, 'Hero Klungo Sssavesss Teh World.'


Koal Smith

Sensing that the Ettin is about to lash out at the Gnoll, Koal takes a swing of his own, but has just as much luck connecting on the swing
as the brute.

Immediate Interrupt: Ettin's Swat triggers my Battle Awareness attack. Sonnlinor's Hammer vs AC: 1d20+12 17 1d10+5 8 (Miss)
pre:
Koal Smith   						 
HP: 44/44 (THP: )         AC:   22    Passive Insight: 24
Surges: 9/9 (V: 11)       Fort:  19   Passive Perception: 24
Initiative: +7   	  Ref:  15    Action Points: 1
Speed: 5     	          Will: 21    Vision: Normal
Languages: Common, Dwarven

At Will: Hand of Radiance, Sonnlinor's Hammer			
Encounter		Daily
[X] Thunder of Judgment	[ ] Moment of Glory
[X] Sudden Slag		[ ] Silent Malediction
[ ] Death Surge		Item Daily             
[ ] Divine Call		[ ] Onatar's Forge Holy Symbol
[ ] Heroic Effort	[ ] Casque of Tactics
[X] Favor of the Gods
[X] Healing Word
[X] Battle Awareness
[ ] Second Wind

Conditionals/Resists:
Manifestation of Preservation: When you use a Divine Enc/Daily power, Slide an ally within Range 10 one square.
World Serpent's Grasp: Knocks Prone hit Slowed or Immobilized targets.
Superior Will: When Dazed/Stun, makes Saving Throw at the beginning of turn, even if the effect is not Save Ends.
Cloak of Distortion: Gain +1 to all defenses against ranged attacks from more than 5 squares away.
Chirurgeon's Tools: +2 to Saving Throws against Disease.
Investigation Gear: +2 to Perception checks to find something specific.
Surveyor's Gear: +2 to Perception checks to find hidden doors and secret rooms.

Interrupts:
Death Surge	Trigger: When a creature within 3 squares of me drops to 0 HP, use Death Surge as an Immediate Reaction.
		Targets: When any combination of 5 enemies and allies will be affected.

Battle Awareness	Trigger: When adjacent enemy shifts or makes an attack not on Koal, use Sonnlinor's Hammer on enemy as an Immediate Interrupt.
			Targets: Non-minions.

Klungar fucked around with this message at 20:58 on Nov 17, 2016

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Wol
Dec 15, 2012

See you in the
UNDERDARK


Imruel glides in to get a better shot at the ettin, but as soon as she gets close, a swipe from its meaty hand sends her dancing away. Not quite worth getting that close after all, she decides. Instead, she focuses her attentions on the one remaining orc, hissing Abyssal curses into its mind. The orc shudders, and as the soul-shard of its companion sinks into its chest, it staggers back in shock. Not as severe a reaction as Imruel was hoping for, but as the orc stumbles right into both the forest of grasping hands and Hala's blazing inferno, she supposes it will have to do.

Move Action: To the space W of Koal. The Ettin's reaction knocks me 2 squares SE and 1 square S.
Standard Action: Dark Speech vs. Berserker 2. 1d20+8 vs. Fort: 13 (miss); 1d20+8 vs. Ref: 12 (miss); 1d20+8 vs. Will: 26 (hit).
Berserker 2 takes 5 necrotic damage, I push it 1 square NW, then it takes another 5 from entering Grasp of the Grave.


pre:
Imruel   						 
HP: 17/42 (THP: )         AC:   20    Passive Insight: 18
Surges: 9/9 (V: 10)       For:  17    Passive Perception: 13
Initiative: +3   	  Ref:  19    Action Points: 1
Speed: 6     	          Will: 17    Vision: Low-light
Languages: Common, Abyssal, Elven, telepathy 5

Ranged Basic Attack: Magic missile: Auto-hit; 7 damage.
Crit: +1d6 necrotic damage.

At Will			Encounter			     Daily
Restless Dead           [X] Dark Reaping                     [-] Spirit Rend
Howling Wall            [X] Dark Speech                      [-] Wind Blade
Disrupt Undead          [ ] Suggestion                       [ ] Corrupt the Flesh
Light                   [ ] Shadow Step                      [ ] Summon Shadow Servant
                        [ ] Second Wind                      [X] Grasp of the Grave
                        [ ] Ray of Enfeeblement
                        [-] Twilight Falls
                        [-] Moonstride
                        [ ] Cordon of Bones
                        [-] Icy Rays
                    
Item Powers
[X] Staff of Withering Daily: No Action: When you hit a target with an attack, the target is
weakened (save ends).

Conditionals/Resists:
Unnatural Vitality: When you drop to 0 HP, can become dazed instead of falling unconscious.
Make death saving throws as normal; on first failed, fall unconscious.
Vile Scholar L1: +2 to Bluff, Diplomacy, Intimidate when interacting with evil creatures.
Necromancy Apprentice: On hit with a necromancy attack, gain 2 THP.
Nethermancy Apprentice: On hit with a nethermancy attack, target treats creatures more
than 2 squares away as having partial concealment UEoMNT.
Vile Scholar L5: +2 power bonus to knowledge checks, including monster knowledge checks.
Staff Expertise: Ranged and area attacks don't provoke opportunity attacks.
Pileus Helm: Telepathy 5. Can use telepathy to speak with any eligible creatures in 
range, including multiple recipients.
Resist 5 necrotic and 5 poison; +2 item bonus to saving throws against necrotic or poison effects.
Bracers of Brachiation: Climb speed 3. Can swing through the trees of a forest at climb
speed without leaving tracks.

Wol fucked around with this message at 03:09 on Nov 17, 2016

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