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Necroskowitz
Jan 20, 2011


Initiative: 1d20+6 10 + 3 = 13

pre:
Jasirak "the Extractor" 						 
HP: 42/42		AC:   20		Passive Insight: 18
Surges:  5/5  (V: 10)	For:  14		Passive Perception: 13
Initiative: +6          Ref:  19		Action Points: 1
Speed:6		        Will: 21		Vision: Low-light

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

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


Initiative - For Ciar: 1d20+6 22 + 3 = 25 - Actually uses Jasirak's initiative.

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

At Will			
Claw

Necroskowitz fucked around with this message at 01:42 on May 9, 2015

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Olanphonia
Jul 27, 2006

I'm open to suggestions~


Initiative 21, accidentally rolled +10 instead of 11

pre:
Brangor "The Tree"		 
HP: 63/63		AC:   21		Passive Insight: 13
Surges:  13/13  (V: 15)	For:  19		Passive Perception: 18
Initiative: +11         Ref:  15		Action Points: 1
Speed:6		        Will: 17		Vision: Normal

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

ProfessorCurly
Mar 28, 2010

"Bugsby" Sgal

Initiative: 22

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

At Will			Encounter			Daily
Howling Strike           [ ] Second Wind	        [ ] Life Ending Strike
Righteous Brand          [ ] Inevitable Strike	        [ ] Shield of Faith
                         [ ] Predatory Eye	        [ ] Dwarven Armor Healing
                         [ ] Healing Word
                         [ ] Mighty Hew
                         [ ] Brutal Slam
                         [ ] Prison of Salzacas
                         [ ] Battle Awareness 
		                 		
Important poo poo/Personal Reminder: 
Tome Expertise: Enemies adjacent to summons/conjurations grant Combat Advantage.
Surprising Charge: Charge attacks get [1w] extra damage against targets granting Combat Advantage.
Vanguard Weapon: +1d8 damage on a charge.
Rampage: Gain free attack when a critical hit is rolled.
Battle Cleric's Lore: When I grant a target a healing surge, they get +2 to their next attack roll.
Oversized: Weapons are one-size larger than usual. 
Battle Awareness: Get an immediate interrupt MBA against target that shifts or doesn't 
include me in attack 1/encounter.
 

Ryuujin
Sep 26, 2007
Dragon God

Leucis "Reverence" Lightbringer

Reverence looks upon the changelings, with a "tut tut tut," and a shake of his head.

Initiative 1d20+7 26

pre:
Leucis "Reverence" Lightbringer		 
HP: 44/44		AC:   18		Passive Insight: 16
Surges:  9/9   (V: 11)	For:  17		Passive Perception: 11
Initiative: +7          Ref:  14		Action Points: 1
Speed:6		        Will: 21		Vision: Low-Light

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

frajaq
Jan 30, 2009

#acolyte GM of 2014


It seems CapitalistPig already rolled his Init even if he didn't post yet, so to speed things up I already put his Init in this post.



pre:
Fake Captain Beros @ K15
60/60 HP - DAZED, CANT CHARGE, -2 hit mage
AC 18; F/R/W 15/17/16

Changeling Thugs @ G16
38/38 HP
AC 16; F/R/W 14/15/15

Changeling Thugs @ I17  
38/38 HP  - DAZED, CANT CHARGE, -2 hit mage
AC 16; F/R/W 14/15/15

Changeling Thugs @ K17
38/38 HP -  DAZED, CANT CHARGE, -2 hit mage
AC 16; F/R/W 14/15/15 
pre:
INITIATIVE
29 - Reverence
25 - Bugsby
22 - Hargoth
21 - Brangor
17 - Martello
17 - Fake Captain Beros
13 - Jasirak
12 - Changeling Thugs
pre:
OBJECTIVE:

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

Each character can only carry 1 Barrel. To grab one be adjacent to it and spend a Minor action
Make an Athletics skill check with DC 23.
If you fail you'll have -2 Movement Speed and -2 Reflex.
You only need to pass the test once and can try again at the start of your turn as a Free Action.
Everyone but Jasirak is up! Fight go!!

:frogsiren: Edit: Since a good chunk of the players are close on the initiative order, it will be faster if we then go with posting order for these 5 :frogsiren:

frajaq fucked around with this message at 01:01 on Apr 26, 2015

Winged Orpheus
May 21, 2010

Domine, Dirige Nos

Winged Orpheus posted:



Initiative: 1d20+2+3= 17


pre:
Martello "The Tower" 						 
HP: 45/45		AC:   20		Passive Insight: 13
Surges:  10/10  (V: 11)	For:  19		Passive Perception: 18
Initiative: +2          Ref:  19		Action Points: 1
Speed:6		        Will: 17		Vision: Normal

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

Conditionals/Resists: 
Warforged Resilience: +2 to saving throws against ongoing damage.
Distant Advantage: CA against flanked enemies with ranged attacks

Martello reacts quickly, having been prepared for trouble. He conjures the power of flame to bolster his allies' attacks, and launches a flaming bolt at the false captain.

Standard action: Using Burning Weapons on the false captain: 1d20+12 = 25 Hit, 10 damage

All allies within 2 squares of me(everyone but Brangor) deal +my Con Mod(4) damage with WEAPON OR FIRE attacks until the end of my next turn

He also launches a wave of protective magic at Brangor, as he is currently the closest to the foe. Minor Action: Using Healing Infusion: Resistive Formula on Brangor. You now have a +1 Power bonus to AC. As a free action, you can end this bonus to gain Your surge value + 4 Temp HP

That ship has the cargo we need to get paid for this job. Let's make sure it doesnt get away.

Minor Action: Trading my move for a minor to look for some method of controlling the enemy ship. I want to find it so we can stop them from just driving away with the goods. Perception: 1d20+8=14

Winged Orpheus fucked around with this message at 01:19 on Apr 26, 2015

Ryuujin
Sep 26, 2007
Dragon God

Leucis "Reverence" Lightbringer

Reverence lifts his hands, flames crawling along them, and gives a wave toward one of the thugs and the fake captain. The flames wash out in two streaming blasts of flame, washing over his targets. And heavily burning them.

"I do believe you should rethink your career choices."

Elemental Escalation Elemental Bolt (plus Fire Weapons) vs Reflex of Changeling Thug k-17 and Fake Captain Beros 2#1d20+13 23, 17 for 2#1d12+1d6+14+4+1d10 28, 34 Fire damage.

pre:
Leucis "Reverence" Lightbringer		 
HP: 44/44		AC:   18		Passive Insight: 16
Surges:  9/9   (V: 11)	For:  17		Passive Perception: 11
Initiative: +7          Ref:  14		Action Points: 1
Speed:6		        Will: 21		Vision: Low-Light

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

Olanphonia
Jul 27, 2006

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


Brangor throws himself in the middle of the changelings and slams his weapon into the deck, calling upon the primal power of earth to knock the group to the ground. "Come then, let me see what you're made of!"

Shift to J16, Free action to Mark all adjacent targets. Using Roots of Stone: 19/16/19, Hit all 3
DMG: 9 to I17, 9 to K17, 14 to Captain All are knocked prone and take 4 damage if they leave the zone which is a Burst 1 around me


pre:
Brangor "The Tree"		 
HP: 63/63		AC:   22		Passive Insight: 13
Surges:  13/13  (V: 15)	For:  19		Passive Perception: 18
Initiative: +10         Ref:  15		Action Points: 1
Speed:6		        Will: 17		Vision: Normal

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

frajaq
Jan 30, 2009

#acolyte GM of 2014


If the natural bolt imbued with flame magic isn't painful enough, the following bolts made entirely of fire magic are much worse. The fake captain and the thug nearby scream in terrible pain as a good chunk of their flesh is burned in the worst way possible. Even if they somehow managed to live through the night, they would be horribly scarred forever.

The way the Warden twists the wooden planks of the ship to grasp violently and knock down most of them is just an insult to injury, really.



pre:
Fake Captain Beros @ K15
2/60 HP - DAZED, CANT CHARGE, -2 hit mage, Prone
AC 18; F/R/W 15/17/16

Changeling Thug @ G16
38/38 HP
AC 16; F/R/W 14/15/15

Changeling Thug @ I17  
29/38 HP  - DAZED, CANT CHARGE, -2 hit mage, Prone
AC 16; F/R/W 14/15/15

Changeling Thug @ K17
1/38 HP -  DAZED, CANT CHARGE, -2 hit mage, Prone
AC 16; F/R/W 14/15/15 
pre:
INITIATIVE
29 - Reverence
25 - Bugsby
22 - Hargoth
21 - Brangor
17 - Martello
17 - Fake Captain Beros
13 - Jasirak
12 - Changeling Thugs
pre:
OBJECTIVE:

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

Each character can only carry 1 Barrel. To grab one be adjacent to it and spend a Minor action
Make an Athletics skill check with DC 23.
If you fail you'll have -2 Movement Speed and -2 Reflex.
You only need to pass the test once and can try again at the start of your turn as a Free Action.
Bugsby and Hargoth still have their turns!

ProfessorCurly
Mar 28, 2010

"Bugsby" Sgal

"Oh, a wise guy huh? Trying to pull a fast one on us?"

He advances on the fake captain, swinging his oversized shovel to loosen up. He lines up on the prone changeling and sets his feet square, wiggling his hips slightly as he gets into proper form, "Well you didn't wake up early enough to slide one past Bugsby Sgal. Lucky me, I've been wanting to practice my swing."

Move to K14

The bugbear swings mightily with a loud "FORE!"

Brutal Slam/Inevitable Strike vs AC(18) = 18 (Hit! Thank god for Inevitable Strike)
Brutal Slam/Inevitable Strike vs AC(18) = 15 (Miss, thank god for inevitable strike)

Damage to the Fake Captain = 23

The fake-captain is pushed two squares to J17, smacking into the fake sailor at K17.
Damage to K17 Fake Sailor = 4


The changeling fake-captain is flung off the ground slightly by the blow, slamming into his companion on the other side of the boat with enough power to force mighty gasps from both as the breath is knocked from them. For his part Bugsby lets his shovel fall across one shoulder and pulls out a cigar, lighting it with a frown, "drat, chipped it. I really need to practice more."

His eyes slowly move over toward the remaining changelings, glinting in the cigar light menacingly, "Oh look. Opportunities."

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

At Will			Encounter			Daily
Howling Strike           [ ] Second Wind	        [ ] Life Ending Strike
Righteous Brand          [X] Inevitable Strike	        [ ] Shield of Faith
                         [ ] Predatory Eye	        [ ] Dwarven Armor Healing
                         [ ] Healing Word
                         [ ] Mighty Hew
                         [X] Brutal Slam
                         [ ] Prison of Salzacas
                         [ ] Battle Awareness 
		                 		
Important poo poo/Personal Reminder: 
Tome Expertise: Enemies adjacent to summons/conjurations grant Combat Advantage.
Surprising Charge: Charge attacks get [1w] extra damage against targets granting Combat Advantage.
Vanguard Weapon: +1d8 damage on a charge.
Rampage: Gain free attack when a critical hit is rolled.
Battle Cleric's Lore: When I grant a target a healing surge, they get +2 to their next attack roll.
Oversized: Weapons are one-size larger than usual. 
Battle Awareness: Get an immediate interrupt MBA against target that shifts or doesn't 
include me in attack 1/encounter.

frajaq
Jan 30, 2009

#acolyte GM of 2014


And now with the Captain dead, Jasirak can act too whenever he wants!

Necroskowitz
Jan 20, 2011


Noting the changeling skulking at the outskirts of the battle the eladrin clicks his tongue loudly. At this abrupt command, Ciar bounds from her position toward the battle on the ship.

Turning toward the furthest changeling Jasirak calls out, "You can't hide from me!" and for a split second the impostor glances up. But when he meets the enchanter's gaze something changes in him and his thoughts are filled with rage and hatred. Whatever feelings he might have previously had about his former associates are replaced with a mad blood lust. He runs, screaming, at his prone crewmate and rakes his weapon against him.

---

Misread power, editted post accordingly.

Move Ciar to I14.

Cast Glib Tongue - Minor Action (+2 to charm spells for next turn).

Cast Charm of Misplaced Wrath on Thug at G16 (Target Thug).

Charm of Misplaced Wrath vs Will: 1d20+11+2-2 27

Move Target Thug to I16 - 2 spaces.

Use free action to have Target Thug attack thug at I17 (+2 damage).

Move Target Thug to J15 invoking opportunity attack from Brangor - 3 spaces.

Move Target Thug to J14 then back to J15 invoking opportunity attacks from Bugsby, Hargoth, and Ciar - 5 spaces.

Opportunity Attack from Ciar vs. Changeling Thug: 1d20+9 29 1d8+2 10 CRITICAL HIT!

Target Thug is in Ciar's aura - No combat advantage for him.


pre:
Jasirak "the Extractor" 						 
HP: 42/42		AC:   20		Passive Insight: 18
Surges:  5/5  (V: 10)	For:  14		Passive Perception: 13
Initiative: +6          Ref:  19		Action Points: 1
Speed:6		        Will: 21		Vision: Low-light

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

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

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

At Will			
Claw

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

Necroskowitz fucked around with this message at 01:41 on May 9, 2015

CapitalistPig
Nov 3, 2005

A Winner is you!

Hargoth "Ironguts"

Initiative: 1d20+6 22


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

      At Will			          Encounter			                     Daily
Opening Shove                                         Second Wind                              Concentrated attack
Direct the Strike                                    Goring Charge                              Motivated Recovery
                                                      Inspiring Word
                                                      Seize the Upper Hand
                                                      Warlord's Strike   X
		                 		
Stuff and Junk 
Goring Shove - Push target 1 sq after a Goring Charge
Hargoth shouts a battle cry and moves to H16 and does warlord's strike on the changeling there.

Warlord's Strike vs AC: 1d20+9 25 2d10+4 21

Until the end of My next turn, each of My allies gains a +2 bonus to damage rolls against the target

frajaq
Jan 30, 2009

#acolyte GM of 2014


The late fake captain and the sailor behind him simply fly out of the ship, bones broken and completely dead by Bugsby's attack as they sink into the dark waters.

The momentarily crazed changeling due to Jasirak's spell jumps at the last companion remaining on the boat, he tries to sink his longsword at the fallen friend but blade manages to get stuck in the armor!

Charmed Thug Attack vs AC: 1d20+9+2 13 1d8+4 11 Miss!

The Minotaur then almost cleaves the poor bastard in half, but he's still standing! Put you in I15 since Jasirak forced move'd the guy you were gonna attack

The changeling knocked prone by the Goliath but still dazed after the Mage's attack, can only get up as he recovers his senses. Spends his only action to not be Prone anymore.

The one that was attacked by Hargoth glances at the group with a strangely serene expression on his face. "I'm gonna die today. But...so will everyone here!" He pulls out a whistle from his pocket and blows it as hard as he can, a loud warning sound coming out from it. Uses a Minor Action to do so.

As soon as the sound ends everyone hears two simultaneous explosions, one coming left and other right, followed by rubble falling. Everyone glances back inside the fishery but find the walls of it completely intact...for now. The explosions must have happened in some other buildings nearby!


pre:
Changeling Thug @ I16
17/38 HP  -  +2 to any damage done to it
AC 16; F/R/W 14/15/15

Changeling Thug @ I17  
29/38 HP 
AC 16; F/R/W 14/15/15
pre:
INITIATIVE
29 - Reverence
25 - Bugsby
22 - Hargoth
21 - Brangor
17 - Martello
13 - Jasirak
12 - Changeling Thugs
pre:
OBJECTIVE:

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

Each character can only carry 1 Barrel. To grab one be adjacent to it and spend a Minor action
Make an Athletics skill check with DC 23.
If you fail you'll have -2 Movement Speed and -2 Reflex.
You only need to pass the test once and can try again at the start of your turn as a Free Action.
Round 2 Go! Like before, now that everyone is together on the Initiative order, we'll go with posting order for actions!

frajaq fucked around with this message at 03:46 on Apr 27, 2015

Winged Orpheus
May 21, 2010

Domine, Dirige Nos


Initiative: 1d20+2+3= 17


pre:
Martello "The Tower" 						 
HP: 45/45		AC:   20		Passive Insight: 13
Surges:  10/10  (V: 11)	For:  19		Passive Perception: 18
Initiative: +2          Ref:  19		Action Points: 1
Speed:6		        Will: 17		Vision: Normal

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

Conditionals/Resists: 
Warforged Resilience: +2 to saving throws against ongoing damage.
Distant Advantage: CA against flanked enemies with ranged attacks
Martello calls upon his abilities to repel enemies, attempting to push one of the changelings over the edge of the boat.

Standard Action: Using Thundering Armor on Brangor, giving a +1 power bonus to AC till the end of my next turn. This DOES NOT stack with the bonus previously given. Attack is against the Changeling Thug at I17's Fortitude 1d20+9 = 14 Hit 11 Damage and push him one square away from Brangor, aiming to try and push him over the edge of the boat.

The explosions are decidedly unnerving. Martello keens his hears to try and figure out how far away they were as well as what exactly happened.

Minor Action: Roll Perception to try and figure out what the gently caress that was. 1d20+8 = 11

It's also probably time to secure our payday and get the gently caress out of here.

Move action: Move to I14

Necroskowitz
Jan 20, 2011


After gritting his teeth at the sharp whistle the eladrin utters a quick incantation. For a moment he has poured his will back into the unfortunate creature's mind. And when the thug regains his senses again he finds himself just a short distance away from where he started... right in the path of "Bugsby" Sgal.

Hypnotism vs Will - Changeling in I17: 1d20+11 31

Slide Changeling from I16 to K17 to set Bugsby up for a charge.

pre:
Jasirak "the Extractor" 						 
HP: 42/42		AC:   20		Passive Insight: 18
Surges:  5/5  (V: 10)	For:  14		Passive Perception: 13
Initiative: +6          Ref:  19		Action Points: 1
Speed:6		        Will: 21		Vision: Low-light

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

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

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

At Will			
Claw

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

Necroskowitz fucked around with this message at 01:41 on May 9, 2015

CapitalistPig
Nov 3, 2005

A Winner is you!

Hargoth "Ironguts"

Initiative: 1d20+6 22


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

      At Will			          Encounter			                     Daily
Opening Shove                              Second Wind   [  ]                        Concentrated attack    [  ]
Direct the Strike                          Goring Charge   [  ]                      Motivated Recovery     [  ]
                                           Inspiring Word      [  ]
                                           Seize the Upper Hand [  ]
                                           Warlord's Strike  [X]
		                 		
Stuff and Junk 
Goring Shove - Push target 1 sq after a Goring Charge
Ironguts switches gears and directs the flow of combat ,He distrcts the changeling in front of him and after fully getting his attention, He points at Brangor and shouts "Quickly, he's open!"

I am using Direct the strike and Brangor gets a free MBA against the changeling in I16.

Ryuujin
Sep 26, 2007
Dragon God

Leucis "Reverence" Lightbringer

Reverence flicks a hand toward the thug that has nearly fallen off the boat, sending a bolt of flame toward him. The flames engulf the thug, and he turns toward the last remaining thug.

"No retreat. No surrender. Just throwing away your lives. Such a pity."

Elemental Bolt vs Reflex of Changeling Thug I-17 w/Bloodhunt 1d20+13+2 24 for 1d12+1d6+14 19 Fire damage.

pre:
Leucis "Reverence" Lightbringer		 
HP: 44/44		AC:   18		Passive Insight: 16
Surges:  9/9   (V: 11)	For:  17		Passive Perception: 11
Initiative: +7          Ref:  14		Action Points: 1
Speed:6		        Will: 21		Vision: Low-Light

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

Olanphonia
Jul 27, 2006

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


As one of the changelings gets lit up by the rest of the party, the other leaves himself open to a quick strike from Brangor's axe.
Basic Melee on I16: 18, Hit. 7 Damage

He quickly follows up his first strike with a second, looking to block any avenue of escape.

Using Weight of Earth on I16, NAT 20 (total 30), CRIT BABY. 15+4=19 Damage Target is slowed (if he's still alive)

pre:
Brangor "The Tree"		 
HP: 63/63		AC:   22		Passive Insight: 13
Surges:  13/13  (V: 15)	For:  19		Passive Perception: 18
Initiative: +10         Ref:  15		Action Points: 1
Speed:6		        Will: 17		Vision: Normal

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

Olanphonia fucked around with this message at 01:33 on Apr 29, 2015

ProfessorCurly
Mar 28, 2010

"Bugsby" Sgal

He enjoys his cigar as the others obliterate the remaining changelings, finishing with a final puff before tossing it aside, "You guys are alright. Now let's move this merchandise before friends show up. One of you talkative types, check the bodies for something interesting and incriminating."

Move to I14
Minor - get a grip on one of the barrels
Athletics to Carry Barrel: 21


Bugsby slings his weapon back over his shoulder, but it is still awkward to try and carry one of the barrels and it at the same time, so he is not moving quickly, constantly having to adjust his grip.

Standard -> Move to I11

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

At Will			Encounter			Daily
Howling Strike           [ ] Second Wind	        [ ] Life Ending Strike
Righteous Brand          [X] Inevitable Strike	        [ ] Shield of Faith
                         [ ] Predatory Eye	        [ ] Dwarven Armor Healing
                         [ ] Healing Word
                         [ ] Mighty Hew
                         [X] Brutal Slam
                         [ ] Prison of Salzacas
                         [ ] Battle Awareness 
		                 		
Important poo poo/Personal Reminder: 
Tome Expertise: Enemies adjacent to summons/conjurations grant Combat Advantage.
Surprising Charge: Charge attacks get [1w] extra damage against targets granting Combat Advantage.
Vanguard Weapon: +1d8 damage on a charge.
Rampage: Gain free attack when a critical hit is rolled.
Battle Cleric's Lore: When I grant a target a healing surge, they get +2 to their next attack roll.
Oversized: Weapons are one-size larger than usual. 
Battle Awareness: Get an immediate interrupt MBA against target that shifts or doesn't 
include me in attack 1/encounter.

frajaq
Jan 30, 2009

#acolyte GM of 2014


After Martello's technique almost zaps the thug away from the Goliath, the Tiefling's fire bolt seals the deal, burning its torso completely before falling to the waters below.

The last poor guy gets hypnotized away, and is brought down with two brutal chops from the Warden, splitting one of his shoulders in half as he drops dead on the wooden deck.

But even with your complete slaughter of the impostors in the ship, you still have to load and escape with the shipment. And to make things worse, after the explosion you all hear hurried footsteps (and some loud stomps) all heading towards your direction, coming from left and right!

Martello, besides the directions you couldn't figure out what exactly was destroyed or how.)


pre:
INITIATIVE
29 - Reverence
25 - Bugsby  - Carrying a Barrel, -2 Movement Speed and -2 Reflex
22 - Hargoth
21 - Brangor
17 - Martello
13 - Jasirak
pre:
OBJECTIVE:

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

Each character can only carry 1 Barrel. To grab one be adjacent to it and spend a Minor action
Make an Athletics skill check with DC 23.
If you fail you'll have -2 Movement Speed and -2 Reflex.
You only need to pass the test once and can try again at the start of your turn as a Free Action.
You cannot take Run actions if you're carrying a Barrel
Round 3 Go! A movement and positioning round for you guys! Posting order.

frajaq fucked around with this message at 04:09 on Apr 28, 2015

ProfessorCurly
Mar 28, 2010

"Bugsby" Sgal

He finally gets a good grip on the barrel and starts to jog with it, gritting his teeth at the approaching noise...


Athletics to carry barrel: 24 (Success!)

DOUBLE MOVE to N1 and get the barrel onto the Skycoach.


As he gets to the Skycoach he heaves the barrel onto the deck, looking around quickly to see what was approaching...

Perception to look around at the Skycoach: 15

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

At Will			Encounter			Daily
Howling Strike           [ ] Second Wind	        [ ] Life Ending Strike
Righteous Brand          [X] Inevitable Strike	        [ ] Shield of Faith
                         [ ] Predatory Eye	        [ ] Dwarven Armor Healing
                         [ ] Healing Word
                         [ ] Mighty Hew
                         [X] Brutal Slam
                         [ ] Prison of Salzacas
                         [ ] Battle Awareness 
		                 		
Important poo poo/Personal Reminder: 
Tome Expertise: Enemies adjacent to summons/conjurations grant Combat Advantage.
Surprising Charge: Charge attacks get [1w] extra damage against targets granting Combat Advantage.
Vanguard Weapon: +1d8 damage on a charge.
Rampage: Gain free attack when a critical hit is rolled.
Battle Cleric's Lore: When I grant a target a healing surge, they get +2 to their next attack roll.
Oversized: Weapons are one-size larger than usual. 
Battle Awareness: Get an immediate interrupt MBA against target that shifts or doesn't 
include me in attack 1/encounter.

ProfessorCurly fucked around with this message at 04:14 on Apr 28, 2015

Winged Orpheus
May 21, 2010

Domine, Dirige Nos


Initiative: 1d20+2+3= 17


pre:
Martello "The Tower" 						 
HP: 45/45		AC:   20		Passive Insight: 13
Surges:  10/10  (V: 11)	For:  19		Passive Perception: 18
Initiative: +2          Ref:  19		Action Points: 1
Speed:6		        Will: 17		Vision: Normal

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

Conditionals/Resists: 
Warforged Resilience: +2 to saving throws against ongoing damage.
Distant Advantage: CA against flanked enemies with ranged attacks
Now that the immediate threat is taken care of, it's time to focus on what's important. Let's make sure we get paid.

Minor Action: Grabbing a barrel. Athletics 1d20+lol=nope

Trading my standard for a move and double moving to k6

edit: No running with barrels: adjusting move accordingly

Winged Orpheus fucked around with this message at 04:10 on Apr 28, 2015

frajaq
Jan 30, 2009

#acolyte GM of 2014


Just added an additional rule regarding Barrels that makes sense: You can't take Run actions when carrying a Barrel. I blame myself because I forgot the Run action exists!!! Sorry for the inconvenience!!

CapitalistPig
Nov 3, 2005

A Winner is you!

Hargoth "Ironguts"

Initiative: 1d20+6 22


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

      At Will			          Encounter			                     Daily
Opening Shove                              Second Wind   [  ]                        Concentrated attack    [  ]
Direct the Strike                          Goring Charge   [  ]                      Motivated Recovery     [  ]
                                           Inspiring Word      [  ]
                                           Seize the Upper Hand [  ]
                                           Warlord's Strike  [X]
		                 		
Stuff and Junk 
Goring Shove - Push target 1 sq after a Goring Charge
Ironguts grabs the barrell next to him and starts towards the skycoach (to j13, purposely hanging back a bit in case I need to drop the barrell and charge)

Athletics: 1d20+9 17

Ryuujin
Sep 26, 2007
Dragon God

Leucis "Reverence" Lightbringer

Reverence quickly checks the bodies over, looking for any incriminating evidence or anything else, then follows as the big guys do the heavy lifting. Trying to keep his hands free in case the people coming to investigate decide to attack.


pre:
Leucis "Reverence" Lightbringer		 
HP: 44/44		AC:   18		Passive Insight: 16
Surges:  9/9   (V: 11)	For:  17		Passive Perception: 11
Initiative: +7          Ref:  14		Action Points: 1
Speed:6		        Will: 21		Vision: Low-Light

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

Necroskowitz
Jan 20, 2011


"See anything, Rev?" says Jasirak as he ambles toward the Tiefling with Ciar padding behind him. At the sound of heavy footsteps the eladrin spins around and peers out, hoping to catch sight of whoever might be coming.

---

Can't see poo poo, Captain.

Perception: 1d20+3 4

pre:
Jasirak "the Extractor" 						 
HP: 42/42		AC:   20		Passive Insight: 18
Surges:  5/5  (V: 10)	For:  14		Passive Perception: 13
Initiative: +6          Ref:  19		Action Points: 1
Speed:6		        Will: 21		Vision: Low-light

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

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

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

At Will			
Claw

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

Necroskowitz fucked around with this message at 01:41 on May 9, 2015

Olanphonia
Jul 27, 2006

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


Brangor walks over to one of the barrels and grunts as he lifts it and begins to make his way off the ship. Hopefully he'd be able to set it down before any more trouble showed itself.

Move to H16 to pick up G15, then moving to J11 2#1d20+12: 2 # 27 [1d20=15] 18 [1d20=6] Success.

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

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

Olanphonia fucked around with this message at 01:32 on Apr 29, 2015

frajaq
Jan 30, 2009

#acolyte GM of 2014


While the crew starts to carry and transport the barrels of dreamlily, Reverence takes the moment to search the pockets of one of the only body that wasn't throw off the boat. All the Tiefling manages to find is a small egg-shaped jewel on one of his pockets.



After Bugsby manages to load the first barrel into the skycoach, he looks around to see where the movement is coming from. From his position he cannot see anything, and yet he continues to hear the incoming sounds. That means that however is coming must be coming from your blind spot. That means that-



A gigantic warforged bursts violently through the fishery's right wall, easily bringing it down. Ridiculously well armored and armed with a modified mace that looks like an anchor, each step he takes as he enters the room is thunderous. As some changelings appear with him, he glances at Martello. "What's this? Is this one of the weak support models? The Juggernaut will gladly put you out of your misery!!"

The left wall bursts open, this time an actual concentrated but powerful explosion taking place. From the smokes a man with a gas-mask and heavy trenchcoat covering all his features walks inside. He has many bombs and other alchemical tools across his body.



"Looks like they gave the signal too late. Boat crew is gone, probably offed already." he speaks with a muffled voice.

"Are you serious? They got slaughtered that quickly? Haha! How embarrassing!" comes a cruel female voice from the hole, as a human in ornate leather armor and armed with dual hand crossbows enters the fishery.



"Oh well, the job hasn't changed. Kill these fuckers!" she says, loading up special ammo on her weapons with a grin in her face.


pre:
The Juggernaut
140/140 HP 
AC 21; F/R/W 20/16/17

The Alchemist @ C4
110/110 HP 
AC 18; F/R/W 17/18/20

The Huntress @ C7
96/96 HP
AC 18; F/R/W 17/20/18

Changeling Thugs @ B6 A3 Q4 Q8
38/38 HP 
AC 16; F/R/W 14/15/15
pre:
INITIATIVE
29 - Reverence
26 - Alchemist
25 - Bugsby
22 - Hargoth - Carrying a Barrel. -2 Movement Speed -2 Reflex
21 - Brangor  - Carrying a Barrel. Passed test, no penalty
21 - Thugs
20 - Juggernaut 
17 - Martello - Carrying a Barrel. -2 Movement Speed -2 Reflex
15 - Huntress
13 - Jasirak
pre:
OBJECTIVE:

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

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

Ryuujin you're up!

frajaq fucked around with this message at 21:40 on Apr 28, 2015

Ryuujin
Sep 26, 2007
Dragon God

Leucis "Reverence" Lightbringer

Reverence looks as one after another blows, or smashes, a wall and enters. "Oh my more interruptions. How droll." He then flicks a stream of flame at the alchemist blowing poo poo up and the self proclaimed juggernaut warforged.

A bit annoyed that they survived the initial blast he follows up with another stream of flame toward the Juggernaut. "Really you should have fled as soon as you saw the demise of the others. Throwing your lives away upon the rock of our will, is just foolish."

Elemental Escalation Elemental Bolt vs Reflex of Alchemist and Juggernaut 2#1d20+16 30, 17 hit and hit. For 2#1d12+1d6+14+1d10 29, 27 Fire Damage. Use Hellfire Heart to add 6 Fire damage to that 27 against the Juggernaut. Also the Juggernaut will have a -2 penalty on attack rolls that include me until the start of my next turn.

Above and beyond the -2 for the Juggernaut both the Alchemist and the Juggernaut have a -5 penalty to hit me until the end of my next turn.

Action Point! Elemental Bolt vs Reflex of Juggernaut 1d20+13 18 hit for 1d12+1d6+14 29 Fire damage.

I don't suppose we got a short rest? So that I can actually have one of those Elemental Escalations back? Probably not, in which case after this attack I am down to just at wills. Or utilities.

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

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

frajaq
Jan 30, 2009

#acolyte GM of 2014


The powerful elemental bolts are too fast for the huge warforged to avoid, striking them hard as pieces of his armor are violently melted. He makes a weird noise before glancing at Reverence. "You're next on the list. Or maybe I'll bump you to first, little imp!"

The Alchemist merely staggers after receiving the bolt. "Impressive flames! But maybe you and your friends should chill-out instead?" He immediately throws a blue-colored explosive towards Brangor. The goliath manages to jump just in time as a wave of frost explodes from it, freezing the legs of the tiefling and eladrin nearby.

Move Action: Move to D10

Standard Action: Alchemist Cryo Bomb vs Reflex. Brangor, Jasirak, Reverence: 2#1d20+9 13 28 1d20+4 18 3#1d8+4 10 5 9

Attack misses Brangor.

Jasirak is hit, 5 Cold Damage and you're Slowed until Alchemist's EOTN.

Reverence is hit, 9 Cold Damage and you're Slowed until Alchemist's EOTN.



pre:
The Juggernaut
78/140 HP  -2 Hit Tiefling, -5 hit Tiefling
AC 21; F/R/W 20/16/17

The Alchemist @ D10
81/110 HP  -5 hit Tiefling
AC 18; F/R/W 17/18/20

The Huntress @ C7
96/96 HP
AC 18; F/R/W 17/20/18

Changeling Thugs @ B6 A3 Q4 Q8
38/38 HP 
AC 16; F/R/W 14/15/15
pre:
INITIATIVE
29 - Reverence
26 - Alchemist
25 - Bugsby
22 - Hargoth - Carrying a Barrel. -2 Movement Speed -2 Reflex
21 - Brangor  - Carrying a Barrel. Passed test, no penalty
21 - Thugs
20 - Juggernaut 
17 - Martello - Carrying a Barrel. -2 Movement Speed -2 Reflex
15 - Huntress
13 - Jasirak
pre:
OBJECTIVE:

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

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

Nope, no Short Rest!

Bugsby, Hargoth and Brangor are up! Posting order!

ProfessorCurly
Mar 28, 2010

"Bugsby" Sgal

He looks left and right. Nothing. Not there. But he could still hear them. Wait, that meant they were in his blindspot. Oh no, the blindspot was in the -

CRASH ZAP BANGS

...walls, they were in the walls. And now they were fighting, there was ice and fire and it was all a mess. A big slab of metal that looked a bit mean but that was also on fire... 'Steer clear of that' he thinks to himself. There was the chemist but he was also on fire, and that was never a recipe for success either. Finally he settles his eyes on the snarky one.

Bugsby hefts his gouge into a carrying position, advancing slowly on the crossbow wielding hunter. He reaches down to a flask at his waist and pops the cork, and suddenly a screaming ghost appears behind the woman, not much of a threat but an ample distraction that provides just the opening his needs...

Move action to I5

Minor Action - Prison of Salzacas + Tome Expertise: Summons a ghost that is very distracting for a round, granting me combat advantage.

Standard Action: Charge w/ Life Ending Strike
Life Ending Strike vs AC: 32 (Hit!)
Life Ending Strike Damage: 58

ACTION POINT!!!!
Standard Action: Howling Strike
Howling Strike vs AC: 27 (Hit!)
Howling Strike Damage: 22

Total Damage to Huntress: 80


He dashes forward with speed belied by his size and build, and brings the shovel in a brutal swing to the woman's midsection, doubling her over as he forcibly pushes the air from her lungs, before twirling the weapon the other way and slamming it into her back, putting her down onto one knee. He cracks his neck and grins in the darkness, "Ya, that quickly. You can still leave though, one professional to another. Sometimes you gotta recognize when a job's gone south."



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

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

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

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

ProfessorCurly fucked around with this message at 02:18 on Apr 29, 2015

Olanphonia
Jul 27, 2006

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


Brangor looks as unfazed as one can be when faced with not just one, but two exploding walls and a menagerie of angry assholes looking to kill him and stop him from doing his job, though maybe not in that order. He scoffs as he dodges the icy projectile slung by the strangely dressed man and slowly places his barrel on the ground. "Alright, if that's how it's going to be." He darts toward the huge warforged monstrosity and brings his axe down, narrowly missing it. "Let's dance, freak."

Minor action to put down the barrel, move to P8.Earthgrasp Strike=1d20+10: 14 [1d20=4]Miss. Free action to Mark all adjacent targets.

pre:
Brangor "The Tree"		 
HP: 63/63		AC:   22		Passive Insight: 13
Surges:  13/13  (V: 19)	For:  19		Passive Perception: 18
Initiative: +10         Ref:  15		Action Points: 1
Speed:6		        Will: 17		Vision: Normal

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

Olanphonia fucked around with this message at 01:52 on Apr 29, 2015

CapitalistPig
Nov 3, 2005

A Winner is you!

Hargoth "Ironguts"

Initiative: 1d20+6 22


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

      At Will			          Encounter			                     Daily
Opening Shove                              Second Wind   [  ]                        Concentrated attack    [X]
Direct the Strike                          Goring Charge   [  ]                      Motivated Recovery     [  ]
                                           Inspiring Word      [  ]
                                           Seize the Upper Hand [  ]
                                           Warlord's Strike  [X]
		                 		
Stuff and Junk 
Goring Shove - Push target 1 sq after a Goring Charge
minor action to put down the barrel, move action to e9 and hit the alchemist with Concentrated Attack vs AC: 1d20+9 10 2d10+4 16

Hargoth looks annoyed after tripping over a piece of debris and missing his target completely

Winged Orpheus
May 21, 2010

Domine, Dirige Nos


Initiative: 1d20+2+3= 17


pre:
Martello "The Tower" 						 
HP: 45/45		AC:   20		Passive Insight: 13
Surges:  10/10  (V: 11)	For:  19		Passive Perception: 18
Initiative: +2          Ref:  19		Action Points: 1
Speed:6		        Will: 17		Vision: Normal

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

Conditionals/Resists: 
Warforged Resilience: +2 to saving throws against ongoing damage.
Distant Advantage: CA against flanked enemies with ranged attacks
"That's the problem with the older models." Martello thinks to himself as the brute comes charging through the wall. "All brawn and no finesse. Time to show him what 'battlefield superiority' means"

preparing to use Shocking Feedback as an interrupt when the Juggernaut attacks. 1d20+12 = 24 Hit. 20 Lightning damage and whoever he's attacking gains resist 5 all until the end of my next turn

frajaq
Jan 30, 2009

#acolyte GM of 2014


The Huntress is still in too much pain to have the actual strength to speak, only glaring in pain at the Bugbear.

As both the Minotaur and Goliath try to attack but miss out the attacks, the Juggernaut raises it's massive shield at Brangor. He slams at full strength at the Warden, but it is immediately zapped by Martello's countermeasure. "Why you little-*EMERGENCY SHIELD ACTIVATING*.... Huh, hadn't heard this before. Interesting!" as a light blue absorbing shield hovers around the Juggernaut.

No Action: Emergency Shield. Grants Juggernaut 30 THP and +1 to all Defenses.

The brutal slam still hits Brangor, but much of the impact was absorbed due to the Artificer.

Shield Bash vs Fort, Brangor: 1d20+8 25 1d10+4 11 -5 = 6

Brangor receives 6 Damage and is Dazed until Juggernaut's EONT.


Action Point!

The furious Warforged tosses his gigantic modified anchor/mace over the head Martello, but he's quick to avoid the deadly pull-back, much to the Juggernaut's annoyance. Brangor tries to seize the opportunity but the axe chop is glanced off by the armor.

Encounter Power! Anchor Toss vs Reflex; Martello: 1d20+10 15 MISS Also yes I forgot the -2 penalty due to Brangor's Mark. WHATEVER

Brangor Opportunity Attack: 1d20+10 16 MISS


One of the changelings near the Juggernaut charges at Martello, brandishing a short sword covered in poison. His blade fails to find a place to penetrate the Artificer.

Thug Q4 Charge vs AC, Martello: 1d20+7+1 17 MISS

The same thing happens with the one already close to Brangor! Will these thugs ever stop being lovely??

Thug Q7 MBA vs AC, Brangor: 1d20+7 18 MISS

On the other side of the battlefield, one of the changelings near the Huntress walks around the big Bugbear, flanking him as he stabs deep inside his flesh. The Barbarian immediately also feels the poison that will soon start to act...

Thug B6 MBA vs AC, Bugsby: 1d20+7+2 26 1d6+4 9 Damage

Bugbsy takes 9 Damage. Ongoing 5 Poison damage (save ends)


The other changeling tries to get into the fun of hurting Bugsby as he charges, blade raised, unfortunately the short sword gets stuck in the Bugbear's armor!

Thug A3 Charge vs AC, Bugsby: 1d20+7+1 14 MISS


pre:
The Juggernaut
58/140 HP 30 THP   -2 Hit Tiefling, -5 hit Tiefling 
AC 22; F/R/W 21/17/18

The Alchemist @ 
81/110 HP  -5 hit Tiefling
AC 18; F/R/W 17/18/20

The Huntress @
16/96 HP
AC 18; F/R/W 17/20/18

Changeling Thugs @
38/38 HP 
AC 16; F/R/W 14/15/15
pre:
INITIATIVE
29 - Reverence
26 - Alchemist
25 - Bugsby
22 - Hargoth
21 - Brangor
21 - Thugs
20 - Juggernaut 
17 - Martello - Carrying a Barrel. -2 Movement Speed -2 Reflex
15 - Huntress
13 - Jasirak
pre:
OBJECTIVE:

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

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

Martello is up!!

frajaq fucked around with this message at 02:29 on Apr 30, 2015

Winged Orpheus
May 21, 2010

Domine, Dirige Nos


Initiative: 1d20+2+3= 17


pre:
Martello "The Tower" 						 
HP: 45/45		AC:   20		Passive Insight: 13
Surges:  10/10  (V: 11)	For:  19		Passive Perception: 18
Initiative: +2          Ref:  19		Action Points: 1
Speed:6		        Will: 17		Vision: Normal

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

Conditionals/Resists: 
Warforged Resilience: +2 to saving throws against ongoing damage.
Distant Advantage: CA against flanked enemies with ranged attacks
Stop. Analyze. Conquer.

Martello drops the barrel on the ground. Time to go to work.

Free action: drop the barrel in J7.

Move action: move to K11.


The Huntress is hurt. Bugsby seems to want her to surrender. Let's make her decision a little easier.

Using Magic Weapon to attack the Huntress. 1d20+13 = 22 Hit 9 damage. Jasirak, Reverence, and Cair now have a +1 power bonus to attack rolls and a +4 power bonus to damage until the end of my next turn.

Overriding internal limiters. They shall witness the future. None shall escape our fury.



Action Point: Standard Action Summoning a Punishing Eye at F8. All enemies within 3 squares of my unbridled glory the eye cannot benefit from concealment and take an additional 5 psychic damage when hit by my allies

Also prepared to use my Brooch of No Regrets as a free action if Bugsby fails his saving throw against poison to grant him a reroll with a +2 power bonus.

Winged Orpheus fucked around with this message at 03:25 on Apr 30, 2015

frajaq
Jan 30, 2009

#acolyte GM of 2014


The thug near Martello tries to stab the Warforged as he goes away, but the shortsword still can't penetrate the thick armor! A face of anger mixed with frustration gives away to a grin as he sees the barrel of dreamlily dropped nearby.

Thug L5 Opportunity Attack vs AC, Martello: 1d20+7 15 MISS

Even with the crossbow bolt adding insult to injury, the Huntress spits blood on the floor while looking at the Bugbear. "You think this is the first time prey gets close to me?" Her eyes suddenly glow as she mutters an invocation. And just like that she's completely gone! Bugsby glances once and see that she's now in one of the corners of the room!

Encounter Power! Blink. Teleport to C2.

Minor Action: Isolated Target on Bugsby. +2 to Hit and +2 Damage on enemies not adjacent by its allies.

"Professional??? You just got lucky punk! And now I'm gonna kill you, you cocky motherfucker!" She lets out a quick bolt from her hand crossbows, before loading with lightning speed and following it with two simultaneous bolts, all of them penetrating Bugsby's armor!

Minor Action: Quick Shot vs AC, Bugsby: 1d20+10+2 25 1d10+4+2 15 Damage

Bugsby suffers 15 damage

Action Point!

Standard Action: Dual Shot vs AC, Bugsby: 2#1d20+11+2 25 28 2#1d10+2 4 3

Bugsby suffers 7 damage



pre:
The Juggernaut - Marked by Brangor
58/140 HP 30 THP  
AC 22; F/R/W 21/17/18

The Alchemist
81/110 HP  
AC 18; F/R/W 17/18/20

The Huntress
7/96 HP
AC 18; F/R/W 17/20/18

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

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

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

Jasirak and Reverence are up! Since Reverence's action only happens NEXT round, Ryuujin has to wait for Necroskowitz to post his action first!

Necroskowitz
Jan 20, 2011


Just as the changeling is prepared to strike at the defenseless barrel of dreamlily his vision blurs and for an instant he sees nothing. When he regains his senses he is dismayed to find a seven-foot goliath and a giant snarling purple cat in its place.

But Jasirak isn't done yet. Realizing that he as his associates were in danger for as long as that crossbow-woman was on the field the Eladrin begins tracing runes in the air. "Prey?", Jasirak asks after he finishes the last incantation. When the huntress screams in terror and begins swatting wildly at the air it seems initially that the spell was just another minor illusion. It's only when she begins to bleed from her nose and ears that the true lethality of the spell becomes apparent. "Tell me, do you still feel like a predator?" chuckles the mage as he vanishes from sight.

---

Fey Step to i7.

Move Ciar to P8.

Hypnotism vs Will - Changeling L5: 1d20+11+1 26 HIT

Slide Changeling (L5) to O8. (Despite the flank neither changeling has combat advantage over Brangor because of Ciar's aura.)

ACTION POINT!

Jasirak casts Winged Horde centered on 2c (The Huntress)

Winged Horde vs Will - Huntress: 1d20+10+1 21 HIT 1d6+1+4 10 DMG

Huntress brought to 0 hp Free action to activate Hidden Lore:


pre:
Hidden Lore
Encounter * Arcane, Shadow
Free Action      Personal
Trigger: You reduce a creature to 0 hit points, or an enemy adjacent to you drops to 0 hit points.
Effect: You become invisible until the end of your next turn.
Special: You can only use this power oncer per round. 
Jasirak becomes invisible until EONT.

pre:
Jasirak "the Extractor" - SLOWED						 
HP: 37/42		AC:   20		Passive Insight: 18
Surges:  5/5  (V: 10)	For:  14		Passive Perception: 13
Initiative: +6          Ref:  19		Action Points: 1
Speed:6		        Will: 21		Vision: Low-light

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

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

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

At Will			
Claw

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

Necroskowitz fucked around with this message at 01:40 on May 9, 2015

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Ryuujin
Sep 26, 2007
Dragon God

Leucis "Reverence" Lightbringer

Reverence locks eyes on the Juggernaut, looks over the defensive shield that went up to protect it. And sneers. "Protection? Do you really think your feeble protections will hold out? If you can not see the sense of surrendering you deserve the fate you shall receive."

He flicks a hand at the Juggernaut, completely depleting the shimmering shield, in a single stream of flame. "A fate of flame."

Elemental Bolt vs Reflex of Juggernaut 1d20+13 22 hit (and should probably be 23 from Magic Weapon or 24 from that and the Juggernaut being bloodied) For 1d12+1d6+14 2832 Fire Damage (forgot to add in Magic Weapon when rolling).

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

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

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