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[D&D 4E PbP] Council of Thieves Act 1: The Bastards of Erebus (IC)

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    QedQed Registered User regular
    edited December 2010
    Grokka's Rolls
    Initiative:
    -->1d20 = 12

    Diplomacy:
    -->1d20+10 = 30

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
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    TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited December 2010
    Kicking a Goblin’s Nest! Round 1
    While Grokka tries to instill some fear within(or at least confuse) the goblin ranks, Janiven moves hastily towards the group, all the while shouting advice to the group.

    "Watch out when fighting Boontah! He's got some nasty tricks up his sleeve. Ware his eyes especially! They are not natural!”

    Boontah crane his neck towards Janiven’s voice, a wicked (but smug) smile forming on his misshapen lips.

    “I recugnize them voice! It’s sword lady Janeevan! Come ta ask for me services 'gain? Well, tough luck! I’m Boss now, and soon ta be Boss of ta sewers! Get ‘em Lads! I ain't 'fraid of no stinkin' 'Ellknight, an' neither should you scrawny lot!”

    The other goblins, buying Grokka’s threat, still try to attack, their fear of the Boss’ anger and that of his ways of punishing cowardly goblins, greater than any Hellknight threat. However, it seems Grokka managed to place some doubt in their own power, hampering their defensive capabilities, leaving them open for the time being.

    Moves (Janiven Surprise):
    Surprise Action: Move to J15

    Grokka's Diplomacy: Success
    All goblins (with the exception of Boontah) grant combat advantage to the party until the end of Round 1

    As Janiven rushes over to the lone archer on the other side of the ditch, the other two archers move like clockwork. They move pass themselves, and let loose their arrows. One manages to hit Alainn, while another hits the Swordmage. That tactic proved only to distract the heroes, in order to set them up for a better shot next time. The remaining goblin tries to aim at Alainn, but the arrow was parried mid-flight by Janiven’s blade. As she reaches for the other side, she winks at the heroes.

    “I’ll take on this one. Focus your attention to Boontah and his cronies.”

    The goblin flunkies, now dropping the gold pieces, searched for their weapons, then wielded them in their hands: crude, sharp blades.

    The two closest to William shift around uncontrollably. The one behind shifts around with his counterpart then tries to stab William. William dodges the blow. But before the human could pat himself on the back, the other goblin switched around, and jabbed his weapon in William’s flank.

    The lone goblin nearby, tries to stab the human during the ensuing chaos, but his blade merely hits thin air, as Willaim tries parrying and dodging the two goblins’ switching attacks.

    Moves (Round 1):
    Goblin Archers:
    Goblin Archer #1:
    Standard Action: Shortbow attack against Alainn
    R Shortbow (At-Will; Standard) Weapon
    Ranged 15/30
    +6 vs AC
    1d8+2 damage
    Attack Roll: 15 vs AC Miss!


    Goblin Archer #2:
    Standard Action: Shortbow attack against Alainn
    R Shortbow (At-Will; Standard) Weapon
    Ranged 15/30
    +6 vs AC
    1d8+2 damage
    Attack Roll: 17 vs AC Hit!
    Damage Roll: 10 damage
    Move Action: Move to J5
    Goblin Archer #2 gains Great Position (see monster details)


    Goblin Archer #3:
    Standard Action: Shortbow attack against William
    R Shortbow (At-Will; Standard) Weapon
    Ranged 15/30
    +6 vs AC
    1d8+2 damage
    Attack Roll: 24 vs AC Hit!
    Damage Roll: 8 damage
    Move Action: Move to G5
    Goblin Archer #3 gains Great Position (see monster details)


    Janiven:
    Move Action: Move to H12
    Move Action: Trudge to E11
    Minor Action: Unsheathe Long Sword


    Goblin Blackblades:
    Goblin Blackblade #1:
    Minor Action: Draw Short Sword
    Move Action: Sneak with Goblin Blackblade #2 (switch places by shifting)
    Standard Action: Short Sword against William
    M Short Sword (At-Will; Standard) Weapon
    +5 vs AC
    1d6+2 damage
    Attack Roll: 12 vs AC Miss!


    Goblin Blackblade #2:
    Minor Action: Draw Short Sword
    Move Action: Sneak with Goblin Blackblade #1 (switch places by shifting)
    Standard Action: Short Sword against William
    M Short Sword (At-Will; Standard) Weapon
    +5 vs AC
    1d6+2 damage
    Attack Roll: 23 vs AC Hit!
    Damage Roll: 4 damage


    Goblin Blackblade #3:
    Minor Action: Draw Short Sword
    Standard Action: Short Sword against William
    M Short Sword (At-Will; Standard) Weapon
    +5 vs AC
    1d6+2 damage
    Attack Roll: 16 vs AC Miss!

    Map (Round 1):
    SewerFight4Round1.jpg

    Initiative:
    Goblin Archers 21 average
    Janiven (Ally) 19
    Goblin Blackblades [URL=" http://4e.orokos.com/roll/32257"]18[/URL] average
    Hertzog 18
    Alainn 17
    Typhor 15
    Goblin Acolyte of Maglubiyet 14
    Boontah, Goblin Boss (Elite) 11
    Grokka 12 (decided to move him here, if only to streamline the posting process)
    William 8

    (Since there's going to be a number of identical monsters, I decided to take the average of each monster’s initiative, just to help reduce the complexities of facing off more than 5 enemies in the initiative bar. )

    Here's how it goes: Allies/enemies take turns out of order in a group/block.

    Stats:
    (I11) Alainn HP 14/24
    (XX) Grokka HP 28/28
    (Still outside the battlefield)
    (J12) Hertzog HP 29/29
    (J11) Typhor HP 28/30
    (I10) William HP 22/34
    (E11) Janiven HP 58/58
    (E10) Goblin Archer #1 HP 29/29
    Grant CA (until end of Round 1)
    (J5) Goblin Archer #2 HP 29/29
    Great Position
    Grant CA (until end of Round 1)
    (G5) Goblin Archer #3 HP 29/29
    Great Position
    Grant CA (until end of Round 1)
    (I8) Goblin Blackblade #1 HP 25/25
    Grant CA (until end of Round 1)
    (I9) Goblin Blackblade #2 HP 25/25
    Grant CA (until end of Round 1)
    (J9) Goblin Blackblade #3 HP 25/25
    Grant CA (until end of Round 1)
    (E4) Goblin Acolyte of Maglubiyet HP 29/29
    Grant CA (until end of Round 1)
    (J6) Boontah, Goblin Boss (Elite) HP 90/90

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor +4 THP if you bloody or kill an enemy. Only happens once per round



    Monster Details:
    GoblinMaglybiyet.pngGoblin Priest of Maglubiyet: HP 29/29 AC 15; Fort 12, Reflex 12, Will 14, Speed 6; Vision: Low-Light
    Special:
    Life Scourge (Aura 2):
    Each creature within the aura cannot regain hit points.

    Goblin Tactics (At-Will, Immediate Reaction):
    Trigger: When the goblin is missed by a melee attack.
    Effect: The goblin shifts one square (Will always shift one square away (player’s choice; to simplify posting).


    GoblinArcher.png Goblin Archer: HP 29/29 AC 17; Fort 13, Reflex 15, Will 12, Speed 6; Vision: Low-Light
    Special:
    Goblin Tactics (At-Will, Immediate Reaction):
    Trigger: When the goblin is missed by a melee attack.
    Effect: The goblin shifts one square (Will always shift one square away (player’s choice; to simplify posting).

    Great Position:
    If, on its turn, the goblin ends its move at least 4 squares away from the starting point, it deals 1d6 extra damage on its range attacks until the start of its next turn.


    GoblinBlackblade.png Goblin Blackblade: HP 25/25 AC 16; Fort 12, Reflex 14, Will 11, Speed 6; Vision: Low-Light
    Special:
    Goblin Tactics (At-Will, Immediate Reaction):
    Trigger: When the goblin is missed by a melee attack.
    Effect: The goblin shifts one square (Will always shift one square away (player’s choice; to simplify posting).

    Combat Advantage:
    The Goblin Blackblade deals an extra 1d6 damage against any target it has combat advantage against.

    Sneaky:
    When shifting, a Goblin Blackblade can move into an occupied square by an ally of it’s level or lower. The ally shifts into the Blackblade’s previous space as a free action.


    BoontahElite.png Boontah, Goblin Boss (Elite): HP 90/90 AC 14; Fort 16, Reflex 14, Will 13, Speed 6; Vision: Low-Light; Saving Throws: +2; Action Points: 1
    Special:
    Goblin Tactics (At-Will, Immediate Reaction):
    Trigger: When the goblin is missed by a melee attack.
    Effect: The goblin shifts one square (Will always shift around a target (player’s choice; to simplify posting).


    Janiven-1.png Janiven: HP 58/58 AC 19; Fort 18, Reflex 17, Will 16, Speed 6; Vision: Normal
    Special:
    Striker Feature (Special):
    Effect: Once per round, Janiven deals 1d8 extra damage when she hits an enemy she has combat advantage against.

    Features:
    Illumination: Typhor’s Sunglaive grants light in a 20 square radius (or to whatever radius Tyhpor demands). The area is treated as a normally lit and illuminated tunnel.

    Sewer Ditch: This tunnel’s ditch is filled up to torso-high water. The water is deep though, so it is treated as difficult terrain. However, the water itself is extremely filthy and hazardous to an injured PC’s health. Any BLOODIED PC wading through the water is subject to an endurance check of DC 15. A failed roll results in the PC infected with Filth Fever. Also, jumping down or up the ditch wall takes a full square of movement. In addition, a player (or NPC) can do a long jump over the ditch to reach the other side. Rules regarding Long Jumping can be found in the PHB 1 (Pg.182-183, under the Athletics skill). Post Errata, of course.

    COLOR="Lime"] Up Next: Alainn, Hertzog and Typhor[/COLORCOLOR="Red"] On Deck: Goblin Acolyte and Boontah[/COLOR

    TiamatZ on
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    FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited December 2010
    Taking advantage of the confusion created by Grokka's ploy, Typhor attempts to reach past the two nearest goblins to attack the one immediately behind them. Unfortunately, he finds he's misjudged the range to the back-rank foe. Thinking quickly, Typhor adjusts his strike to hit one of the Blackblades in front instead, but the late maneuver reduces the force of the blow, and the goblin is not badly hurt.
    Standard Action: Viper's Strike on Goblin Blackblade #2 (I9)
    --->Attack: 1d20 + 7 + 2 vs. 16 AC = 17 (hit!)
    --->Goblin Blackblade #2 takes 2d4 + 5 = 7 damage
    --->Effect: If Goblin Blackblade #2 shifts before the start of Typhor's next turn, it provokes an opportunity attack from an ally of Typhor's choice.
    Minor Action: Inspiring Word on Alainn
    --->Effect: Alainn spends a healing surge and regains 1d6 + 6 = 10 HP.
    Move Action: none

    Stats:
    Ass-Kickers
    (I11) Alainn HP 24/24 (no surges left!)
    (XX) Grokka HP 28/28
    (Still outside the battlefield)
    (J12) Hertzog HP 29/29
    (J11) Typhor HP 28/30
    (I10) William HP 22/34
    (E11) Janiven HP 58/58

    Asses Being Kicked
    (E10) Goblin Archer #1 HP 29/29
    --Grant CA (until end of Round 1)
    (J5) Goblin Archer #2 HP 29/29
    --Great Position
    --Grant CA (until end of Round 1)
    (G5) Goblin Archer #3 HP 29/29
    --Great Position
    --Grant CA (until end of Round 1)
    (I8) Goblin Blackblade #1 HP 25/25
    --Grant CA (until end of Round 1)
    (I9) Goblin Blackblade #2 HP 18/25
    --Grant CA (until end of Round 1)
    --Provokes an OA on a shift
    (J9) Goblin Blackblade #3 HP 25/25
    --Grant CA (until end of Round 1)
    (E4) Goblin Acolyte of Maglubiyet HP 29/29
    --Grant CA (until end of Round 1)
    (J6) Boontah, Goblin Boss (Elite) HP 90/90

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor +4 THP if you bloody or kill an enemy. Only happens once per round

    COLOR="Lime"] Up Next: Alainn and Hertzog[/COLORCOLOR="Red"] On Deck: Goblin Acolyte and Boontah[/COLOR

    FunkyWaltDogg on
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    GoatboyTimGoatboyTim Registered User regular
    edited December 2010
    Grokka laughs to himself from the shadows as he sees Typhor take a slice out of a few of the confused goblins. "Little ingrates, easier to trick than a room full of drunken farmers at harvest..."

    GoatboyTim on
    Grokka Lownote in Council of Thieves: OOC IC
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    SkyCaptainSkyCaptain IndianaRegistered User regular
    edited December 2010
    Alainn channeled the anger from her wound into her staff, slamming it on the flagstones of the sewer. The familiar crash of thunder rolled down the narrow tunnel, echoing off the dank and musty stones. She idly wondered how the people on the streets above were reacting to the storm beneath their feet. The quiet thunder built up into a loud crash of rattling kettledrums and tossed the two distant archers off their feet and into the filthy sewer muck below. Boss Boontahs bulk kept him standing for a moment, but ribbons of sunlight lashed out at him from the invoker's spinning staff a split second after the thunder crashed, driving the cruel goblin boss to his knees.

    "Ye should've taken the gold when you had the chance."

    Actions
    Standard Thunder of Judgement
    -- Each target hit is pushed 2 squares and dazed until the end of Alainn's next turn.

    29 vs Fortitude 13 (Goblin Archer 2) -- Critical hit for 15 thunder damage!
    22 vs Fortitude 13 (Goblin Archer 3) -- Hit for 13 thunder damage!
    25 vs Fortitude 16 (Big Boss Boontah) -- Hit for 15 thunder damage!


    Push Goblin Archer 2 to H3 (Failed Save)
    Push Goblin Archer 3 to F3 (Successful Save)
    -- Falls prone in F4
    Push Big Boss Boontah to J5


    Action Point Sun Strike
    28 vs Reflex 14 (Big Boss Boontah) -- 7 radiant damage

    Slide Big Boss Boontah to K6 (Successful Save)
    -- Falls prone in J5


    Move Nothing
    Minor Nothing

    Stats
    Ass-Kickers
    (I11) Alainn HP 24/24 +4
    (?19) Grokka HP 28/28
    (J12) Hertzog HP 29/29
    (J11) Typhor HP 28/30
    (I10) William HP 22/34
    (E11) Janiven HP 58/58

    Asses Being Kicked
    (E10) Goblin Archer #1 HP 29/29
    -- Grant CA (until end of Round 1)
    (H3) Goblin Archer #2 HP 14/29 Bloodied!
    -- Prone
    -- Dazed until end of Alainn's next turn
    -- Great Position
    -- Grant CA (until end of Round 1)
    (F3) Goblin Archer #3 HP 16/29
    -- Prone
    -- Dazed until end of Alainn's next turn
    -- Great Position
    -- Grant CA (until end of Round 1)
    (I8) Goblin Blackblade #1 HP 18/25
    -- Grant CA (until end of Round 1)
    -- Provokes an OA on a shift
    (I9) Goblin Blackblade #2 HP 25/25
    -- Grant CA (until end of Round 1)
    (J9) Goblin Blackblade #3 HP 25/25
    -- Grant CA (until end of Round 1)
    (E4) Goblin Acolyte of Maglubiyet HP 29/29
    -- Grant CA (until end of Round 1)
    (J5) Boontah, Goblin Boss (Elite) HP 68/90
    -- Prone
    -- Dazed until end of Alainn's next turn

    Effects
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor: +4 THP if you bloody or kill an enemy. Only happens once per round

    Virtue Round 1 Alainn

    [Up Next] Hertzog
    [On Deck] Big Boss Boontah and his Priest

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
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    QedQed Registered User regular
    edited December 2010
    Eying the deep water cautiously, Hertzog advances on the goblins in front of him. Swinging with both spikes at the goblin in front of him, one hand seems doomed by fate to miss, but the other connects solidly as the goblin jumps backwards. Confined to the ledge, Hertzog shudders as he prepares for the incoming attack. With so little chance to approach the archers and priest, this would be a difficult fight.

    Crunch
    Move Walk to J10
    Minor: Declare Hunter's Quarry vs Goblin Blackblade #3 (J9)
    Standard: Twin Strike vs Goblin Blackblade #3 (J9)
    -->1d20+11 = 13 (miss)
    -->1d20+11 = 21 (Hit)
    -->Damage: 2d4+2d6+1 = 10
    -->Goblin Tactics: Goblin Blackblade #3 shifts to J8

    Stats
    The Good:
    (I11) Alainn HP 24/24 +4
    (I19) Grokka HP 28/28
    (E5) Hertzog HP 29/29
    (J11) Typhor HP 28/30
    (I10) William HP 22/34
    (E11) Janiven HP 58/58

    The Bad:
    (E10) Goblin Archer #1 HP 29/29
    -->Grant CA (until end of Round 1)
    (H3) Goblin Archer #2 HP 14/29 Bloodied!
    -->Prone
    -->Dazed until end of Alainn's next turn
    -->Great Position
    -->Grant CA (until end of Round 1)
    (F3) Goblin Archer #3 HP 16/29
    -->Prone
    -->Dazed until end of Alainn's next turn
    -->Great Position
    -->Grant CA (until end of Round 1)
    (I8) Goblin Blackblade #1 HP 18/25
    -->Grant CA (until end of Round 1)
    -->Provokes an OA on a shift
    (I9) Goblin Blackblade #2 HP 25/25
    -->Grant CA (until end of Round 1)
    (J8) Goblin Blackblade #3 HP 15/25
    -->Grant CA (until end of Round 1)
    -->Hertzog's Quarry
    (E4) Goblin Acolyte of Maglubiyet HP 29/29
    -->Grant CA (until end of Round 1)
    (J5) Boontah, Goblin Boss (Elite) HP 68/90
    -->Prone
    -->Dazed until end of Alainn's next turn

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor: +4 THP if you bloody or kill an enemy. Only happens once per round

    color="Red"][b] Up Next: Stupid Goblins [/color
    [ On Deck: Smarty Humans and Humanoids ][/b]

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
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    TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited December 2010
    The large goblin shrugs off the Invoker's fiery light, and stands up. Sure, it looked painful... if you were a skinny human!

    "Yer thinkin a light show will stop me? I'ma made 'o tougher hide than yer humans. Get to it lads!" Boontah scoffs at Alainn.

    The hooded acolyte, unlike his cocky leader, thought of the heroes as a direct threat, and decided on halting their approach. The goblin starts chanting a foreign language, and two large (and all too familiar) crimson claws appear out of thin air. As the priest points to the Half-Orc and to the nearby Human, the claws lunge forward.

    As the claws try grab the nearby heroes, one tries to lunge at Hertzog's ankles. Fortunately, the Half-orc manage to dodge the blow, taking cover behind the Swordmage. Unfortunately for William, the other giant hand grabs him by the throat; it's claws digging deep in the Swordmage's neck. Satisfied with it's work, the hooded acolyte moves further away from the fight, hoping to support his leader (and his pack) from a distance...


    Moves:
    Boontah, Goblin Boss:
    Move Action: Stand Up
    Free Action: Puffs up at Alainn's defiance.

    Goblin Acolyte:
    Standard Action: Maglubiyet's Fists
    Maglubiyet's Fists (Recharge d5 d6; standard)
    Effect: The Acolyte makes two Hand of Maglubiyet attacks, each against a different target.

    Hand of Maglubiyet #1: Targeting Hertzog (J10)
    Hand of Maglubiyet (At-Will; Standard) Force
    Ranged 10; +5 vs AC
    Hit: 1d6+5 force damage, and the acolyte chooses to either slide the target 3 squares or to immobilize the target until the end of the Acolyte's next turn.
    Attack Roll: 17 vs AC Miss! (Hertzog has cover from William).

    Hand of Maglubiyet #2: Targeting William (I10)
    Hand of Maglubiyet (At-Will; Standard) Force
    Ranged 10; +5 vs AC
    Hit: 1d6+5 force damage, and the acolyte chooses to either slide the target 3 squares or to immobilize the target until the end of the Acolyte's next turn.
    Attack Roll: 23 vs AC Hit!
    Damage Roll: 7 force damage, and William is Immobilized.
    Move Action: Move to B4

    Stats:
    The Good:
    (I11) Alainn HP 24/24 +4
    (I19) Grokka HP 28/28
    (J10) Hertzog HP 29/29
    Immobilized!
    (J11) Typhor HP 28/30
    (I10) William HP 15/34 Bloodied!
    Immobilized!
    (E11) Janiven HP 58/58

    The Bad:
    (E10) Goblin Archer #1 HP 29/29
    -->Grant CA (until end of Round 1)
    (H3) Goblin Archer #2 HP 14/29 Bloodied!
    -->Prone
    -->Dazed until end of Alainn's next turn
    -->Great Position
    -->Grant CA (until end of Round 1)
    (F4) Goblin Archer #3 HP 16/29
    -->Prone
    -->Dazed until end of Alainn's next turn
    -->Great Position
    -->Grant CA (until end of Round 1)
    (I8) Goblin Blackblade #1 HP 25/25
    -->Grant CA (until end of Round 1)
    (I9) Goblin Blackblade #2 HP 18/25
    -->Grant CA (until end of Round 1)
    -->Provokes an OA on a shift
    (J8) Goblin Blackblade #3 HP 15/25
    -->Grant CA (until end of Round 1)
    -->Hertzog's Quarry
    (B4) Goblin Acolyte of Maglubiyet HP 29/29
    -->Grant CA (until end of Round 1)
    (J5) Boontah, Goblin Boss (Elite) HP 68/90
    -->Dazed until end of Alainn's next turn

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor: +4 THP if you bloody or kill an enemy. Only happens once per round

    color="Lime"][b] Up Next: Grokka and William [/color
    [ On Deck: Round 2 ][/b]

    TiamatZ on
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    GoatboyTimGoatboyTim Registered User regular
    edited December 2010
    Grokka emerges from the darkness with a grin on his lips. Clapping the genasi on the back he says "Typhor, did you see that? They thought I was a whole regiment!" His mountainous laugh echos off of the walls as he begins a dead sprint towards the nearest goblin. "William! There's no time to stand there like a statue, these gentlemen wish do dance! If you would be so kind as to step to the side, there are some fiends that Josephine simply INSISTS on speaking with this evening." Gliding past Alainn in a swift maneuver he reaches down mid stride and slides William gently to the side with his free arm. He brings the blade to bear with the other arm, though the off-balance slice only cuts into his green skin, leaving behind a superficial wound.


    Crunch:
    Move: Move to I14
    Minor: Majestic Word on William
    -->Heal Surge +3: 11 HP
    -->William slides to J9
    Standard: Charge to I10 and attack Goblin Blackblade #2 (I9)
    -->Attack: 25+1 vs AC -- HIT!
    -->Damage: 6 Damage

    Stats:
    The Good:
    (I11) Alainn HP 24/24 +4
    (I10) Grokka HP 28/28
    (J10) Hertzog HP 29/29
    Immobilized!
    (J11) Typhor HP 28/30
    (J9) William HP 26/34
    Immobilized!
    (E11) Janiven HP 58/58

    The Bad:
    (E10) Goblin Archer #1 HP 29/29
    -->Grant CA (until end of Round 1)
    (H3) Goblin Archer #2 HP 14/29 Bloodied!
    -->Prone
    -->Dazed until end of Alainn's next turn
    -->Great Position
    -->Grant CA (until end of Round 1)

    (F4) Goblin Archer #3 HP 16/29
    -->Prone
    -->Dazed until end of Alainn's next turn
    -->Great Position
    -->Grant CA (until end of Round 1)

    (I8) Goblin Blackblade #1 HP 25/25
    -->Grant CA (until end of Round 1)
    (I9) Goblin Blackblade #2 HP 13/25
    -->Grant CA (until end of Round 1)
    -->Provokes an OA on a shift

    (J8) Goblin Blackblade #3 HP 15/25
    -->Grant CA (until end of Round 1)
    -->Hertzog's Quarry

    (B4) Goblin Acolyte of Maglubiyet HP 29/29
    -->Grant CA (until end of Round 1)
    (J5) Boontah, Goblin Boss (Elite) HP 68/90
    -->Dazed until end of Alainn's next turn

    Effects:

    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor: +4 THP if you bloody or kill an enemy. Only happens once per round

    [ NEXT: WILLIAM ]
    [ ON DECK: ROUND 2 ]

    GoatboyTim on
    Grokka Lownote in Council of Thieves: OOC IC
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    ironzergironzerg Registered User regular
    edited December 2010
    William is deeply moved by Grokka's words of encouragement. Literally. William finds the strength to drag himself and that damn magical fist out of the way of Grokka's charge, only to put himself waist deep in goblins.

    William takes his longsword and swings in it a wide arc towards his goblin foes. As the blade slashes through the air, deadly arcane runes dance out from the blade, tearing into the greenskins. However, the last goblin in the arc is able to dart back a few feet, saving his ugly face from being knocked down a couple more notches on the ugly bar.

    As William pulls his blade back into a defensive position, a few of the electric red runes dance over the heads of the two heavily bleeding goblins, reminding them that any undue mishief is going to be paid for in blood.

    William then points his fingers at the third goblin and traces a familiar rune in the air, which manifests itself as a menancing electric red glow over the head of the slighly swifter Blackblade.
    Standard Action: Sword of Sigils vs Goblin Blackblade 1, 2 and 3:
    Blackblade 1 = 1d20+10+2 vs 16 AC = 21! A Hit!
    Blackblade 2 = 1d20+10+2 vs 16 AC = 25! A Hit!
    Blackblade 3 = 1d20+10+2 vs 16 AC = 15! A Miss!

    --->Blackblade 3 shifts back to J8

    Blackblade 1 takes 10 damage!
    --->Target is marked until the end of your next turn. If the target makes an attack that does not include you as a target, it takes 5 force damage after the attack is resolved.
    --->If a target is within 10 squares of you with an attack that does not include you as a target, you can use an immediate interrupt to reduce the damage dealt by that attack to any single creature by 2

    Blackblade 2 takes 9 damage!

    --->Target is marked until the end of your next turn. If the target makes an attack that does not include you as a target, it takes 5 force damage after the attack is resolved.
    --->If a target is within 10 squares of you with an attack that does not include you as a target, you can use an immediate interrupt to reduce the damage dealt by that attack to any single creature by 2


    Minor Action: Aegis of Shield on Blackblade 3
    --->If your marked target makes an attack that doesn’t include you as a target, it takes a –2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an immediate interrupt to reduce the damage dealt by that attack to any one creature by 7

    [ Up Next: Heads down, the Archers are preparing another volley! ]
    [ On Deck: Janiven, defiant as ever! ]

    ironzerg on
  • Options
    TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited December 2010
    Kicking a Goblin’s Nest! Round 2

    As the remaining archers stand up from Alainn's thunderclap, the lone archer drops his short bow. He withdraws a short, crude blade, and lunges at Janiven.

    Janiven, no stranger to the art of swordplay, deftly dodges the blow, and lands one of her own on the goblin's head. The archer reels in pain at the strike.

    The goblins on the wooden bridge, now heavily outnumbered, try their luck at more dirtier, underhanded tactics. With quick sleigh of hands, each of the goblin rogues crouch onto the floor, pick up nearby filth, and try hurling it towards the Swordmage's eyes.

    Thankfully, they have horrible aim, as the filth and mud merely flies over the heroes, much less hitting the Swordmage in the face...


    Moves (Round 2):
    Goblin Archers:
    Goblin Archer #1:
    Free Action: Drop Short bow
    Minor Action: Unsheathe Short Sword
    Standard Action: Short Sword attack against Janiven
    M Short Sword (At-Will; Standard) Weapon
    +6 vs AC
    1d6+2 damage
    Attack Roll: 12 vs AC Miss!


    Goblin Archer #2:
    Move Action: Stand up


    Goblin Archer #3:
    Move Action: Stand up


    Janiven:
    Standard Action: Short Sword attack against Janiven
    M Careful Attack (At-Will; Standard) Weapon
    +11 vs AC
    1d8+4 damage
    Attack Roll: 18 vs AC Hit!
    Damage Roll: 6 damage


    Goblin Blackblades:
    Goblin Blackblade #1:
    Standard Action: Here’s mud in your eye! against William
    Here’s mud in your eye! (Encounter; Standard)
    +6 vs Reflex
    The target is blinded (save ends)
    Attack Roll: [URL=" http://4e.orokos.com/roll/32477"]13[/URL] vs AC Miss!


    Goblin Blackblade #2:
    Standard Action: Here’s mud in your eye! against William
    Here’s mud in your eye! (Encounter; Standard)
    +6 vs Reflex
    The target is blinded (save ends)
    Attack Roll: 8 vs AC Miss!


    Goblin Blackblade #3:
    Standard Action: Here’s mud in your eye! against William
    Here’s mud in your eye! (Encounter; Standard)
    +6 vs Reflex
    The target is blinded (save ends)
    Attack Roll: 13 vs AC Miss!

    Map (Round 2):
    SewerFight4Round2.jpg

    Initiative:
    Goblin Archers 21 average
    Janiven (Ally) 19
    Goblin Blackblades [URL=" http://4e.orokos.com/roll/32257"]18[/URL] average
    Hertzog 18
    Alainn 17
    Typhor 15
    Goblin Acolyte of Maglubiyet 14
    Boontah, Goblin Boss (Elite) 11
    Grokka 12 (decided to move him here, if only to streamline the posting process)
    William 8

    (Since there's going to be a number of identical monsters, I decided to take the average of each monster’s initiative, just to help reduce the complexities of facing off more than 5 enemies in the initiative bar. )

    Here's how it goes: Allies/enemies take turns out of order in a group/block.

    Stats:
    The Good:
    (I11) Alainn HP 24/24 +4
    (I10) Grokka HP 28/28
    (J10) Hertzog HP 29/29
    (J11) Typhor HP 28/30
    (J9) William HP 26/34
    Immobilized!
    (E11) Janiven HP 58/58

    The Bad:
    (E10) Goblin Archer #1 HP 23/29
    (H3) Goblin Archer #2 HP 14/29 Bloodied!
    -->Dazed until end of Alainn's next turn
    (F4) Goblin Archer #3 HP 16/29
    -->Dazed until end of Alainn's next turn
    (I8) Goblin Blackblade #1 HP 15/25
    --->Target is marked until the end of William’s next turn. If the target makes an attack that does not include him as a target, it takes 5 force damage after the attack is resolved.
    --->If a target is within 10 squares of William with an attack that does not include him as a target, he can use an immediate interrupt to reduce the damage dealt by that attack to any single creature by 2.
    (I9) Goblin Blackblade #2 HP 4/25 Bloodied!
    -->Provokes an OA on a shift
    --->Target is marked until the end of William’s next turn. If the target makes an attack that does not include him as a target, it takes 5 force damage after the attack is resolved.
    --->If a target is within 10 squares of William with an attack that does not include him as a target, he can use an immediate interrupt to reduce the damage dealt by that attack to any single creature by 2.
    (J8) Goblin Blackblade #3 HP 15/25
    -->William’s Aegis (-2 on attack rolls against non-William targets. If attack hits, William reduces the damage dealt by 7.)
    (B4) Goblin Acolyte of Maglubiyet HP 29/29
    (J5) Boontah, Goblin Boss (Elite) HP 68/90
    -->Dazed until end of Alainn's next turn

    Effects:

    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor: +4 THP if you bloody or kill an enemy. Only happens once per round


    Monster Details:
    GoblinMaglybiyet.pngGoblin Priest of Maglubiyet: HP 29/29 AC 15; Fort 12, Reflex 12, Will 14, Speed 6; Vision: Low-Light
    Special:
    Life Scourge (Aura 2):
    Each creature within the aura cannot regain hit points.

    Goblin Tactics (At-Will, Immediate Reaction):
    Trigger: When the goblin is missed by a melee attack.
    Effect: The goblin shifts one square (Will always shift one square away (player’s choice; to simplify posting).


    GoblinArcher.png Goblin Archer: HP 29/29 AC 17; Fort 13, Reflex 15, Will 12, Speed 6; Vision: Low-Light
    Special:
    Goblin Tactics (At-Will, Immediate Reaction):
    Trigger: When the goblin is missed by a melee attack.
    Effect: The goblin shifts one square (Will always shift one square away (player’s choice; to simplify posting).

    Great Position:
    If, on its turn, the goblin ends its move at least 4 squares away from the starting point, it deals 1d6 extra damage on its range attacks until the start of its next turn.


    GoblinBlackblade.png Goblin Blackblade: HP 25/25 AC 16; Fort 12, Reflex 14, Will 11, Speed 6; Vision: Low-Light
    Special:
    Goblin Tactics (At-Will, Immediate Reaction):
    Trigger: When the goblin is missed by a melee attack.
    Effect: The goblin shifts one square (Will always shift one square away (player’s choice; to simplify posting).

    Combat Advantage:
    The Goblin Blackblade deals an extra 1d6 damage against any target it has combat advantage against.

    Sneaky:
    When shifting, a Goblin Blackblade can move into an occupied square by an ally of it’s level or lower. The ally shifts into the Blackblade’s previous space as a free action.


    BoontahElite.png Boontah, Goblin Boss (Elite): HP 90/90 AC 14; Fort 16, Reflex 14, Will 13, Speed 6; Vision: Low-Light; Saving Throws: +2; Action Points: 1
    Special:
    Goblin Tactics (At-Will, Immediate Reaction):
    Trigger: When the goblin is missed by a melee attack.
    Effect: The goblin shifts one square (Will always shift around a target (player’s choice; to simplify posting).


    Janiven-1.png Janiven: HP 58/58 AC 19; Fort 18, Reflex 17, Will 16, Speed 6; Vision: Normal
    Special:
    Striker Feature (Special):
    Effect: Once per round, Janiven deals 1d8 extra damage when she hits an enemy she has combat advantage against.

    Features:
    Illumination: Typhor’s Sunglaive grants light in a 20 square radius (or to whatever radius Tyhpor demands). The area is treated as a normally lit and illuminated tunnel.

    Sewer Ditch: This tunnel’s ditch is filled up to torso-high water. The water is deep though, so it is treated as difficult terrain. However, the water itself is extremely filthy and hazardous to an injured PC’s health. Any BLOODIED PC wading through the water is subject to an endurance check of DC 15. A failed roll results in the PC infected with Filth Fever. Also, jumping down or up the ditch wall takes a full square of movement. In addition, a player (or NPC) can do a long jump over the ditch to reach the other side. Rules regarding Long Jumping can be found in the PHB 1 (Pg.182-183, under the Athletics skill). Post Errata, of course.

    COLOR="Lime"] Up Next: Alainn, Hertzog and Typhor[/COLORCOLOR="Red"] On Deck: Goblin Acolyte and Boontah[/COLOR

    TiamatZ on
  • Options
    QedQed Registered User regular
    edited December 2010
    Hertzog jerks his head in the direction of the goblin priest. Making eye contact at Typhor he asks.

    "I think I can get to him, can you?"

    Recognizing that such an attack would be a gamble, the half-orc shuddered to think of the priest having more chances to hold his allies in place. A goblin should not look so smug, even with cronies standing in the way.

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
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    QedQed Registered User regular
    edited December 2010
    Realizing that he would need to take the lead on this assault, Hertzog sets his focus on the goblin acolyte across the sewer. The half-orc closes his eyes for a moment and breathes deeply, nods at his upcoming task, and then springs into action. With a lot of distance to cover, Hertzog jumps down towards the sewers, throwing out one of his spikes at the nearby blackblade. The weapon land with a satisfying noise as the spike passes through the shocked goblin who slumps to the floor. Trudging through the vile water, Hertzog keeps his cool and halfway across, increases his pace.

    Again the half-orc rises from the sewers onto the ledge, taking one more step before driving his close-held spike through the robed acolyte's torso. A scream erupts from the formerly smug goblin, but he remains standing.

    "You'll pay for that!" the greenskin croaks out in common as he readies a spell to bind the half-orc in place. With a last surge of strength, Hertzog moves from his protected stance and claps his two spikes into either side of the goblins head. The foul magic dissapates as the second goblin falls to the floor and Hertzog turns back to his friends; tired, but smiling.

    Crunch
    Minor: Off-Hand Strike vs Goblin Blackblade #2 (I9)
    -->1d20+11 = 25 (Hit!)
    -->Damage: 2d4+7 = 13
    -->Goblin Blackblade #2 (I9) is slain!
    Move Walk to G8
    Standard: Charge vs Goblin Acolyte of Maglubiyet (B4), moving to (C4)
    -->1d20+10 = 20 (Hit!)
    -->Furious Assault: extra [W] Damage
    -->Damage: 4d4+1d6+5 = 20
    Action Point! Standard: Twin Strike vs Goblin Acolyte of Maglubiyet (B4)
    -->2 x (1d20+10) = 20 (Hit!) 27 (Hit!)
    -->Damage: 4d4+6 = 17
    -->Goblin Acolyte of Maglubiyet (B4) is slain!
    -->Virtue of Valor: Hertzog gains +4 THP

    Stats:
    The Good:
    (I11) Alainn HP 24/24 +4
    (I10) Grokka HP 28/28
    (C4) Hertzog HP 29/29 +4
    (J11) Typhor HP 28/30
    (J9) William HP 26/34
    Immobilized!
    (E11) Janiven HP 58/58

    The Bad:
    (E10) Goblin Archer #1 HP 23/29
    (H3) Goblin Archer #2 HP 14/29 Bloodied!
    -->Dazed until end of Alainn's next turn
    (F4) Goblin Archer #3 HP 16/29
    -->Dazed until end of Alainn's next turn
    (I8) Goblin Blackblade #1 HP 15/25
    --->Target is marked until the end of William’s next turn. If the target makes an attack that does not include him as a target, it takes 5 force damage after the attack is resolved.
    --->If a target is within 10 squares of William with an attack that does not include him as a target, he can use an immediate interrupt to reduce the damage dealt by that attack to any single creature by 2.
    (J8) Goblin Blackblade #3 HP 15/25
    -->William’s Aegis (-2 on attack rolls against non-William targets. If attack hits, William reduces the damage dealt by 7.)
    (J5) Boontah, Goblin Boss (Elite) HP 68/90
    -->Dazed until end of Alainn's next turn

    The Dead:
    (I9) Goblin Blackblade #2 HP -9/25 Collateral damage of Hertzog
    (B4) Goblin Acolyte of Maglubiyet HP -8/29 Deemed too irritating to live by Hertzog

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor: +4 THP if you bloody or kill an enemy. Only happens once per round

    color="Lime"][b] Up Next: Typhor and Alainn [/color
    [ On Deck: Slightly-thinned Goblins ][/b]

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
  • Options
    FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited December 2010
    Typhor steps forward into the spot vacated by Hertzog, and thrusts his weapon past William at the goblin opposite him. Although his blade is nearly on the mark, it is deflected harmlessly off the Blackblade's armor.

    The goblin laughs mockingly as it takes a step back, provoking a wordless growl of frustration from Typhor.
    Move Action: Walk to J10
    Minor Action: none
    Standard Action: Viper's Strike on Goblin Blackblade #3 (J8)
    --->Attack: 1d20 + 7 vs. 16 AC = 15 (miss)
    --->Trigger: A melee attack misses the Blackblade
    --->Free Action: Goblin Blackblade #3 shifts away 1 square (to J7)

    Stats:
    The Good:
    (I11) Alainn HP 24/24 +4
    (I10) Grokka HP 28/28
    (C4) Hertzog HP 29/29 +4
    (J10) Typhor HP 28/30
    (J9) William HP 26/34
    Immobilized!
    (E11) Janiven HP 58/58

    The Bad:
    (E10) Goblin Archer #1 HP 23/29
    (H3) Goblin Archer #2 HP 14/29 (bloodied!)
    -->Dazed until end of Alainn's next turn
    (F4) Goblin Archer #3 HP 16/29
    -->Dazed until end of Alainn's next turn
    (I8) Goblin Blackblade #1 HP 15/25
    --->Target is marked until the end of William’s next turn. If the target makes an attack that does not include him as a target, it takes 5 force damage after the attack is resolved.
    --->If a target is within 10 squares of William with an attack that does not include him as a target, he can use an immediate interrupt to reduce the damage dealt by that attack to any single creature by 2.
    (J7) Goblin Blackblade #3 HP 15/25
    -->William’s Aegis (-2 on attack rolls against non-William targets. If attack hits, William reduces the damage dealt by 7.)
    (J5) Boontah, Goblin Boss (Elite) HP 68/90
    -->Dazed until end of Alainn's next turn

    The Dead:
    (I9) Goblin Blackblade #2 HP -9/25 Collateral damage of Hertzog
    (B4) Goblin Acolyte of Maglubiyet HP -8/29 Deemed too irritating to live by Hertzog

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor: +4 THP if you bloody or kill an enemy. Only happens once per round

    color="Lime"][b] Up Next: Alainn [/color
    [ On Deck: Slightly-thinned Goblins ][/b]

    FunkyWaltDogg on
  • Options
    SkyCaptainSkyCaptain IndianaRegistered User regular
    edited December 2010
    Alainn dances backwards, her staff still spinning in an intricate pattern. The slicing ribbons of sunlight flash again and carve three grooves into the stone pillar above the goblin archers head. A trickle of dust spills out from the cuts.

    Actions
    Move Shift to J11, taking cover behind her allies
    Standard Sun Strike
    11 vs Reflex 15 (Goblin Archer 1) -- Miss!

    Stats:
    The Good
    (J11) Alainn HP 24/24 +4
    (I10) Grokka HP 28/28
    (C4) Hertzog HP 29/29 +4
    (J10) Typhor HP 28/30
    (J9) William HP 26/34
    Immobilized!
    (E11) Janiven HP 58/58

    The Bad
    (E10) Goblin Archer #1 HP 23/29
    (H3) Goblin Archer #2 HP 14/29 (bloodied!)
    -->Dazed until end of Alainn's next turn
    (F4) Goblin Archer #3 HP 16/29
    -->Dazed until end of Alainn's next turn
    (I8) Goblin Blackblade #1 HP 15/25
    --->Target is marked until the end of William’s next turn. If the target makes an attack that does not include him as a target, it takes 5 force damage after the attack is resolved.
    --->If a target is within 10 squares of William with an attack that does not include him as a target, he can use an immediate interrupt to reduce the damage dealt by that attack to any single creature by 2.
    (J7) Goblin Blackblade #3 HP 15/25
    -->William’s Aegis (-2 on attack rolls against non-William targets. If attack hits, William reduces the damage dealt by 7.)
    (J5) Boontah, Goblin Boss (Elite) HP 68/90
    -->Dazed until end of Alainn's next turn

    The Dead
    (I9) Goblin Blackblade #2 HP -9/25 Collateral damage of Hertzog
    (B4) Goblin Acolyte of Maglubiyet HP -8/29 Deemed too irritating to live by Hertzog

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor: +4 THP if you bloody or kill an enemy. Only happens once per round

    [Up Next] Slightly-thinned Goblins
    [On Deck] Grokka & William

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
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    QedQed Registered User regular
    edited December 2010
    Lazy Saturday = Updated Map
    SewerFight4Round2b.jpg

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
  • Options
    TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited December 2010
    Boontah rages as not one, but two of his soldiers get eviscerated by the agile Half-Orc.

    "Bloo'y halfbloo'! I' kell ya!"

    The goblin chieftain makes his way towards the Half-Orc. His left eye starts glowing a bright orange glow. Soon, a fiery ray blasts from the goblin's eye, hading towards the ranger.

    Hertzog spots the attack in less than a heartbeat, and cranes and twists his back backwards. The ray passes right over him, less than a hair's breadth from his chest. The ray hits harmlessly the nearby wall, but this gave the cunning goblin the time he needed to catch up on the ground.

    As the goblin swings his flail at the Half-Orc, Hertzog scoffs at the attack (thinking it an amateurish attack), and parries it with his own chain. But, unfortunately for the ranger, that was what Boontah wanted. Instead, the goblin quickly backpedalled, and swung it's flail again, this time at Hertzog's exposed left flank. The impact on the Half-orc's ribs was a painful endavour, and soon the ranger found himself face-to-face with the hideous goblin; it's orange and purple eyes staring right at him...

    Moves:
    Move Action: Move to D4
    Minor Action: The Eyes Have It! against Hertzog
    The Eyes Have It! (minor action; at-will) While not blinded; once per round
    Effect: Boontah makes an eye ray attack chosen randomly from the following list. Using an eye ray does not provoke opportunity attacks.
    1—Fire Ray (Fire): Ranged 5; +4 vs. Reflex; 1d6 + 3 fire damage.
    2—Exhaustion Ray (Necrotic): Ranged 5; +4 vs. Fortitude; 1d6 necrotic damage, and the target is weakened until the end of Boontah’s next turn
    Roll: 1
    Fire Ray Attack Roll: 13 vs Reflex Miss!

    Standard Action: Dizzy Goblin Strike against Hertzog
    Dizzy Goblin Strike (standard action; weapon) Recharge d6
    Attack: Close Burst 1 (targets enemies)
    Attack: +5 vs AC
    Hit: 1d10+3 damage, and the target is pushed 1 square
    Secondary attack: ????
    Attack Roll: 10 vs AC Miss!

    Action Point: Flail against Hertzog
    Flail (Standard Action; At-Will)
    Attack: +5 vs AC
    Hit: 1d12+3 damage, and slide the target 1 square.
    Attack Roll: 25 vs AC CRITICAL HIT!
    Damage Roll: 15 damage, and Hertzog is shifted to D5


    Stats:
    The Good
    (J11) Alainn HP 24/24 +4
    (I10) Grokka HP 28/28
    (D5) Hertzog HP 18/29
    (J10) Typhor HP 28/30
    (J9) William HP 26/34
    (E11) Janiven HP 58/58

    The Bad
    (E10) Goblin Archer #1 HP 23/29
    (H3) Goblin Archer #2 HP 14/29 (bloodied!)
    (F4) Goblin Archer #3 HP 16/29
    (I8) Goblin Blackblade #1 HP 15/25
    --->Target is marked until the end of William’s next turn. If the target makes an attack that does not include him as a target, it takes 5 force damage after the attack is resolved.
    --->If a target is within 10 squares of William with an attack that does not include him as a target, he can use an immediate interrupt to reduce the damage dealt by that attack to any single creature by 2.
    (J7) Goblin Blackblade #3 HP 15/25
    -->William’s Aegis (-2 on attack rolls against non-William targets. If attack hits, William reduces the damage dealt by 7.)
    (D4) Boontah, Goblin Boss (Elite) HP 68/90

    The Dead
    (I9) Goblin Blackblade #2 HP -9/25 Collateral damage of Hertzog
    (B4) Goblin Acolyte of Maglubiyet HP -8/29 Deemed too irritating to live by Hertzog

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor: +4 THP if you bloody or kill an enemy. Only happens once per round

    [Up Next] Grokka and William
    [On Deck] Round 3

    TiamatZ on
  • Options
    GoatboyTimGoatboyTim Registered User regular
    edited December 2010
    Grokka steps up past the freshly hewn goblin to stare down his friend at arms. "Today, my little friend, Josephine has some words she should like to share with you." He clears this throat and begins to sing a battle hymn of the mountain kings when the notes stall in the air "How did that one go again? Onward to... something...". Distracted, Grokka's slice misses wide and nearly takes a fragment out of the ceiling. He simply glares at the blade in disgust.


    Crunch:
    Move: Move to I9

    Standard: Inspiring Refrain vs Goblin Blackblade #1 (I8)
    -->Attack: 14 vs AC - Miss!

    Minor: Majestic Word on Hertzog
    --> Healing: Surge +3: 10 Healing (Final Surge)

    Stats:
    The Good
    (J11) Alainn HP 24/24 +4
    (I9) Grokka HP 28/28
    (D5) Hertzog HP 28/29
    (J10) Typhor HP 28/30
    (J9) William HP 26/34
    (E11) Janiven HP 58/58

    The Bad
    (E10) Goblin Archer #1 HP 23/29
    (H3) Goblin Archer #2 HP 14/29 (bloodied!)
    (F4) Goblin Archer #3 HP 16/29
    (I8) Goblin Blackblade #1 HP 15/25
    --->Target is marked until the end of William’s next turn. If the target makes an attack that does not include him as a target, it takes 5 force damage after the attack is resolved.
    --->If a target is within 10 squares of William with an attack that does not include him as a target, he can use an immediate interrupt to reduce the damage dealt by that attack to any single creature by 2.
    (J7) Goblin Blackblade #3 HP 15/25
    -->William’s Aegis (-2 on attack rolls against non-William targets. If attack hits, William reduces the damage dealt by 7.)
    (D4) Boontah, Goblin Boss (Elite) HP 68/90

    The Dead

    (I9) Goblin Blackblade #2 HP -9/25 Collateral damage of Hertzog
    (B4) Goblin Acolyte of Maglubiyet HP -8/29 Deemed too irritating to live by Hertzog

    Effects:

    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor: +4 THP if you bloody or kill an enemy. Only happens once per round

    GoatboyTim on
    Grokka Lownote in Council of Thieves: OOC IC
  • Options
    ironzergironzerg Registered User regular
    edited December 2010
    William steps forward, contiuning his assualt on the BLackblades. As he swings his blade in high arcs towards the gobilns, a magical vortex of force rends and tears at the monsters. One Blackblade is sly enough to dodge the initial strike and step back out of harms way. The other is slashed to near ribbons, barely holding onto his life, as his blood continues to paint the floor.

    Not allowing the other Blackblade to escape with complete impunity, William traces a familiar rune in the air, which dances over the goblin's head, threatening him if he should try to engage anyone but the sword mage.
    Move Action: Shift to J8

    Standard Action: Sword Burst on Goblin Blackblades
    Goblin Blackblade 1 = 1d20 + 7 vesus 14 Reflex = 11! Miss!
    --->Shifts back to I7
    Goblin Blackblade 3 = 1d20 + 7 vesus 14 Reflex = 24! Hit!
    Goblin Blackblade 3 takes 10 Damage!

    Minor Action: Aegis on Blackblade 1

    Stats:
    The Good
    (J11) Alainn HP 24/24 +4
    (I9) Grokka HP 28/28
    (D5) Hertzog HP 28/29
    (J10) Typhor HP 28/30
    (J8) William HP 26/34 +4 THP
    (E11) Janiven HP 58/58

    The Bad
    (E10) Goblin Archer #1 HP 23/29
    (H3) Goblin Archer #2 HP 14/29 (bloodied!)
    (F4) Goblin Archer #3 HP 16/29
    (I7) Goblin Blackblade #1 HP 15/25
    -->William’s Aegis (-2 on attack rolls against non-William targets. If attack hits, William reduces the damage dealt by 7.)
    (J7) Goblin Blackblade #3 HP 5/25 (bloodied!)
    (D4) Boontah, Goblin Boss (Elite) HP 68/90

    The Dead

    (I9) Goblin Blackblade #2 HP -9/25 Collateral damage of Hertzog
    (B4) Goblin Acolyte of Maglubiyet HP -8/29 Deemed too irritating to live by Hertzog

    Effects:

    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor: +4 THP if you bloody or kill an enemy. Only happens once per round

    ironzerg on
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    FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited December 2010
    [ Up Next: (Round 3) Goblins, Janvien, and more Goblins ]
    [ On Deck: Alainn, Hertzog, and Typhor ]

    FunkyWaltDogg on
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    TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited December 2010
    Kicking a Goblin’s Nest! Round 3

    The archers trot back onto the walkway. Both rush off towards the right, and aim their weapons at the group. Finding the Swordmage to be the greater threat (and that he's blocking the path between the other goblins and the remaining heroes), they let loose two arrows, taking advantage of their positions.

    The two arrows find their mark. One plants itself in William's leg, while the other digs deeply into William's ribs. The human gasps in pain.

    While the Swordmage grasps at the wooden shafts sticking out of his body, the other two goblins jump on him. Both try hacking on the poor soul, but only one managed to get a grip, digging his blade in William's shoulder. As the blade slices the man's flesh, the goblin cackles with glee.

    However, William still stood his ground against these creatures, coughing up blood as he offered a half-hearted smile at his allies.

    Meanwhile, Janiven and the remaining goblin archer were still trading blows with one another, with Janiven seeming having the upper hand on it...

    Moves (Round 3):
    Goblin Archers:
    Goblin Archer #1:
    Standard Action: Short Sword attack against Janiven
    M Short Sword (At-Will; Standard) Weapon
    +6 vs AC
    1d6+2 damage
    Attack Roll: 16 vs AC Miss!


    Goblin Archer #2:
    Move Action: Move to M4
    Goblin Archer #2 gains Great Position (+1d6 damage on range attacks until start of next turn)
    Standard Action: Short Bow attack against William
    R Short Bow (At-Will; Standard) Weapon
    Ranged 15/30
    +6 vs AC
    1d8+2 damage
    (+1d6 Great Position)
    Attack Roll: 26 vs AC CRITICAL HIT!!!
    Damage Roll: 15 damage


    Goblin Archer #3:
    Move Action: Move to K5
    Goblin Archer #3 gains Great Position (+1d6 damage on range attacks until start of next turn)
    Standard Action: Short Bow attack against William
    R Short Bow (At-Will; Standard) Weapon
    Ranged 15/30
    +6 vs AC
    1d8+2 damage
    (+1d6 Great Position)
    Attack Roll: 22 vs AC Hit!
    Damage Roll: 12 damage


    Janiven:
    Standard Action: Short Sword attack against Goblin Archer #1
    M Careful Attack (At-Will; Standard) Weapon
    +11 vs AC
    1d8+4 damage
    Attack Roll: 21 vs AC Hit!
    Damage Roll: 7 damage


    Goblin Blackblades:
    Goblin Blackblade #1:
    Standard Action: Short Sword against William
    M Short Sword (At-Wil; Standard) Weapon
    +5 vs AC
    1d6+2 damage
    Attack Roll: [URL=" http://4e.orokos.com/roll/32580"]10[/URL] (forgot to add the +5 to the d20 roll) vs AC Miss!


    Goblin Blackblade #3:
    Standard Action: Short Sword against William
    M Short Sword (At-Wil; Standard) Weapon
    +5 vs AC
    1d6+2 damage
    Attack Roll: [URL=" http://4e.orokos.com/roll/32580"]24 [/URL] (forgot to add the +5 to the d20 roll) vs AC Hit!
    Damage Roll: [URL=" http://4e.orokos.com/roll/32580"]4 [/URL] (accidentally added the +5 to it; it should be +2) damage

    Map (Round 3):
    SewerFight4Round3.jpg

    Initiative:
    Goblin Archers 21 average
    Janiven (Ally) 19
    Goblin Blackblades [URL=" http://4e.orokos.com/roll/32257"]18[/URL] average
    Hertzog 18
    Alainn 17
    Typhor 15
    Goblin Acolyte of Maglubiyet 14
    Boontah, Goblin Boss (Elite) 11
    Grokka 12 (decided to move him here, if only to streamline the posting process)
    William 8

    (Since there's going to be a number of identical monsters, I decided to take the average of each monster’s initiative, just to help reduce the complexities of facing off more than 5 enemies in the initiative bar. )

    Here's how it goes: Allies/enemies take turns out of order in a group/block.

    Stats:
    The Good
    (J11) Alainn HP 24/24 +4
    (I9) Grokka HP 28/28
    (D5) Hertzog HP 28/29
    (J10) Typhor HP 28/30
    (J8) William HP 1/34 [/COLOR] (bloodied!)
    (E11) Janiven HP 58/58

    The Bad
    (E10) Goblin Archer #1 HP 16/29
    (M4) Goblin Archer #2 HP 14/29 (bloodied!)
    (K5) Goblin Archer #3 HP 16/29
    (I7) Goblin Blackblade #1 HP 15/25
    -->William’s Aegis (-2 on attack rolls against non-William targets. If attack hits, William reduces the damage dealt by 7.)
    (J7) Goblin Blackblade #3 HP 5/25 (bloodied!)
    (D4) Boontah, Goblin Boss (Elite) HP 68/90

    The Dead
    (I9) Goblin Blackblade #2 HP -9/25 Collateral damage of Hertzog
    (B4) Goblin Acolyte of Maglubiyet HP -8/29 Deemed too irritating to live by Hertzog

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor: +4 THP if you bloody or kill an enemy. Only happens once per round



    Monster Details:
    GoblinArcher.png Goblin Archer: HP 29/29 AC 17; Fort 13, Reflex 15, Will 12, Speed 6; Vision: Low-Light
    Special:
    Goblin Tactics (At-Will, Immediate Reaction):
    Trigger: When the goblin is missed by a melee attack.
    Effect: The goblin shifts one square (Will always shift one square away (player’s choice; to simplify posting).

    Great Position:
    If, on its turn, the goblin ends its move at least 4 squares away from the starting point, it deals 1d6 extra damage on its range attacks until the start of its next turn.


    GoblinBlackblade.png Goblin Blackblade: HP 25/25 AC 16; Fort 12, Reflex 14, Will 11, Speed 6; Vision: Low-Light
    Special:
    Goblin Tactics (At-Will, Immediate Reaction):
    Trigger: When the goblin is missed by a melee attack.
    Effect: The goblin shifts one square (Will always shift one square away (player’s choice; to simplify posting).

    Combat Advantage:
    The Goblin Blackblade deals an extra 1d6 damage against any target it has combat advantage against.

    Sneaky:
    When shifting, a Goblin Blackblade can move into an occupied square by an ally of it’s level or lower. The ally shifts into the Blackblade’s previous space as a free action.


    BoontahElite.png Boontah, Goblin Boss (Elite): HP 90/90 AC 14; Fort 16, Reflex 14, Will 13, Speed 6; Vision: Low-Light; Saving Throws: +2; Action Points: 1
    Special:
    Goblin Tactics (At-Will, Immediate Reaction):
    Trigger: When the goblin is missed by a melee attack.
    Effect: The goblin shifts one square (Will always shift around a target (player’s choice; to simplify posting).


    Janiven-1.png Janiven: HP 58/58 AC 19; Fort 18, Reflex 17, Will 16, Speed 6; Vision: Normal
    Special:
    Striker Feature (Special):
    Effect: Once per round, Janiven deals 1d8 extra damage when she hits an enemy she has combat advantage against.

    Features:
    Illumination: Typhor’s Sunglaive grants light in a 20 square radius (or to whatever radius Tyhpor demands). The area is treated as a normally lit and illuminated tunnel.

    Sewer Ditch: This tunnel’s ditch is filled up to torso-high water. The water is deep though, so it is treated as difficult terrain. However, the water itself is extremely filthy and hazardous to an injured PC’s health. Any BLOODIED PC wading through the water is subject to an endurance check of DC 15. A failed roll results in the PC infected with Filth Fever. Also, jumping down or up the ditch wall takes a full square of movement. In addition, a player (or NPC) can do a long jump over the ditch to reach the other side. Rules regarding Long Jumping can be found in the PHB 1 (Pg.182-183, under the Athletics skill). Post Errata, of course.

    COLOR="Lime"] Up Next: Alainn, Hertzog and Typhor[/COLORCOLOR="Red"] On Deck: Boontah[/COLOR

    TiamatZ on
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    QedQed Registered User regular
    edited December 2010
    Aghast at the pain dealt to William, Hertzog only barely restrains himself. He could not get to his friend with this brute goblin in the way. Instead, he catches Typhor's eyes and takes a step to the side, turning the goblin's back to the open walkway. Hoping that their combined might would be able to drop the goblin leader, Hertzog lets out a low growl, doing his best to hold the greenskin's attention while his friends reoriented the battlefield.

    Crunch
    Minor: Hunter's Quarry vs Boontah, Goblin Boss (D4)
    Move Shift to C4
    Standard: Ready Twin Strike vs Boontah, Goblin Boss (D4) after Typhor finishes his turn

    Stats:
    The Good
    (J11) Alainn HP 24/24 +4
    (I9) Grokka HP 28/28
    (C4) Hertzog HP 28/29
    (J10) Typhor HP 28/30
    (J8) William HP 1/34 (bloodied!)
    (E11) Janiven HP 58/58

    The Bad
    (E10) Goblin Archer #1 HP 16/29
    (M4) Goblin Archer #2 HP 14/29 (bloodied!)
    (K5) Goblin Archer #3 HP 16/29
    (I7) Goblin Blackblade #1 HP 15/25
    -->William’s Aegis
    (J7) Goblin Blackblade #3 HP 5/25 (bloodied!)
    (D4) Boontah, Goblin Boss (Elite) HP 68/90
    -->Hertzog's Quarry

    The Dead
    (I9) Goblin Blackblade #2 HP -9/25 Collateral damage of Hertzog
    (B4) Goblin Acolyte of Maglubiyet HP -8/29 Deemed too irritating to live by Hertzog

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor: +4 THP if you bloody or kill an enemy. Only happens once per round


    color="Lime"][b] Up Next: Typhor and Alainn [/color
    [ On Deck: Goblin+Colored Contacts ][/b]

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
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    FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited December 2010
    Typhor, amazed that William is still on his feet after the brutal assault he's just endured, attempts to rally the swordmage. "You can't fall now, dammit! Once this is over you're more than welcome to pass out, but right now we're counting on you!"

    Trusting that William will be all right for the moment, Typhor shifts to his watery form and smoothly moves past the goblins on the bridge, then rushes forward and attempts to skewer Boontah from behind. His glaive easily pierces his target's light armor, and the blade penetrates deep into the thick muscle of the goblin leader's back.

    Although he's already caused significant damage, Typhor is far from satisfied. He withdraws his weapon with a quick jerk, mumbles a prayer under his breath as he lets the point drop towards the floor, and then slashes upwards across Boontah's still-exposed back. The blade slices through Boontah's armor as though it were paper, cutting a massive gouge across the goblin's back and eliciting a howl of pain. Predictably, Boontah whirls around to face Typhor, presenting an irresistible target to Hertzog's whirling chains...
    Minor Action: Inspiring Word on William
    --->Effect: William spends a surge and regains 13 HP.
    Move Action: Swiftcurrent to I5
    --->Effect: Typhor shifts 5 squares, ignoring intervening enemies and difficult terrain.
    Standard Action: Charge to E4 against Boontah, Goblin Boss (D4)
    --->Attack: 1d20 + 7 + 3 versus 14 AC = 21 (hit!)
    --->Boontah, Goblin Boss takes 2d4 + 5 = 11 damage.
    ACTION POINT!
    Standard Action: Leader's Instincts on Boontah, Goblin Boss (D4)
    --->Attack: 1d20 + 7 + 2 versus 14 AC = 29 (CRITICAL HIT!)
    --->Boontah, Goblin Boss takes 4d4 (max'd) + 5 = 21 damage.
    --->Effect: Hertzog makes a basic attack against Boontah, Goblin Boss with a +2 power bonus to his attack roll.

    Stats:
    The Good
    (J11) Alainn HP 24/24 +4
    (I9) Grokka HP 28/28
    (C4) Hertzog HP 28/29
    (J10) Typhor HP 28/30
    (J8) William HP 14/34 (bloodied!)
    (E11) Janiven HP 58/58

    The Bad
    (E10) Goblin Archer #1 HP 16/29
    (M4) Goblin Archer #2 HP 14/29 (bloodied!)
    (K5) Goblin Archer #3 HP 16/29
    (I7) Goblin Blackblade #1 HP 15/25
    -->William’s Aegis
    (J7) Goblin Blackblade #3 HP 5/25 (bloodied!)
    (D4) Boontah, Goblin Boss (Elite) HP 36/90 (bloodied!)
    -->Hertzog's Quarry

    The Dead
    (I9) Goblin Blackblade #2 HP -9/25 Collateral damage of Hertzog
    (B4) Goblin Acolyte of Maglubiyet HP -8/29 Deemed too irritating to live by Hertzog

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor: +4 THP if you bloody or kill an enemy. Only happens once per round

    [ Up Next: Alainn ]
    [ On Deck: Goblin+Colored Contacts ]

    FunkyWaltDogg on
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    TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited December 2010
    Boontah cries out, not of pain, but of unrelenting fury. His pupils dilate, and his muscles contort, stiffening and flexing as though he were twitching. As an added side-effect, he starts foaming from his mouth uncontrollably.

    "WWWAAGH! I'MA GONNA CRUSH ALL O' YA! NOBODY BESTED BOONTAH IN DA RINGS, AND NEIT'ER WILL YA!"

    He turns his attention to the newcomer with the glaive, ignoring Hertzog... for the time being.

    Boontah receives the following while bloodied:

    Wild Goblin Frenzy
    Effect: Boontah automatically recharges Dizzy Goblin Strike at the start of each of his turns, but gains a -1 penalty to attack rolls and a +3 bonus to damage rolls. This penalty and bonus are cumulative (only when he successfully uses Dizzy Goblin Strike and recharges it).

    TiamatZ on
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    QedQed Registered User regular
    edited December 2010
    Smiling at vulnerability of the goblin boss, Hertzog drives a spike into his foes back. An ugly cry goes out as Boontah tries to turn his attention back to the half-orc. Ready to continue his assault, Hertzog steps in closer to the wounded goblin. Overconfident, his hand is caught by the thrashing green limbs and the spike inside flies towards the wall, impacting with an impotent clang. Cursing at himself, Hertzog drives the second blade into the goblin's flank, leaving a gaping hole as he pulls back his lost end.

    Impressed at the stamina of the goblin boss, Hertzog smiles still at the creatures rage and clear wounds. This fight would go well for them yet.

    Crunch
    MBA from Leader's Instincts:
    -->1d20+13 = 20 (Hit!)
    -->Damage: 2d4+7 = 10
    Readied Twin Strike:
    -->2 X (1d20+11) = 14 (Hit!) 12 (miss)
    -->Damage: 2d4+1d6+3 = 7
    -->Goblin Tactics: Boontah shifts to D5

    Stats:
    The Good
    (J11) Alainn HP 24/24 +4
    (I9) Grokka HP 28/28
    (C4) Hertzog HP 28/29
    (E4) Typhor HP 28/30
    (J8) William HP 14/34 (bloodied!)
    (E11) Janiven HP 58/58

    The Bad
    (E10) Goblin Archer #1 HP 16/29
    (M4) Goblin Archer #2 HP 14/29 (bloodied!)
    (K5) Goblin Archer #3 HP 16/29
    (I7) Goblin Blackblade #1 HP 15/25
    -->William’s Aegis
    (J7) Goblin Blackblade #3 HP 5/25 (bloodied!)
    (D5) Boontah, Goblin Boss (Elite) HP 19/90 (bloodied!)
    -->Hertzog's Quarry

    The Dead
    (I9) Goblin Blackblade #2 HP -9/25 Collateral damage of Hertzog
    (B4) Goblin Acolyte of Maglubiyet HP -8/29 Deemed too irritating to live by Hertzog

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor: +4 THP if you bloody or kill an enemy. Only happens once per round

    color="Lime"][b] Up Next: Alainn [/color
    [ On Deck: Angry Gobbo-Man ][/b]

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
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    SkyCaptainSkyCaptain IndianaRegistered User regular
    edited December 2010
    Alainn lowers the staff held only in her right hand and raises her gauntleted hand. The symbol of Erathis flashes in her fist, a fiery radiance struggling to break free. The companion of the Jade House grimaces for a moment as the radiant flames build up and heat the gauntlet. She releases the fire which whips across the sewer tunnel with breathtaking speed at the archer facing Janiven. The archer manages to duck and the blast of fire scorches the stone column, igniting a thick nest of spiderwebs. Tiny spider corpses rain down on the goblin and Janiven. Two other blasts of fiery radiance slam into the two Blackblades holding the walkway across the trench. One slips and falls off, its skull an empty smoking ruin. Wisps of radiant mist filling the void and wafting away with the gentle breeze of the goblins fall into the filthy water.

    Even before the corpse hit the water, Alainn was moving forward, deftly slipping around William as smoothly as a choreographed dance. She sneered at the remaining Goblin Blackblade, taunting it with a goblin insult she picked up from a customer.

    Actions
    Standard Hand of Radiance
    13 vs Reflex 15 (Goblin Archer 1) -- MISS!
    14 vs Reflex 14 (Goblin Blackblade 1) -- 7 radiant damage
    20 vs Reflex 14 (Goblin Blackblade 3) -- 8 radiant damage and is slain!


    Move Move to J7, provoking OA from J8 to J7 -- If hit, continue moving to J5. Otherwise move to I6.
    Minor Nothing

    Stats:
    The Good
    (J11) Alainn HP 24/24 +4
    (I9) Grokka HP 28/28
    (C4) Hertzog HP 28/29
    (E4) Typhor HP 28/30
    (J8) William HP 14/34 (bloodied!)
    (E11) Janiven HP 58/58

    The Bad
    (E10) Goblin Archer #1 HP 16/29
    (M4) Goblin Archer #2 HP 14/29 (bloodied!)
    (K5) Goblin Archer #3 HP 16/29
    (I7) Goblin Blackblade #1 HP 8/25
    -->William’s Aegis
    (D5) Boontah, Goblin Boss (Elite) HP 19/90 (bloodied!)
    -->Hertzog's Quarry

    The Dead
    (I9) Goblin Blackblade #2 HP -9/25 Collateral damage of Hertzog
    (J7) Goblin Blackblade #3 HP -3/25 Dazzled by Alainn
    (B4) Goblin Acolyte of Maglubiyet HP -8/29 Deemed too irritating to live by Hertzog

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor: +4 THP if you bloody or kill an enemy. Only happens once per round

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
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    TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited December 2010
    The remaining Blackblade, furious at Alainn's recent remark, tries to swing his blade towards the young invoker.

    Fortunately, William's magical Aegis absorbed the weapon's impact wholly, reverting the attack into nothing more than a mere slap to the young woman's arm. Infuriated by this strange, arcane mumbo-jumbo, the small goblin lashes out insults of its own towards the young lady...

    Meanwhile, Boontah rages on. Such was it's rage, that droplets of his own blood splatter about, some falling into his eyes, and momentarily blinding the warrior. In his reckless abandon, he tries hurling his flail around randomly, screeching and bellowing obscenities and insults. The attacks became predictable to both the tactician and the pit fighter alike, as they dodged the blows effortlessy. It seems Boontah was having a bad day today. Unfortunately, it might prove to be his last...

    Moves:
    Goblin Blackblade #1:
    Attack of Opportunity Action: Short Sword against Alainn
    M Short Sword (At-Wil; Standard) Weapon
    +5 (+3 due to Aegis) vs AC
    1d6+2 damage
    Attack Roll: 7 vs AC Miss!

    Boontah:
    Free Action: Recharge Dizzy Goblin Strike Immediately (-1 to attack rolls; +3 to damage rolls)
    Free Action: Recharge The Eyes have it!
    Roll: 1 Failed!
    Standard Action: Dizzy Goblin Strike against Hertzog and Typhor
    Dizzy Goblin Strike (standard action; weapon) Recharge d6
    Attack: Close Burst 1 (targets enemies)
    Attack: +5 vs AC
    Hit: 1d10+3 damage, and the target is pushed 1 square
    Secondary attack: ????
    Attack Rolls: Hertzog: [URL=" http://4e.orokos.com/roll/32610"]6[/URL] vs AC Miss!
    Typhor: [URL=" http://4e.orokos.com/roll/32610"]12[/URL] vs AC Miss!


    Stats:
    The Good
    (J7) Alainn HP 24/24 +4
    (I9) Grokka HP 28/28
    (C4) Hertzog HP 28/29
    (E4) Typhor HP 28/30
    (J8) William HP 14/34 (bloodied!)
    (E11) Janiven HP 58/58

    The Bad
    (E10) Goblin Archer #1 HP 16/29
    (M4) Goblin Archer #2 HP 14/29 (bloodied!)
    (K5) Goblin Archer #3 HP 16/29
    (I7) Goblin Blackblade #1 HP 8/25
    -->William’s Aegis
    (D5) Boontah, Goblin Boss (Elite) HP 19/90 (bloodied!)
    -->Hertzog's Quarry

    The Dead
    (I9) Goblin Blackblade #2 HP -9/25 Collateral damage of Hertzog
    (J7) Goblin Blackblade #3 HP -3/25 Dazzled by Alainn
    (B4) Goblin Acolyte of Maglubiyet HP -8/29 Deemed too irritating to live by Hertzog

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor: +4 THP if you bloody or kill an enemy. Only happens once per round

    [Up Next] Grokka and William
    [On Deck] Round 4

    TiamatZ on
  • Options
    GoatboyTimGoatboyTim Registered User regular
    edited December 2010
    Watching the goblins slump to the floor in front of him, Grokka makes haste for the archers who have been harrying his allies. Sidestepping the bewildered Blackblade to his right he makes his way directly to the nearest goblin holding a bow he can find. Grokka takes a swipe at the goblin, who ducks under the blade and cackles at the half-giant. "Keep laughing slimeball, I'm only the opening act!" His skin takes on a deeper grey pall as he becomes one with the stone.

    Crunch:
    Move: Move to J4

    Standard: Guiding Strike vs Goblin Archer #3 (K5)
    --> Attack: 16 vs AC - miss

    Minor: Stone's Endurance
    -->Resist 5 damage until the end of my next turn

    Stats:
    The Good
    (J7) Alainn HP 24/24 +4
    (J4) Grokka HP 28/28
    -->Resist 5 damage until the end of my next turn
    (C4) Hertzog HP 28/29
    (E4) Typhor HP 28/30
    (J8) William HP 14/34 (bloodied!)
    (E11) Janiven HP 58/58

    The Bad
    (E10) Goblin Archer #1 HP 16/29
    (M4) Goblin Archer #2 HP 14/29 (bloodied!)
    (K5) Goblin Archer #3 HP 16/29
    (I7) Goblin Blackblade #1 HP 8/25
    -->William’s Aegis
    (D5) Boontah, Goblin Boss (Elite) HP 19/90 (bloodied!)
    -->Hertzog's Quarry

    The Dead
    (I9) Goblin Blackblade #2 HP -9/25 Collateral damage of Hertzog
    (J7) Goblin Blackblade #3 HP -3/25 Dazzled by Alainn
    (B4) Goblin Acolyte of Maglubiyet HP -8/29 Deemed too irritating to live by Hertzog

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor: +4 THP if you bloody or kill an enemy. Only happens once per round

    [ UP NEXT: WILLIAM ]
    [ ON DECK: ROUND 4 ]

    GoatboyTim on
    Grokka Lownote in Council of Thieves: OOC IC
  • Options
    ironzergironzerg Registered User regular
    edited December 2010
    As William brings his blade over head in a wide arc, the air begans to rumble with a distant thunder. The air around the goblin explodes, tearing at his body and snapping his fragile limbs. The body drops in a heap of skin, blood and bone, barely recognizable as a goblin.

    William continues to his assault, pushing across the bridge, taking up a flanking position on the archers. He turns to the nearest archer, again tracing a familiar rune, which dances with a punishing and electric red light over his head.

    As he finishes his assault, red motes of light begin to coalesce around him, forming a protective barrier from the inevitable assualt of the mean greanies.
    Standard Action: Booming Blade on Goblin Blackblade 1
    1d20+10 vs 16 AC = 18! Hit!
    Goblin Blackblade takes 10 damage and is killed!
    ---> Effect: Rose King's Shield: William gains 10 THP after ending his turn more than 2 squares from where he started

    Move Action: Move to J4 via I5

    Minor Action: Aegis of Shield on Goblin Archer 3

    [ Up Next: Goblins, goblins? Did someone order the goblin? ]
    [ On Deck: Hero time again! ]

    ironzerg on
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    TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited December 2010
    Kicking a Goblin’s Nest! Round 4

    The archers, more afraid of the strange golem-like thing moving towards them, moves further away from the heroes. One moves the furthest away, taking advantage of the distance between him and the Swordmage. He lets loose an arrow, and it finds it's mark on William's body, digging right through William's strange rosy-looking shield.

    The other archer tumbles away from the Swordmage, letting loose an arrow of his own. However, unlike the other one, this archer sprains his one knee in the process, preventing him from jumping away from the heroes' attacks...

    Janiven and the other archer exchange blows, both not letting up on any ground. Janiven cries out in frustration towards Alainn, "Let's finish this one, Alainn! I'm sure the others have the rest under control!"

    Moves (Round 4):
    Goblin Archers:
    Goblin Archer #1:
    Standard Action: Short Sword attack against Janiven
    M Short Sword (At-Will; Standard) Weapon
    +6 vs AC
    1d6+2 damage
    Attack Roll: 19 vs AC Hit!
    Damage Roll: [URL=" http://4e.orokos.com/roll/32719"]5[/URL] damage


    Goblin Archer #2:
    Move Action: Move to R4
    Goblin Archer #2 gains Great Position (+1d6 damage on range attacks until start of next turn)
    Standard Action: Short Bow attack against William
    R Short Bow (At-Will; Standard) Weapon
    Ranged 15/30
    +6 vs AC
    1d8+2 damage
    (+1d6 Great Position)
    Attack Roll: 25 vs AC Hit!
    Damage Roll: 7 + 4 damage = 11


    Goblin Archer #3:
    Standard Action: Mobile Range Attack against William
    Mobile Range Attack (At-Will; Standard)
    The goblin Archer can shift up to half its speed (3); at any point during this movement, it makes one range attack against a target without provoking any opportunity attacks. It also loses Goblin Tactics until the start of it’s next turn.
    R Short Bow (At-Will; Standard) Weapon
    Ranged 15/30
    +6 vs AC
    1d8+2 damage
    Shift to N5
    Attack Roll: 23 vs AC Hit!
    Damage Roll: 7 damage


    Janiven:
    Standard Action: Short Sword attack against Goblin Archer #1
    M Careful Attack (At-Will; Standard) Weapon
    +11 vs AC
    1d8+4 damage
    Attack Roll: [URL=" http://4e.orokos.com/roll/32720"]28[/URL] vs AC Hit!
    Damage Roll: [URL=" http://4e.orokos.com/roll/32720"]5[/URL] damage

    Map (Round 4):
    SewerFight4Round4.jpg

    Initiative:
    Goblin Archers 21 average
    Janiven (Ally) 19
    Hertzog 18
    Alainn 17
    Typhor 15
    Boontah, Goblin Boss (Elite) 11
    Grokka 12 (decided to move him here, if only to streamline the posting process)
    William 8

    (Since there's going to be a number of identical monsters, I decided to take the average of each monster’s initiative, just to help reduce the complexities of facing off more than 5 enemies in the initiative bar. )

    Here's how it goes: Allies/enemies take turns out of order in a group/block.

    Stats:
    The Good
    (J7) Alainn HP 24/24 +4 Temp HP
    (J4) Grokka HP 28/28
    -->Resist 5 damage until the end of my next turn
    (C4) Hertzog HP 28/29
    (E4) Typhor HP 28/30
    (I5) William HP 6/34 (bloodied!)
    (E11) Janiven HP 53/58

    The Bad
    (E10) Goblin Archer #1 #1 HP 11/29 (bloodied!)
    (R4) Goblin Archer #2 HP 14/29 (bloodied!)
    -->Great Position
    (N5) Goblin Archer #3 HP 16/29
    -->Loses Goblin Tactics (until start of next turn)
    -->William’s Aegis
    (D5) Boontah, Goblin Boss (Elite) HP 19/90 (bloodied!)
    -->Hertzog's Quarry

    The Dead
    (I7) Goblin Blackblade #1 HP -2/25 Eviscerated by William’s arcane magic
    (I9) Goblin Blackblade #2 HP -9/25 Collateral damage of Hertzog
    (J7) Goblin Blackblade #3 HP -3/25 Dazzled by Alainn
    (B4) Goblin Acolyte of Maglubiyet HP -8/29 Deemed too irritating to live by Hertzog

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor: +4 THP if you bloody or kill an enemy. Only happens once per round


    Monster Details:
    GoblinArcher.png Goblin Archer: HP 29/29 AC 17; Fort 13, Reflex 15, Will 12, Speed 6; Vision: Low-Light
    Special:
    Goblin Tactics (At-Will, Immediate Reaction):
    Trigger: When the goblin is missed by a melee attack.
    Effect: The goblin shifts one square (Will always shift one square away (player’s choice; to simplify posting).

    Great Position:
    If, on its turn, the goblin ends its move at least 4 squares away from the starting point, it deals 1d6 extra damage on its range attacks until the start of its next turn.


    BoontahElite.png Boontah, Goblin Boss (Elite): HP 90/90 AC 14; Fort 16, Reflex 14, Will 13, Speed 6; Vision: Low-Light; Saving Throws: +2; Action Points: 1
    Special:
    Goblin Tactics (At-Will, Immediate Reaction):
    Trigger: When the goblin is missed by a melee attack.
    Effect: The goblin shifts one square (Will always shift around a target (player’s choice; to simplify posting).


    Janiven-1.png Janiven: HP 58/58 AC 19; Fort 18, Reflex 17, Will 16, Speed 6; Vision: Normal
    Special:
    Striker Feature (Special):
    Effect: Once per round, Janiven deals 1d8 extra damage when she hits an enemy she has combat advantage against.

    Features:
    Illumination: Typhor’s Sunglaive grants light in a 20 square radius (or to whatever radius Tyhpor demands). The area is treated as a normally lit and illuminated tunnel.

    Sewer Ditch: This tunnel’s ditch is filled up to torso-high water. The water is deep though, so it is treated as difficult terrain. However, the water itself is extremely filthy and hazardous to an injured PC’s health. Any BLOODIED PC wading through the water is subject to an endurance check of DC 15. A failed roll results in the PC infected with Filth Fever. Also, jumping down or up the ditch wall takes a full square of movement. In addition, a player (or NPC) can do a long jump over the ditch to reach the other side. Rules regarding Long Jumping can be found in the PHB 1 (Pg.182-183, under the Athletics skill). Post Errata, of course.

    COLOR="Lime"] Up Next: Alainn, Hertzog and Typhor[/COLORCOLOR="Red"] On Deck: Boontah[/COLOR

    TiamatZ on
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    QedQed Registered User regular
    edited December 2010
    Hoping to drop the goblin boss and leave Typhor free to attack the archers, Hertzog lashes out again with his both ends of his chain. Unfortunately, he catches sight of the strange hues in the goblin's eyes as his attack moves forward, distracting him from the greenskin's movements. While the bulky goblin isn't fast enough to avoid both ends of the chain, he bounces backwards in time to avoid one of the cruel spikes.

    Shaking his head at the still-standing boss, Hertzog calls to Typhor:

    "He's all yours now. Lets finish him and see if they'll stop pincushioning William"

    Crunch
    Standard: Twin Strike vs Boontah, Goblin Boss (D4)
    -->2 X (1d20+9) = 24 (Hit!) 12 (miss)
    -->Damage: 2d4+1d6+3 = 13
    -->Goblin Tactics = Boontah shifts to E5
    Move Shift to D5
    Minor: None

    Stats:
    The Good
    (J7) Alainn HP 24/24 +4 Temp HP
    (J4) Grokka HP 28/28
    -->Resist 5 damage until the end of my next turn
    (D5) Hertzog HP 28/29
    (E4) Typhor HP 28/30
    (I5) William HP 6/34 (bloodied!)
    (E11) Janiven HP 53/58

    The Bad
    (E10) Goblin Archer #1 #1 HP 11/29 (bloodied!)
    (R4) Goblin Archer #2 HP 14/29 (bloodied!)
    -->Great Position
    (N5) Goblin Archer #3 HP 16/29
    -->Loses Goblin Tactics (until start of next turn)
    -->William’s Aegis
    (E5) Boontah, Goblin Boss (Elite) HP 6/90 (bloodied!)
    -->Hertzog's Quarry

    The Dead
    (I7) Goblin Blackblade #1 HP -2/25 Eviscerated by William’s arcane magic
    (I9) Goblin Blackblade #2 HP -9/25 Collateral damage of Hertzog
    (J7) Goblin Blackblade #3 HP -3/25 Dazzled by Alainn
    (B4) Goblin Acolyte of Maglubiyet HP -8/29 Deemed too irritating to live by Hertzog

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor: +4 THP if you bloody or kill an enemy. Only happens once per round

    color="Lime"][b] Up Next: Typhor and Alainn [/color
    [ On Deck: Boned Goblin Leader ][/b]

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
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    SkyCaptainSkyCaptain IndianaRegistered User regular
    edited December 2010
    Alainn flourishes with her iron-shod spiral-carved oaken staff. Her left hand, a clenched fist, traces an arc from her hip to the opposite shoulder, building up with divine flames. She spins around and thrusts her hand out, palm towards Boontah and the fiery ribbon bores into the maddened gaze of the goblin boss, leaving his skull a smoking ruin with golden-white wisps of smoke wafting from empty eyes. Emboldened by the death of the biggest threat, Alainn rapidly moves through two more techniques, striking two of the archers with unerring fiery ribbons that leave the goblins shaking in pain from the sudden assault.

    Her golden green eyes smolder with divine wrath as she dashes towards the nearest goblin archer, running along the wall briefly to slide behind it and cut off retreat.



    Actions
    Standard Hand of Radiance
    18 vs Reflex 14 (Boontah) -- 7 radiant damage and he is slain!
    27 vs Reflex 15 (Goblin Archer 1) -- CRITICAL HIT for 9 radiant damage!
    27 vs Reflex 15 (Goblin Archer 3) -- CRITICAL HIT for 9 radiant damage!


    Move J7 to O5 (Possible OA @ M4 > N4 move)

    Stats
    The Good
    (O5) Alainn HP 24/24 +4 Temp HP
    (J4) Grokka HP 28/28
    -->Resist 5 damage until the end of my next turn
    (D5) Hertzog HP 28/29
    (E4) Typhor HP 28/30
    (I5) William HP 6/34 (bloodied!)
    (E11) Janiven HP 53/58

    The Bad
    (E10) Goblin Archer #1 #1 HP 2/29 (bloodied!)
    (R4) Goblin Archer #2 HP 14/29 (bloodied!)
    -->Great Position
    (N5) Goblin Archer #3 HP 7/29 (bloodied!)
    -->Loses Goblin Tactics (until start of next turn)
    -->William’s Aegis

    The Dead
    (E5) Boontah, Goblin Boss (Elite) HP -1/90 Immolated by Alainn's Radiant Fire
    (I7) Goblin Blackblade #1 HP -2/25 Eviscerated by William’s arcane magic
    (I9) Goblin Blackblade #2 HP -9/25 Collateral damage of Hertzog
    (J7) Goblin Blackblade #3 HP -3/25 Dazzled by Alainn
    (B4) Goblin Acolyte of Maglubiyet HP -8/29 Deemed too irritating to live by Hertzog

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor: +4 THP if you bloody or kill an enemy. Only happens once per round

    [Up Next] Typhor
    [On Deck] Soon to be Dead Goblins

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
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    FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited December 2010
    Typhor prepares to finish off the goblin boss at Hertzog's word... and stops short as Alainn's attack drops Boontah where he stands. "Nice shot!" he calls, as he begins to move toward the archers. Typhor stops short of the closer archer and swings his glaive, slashing it across the chest. Already bleeding profusely, the goblin crumples and falls.
    Move Action: Walk to I4
    Standard Action: Charge to L4 against Goblin Archer #3 (N5)
    --->Attack: 1d20 + 7 + 1 versus 17 AC = 18 (hit!)
    --->Goblin Archer #3 takes 9 damage, and is slain.
    Minor Action: none

    Stats
    The Good
    (O5) Alainn HP 24/24 +4 THP
    (J4) Grokka HP 28/28
    -->Resist 5 damage until the end of my next turn
    (D5) Hertzog HP 28/29
    (E4) Typhor HP 28/30
    (I5) William HP 6/34 (bloodied!)
    (E11) Janiven HP 53/58

    The Bad
    (E10) Goblin Archer #1 #1 HP 2/29 (bloodied!)
    (R4) Goblin Archer #2 HP 14/29 (bloodied!)
    -->Great Position

    The Dead
    (E5) Boontah, Goblin Boss (Elite) HP -1/90 Immolated by Alainn's Radiant Fire
    (I7) Goblin Blackblade #1 HP -2/25 Eviscerated by William’s arcane magic
    (I9) Goblin Blackblade #2 HP -9/25 Collateral damage of Hertzog
    (J7) Goblin Blackblade #3 HP -3/25 Dazzled by Alainn
    (B4) Goblin Acolyte of Maglubiyet HP -8/29 Deemed too irritating to live by Hertzog
    (N5) Goblin Archer #3 HP -2/29 Polished off by Typhor

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor: +4 THP if you bloody or kill an enemy. Only happens once per round

    [ Up Next: Grokka and William ]
    [ On Deck: Two Terrified Goblins ]

    FunkyWaltDogg on
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    ironzergironzerg Registered User regular
    edited December 2010
    William definatly snaps the shaft of the arrow in his leg, and then deftly rushes towards the offending archer. Lightning crackles up and down the blade of his sword, but he stops his charge short of the archer.

    The horrified archer relaxes his guard for a second, only to have a claw of lightning leap out from the Swordmages blade and ensare him in its grip. The creature screams in agony as his body is burnt and scoured by the magical energies. Just when he thinks it can't get any worse, he looks up to find himself staring directly at the angry blade of the Swordmage.

    Thunder roils in the distance as William brings his longsword around in a wide arc. The goblin is too terrified to even attempt to dodge, as his goblin life flashes before his eye...his birth in the spawning pits, the tender embrace of his mother, his first kiss, the day his puppy ran away, his descent into a life of crime.. why did he have to get up this morning and go into the sewers with Boonta?

    But before he could answer that question, thunder exploded around him, liquifying his internal organs and sending the creature to the goblin afterlife.
    Move Action: Move to O4

    Standard Action: Lightning Lure on Goblin Archer 2 (R4)
    --->1d20+7 vs 13 Fortitude = 25! Hit!
    --->Goblin Archer 2 takes 8 Damage
    --->Goblin Archer 2 is pulled to P4

    ACTION POINT

    Standard Action: Booming Blade on Goblin Archer 2 (P4)
    --->1d20+10 vs 17 AC = 22! Hit!
    --->Goblin Archer 2 takes 12 Damage and is slain!
    --->Effect: Rose King's Shield: Willaim gains 10 THP

    Stats
    The Good
    (O5) Alainn HP 24/24 +4 THP
    (J4) Grokka HP 28/28
    -->Resist 5 damage until the end of my next turn
    (D5) Hertzog HP 28/29
    (E4) Typhor HP 28/30
    (O4) William HP 6/34 + 10 THP(bloodied!)
    (E11) Janiven HP 53/58

    The Bad
    (E10) Goblin Archer #1 #1 HP 2/29 (bloodied!)

    The Dead
    (E5) Boontah, Goblin Boss (Elite) HP -1/90 Immolated by Alainn's Radiant Fire
    (I7) Goblin Blackblade #1 HP -2/25 Eviscerated by William’s arcane magic
    (I9) Goblin Blackblade #2 HP -9/25 Collateral damage of Hertzog
    (J7) Goblin Blackblade #3 HP -3/25 Dazzled by Alainn
    (B4) Goblin Acolyte of Maglubiyet HP -8/29 Deemed too irritating to live by Hertzog
    (N5) Goblin Archer #3 HP -2/29 Polished off by Typhor
    (P4) Goblin Archer #2 HP -4/29 Liquified by William’s booming blade


    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor: +4 THP if you bloody or kill an enemy. Only happens once per round

    [ Up Next: Grokka ]
    [ On Deck: One Terrified Goblin ]

    ironzerg on
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    GoatboyTimGoatboyTim Registered User regular
    edited December 2010
    Grokka sees the Goblins collapse in a pile all around him as the Swordmage and Invoker cast their energies about. With the last remaining goblin standing well out of range of his blade he quickly scans the room for options. In a hustle, he moves to the fallen remains of one of the blackblades and deftly tosses the first loose thing he could find on it's personage at the archer. The chunk of goblin armor proves just lethal and jagged enough as the blow knocks the already teetering goblin to the ground. Grokka seems surprised himself that it actually worked "Grokka Lownote, singer, dancer, entertainer, go ahead and add trickshot artist to my repetoire if you please." and does a small bow towards Janiven.

    Crunch:
    Move: Move to I9
    Standard: Improvised Weapon Atack vs Goblin Archer #1 AC 17 2 HP
    --> Attack: 19 vs AC - HIT!
    --> Damage: 3 - KILL!
    *Move pending me actually getting the ruling right, I'm a little hazy on improvised weapons and I don't have my PHB with me.

    Stats:
    The Good
    (O5) Alainn HP 24/24 +4 THP
    (I9) Grokka HP 28/28
    (D5) Hertzog HP 28/29
    (E4) Typhor HP 28/30
    (O4) William HP 6/34 + 10 THP(bloodied!)
    (E11) Janiven HP 53/58

    The Bad
    Somebody broke all the golins

    The Dead
    (E10) Goblin Archer #1 #1 HP -1/29 Hwanged by a chunk of goblin
    (E5) Boontah, Goblin Boss (Elite) HP -1/90 Immolated by Alainn's Radiant Fire
    (I7) Goblin Blackblade #1 HP -2/25 Eviscerated by William’s arcane magic
    (I9) Goblin Blackblade #2 HP -9/25 Collateral damage of Hertzog
    (J7) Goblin Blackblade #3 HP -3/25 Dazzled by Alainn
    (B4) Goblin Acolyte of Maglubiyet HP -8/29 Deemed too irritating to live by Hertzog
    (N5) Goblin Archer #3 HP -2/29 Polished off by Typhor
    (P4) Goblin Archer #2 HP -4/29 Liquified by William’s booming blade


    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor: +4 THP if you bloody or kill an enemy. Only happens once per round

    [ END OF COMBAT? ]

    GoatboyTim on
    Grokka Lownote in Council of Thieves: OOC IC
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    TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited December 2010
    Kicking a Goblin’s Nest!- Encounter Complete!

    As the last goblin crumbles from the prodigious strike, Janiven executes the goblin, just for good measure.

    "A fine toss, Grokka..." Janiven bows, "... and an impressive repertoire to boot."

    She jumps back into the ditch, making her way to the other side, where Boontah fell.

    As she makes her way, Hertzog and William search around the nearby crates, hoping to find anything of value. Instead, they found mostly provisions for travel and a number of weapons (though most of them were pretty worthless to sell), such as spears and rusted short swords.

    However, something caught William's attention. He spots a glint from one of the partially opened containers. As he investigates, he takes a look inside the crate. He finds an amulet made of pure dragonbone, as well as a longfooted rabbit's paw (a creature of large spindly legs and feet, hence the name). As he held each one, he could feel a sense of luck surrounding him. As he gripped the dragontoothed amulet, it suddenly releases a number of thorns and barbs, wounding the man's hand. He immediately drops it on the floor. He could only have wondered how lucky he had been, considering those were some wicked looking barbs that just pierced his skin.

    XP Gained for Encounter:
    Encounter XP: 1000XP / 5 PCs = 200 XP for each PC
    Main Quest Completed: 500 XP/ 5 PCs = 100 XP for each PC
    Total XP Gained: 300 XP per PC

    Treasure found:
    Lucky Charm +1 [Favoured by Grokka]
    Monkey’s Paw or Rabbit’s Foot, this lucky charm helps you snatch victory from the jaws of defeat.
    Lvl 4
    Sell Price: 168 gold pieces
    Item Slot: Neck
    Enhancement: +1 Fortitude, Reflex, and Will.
    Power (Daily): No Action: Trigger: You miss with an attack or fail a skill check, ability check, or saving throw. Effect: Roll a d6 and add the result to the attack roll, skill check, ability check, o saving throw.


    Talon Amulet [Favoured by Alainn]
    Bearing a single dragon’s claw, this necklace sharpens your attacks and discourages marauders as well.
    Lvl 3
    Selling Price: 136 gold pieces
    Item Slot: Neck
    Enhancement: +1 Fortitude, Reflex, and Will.
    Property: Gain +1 item bonus to damage rolls when you have combat advantage.
    Power (Daily): Minor Action: Until the end of the encounter, any creature that hits you with a melee attack takes 1d6 damage.

    Party details:
    Here’s also each player’s HP total after the fight should you need to spend some healing surges:
    Alainn HP 24/24
    Grokka HP 28/28
    Hertzog HP 28/29
    Typhor HP 28/30
    William HP 6/34 <-- human pincushion
    Janiven HP 53/58

    As Janiven makes her way to the downed goblin, a wheeze could be heard coming from Boontah's fallen form.

    *Cough* "Boontah.... not goin' back... Fight... till ...the.... end.... You... you... hear..."

    Janoven crouches, nods to the fallen goblin, then brings out her longsword.

    "Indeed, Boontah. But remember, you brought this on yourself. I won't send you back. Even I don't believe a goblin should be sent back to slavery. However, I wonder just how many people lost their lives because of you? Or how many goblins have you killed to be chieftain? Or what were you planning with all of this? I guess we'll never know. Others might have left you to rot here. But then I suppose that it might have been my fault as well. So I'm going to correct that mistake..."

    Before she finished her sentence, she sliced the goblin's neck open, dark visceral blood pouring out of it.

    The goblin gurgles a few more unintelligible sounds, none of which makes sense, before finally falling silent, his eyes staring unblinking towards the young woman.

    As the goblin finally lays dead, she closes his eyes, and stands up. As she wipes her blade clean on the nearby goblin priest's corpse, she smiles at the rest of the group (though offering a momentarily glare towards Alainn).

    "It seems once more I am impressed by your skills. I seem to have underestimated your fighting potential, most of all you, Grokka. Seems to me Arael will be most please to have you all in the resistance. Now, before we make our way proper to the Hideout, perhaps some of you have any questions?"

    TiamatZ on
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    ironzergironzerg Registered User regular
    edited December 2010
    "OH COME ON!" yelled the Swordmage as he dropped the barbed amulet and grabbed his wounded hand. Looking like a child that had just been slapped, William gingerly pulled the barbs out of his hand, painfully aware of the figurative and literal irony of the situation.

    "I have a question. Do you have a good healer up there? I'm not sure...I can make it much farther," asked William, clearly wobbling on his legs.

    Though the advice of the Warlord and the encouragement of the Bard kept him from becoming the next macabre decoration of these sewers, the physical wounds had begun to take their toll on young William.
    Surge back up to 34/34. 9/10 surges used.

    ironzerg on
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    QedQed Registered User regular
    edited December 2010
    Looking down the tunnels, Hertzog is clearly uncomfortable at the prospect of noise bringing more Hellknights down on the heroes. Memory of the armored warriors clamoring past them is only too fresh in his memory. After his search of the area is complete, Hertzog walks to each of the goblins and lowers them into the sewer, hoping that the foul tide would carry them away from the hideout's entrance.

    "My questions can wait for some safety and perhaps a nap. For now I just want a way out of these sewers."

    Hertzog scans the walls, looking for the passage before Janiven can point it out to him. Having no luck in this endeavor, the half-orc winds his chain around his waist and examines the new scars that this journey had brought to him. Though pocked and gashed, Hertzog looks confident and ... possibly ... more orky.

    Short Rest
    Exp: 805+300 = 1105
    Level 2!
    Healing: 33/34 HP, 0 Healing Surges Left
    Party Gold: 200+500- ??? = 700 - ???

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
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    GoatboyTimGoatboyTim Registered User regular
    edited December 2010
    Grokka bends down to pick up the scrap of goblin armor, produces a stick of pigment from his pouch and etches a runic signature across the helmet. "There you are, Janiven, a keepsake of our time together in this wretched place." Grokka steps over to William to place an arm around him propping him up. "We need to get to the base of operations quickly, we may be stout of spirit, but these bodies are teetering on the brink." He reaches down and picks up the trinket at Williams feet. "This is a portent of good things to come!" and attaches the rabbit's foot to the end of the greatsword. "Josephine, you could use a little luck. No.. no don't talk to me like that! I didn't TELL you to miss... " His words continue as he enters into what is obviously a long, drawn out "conversation" with his long time partner.
    Grokka 28/28: 4 Surges remaining
    Aquire Lucky Charm

    GoatboyTim on
    Grokka Lownote in Council of Thieves: OOC IC
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    FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited December 2010
    The fight ended, Typhor moves to assist William in bandaging his wounds. "I have to say, you managed to catch a truly impressive number of arrows in that fight." After tying off the last wrap, Typhor looks William over briefly, then nods. "I'm no healer, but I think that should keep you going until we can find someone who is."

    Turning to Janvien, Typhor remarks, "I'm with Hertzog; this seems like a poor time for questions. Lead on!"
    Status: 28/30 HP, 3/9 surges remaining, 0 Action Points.

    FunkyWaltDogg on
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    SkyCaptainSkyCaptain IndianaRegistered User regular
    edited December 2010
    "I would greatly appreciate a hot bath preceded by a cold shower, to cleanse this muck from mine armor and mine self."

    Alainn flutters her hand at her face, as if wafting away vapors and scents while taking on a tone, mocking the highborn of Cheliax when the barbed amulet catches her eye as it stings William, which must have been a familiar sensation after that perilous fight with the goblins and their crude, barbed arrows. She picks it up and fastens it around her neck.

    "They say every rose has its thorn, do they not?"

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
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