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[D&D 4E PbP] Council of Thieves Act 1: The Bastards of Erebus (IC)
Posts
William takes a look down the sewer, into the darkness beyond.
"I guess there's no turning back now. Literally, and figuratively. So where to now, Janiven? And who's this Areal? And what's with the rebellion? You said something about stopping the Shadow Beasts, too? Do you know what their source is? And how are we to move about the city now? Every Hellknight, every member of the Dottari, they must all be on the look out for us now. And what about..." young Williams voice trails off as he realizes he's asked enough question to fill an entire tome.
He looks to Janiven, hoping for guidance.
---> 34/34 HP
---> 1/10 HS
"I guess I'll try and answer each one as best as I can. First off, Areal. He's the de-facto leader of the group. He's a half-elf cleric of Erathis, who came from outside the borders of Cheliax to live here in Westcrown. I believe he was born here, but left hen he was young. I do'nt really know, you'll have to ask him about his tale. It was thanks to him that we have started forming this rebellion. He's also the benefactor of our little group. Secondly, how are we going to rescue him? Once again, I do not know. Once we make it towards the 'real' safehouse, we should be able to meet up with the others of the rebellion." Janiven offers a sly wink at Grokka. "That's right Grokka. Much as it pains me to say this, but Vizio's wasn't our real headquarters, much less an actual, proper tavern. If anything, it was merely our front to fool those who would stop us. Since the Hellknights took the bait, it looks as though Vizio's has served it's purpose quite well. Truth is, our safehouse is much further from here. It is there where we stockpile resources, design our plans, as well as act as a meeting for the other rebels. Did you all think you were the first? No, though you are by far the only ones with superior combat prowess, as the fight topside has shown me anything. Most of the other rebels work as smugglers, spies or scouts for us, so we really lacked in actual combat. We aim to change that now that we have you lot. Lastly, as for getting out of here and making our way to the hideout..."
Janiven makes her way to a nearby wall. She quickly points out a mark on the wall. The mark itself was a sword shaped image carved into the wall. "We left these all over the sewer walls while we were scouting the tunnels. In this case, the sword is pointing left" , she says, as the symbol's blade points left. She turns around, facing the group once more. “Arael and I made these marks a few months ago when we explored the sewers. We marked all the intersections so our people could find their way through the sewers to our hideout.”
"The reason why I'm explaining this to all of you, is that I'll have to leave you for the moment. The destruction of Vizio's prevented the Hellknights from following us. Unfortunately, there's more than one way into the sewers, so no doubt the Hellknights will send their patrols through the sewers. ANd don't worry about the Dottari William. Even though both serve the law to the full extent, the Dottari and Hellknights don't see eye-to-eye, if you catch my drift. Hells, I'll bet that the Dottari will do squat now that it's almost nighttime, when the shadowbeasties come out."
She pulls out a short sword from her belt, and balances it on one of her fingers. "I've memorized the route towards the safehouse, so I have no fear on getting lost. So, first off, I'll escort Morosino back to his home. Afterwards, I'll try and lure the Hellknight patrols away from the route. That should be able to allow you to safely reach the safehouse without Hellknights jumping you. Of course, I'm not leaving you without some aid of my own. Follow me."
Before Janiven splits the party, and allow the rest to begin their flight through the sewers, she pushes aside a rock near the staircase entrance, revealing a small hollow in the wall and sighs in relief. “Good,” she says, “They’re still here. I stashed a small cache of potions of healings here a few weeks ago... you know, in the event of just such an emergency."
As Janiven tosses a potion to each hero, she sarts to explain "We won’t have time to stop and rest as long as the Hellknights are after us. Which is really a good thing, now that I mentioned it. I would consider resting down here in the sewers to be suicidal at best, especially at this time of day..."
She looks around nervously. "And even if you are able to hide in an abandoned room for a rest, I would want all of you to get to the hideout as soon as possible, especially since I don't know if the rest of the rebels know that Arael has been captured by the Hellknights or if the Hellknights know anyone else involved."
Smiling once more to the group, she makes her way to the right side of the tunnel. "Come Morosino, let's get you home!" As the boy rushes towards Janiven, the young woman turns around, her face, though still having a grin on her face, looked more grim and serious.
"And be on your guard! There be terrible things down here! Things that even make the Hellknights hesitant to come down here!" Without waiting for an answer or greeting, Janiven turns around, and follows Morosino in the darkness. Soon, even her light from the torch dissapeared into the darkness, and the heroes found themselves alone in the sewer tunnel...
Each Party mmber receives:
New Quest:
- Reach the rebel safehouse.
- Follow the sword symbols on the wall. They will direct you to the safehouse proper.
- Special: Extended rests are disabled for this quest
After taking a moment to examine the sword marking, mentally memorizing the pattern and direction of the point, William turns to the rest of the group.
"Well, shall we? I'm not axious to spend any more time than we have to down here."
Willaim reaches into his pack, pulls out a sunrod and ignites the golden tip, shedding light in all directions.
"Maybe next time we'll have horses..."
Grokka's words are brave, but he keeps a tight, white-knuckled grip on Josephine.
Crunch
Stealth: 1d20 + 3 = 17
Perception: 1d20 + 6 = 12
!Ready
As the party moves out, Typhor takes care to keep close behind Hertzog, not wanting to risk getting lost.
Stealth: 1d20 + 0 = 10
!Ready
Stealth: 1d20: 13
Perception: 1d20: 3
!Ready
Stealth: 1d20+5: 24!
Perception: 1d20: 10!
Crunch
Hijinks: 1d100 = 21
Perception: 1d20 + 9 = 12
!Ready
Party’s lowest Stealth: 10-2, due to a lit torch
Party’s Highest Perception: 12
As the party follows the symbol's blades, they crept through the dark, looming tunnels. As they made their way, they could hear noises, growls and even the occasional Hellknight's shout echoing from the walls. The acoustics made it difficult to discern where they came from. Some sounded miles away. Others sounded like they were around the corner. The sense of dread in these sewers ware disturbing to some of the heroes. The only thing that kept the party in good spirits was the fact that the Hellknights were experiencing similiar feelings of dread and fear. But the party trotted onwards in the dark, silently...
Stealth check: Failed
As they made their way past the fifth symbol, they soon come towards a sewer tunnel, making a pair of alternating turns near two small wooden doors set in well-built brick frames. But it was the small, shadowy humanoid shapes near the front door that caught them by surprise. As William waves his sunrod in their direction, the party could easily identify these creatures: Goblins!
One goblin, wearing a makeshift, smelly hood on its head, cries out, “Ha, we’s fooled yous! Goblins, attack! Looks like meat is back on menu now!”
Perception Check: Failed
As if on cue, a hidden door on a nearby wall opens from behind the group, and three goblins, each wielding crude spears and javelins, make their way out towards the tunnel, their teeth filed to look like crude daggers of their own.
Goblin Surprise! Surprise Round!
Before Typhor could issue orders to his comrades, he sees a strange, large, clawed hand coming towards him. The giant hand picks up the Genasi as though he was a toy, crushing the very breath out of his lungs, and tosses him into the nearby ditch with little effort. The goblin with the hood waves his gnarled staff and does a victory dance behind his cohorts.
Said cohorts, meanwhile, unload a barrage of arrows on William. The young Swordmage proved more alert than the others, and deftly parries the arrows in mid-flight with his longsword. Not a single one hit him.
The goblins behind the group, follows the sharpshooters' tactics as well. They unleash a barrage of javelins at the weaker members from behind. One falls harmlessly at Hertzog’s feet, but the others hit their target precisely. Both javelins skewered Alainn on her back. The goblins gave a hearty chuckle at the group’s pain.
Moves (Surprise Round):
Surprise Action: Hand of Maglubiyet on Typhor
Range 10; +5 (+7 due to CA) vs Fortitude
1d6 + 5 force damage, and the goblin priest chooses to either slide the target 3 squares or to immobilize the target until the end if it’s next turn
Attack Roll: 17 vs Fort Hit!
Damage Roll: 7 force damage, and Typhor is shifted to N14.
Goblin Sharpshooters:
#1:
Surprise Action: Short Bow on William
Range: 15/30; +9 (+11 due to CA) vs AC
1d8+4 damage, +1d6 due to CA
#2:
Surprise Action: Short Bow on William
Range: 15/30; +9 (+11 due to CA) vs AC
1d8+4 damage, +1d6 due to CA
Goblin Warriors:
All three use Range Mobile attack as their surprise action, and move to P17, Q17 and Q18
The goblin moves half his speed. At any point during that movement, it makes one ranged attack without provoking opportunity attacks.
#1:
Surprise Action: Ranged attack: Javelin on Hertzog
Range 10/20; +6 (+8 due to CA) vs AC
1d6 +2 damage
Attack Roll: 15 vs AC Miss!
#2:
Surprise Action: Ranged attack: Javelin on Alainn
Range 10/20; +6 (+8 due to CA) vs AC
1d6 +2 damage
Attack Roll: 23 vs AC Hit!
Damage Roll: [URL=" http://4e.orokos.com/roll/29451"]3[/URL] damage.
#3:
Surprise Action: Ranged attack: Javelin on Alainn
Range 10/20; +6 (+8 due to CA) vs AC
1d6 +2 damage
Attack Roll: 27 vs AC Hit!
Damage Roll: [URL=" http://4e.orokos.com/roll/29451"]8[/URL] damage.
But it wasn’t over yet...
Goblin Surprise! Round 1
The heroes were so completely surprised by this ambush, that it gave the goblins ample enough time to unleash another barrage of attacks of their own. The priest this time, with his corporeal disembodied crimson hand, grabs and hurls William like a ragdoll into the ditch below. He cackles maniacally at this attempt.
The archers grabbed two new arrows, and launched them towards the open Goliath and Half-Orc. One bounced away harmlessly in front of Hertzog, while the other planted itself firmly in Grokka’s ribs.
The goblins from behind the group took advantage of the chaos, and drew new javelins. They move closer to the group, raining their javelins on the group from behind. One severely injured Alainn, while two more found themselves planted behind Hertzog’s back.
Moves (Round 1):
Standard Action: Hand of Maglubiyet on William
Range 10; +5 vs Fortitude
1d6 + 5 force damage, and the goblin priest chooses to either slide the target 3 squares or to immobilize the target until the end if it’s next turn
Attack Roll: [URLhttp://4e.orokos.com/roll/29452"]13[/URL] vs Fort Hit!
Damage Roll: 8 force damage, and William is shifted to N15.
Goblin Sharpshooters:
#1:
Standard Action: Short Bow on Grokka
+9 vs AC
1d8+4 damage, +1d6 due to CA
Damage Roll: [URL=" http://4e.orokos.com/roll/29453"]11[/URL] damage.
#2:
Standard Action: Short Bow on Hertzog
+9 vs AC
1d8+4 damage, +1d6 due to CA
Goblin Warriors:
All three unsheathe another javelin as their Minor action
All three use Range Mobile attack as their Standard Action, moving to P14, Q14 and Q15 respectively
The goblin moves half his speed. At any point during that movement, it makes one ranged attack without provoking opportunity attacks.
#1:
Surprise: Ranged attack: Javelin on Alainn
Range 10/20; +6 vs AC
1d6 +2 damage
Attack Roll: [URL=" http://4e.orokos.com/roll/29454"]26 [/URL] vs AC Critical Hit!!!
Damage Roll: 8 damage.
#2:
Surprise: Ranged attack: Javelin on Hertzog
Range 10/20; +6 vs AC
1d6 +2 damage
Attack Roll: 19 vs AC Hit!
Damage Roll: [URL=" http://4e.orokos.com/roll/29454"]8[/URL] damage.
#3:
Surprise: Ranged attack: Javelin on Hertzog
Range 10/20; +6 vs AC
1d6 +2 damage
Attack Roll: 19 vs AC Hit!
Damage Roll: [URL=" http://4e.orokos.com/roll/29454"]7[/URL] damage.
Map (Round 1):
Initiative:
Goblin Sharpshooters 17 and 19
Goblin Warriors 16; 22 and 23
Grokka 10
Hertzog 9
Alainn 7
Typhor 7
William 3
Here's how it goes: Allies/enemies take turns out of order in a group/block.
Stats:
(O11) Grokka HP 17/28
(O12) Hertzog HP 14/29 + 5 Temp HP Bloodied!
(N14) Typhor HP 23/30
(N15) William HP 26/34
(D11) Goblin Priest of Maglubiyet HP 29/29
(F11) Goblin Sharpshooter #1 HP 31/31
(F12) Goblin Sharpshooter #2 HP 31/31
(P14) Goblin Warrior #1 HP 29/29
(Q14) Goblin Warrior #2 HP 29/29
(Q15) Goblin Warrior #3 HP 29/29
Monster Details:
Special:
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).
Special:
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:
A Sharpshooter deals 1d6 extra damage against any creature granting combat advantage to it.
Special:
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.
I posted the coordinates of everyone as well, making it easier to plan your attacks (Letter, then number).
Another way to make it easier is to post what monster you hit e.g. Melee Basic attack on Hobgoblin grunt(F5)
Features:
Sewer Ditch: This tunnel’s ditch is remarkably dry. As such, anyone fallen into it does not suffer difficult terrain due to murky waters. Also, due to the dryness, no one suffers an acrobatics check when standing on the ledges. It counts as an additional square to climb up (or jump off) the ditch’s wall though.
Trigger: Typhor rolls initiative
Effect: William shifts half his speed (3 squares)
Crunch
Move: Walk to M16
Standard: Hand of Radiance on Goblin Warriors (P14,Q14,Q15)
-->Attack: 1d20 + 7 = 13 (miss), 13 (miss), 27 (CRITICAL!)
-->Damage: 4 + 1d6 +5 = 10
Stats:
(O11) Grokka HP 17/28
(O12) Hertzog HP 14+5/29
(N14) Typhor HP 12/30
(N15) William HP 26/34
(D11) Goblin Priest of Maglubiyet HP 29/29
(F11) Goblin Sharpshooter #1 HP 31/31
(F12) Goblin Sharpshooter #2 HP 31/31
(P14) Goblin Warrior #1 HP 29/29
(Q14) Goblin Warrior #2 HP 29/29
(Q15) Goblin Warrior #3 HP 19/29
[ Up Next: More Heroes ]
[ On Deck: Sneaky Goblins]
Standard: Inspiring Refrain on Goblin Warrior #1 (P14)
Attack: 25 vs AC HIT!
--> Damage: 11
--> Effect: All allies within 5 (everyone) gets +1 to attack rolls until the end of my next turn.
Minor: Majestic Word on Alainn Surge+3 = +9 HP
Stats:
+1 to attack
(P13) Grokka HP 17/28
+1 to attack
(O12) Hertzog HP 14+5/29
+1 to attack
(N14) Typhor HP 12/30
+1 to attack
(N15) William HP 26/34
+1 to attack
(D11) Goblin Priest of Maglubiyet HP 29/29
(F11) Goblin Sharpshooter #1 HP 31/31
(F12) Goblin Sharpshooter #2 HP 31/31
(P14) Goblin Warrior #1 HP 18/29
(Q14) Goblin Warrior #2 HP 29/29
(Q15) Goblin Warrior #3 HP 19/29
[ UP NEXT: THE BAND ]
[ ON DECK: THE HECKLERS ]
The goblins screech and scream, as the magical energies threaten to tear them apart from the inside.
As the goblins recoil in pain, Willaim traces a rune in the air, which appears over the head of the goblin with the most vigor, pulsing above him with an electric red light, daring him to strike one of William's friends.
Free Action: Drop Sunrod in O16
Move Action: Move to P15
Standard Action: Sword Burst on P14, Q14 and Q15.
---> P14 1d20+7+2 vs 15 Reflex = 29! Critical Hit!
---> Q14 1d20+7 vs 15 Reflex = 17! Hit!
---> Q15 1d20+7 vs 15 Reflex = 20! Hit!
---> P14 takes 12 Damage!
---> Q14 takes 10 Damage!
---> Q15 takes 10 Damage!
---> Q14 takes an additional 2 Damage! from the Challenge Seeking Longsword.
Minor Action: Aegis of Shielding on Q14
---> Q14 is marked. If he makes an attack that doesn't include William, as an immiedate reaction, William reduces the damage by 7!
Stats:
+1 to attack
(P13) Grokka HP 17/28
+1 to attack
(O12) Hertzog HP 14+5/29
+1 to attack
(N14) Typhor HP 12/30
+1 to attack
(N15) William HP 26/34
+1 to attack
(D11) Goblin Priest of Maglubiyet HP 29/29
(F11) Goblin Sharpshooter #1 HP 31/31
(F12) Goblin Sharpshooter #2 HP 31/31
(P14) Goblin Warrior #1 HP 6/29
(Q14) Goblin Warrior #2 HP 17/29 William's Aegis
(Q15) Goblin Warrior #3 HP 9/29
[ UP NEXT: THE BAND ]
[ ON DECK: THE HECKLERS ]
"You'll pay for that"
Both ends fly in towards the weakest warrior, who leaps over the one of the spikes, only to catch the other squarely in the side. The goblin considers Hertzog as the light fades from his eyes, the half-orc turning his attention to the two remaining warriors. Shifting back onto the balls of his feet, Hertzog keeps the ends of his chain in motion, ready to punish any would-be attacker.
Crunch
Minor: Declare Quarry on Goblin Warrior #1 (P14)
Standard: Twin Strike on Goblin Warrior #1 (P14)
-->Attack: 1d20 + 10 = 29 (Hit!)
-->Attack: 1d20 + 10 = 13 (miss)
-->Damage: 2d4+1d6+1 = 12
Goblin Warrior Reaction: Shift Posthumously to N14
+1 to attack
(P13) Grokka HP 17/28
+1 to attack
(O12) Hertzog HP 14+5/29
+1 to attack
(N14) Typhor HP 12/30
+1 to attack
(P15) William HP 26/34
+1 to attack
(D11) Goblin Priest of Maglubiyet HP 29/29
(F11) Goblin Sharpshooter #1 HP 31/31
(F12) Goblin Sharpshooter #2 HP 31/31
(Q14) Goblin Warrior #2 HP 17/29
(Q15) Goblin Warrior #3 HP 9/29
(N14) Goblin Warrior #1 HP -6/29 Dead!
[ UP NEXT: Typhor ]
[ ON DECK: Thinned Goblin Ranks ]
Scrambling forward and out of the ditch, Typhor takes a position a few steps behind William and strikes at the closest goblin, but fails to connect. The stupid creature manages to dodge out of the way... and ends up standing directly between William and Grokka.
Minor Action: Inspiring Word on Alainn
--->Effect: Alainn can spend a surge and gain 3 additional HP (Total: +9 HP)
Move Action: Walk to P17
Standard Action: Viper's Strike vs. Goblin Warrior #3 (Q15)
--->1d20 + 7 + 1 versus 17 AC = 12 (miss!)
Goblin Warrior #3
Immediate Reaction: Goblin Tactics
--->Trigger: Typhor missed with a melee attack
--->Effect: Goblin Warrior #3 shifts to P14
Stats:
+1 to attack
(P13) Grokka HP 17/28
+1 to attack
(O12) Hertzog HP 14+5/29 (bloodied!)
+1 to attack
(N14) Typhor HP 12/30 (bloodied!)
+1 to attack
(P15) William HP 26/34
+1 to attack
(D11) Goblin Priest of Maglubiyet HP 29/29
(F11) Goblin Sharpshooter #1 HP 31/31
(F12) Goblin Sharpshooter #2 HP 31/31
(Q14) Goblin Warrior #2 HP 17/29
--William's Aegis
(P14) Goblin Warrior #3 HP 9/29
(N14) Goblin Warrior #1 HP -6/29 Dead!
[Up Next: Idiot Goblins]
[On Deck: The Good Guys]
The priest spots his goblin cohorts being torn to shreds from both sides.
"Quick! I must be close to stops them! Move forward!" The sharpshooters comply, moving closer to the heroes.
"Get the big one and the green one firsties! Whiles they be busies!" orders the hooded goblin to the sharpshooters, pointing to Grokka and Hertzog.
The goblins unleash two more arrows towards the party. One misses Grokka, but the other plants itself along with the other projectiles firmly on the Half-Orc's back.
Before Grokka could even grasp at what's attacking them, two crimson hands charges them. Grokka managed to poke Hertzog on his shoulder, pointing him and warning him of the incoming appendages behind them, before hisown legs were grabbed firmly. With ample warning, Hertzog deflected the hand with his spiked chains.
This unfortunately made the Half-Orc turn his own back on the nearby goblins. One goblin withdraws his crude spear, and stabs Hewrtzog in his back. His ace contorts to a toothy grin as he heard the Half-Orc cry in pain.
The other goblin also unsheathes his spear from his back, and takes a jab at William's heart. Though William could easily parry such a simple jab, he didn't realize the goblin fooled him, turning his spear mid-lunge and bashing William in the face instead with the brunt end of the weapon.
Moves (Round 1):
Move Action: Move to G11
Standard Action: Maglubiyet’s Fists, against Grokka and Hertzog
The Goblin priest makes two Hand of Maglubiyet attacks, each against a different target.
Hand of Maglubiyet stats:
Range 10; +5 vs Fortitude
1d6 + 5 force damage, and the goblin priest chooses to either slide the target 3 squares or to immobilize the target until the end if it’s next turn
Attack Roll (Grokka): 15 vs Fort Hit!
Damage Roll: 6 force damage, and Grokka is Immobilized until the end of the Priest’s next turn.
Attack Roll (Hertzog): 10 vs Fort Miss!
Goblin Sharpshooters:
#1:
Move Action: Move to I11
Standard Action: Short Bow on Grokka
+9 vs AC
1d8+4 damage
#2:
Move Action: Move to I12
Standard Action: Short Bow on Hertzog
+9 vs AC
1d8+4 damage
Damage Roll: [URL=" http://4e.orokos.com/roll/29523"]7[/URL] damage.
Goblin Warriors:
#2:
Minor Action: Withdraw spear
Standard Action: Spear against William
+6 vs AC
1d8 +2 damage
Attack Roll: 19 vs AC Hit!
Damage Roll: [URL=" http://4e.orokos.com/roll/29524"]8[/URL] damage.
#3:
Minor Action: Withdraw spear
Standard Action: Spear against Hertzog
+6 vs AC
1d8 +2 damage
Attack Roll: 19 vs AC Hit!
Damage Roll: [URL=" http://4e.orokos.com/roll/29524"]4[/URL] damage.
Map (Round 2):
Initiative:
Goblin Sharpshooters 17 and 19
Goblin Warriors 16; 22 and 23
Grokka 10
Hertzog 9
Alainn 7
Typhor 7
William 3
Here's how it goes: Allies/enemies take turns out of order in a group/block.
Stats:
+1 to attack (Until end of Grokka’s next turn)
(P13) Grokka HP 11/28 Bloodied!
+1 to attack (Until end of Grokka’s next turn)
Immobilized (Until the end of Goblin’s priest next turn)
(Q13) Hertzog HP 8/29 (bloodied!)
+1 to attack (Until end of Grokka’s next turn)
(P17) Typhor HP 12/30 (bloodied!)
+1 to attack (Until end of Grokka’s next turn)
(P15) William HP 18/34
+1 to attack (Until end of Grokka’s next turn)
(D11) Goblin Priest of Maglubiyet HP 29/29
(I11) Goblin Sharpshooter #1 HP 31/31
(I12) Goblin Sharpshooter #2 HP 31/31
(Q14) Goblin Warrior #2 HP 17/29
--William's Aegis
(P14) Goblin Warrior #3 HP 9/29
(N14) Goblin Warrior #1 HP -6/29 Dead!
Monster Details:
Special:
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).
Special:
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:
A Sharpshooter deals 1d6 extra damage against any creature granting combat advantage to it.
Special:
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.
I posted the coordinates of everyone as well, making it easier to plan your attacks (Letter, then number).
Another way to make it easier is to post what monster you hit e.g. Melee Basic attack on Hobgoblin grunt(F5)
Features:
Sewer Ditch: This tunnel’s ditch is remarkably dry. As such, anyone fallen into it does not suffer difficult terrain due to murky waters. Also, due to the dryness, no one suffers an acrobatics check when standing on the ledges. It counts as an additional square to climb up (or jump off) the ditch’s wall though.
Actions
Move Action: Move to Q17 (M16 -> N16 -> O16 -> P16 -> Q17)
Standard Action: Thunder of Judgement (+3 dmg from Covenant of Wrath)
-- Goblin Warrior 2: 25 vs Fortitude 13, 13 damage
-- Goblin Warrior 3: 28 vs Fortitude 13, 14 damage (Critical Hit!)
-- Goblin Priest: 21 vs Fortitude 12, 13 damage (+4 dmg from Challenge Seeking Weapon)
Stats:
-- +1 to attack (Until end of Grokka’s next turn)
(P13) Grokka HP 11/28 Bloodied!
-- +1 to attack (Until end of Grokka’s next turn)
-- Immobilized (Until the end of Goblin’s priest next turn)
(Q13) Hertzog HP 8/29 (bloodied!)
-- +1 to attack (Until end of Grokka’s next turn)
(P17) Typhor HP 12/30 (bloodied!)
-- +1 to attack (Until end of Grokka’s next turn)
(P15) William HP 18/34
-- +1 to attack (Until end of Grokka’s next turn)
(E11) Goblin Priest of Maglubiyet HP 16/29
-- Dazed until the end of Alainn's next turn
(I11) Goblin Sharpshooter #1 HP 31/31
(I12) Goblin Sharpshooter #2 HP 31/31
(Q14) Goblin Warrior #2 HP 3/29
-- Dazed until the end of Alainn's next turn
-- William's Aegis
The Dead
(N14) Goblin Warrior #1 :: HP -6/29
(P14) Goblin Warrior #3 :: HP -5/29 (Liquified by Alainn)
[Up Next]: The Heroes
[On Deck]: Goblins (Round 3)
Crunch
-->Attack: 1d20 + 10 = 11 (miss)
Goblin Warrior Reaction: Shift to Q15
Move: Shift to Q14
Standard: Twin Strike on Goblin Warrior #2 (Q14)
-->Attack: 2 X 1d20 + 10 = 26 (Hit!), 26 (Hit!)
-->Damage: 4d4+2 = 9
Stats:
+1 to attack (Until end of Grokka’s next turn)
(P13) Grokka HP 11/28 Bloodied!
+1 to attack (Until end of Grokka’s next turn)
Immobilized (Until the end of Goblin’s priest next turn)
(Q14) Hertzog HP 8/29 (bloodied!)
+1 to attack (Until end of Grokka’s next turn)
(P17) Typhor HP 12/30 (bloodied!)
+1 to attack (Until end of Grokka’s next turn)
(P15) William HP 18/34
+1 to attack (Until end of Grokka’s next turn)
(E11) Goblin Priest of Maglubiyet HP 16/29
(I11) Goblin Sharpshooter #1 HP 31/31
(I12) Goblin Sharpshooter #2 HP 31/31
The Dead
(N14) Goblin Warrior #1 :: HP -6/29
(Q14) Goblin Warrior #2 HP -6/29
(P14) Goblin Warrior #3 :: HP -5/29 (Liquified by Alainn)
[ Up Next: Typhor, Grokka, William ]
[ On Deck: Ranged-y Goblins]
Having moved into place, he notices that Hertzog's wounds are even more serious than his own. "You aren't about to let a gang of craven goblins take you down, are you?" he calls.
--->Effect: Typhor regains 7 HP and gets +2 to all defenses until the start of his next turn.
Move Action: Walk to O12
Minor Action: Inspiring Word on Hertzog
--->Effect: Hertzog can spend a surge and gain 3 additional HP (Total: +10 HP)
Stats:
-- +1 to attack (Until end of Grokka’s next turn)
(P13) Grokka HP 11/28 (bloodied!)
-- +1 to attack (Until end of Grokka’s next turn)
-- Immobilized (Until the end of Goblin’s priest next turn)
(Q13) Hertzog HP 18/29
-- +1 to attack (Until end of Grokka’s next turn)
(P17) Typhor HP 19/30
-- +2 to all defenses (Until the start of his next turn)
-- +1 to attack (Until end of Grokka’s next turn)
(P15) William HP 18/34
-- +1 to attack (Until end of Grokka’s next turn)
(E11) Goblin Priest of Maglubiyet HP 16/29
-- Dazed until the end of Alainn's next turn
(I11) Goblin Sharpshooter #1 HP 31/31
(I12) Goblin Sharpshooter #2 HP 31/31
The Dead
(N14) Goblin Warrior #1 :: HP -6/29
(Q14) Goblin Warrior #2 HP -6/29
(P14) Goblin Warrior #3 :: HP -5/29 (Liquified by Alainn)
[Up Next]: Grokka and William
[On Deck]: Goblins (Round 3)
Despite failing with his attack, he remains calm, tracing a familiar rune in the air with his free hand, which then dances with electric red light over the head of the other goblin.
William prepares his defenses, confident that these goblins only have a few seconds left to live.
Standard Action: Lightning Lure on Goblin SS2 (I12)
---> 1d20+7 versus 13 Fortitude = 9! Miss!
Minor: Aegis on Goblin SS 1 (I11):
--->Immiediate Reaction: If Goblin SS 1 damages someone with an attack that does not include William, activate Aegis to reduce the damage by 7.
**Hope that's all right. I'm in a huge hurry this morning, so this was posted hastily
Crunch:
Minor: Majestic Word on William
-Healing Surge +3: 11 Healing for William
Standard: Second Wind
-Healing Surge: +7 Healing for Grokka
Stats:
(P13) Grokka HP 18/28
-- Immobilized (Until the end of Goblin’s priest next turn)
-- +2 to all defenses (Until the start of his next turn)
(Q13) Hertzog HP 18+4/29
(P17) Typhor HP 19/30
-- +2 to all defenses (Until the start of his next turn)
(P15) William HP 29/34
(E11) Goblin Priest of Maglubiyet HP 16/29
-- Dazed until the end of Alainn's next turn
(I11) Goblin Sharpshooter #1 HP 31/31
(I12) Goblin Sharpshooter #2 HP 31/31
The Dead
(N14) Goblin Warrior #1 :: HP -6/29
(Q14) Goblin Warrior #2 HP -6/29
(P14) Goblin Warrior #3 :: HP -5/29 (Liquified by Alainn)
The goblin priest stands up from Alainn's thunderous blast. Though his head ached and pounded, he could still spot one of the foes rushing forward towards them.
"Ugh, gets away, yous! Stay backs!", the goblin yelped, and unleashed another giant red hand from it's staff. William soon found his legs grabbed by the irksome red hand. At the same time, the hand grabbing Grokka dissapear into a fine red mist, releasing him from it's grasp.
The sharpshooters, trying to protect their leader, back off from William, standing more closer to the priest. One goblin looks above his head, spotting the strange red lights dancing on his forehead. Disgruntled (and deciding that William was responsible for this), he let's loose an arrow towards the young swordmage. William, though immobilized, could still swing his weapon freely, and parried it with his blade once more.
The other goblin spots the nearby Genasi, and let's loose his own arrow. Typhor wasn't as lucky as William. Though he placed himself into a more defensible position, the arrow still made it past, planting itself onto Typhor's one arm...
Moves (Round 3):
Free Action: Recharge Maglubiyet’s Fists: 3 Failed!
Standard Action: Hand of Maglubiyet on William
Range 10; +5 vs Fortitude
1d6 + 5 force damage, and the goblin priest chooses to either slide the target 3 squares or to immobilize the target until the end if it’s next turn
Attack Roll: 13 vs Fort Hit!
Damage Roll: 8 force damage, and William is Immobilized until the end of the Priest’s next turn.
Goblin Sharpshooters:
#1:
Move Action: Move to G11
Standard Action: Short Bow on William
+9 vs AC
1d8+4 damage
#2:
Move Action: Move to G12
Standard Action: Short Bow on Typhor
+9 vs AC
1d8+4 damage
Damage Roll: [URL=" http://4e.orokos.com/roll/29624"]5[/URL] damage.
Map (Round 3):
Initiative:
Goblin Sharpshooters 17 and 19
Grokka 10
Hertzog 9
Alainn 7
Typhor 7
William 3
Here's how it goes: Allies/enemies take turns out of order in a group/block.
Stats:
(P13) Grokka HP 18/28 Bloodied!
Second Wind: +2 to all defences (until start of his next turn)
(Q14) Hertzog HP 18+4 Temp HP/29
(O12) Typhor HP 14/30 Bloodied!
Second Wind: +2 to all defences (until start of his next turn)
(K11) William HP 21/34
Immobilized (until end of Priest’s next turn)
(E11) Goblin Priest of Maglubiyet HP 16/29
-- Dazed until the end of Alainn's next turn
(G11) Goblin Sharpshooter #1 #1 HP 31/31
William’s Aegis
(G12) Goblin Sharpshooter #2 #2 HP 31/31
The Dead
(N14) Goblin Warrior #1 :: HP -6/29 (Killed by Hertzog)
(Q14) Goblin Warrior #2 HP -6/29 (Killed by Hertzog)
(P14) Goblin Warrior #3 :: HP -5/29 (Liquified by Alainn)
Monster Details:
Special:
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).
Special:
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:
A Sharpshooter deals 1d6 extra damage against any creature granting combat advantage to it.
Special:
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.
I posted the coordinates of everyone as well, making it easier to plan your attacks (Letter, then number).
Another way to make it easier is to post what monster you hit e.g. Melee Basic attack on Hobgoblin grunt(F5)
Features:
Sewer Ditch: This tunnel’s ditch is remarkably dry. As such, anyone fallen into it does not suffer difficult terrain due to murky waters. Also, due to the dryness, no one suffers an acrobatics check when standing on the ledges. It counts as an additional square to climb up (or jump off) the ditch’s wall though.
Turning towards the noise, the goblin priest stares in shock as Hertzog crests over the wall and flies toward him. The priest has only a moment to curse his archer bodyguards before one of Hertzog's spikes drives itself through the top of his skull. The goblin collapses to the floor as Hertzog turns to face the outmaneuvered archers.
Crunch
Move: Walk to L14
Standard: Charge Goblin Priest of Maglubiyet (E11), moving to (F12)
-->Swift Charge (racial): +2 speed when charging
-->Possible Reaction: Goblin Sharpshooter #2 might be able to make an Opportunity Attack from moving through (G13), depending on weapon and ditch wall.
-->Attack: 1d20 + 10 = 26 (Hit!)
Free Action: Furious Assault, Attack deals [W] extra damage
-->Damage: 4d4+5 = 18
-->Goblin Priest of Maglubiyet is slain
Stats
(Q17) Alainn HP 23+4 Temp HP/24
(P13) Grokka HP 18/28 Bloodied!
--Second Wind: +2 to all defences (until start of his next turn)
(F12) Hertzog HP 18+4 Temp HP/29
(O12) Typhor HP 14/30 Bloodied!
--Second Wind: +2 to all defences (until start of his next turn)
(K11) William HP 21/34
--Immobilized (until end of Priest’s next turn)
The Bad:
(G11) Goblin Sharpshooter #1 HP 31/31
--William’s Aegis
(G12) Goblin Sharpshooter #2 HP 31/31
--Hertzog's Quarry
The Dead:
(O14) Goblin Warrior #1 HP -6/29 Poked by Hertzog
(Q14) Goblin Warrior #2 HP -6/29 Poked by Hertzog
(P14) Goblin Warrior #3 HP -5/29 Liquified by Alainn
(E11) Goblin Priest of Maglubiyet HP -2/29 Impaled 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
Map
[ Up Next: Typhor, Grokka, William, Alainn ]
[ On Deck: Sharpshooters ]
Rather than preparing an attack while he moves, Typhor instead manages to catch Hertzog's eye and subtly signals for him to take advantage of the distraction created by his run.
--->Effect: Typhor grants combat advantage and takes a -5 penalty to attacks until the start of his next turn.
Standard Action: Commander's Strike on Goblin Sharpshooter #2
--->Effect: Hertzog makes a melee basic attack against Goblin Sharpshooter #2, with a +3 bonus to damage.
Stats
(Q17) Alainn HP 23+4 Temp HP/24
(P13) Grokka HP 18/28
--Second Wind: +2 to all defences (until start of his next turn)
(F12) Hertzog HP 18+4 Temp HP/29
(H12) Typhor HP 14/30 (bloodied!)
--Grants combat advantage (until start of his next turn)
(K11) William HP 21/34
--Immobilized (until end of Priest’s next turn)
Villains
(G11) Goblin Sharpshooter #1 HP 31/31
--William’s Aegis
(G12) Goblin Sharpshooter #2 HP 31/31
--Hertzog's Quarry
The Recently Deceased
(O14) [strike]Goblin Warrior #1 HP -6/29[/strike] Poked by Hertzog
(Q14) [strike]Goblin Warrior #2 HP -6/29[/strike] Poked by Hertzog
(P14) [strike]Goblin Warrior #3 HP -5/29[/strike] Liquified by Alainn
(E11) [strike]Goblin Priest of Maglubiyet HP -2/29[/strike] Impaled 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, William, Alainn ]
[ On Deck: Sharpshooters ]
Hertzog calls across the flailing goblin to Typhor,
"Thats twice I owe you."
Crunch
-->Attack: 1d20 + 11 = 20 (Hit!)
-->Damage: 2d4+2d6+8 = 25
-->2d4+5 MBA, +3 from Commander's Strike, +1d6 Quarry, +1d6 Challenge-Seeking
Stats
(Q17) Alainn HP 23+4 Temp HP/24
(P13) Grokka HP 18/28 Bloodied!
--Second Wind: +2 to all defences (until start of his next turn)
(F12) Hertzog HP 18+4 Temp HP/29
(H12) Typhor HP 14/30 Bloodied!
--Grants combat advantage (until start of his next turn)
(K11) William HP 21/34
--Immobilized (until end of Priest’s next turn)
The Bad:
(G11) Goblin Sharpshooter #1 HP 31/31
--William’s Aegis
(G12) Goblin Sharpshooter #2 HP 6/31 Bloodied!
--Hertzog's Quarry
The Dead:
(O14) Goblin Warrior #1 HP -6/29
(Q14) Goblin Warrior #2 HP -6/29
(P14) Goblin Warrior #3 HP -5/29 Liquified by Alainn
(E11) Goblin Priest of Maglubiyet HP -2/29
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, William, Alainn ]
[ On Deck: Sharpshooters ]
"Bloody hell," Alainn curses.
Actions
Move - Q17 -> P11 (Q15 > Q14 > Q13 > Q12 > P11)
Standard - Hand of Radiance
-- 11 vs Reflex 15 (Goblin Sharpshooter 1) MISS!
-- 12 vs Reflex 15 (Goblin Sharpshooter 2) MISS!
Stats
(P11) Alainn HP 23+4/24
(P13) Grokka HP 18/28
-- Second Wind: +2 to all defences (until start of his next turn)
(F12) Hertzog HP 18+4/29
(H12) Typhor HP 14/30 Bloodied!
-- Grants combat advantage (until start of his next turn)
(K11) William HP 21/34
-- Immobilized (until end of Priest’s next turn)
The Bad:
(G11) Goblin Sharpshooter #1 HP 31/31
-- William’s Aegis
(G12) Goblin Sharpshooter #2 HP 6/31 Bloodied!
-- Hertzog's Quarry
The Dead:
(O14) Goblin Warrior #1 HP -6/29
(Q14) Goblin Warrior #2 HP -6/29
(P14) Goblin Warrior #3 HP -5/29
(E11) Goblin Priest of Maglubiyet HP -2/29
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, William
[On Deck] Goblins (Round 4)
Perhaps it was him impotently struggling to free himself from that annoying red hand that made his argument less than convincing.
---> Attempting to cow into surrender: 3!
Stats
(P11) Alainn HP 23+4/24
(P13) Grokka HP 18/28
-- Second Wind: +2 to all defences (until start of his next turn)
(F12) Hertzog HP 18+4/29
(H12) Typhor HP 14/30 Bloodied!
-- Grants combat advantage (until start of his next turn)
(K11) William HP 21/34
-- Immobilized (until end of Priest’s next turn)
The Bad:
(G11) Goblin Sharpshooter #1 HP 31/31
-- William’s Aegis
(G12) Goblin Sharpshooter #2 HP 6/31 Bloodied!
-- Hertzog's Quarry
-- Laughing at William
The Dead:
(O14) Goblin Warrior #1 HP -6/29
(Q14) Goblin Warrior #2 HP -6/29
(P14) Goblin Warrior #3 HP -5/29
(E11) Goblin Priest of Maglubiyet HP -2/29
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] Goblins (Round 4)
Crunch:
Standard: Move to G13
Minor: Stone's Endurance
- Resist 5 Damage
Stats:
The Good:
(P11) Alainn HP 23+4/24
(G13) Grokka HP 18/28
-- Resist 5 damage (until start of his next turn)
(F12) Hertzog HP 18+4/29
(H12) Typhor HP 14/30 Bloodied!
-- Grants combat advantage (until start of his next turn)
(K11) William HP 21/34
-- Immobilized (until end of Priest’s next turn)
The Bad:
(G11) Goblin Sharpshooter #1 HP 31/31
-- William’s Aegis
(G12) Goblin Sharpshooter #2 HP 6/31 Bloodied!
-- Hertzog's Quarry
-- Laughing at William
The Dead:
(O14) Goblin Warrior #1 HP -6/29
(Q14) Goblin Warrior #2 HP -6/29
(P14) Goblin Warrior #3 HP -5/29
(E11) Goblin Priest of Maglubiyet HP -2/29
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: GOBBOS ] [ ON DECK: TEAM SUPERCOOL ]
The goblins, now surrounded on all sides, drop their shortbows. By the time the bows clatter on the ground, the goblins sheathed crude looking blades, each one wilding it in their hands. One catches Typhor off-guard, skewering his ribs with the sword. The genasi falls briefly to his knees from the attack, thankful that William's magic reduced the blade's momentum.
The other goblin takes the offensive, and stabs the Warlord with his other blade. This time the blade sank deep through the watersoul's flesh, nearly puncturing his organs. But Typhor still held out.
The one goblin took that as his cue to leave, as he quietly tip-toes away from the genasi, but was still near the bloodthirsty orc.
Without it's masters command, the crimson hand dissapates into fine mist, freeing the Swordmage from it's grasp.
Moves (Round 4):
#1:
Free Action: Drop shortbow
Minor Action: Draw a short sword
Standard Action: Short sword against Typhor
+7 (+2 due to CA) vs AC
1d6+2 damage (+1d6 due to CA)
Damage Roll: [URL=" http://4e.orokos.com/roll/29748"]9[/URL] damage in total.
William's Aegis blocks 7 damages, resulting in 2 damage in total.
Move Action: Shift to F11
#2:
Free Action: Drop shortbow
Minor Action: Draw a short sword
Standard Action: Short sword against Typhor
+7 (+2 due to CA) vs AC
1d6+2 damage (+1d6 due to CA)
Damage Roll: [URL=" http://4e.orokos.com/roll/29747"]5[/URL] damage in total.
Typhor is dying!
Map (Round 4):
Initiative:
Grokka 10
Hertzog 9
Alainn 7
Typhor 7
William 3
Here's how it goes: Allies/enemies take turns out of order in a group/block.
Stats:
(G13) Grokka HP 18/28
-- Resist 5 damage (until start of his next turn)
(F12) Hertzog HP 18+4/29
(H12) Typhor HP 7/30 Bloodied!
-- Grants combat advantage (until start of his next turn)
(K11) William HP 21/34
(G11) Goblin Sharpshooter #1 HP 31/31
-- William’s Aegis
(G12) Goblin Sharpshooter #2 HP 6/31 Bloodied!
-- Hertzog's Quarry
—Flanked (Provides CA)
The Dead:
(O14) Goblin Warrior #1 HP -6/29 [Hertzog]
(Q14) Goblin Warrior #2 HP -6/29 [Hertzog]
(P14) Goblin Warrior #3 HP -5/29 [Alainn]
(E11) Goblin Priest of Maglubiyet HP -2/29 [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:
Special:
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).
Special:
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:
A Sharpshooter deals 1d6 extra damage against any creature granting combat advantage to it.
Special:
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.
I posted the coordinates of everyone as well, making it easier to plan your attacks (Letter, then number).
Another way to make it easier is to post what monster you hit e.g. Melee Basic attack on Hobgoblin grunt(F5)
Features:
Sewer Ditch: This tunnel’s ditch is remarkably dry. As such, anyone fallen into it does not suffer difficult terrain due to murky waters. Also, due to the dryness, no one suffers an acrobatics check when standing on the ledges. It counts as an additional square to climb up (or jump off) the ditch’s wall though.
"Come, get your revenge on this little runt!"
Crunch
-->1d20+11 , 1d20+9 = 28 (Hit!) , 18 (Hit!)
-->Damage vs (G12): 2d4+1d6+1 = 9
-->Goblin Sharpshooter #2 is slain
-->Damage vs (G12): 2d4+1d6+1 = 8
Move: Slide to E11
Minor: Declare Hunter's Quarry on Goblin Sharpshooter #1 (F11)
Stats:
(P11) Alainn HP 23+4/24
(G13) Grokka HP 18/28
-- Resist 5 damage (until start of his next turn)
(E11) Hertzog HP 18+4/29
(H12) Typhor HP 7/30 Very Bloodied!
-- Grants combat advantage (until start of his next turn)
(K11) William HP 21/34
The Bad:
(F11) Goblin Sharpshooter #1 HP 23/31
-- William’s Aegis
The Dead:
(O14) Goblin Warrior #1 HP -6/29 [Hertzog]
(Q14) Goblin Warrior #2 HP -6/29 [Hertzog]
(P14) Goblin Warrior #3 HP -5/29 [Alainn]
(G12) Goblin Sharpshooter #2 HP -3/31 [Hertzog]
(E11) Goblin Priest of Maglubiyet HP -2/29 [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, Grokka (+ Josephine), William, Alainn ]
[ On Deck: Screwed Goblin ]
Straining to make himself heard despite his wounds, Typhor ignores the blood-flecked spittle flying from his mouth as he shouts. "Move in close, William! Hertzog, get ready to strike once he's in place! Let's turn this last one into goblin paste!"
Minor Action: none
Standard Action: Readied Action
--->Trigger: Another PC moves to G11 (setting up a flank with Hertzog)
--->Action: Commander's Strike on Goblin Sharpshooter #1
>Effect: Hertzog makes a melee basic attack against Goblin Sharpshooter #1, with a +3 bonus to damage.
Stats:
(P11) Alainn HP 23+4/24
(G13) Grokka HP 18/28
-- Resist 5 damage (until start of his next turn)
(E11) Hertzog HP 18+4/29
(H12) Typhor HP 7/30 (very bloodied!)
(K11) William HP 21/34
The Bad:
(F11) Goblin Sharpshooter #1 HP 23/31
-- William’s Aegis
-- Hertzog's Quarry
The Dead:
(O14) Goblin Warrior #1 HP -6/29 [Hertzog]
(Q14) Goblin Warrior #2 HP -6/29 [Hertzog]
(P14) Goblin Warrior #3 HP -5/29 [Alainn]
(G12) Goblin Sharpshooter #2 HP -3/31 [Hertzog]
(E11) Goblin Priest of Maglubiyet HP -2/29 [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, William, Alainn ]
[ On Deck: Screwed Goblin ]
As William completes his lunge, electric red petals swirl up and around the young swordmage, warding him from further harm.
Standard Action: Booming Blade on Goblin Sharpshooter 1
--->1d20+10+2 vs 16 AC = 30! A Hit!
--->Goblin Sharpshooter takes 10 damage!
--->Effect: If Goblin Sharpshooter starts his turn next to me and moves away, he takes 1d6+2 Thunder damage
--->Effect: Rose King's Shield: William gains 10 THP
Stats:
(P11) Alainn HP 23+4/24
(G13) Grokka HP 18/28
-- Resist 5 damage (until start of his next turn)
(E11) Hertzog HP 18+4/29
(H12) Typhor HP 7/30 (very bloodied!)
(K11) William HP 21/34
The Bad:
(F11) Goblin Sharpshooter #1 HP 13/31
-- William’s Aegis
-- Hertzog's Quarry
The Dead:
(O14) Goblin Warrior #1 HP -6/29 [Hertzog]
(Q14) Goblin Warrior #2 HP -6/29 [Hertzog]
(P14) Goblin Warrior #3 HP -5/29 [Alainn]
(G12) Goblin Sharpshooter #2 HP -3/31 [Hertzog]
(E11) Goblin Priest of Maglubiyet HP -2/29 [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, Alainn ]
[ On Deck: Screwed Goblin ]
Crunch
-->Attack: 1d20 + 11 = 15 (miss)
Immediate Reaction: Goblin Tactics moves Goblin Sharpshooter #1 (F11) to (F12)
Stats:
(P11) Alainn HP 23+4/24
(G13) Grokka HP 18/28
-- Resist 5 damage (until start of his next turn)
(E11) Hertzog HP 18+4/29
(H12) Typhor HP 7/30 (very bloodied!)
(G11) William HP 21+10/34
The Bad:
(F12) Goblin Sharpshooter #1 HP 13/31 bloodied!
-- William’s Aegis
-- Hertzog's Quarry
The Dead:
(O14) Goblin Warrior #1 HP -6/29 [Hertzog]
(Q14) Goblin Warrior #2 HP -6/29 [Hertzog]
(P14) Goblin Warrior #3 HP -5/29 [Alainn]
(G12) Goblin Sharpshooter #2 HP -3/31 [Hertzog]
(E11) Goblin Priest of Maglubiyet HP -2/29 [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, Alainn ]
[ On Deck: Screwed Goblin ]
"Best we mosey along, 'fore more of these folk come to dance."
Actions
Move - P11 -> J12 (P11 > O11 > N11 > M11 > L12 > K12 > J12)
Standard - Sunstrike
-- 20 vs Reflex 15 (Goblin Sharpshooter 1) Hit! (13 damage)
Stats:
(P11) Alainn HP 23+4/24
(G13) Grokka HP 18/28
-- Resist 5 damage (until start of his next turn)
(E11) Hertzog HP 18+4/29
(H12) Typhor HP 7/30 (very bloodied!)
(G11) William HP 21+10/34
The Bad:
The Dead:
(O14) Goblin Warrior #1 HP -6/29 [Hertzog]
(Q14) Goblin Warrior #2 HP -6/29 [Hertzog]
(P14) Goblin Warrior #3 HP -5/29 [Alainn]
(D11) Goblin Sharpshooter #1 HP 0/31 [Alainn]
(G12) Goblin Sharpshooter #2 HP -3/31 [Hertzog]
(E11) Goblin Priest of Maglubiyet HP -2/29 [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
[On Deck] A victory celebration and an Action Point for the Heroes!
Minor: Sheath Weapon
(P11) Alainn HP 23+4/24
(G12) Grokka HP 18/28
(E11) Hertzog HP 18+4/29
(H12) Typhor HP 7/30 (very bloodied!)
(G11) William HP 21+10/34
The Bad:
The Dead:
(O14) Goblin Warrior #1 HP -6/29 [Hertzog]
(Q14) Goblin Warrior #2 HP -6/29 [Hertzog]
(P14) Goblin Warrior #3 HP -5/29 [Alainn]
(D11) Goblin Sharpshooter #1 HP 0/31 [Alainn]
(G12) Goblin Sharpshooter #2 HP -3/31 [Hertzog]
(E11) Goblin Priest of Maglubiyet HP -2/29 [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
[ END OF COMBAT? ]
As the last goblin falls to the heroes’ might, the tunnel starts to become eerily quiet once more, with the exception of a continous drip from the ceiling echoing across the tunnel.
Felling safe (for the time being), the party tends to their wounds, while those still ready and able explored their surroundings. The two small wooden doors nearby came to their immediate attention first. As they opened the doors, they prepared their weapons, for fear of another goblin ambush.
The small room was quiet, as well as pitch black. One of the heroes goes back to the ditch, and picks up the discarded sunrod William dropped earlier during the fight. Bringing it back to the dark room, it was suddenly illuminated. As they watched the light expand across the room, they were greeted what appeared to be a rotten, wooden table. The table had only one drawer, which was conveniently halfway opened. As they opened the drawer completely, they were greeted with a small leather pouch. As they grabbed the pouch, their ears were welcomed with a jingle of coins. They opened the pouch, and soon found themselves 200 gold pieces richer...
XP Gained for Encounter:
Total XP Gained: 130 XP per PC
Treasure found:
200 Gold pieces
Party details:
Alainn HP 23/24
Grokka HP 18/28
Hertzog HP 18/29
Typhor HP 7/30 (Critical!)
William HP 21/34
You guys also receive an additional action point, since it’s your second encounter for the day.
OOC Details:
After you guys spend your healing surges, RP, etc., remember your hijinks rolls for the next [strike]slaughter[/strike] encounter.
Stealth and Perception rolls are also required (unless you guys don’t mind being ambushed again).