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[D&D 4E PbP] Council of Thieves Act 1: The Bastards of Erebus (IC)
Posts
"Ooooo shiny!"
Actions
Standard: Sun Strike vs Skeletal Archer
24 vs Reflex 16 -- HIT! 18 radiant damage
Minor: Nothing
Stats
(P12) Alainn HP 18/24 +4 Temp HP
(K10) Grokka HP 15/28
(I15) Hertzog HP 28/29 +4 Temp HP
(G13) Typhor HP 28/30
(F11) William HP 19/34
The Dead
(L10) Skullborn Zombie #1 HP -2/40 Given a hand into the grave by Alainn
(M15) Skullborn Zombie #2 HP -4/40 Liquified by Alainn
(P13) Skinwalker Skeleton #1 HP -14/45 Deconstructed by Hertzog
(K16) Skinwalker Skeleton #2 HP -9/45 Shattered into a hojillion pieces by Grokka
(E12) Skeletal Archer HP -7/37 Purified by Alainn's Divine Light
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
By the time the remaining ashes of the incinerated skeleton drifted to the floor, the heroes were well on their feet. No undead creture stirred. The forgotten legacy that was the Cult of Vecna now were finally laid to rest, beneath the city of Westcrown.
As some of the party members tend to their wounded once more, the rest of them explored their surroundings, hoping to score another hidden cache like before. Entering the room where the undead burst out from, the first thing they saw (or even smelled), were the ravaged remains of a goblin, splattered and ravaged across the entire floor. Blood that was on the floor (and walls) were caked, the flesh long since dried up, and even the bones rotted from the decay. The only thing that caught their attention was a small note, nestled close to two bundled packages, neatly wrapped in bandages.
As they unwrapped the bandages one by one, they were astonished at their findings. The first bundle contained what appeared to be rusty looking steel gauntlets. The other, a large and heavy glaive. As William inspected the items, he noticed that they were magical in nature. The glaive itself glowed brightly at a moment's touch, illuminating the room momentarily, before dimming out entirely. The Swordmage could even sense the bloodlust coming from the guantlets, as if they cried out to slay the weary, and the weak (it even disturbed William for a moment when it growled horribly towards Grokka's general direction).
The note, on the other hand, didn't make much sense, from the look of it. A number of squiggles were written and crude stick figures were drawn on the parchment. In the end though, the party could only surmise that it was probably written in Goblin (perhaps even by the long deceased goblin itself). Whatever it said, didn't made sense, and the words merely trail off, until the ink itself trails off of the paper, ending with a number of bloodstains at the end of the letter. It seems the goblin was the last victim of the wretched undead...
Language: Goblin required
XP Gained for Encounter:
Total XP Gained: 125 XP per PC
Treasure found:
Gauntlets of Blood [Favoured by Hertzog]
Lvl 4
Sell Price: 168 gold pieces
Item Slot: Hands
Property: You gain a +2 bonus to damage rolls against bloodied targets.
Sunblade Glaive + 1 [Favoured by Typhor]
Lvl 4 weapon
Selling Price: 168 gold pieces
Weapon: Heavy Blade
Critical: +1d6
Enhancement: +1 to attack and damage rolls
Property: This weapon can shed bright light or dim light up to 20 squares. You control the brightness and range of the light.
Power (At-Will; Radiant): Free Action: All damage dealt by this weapon is radiant damage. Another free action returns the damage to normal.
Power (Daily; Radiant): Standard Action: You cause motes of light to burst out and attach to your enemies. Make an attack: Close burst 1; targets enemies; Strength vs. Reflex (apply a bonus to the attack roll equal to the weapon’s enhancement bonus [+1]); on a hit, the target takes 1d8 radiant damage.
Party details:
Alainn HP 18/24
Grokka HP 15/28
Hertzog HP 28/29
Typhor HP 28/30
William HP 29/34
OOC Details:
You know the drill by now. Same thing as before. Let the shenanigans continue
Stealth and Perception rolls are also required (unless you guys don’t mind being ambushed again)
In addition, you may also roll Dungeoneering checks. They aren’t mandatory, though each successful roll (DC 10) will add a +2 bonus to your final stealth check.
Lastly, remember to update your Orokos pages, Qed and Funky, with the new ‘toys’ you just found.
"If they make you uncomfortable, think how the Hellknights will feel."
Hertzog thinks briefly about going back to ask the goblins about this note that they'd left, but decides that one encounter with the sewer-dwelling munchkins was prickly enough for the day. The notion is too distracting to him however and Hertzog begins to try and sound out the goblin language from the pictures he could remember in the note and the curses hurled in the previous battle. Five minutes into this exercise, Hertzog decides that goblin can't be spoken in a natural deep orc voice and begins to repeat the process two octaves higher in a painfully unpracticed falsetto. Thoughts cross his mind that there are more important things to attend to, but Hertzog reassures himself that being a half-orc, he should share some kindred ties to the goblins and thus only needs to squeek out a few more syllables to finally understand the note.
Navigating the sewers does not go well for him.
Short Rest
Item Acquired: Gauntlets of Blood (Heroic)
Sewer Navigation!
Stealth: 1d20 + 3 = 5
Perception: 1d20 + 6 = 8
Dungeoneering: 1d20 + 6 = 11
!Ready
"The have a magic to them, indeed. I'm not quite sure I'd like to see what happens to the recepient of one of your strikes while wearing such a macabre pair of gauntlets, but I can at least be glad they probably deserve what's coming to them"
William then fishes the sunrod out of the filthy water, and continues down the sewer path, his mind more focused on the grunts and squeeks emenating from the half-orc than any dangers that might lurk ahead in the darkness.
Short Rest
---> HP 34/34
---> 3/10 on healing surges
Onward through the sewers!
Stealth: 1d20+5 = 12!
Perception: 1d20 = 5!
Dungeoneering: 1d20 = 9!
As the party prepares to resume the trek through the sewers, Typhor attempts to adjusts the light level to strike a balance between easy navigation and the risk of detection, then focuses every ounce of his attention on avoiding any further encounters.
Chicanery: 1d100 = 79
Stealth: 1d20 + 0 = 15
Perception: 1d20 - 1 = 2
Dungeoneering: 1d20 - 1 = 2
EDIT: !ready
Crunch
Hijinks: 1d100 = 54
Perception: 1d20 + 1 = 18
Stealth: 1d20 + 0 = 19
Dungeoneering: 1d20 + 1 = 13
!Ready
Stealth = 15
Perception = 26
Dungeoneering = 21
Healing Surges: 2/8
Health: 24/24
Grokka: HP: 25/28, AP: 0, 5 Surges Remain
!Ready
With that comment, William tosses the half burnt out Sunrod into the next pile of filth they pass.
Party’s lowest Stealth: 5 ( +6 due to 3 successful Dungeoneering checks) = 11
Party’s Highest Perception: 26
The heroes made their way past the dank tunnels. Throughout their travels, they could hear the scream and perhaps the cry of an unfortunate victim off in the distance. They even walked past many more dead creatures. Thankfully though, these remained dead. It almost seemed as though they walked for days within these dark tunnels.
Stealth check: Success
Just as the party was about to turn past the eighteenth symbol, they managed to hear the chattering and clanking of medium armour not far from them (perhaps not even a hundred feet from their current position. Soon it was joined by raucous cries and screams. As Typhor raises his hand to halt the party, he moves slowly towards the side of the tunnel, hoping to get a closer look on what they were about to fight.
As he poked his head for a brief moment, he managed to investigate the tunnel. This large, oddly shaped room has four exit tunnels and multiple sewer channels. One part of a channel connects to a long cesspit. Several large wooden planks form a simple bridge over another section of the channel. The cesspit is only a few inches deeper than the main channel. However, it was the denizens standing at the intersection, near the wooded planks, that caught Typhor’s attention.
Hellknights, and they were Armigers, by the look of them. There were six of the Hellknights standing nearby. Two Officers, and the rest were soldiers.
Perception Check: Success
Alainn and Grokka listen in on the two separate groups. Apparently the Hellknights have broken up into small search parties in order to find the heroes.
Right now, the two platoons right in front of the heroes are arguing amongst themselves as to decide on which direction they should go. The group closest to them vote south, while the other group votes on going east.
As such, they are too busy to even notice the heroes, giving the heroes an advantage to ambush these Hellknights.
The hunters have now become the hunted...
Surprise Round!
Map (Round 1):
Stats:
(E8) Grokka HP 25/28
(D8) Hertzog HP 28/29
(E10) Typhor HP 28/30
(D9) William HP 34/34
(H11) Hellknight Armiger #1 HP 40/40
(I16) Hellknight Armiger #2 HP 40/40
(M14) Hellknight Armiger #3 HP 40/40
(M16) Hellknight Armiger #4 HP 40/40
(I13) Armiger Officer #1 HP 37/37
(N15) Armiger Officer #1 HP 37/37
Monster Details:
Special:
Hellknights are known and feared for their intimidating suits of armor. Armiger ranks gain a +1 bonus to AC (already added).
Special:
Hellknights are known and feared for their intimidating suits of armor. Armiger ranks gain a +1 bonus to AC (already added).
Combat Advantage:
Armiger Officers deal 1d6 extra damage on melee and ranged attacks against any creature granting combat advantage to it.
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 filled up to knee-deep water. The water is calm though, so it isn’t 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.
OOC Details:
Remember to roll for initiative as well.
No Action: Battlefront Shift
--->Trigger: Typhor rolls initiative
--->Effect: Alainn shifts half his speed (3 squares).
Crunch
-->1d20+4 = 22
Surprise Action: Charge ending in H15 vs Hellknight Armiger #2 (I16)
-->+2 Movement from Swift Charge racial ability
-->1d20+10+2 = 13+2=15 (miss)
Stats:
(E9) Alainn HP 24/24
(E8) Grokka HP 25/28
(I15) Hertzog HP 28/29
(E10) Typhor HP 28/30
(D9) William HP 34/34
The Bad
(H11) Hellknight Armiger #1 HP 40/40
(I16) Hellknight Armiger #2 HP 40/40
(M14) Hellknight Armiger #3 HP 40/40
(M16) Hellknight Armiger #4 HP 40/40
(I13) Armiger Officer #1 HP 37/37
(N15) Armiger Officer #1 HP 37/37
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, Alainn, Typhor, Grokka ]
[ Combat Begins! ]
--->Attack: 1d20 + 10 vs. 19 AC = 15 (miss)
Stats:
(E9) Alainn HP 24/24
(E8) Grokka HP 25/28
(I15) Hertzog HP 28/29
(G14) Typhor HP 28/30
(D9) William HP 34/34
The Bad
(H11) Hellknight Armiger #1 HP 40/40
(I16) Hellknight Armiger #2 HP 40/40
(M14) Hellknight Armiger #3 HP 40/40
(M16) Hellknight Armiger #4 HP 40/40
(I13) Armiger Officer #1 HP 37/37
(N15) Armiger Officer #1 HP 37/37
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, Alainn, Grokka ]
[ Combat Begins! ]
As he raises his sword to meet his enemies, the air around him hums and shimmers as his warding tunes to the threats in front of him.
[ Combat Begins! ]
"Nice to turn the tables on them for once."
Actions
Initiative: 9
Surprise: [url=]Thunder of Judgment[/url]
21 vs Fortitude 18 (Hellknight 1) -- 17 radiant damage
-- Push 2 squares to J13 (Successful Save)
-- Armiger #1 falls prone in I12
13 vs Fortitude 18 (Hellknight 2) -- Miss!
28 vs Fortitude 14 (Officer 1) -- 14 radiant damage
-- Push 2 squares to K15 (Failed Save)
Stats:
(D11) Alainn HP 24/24
(E8) Grokka HP 25/28
(I15) Hertzog HP 28/29
(G14) Typhor HP 28/30
(D9) William HP 34/34
The Bad
(I12) Hellknight Armiger #1 HP 23/40
-- Prone
-- Dazed until end of Alainn's next turn
(I16) Hellknight Armiger #2 HP 40/40
(M14) Hellknight Armiger #3 HP 40/40
(M16) Hellknight Armiger #4 HP 40/40
(K15) Armiger Officer #1 HP 23/37
-- Prone
-- Dazed until end of Alainn's next turn
(N15) Armiger Officer #2 HP 37/37
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] No One
[On Deck] Round 1
As the heroes attack, the Hellknight group on the other side of the ditch soon realized they were under siege.
"To arms men! We've found the rebels! Remember our orders: Kill on sight! Return the leader in for interrogation!" shouts the standing officer, as the rest of his platoon ready their blades to meet their opponents.
Map (Round 1):
Initiative:
Typhor 15
William 13
Hellknight Armigers 13 average
Armiger Officers 10 average
Alainn 9
Grokka 5
(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:
(F13) Grokka HP 25/28
(I15) Hertzog HP 28/29
(G14) Typhor HP 28/30
(G12) William HP 34/34
(I12) Hellknight Armiger #1 HP 23/40
Prone
Dazed until end of Aliann’s next turn
(I16) Hellknight Armiger #2 HP 40/40
(M14) Hellknight Armiger #3 HP 40/40
(M16) Hellknight Armiger #4 HP 40/40
(K15) Armiger Officer #1 HP 23/37
Prone
Dazed until end of Aliann’s next turn
(N15) Armiger Officer #2 HP 37/37
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:
Hellknights are known and feared for their intimidating suits of armor. Armiger ranks gain a +1 bonus to AC (already added).
Special:
Hellknights are known and feared for their intimidating suits of armor. Armiger ranks gain a +1 bonus to AC (already added).
Combat Advantage:
Armiger Officers deal 1d6 extra damage on melee and ranged attacks against any creature granting combat advantage to it.
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 filled up to knee-deep water. The water is calm though, so it isn’t 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.
[ Up Next: Hertzog, Typhor and William][ On Deck: The Hellknights]
Grokka clears his throat, and begins to sing in a deep, echoing voice:
To arms, friends, to arms!
Let the tunnels rumble and quake.
Hear the call, the Hellknights fall
No prisoners shall we take!
He lashes out with his longsword, sending coils of electricity rushing towards one of the Armigers. However, the lasting magic in the air has the opposite effect, causing his lighting coil to disperse before making contact with his enemy.
"I'm guessing fighting in a sewer isn't something the Rose King had in mind when he perfected his techniques!"
Without losing focus, William traces a familiar rune in the air, which dances with electric red light over the head of the other Armiger, reminding the Armiger that the swordmage is capable of dealing with multiple threats at a time.
Standard Action: Lightning Lure on Armiger 2(I16)
--->1d20+7 versus 18 Fort = 10! Miss!
Minor Action: Aegis of Shielding on Armiger 1(I12)
--->Marked: -2 to attacks that don't include William
--->Immiediate Interrupt: If Armiger 1 makes an attack that doesn't include William, reduce the damage by 7
[ Up Next: Hertzog and Typhor][ On Deck: The Hellknights]
The Hellknight sways, but remains standing, looking to his allies for succor.
Crunch
Minor: Off-Hand Strike vs Hellknight Armiger (I16)
-->1d20+9 = 25 (Hit!)
-->Free: Furious Assault, +[W] damage
-->Damage: 4d4+2d6+5 = 29
-->Virtue of Valor +4 THP
Standard: Twin Strike vs Hellknight Armiger (I16)
-->2X(1d20+9) = 15 (miss) , 27 (Hit!)
-->Damage: 2d4+3 = 9
Stats:
(D11) Alainn HP 24/24
(F13) Grokka HP 25/28
(I15) Hertzog HP 28/29 +4 THP
(G14) Typhor HP 28/30
(G13) William HP 34/34
The Bad
(I12) Hellknight Armiger #1 HP 23/40
-->Prone
-->Dazed until end of Aliann’s next turn
-->William's Aegis
(I16) Hellknight Armiger #2 HP 2/40 Bloodied!
-->Hertzog's Quarry
(M14) Hellknight Armiger #3 HP 40/40
(M16) Hellknight Armiger #4 HP 40/40
(K15) Armiger Officer #1 HP 23/37
-->Prone
-->Dazed until end of Aliann’s next turn
(N15) Armiger Officer #2 HP 37/37
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]
[ Hellknights ]
--->Effect: Typhor shifts his speed (5 squares).
Standard Action: Commander's Strike on Hellknight Armiger #2 (I16)
--->Effect: Hertzog makes a melee basic attack against Hellknight Armiger #2, with a +3 bonus to damage.
Stats:
(D11) Alainn HP 24/24 +4 THP
(F13) Grokka HP 25/28
(I15) Hertzog HP 28/29 +4 THP
(I17) Typhor HP 28/30
(G13) William HP 34/34
The Bad
(I12) Hellknight Armiger #1 HP 23/40
-->Prone
-->Dazed until end of Aliann’s next turn
(I16) Hellknight Armiger #2 HP 2/40 Bloodied!
-->William's Aegis
-->Hertzog's Quarry
(M14) Hellknight Armiger #3 HP 40/40
(M16) Hellknight Armiger #4 HP 40/40
(K15) Armiger Officer #1 HP 23/37
-->Prone
-->Dazed until end of Aliann’s next turn
(N15) Armiger Officer #2 HP 37/37
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: Hellknights ]
[ On Deck: Alainn, Grokka ]
"That's three times! I think I owe you some beer when this is over."
Crunch
-->1d20+11 = 20 (Hit!)
-->Damage: 2d4+10 = 13
Stats:
(D11) Alainn HP 24/24
(F13) Grokka HP 25/28
(I15) Hertzog HP 28/29 +4 THP
(I17) Typhor HP 28/30
(G13) William HP 34/34
The Bad:
(I12) Hellknight Armiger #1 HP 23/40
-->Prone
-->Dazed until end of Aliann’s next turn
-->William's Aegis
(M14) Hellknight Armiger #3 HP 40/40
(M16) Hellknight Armiger #4 HP 40/40
(K15) Armiger Officer #1 HP 23/37
-->Prone
-->Dazed until end of Aliann’s next turn
(N15) Armiger Officer #2 HP 37/37
The Dead:
(I16) Hellknight Armiger #2 HP -11/40 Regulated 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: Hellknights ]
[ On Deck: Heroes! ]
As the two knocked down Hellknights stood up, the remaining Hellknights withdrew their weapons (with the officer himself withdrawing a nasty-looking crossbow). As the two guards rush over and try to flank the heroes from either side, the officer offers covering fire, focusing his attention on Alainn.
"Death to the heretic!", the officer yells out.
He lets loose a bolt, and before anyone could much as blink an eye, the bolt planted itself firmly in Alainn's right arm.
Moves:
#1:
Move Action: Stand Up
#3:
Minor Action: Unsheathe Short Sword
Minor Action: Unsheathe Shield
Move Action: Move to I13
#4:
Minor Action: Unsheathe Short Sword
Minor Action: Unsheathe Shield
Move Action: Move to J20
Hellknight Officers:
#1:
Move Action: Stand Up
#2:
Minor Action: Unsheathe Crossbow
Standard Action: Crossbow against Alainn
Ranged 15/30; Attack: +6 vs AC
Damage: 1d8+2
Damage: 6 damage
Stats:
(D11) Alainn HP 18/24
(F13) Grokka HP 25/28
(I15) Hertzog HP 28/29 +4 THP
(I17) Typhor HP 28/30
(G13) William HP 34/34
The Bad:
(I12) Hellknight Armiger #1 HP 23/40
-->Dazed until end of Aliann’s next turn
-->William's Aegis
(I13) Hellknight Armiger #3 HP 40/40
(J20) Hellknight Armiger #4 HP 40/40
(K15) Armiger Officer #1 HP 23/37
-->Dazed until end of Aliann’s next turn
(N15) Armiger Officer #2 HP 37/37
The Dead:
(I16) Hellknight Armiger #2 HP -11/40 Regulated 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: Alainn and Grokka ]
[ On Deck: (Round 2) Hertzog, Typhor and William ]
"I guess that means she's not our leader, maybe they'll pick you for the job!"
Crunch:
Standard: Inspiring Refrain vs Hellknight Armiger #1 (I12)
- Atack: 11 vs 19 AC - Miss
Minor: Stone's Endurance
- Gain Resist 5 to all damage until the start of my next turn.
Stats:
(D11) Alainn HP 18/24
(H13) Grokka HP 25/28
-->Resist 5 damage until end of Grokka's next turn
(I15) Hertzog HP 28/29 +4 THP
(I17) Typhor HP 28/30
(G13) William HP 34/34
The Bad:
(I12) Hellknight Armiger #1 HP 23/40
-->Dazed until end of Aliann’s next turn
-->William's Aegis
(I13) Hellknight Armiger #3 HP 40/40
(J20) Hellknight Armiger #4 HP 40/40
(K15) Armiger Officer #1 HP 23/37
-->Dazed until end of Aliann’s next turn
(N15) Armiger Officer #2 HP 37/37
The Dead:
(I16) Hellknight Armiger #2 HP -11/40 Regulated 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: Alainn ]
[ON DECK: Round 2 ]
"Grokka, my days of taking you seriously are comin' to a middle."
Actions
Standard: [url=]Sun Strike against Hellknight #1[/url]
21 vs Reflex 14 (Hellknight 1) -- 9 radiant damage
-- Slide 1 square to J13 (Successful Save)
-- Armiger #1 falls prone in I12
Move: Shift to E10, taking cover against the wall
Stats
(D11) Alainn HP 18/24
(H13) Grokka HP 25/28
-->Resist 5 damage until end of Grokka's next turn
(I15) Hertzog HP 28/29 +4 THP
(I17) Typhor HP 28/30
(G13) William HP 34/34
The Bad:
(I12) Hellknight Armiger #1 HP 14/40 Bloodied
-- Prone
-- William's Aegis
(I13) Hellknight Armiger #3 HP 40/40
(J20) Hellknight Armiger #4 HP 40/40
(K15) Armiger Officer #1 HP 23/37
(N15) Armiger Officer #2 HP 37/37
The Dead:
(I16) Hellknight Armiger #2 HP -11/40 Regulated 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] Hertzog, Typhor, William
[On Deck] The Hellknights
Cursing, Hertzog looks over to William and Typhor, beckoning them to come and help him finish the job. This foe had bought himself a few moments, nothing more.
Crunch
Minor: Declare Hunter's Quarry vs Hellknight Armiger #1 (I12)
Standard: Twin Strike vs Hellknight Armiger #1 (I12)
-->2X(1d20+11) = 15 (miss) , 21 (Hit!)
-->Damage: 2d4+1d6+3 = 8
Stats:
(E10) Alainn HP 18/24
(H13) Grokka HP 25/28
(H12) Hertzog HP 28/29 +4 THP
(I17) Typhor HP 28/30
(G13) William HP 34/34
The Bad
(I12) Hellknight Armiger #1 HP 6/40 Bloodied!
-->Prone
-->William's Aegis
-->Hertzog's Quarry
(I13) Hellknight Armiger #3 HP 40/40
(J20) Hellknight Armiger #4 HP 40/40
(K15) Armiger Officer #1 HP 23/37
(N15) Armiger Officer #2 HP 37/37
The Dead:
(I16) Hellknight Armiger #2 HP -11/40 Regulated 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
[ Hellknights ]
Cursing his luck, Typhor nevertheless manages a rousing call to Alainn. "You've had your chance to catch your breath, but there are foes yet to be slain, and we are clearly in further need of your assistance!"
Minor Action: Inspiring Word on Alainn
--->Effect: Alainn spends a surge and gains 1 additional HP (total: +7 HP)
Standard Action: Leader's Instincts on Hellknight Armiger #3
--->Attack: 1d20 + 7 vs. 19 AC = 13 (miss)
--->Effect: The power is not expended (reliable).
Stats:
(E10) Alainn HP 24/24
(H13) Grokka HP 25/28
(H12) Hertzog HP 28/29 +4 THP
(I15) Typhor HP 28/30
(G13) William HP 34/34
The Bad
(I12) Hellknight Armiger #1 HP 6/40 Bloodied!
-->Prone
-->William's Aegis
-->Hertzog's Quarry
(I13) Hellknight Armiger #3 HP 40/40
(J20) Hellknight Armiger #4 HP 40/40
(K15) Armiger Officer #1 HP 23/37
(N15) Armiger Officer #2 HP 37/37
The Dead:
(I16) Hellknight Armiger #2 HP -11/40 Regulated 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
[ On Deck: Hellknights ]
As the Armiger raises his shield in a desperate attempt to block Typhor's glaive, William deftly slides to his flank. As he slides his longsword along a low arc, the air begins to rumble with a magical intensity. With a sharp thrust, he brings the charged blade down with violent precision, piercing the breastplate of the prone Armiger. The Armiger's death cry is drowned out by a boom of thunder, which reverberates through the bone and armor of the fallen Hellknight, causing the body to split and crack.
As William withdraws his blade, motes of red and pink well up around him, buffering him for the next, inevitable assualt from the remaining Hellknights.
William calmly turns to the Hellknight's comrade and silently traces a rune in the air. An electric red rune dances over the head of the nearest Armiger, daring him to neglect William's challenge.
Standard Action: Booming Blade on Hellknight Armiger #1(I12)
--->1d20+10+2 vs 19 AC = 28! Hit!
--->Armiger #1 takes 14 Damage and is Slain!
--->Effect: Rose King's Shield: William gains 5 THP
Minor Action: Aegis of Shielding on Hellknight Armiger #3 (I13)
--->Marked. If Armiger #3 attack does not include William as a target, immiediate interrupt to reduce damage by 7.
Stats:
(E10) Alainn HP 24/24
(H13) Grokka HP 25/28
(H12) Hertzog HP 28/29 +4 THP
(I15) Typhor HP 28/30
(H12) William HP 34/34 +5 THP
The Bad
(I13) Hellknight Armiger #3 HP 40/40
-->William's Aegis
(J20) Hellknight Armiger #4 HP 40/40
(K15) Armiger Officer #1 HP 23/37
(N15) Armiger Officer #2 HP 37/37
The Dead:
(I16) Hellknight Armiger #2 HP -11/40 Regulated by Typhor
(I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
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
[On Deck: Alainn, Grokka]
While the battle surged on, the heroes never paid any heed to the other Hellknights. The one that trudged through the sewage water nods to his compatriot who was standing amongst the rebels.
The soldier nods back.
The Hellknight shifts toward Typhor, swinging his blade with a powerful momentum. Even with the magical rune dampining the blade's momentum, it still managed to pass through, wounding Typhor's one arm.
Tyhpor grimaces, and cokc his head back at the Hellknight. "You think a blade will stop me?"
Though the Hellknight's face was covered by his helmet, the Genasi could swear he felt a grin forming on the Armiger's mouth. "Not really," the Hellknight said matter-of-factly.
Before Typhor could understand what the soldier meant, the Genasi felt a stab bahind his back, as he twisted his head, he saw the other Hellknight drive his blade straight through Typhor's armor, nearly covering the hilt.
But the worst was yet to come. Typhor was so flabberghasted by the pincer maneuver, he didn't even see the other Officer making his way to the other side, unsheathe his corssbow, and fire a crossbow bolt. It flew right past the Warlord, almost hitting the Half-Orc.
"Good work, Hertzog! These Hellknights look to have sloppy..." *THWUMP*
The genasi croaked mid-sentence, his words sputtering and gurgling in his mouth. The rest of the heroes soon saw what had happened: A Hellknight crossbow bolt was wedged right in Typhor's neck, mere inches away from his windpipe...
"Aim?", the Officer completed the sentence, a hint of satisfaction coming from that word, that he has downed one of the rebels.
"The Leader has been removed from the battle." one of the Armigers reported to his superior.
Moves:
#3:
Move Action: Shift to I14
Delay till Armiger #4 flanks Typhor
After Armiger #4 flanks:
Standard Action: Brutal Cut against Typhor
+7 (+9 due to Flank)
3d6+5 damage
Damage: 13 -7 = 6 damage
#4:
Move Action: Move to I16
Standard Action: Brutal Cut against Typhor
+7 (+9 due to Flank)
3d6+5 damage
Damage: 11 damage
Hellknight Officers:
#1:
Move Action: Move to N14
Minor Action: Unsheathe Crossbow
Standard Action: Crossbow against Typhor
Ranged 15/30; Attack: +6 (+8) vs AC
Damage: 1d8+2 + 1d6
Damage: 10 + 1 damage = 11 damage
#2:
Standard Action: Crossbow against Hertzog
Ranged 15/30; Attack: +6 vs AC
Damage: 1d8+2
Map (Round 2.5):
Initiative:
Typhor 15
William 13
Hellknight Armigers 13 average
Armiger Officers 10 average
Alainn 9
Grokka 5
(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:
(H13) Grokka HP 25/28
--> Resist 5 damage until end of Grokka's next turn
(H12) Hertzog HP 28/29 +4 THP
(I15) Typhor HP 0/30 Dying!
(H11) William HP 34/34 +5 THP
The Bad:
(I14) Hellknight Armiger #3 HP 40/40
-->William's Aegis
(I16) Hellknight Armiger #4 HP 40/40
(N14) Armiger Officer #1 HP 23/37
(N15) Armiger Officer #2 HP 37/37
The Dead:
(I16) Hellknight Armiger #2 HP -11/40 Regulated by Typhor
(I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
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:
Hellknights are known and feared for their intimidating suits of armor. Armiger ranks gain a +1 bonus to AC (already added).
Special:
Hellknights are known and feared for their intimidating suits of armor. Armiger ranks gain a +1 bonus to AC (already added).
Combat Advantage:
Armiger Officers deal 1d6 extra damage on melee and ranged attacks against any creature granting combat advantage to it.
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 filled up to knee-deep water. The water is calm though, so it isn’t 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.
[ Up Next: Alainn and Grokka ]
[ On Deck: (Round 3) Hertzog, Typhor and William ]
"Get back on your feet Typhor! This is no time t'be layin' down on the the job!"
Actions
14 vs Reflex 14 (Officer 1) -- 12 radiant damage
-- Slide 1 square to O13 Failed save!
Move Nothing
Minor Nothing
Stats:
(H13) Grokka HP 25/28
-- Resist 5 damage until end of Grokka's next turn
(H12) Hertzog HP 28/29 +4 THP
(I15) Typhor HP 0/30 Dying!
(H11) William HP 34/34 +5 THP
The Bad:
(I14) Hellknight Armiger #3 HP 40/40
-- William's Aegis
(I16) Hellknight Armiger #4 HP 40/40
(O13) Armiger Officer #1 HP 11/37 Bloodied!
-- Prone
(N15) Armiger Officer #2 HP 37/37
The Dead:
(I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
(I16) Hellknight Armiger #2 HP -11/40 Regulated 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
[On Deck] Hertzog, William, Typhor (Round 3)
Crunch:
Standard: War Song Strike on Hellknight Armiger #3 (I14)
-->Attack: 22 vs AC Hit!
--> Damage: 10 Damage
Minor: Majestic Word on Typhor
--> Surge +3 Healing: 7+3= 10 total healing
Stats:
(H14) Grokka HP 25/28
(H12) Hertzog HP 28/29 +4 THP
(I15) Typhor HP 10/30 bloodied
(H11) William HP 34/34 +5 THP
The Bad:
(I14) Hellknight Armiger #3 HP 30/40
-- William's Aegis
-- War Song Strike: First person to hit him gains +3 Temp HP
(I16) Hellknight Armiger #4 HP 40/40
(O13) Armiger Officer #1 HP 11/37 Bloodied!
-- Prone
(N15) Armiger Officer #2 HP 37/37
The Dead:
(I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
(I16) Hellknight Armiger #2 HP -11/40 Regulated 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
Using Grokka as cover, the Swordmage slips into a perfect position to unleash his powerful magics against both Hellknights. William slashes through the air with two long cuts that seem to slide mere inches from the chests of the two Armigers. However, as the sword slides by each target the air explodes in an arc of glowing red runes, which sear the Hellknights with arcane force.
The runes continue to dance over their heads, threatening to inflict even more pain if they should fail to engage the Swordmage
Standard Action: Sword of Sigils versus Armiger 3 and 4
--->1d20+10 vs 19 (A3) AC = 23! Hit!
--->Armiger 3 takes 9 Damage!
--->1d20+10 vs 19 (A4) AC = 26! Hit!
--->Armiger 4 takes 11 Damage!
--->Effect: Both Armigers are marked by William. If the target makes an attack that does not include me, takes 5 Force Damage. Additionally, as an immiediate interrupt, I can reduce the damage of the attack by 2.
Stats:
(H14) Grokka HP 25/28
(H12) Hertzog HP 28/29 +4 THP
(I15) Typhor HP 10/30 bloodied
(H15) William HP 34/34 +5 THP
The Bad:
(I14) Hellknight Armiger #3 HP 21/40
-- War Song Strike: Hit him gains +3 Temp HP
-- Marked by Sword of Sigils
(I16)Hellknight Armiger #4 HP 29/40
-- Marked by Sword of Sigils
(O13) Armiger Officer #1 HP 11/37 Bloodied!
-- Prone
(N15) Armiger Officer #2 HP 37/37
The Dead:
(I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
(I16) Hellknight Armiger #2 HP -11/40 Regulated 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
"Boo!"
Crunch
Minor: Declare Hunter's Quarry vs Hellknight Armiger #3 (I14)
Readied Action: After Typhor uses a Standard Action, Twin Strike vs Hellknight Armiger #3 (I14)
Stats:
(E10) Alainn HP 24/24 +4 THP
(H14) Grokka HP 25/28
(H12) Hertzog HP 28/29 +4 THP
(I15) Typhor HP 10/30 Bloodied!
(H15) William HP 34/34 +5 THP
The Bad
(I13) Hellknight Armiger #3 HP 21/40
-->Hertzog's Quarry
-->Sword of Sigils: Marked by William, -2 damage, 5 self damage on triggering attack
-->War Song Strike: +3 THP when attacked
(J20) Hellknight Armiger #4 HP 29/40
-->Sword of Sigils: Marked by William, -2 damage, 5 self damage on triggering attack
-->William's Aegis
(K15) Armiger Officer #1 HP 11/37
-->Prone
(N15) Armiger Officer #2 HP 37/37
The Dead:
(I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
(I16) Hellknight Armiger #2 HP -11/40 Regulated 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
[ Hellknights ]
"Thanks for the help, Grokka! I'll take care to ensure that your words aren't wasted." As Typhor speaks, his face loses some of its ashen pallor in favor of a healthy-looking blue-green.
Standard Action: Viper's Strike on Hellknight Armiger #3 (I14)
--->Attack: 1d20 + 9 vs. 19 AC = [ur=http://4e.orokos.com/roll/31337]25 (hit!)[/url]
--->Hellknight Armiger #3 takes 2d4 + 5 = 9 damage
--->Effect: If Hellknight Armiger #3 shifts before the start of Typhor's next turn, it provokes an opportunity attack from Hertzog.
--->Effect: Typhor gains +3 THP (War Song Strike)
Minor Action: Inspiring Word on self
--->Effect: Typhor spends a surge and regains 11 HP.
Stats:
(H14) Grokka HP 25/28
(H12) Hertzog HP 28/29 +4 THP
(I15) Typhor HP 21/30 +3 THP
(H15) William HP 34/34 +5 THP
The Bad:
(I14) Hellknight Armiger #3 HP 12/40 (bloodied!)
-- War Song Strike: Hit him gains +3 Temp HP
-- Marked by Sword of Sigils
(I16)Hellknight Armiger #4 HP 29/40
-- Marked by Sword of Sigils
(O13) Armiger Officer #1 HP 11/37 (bloodied!)
-- Prone
(N15) Armiger Officer #2 HP 37/37
The Dead:
(I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
(I16) Hellknight Armiger #2 HP -11/40 Regulated 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: Hellknights ]
[ On Deck: Alainn & Grokka ]