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[D&D 4E PbP] Council of Thieves Act 1: The Bastards of Erebus (IC)
Posts
"Why won't any of you DIE?!"
Crunch
-->2 X (1d20+11) = 20 (Hit!), 16(miss)
-->Damage: 2d4+1d6+3 = 10
Stats:
(E10) Alainn HP 24/24 +4 THP
(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
(I13) Hellknight Armiger #3 HP 2/40
-->Hertzog's Quarry
-->Viper's Strike: Provokes OA from Hertzog on Shift
-->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
(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
[ Alainn, Grokka ]
The one Hellknight, surrounded by all sides, tries his luck at pushing the Genasi into the ditch. This time, however, William's threat proved true, as well as lethal, as the runes engulf the warrior, inflicting heinous scars on his body... from within his armor!
The man cries out in pain, falling off the side, and falls face first into the dark, forboding liquid inside the ditch below. His cries were soon literally drowned out, as the man soon died, choking on the murky waters flowing through his gaping, screaming mouth...
The other Hellknight, suspecting William of these strange runes, tries bashing him with his shield as well. But William managed to parry that blow effortlessly. The Hellknight could do little but spit at the Swordmage.
The officers, meanwhile, find that staying so exposed might make them easy targets to the heretic, who was now well staying furthest from the group, behind the wall. As one coughs out blood and filthy water from his mouth (and climbs back onto the bridge from the ditch), the other one takes another shot at Typhor. The bolt hits the Genasi, squarely on his chest. The officer then drops the crossbow, and readies his standard flail. If he is going down, he best take as many of these rebels as he can...
Moves:
#3:
Standard Action: Tide of Iron against Typhor
+7 (+9 due to Flank)
1d6+5 damage, and the Armiger pushes the target 1 square and can shift one square into the square the target vacated.
Armiger #3 takes 5 damage from William’s Sword of Sigils.
Armiger #3 dies.
#4:
Standard Action: Tide of Iron against William
+7 vs AC.
1d6+5 damage, and the Armiger pushes the target 1 square and can shift one square into the square the target vacated.
Hellknight Officers:
#1:
Move Action: Stand Up
Move Action: Move to N11
#2:
Standard Action: Crossbow against Hertzog
Ranged 15/30; Attack: +6 vs AC
Damage: 1d8+2
Damage Roll: [URL=" http://4e.orokos.com/roll/31366"]6[/URL] damage
Move Action: Move to M9
Free Action: Drop Crossbow
Minor Action: Unsheathe Flail
Map (Round 3.5):
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:
(E10) Alainn HP 24/24 +4 THP
(H14) Grokka HP 25/28
(I13) Hertzog HP 28/29 +4 THP
(I15) Typhor HP 18/30
(H15) William HP 34/34 +5 THP
The Bad
(I16) Hellknight Armiger #4 HP 29/40
-->Sword of Sigils: Marked by William, -2 damage, 5 self damage on triggering attack
(N11) Armiger Officer #1 HP 11/37 Bloodied!
(M9) 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
(I14) Hellknight Armiger #3 HP -3/40 Killed by William’s SUPA HAXOR SKILLZ
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 ]
Actions
Move to I11
Standard Sun Strike
9 vs Reflex 14 (Officer 2) -- MISS!
Stats:
(I11) Alainn HP 24/24 +4 THP
(H14) Grokka HP 25/28
(I13) Hertzog HP 28/29 +4 THP
(I15) Typhor HP 18/30
(H15) William HP 34/34 +5 THP
The Bad
(I16) Hellknight Armiger #4 HP 29/40
-- Sword of Sigils: Marked by William, -2 damage, 5 self damage on triggering attack
(N11) Armiger Officer #1 HP 11/37 Bloodied!
(M9) 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
(I14) Hellknight Armiger #3 HP -3/40 Killed by William’s SUPA HAXOR SKILLZ
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, Typhor, William
Standard: Double Move to M12
Free Action: Wish Silently I hadn't blown all my AP's out last fight
(PS: I know, long wait for a double move turn, sorry for the delay)
(I11) Alainn HP 24/24 +4 THP
(M12) Grokka HP 25/28
(I13) Hertzog HP 28/29 +4 THP
(I15) Typhor HP 18/30
(H15) William HP 34/34 +5 THP
The Bad
(I16) Hellknight Armiger #4 HP 29/40
-- Sword of Sigils: Marked by William, -2 damage, 5 self damage on triggering attack
(N11) Armiger Officer #1 HP 11/37 Bloodied!
(M9) 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
(I14) Hellknight Armiger #3 HP -3/40 Killed by William’s SUPA HAXOR SKILLZ
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
Crunch
Minor: Declare Hunter's Quarry vs Hellknight Armiger #4 (I16)
Ready an Action: After Typhor uses a Standard Action, Twin Strike vs Hellknight Armiger #4(I16)
Stats:
(E10) Alainn HP 24/24 +4 THP
(M12) Grokka HP 25/28
(I17) Hertzog HP 28/29 +4 THP
(I15) Typhor HP 18/30
(H15) William HP 34/34 +5 THP
The Bad
(J20) Hellknight Armiger #4 HP 29/40
-->Sword of Sigils: Marked by William, -2 damage, 5 self damage on triggering attack
-->Hertzog's Quarry
(K15) Armiger Officer #1 HP 11/37
(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
(I13) Hellknight Armiger #2 HP -3/40 Warded 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
[ Hellknights ]
--->Attack: 1d20 + 9 vs. 19 AC = 25 (hit!)
--->Hellknight Armiger takes 16 damage.
--->Effect: Hertzog gets +3 to attack rolls against Hellknight Armiger #4 UEONT.
--->Effect: Typhor gets +4 THP from Grokka's Virtue of Valor.
Minor Action: none
Move Action: none
Stats:
(I11) Alainn HP 24/24 +4 THP
(M12) Grokka HP 25/28
(I17) Hertzog HP 28/29 +4 THP
-- +3 to attack rolls against HA #4 UEONT
(I15) Typhor HP 18/30 +4 THP
(H15) William HP 34/34 +5 THP
The Bad
(I16) Hellknight Armiger #4 HP 13/40 (bloodied!)
-- Sword of Sigils: Marked by William, -2 damage, 5 self damage on triggering attack
(N11) Armiger Officer #1 HP 11/37 (bloodied!)
(M9) 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
(I14) Hellknight Armiger #3 HP -3/40 Killed by William’s SUPA HAXOR SKILLZ
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: Cowardly Hellknights ]
Crunch
-->2 X (1d20+15) 18 (miss), 16 (miss)
Stats:
(I11) Alainn HP 24/24 +4 THP
(M12) Grokka HP 25/28
(I17) Hertzog HP 28/29 +4 THP
-- +4 to attack rolls against HA #4 UEONT
(I15) Typhor HP 18/30 +4 THP
(H15) William HP 34/34 +5 THP
The Bad
(I16) Hellknight Armiger #4 HP 13/40 (bloodied!)
-- Sword of Sigils: Marked by William, -2 damage, 5 self damage on triggering attack
(N11) Armiger Officer #1 HP 11/37 (bloodied!)
(M9) 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
(I14) Hellknight Armiger #3 HP -3/40 Killed by William’s SUPA HAXOR SKILLZ
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: Cowardly Hellknights ]
With that, William dashes towards the officers, leaving his back momentarily exposed to the bloodied Hellknight. He leaps into the sewer water and then makes another leap up onto the ledge, cutting off any chance of escape for the two officers.
As William leaps in front of the startled Officer, he reaches deep inside his arcane reserves. The air around William begins to crackle and hum as he slashes out towards the Officer with a long arcing cut. The blade strikes true agains the Officer and the air explodes outward with a roar of thunder, rattling the armor and bones of the Hellknight. An ominous thunder continues to roil in the distance, threatening additional harm to the Hellknight if he attempts to disengage the Swordmage.
William then raises his sword in a defense stance, as motes of red and white swirl in a glowing shower around his body, creating a dense shield of magical energies.
--->Provokes AOO from Armiger 4
Move Action: Move to M8 (Via L7)
ACTION POINT!
Standard Action: Booming Blade on Officer 2 (M9)
--->1d20+10 versus 17 AC = 22! A hit!
--->Officer 2 takes 9 Damage!
--->Officer 2 takes 2 Damage from the Challenge Seeking Longsword
--->Effect: If Officer 2 moves away from me during his next turn, he takes 3 damage!
--->Effect: Rose King's Shield: William gains 10 THP (ended turn more than 2 squares from start)
Immiediate Interrupt: Armiger 4 is still marked. Range on the mark is 10 squares.
(I11) Alainn HP 24/24 +4 THP
(M12) Grokka HP 25/28
(I17) Hertzog HP 28/29 +4 THP
-- +4 to attack rolls against HA #4 UEONT
(I15) Typhor HP 18/30 +4 THP
(M8) William HP 34/34 +10 THP
The Bad
(I16) Hellknight Armiger #4 HP 13/40 (bloodied!)
-- Sword of Sigils: Marked by William, -2 damage, 5 self damage on triggering attack
(N11) Armiger Officer #1 HP 11/37 (bloodied!)
(M9) Armiger Officer #2 HP 26/37
-- Booming Blade: Takes 3 damage if he moves away from William
The Dead:
(I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
(I16) Hellknight Armiger #2 HP -11/40 Regulated by Typhor
(I14) Hellknight Armiger #3 HP -3/40 Killed by William’s SUPA HAXOR SKILLZ
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: Cowardly Hellknights ]
[ Up Next: Invoker of Thunderous Destruction and the Golden Tongue ]
[/QUOTE]
As the Swordmage turns his back on the Hellknight and dashes off to engage the other Hellknights, he could feel the sudden sting and jab of a sword blade piercing through his armor and skin. The wound wasn't life-threatening, but it would still hurt.
The Hellknight then turns his attention to the Half-Orc, believing him to be the greater threat. As he skids across the floor, he swings his blade in a down-up swing, slicing the Half-Orc's armor cleanly from the side, leaving a long (though quite shallow) wound in it's place. Hertzog bellowed a roar from the pain.
"Face me like a TRUE man, Halfbreed!" the Hellknight reprimanded the ranger, as if goading him to strike him.
Grokka, distracted by Hertzog's scream, turned his head towards the Half-Orc for a moment, thinking his ally to have fallen, just like Typhor a few seconds ago. That left the officer in front of the Goliath enough time to drop his crossbow, and draw out his flail. As Grokka returns his gaze back to the Hellknight, his jaw was immediately greeted by the swinging flail of the Officer! Once again, not life threatening, but would definitely be felt the next morning... if there was going to be a next morning!
"Never turn your back on me, Fool!", the Officer bellowed.
"Grokka!"
William saw the Officer hitting the goliath, completely ignoring the other Officer right in front of him momentarily. The officer, in turn, swings towards William's side, and decides to swing his own flail towards WIlliam's jaw. Thankfully, Willaim saw the attack, and quickly parried it, just before it could hit him.
Moves:
Hellknight #4:
AoO: Tide of Iron against William
+7 vs AC.
1d6+5 damage, and the target is marked until the end of Armiger’s next turn
Damage Roll: [URL=" http://4e.orokos.com/roll/31490"]11[/URL] -2 (as an immediate interrupt) = 9 damage
Hellknight Armigers:
#4:
Free Action: William’s Sword of Sigils ends, and Armiger is no longer marked.
Move Action: Shift to G16
Standard Action: Short Sword against Hertzog
+7 vs AC.
1d6+5 damage, and the target is marked until the end of Armiger’s next turn
Damage Roll: [URL=" http://4e.orokos.com/roll/31497"]11[/URL] damage, and Hertzog is marked
Hellknight Officers:
#1:
Free Action: Drop Crossbow
Minor Action: Take out Flail
Standard Action: Flail against Grokka
+4 vs AC
1d10+4 damage, and one of the Officer's allies within 5 squares of him can shift 1 square
Damage Roll: [URL=" http://4e.orokos.com/roll/31502"]12[/URL] damage, and Armiger Officer #2 shifts to N8 (next to William)
#2:
Standard Action: Flail against William
+4 vs AC
1d10+4 damage, and one of the Officer's allies within 5 squares of him can shift 1 square
Map (Round 4.5):
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:
(I11) Alainn HP 24/24 +4 THP
(M12) Grokka HP 13/28 (bloodied!)
(I17) Hertzog HP 21/29
-- Marked
-- +4 to attack rolls against HA #4 UEONT
(I15) Typhor HP 18/30 +4 THP
(M8) William HP 30/34 +10 THP
The Bad
(G16) Hellknight Armiger #4 HP 13/40 (bloodied!)
(N11) Armiger Officer #1 HP 11/37 (bloodied!)
(N8) Armiger Officer #2 HP 26/37
-- Booming Blade: Takes 3 damage if he moves away from William
The Dead:
(I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
(I16) Hellknight Armiger #2 HP -11/40 Regulated by Typhor
(I14) Hellknight Armiger #3 HP -3/40 Killed by William’s SUPA HAXOR SKILLZ
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 5) Hertzog, Typhor and William ]
Actions
12 vs Reflex 14 (Officer 1) -- MISS!
Stats:
(I11) Alainn HP 24/24 +4 THP
(M12) Grokka HP 13/28 (bloodied!)
(I17) Hertzog HP 21/29
-- Marked
-- +4 to attack rolls against HA #4 UEONT
(I15) Typhor HP 18/30 +4 THP
(M8) William HP 30/34 +10 THP
The Bad
(G16) Hellknight Armiger #4 HP 13/40 (bloodied!)
(N11) Armiger Officer #1 HP 11/37 (bloodied!)
(N8) Armiger Officer #2 HP 26/37
-- Booming Blade: Takes 3 damage if he moves away from William
The Dead:
(I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
(I16) Hellknight Armiger #2 HP -11/40 Regulated by Typhor
(I14) Hellknight Armiger #3 HP -3/40 Killed by William’s SUPA HAXOR SKILLZ
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: (Round 5) Hertzog, Typhor and William ]
Crunch:
Standard: War Song Strike vs Hellknight Officer #1 (N11)
--> Attack: 26 vs AC HIT!
--> Damage: 7 (boo)
Minor Action: Majestic Word on Self
--> Surge +3 : 10 Healing
Stats:
(I11) Alainn HP 24/24 +4 THP
(M11) Grokka HP 23/28 (bloodied!)
(I17) Hertzog HP 21/29
-- Marked
-- +4 to attack rolls against HA #4 UEONT
(I15) Typhor HP 18/30 +4 THP
(M8) William HP 30/34 +10 THP
The Bad
(G16) Hellknight Armiger #4 HP 13/40 (bloodied!)
(N11) Armiger Officer #1 HP 4/37 (bloodied!)
-- War Song Strike: First hit grants 3 Temp HP
(N8) Armiger Officer #2 HP 26/37
-- Booming Blade: Takes 3 damage if he moves away from William
The Dead:
(I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
(I16) Hellknight Armiger #2 HP -11/40 Regulated by Typhor
(I14) Hellknight Armiger #3 HP -3/40 Killed by William’s SUPA HAXOR SKILLZ
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: THE SOON TO BE TRIUMPHANT HEROES ]
[ ON DECK: those guys... ]
With his left hand inches from the readied blade, Hertzog pulls the attack back slightly, missing both Hellknight and blade and accelerating his motion. As the Armiger jolts from the missing attack, Hertzog's right hand jabs forward, pushing its spike deep into the Hellknight's belly. The neophyte grunts in pain and drops his stance.
As the Hellknight staggers, Hertzog's left hand continues its rise above his foe's head, stops, and then crashes down as all of the half-orc's body uncoils. With a sickening crunch, the spike passes through the Armiger's temple and out the other side of his head. As the weapon retracts, the Armiger falls to the ground, dead.
"Like a man? As you wish."
Crunch
-->Attack: 2 X (1d20+13) 30 (Hit!), 30 (Hit!)
-->Armiger #4 is still Hertzog's Quarry, just forgot to update stats last turn
-->Damage: 4d4+1d6+6 18
-->Hellknight Armiger #4 is Slain
-->Virtue of Valor: Hertzog gains +4 THP
Move: Walk to L12
Minor: Declare Hunter's Quarry on Hellknight Officer #1 (N11)
Stats:
(I11) Alainn HP 24/24 +4 THP
(M11) Grokka HP 23/28
(L12) Hertzog HP 21/29 +4 THP
(I15) Typhor HP 18/30 +4 THP
(M8) William HP 30/34 +10 THP
The Bad
(N11) Armiger Officer #1 HP 4/37 (bloodied!)
-->War Song Strike: Grants 3 THP when hit
-->Hertzog's Quarry
(N8) Armiger Officer #2 HP 26/37
-->Booming Blade: Takes 3 damage if he moves away from William
The Dead:
(I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
(I16) Hellknight Armiger #2 HP -11/40 Regulated by Typhor
(I14) Hellknight Armiger #3 HP -3/40 Killed by William’s SUPA HAXOR SKILLZ
(G16) Hellknight Armiger #4 HP -5/40 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: Typhor and William ]
[ ON DECK: Fewer and Fewer Hellknights ]
Bellowing a cry of frustration at how far this surprise attack has gone off the rails, Typhor reaches his target. His blade punches through the Officer's impressive armor, the tip driving all the way through the chest and puting a noticeable dent in the back plates. "About damn time," he mutters, and then begins tugging on the haft of his weapon in an attempt to free it from the armor.
Standard Action: Charge to N13, MBA on Armiger Officer #1
--->Attack: 1d20 + 8 vs. 17 AC = 25 (hit!)
--->Armiger Officer #1 takes 11 damage, which kills him.
Minor Action: none
Stats:
(I11) Alainn HP 24/24 +4 THP
(M11) Grokka HP 23/28
(M13) Hertzog HP 21/29 +4 THP
(N13) Typhor HP 18/30 +4 THP
(M8) William HP 30/34 +10 THP
The Bad
(N8) Armiger Officer #2 HP 26/37
-->Booming Blade: Takes 3 damage if he moves away from William
The Dead:
(I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
(I16) Hellknight Armiger #2 HP -11/40 Regulated by Typhor
(I14) Hellknight Armiger #3 HP -3/40 Killed by William’s SUPA HAXOR SKILLZ
(G16) Hellknight Armiger #4 HP -5/40 Impaled by Hertzog
(N11) Armiger Officer #1 HP -7/37 Run down 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: William ]
[ On Deck: one lonely hellknight ]
The air explodes outward, and then the vortex immiediately collapses inward with a thundering force. A sickening crack echoes through the sewer corridor as the armor and bones of the Officer are cracked and bent by the force of the blow. The assault continues its unforgiving echo, threatening to tear the man apart if he attempts to flee the Swordmage.
As if to only mock the dying Hellknight, William's protective runes begin to dance over the head of the doomed Officer, glowing with a familiar electric red light.
--->1d20+10 vs 17 AC = 30! CRITICAL HIT!
--->Officer takes 14 damage!
--->Effect: If Officer ends his turn away from William, he takes 5 damage.
Move Action: Shift to N7
Minor Action: Aegis of Shielding on Officer
--->Marked. Immiediate Interrupt: Reduce damage by 7 if attack doesn't include William.
Stats:
(I11) Alainn HP 24/24 +4 THP
(M11) Grokka HP 23/28
(M13) Hertzog HP 21/29 +4 THP
(N13) Typhor HP 18/30 +4 THP
(N7) William HP 30/34 +10 THP
The Bad
(N8) Armiger Officer #2 HP 12/37 Bloodied!
-->Booming Blade: Takes 5 damage if he moves away from William
-->William's Aegis
The Dead:
(I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
(I16) Hellknight Armiger #2 HP -11/40 Regulated by Typhor
(I14) Hellknight Armiger #3 HP -3/40 Killed by William’s SUPA HAXOR SKILLZ
(G16) Hellknight Armiger #4 HP -5/40 Impaled by Hertzog
(N11) Armiger Officer #1 HP -7/37 Run down 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: one very, very lonely hellknight ]
The Hellknight starts coughing blood and glares at the Swordmage.
Ignoring William's snide remark, he shifts back to William's side, and tries slamming his flail into William's chest...
*Clang*
Only to block it halfway with his own blade...
"Damn you rebels! My brothers will avenge me!"
Moves:
#2:
Move Action: Shift to M7
Standard Action: Flail against William
+4 vs AC
1d10+4 damage, and one of the Officer's allies within 5 squares of him can shift 1 square
Map (Round 5.5):
Initiative:
Typhor 15
William 13
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:
(I11) Alainn HP 24/24 +4 THP
(M11) Grokka HP 23/28
(L12) Hertzog HP 21/29 +4 THP
(N13) Typhor HP 18/30 +4 THP
(N7) William HP 30/34 +10 THP
The Bad
(M7) Armiger Officer #2 HP 12/37 Bloodied!
-- Booming Blade: Takes 5 damage if he moves away from William
—William’s Aegis
The Dead:
(I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
(I16) Hellknight Armiger #2 HP -11/40 Regulated by Typhor
(I14) Hellknight Armiger #3 HP -3/40 Killed by William’s SUPA HAXOR SKILLZ
(G16) Hellknight Armiger #4 HP -5/40 Impaled by Hertzog
(N11) Armiger Officer #1 HP -7/37 Run down 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
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 6) Hertzog, Typhor and William ]
Alainn doesn't wait long for an answer and unleashes the torrent of sunlight against the Hellknight Officer for the third time. The radiant power drives drives the Hellknight to his knees next to the young swordmage.
Action
25 vs Reflex 14 (Officer 2) -- 10 radiant damage!
-- Slide to L6, Officers falls prone in M7 instead (Successful Save)
Stats:
(I11) Alainn HP 24/24 +4 THP
(M11) Grokka HP 23/28
(L12) Hertzog HP 21/29 +4 THP
(N13) Typhor HP 18/30 +4 THP
(N7) William HP 30/34 +10 THP
The Bad
(M7) Armiger Officer #2 HP 2/37 Bloodied!
-- Booming Blade: Takes 5 damage if he moves away from William
-- William’s Aegis
-- Prone
The Dead:
(I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
(I16) Hellknight Armiger #2 HP -11/40 Regulated by Typhor
(I14) Hellknight Armiger #3 HP -3/40 Killed by William’s SUPA HAXOR SKILLZ
(G16) Hellknight Armiger #4 HP -5/40 Impaled by Hertzog
(N11) Armiger Officer #1 HP -7/37 Run down 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, Typhor, William
Crunch:
-->Attack: 16 +1 for the charge, + 2 for prone= 19 vs AC - HIT!
Damage: 7 - KILL!
Stats:
(I11) Alainn HP 24/24 +4 THP
(M11) Grokka HP 23/28 +4 THP
(L12) Hertzog HP 21/29 +4 THP
(N13) Typhor HP 18/30 +4 THP
(N7) William HP 30/34 +10 THP
The Bad
Ain't none left
The Dead:
(M7) Armiger Officer #2 HP -5/37 Cleaved in 'twain by Grokka after a set up by Alainn
(I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
(I16) Hellknight Armiger #2 HP -11/40 Regulated by Typhor
(I14) Hellknight Armiger #3 HP -3/40 Killed by William’s SUPA HAXOR SKILLZ
(G16) Hellknight Armiger #4 HP -5/40 Impaled by Hertzog
(N11) Armiger Officer #1 HP -7/37 Run down 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: END OF COMBAT? ]
As the last Hellknight corpse falls to the ground, the battle had been won. The heroes had their second fight against the Hellknights, and have won. Though they all understood that what they fought here as well as Vizio's were merely Armigers, and not true Hellknights.
Of course, they were fortunate for the luck they had, and were about to receive even more luck. As they inspected the now dead soldiers, they managed to find 500 gold pieces on them.
With the nineteenth symbol revealed closeby, they continued on with their trek through the sewers...
XP Gained for Encounter:
Total XP Gained: 125 XP per PC
Party gains an additional Action Point!
Treasure found:
Party details:
Alainn HP 24/24
Grokka HP 23/28
Hertzog HP 21/29
Typhor HP 18/30
William HP 30/34
OOC Details:
You know the drill by now. Same thing as before. Let the shenanigans continue.
Don’t worry though. The next fight would be the last encounter in the sewer.
Short Rest
Exp: 680+125 = 805
Party Gold: 200+500 = 700
Milestone!: 1 Action Point
Sewer Navigation!
Stealth: 1d20 + 3 = 19
Perception: 1d20 + 6 = 24
Dungeoneering: 1d20 + 6 = 25
!Ready
Adjusting the light from his Sunblade Glaive to a medium level over a short range, he starts walking once again.
Status: 28/30 HP, 3/9 surges remaining, 1 Action Point.
Tomfoolery: 1d100 = 32
Stealth: 1d20 + 0 = 10
Perception: 1d20 - 1 = 17
Dungeoneering: 1d20 - 1 = 8
!ready
"It's as deep here as Grokka's tales at the taverns."
Shenanigans 47 = 1d100
Dungeoneering 22 = 18 (1d20) + 4 (Wisdom)
Perception 26 = 17 (1d20) + 4 (Wisdom) + 5 (Trained)
Stealth 20 = 18 (1d20) + 1 (Dexterity) - 1 (Armor Check Penalty) + 2 (Dungeoneering Bonus)
!Ready
Exp: 680+125 = 805
Party Gold: 200+500 = 700
Milestone: +1 Action Point
Stealth: 4
Perception: 6
A monumentally great shenanigan roll followed by two awful stealth and perception rolls. The dice gods be fickle.
!Ready
Did he have a family? Friends? What made him join the Hellknights? Does he believe what he's doing is right? Is what we're doing right?
The sound of Grokka's tune brings him back to the sewers.
With a sigh, he sheathes his sword and continues down the next tunnel.
Short Rest
---> HP 34/34
---> 4/10 on healing surges
Onward through the sewers!
Stealth: 1d20+5 = 18!
Perception: 1d20 = 14!
Dungeoneering: 1d20 = 11!
Party’s lowest Stealth: 4 ( +6 due to 3 successful Dungeoneering checks) = 10
Party’s Highest Perception: 26 (Alainn); 24 (Hertzog)
As the heroes trudge into the dark recesses of the sewers, the only thing they heard was the rustling of rats now and again. It was only near the twenty second symbol that they heard rustling and goblin shouts in the distance. As the heroes hide (whether in smaller tunnels or even in the rancid water below, with even Typhor cutting off his magical light for the moment), another filthy patrol of those creatures came into view...
Stealth check: Success
Only to completely pass the heroes obliviously. The goblins, battered and beaten, rush off towards the other side of the sewer tunnel, sreaming and shouting at the darkness they came from. It was only after a few moments the heroes realized why...
Perception Check: Success
For after a few seconds, ANOTHER, more human patrol arrived. The Hellknight patrol chased after the goblins, ironically fearing that they might tip off the rebels in the process. The patrol (consisting of six platoons this time) rush after the goblins, shouting threats of damnation and retribution at the goblins. The goblins, in turn, flash rude hand gestures and shouts that could even make Alainn blush.
As the last of the Helknights dissapear into the shadowy darkness, the heroes regroup, reignite the glaive's magical light, and trudge onwards towards the next symbol.
After the Hellknight-Goblin chase, the rest of the trip felt uneventful, even peaceful (if one could consider trudging through sewage peaceful). Once they passed the twenty-fifth symbol however, they reach towards a corner...
Stealth check: Fail
Only to be greeted by a tensed Janiven, her face grim. Janiven held her chosen weapon (a longsword), in her hand, pointing towards the intruders. When she saw the heroes' faces though, she relaxed, and sheathed her blade back into the holdster.
"Ah, finally found you lot. To be honest, I thought you lot were lost, and that I had to go look for you."
"Still, it is good to see you all well..." Janiven looks at Typhor's new glowing weapon, "... and it seems you all have even picked up some items and trinkets down here. You'd be surprise how many smugglers hide their valuables down here, only to be eaten by Otygughs or worse."
Janiven turns around and takes a peek behind the corner, then turns her full attention back to the rest of the group.
"Well... I've got some good news, and some bad news. Good news is, our hidden escape path is just beyond this final tunnel, hidden behind a false wall. The bad news... well..."
*Thump* *Crash*
"Oi! That's not how ya move a box, ya Git!"
Janiven's sentence was cut short, when the group heard what sounded like a burly goblin shouting at another goblin, for what sounded like a wooden container being dropped onto the floor. The shouts were coming from just beyond corner of the tunnel behind Janiven.
"Yes, well. Looks like a goblin tribe decided to take residence in front of said false wall..."
Stats:
(E8) Grokka HP 28/28
(D8) Hertzog HP 29/29
(E10) Typhor HP 28/30
(D9) William HP 34/34
Alainn, Hertzog:
You notice Janiven's other arm is bandaged, though she had tried hiding it underneath her armor. It wasn't bandaged before she left you at Vizio's
"Somehow, I though being a hero involved more castles and princesses, and less sewers and goblins," remarks William.
Looking down at his boots, he finishes, "And less rat shit. Definitely less rat shit."
"It seems you had some excitement yourself returning the boy. He was brought home safely?""
As the goblin ruckus continues ahead of them Hertzog winces visibly at each noise. The Hellknights were bound to hear eventually, and bringing them closer to the hideout's front door could not be a good thing. Something would need to quiet the runts and fast.
Well, quiet and dispose of their corpses.
"Listen up ya qing wa cao de liu mang. I've an abundance of gold and don't care much what yer about in this filth. I just want out of here."
Alainn tosses the sack of coins into the center of the room so that the coins spill out in a pile and readies herself to attack if the goblins take the bait.
"First to take me to the surface and away from this drek earns a pile of shiny gold."
Upon Hertzog's comment, Janiven looks once more at her bandaged wound. She pulls it tighter, just for good measure. "Aye. Ran into a Hellknight patrol a bit far from here. Managed to lash at my arm, before running away from them. Managed to lead the, straight into a goblin patrol, which was quite fortuitous. The Knights were busy engaging the vermin, allowing me time to make a getaway. Morosino is fine. Managed to drop him off at his parent's home before leaving once more. Good lad."
Janiven nods at Grokka's suggestion. "Indeed, but it's best we take them when they least expect it. See, I knew their leader. A surly goblin named Boontah. Our history's a bit... complicated, but let's just say that... wait. Where's Alainn?" Her question was soon answered, when she heard Alainn's voice from behind the corner.
When Alainn passes the corner, she sees a four-way intersection that has two small plank bridges allowing easy crossing of the sewer channels. One corner of the intersection had a larger area for the sewer channel with multiple pipes in the wall nearby. A door stood near a drainange channel in the wall, leading to a small side room that contains a cesspit, similiar to the ones they passed through during their trek throughout the sewer. She eyes eight goblins: three wielding shortbows, another one (with a cowl on top of his head similiar to the priest they fought before) conversing with another goblin, three more wielding shortswords (and standing right in front of her), and one large, bulky looking goblin. THe large goblin sneers at the sight of Alainn.
"Listen up ya qing wa cao de liu mang. I've an abundance of gold and don't care much what yer about in this filth. I just want out of here."
Janiven turns around to take a peek, while Typhor, Hertzog, and William trudge off towards Alainn. "What in Erathis' name is she...?"
"First to take me to the surface and away from this drek earns a pile of shiny gold."
At the reflection of the golden crowns, some of the goblins sheathe their blades,huddle up, and sit down inspecting the valuable coins. A mix of OOOHS and AAAHS go around, and even two of the goblins fight over some of the coins.
"Oi! There's plenty of 'em to go!" shouts the burly goblin, sporting a crooked nose, as well as wielding a large flail. The goblin's eyes shift between a dark purple hue, and a light orange light.
"First to da surface yer say? Well, how's 'bout we take them coins from you, and the rest from yer bloody carcass?"
He turns to the arriving party. "What's it gonna be? I tells you what. We's gonna takes yer golds, and yous is gonna die. So says Boss Boontah! WAAAGH!"
The large goblin holds his flail up high, rallying his troops to his side.
"Janiven facepalms herself. "Well.. I will admit, lass got spirit. As for brains... well... we're about to see. Provided hers don't splatter on the floor. I was going to tell you how we could deal with Boontah. He's far more cunning and smart than the average goblin, that's for sure." She unsheathes her longsword, and nods to Grokka. "Looks like they haven't soptted us. You ready?"
Surprise Round (Grokka and Janiven)!
Map (Surprise):
Stats:
(XX) Grokka HP 28/28
(J12) Hertzog HP 29/29
(J11) Typhor HP 28/30
(I13) William HP 34/34
(XX) Janiven HP 58/58
(E10) Goblin Archer #1 HP 29/29
(E5) Goblin Archer #2 HP 29/29
(L5) Goblin Archer #3 HP 29/29
(I8) Goblin Blackblade #1 HP 25/25
(I9) Goblin Blackblade #2 HP 25/25
(J9) Goblin Blackblade #3 HP 25/25
(E4) Goblin Acolyte of Maglubiyet HP 29/29
(J6) Boontah, Goblin Boss (Elite) HP 90/90
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).
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.
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:
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.
Special:
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).
Special:
Effect: Once per round, Janiven deals 1d8 extra damage when she hits an enemy she has combat advantage against.
Features:
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.
OOC Details:
"Kill the one in the dress!"
Hopefully he would not be too late.
Battle Begins!
-->1d20+4 = 18
No action: Battlefront Shift
--->Trigger: Typhor rolls initiative
--->Effect: William shifts half his speed (3 squares).
Battlefront Shift: Shift to I10
(tried to find a link to the roll, but no luck...)