Grokka sees the armored heathens pour into the bar and watches as the Half-Orc charges headlong into the lot of them. His smile is cut short as Hertzog and Alainn are both gashed deeply by the Armiger's weapons. He spots the unarmored backside of one of the Armigeres attacking his new half-orc ally and rushes into battle. Grokka raises both his weapon and his voice in battle only to choke on a bit of the stew left over in his mouth and he misses wide with his Greatsword (heretofore known as Josephine).
He clears his throat and raises his voice in a cheer for Hertzog. "Hertzog swings the chain and brings the pain! Hellknights stand no chance! Watch them cry, what them whine as he kicks them in the pants!" and chuckles to himself.
Move: Walk to Q5
Standard: War Song Strike on Hellknight Armiger #2 (P4) 10 (+2 for CA) vs AC - Miss (grr)
Minor: Majestic Word on Hertzog (O3) - Surge +3 Healing
Alainn is staggered by the ferocity of the onslought and cries out in anguish. Her first real battle and the pain is far more than she imagined. A blast of radiant energy erupts from her entire body. Her arms shake with the uncontrolled energy that sends the Armiger reeling across the floor. The knight stumbles over the stool, but catches himself with a growl. Alainn follows up the uncontrolled attack with a pain-focused crash of thunder. The power does little against the Hellknight Armigers, but strikes true against their leader.
The Officer Armiger is flung bodily through the air and crashes into the door of the tavern with a sickening, but satisfying crunch. His corpse drops to the ground like a de-boned fish and will hopefully slow down his comrades attempting to enter the fray. Alainn takes a brief moment to embrace the power within her and wrestles it under her control to heal her wounds. The haze of pain recedes, superseded by ephemeral joy and exultation. The young hume woman steadies herself and moves closer to the kitchen door, using a table and some stools to hinder any foes attempting to attack her.
"By the gods, Karrien never warned it would hurt that much!"
Actions
Immediate Reaction: Armor of Wrath vs HA1
-- Target takes 2 radiant damage and is pushed 2 squares to L4
Standard: Thunder of Judgement (Encounter, Divine)
-- Thunder of Judgment vs Fortitude (HA1, HA2, OA1): 3#1d20+71310271d6+56
-- Officer Armiger is CRITICALLY hit and takes 14 damage (6 Base + 4 Wisdom + 1 Enhancement + 3 Covenant of Wrath vs 3 enemies). The Officer Armiger is slain!
-- The corpse of the Officer Armiger is pushed 2 squares to N1
Minor Action: Healing Word (Alainn Byrne)
-- Healing Word: 1d65
-- Alain regains 11 hit points! (16/24)
Move Action: Move to N7 (L8 -> M8 -> N7)
Stats:
(N7) Alainn HP 16/24
(R7) Grokka HP 28/28
(O3) Hertzog HP 19/29 + 5 Temp HP Marked by HA2!
(H7) Typhor HP 30/30
(I8) William HP 34/34
(L4) Hellknight Armiger #1 HP 27/40
(P4) Hellknight Armiger #2 HP 40/40
(N1) Armiger Officer #1 HP -2/37 Dead!
[Up Next]: Typhor [On Deck]: Hertzog
SkyCaptain on
The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
Hold strong, Alainn! Once this fiend is defeated I'll sing you a tale that will put some color back in your cheeks!"
Genuine concern and care washes over the face of Grokka. He knew the life of a freedom fighter might be difficult, but he never expected this much pain and bloodshed so soon.
Seeing Alainn's distress, Typhor strides forward and steps onto the edge of a table, shouting words of encouragement as he goes. "Ho there, Alainn! Surely it will take more than that to put you out of the fight!" Bringing his glaive to bear against the closer of the two Armigers, Typhor deals a vicious blow that staggers his foe.
"William! I'll trust you to finish this one!" Typhor turns his attention to the opponent battling Hertzog.
Move Action: Walk to L6 (on the table, not under it) Minor Action: Inspiring Word on Alainn Byrne(N7)
--->Effect: Alainn can spend a surge (+6 HP) and regain an additional 4 HP (Total: +10 HP). Standard Action: Warlord's Favor on Hellknight Armiger 1(L4)
--->1d20 + 7 versus 19 AC = 20 (hit!)
--->Hellknight Armiger 1(L4) takes 19 damage.
--->Effect: William gains a +4 power bonus to attack rolls against Hellknight Armiger 1 until the end of Typhor's next turn.
Stats:
(N7) Alainn HP 24/24 (assuming the use of a surge from Inspiring Word)
(Q5) Grokka HP 28/28
(O3) Hertzog HP 19/29 +5 Temp HPMarked by HA2!
(L6) Typhor HP 30/30
(J5) William HP 34/34 +4 to attack rolls on HA1
(L4) Hellknight Armiger #1 HP 8/40 Marked by William!
(P4) Hellknight Armiger #2 HP 40/40
(N1) Armiger Officer #1 HP -2/37 Dead!
Pushed on by his friends exploits, Hertzog spins to face the distracted Armiger. His face contorts with hatred, as his growl turns into a cry:
DEATH!
The first blow catches the neophyte in the leg, spinning him on the spot and carrying his weight into the second blow which passes through his flank. Hertzog pulls the chains back, peeling off some of the Armiger's armor to reveal bloody flesh underneath. Grunting with exhertion, Hertzog rams a spike through the man's neck, spitting as he falls to the ground.
Certainly, there are things more frightening than devils.
Crunch
Move->Minor: Declare Hunters Quarry on Hellknight Armiger #2 Action Point! Standard Action Jaws of the Wolf on Hellknight Armiger #2
-->Attack: ( 1d20 + 12 ) X 2 = 27 (HIT!) 19 (HIT!) Minor: Off-Hand Strike on Hellknight Armiger #2
-->Attack: 1d20 + 11 = 20 (HIT!) Standard: Twin Strike on Hellknight Armiger #2
-->Attack: ( 1d20 + 11 ) X 2 = 26 (HIT!) 19 (HIT!)
(N7) Alainn HP 24/24
(Q5) Grokka HP 28/28
(O3) Hertzog HP 19+5/29
(L6) Typhor HP 30/30
(J5) William HP 34+10/34 +4 to attack rolls on HA1
(L4) Hellknight Armiger #1 HP 8/40 Marked by William!
(P4) Hellknight Armiger #2 HP -24/40 A fine red mist.
(N1) Armiger Officer #1 HP -2/37 Dead!
TiamatZGhost punsThe Banette of my existenceRegistered Userregular
edited October 2010
Flight from Vizio’s! Round 2.5
As the lone Armiger is pushed back by Alainn, thunder lashes out of William’s weapon, striking the soldier. But the wounded soldier wasn’t beaten yet, and still stood, though not as fiercely as he was when he entered the tavern.
“You dare challenge the Hellknights!? So be it!” cries the Hellknight, as he moves closer to William. He swung his blade towards William, but the glowing petals protecting the young Swordmage deflected the blade. The Hellknight’s blade might well as have hit a wall.
“Armiger patrol! Move out, and subdue the dissidents!” the captain of the Hellknights outside yell out. Within moments, another group of armigers rush into the tavern, minding the fallen officer lying nearby.
The patrol spots Hertzog ravaging the nearby soldier, finishing him off with brutal precision. Thinking him the true treat, and seeing the remaining armiger battling the Swordmage nearby, the officer barks out orders to his subordinates.
He points to one soldier. “You there, give support to the other Hellknight. The other one, you’re with me. Flank the Half-Orc!”
The two soldiers nod, and rush towards their targets. One rushes towards William, jumping on top of the nearby table. He thrusts his blade towards the young man. The glowing petals absorb the blade’s momentum, dissapearing in the process, but it wasn’t enough to helt the blade. The blade pierces the leather armor, stabbing William’s flesh on his left shoulder.
The other soldier followed his orders with impunity, and soon he and his superior faced off the Half-Orc. Both swung their weapons at Hertzog. Hertzog, though still in some induced bloodlust, remembered his gladiatorial experience, and dodged both attacks. Hertzog merely laughed at their pitiful attempts...
Moves:
Hellknight Armiger takes 6 damage from William’s Booming Blade. Hellknight Armiger #1: Move Action: Shift to K4 Standard Action: Short Sword on William
M Short Sword (At-Will; standard) Weapon
+7 vs AC
1d6 +5 damage, and the target is marked until the end of Armiger #1's next turn
(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:
(N7) Alainn HP 24/24
(Q5) Grokka HP 28/28
(O3) Hertzog HP 19/29 +5 Temp HP
(L6) Typhor HP 30/30
(J5) William HP 25/34 +4 to attack rolls on HellknightArmiger #1
(L4) Hellknight Armiger #1 HP 2/40 William’s Aegis
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(J4) Hellknight Armiger #3 HP 40/40
(N2) Hellknight Armiger #4 HP 40/40
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP 37/37
Monster Details:
Hellknight Armiger: HP 40/40 AC 19; Fort 18, Reflex 14, Will 14, Speed 6; Vision: Normal
Special:
Hellknight Armor (Armiger):
Hellknights are known and feared for their intimidating suits of armor. Armiger ranks gain a +1 bonus to AC (already added).
Armiger Officer: HP 37/37 AC 17; Fort 14, Reflex 14, Will 14, Speed 5; Vision: Normal
Special:
Hellknight Armor (Armiger):
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:
Illumination: Bright light. The area is illuminated by several lanterns.
Tables: The tables are all tall enough that a Small creature can move under them and gain cover from doing so. Hopping onto a table costs 1 extra square of movement. A character can use a standard action to tip over a table, which can then grant cover to a standing creature or superior cover to a prone creature.
The Bar: It takes a DC 30 Athletics check to jump up on the bar with a standing high jump and a DC 15 check to do it with a 2-square running start. Standing on top of the Bar grants you a +2 attack bonus, but also grants combat advantage to enemies.
Alainn lifts her staff and channels the raw divine power boiling within her, riled up by the sudden violence. Piercing beams of light strike out against the Armigers, splashing against the armor of the Hellknight Armigers, but striking true against the Officer. Alainn growls in frustration and focuses a beacon of brilliance onto the Officer and his ally. The light is merely a distraction for a moment, disrupting attacks and weakening their defenses.
Actions
Standard Action:Hand of Radiance -- 1d20+7 = 13 vs Reflex 14 (Hellknight Armiger #3)
-- 1d20+7 = 11 vs Reflex 14 (Hellknight Armiger #4)
-- 1d20+7 = 25 vs Reflex 14 (Officer Armiger #2)
-- Officer Armiger #2 takes 6 radiant damage from Hand of Radiance and 3 damage from Challenge Seeking Weapon
Action Point: Brilliant Beacon (Burst 1 at M3) -- 1d20+7 = 24 vs Will 14 (Hellknight Armiger #4)
-- 1d20+7 = 14 vs Will 14 (Officer Armiger #2)
-- Hellknight Armiger #4 takes 10 ongoing damage (save ends) and 1 damage from Challenge Seeking Weapon
-- Officer Armiger #1 takes 10 ongoing damage (save ends)
-- Enemies within the Beacon of Light (sustain minor) take a -2 penalty to attack rolls, defenses, and saving throws.
Move Action: No action Minor Action: No action
Stats:
(N7) Alainn HP 24/24
(Q5) Grokka HP 28/28
(O3) Hertzog HP 19/29 +5 Temp HP
(L6) Typhor HP 30/30
(J5) William HP 25/34
-- +4 to attack rolls on HellknightArmiger #1
(L4) Hellknight Armiger #1 HP 2/40
-- William’s Aegis
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(J4) Hellknight Armiger #3 HP 40/40
(N2) Hellknight Armiger #4 HP 39/40
-- 10 ongoing damage, save ends
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP 28/37
-- 10 ongoing damage, save ends
[Up Next]: The Heroes [On Deck]: Hertzog (Round 3)
SkyCaptain on
The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
Following Typhor's command, William continues his assault on the badly wounded Hellknight. He steps closer to his enemies, but instead of striking them, he swings his longsword aloft in a wide arc. The wounded Armiger, seeing such a lazy swing, lets his guard down, while his other comrade braces himself for the blow. As William's sword arcs, it slices a magical vortex in the air, which explodes outward towards both Armigers.
With the cracking of armor and bone, one Armiger falls broken to the ground, while his comrade weathers the blow.
Almost automatically, William traces a rune in the air, which takes form as a menancing electric red glow over the remaining Armiger. He then raises his sword in a defensive position, awaiting the answer to his challenge.
Move Action: Shift To K5 Minor Action: Mark: Aegis of Shielding on Armiger 3(J4) Standard Action: Sword Burst, Area Burst 1
--->Armiger 1 (L4): 1d20+7+4 versus 14 Reflex = 18! A hit!
--->Armiger 3 (J4): 1d20+7 versus 14 Reflex = 12! A miss!
--->Armiger 1 (L4) takes 8 Damage and is KILLED!
Immiediate Interrupt: Aegis of Shielding: If Armiger 3 hits a target with an attack that does not include William and is within 10 squares, Aegis activates to reduce the damage by 7.
Stats:
(N7) Alainn HP 24/24
(Q5) Grokka HP 28/28
(O3) Hertzog HP 19/29 +5 Temp HP
(L6) Typhor HP 30/30
(J5) William HP 25/34
(L4) Hellknight Armiger #1 HP -6/40 Dead!
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(J4) Hellknight Armiger #3 HP 40/40
-- William’s Aegis
(N2) Hellknight Armiger #4 HP 39/40
-- 10 ongoing damage, save ends
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP 28/37
-- 10 ongoing damage, save ends
[Up Next:] More heroes to come! [On Deck:] Hertzog (Round 3)
Grokka sees another pile of Hellknights pour in through the door and moves to assist his new Half-Orc brethren. Unable to find the words for the fight, Josephine swings wide yet again, missing the target and taking a chunk out of the nearby table. Grokka curses a terrible Giantish swear and glares at his greatsword "Josephine, we talked about this! You are to listen to me in these times. No more bickering, fight with THEM!" as he points to the Hellknights.
Move Action:Walk to M4 Standard Action:Inspiring Refrain vs Armiger Officer #2 (N3)16 vs AC Miss(double grr) Minor Action: Stone's Endurance - Resist 5 to all damage until the end of my next turn.
Williams gains +4 Temp HP for my Virtue of Valor (I'll try to keep up with this better, basically anyone who kills or bloodies an enemy gaines +4 temp HP)
Stats
(N7) Alainn HP 24/24
(M4) Grokka HP 28/28
(O3) Hertzog HP 19/29 +5 Temp HP
(L6) Typhor HP 30/30
(J5) William HP 25/34 +4 Temp HP
(L4) Hellknight Armiger #1 HP -6/40 Dead!
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(J4) Hellknight Armiger #3 HP 40/40
-- William’s Aegis
(N2) Hellknight Armiger #4 HP 39/40
-- 10 ongoing damage, save ends
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP 28/37
-- 10 ongoing damage, save ends
[ UP NEXT: THE GOOD GUYS ][ ON DECK: HERTZOG (3) ]
Typhor stalks forward a couple of paces to aid his allies against the new arrivals. Striking at just the right moment, he easily slips past the Armiger Officer's defenses and wounds it deeply. "Hertzog, keep an eye on this poor bastard for me, will you?"
Move Action: Walk to L4 Minor Action: none Standard Action: Viper's Strike on Armiger Officer 2(N3)
--->1d20 + 7 versus 17 AC = 27 (CRITICAL HIT!)
--->Armiger Officer 2(N3) takes 13 damage.
--->Effect: If Armiger Officer 2 shifts before the start of Typhor's next turn, it provokes an opportunity attack from Hertzog Torr.
Stats:
(N7) Alainn HP 24/24
(M4) Grokka HP 28/28
(O3) Hertzog HP 19/29 +5 Temp HP
(L4) Typhor HP 30/30
(K5) William HP 25/34 +4 Temp HP
(K4) Hellknight Armiger #1 HP -6/40 Dead!
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(J4) Hellknight Armiger #3 HP 40/40
-- William’s Aegis
(N2) Hellknight Armiger #4 HP 39/40
-- 10 ongoing damage, save ends
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP 15/37
-- 10 ongoing damage, save ends
-- Provokes an opportunity attack from Hertzog on a shift
Hertzog falls into a protected stance, keeping the ends of his chain spinning threateningly, leaving no opening for the Hellknights that flood into the room. Seeing this defense as a sign of weakness, the armiger lieutenant lunges forward to strike with his flail. The officer's attack is badly telegraphed and Hertzog easily steps away from it, leaving only a cruel spike to greet his foe. A wicked gash opens in the officer's gut, giving him just a moment to live before the blinding light summoned by Alainn saps the remainder of his strength.
Moving back onto the balls of his feet, Hertzog keeps one end of his chain spinning, ready to parry and riposte the Hellknight's next attack. He calls back to Typhor:
"He's too slow. Maybe the next one will deserve some attention"
Crunch
Move: Shift to O2 Minor: Declare Hunter's Quarry on Armiger Officer #2 (N3) Standard: Shield of Blades on Armiger Officer #2 (N3)
-->Attack: 1d20 + 11 = 27 (HIT!)
-->Damage: 2d4 + 1d6 +5 = 13
-->Effect: +2 AC (up to 19) until end of next turn
Stats:
(N7) Alainn HP 24/24
(M4) Grokka HP 28/28
(O2) Hertzog HP 19+5/29
-- +2 AC until end of next turn
(L4) Typhor HP 30/30
(K5) William HP 25+4/34
(K4) Hellknight Armiger #1 HP -6/40 Dead!
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(J4) Hellknight Armiger #3 HP 40/40
-- William’s Aegis
(N2) Hellknight Armiger #4 HP 39/40
-- 10 ongoing damage, save ends
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP 2/37
-- 10 ongoing damage, save ends
-- Provokes an opportunity attack from Hertzog on a shift
-- About 3 seconds to live
(L2-N4) Brilliant Beacon aftereffect enemies inside get -2 to Attacks/Defenses/Saves
TiamatZGhost punsThe Banette of my existenceRegistered Userregular
edited October 2010
Flight from Vizio’s! Round 3.5
Hertzog need not have bothered to retaliate: the officer is blinded by Alainn's holy beacon. THis, coupled with the hole in his gut, ultimately kills the officer. He slides to the floor, blood flowing freely on the floor, mingling with the other fallen Hellkinghts' blood.
“Armiger patrol! Move out, and subdue the dissidents!” the captain of the Hellknights outside yell out once again, a hint of agitation in his words. Within moments, a third group of armigers rush into the tavern, minding the fallen officer lying nearby once more.
This group looked less experienced than the others, or perhaps it was due to the sight of so many fallen allies, but this latest batch of Hellknights looked more greener than the others. Instead of issuing orders, the officer and the two soldiers rush of to meet the Genasi and his nearby Goliath companion. All of them brandish and swing their weapons at the criminals. Only one of the soldiers was lucky, as his trust managed to hit the Goliath, tempered only by Grokka's stony hide.
The remaining soldiers try their luck with the closest enemies they could find. One tries to bash William with his small shield, but William parried the blow, deflecting the momentum of the shield away from him.
The other one shifts around the Half-Orc, stepping over his deseaced superior. He sings his blade once more, but Hertzog's experience with the whip deflected that attempt as well.
With a third group of soldiers joining the battle, just how long could the heroes hold off?
Moves:
Hellknight Armiger #4 and Armiger Officer #2 takes 10 damage from Alainn’s Brilliant Beacon. Armiger Officer #2 dies. Hellknight Armiger #3: Move Action: Shift to K4 Standard Action: Tide of Iron on William
M Short Sword (At-Will; standard) Weapon
+7 vs AC
1d6 +5 damage, and the Armiger pushes the target one square and can shift one square into the square the target vacated.
(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:
(N7) Alainn HP 24/24
(M4) Grokka HP 15/28 Stones endurance (until end of next turn)
(O2) Hertzog HP 19/29 +5 Temp HP +2 AC until end of next turn
(L4) Typhor HP 30/30
(K5) William HP 25/34
(K5) Hellknight Armiger #1 HP -6/40 Dead!
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(K4) Hellknight Armiger #3 HP 40/40 William’s Aegis
(O3) Hellknight Armiger #4 HP 29/40 10 ongoing damage, save ends
(M3) Hellknight Armiger #5 HP 40/40
(L3) Hellknight Armiger #6 HP 40/40
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP -8/37 Dead!
(K3) Armiger Officer #3 HP 37/37
(L2-N4) Brilliant Beacon: Aftereffect: enemies inside get -2 to Attacks/Defenses/Saves
Monster Details:
Hellknight Armiger: HP 40/40 AC 19; Fort 18, Reflex 14, Will 14, Speed 6; Vision: Normal
Special:
Hellknight Armor (Armiger):
Hellknights are known and feared for their intimidating suits of armor. Armiger ranks gain a +1 bonus to AC (already added).
Armiger Officer: HP 37/37 AC 17; Fort 14, Reflex 14, Will 14, Speed 5; Vision: Normal
Special:
Hellknight Armor (Armiger):
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:
Illumination: Bright light. The area is illuminated by several lanterns.
Tables: The tables are all tall enough that a Small creature can move under them and gain cover from doing so. Hopping onto a table costs 1 extra square of movement. A character can use a standard action to tip over a table, which can then grant cover to a standing creature or superior cover to a prone creature.
The Bar: It takes a DC 30 Athletics check to jump up on the bar with a standing high jump and a DC 15 check to do it with a 2-square running start. Standing on top of the Bar grants you a +2 attack bonus, but also grants combat advantage to enemies.
As another wave of Hellknights enters the bar Grokka once called home Grokka breathes a deep sigh, his shoulder slumping slightly. His skin returning back to it's typical slate pallor, but with a gaping gash where the hellknight wounded him. His massive legs carry him next to an unlucky Armiger and swigs his blade about for another swipe. He bellows out an ancient giant warsong in a low, guttural chorus: "On the shores of the ocean they battled and fought, holding back the tide and yielding naught!" His blow lands true with a sickening crunch and opens up a bloody wound on the Armiger. "Now we're singing the same song, Josephine! Next one to land a blow on this guy gets a drink on me!"
Crunch:
Move Action: Shift to N4 Standard Action: War Song Strike vs Hellknight Armiger #4 Attack: 25 vs AC (Finally a hit) Damage:15 Damage War Song Strike: Any ally who hits this target before the start of my next turn gains +3 Temp HP
Stats:
(N7) Alainn HP 24/24
(N4) Grokka HP 15/28
(O2) Hertzog HP 19/29 +5 Temp HP
+2 AC until end of next turn
(L4) Typhor HP 30/30
(K5) William HP 25/34
(K5) Hellknight Armiger #1 HP -6/40 Dead!
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(K4) Hellknight Armiger #3 HP 40/40
William’s Aegis
(O3) Hellknight Armiger #4 HP 14/40 <~ Hit him to gain +3 Temp HP
10 ongoing damage, save ends
(M3) Hellknight Armiger #5 HP 40/40
(L3) Hellknight Armiger #6 HP 40/40
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP -8/37 Dead!
(K3) Armiger Officer #3 HP 37/37
[ UP NEXT: THE HEROES ] [ ON DECK: HERTZOG (RD 4) ]
Shifting back a step, Typhor takes advantage of the opportunity created by Grokka and strikes the Hellknight Armiger, his glaive creasing the man's shoulder. Seeing that the unfortunate soldier has been all but reduced to a bloody mess, Typhor calls out again. "I'd ask you to watch out for that fellow, Hertzog, but something tells me he won't be causing us any more trouble."
Move Action: Shift to M5 Minor Action: none Standard Action: Viper's Strike on Hellknight Armiger #4
--->1d20 + 7 versus 19 AC = 19 (hit!)
--->Hellknight Armiger #4 takes 12 damage.
--->Effect: If Hellknight Armiger #4 shifts before the start of Typhor's next turn, it provokes an opportunity attack from Hertzog Torr.
Stats:
(N7) Alainn HP 24/24
(N4) Grokka HP 15/28 Stones endurance (until end of next turn)
(O2) Hertzog HP 19/29 +5 Temp HP +2 AC until end of next turn
(M5) Typhor HP 30/30 +3 Temp HP
(K5) William HP 25/34
(K5) Hellknight Armiger #1 HP -6/40 Dead!
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(K4) Hellknight Armiger #3 HP 40/40 William’s Aegis
(O3) Hellknight Armiger #4 HP 2/40 <~ Hit him to gain +3 Temp HP 10 ongoing damage, save ends
(M3) Hellknight Armiger #5 HP 40/40
(L3) Hellknight Armiger #6 HP 40/40
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP -8/37 Dead!
(K3) Armiger Officer #3 HP 37/37
(L2-N4) Brilliant Beacon: Aftereffect: enemies inside get -2 to Attacks/Defenses/Saves
Alainn draws the beacon of radiant light after her clenched fist and focuses it on the tightly grouped Armigers. The ribbons of pure white energy crash against blade and flesh, distracting her foes and piercing their defenses. The young invoker brandishes the iron-bound staff in her other hand at two of the Hellknights and an Officer. Three ribbons of divine power whip out from the spinning staff and slam into the Officer and one of the Hellknights.
"Stand there a spell, Grokka, and keep yon folk busy with Josephine."
Actions
Minor Action: Sustain the Brilliant Beacon Move Action: Shift the Beacon to L3 (Covers K2 -> M4) Standard Action: [url=Hand of Radiance -- Officer Armiger #3: 16 vs Reflex 12, 13 damage (9 HoR, [url=url=http://4e.orokos.com/roll/28873]4 CSW[/url])
-- Hellknight Armiger #5: 8 vs Reflex 12, Miss!
-- Hellknight Armiger #6: 17 vs Reflex 12, 11 damage (8 HoR, 3 CSW
Stats
(N7) Alainn HP 24/24
(N4) Grokka HP 15/28 Stones endurance (until end of next turn)
(O2) Hertzog HP 19/29 +5 Temp HP +2 AC until end of next turn
(M5) Typhor HP 30/30 +3 Temp HP
(K5) William HP 25/34
(K5) Hellknight Armiger #1 HP -6/40 Dead!
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(K4) Hellknight Armiger #3 HP 40/40 William’s Aegis
(O3) Hellknight Armiger #4 HP 2/40 <~ Hit him to gain +3 Temp HP 10 ongoing damage, save ends
(M3) Hellknight Armiger #5 HP 40/40
(L3) Hellknight Armiger #6 HP 29/40
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP -8/37 Dead!
(K3) Armiger Officer #3 HP 24/37
(K2 -> M4) Brilliant Beacon: Sustain Minor: Enemies inside get -2 to Attacks/Defenses/Saves
William, encouraged by the relentlesss assualt of his peers, shifts into the thick of battle. He swings his sword in a wide arc around him, cutting into the Armigers with magical force. Unfortunately, the Armigers armor weathers the blow. The Officer, however is cut deeply by the magical sweep. Electric red runes dance over his head, threatening him to turn his attention away from William.
Not to be discourage, William reaches deep for another surge of energy. He follows his last cut with another spinning flourish, pounding the Armigers with a shockwave of force. The Officer manages to stagger away from the blow, but the Armigers heavy armor cringes and heaves as the shockwave attempts to tear them apart.
Williams fingers dance in the air, tracing out another rune, this time over the head of the Armiger closest to his allies, compelling him to keep his attention focused on the young swordmage.
Move Action: Shift To L4 Standard Action: Sword of Sigils, Area Burst 1
--->Armiger Officer 3 (K3) 1d20+10 versus 15 AC = 16! A Hit!
--->Armiger 3 (K4): 1d20+10 versus 17 AC = 16! Miss!
--->Armiger 5 (M3): 1d20+10 versus 17 AC = 13! Miss!
--->Armiger 6 (L3): 1d20+10 versus 17 AC = 11! Miss!
--->Effect: Armiger Officer 3 is marked UEONT. If the target makes an attack that does not include William, he takes 5 force damage. As an immiediate interrupt, William can reduce the damage by any attack the officer makes that does not include him by 2.
ACTION POINT!
Standard Action: Sword Burst, Area Burst 1
--->Armiger Officer 3 (K3) 1d20+7 versus 12 Reflex = 10! Miss!
--->Armiger 3 (K4): 1d20+7 versus 12 Reflex = 16! Hit!
--->Armiger 5 (M3): 1d20+7 versus 12 Reflex = 14! Hit!
--->Armiger 6 (L3): 1d20+7 versus 12 Reflex = 24! Hit!
Minor Action: Mark: Aegis of Shielding on Armiger 5(M3)
--->Immiediate Interrupt: Aegis of Shielding: If Armiger 5 hits a target with an attack that does not include William and is within 10 squares, Aegis activates to reduce the damage by 7.
Stats
(N7) Alainn HP 24/24
(N4) Grokka HP 15/28 Stones endurance (until end of next turn)
(O2) Hertzog HP 19/29 +5 Temp HP +2 AC until end of next turn
(M5) Typhor HP 30/30 +3 Temp HP
(K5) William HP 25/34
(K5) Hellknight Armiger #1 HP -6/40 Dead!
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(K4) Hellknight Armiger #3 HP 30/40
(O3) Hellknight Armiger #4 HP 2/40 <~ Hit him to gain +3 Temp HP 10 ongoing damage, save ends
(M3) Hellknight Armiger #5 HP 40/40 William’s Aegis
(L3) Hellknight Armiger #6 HP 22/40
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP -8/37 Dead!
(K3) Armiger Officer #3 HP 10/37 Marked by William's Sword of Sigils
(K2 -> M4) Brilliant Beacon: Sustain Minor: Enemies inside get -2 to Attacks/Defenses/Saves
[Up Next]: Hertzog (Round 4) [On Deck]: The Hellknights!
Peering out the ruined door as he moves past, Hertzog finds himself silently praying for Westcrown's shadow beasts to come waylay the Armigers still outside. Covering his own growing uncertainty at the fight, he summons the orcish half of his heritage and calls out to the Hellknight Captain outside:
"Your men are delicious!"
The taunt distracts one of the Armigers inside the room, who whips his head around just in time to meet one of the spinning ends of Hertzog's spiked chain. Pleased by his lucky blow, Hertzog reaches further up on the ends of his weapon, holding a spike in each and and pulling the chain itself taught against his arms and back, ready to use as a shield for any oncoming attacks.
Crunch
Move: Shift to N2 Minor: Declare Hunter's Quarry on Hellknight Armiger #5 (M3) Standard: Shield of Blades on Hellknight Armiger #5 (M3)
-->Attack: 1d20 + 11 = 29 (HIT!)
-->Damage: 2d4 + 1d6 +5 = 11
-->Effect: +2 AC (up to 19) until end of next turn
Stats:
(N7) Alainn HP 24+4/24
(N4) Grokka HP 15/28
(N2) Hertzog HP 19+5/29
-- +2 AC until end of next turn
(M5) Typhor HP 30+3/30
(L4) William HP 25+4/34
(L4) Hellknight Armiger #1 HP -6/40 Dead!
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(K4) Hellknight Armiger #3 HP 30/40
(O3) Hellknight Armiger #4 HP 2/40
-- 10 ongoing damage, save ends
-- Walking towards the light
(M3) Hellknight Armiger #5 HP 19/40
-- William's Aegis
-- Hertzog's Quarry
(L3) Hellknight Armiger #6 HP 22/40
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP -8/37 Dead!
(K3) Armiger Officer #3 HP 10/37
-- Marked by William's Sword of Sigils
(K2-M4) Brilliant Beacon aftereffect enemies inside get -2 to Attacks/Defenses/Saves
TiamatZGhost punsThe Banette of my existenceRegistered Userregular
edited October 2010
Flight from Vizio’s! Round 4.5
Hertzog hears the heavy footsteps coming from outside the bar. In less than a moment, a tall, heavily armored Hellknight enters the bar. His fearsome appearance maked him look larger, making even the bulky Grokka feel a bit dwarfish in appearance. He stares at the Half-Orc with gold, malicious eyes. In his hands, he wields a bulky looking sceptre, looking more like a weapon for war than an implement to focus his powers through.
"Delicious, you say? Well then, take a bite out of this! RAAAGH!" The Hellknight swings his weapon around with efficiency. Hertzog managed to barely dodge his blows. The way he swung his weapon with cold and quick effectiveness, it looked as though this Hellknight wouldn't take prisoners.
"Bah! Stand still so that I may smite thee! Gnat! The will of the law demands it!"
The other hellknights focus their attention on William, thinking him the lynchpin of this group of dissidents. Each swung their weapon of choice, but only one of the armigers managed to hit him, planting his blade firmly into William's one arm.
The heroes could hear a voice from beyond the kitchen.
"Hold them off for a few more seconds, it is almost done..."
Moves:
Hellknight Armiger #4 takes 10 damage from Alainn’s Brilliant Beacon. Armiger #4 dies. Hellknight Signifer [Elite]: Move Action: Shift to M1 Standard Action: Sceptre of Fear on Hertzog
M Sceptre of Fear (Encounter; standard) Psychic, Weapon
+9 vs AC
2d6 +6 psychic damage, and the target gains a -5 to his next attack roll.
Attack Roll:17 vs AC Miss! Action Point: Standard Action: Sceptre of Fear on Hertzog Attack Roll:11 vs AC Miss!
Hellknight Armiger #3: Move Action: Shift to K4 Standard Action: Short Sword on William
M Short Sword (At-Will; standard) Weapon
+7 vs AC
1d6 +5 damage, and the Armiger marks the target until the end of his next turn.
(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:
(N7) Alainn HP 24/24 + 4 Temp HP
(N4) Grokka HP 15/28
(N2) Hertzog HP 19/29 + 5 Temp HP +2 AC until end of his next turn
(M5) Typhor HP 30/30 + 3 Temp HP
(L4) William HP 22/34 Marked by Armiger #5
(L4) Hellknight Armiger #1 HP -6/40 Dead!
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(O3) Hellknight Armiger #4 HP -8/40 Dead!
(K4) Hellknight Armiger #3 HP 30/40
(M3) Hellknight Armiger #5 HP 19/40 William's Aegis
(L3) Hellknight Armiger #6 HP 22/40
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP -8/37 Dead!
(K3) Armiger Officer #3 HP 10/37 Marked by William's Sword of Sigils
(M1) Hellknight Signifer [Elite] HP 104/104
(K2-M4) Brilliant Beacon aftereffect enemies inside get -2 to Attacks/Defenses/Saves
Monster Details:
Hellknight Armiger: HP 40/40 AC 19; Fort 18, Reflex 14, Will 14, Speed 6; Vision: Normal
Special:
Hellknight Armor (Armiger):
Hellknights are known and feared for their intimidating suits of armor. Armiger ranks gain a +1 bonus to AC (already added).
Armiger Officer: HP 37/37 AC 17; Fort 14, Reflex 14, Will 14, Speed 5; Vision: Normal
Special:
Hellknight Armor (Armiger):
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.
Hellknight Signifer [Elite]: HP 104/104 AC 22; Fort 18, Reflex 17, Will 21, Speed 5; Vision: Normal; Saving Throws: +2; Action Points: 1
Special:
Hellknight Armor (Signifer):
Hellknights are known and feared for their intimidating suits of armor. Signifer ranks gain a +2 bonus to AC, as well as a +1 bonus to all other defences (already added).
Ward of Vitality (Aura 2):
Allies who begin their turn within the aura gain 3 Temp HP, as long as the Signifer isn’t bloodied.
Terrible Visage:
After the Signifer becomes bloodied, until the end of the encounter, he gains a +2 bonus on melee damage rolls against the character that bloodied him.
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:
Illumination: Bright light. The area is illuminated by several lanterns.
Tables: The tables are all tall enough that a Small creature can move under them and gain cover from doing so. Hopping onto a table costs 1 extra square of movement. A character can use a standard action to tip over a table, which can then grant cover to a standing creature or superior cover to a prone creature.
The Bar: It takes a DC 30 Athletics check to jump up on the bar with a standing high jump and a DC 15 check to do it with a 2-square running start. Standing on top of the Bar grants you a +2 attack bonus, but also grants combat advantage to enemies.
Alainn focused the raw energy that stormed within her on the Hellknight Signifier. She cast the ribbons of light wide around her, as if they were the rays of the sun. The light flashed down her arms and through her staff and struck at the Hellknight, splashing against his heavy armor.
"Cursed infernal bastards," Alainn growled as she drew her hands together by her side and shoved the beacon of light towards the Signifier. Hearing Janiven in the kitchen, she backed up towards the kitchen door.
Actions
Minor Action: Sustain the Brilliant Beacon Standard Action: Sun Strike vs Hellknight Signifier --- MISS! Move Action: Shift the beacon to L2 (K1 -> M3) and move to S9 (if allowed)
Stats:
(S9) Alainn HP 24/24 + 4 Temp HP
(N4) Grokka HP 15/28
(N2) Hertzog HP 19/29 + 5 Temp HP +2 AC until end of his next turn
(M5) Typhor HP 30/30 + 3 Temp HP
(L4) William HP 22/34 Marked by Armiger #5
(L4) Hellknight Armiger #1 HP -6/40 Dead!
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(O3) Hellknight Armiger #4 HP -8/40 Dead!
(K4) Hellknight Armiger #3 HP 30/40
(M3) Hellknight Armiger #5 HP 19/40 William's Aegis
(L3) Hellknight Armiger #6 HP 22/40
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP -8/37 Dead!
(K3) Armiger Officer #3 HP 10/37 Marked by William's Sword of Sigils
(M1) Hellknight Signifer [Elite] HP 104/104
(K1-M3) Brilliant Beacon aftereffect enemies inside get -2 to Attacks/Defenses/Saves
On getting a good look at the latest Hellknight to enter the bar, Typhor decides to back up Hertzog. He lashes out at one of the Armigers beside William (missing in his haste), then moves swiftly behind Grokka to take up a position next to Hertzog, shouting as he goes. "Come now Grokka, these fools can't dance half as well as you! Take up Josephine and show them how it's done!"
After reaching his chosen vantage point, Typhor urges Hertzog on to engage the new arrival. "Hertzog, I need you to take this son of Hell apart!"
Standard Action: Viper's Strike on Hellknight Armiger #3
--->1d20 + 7 versus 17 AC = 12 (miss!)
--->Effect: If Hellknight Armiger #3 shifts before the start of Typhor's next turn, it provokes an opportunity attack from William. Minor Action: Inspiring Word on Grokka
--->Effect: Grokka can spend a surge (+7 HP) and regain an additional 5 HP (Total: +12 HP). Move Action: Move to O3
ACTIONPOINT! Standard Action: Commander's Strike on Hellknight Signifier
--->Effect: Hertzog makes a melee basic attack against the Hellknight Signifier, with +3 to damage on a hit.
Stats:
(S9) Alainn HP 24/24 + 4 Temp HP
(N4) Grokka HP 27/28
(N2) Hertzog HP 19/29 + 5 Temp HP +2 AC until end of his next turn
(O3) Typhor HP 30/30 + 3 Temp HP
(L4) William HP 22/34
--Marked by Armiger #5
(L4) Hellknight Armiger #1 HP -6/40 Dead!
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(O3) Hellknight Armiger #4 HP -8/40 Dead!
(K4) Hellknight Armiger #3 HP 30/40
--Provokes an opportunity attack from William on a shift
(M3) Hellknight Armiger #5 HP 19/40
--William's Aegis
(L3) Hellknight Armiger #6 HP 22/40
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP -8/37 Dead!
(K3) Armiger Officer #3 HP 10/37
--Marked by William's Sword of Sigils
(M1) Hellknight Signifer [Elite] HP 104/104
--Hertzog owes this guy a MBA
(K1-M3) Brilliant Beacon aftereffect enemies inside get -2 to Attacks/Defenses/Saves Tactical Presence: Any ally Typhor can see that spends an action point to attack gets +1 to their attack roll.
Grokka bellows a massive laugh. Typhor's encouraging words give him new life and he brings his sword back around for another massive swing. "Dance with me Josephine, Typhor wants a show!" The Hellknight Armiger takes six feet of edged steel directly to his chestplate and it cuts clean through to his belly. Blood pours of out of the newly cracked armor and Grokka shouts to his comerades. "There friends, hit him there! He's dead on his feet!" He glances back over his shoulder at Janiven's voice coming from the kitchen. "Coming mother! We're not done playing with our new friends yet!" He moves back towards the kitchen door, but keeping a keen eye on the Armiger staggering about the bar.
Crunch: Standard Action: Guiding Strike vs Hellknight Armiger #5 (M3)
Attack: 19 vs AC HIT! Damage: 1d10+6=12 -2 to AC
Move Action: Shift to O4
Minor Action: Majestic Word to William
Healing Surge 8+3: Total 11 HP Healing
Stats:
(S9) Alainn HP 24/24 + 4 Temp HP
(O4) Grokka HP 27/28
(N2) Hertzog HP 19/29 + 5 Temp HP +2 AC until end of his next turn
(O3) Typhor HP 30/30 + 3 Temp HP
(L4) William HP 33/34 --Marked by Armiger #5
(L4) Hellknight Armiger #1 HP -6/40 Dead!
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(O3) Hellknight Armiger #4 HP -8/40 Dead!
(K4) Hellknight Armiger #3 HP 30/40 --Provokes an opportunity attack from William on a shift
(M3) Hellknight Armiger #5 HP 7/40 -2 AC --William's Aegis
(L3) Hellknight Armiger #6 HP 22/40
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP -8/37 Dead! (K3) Armiger Officer #3 HP 10/37
--Marked by William's Sword of Sigils
(M1) Hellknight Signifer [Elite] HP 104/104 --Hertzog owes this guy a MBA
(K1-M3) Brilliant Beacon aftereffect enemies inside get -2 to Attacks/Defenses/Saves
Tactical Presence: Any ally Typhor can see that spends an action point to attack gets +1 to their attack roll.
Eager to make his mark on the larger Hellknight, Hertzog takes Typhor's words to heart, throwing his passion into a mighty blow at the signifier. The massive knight looks mockingly at the half-orc, confident in the protection of his infernal armor. Just before the spike connects, Hertzog notices a glint in the Signifier's plate, reflected from Alainn's beacon. Twisting his whole body, Hertzog forces his spike into this exposed weakness, driving iron into the Hellknight's flesh.
(S9) Alainn HP 24/24 + 4 Temp HP
(O4) Grokka HP 27/28
(N2) Hertzog HP 19/29 + 5 Temp HP +2 AC until end of his next turn
(O3) Typhor HP 30/30 + 3 Temp HP
(L4) William HP 33/34 --Marked by Armiger #5
(K4) Hellknight Armiger #3 HP 30/40 --Provokes an opportunity attack from William on a shift
(M3) Hellknight Armiger #5 HP 7/40 -2 AC --William's Aegis
(L3) Hellknight Armiger #6 HP 22/40
(K3) Armiger Officer #3 HP 10/37
--Marked by William's Sword of Sigils
(M1) Hellknight Signifer [Elite] HP 86/104
(L4) Hellknight Armiger #1 HP -6/40 Dead!
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(O3) Hellknight Armiger #4 HP -8/40 Dead!
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP -8/37 Dead!
(K1-M3) Brilliant Beacon aftereffect enemies inside get -2 to Attacks/Defenses/Saves
Tactical Presence: Any ally Typhor can see that spends an action point to attack gets +1 to their attack roll.
William continues his assault on the group of Armigers confronting him. He swings his sword overhead, but instead of plunging it into the chest of the nearest villian, he drives the blade into the ground. The air in the room suddenly chills. An explosion of frost and ice drives out from Williams sword, washing over the surprised Hellknights. The force topples over one of the Armigers, while bringing the officer to Death's cold doorstep.
Their armor creaks and cracks as it is filled with ice, freezing them solid to the ground. The other Armiger's armor is iced over, however he avoided being frozen solid.
William, in his best effort to shield his friends while they prepare to retreat towards the kitchen, slides a step close to the mightiest of the crowd. He then raises his free hand to trace a rune in front of the Signifier, which creates a challenging electric red rune over his head.
Standard Action: Sweeping Frostblade, Area Burst 1
--->Armiger Officer 3 (K3) 1d20+20 versus 15 AC = 17! Hit!
--->Armiger 3 (K4): 1d20+20 versus 19 AC = 17! Miss!
--->Armiger 5 (M3): 1d20+20 versus 15 AC = 19! Hit!
--->Armiger 6 (L3): 1d20+20 versus 17 AC =17! Hit!
--->Armiger 6 (L3), 5 (M3) and Officer (K3) take 9 Damage! Armiger 5 is DEAD!
--->Armiger 3 (K4) takes 4 damage (half)!
--->Effect: Armiger 6 (L3) and Officer (K3) are immobilized (save ends)
--->Effect: Armiger 3 (K4) is immobilized until end of William's next turn
Move Action: Shift to M3 Minor Action: Mark: Aegis of Shielding on Signifier (M1)
--->Immiediate Interrupt: Aegis of Shielding: If Signifier hits a target with an attack that does not include William and is within 10 squares, Aegis activates to reduce the damage by 7.
Catching sight of the frozen bodies behind him, Hertzog bounds gracefully back towards the helpless foes. The Armiger sees Hertzog's approach, but remains petrified inside his armor as the half-orc's momentum drives both spikes through his torso. A wheezing sound comes from the frozen metal shell, then blood and then silence. Landing softly next to his friends, Hertzog readies himself for the coming attack, his doubt at matching the Signifier's skill eased by the glowing rune over the knight's head.
Crunch
Move: Shift to M2 Minor: Declare Hunter's Quarry on Hellknight Armiger #6 (L3) Standard:Twin Strike on Hellknight Armiger #6 (L3)
-->Attack: 2 X (1d20 + 9) = 22 (HIT!) 24 (HIT!)
-->Damage: 4d4 + 1d6 +2 = 21
Stats
(S9) Alainn HP 24/24 + 4 Temp HP
(O4) Grokka HP 27/28
(N2) Hertzog HP 19/29 + 5 Temp HP
(O3) Typhor HP 30/30 + 3 Temp HP
(L4) William HP 33/34 + 4 Temp HP
(K4) Hellknight Armiger #3 HP 26/40 --Provokes an opportunity attack from William on a shift --Immobilized until William's turn
(K3) Armiger Officer #3 HP 1/37 --Immobilized (Save Ends)
(M1) Hellknight Signifer [Elite] HP 86/104 --William's Aegis
(L4) Hellknight Armiger #1 HP -6/40 Blown away by William
(P4) Hellknight Armiger #2 HP -24/40 Perforated by Hertzog
(O3) Hellknight Armiger #4 HP -8/40 Immolated by Alainn
(M3) Hellknight Armiger #5 HP -3/40 Frozen solid by William
(L3) Hellknight Armiger #6 HP -8/40 Punctured by Hertzog
(N1) Armiger Officer #1 HP -2/37 Cracked in half by Alainn
(N3) Armiger Officer #2 HP -8/37 Immolated by Alainn
(K1-M3) Brilliant Beacon aftereffect enemies inside get -2 to Attacks/Defenses/Saves
Tactical Presence: Any ally Typhor can see that spends an action point to attack gets +1 to their attack roll.
TiamatZGhost punsThe Banette of my existenceRegistered Userregular
edited October 2010
Flight from Vizio’s! Round 5.5
"Enough! I tire of these games! How dare you insult the honourable name of the Hellknights! It's time to learn your place!" curses the large Hellknight.
He holds his sceptre up high above his head. The sceptre starts glowing a sickly black aura, all the while as the Hellknight starts chanting in a strange tone.
"In the name of our glorious Lord, Asmodeus, stand back, and behold the glory of Hell! Do as you are told!"
Though the heroes looked as though they could take him on easily, they started to feel lightheaded. Something, no doubt in their minds, was a mystical (almost harmonious) voice telling them to back off from this man. Against their better judgement, they walked away, slowly. The two nearby guards, sensing an opportunity, try to strike William (as he walks backwards, away from the Hellknight) from behind. Both swing their weapons about, but the numbness of their legs distracted them, allowing William to pass unhindered.
Just then, the kitchen door swings open, and Janiven pops her head out. She didn't know if she was aghast or impressed at how many Hellknight laid dead on the floor.
"I...I..." she stammers, until she spots the enroaching Hellknight. She removes a small pouch from her belt.
"Why don't you stick around for a moment, Hellknight..." Janiven quips, as she tosses a green, leathery pouch at the Hellknights. The pouch explodes, and the Hellknights were covered with a sticky gel.
"That'll slow them down. Leave them. Though it would be most satisfying to knock some Hellknight heads, we are needed elsewhere! Move out!"
Just then, the other heroes near the tavern door could hear more clattering footsteps outside. Jusdging by the noise, it seems two more squads are coming. They could also hear, large, thundering footsteps, as though the Hellknights brought something... big, even ogre-sized, with them.
"And not a moment too soon. Looks like the Hellknights are starting to take you lot more seriously if their bringing in more reinforcements. The 'surprise' is completed by the way. Everyone, this way!" her tone suddenly turning grim. She nudges Alainn, and points her to a hidden secret door at the back of the kitchen.
"That way. It's a staircase that will take you straight to the sewers. I'll join up once everyone's down there! Now, move! Also, mind your step, it's a bit slippery."
Moves:
Hellknight Signifer [Elite]: Standard Action: Commanding Voice
CB Commanding Voice (Encounter; standard) Psychic, Weapon
+8 vs Will (Close Burst 5)
Hit: 1d6 +4 psychic damage, he slides each target 2 squares.
Attack Roll (Hertzog):14 vs Will Hit! Attack Roll (William):24 vs Will Hit! Attack Roll (Typhor):19 vs Will Hit! Attack Roll (Grokka):18 vs Will Hit!
Damage: Hertzog:8 psychic damage, and is slid to O4 William:8 psychic damage, and is slid to K5 Typhor:7 psychic damage, and is slid to P5 Grokka:7 psychic damage, and is slid to Q6 Move Action: Move to N4
Special: Due to William’s movement, he takes 2 AoO from the Armigers Hellknight Armiger #3: Short Sword on William
M Short Sword (At-Will; standard) Weapon
+7 vs AC
1d6 +5 damage, and the Armiger marks the target until the end of his next turn.
Attack Roll:16 vs AC Miss! Armiger Officer #3: Flail on William
M Flail (At-Will; standard) Weapon
+4 vs AC
1d10+4 damage, and one of the Officer's allies within 5 squares of him can shift 1 square
Armiger Officer #3:
Gains +3 temp HP from Signifer’s Ward of Vitality
Ends his turn; doesn’t have a ranged attack.
Janiven: Minor Action: Open Door Move Action: Move to S8 Standard Action: Toss a Tanglefoot Bag at L2
Blast Tangelfoot Bag (Encounter; standard) Consumable
+10 vs Reflex (Blast 2)
Hit: Target is immobilized until end of Janiven’s next turn. On Janivens next turn, the target is slowed (save ends).
Attack Roll (Armiger Officer):12 vs Reflex Hit! Attack Roll (Hellknight Armiger):28 vs Reflex Hit! Attack Roll (Hellknight Signifer):23 vs Reflex Hit!
Each enemy is immobilized until the end of Janiven’s next turn.
(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:
(S9) Alainn HP 24/24 + 4 Temp HP
(Q6) Grokka HP 19/28
(O4) Hertzog HP 16/29
(P5) Typhor HP 26/30
(K5) William HP 29/34
(K4) Hellknight Armiger #3 HP 30/40 immobilized (End of William’s next turn) --Provokes an opportunity attack from William on a shift
(K3) Armiger Officer #3 HP 1/37 + 3 Temp HP immobilized (save ends)
(N4) Hellknight Signifer [Elite] HP 86/104 William’s Aegis Immobilized (until end of Janiven’s next turn)
(S8) Janiven HP 45/45
(L4) Hellknight Armiger #1 HP -6/40 Blown away by William
(P4) Hellknight Armiger #2 HP -24/40 Perforated by Hertzog
(O3) Hellknight Armiger #4 HP -8/40 Immolated by Alainn
(M3) Hellknight Armiger #5 HP -3/40 Frozen solid by William
(L3) Hellknight Armiger #6 HP -8/40 Punctured by Hertzog
(N1) Armiger Officer #1 HP -2/37 Cracked in half by Alainn
(N3) Armiger Officer #2 HP -8/37 Immolated by Alainn
(K1-M3) Brilliant Beacon aftereffect enemies inside get -2 to Attacks/Defenses/Saves
Tactical Presence: Any ally Typhor can see that spends an action point to attack gets +1 to their attack roll.
Monster Details:
Hellknight Armiger: HP 40/40 AC 19; Fort 18, Reflex 14, Will 14, Speed 6; Vision: Normal
Special:
Hellknight Armor (Armiger):
Hellknights are known and feared for their intimidating suits of armor. Armiger ranks gain a +1 bonus to AC (already added).
Armiger Officer: HP 37/37 AC 17; Fort 14, Reflex 14, Will 14, Speed 5; Vision: Normal
Special:
Hellknight Armor (Armiger):
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.
Hellknight Signifer [Elite]: HP 104/104 AC 22; Fort 18, Reflex 17, Will 21, Speed 5; Vision: Normal; Saving Throws: +2; Action Points: 1
Special:
Hellknight Armor (Signifer):
Hellknights are known and feared for their intimidating suits of armor. Signifer ranks gain a +2 bonus to AC, as well as a +1 bonus to all other defences (already added).
Ward of Vitality (Aura 2):
Allies who begin their turn within the aura gain 3 Temp HP, as long as the Signifer isn’t bloodied.
Terrible Visage:
After the Signifer becomes bloodied, until the end of the encounter, he gains a +2 bonus on melee damage rolls against the character that bloodied him.
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:
Illumination: Bright light. The area is illuminated by several lanterns.
Tables: The tables are all tall enough that a Small creature can move under them and gain cover from doing so. Hopping onto a table costs 1 extra square of movement. A character can use a standard action to tip over a table, which can then grant cover to a standing creature or superior cover to a prone creature.
The Bar: It takes a DC 30 Athletics check to jump up on the bar with a standing high jump and a DC 15 check to do it with a 2-square running start. Standing on top of the Bar grants you a +2 attack bonus, but also grants combat advantage to enemies.
Alainn casts another sunburst at one of the Hellknight Officers. The blast of fiery light melts the ice holding them in place. The corpse falls to the ground amidst the tanglefoot goo with a slippery squelch. "One less to follow me and mine." Alainn then slips into the kitchen, pulling the beacon of light towards her allies to ward them from any harm.
Actions
Minor Action: Sustain the Beacon Standard Action: Sun Strike 12 vs Reflex 12 -- Officer Armiger #3 takes 8 radiant damage and is slain! Move Action: Draws the beacon to O4 (N3 -> P5) and vanishes through the hidden door at V5
Stats:
(S9) Alainn HP 24/24 + 4 Temp HP
(Q6) Grokka HP 19/28
(O4) Hertzog HP 16/29
(P5) Typhor HP 26/30
(K5) William HP 29/34
(K4) Hellknight Armiger #3 HP 30/40
-- Immobilized (End of William’s next turn)
-- Provokes an opportunity attack from William on a shift
(N4) Hellknight Signifer [Elite] HP 86/104
-- William’s Aegis
-- Immobilized (until end of Janiven’s next turn)
(S8) Janiven HP 45/45
(L4) Hellknight Armiger #1 HP -6/40 Blown away by William
(P4) Hellknight Armiger #2 HP -24/40 Perforated by Hertzog
(O3) Hellknight Armiger #4 HP -8/40 Immolated by Alainn
(M3) Hellknight Armiger #5 HP -3/40 Frozen solid by William
(L3) Hellknight Armiger #6 HP -8/40 Punctured by Hertzog
(N1) Armiger Officer #1 HP -2/37 Cracked in half by Alainn
(N3) Armiger Officer #2 HP -8/37 Immolated by Alainn
(K3) Armiger Officer #3 HP -4/37 Immolated by Alainn
(N3 -> P5) Brilliant Beacon aftereffect enemies inside get -2 to Attacks/Defenses/Saves
Tactical Presence: Any ally Typhor can see that spends an action point to attack gets +1 to their attack roll.
[Up Next]: The Heroes [On Deck]: The Unluckiest Hellknights Ever
SkyCaptain on
The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
As Janvien sounds the retreat, Typhor quickly scans the room and evaluates his tactics. Quickly realizing that William and Hertzog will have no trouble evading their immobilized opponents, he opts for an expeditious retreat... after a parting shot at the Signifier, of course.
Typhor begins his attack, and then he hears the sharp crack of breaking ice as one of the Armigers begins to free himself. Turning briefly to evaluate the progress of that escape, Typhor looks at just the wrong moment, and is dazzled for an instant by the reflections off the ice from Alainn's sunburst. His swing goes wild, and very nearly takes off Hertzog's topknot.
Hoping the half-orc didn't notice the near miss, Typhor opts to cover his blunder with more rousing words. "Fine work, men! The Hellknights won't soon forget this blow!" As he heads for the door, Typhor wonders how much Grokka saw, and whether he'll be subjected to a new song about a Genasi haircutter in the near future.
Standard Action: Leader's Instincts on Hellknight Signifier
--->1d20 + 7 versus 20 AC = 8 (miss!)
--->Effect: The power is not expended (reliable). Minor Action: none Move Action: Move to T8
Stats:
(S9) Alainn HP 24/24 + 4 Temp HP
(Q6) Grokka HP 19/28
(O4) Hertzog HP 16/29
(T8) Typhor HP 26/30
(K5) William HP 29/34
(K4) Hellknight Armiger #3 HP 30/40
-- Immobilized (End of William’s next turn)
(N4) Hellknight Signifer [Elite] HP 86/104
-- William’s Aegis
-- Immobilized (until end of Janiven’s next turn)
(S8) Janiven HP 45/45
(L4) Hellknight Armiger #1 HP -6/40 Blown away by William
(P4) Hellknight Armiger #2 HP -24/40 Perforated by Hertzog
(O3) Hellknight Armiger #4 HP -8/40 Immolated by Alainn
(M3) Hellknight Armiger #5 HP -3/40 Frozen solid by William
(L3) Hellknight Armiger #6 HP -8/40 Punctured by Hertzog
(N1) Armiger Officer #1 HP -2/37 Cracked in half by Alainn
(N3) Armiger Officer #2 HP -8/37 Immolated by Alainn
(K3) Armiger Officer #3 HP -4/37 Immolated by Alainn
(N3 -> P5) Brilliant Beacon aftereffect enemies inside get -2 to Attacks/Defenses/Saves
Tactical Presence: Any ally Typhor can see that spends an action point to attack gets +1 to their attack roll.
[Up Next]: Our Heroes [On Deck]: Too Many Hellknights
Hearing both Janiven's words and the pounding of steel on the cobbles outside the tavern, William quickly disengages from the Hellknight and makes his move towards the kitchen door.
He turns, waiting for the rest to disengage. "We've shed enough blood here tonight. Let's go!"
Move Action: Shift to K6 Move Action: Move to Q8
[Up Next]: Our Heroes [On Deck]: Too Many Hellknights
The blood drains from Hertzog's face as the sounds of more Hellknights ring from outside. Stepping away from the signifier, Hertzog gives some slack to his chain. With a consecutive snaps, he lets both spiked ends fly towards the Hellknight captain. Two clangs sound through the tavern as his blows bounce harmlessly off the infernal plate. Shaken by his failure to land a second blow on the Signifier, Hertzog turns his back and dashes towards the kitchen, saying a wordless prayer to Kord for William's aegis to hold.
Crunch
Minor: Declare Hunter's Quarry on Hellknight Signifier (N4) Standard:Twin Strike on Hellknight Signifier (N4)
-->Attack: 2 X (1d20 + 9) = 11 (MISS!) 19 (MISS!) Move: Walk to U8
-->Provokes Attack of Opportunity from Hellknight Signifier (N4)
Stats
(S9) Alainn HP 24/24 + 4 Temp HP
(Q6) Grokka HP 19/28
(U8) Hertzog HP 16/29
(T8) Typhor HP 26/30
(Q8) William HP 29/34
(K4) Hellknight Armiger #3 HP 30/40
-- Immobilized (until end of Janiven’s next turn)
(N4) Hellknight Signifer [Elite] HP 86/104
-- William’s Aegis
-- Hertzog's Quarry
-- Immobilized (until end of Janiven’s next turn)
(S8) Janiven HP 45/45
(L4) Hellknight Armiger #1 HP -6/40 Blown away by William
(P4) Hellknight Armiger #2 HP -24/40 Perforated by Hertzog
(O3) Hellknight Armiger #4 HP -8/40 Immolated by Alainn
(M3) Hellknight Armiger #5 HP -3/40 Frozen solid by William
(L3) Hellknight Armiger #6 HP -8/40 Punctured by Hertzog
(N1) Armiger Officer #1 HP -2/37 Cracked in half by Alainn
(N3) Armiger Officer #2 HP -8/37 Immolated by Alainn
(K3) Armiger Officer #3 HP -4/37 Immolated by Alainn
(N3 -> P5) Brilliant Beacon aftereffect enemies inside get -2 to Attacks/Defenses/Saves
Tactical Presence: Any ally Typhor can see that spends an action point to attack gets +1 to their attack roll.
In the face of the fearsome display Grokka bolts for the kitchen door. Running past Janiven he points a thumb back to the main room "Lady J, I hope you know what you're doing, I'm not sure that big one's much of a music lover" He makes for the hatch with all the speed his legs will allow him. As he passes Hertzog, he buzzes his hand over the top of his newly clipped hair and raises an eyebrow at Typhor. "A warrior, AND a barber? Nice. It's time we made our exit, gang. First rule of entertaining: Always leave your audience wanting more."
Crunch:
Move Action: Move to V7 Standard Action: Move to V5
Stats:
(S9) Alainn HP 24/24 + 4 Temp HP
(V7) Grokka HP 19/28
(U8) Hertzog HP 16/29
(T8) Typhor HP 26/30
(Q8) William HP 29/34
(K4) Hellknight Armiger #3 HP 30/40 -- Immobilized (until end of Janiven’s next turn)
(N4) Hellknight Signifer [Elite] HP 86/104 -- William’s Aegis
-- Hertzog's Quarry
-- Immobilized (until end of Janiven’s next turn)
(S8) Janiven HP 45/45
(L4) Hellknight Armiger #1 HP -6/40 Blown away by William
(P4) Hellknight Armiger #2 HP -24/40 Perforated by Hertzog
(O3) Hellknight Armiger #4 HP -8/40 Immolated by Alainn
(M3) Hellknight Armiger #5 HP -3/40 Frozen solid by William
(L3) Hellknight Armiger #6 HP -8/40 Punctured by Hertzog
(N1) Armiger Officer #1 HP -2/37 Cracked in half by Alainn
(N3) Armiger Officer #2 HP -8/37 Immolated by Alainn
(K3) Armiger Officer #3 HP -4/37 Immolated by Alainn
(N3 -> P5) Brilliant Beacon aftereffect enemies inside get -2 to Attacks/Defenses/Saves
Tactical Presence: Any ally Typhor can see that spends an action point to attack gets +1 to their attack roll.
[ UP NEXT: THE MUSIC CRITICS ] [ON DECK: TEAM AWESOME ]
Surprised at Grokka's comment, Hertzog puts a hand to his head, feeling the trimmed bit. He turns, full of seriousness to address the offending gensai. Gesturing with head and hands to make sure that this was indeed Typhor's work, his gaze narrows as he speaks in a stern voice.
"How much do I owe?"
Unable to keep the facade up for a second longer, a warm grin spreads over Hertzog's face. He slaps Typhor on the back as they continue their sprint towards the trap-door.
TiamatZGhost punsThe Banette of my existenceRegistered Userregular
edited October 2010
Flight from Vizio’s! Round 6.5
"Where do you think you are running off to, criminal? Stand and face judgement!"
As the Half-Orc turns his back to the Signifer, he swings his sceptre towards Hertzog's exposed back. Kord must have listened to the ranger's prayer, for as the sceptre hits Hertzog, he feels a strange sensation on his back. As he risked looking back, he saw a strange, blue arcane shield absorbing the weapon's momentum.
"Foul sorcery! Damnable trickery! I will have someone's head for this!" The Hellknight spat towards Hertzog. He kept on with his assault, focusing his hatred in that very strike.
Fortunately (for Hertzog), even with all his might, the lights of Aliann, and William's blue shield proved too much for the Signifer, forcing him to withdraw his strike. It still didn't stop him from spitting curses at the Half-Orc.
"Very well then, heathen. Run away! We shall meet again, foul Orc. Of this, I promise!"
Meanwhile...
Janiven ignores the party's banter. To be cracking jokes with one another in the thick of battle? It seems I have made my decision wisely... the woman thought to herself. She rushes back into the kitchen, drawing and lighting a torch from her belt. She moves towards what appears to be ropes. Upon closer inspection, they were actually fuses. Of what, only Janiven knew. She lit each one by one. As she lit them, each fuse hissed and hurried upwards, towards a number of small holes above the kitchen ceiling.
She spoke softly, mostly in hushed tones. "Let's just say, Grokka, that we are going to bring the house down after this grand finale!"
After lighting the last fuse, she drops the torch to the floor. "Hurry up, everyone! Trust me, you do NOT want to falter around here for much longer!"
Moves:
Hellknight Signifer [Elite]: Attack of Opportunity (on Hertzog): Sceptre
M Sceptre (At-Will; standard) Weapon
+9 vs AC
2d6 +6 damage.
Attack Roll (Hertzog):19-2 due to BoB, - 2 due to Mark (15) vs AC Miss! End of Turn: Free from Janiven’s Tanglefoot Bag. He is now slowed (save ends)
Hellknight Armiger #3:
Due to lacking a ranged attack, Armiger #3 does nothing. Standard Action: Short Sword on William End of Turn: Free from Janiven’s Tanglefoot Bag. He is now slowed (save ends)
Janiven: Minor Action: Draw a torch Free Action: Light the Torch Move Action: Move to U6 Standard Action: Light the fuse using the Torch Free Action: Drop the torch
(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:
(V5) Alainn Vamoosed to the exit
(V5) Grokka Skedaddled to the exit
(U8) Hertzog HP 16/29
(T8) Typhor HP 26/30
(Q8) William HP 29/34
(K4) Hellknight Armiger #3 HP 30/40 Slowed (save ends)
(N4) Hellknight Signifer [Elite] HP 86/104 William’s Aegis Slowed (save ends)
(U6) Janiven HP 45/45
(L4) Hellknight Armiger #1 HP -6/40 Blown away by William
(P4) Hellknight Armiger #2 HP -24/40 Perforated by Hertzog
(O3) Hellknight Armiger #4 HP -8/40 Immolated by Alainn
(M3) Hellknight Armiger #5 HP -3/40 Frozen solid by William
(L3) Hellknight Armiger #6 HP -8/40 Punctured by Hertzog
(N1) Armiger Officer #1 HP -2/37 Cracked in half by Alainn
(N3) Armiger Officer #2 HP -8/37 Immolated by Alainn
(K3) Armiger Officer #3 HP -4/37 Immolated by Alainn
Kills by Alainn: 4
Kills by Grokka: 0
Kills by Hertzog: 2
Kills by Typhor: 0
Kills by William: 2
Special:
(N3 -> P5) Brilliant Beacon aftereffect enemies inside get -2 to Attacks/Defenses/Saves
Tactical Presence: Any ally Typhor can see that spends an action point to attack gets +1 to their attack roll.
Monster Details: Hellknight Armiger: HP 40/40 AC 19; Fort 18, Reflex 14, Will 14, Speed 6; Vision: Normal
Special:
Hellknight Armor (Armiger):
Hellknights are known and feared for their intimidating suits of armor. Armiger ranks gain a +1 bonus to AC (already added).
Hellknight Signifer [Elite]: HP 104/104 AC 22; Fort 18, Reflex 17, Will 21, Speed 5; Vision: Normal; Saving Throws: +2; Action Points: 1
Special:
Hellknight Armor (Signifer):
Hellknights are known and feared for their intimidating suits of armor. Signifer ranks gain a +2 bonus to AC, as well as a +1 bonus to all other defences (already added).
Ward of Vitality (Aura 2):
Allies who begin their turn within the aura gain 3 Temp HP, as long as the Signifer isn’t bloodied.
Terrible Visage:
After the Signifer becomes bloodied, until the end of the encounter, he gains a +2 bonus on melee damage rolls against the character that bloodied him.
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:
Illumination: Bright light. The area is illuminated by several lanterns.
Tables: The tables are all tall enough that a Small creature can move under them and gain cover from doing so. Hopping onto a table costs 1 extra square of movement. A character can use a standard action to tip over a table, which can then grant cover to a standing creature or superior cover to a prone creature.
The Bar: It takes a DC 30 Athletics check to jump up on the bar with a standing high jump and a DC 15 check to do it with a 2-square running start. Standing on top of the Bar grants you a +2 attack bonus, but also grants combat advantage to enemies.
Taking one last look at the pile of corpses in the tavern, Hertzog smiles. They had done well today. Pausing at moment at the doorway, he calls back to the signifier
"Maybe next time you will find the bravery to lead your men into battle"
Turning from the battle, Hertzog scurries into the door at the end of the kitchen, reflecting at how different this escape was from his flight the previous day. Yesterday, he could do naught but run, today he had left a bloody trail behind him. Yesterday he had only chance to guide him, today there were companions helping him along the path. Yesterday, he had been running away from something, today he felt a goal to run towards.
Crunch
Move: Walk to V5
Stats
(V5) Alainn HP 24/24 Escaped!
(V5) Grokka HP 19/28 Escaped!
(V5) Hertzog HP 16/29 Escaped!
(T8) Typhor HP 26/30
(Q8) William HP 29/34
(K4) Hellknight Armiger #3 HP 30/40
-- Slowed (until end of Janiven’s next turn)
(N4) Hellknight Signifer [Elite] HP 86/104
-- William’s Aegis
-- Hertzog's Quarry
-- Slowed (until end of Janiven’s next turn)
(U6) Janiven HP 45/45
(L4) Hellknight Armiger #1 HP -6/40 Blown away by William
(P4) Hellknight Armiger #2 HP -24/40 Perforated by Hertzog
(O3) Hellknight Armiger #4 HP -8/40 Immolated by Alainn
(M3) Hellknight Armiger #5 HP -3/40 Frozen solid by William
(L3) Hellknight Armiger #6 HP -8/40 Punctured by Hertzog
(N1) Armiger Officer #1 HP -2/37 Cracked in half by Alainn
(N3) Armiger Officer #2 HP -8/37 Immolated by Alainn
(K3) Armiger Officer #3 HP -4/37 Immolated by Alainn
Tactical Presence: Any ally Typhor can see that spends an action point to attack gets +1 to their attack roll.
On seeing Janvien's move as he reaches the door, Typhor's conscience is pricked just the tiniest bit. Ignoring the Signifier, he turns to the subordinate Hellknight and calls out, "You've seen a taste of what lies ahead for the spawn of Asmodeus in this land. Don't be so quick to throw your life away; flee this place, flee the Hellknights, flee Westcrown and never look back. If we meet again, I'll be forced to kill you." Without waiting to see what effect his words might have, Typhor makes his exit.
Standard Action: Intimidate vs. Hellknight Armiger #3
--->1d20+7 vs ??? = 11 Minor Action: none Move Action: walk to V5 and GTFO
"Looks like an explosive start to our adventures!"
With that final quip, Williams ducks into the kitchen, looking back one last time to make sure everyone had pulled out, before disappearing down through the trap door.
Move Action: Move to V5 Move Action: Hightail it through the door
ironzerg on
0
TiamatZGhost punsThe Banette of my existenceRegistered Userregular
edited October 2010
Satisfied that the others made it out, Janiven herself moves towards the exit. She closed the hidden door on her way out. She didn't need to lock it; she knew full well what would happen. The young woman descends the stairs, to regroup with te rest of the party.
Meanwhile...
The fuses burn all the faster, as they reach for their targets: kegs and barrels standing nearby to the support struts of the roof.
Five more Armiger patrols burst through the entrance of Vizio's. One patrol focuses on rescuing and retrieving the survivors, while the rest inspect and survey the room. As they inspect the room, some wonder just what that hissing noise in the ceiling was.
As the patrol drags the dead and the survivors outside, they start questioning the Signifer.“Signifer, what has happened here?”
“The rumour and threat of another group of dissidents proved all too true. The boy proved helpful, leading us to their hideout. There were rebels here. We lost eight soldiers, but they’re on the run now. Though we have routed them from their lair, they could still prove...dangerous. Send word to the other squads within the city to find them. Search under every sewer grate, in every alley, and every street for them. Let the patrols know that if they protest to do their sworn duty, such as using the threat of the shadow beasts for an excuse, that their commanding officers have the right to execute them for their insubordination. We must stamp this threat against order now! We must...”
One soldier inside of the tavern, annoyed by the hissing sounds, starts to ask, “Sir, just what is that noise?”
The Signifer tops for a moment to properly focus on the noise. Though he wore his helmet, the soldiers could sense his face turning pale, when he shouted, “Hellknights! Evacuate the building! I repeat! Evacu-“
BOOM!
The roof of Vizio explodes with a thunderous boom. The roof collapses in on itself, and buries the guards, the hidden doorway, and pretty much everything. Though the road trembles from the shock, it paled in comparison to the anger and shock of the Signifer. These rebels were indeed dangerous. He reminded himself that if he meet with them again someday, that he would take them seriously... as well as bring reinforcements. Lots and lots of reinforcements...
End of Prologue
Flight from Vizio's! - Encounter Complete!
XP Gained for Encounter:
Encounter XP: 1500XP / 5 PCs = 300 XP for each PC
Main Quest Completed: 500XP / 5 PCs = 100 XP for each PC
Achievement: Against All odds (A party survived an encounter of level 5+ at 1st level) : 125XP / 5 PCs = 25 XP for each PC Total XP Gained: 425 XP per PC
Party details:
Here’s also each player’s HP total after the fight should you need to spend some healing surges: Alainn HP 24/24 Grokka HP 19/28 Hertzog HP 16/29 Typhor HP 26/30 William HP 29/34
Current Quest Updated:
Main Quest: Flight from Vizio's - Hold out the Hellknights for X amount of rounds [Complete]
TiamatZ on
0
TiamatZGhost punsThe Banette of my existenceRegistered Userregular
edited October 2010
Chapter 1: Into the Sewers
Janiven tumbles the last few stairs as the staircase quaked from the explosion. She lands and falls onto the floor, and spots the rest of the heroes, as well as the boy Morosino. She stands up, all the while wiping off the imaginary dust off of her. Everyone stood within a 10-feet high tunnel. It was also 20 feet wide, with a 3-foot-deep sewage trench, with water taking up half that width, on the other side of the tunnel.
The heroes found themselves standing within Westcrown sewer...
As she lights up a torch, she smiles to the group. “So, I see we all made it. Is everyone all right? I would imagine the Hellknights took quite the beating today.”
Hertzog takes a moment to examine his wounds, ensuring that the bleeding of each one has stopped and considering how his new scars would compare to the old. Satisfied that he would not lose his orcish figure, he looks back to the collapsed building, grateful that his pursuit was at an end, for now. Finally, he turns to Janiven
"Your... Arael has still been taken. Seeing their work, I fear for anyone in the Hellknight's posession. Can anything be done to retrieve him? Frightening as they are, it would seem that the Hellknights are quite mortal."
Unsure where they would go that evening, Hertzog shudders for a second. They might not be in the streets, but this was night in Westcrown, and the sense that beasts lurked in darkness everywhere was hard to escape.
Short Rest:
Healing Surge: use 2 for 7+3 HP each (3 extra from Grokka's Song of Rest)
Grokka leaned up against the nearest wall, trying to catch his breath. As soon as the air returned to his lungs, he began to hum a lullabye just in the auditory range of his new allies. He was always told this particular song had power, and he could indeed feel it as his wounds closed up and stopped bleeding.
"While it saddens me to know that we literally brought the house down, it brings joy to my heart to know Vizio's landed the final punch for us in the fight. May her warm hearth and joyous crowd live in our hearts forever. Let's not forget the songs yet to be sung!" The Goliath brushed the dust off of his shoulders and looked about. "It appears we're all safe and sound, yes, except Arael. Janiven, what do you know of his fate?"
Short Rest
Healing Surge: use 1 for 7+3 HP healing. Grokka: 28/28 Surges remaining: 8
Posts
He clears his throat and raises his voice in a cheer for Hertzog. "Hertzog swings the chain and brings the pain! Hellknights stand no chance! Watch them cry, what them whine as he kicks them in the pants!" and chuckles to himself.
Standard: War Song Strike on Hellknight Armiger #2 (P4) 10 (+2 for CA) vs AC - Miss (grr)
Minor: Majestic Word on Hertzog (O3) - Surge +3 Healing
[ UP NEXT ALAINN ] [ ON DECK HERTZOG ]
The Officer Armiger is flung bodily through the air and crashes into the door of the tavern with a sickening, but satisfying crunch. His corpse drops to the ground like a de-boned fish and will hopefully slow down his comrades attempting to enter the fray. Alainn takes a brief moment to embrace the power within her and wrestles it under her control to heal her wounds. The haze of pain recedes, superseded by ephemeral joy and exultation. The young hume woman steadies herself and moves closer to the kitchen door, using a table and some stools to hinder any foes attempting to attack her.
"By the gods, Karrien never warned it would hurt that much!"
Actions
-- Target takes 2 radiant damage and is pushed 2 squares to L4
Standard: Thunder of Judgement (Encounter, Divine)
-- Thunder of Judgment vs Fortitude (HA1, HA2, OA1): 3#1d20+7 13 10 27 1d6+5 6
-- Officer Armiger is CRITICALLY hit and takes 14 damage (6 Base + 4 Wisdom + 1 Enhancement + 3 Covenant of Wrath vs 3 enemies). The Officer Armiger is slain!
-- The corpse of the Officer Armiger is pushed 2 squares to N1
Minor Action: Healing Word (Alainn Byrne)
-- Healing Word: 1d6 5
-- Alain regains 11 hit points! (16/24)
Move Action: Move to N7 (L8 -> M8 -> N7)
Stats:
(R7) Grokka HP 28/28
(O3) Hertzog HP 19/29 + 5 Temp HP Marked by HA2!
(H7) Typhor HP 30/30
(I8) William HP 34/34
(L4) Hellknight Armiger #1 HP 27/40
(P4) Hellknight Armiger #2 HP 40/40
(N1) Armiger Officer #1 HP -2/37 Dead!
[Up Next]: Typhor
[On Deck]: Hertzog
Genuine concern and care washes over the face of Grokka. He knew the life of a freedom fighter might be difficult, but he never expected this much pain and bloodshed so soon.
"William! I'll trust you to finish this one!" Typhor turns his attention to the opponent battling Hertzog.
Minor Action: Inspiring Word on Alainn Byrne(N7)
--->Effect: Alainn can spend a surge (+6 HP) and regain an additional 4 HP (Total: +10 HP).
Standard Action: Warlord's Favor on Hellknight Armiger 1(L4)
--->1d20 + 7 versus 19 AC = 20 (hit!)
--->Hellknight Armiger 1(L4) takes 19 damage.
--->Effect: William gains a +4 power bonus to attack rolls against Hellknight Armiger 1 until the end of Typhor's next turn.
Stats:
(Q5) Grokka HP 28/28
(O3) Hertzog HP 19/29 +5 Temp HP Marked by HA2!
(L6) Typhor HP 30/30
(J5) William HP 34/34 +4 to attack rolls on HA1
(L4) Hellknight Armiger #1 HP 8/40 Marked by William!
(P4) Hellknight Armiger #2 HP 40/40
(N1) Armiger Officer #1 HP -2/37 Dead!
[Up Next]: Hertzog
[On Deck]: Bad Dudes
DEATH!
The first blow catches the neophyte in the leg, spinning him on the spot and carrying his weight into the second blow which passes through his flank. Hertzog pulls the chains back, peeling off some of the Armiger's armor to reveal bloody flesh underneath. Grunting with exhertion, Hertzog rams a spike through the man's neck, spitting as he falls to the ground.
Certainly, there are things more frightening than devils.
Crunch
Action Point! Standard Action Jaws of the Wolf on Hellknight Armiger #2
-->Attack: ( 1d20 + 12 ) X 2 = 27 (HIT!) 19 (HIT!)
Minor: Off-Hand Strike on Hellknight Armiger #2
-->Attack: 1d20 + 11 = 20 (HIT!)
Standard: Twin Strike on Hellknight Armiger #2
-->Attack: ( 1d20 + 11 ) X 2 = 26 (HIT!) 19 (HIT!)
-->Damage:14d4 + 2d6 + 17 = 64!
-->(1d6 (Quarry) + 1d6 (Challenge Seeking) + 4d4+5+4d4+5 (Jaws of the Wolf) + 2d4+5 (Off-hand Strike) + 2d4+1+2d4+1 (Twin Strike) )
Stats:
(Q5) Grokka HP 28/28
(O3) Hertzog HP 19+5/29
(L6) Typhor HP 30/30
(J5) William HP 34+10/34 +4 to attack rolls on HA1
(L4) Hellknight Armiger #1 HP 8/40 Marked by William!
(P4) Hellknight Armiger #2 HP -24/40 A fine red mist.
(N1) Armiger Officer #1 HP -2/37 Dead!
Map:
COLOR="Red"] Up Next: Hellknight[/COLORCOLOR="Lime"] On Deck: William, Typhor, Alainn, Grokka & Josephine[/COLOR
As the lone Armiger is pushed back by Alainn, thunder lashes out of William’s weapon, striking the soldier. But the wounded soldier wasn’t beaten yet, and still stood, though not as fiercely as he was when he entered the tavern.
“You dare challenge the Hellknights!? So be it!” cries the Hellknight, as he moves closer to William. He swung his blade towards William, but the glowing petals protecting the young Swordmage deflected the blade. The Hellknight’s blade might well as have hit a wall.
“Armiger patrol! Move out, and subdue the dissidents!” the captain of the Hellknights outside yell out. Within moments, another group of armigers rush into the tavern, minding the fallen officer lying nearby.
The patrol spots Hertzog ravaging the nearby soldier, finishing him off with brutal precision. Thinking him the true treat, and seeing the remaining armiger battling the Swordmage nearby, the officer barks out orders to his subordinates.
He points to one soldier. “You there, give support to the other Hellknight. The other one, you’re with me. Flank the Half-Orc!”
The two soldiers nod, and rush towards their targets. One rushes towards William, jumping on top of the nearby table. He thrusts his blade towards the young man. The glowing petals absorb the blade’s momentum, dissapearing in the process, but it wasn’t enough to helt the blade. The blade pierces the leather armor, stabbing William’s flesh on his left shoulder.
The other soldier followed his orders with impunity, and soon he and his superior faced off the Half-Orc. Both swung their weapons at Hertzog. Hertzog, though still in some induced bloodlust, remembered his gladiatorial experience, and dodged both attacks. Hertzog merely laughed at their pitiful attempts...
Moves:
Hellknight Armiger #1:
Move Action: Shift to K4
Standard Action: Short Sword on William
+7 vs AC
1d6 +5 damage, and the target is marked until the end of Armiger #1's next turn
Attack Roll: 10 vs AC Miss!
Hellknight Armiger #3:
Move Action: Move to J4 (jumping on the table)
Standard Action: Brutal Cut on William
+7 vs AC
3d6 +5 damage
Attack Roll: 26 vs AC Hit!
Damage Roll: [URL=" http://4e.orokos.com/roll/28771 "]19[/URL] damage.
Armiger Officer #2:
Move Action: Move to N3
Standard Action: Flail on Hertzog
+4 vs AC
1d10+4 damage, and one of the Officer's allies within 5 squares of him can shift 1 square
Attack Roll: 10 vs AC Miss!
Hellknight Armiger #4:
Move Action: Move to N2
Standard Action: Brutal Cut on Hertzog
+7 vs AC
3d6 +5 damage
Attack Roll: 9 vs AC Miss!
Map (Round 2.5):
Initiative:
Hellknight Armigers 17
Armiger Officers 17
Grokka 16
William 15
Alainn 6
Typhor 1
(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:
(Q5) Grokka HP 28/28
(O3) Hertzog HP 19/29 +5 Temp HP
(L6) Typhor HP 30/30
(J5) William HP 25/34
+4 to attack rolls on HellknightArmiger #1
(L4) Hellknight Armiger #1 HP 2/40
William’s Aegis
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(J4) Hellknight Armiger #3 HP 40/40
(N2) Hellknight Armiger #4 HP 40/40
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP 37/37
Monster Details:
Hellknight Armiger: HP 40/40 AC 19; Fort 18, Reflex 14, Will 14, Speed 6; Vision: Normal
Special:
Hellknights are known and feared for their intimidating suits of armor. Armiger ranks gain a +1 bonus to AC (already added).
Armiger Officer: HP 37/37 AC 17; Fort 14, Reflex 14, Will 14, Speed 5; Vision: Normal
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:
Tables: The tables are all tall enough that a Small creature can move under them and gain cover from doing so. Hopping onto a table costs 1 extra square of movement. A character can use a standard action to tip over a table, which can then grant cover to a standing creature or superior cover to a prone creature.
The Bar: It takes a DC 30 Athletics check to jump up on the bar with a standing high jump and a DC 15 check to do it with a 2-square running start. Standing on top of the Bar grants you a +2 attack bonus, but also grants combat advantage to enemies.
Actions
-- 1d20+7 = 13 vs Reflex 14 (Hellknight Armiger #3)
-- 1d20+7 = 11 vs Reflex 14 (Hellknight Armiger #4)
-- 1d20+7 = 25 vs Reflex 14 (Officer Armiger #2)
-- Officer Armiger #2 takes 6 radiant damage from Hand of Radiance and 3 damage from Challenge Seeking Weapon
Action Point: Brilliant Beacon (Burst 1 at M3)
-- 1d20+7 = 24 vs Will 14 (Hellknight Armiger #4)
-- 1d20+7 = 14 vs Will 14 (Officer Armiger #2)
-- Hellknight Armiger #4 takes 10 ongoing damage (save ends) and 1 damage from Challenge Seeking Weapon
-- Officer Armiger #1 takes 10 ongoing damage (save ends)
-- Enemies within the Beacon of Light (sustain minor) take a -2 penalty to attack rolls, defenses, and saving throws.
Move Action: No action
Minor Action: No action
Stats:
(Q5) Grokka HP 28/28
(O3) Hertzog HP 19/29 +5 Temp HP
(L6) Typhor HP 30/30
(J5) William HP 25/34
-- +4 to attack rolls on HellknightArmiger #1
(L4) Hellknight Armiger #1 HP 2/40
-- William’s Aegis
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(J4) Hellknight Armiger #3 HP 40/40
(N2) Hellknight Armiger #4 HP 39/40
-- 10 ongoing damage, save ends
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP 28/37
-- 10 ongoing damage, save ends
[Up Next]: The Heroes
[On Deck]: Hertzog (Round 3)
With the cracking of armor and bone, one Armiger falls broken to the ground, while his comrade weathers the blow.
Almost automatically, William traces a rune in the air, which takes form as a menancing electric red glow over the remaining Armiger. He then raises his sword in a defensive position, awaiting the answer to his challenge.
Minor Action: Mark: Aegis of Shielding on Armiger 3(J4)
Standard Action: Sword Burst, Area Burst 1
--->Armiger 1 (L4): 1d20+7+4 versus 14 Reflex = 18! A hit!
--->Armiger 3 (J4): 1d20+7 versus 14 Reflex = 12! A miss!
--->Armiger 1 (L4) takes 8 Damage and is KILLED!
Immiediate Interrupt: Aegis of Shielding: If Armiger 3 hits a target with an attack that does not include William and is within 10 squares, Aegis activates to reduce the damage by 7.
(Q5) Grokka HP 28/28
(O3) Hertzog HP 19/29 +5 Temp HP
(L6) Typhor HP 30/30
(J5) William HP 25/34
(L4) Hellknight Armiger #1 HP -6/40 Dead!
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(J4) Hellknight Armiger #3 HP 40/40
-- William’s Aegis
(N2) Hellknight Armiger #4 HP 39/40
-- 10 ongoing damage, save ends
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP 28/37
-- 10 ongoing damage, save ends
[Up Next:] More heroes to come!
[On Deck:] Hertzog (Round 3)
Standard Action:Inspiring Refrain vs Armiger Officer #2 (N3)16 vs AC Miss(double grr)
Minor Action: Stone's Endurance - Resist 5 to all damage until the end of my next turn.
Williams gains +4 Temp HP for my Virtue of Valor (I'll try to keep up with this better, basically anyone who kills or bloodies an enemy gaines +4 temp HP)
Stats
(M4) Grokka HP 28/28
(O3) Hertzog HP 19/29 +5 Temp HP
(L6) Typhor HP 30/30
(J5) William HP 25/34 +4 Temp HP
(L4) Hellknight Armiger #1 HP -6/40 Dead!
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(J4) Hellknight Armiger #3 HP 40/40
-- William’s Aegis
(N2) Hellknight Armiger #4 HP 39/40
-- 10 ongoing damage, save ends
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP 28/37
-- 10 ongoing damage, save ends
[ UP NEXT: THE GOOD GUYS ] [ ON DECK: HERTZOG (3) ]
Minor Action: none
Standard Action: Viper's Strike on Armiger Officer 2(N3)
--->1d20 + 7 versus 17 AC = 27 (CRITICAL HIT!)
--->Armiger Officer 2(N3) takes 13 damage.
--->Effect: If Armiger Officer 2 shifts before the start of Typhor's next turn, it provokes an opportunity attack from Hertzog Torr.
(M4) Grokka HP 28/28
(O3) Hertzog HP 19/29 +5 Temp HP
(L4) Typhor HP 30/30
(K5) William HP 25/34 +4 Temp HP
(K4) Hellknight Armiger #1 HP -6/40 Dead!
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(J4) Hellknight Armiger #3 HP 40/40
-- William’s Aegis
(N2) Hellknight Armiger #4 HP 39/40
-- 10 ongoing damage, save ends
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP 15/37
-- 10 ongoing damage, save ends
-- Provokes an opportunity attack from Hertzog on a shift
[Up Next]: Hertzog
[On Deck]: Bad Dudes
Moving back onto the balls of his feet, Hertzog keeps one end of his chain spinning, ready to parry and riposte the Hellknight's next attack. He calls back to Typhor:
"He's too slow. Maybe the next one will deserve some attention"
Crunch
Minor: Declare Hunter's Quarry on Armiger Officer #2 (N3)
Standard: Shield of Blades on Armiger Officer #2 (N3)
-->Attack: 1d20 + 11 = 27 (HIT!)
-->Damage: 2d4 + 1d6 +5 = 13
-->Effect: +2 AC (up to 19) until end of next turn
Stats:
(M4) Grokka HP 28/28
(O2) Hertzog HP 19+5/29
-- +2 AC until end of next turn
(L4) Typhor HP 30/30
(K5) William HP 25+4/34
(K4) Hellknight Armiger #1 HP -6/40 Dead!
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(J4) Hellknight Armiger #3 HP 40/40
-- William’s Aegis
(N2) Hellknight Armiger #4 HP 39/40
-- 10 ongoing damage, save ends
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP 2/37
-- 10 ongoing damage, save ends
-- Provokes an opportunity attack from Hertzog on a shift
-- About 3 seconds to live
(L2-N4) Brilliant Beacon aftereffect enemies inside get -2 to Attacks/Defenses/Saves
Map:
COLOR="Red"] Up Next: Hellknights [/COLOR
COLOR="Lime"] On Deck: William, Typhor, Alainn, Grokka & Josephine [/COLOR
Hertzog need not have bothered to retaliate: the officer is blinded by Alainn's holy beacon. THis, coupled with the hole in his gut, ultimately kills the officer. He slides to the floor, blood flowing freely on the floor, mingling with the other fallen Hellkinghts' blood.
“Armiger patrol! Move out, and subdue the dissidents!” the captain of the Hellknights outside yell out once again, a hint of agitation in his words. Within moments, a third group of armigers rush into the tavern, minding the fallen officer lying nearby once more.
This group looked less experienced than the others, or perhaps it was due to the sight of so many fallen allies, but this latest batch of Hellknights looked more greener than the others. Instead of issuing orders, the officer and the two soldiers rush of to meet the Genasi and his nearby Goliath companion. All of them brandish and swing their weapons at the criminals. Only one of the soldiers was lucky, as his trust managed to hit the Goliath, tempered only by Grokka's stony hide.
The remaining soldiers try their luck with the closest enemies they could find. One tries to bash William with his small shield, but William parried the blow, deflecting the momentum of the shield away from him.
The other one shifts around the Half-Orc, stepping over his deseaced superior. He sings his blade once more, but Hertzog's experience with the whip deflected that attempt as well.
With a third group of soldiers joining the battle, just how long could the heroes hold off?
Moves:
Hellknight Armiger #3:
Move Action: Shift to K4
Standard Action: Tide of Iron on William
+7 vs AC
1d6 +5 damage, and the Armiger pushes the target one square and can shift one square into the square the target vacated.
Attack Roll: 17 vs AC Miss!
Hellknight Armiger #4:
Move Action: Shift to O3
Standard Action: Short Sword on Hertzog
+7 vs AC
1d6 +5 damage, and the Armiger marks the target until the end of his next turn
Attack Roll: 9 vs AC Miss!
End Of Turn: Saving Throw: 4 Fail!
Hellknight Armiger #5:
Move Action: Move to M3
Standard Action: Brutal Cut on Grokka
+7 vs AC
3d6 +5 damage
Attack Roll: 22-2 vs AC Hit!
Damage: 18 – 5 (Stone's Endurance) = 13 damage
Hellknight Armiger #6:
Move Action: Move to L3
Standard Action: Brutal Cut on Typhor
+7 vs AC
3d6 +5 damage
Attack Roll: 9 vs AC Miss!
Armiger Officer #3:
Move Action: Move to K3
Standard Action: Flail on Typhor
+4 vs AC
1d10+4 damage, and one of the Officer's allies within 5 squares of him can shift 1 square
Attack Roll: 12 vs AC Miss!
Map (Round 3.5):
Initiative:
Hellknight Armigers 17
Armiger Officers 17
Grokka 16
William 15
Alainn 6
Typhor 1
(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:
(M4) Grokka HP 15/28
Stones endurance (until end of next turn)
(O2) Hertzog HP 19/29 +5 Temp HP
+2 AC until end of next turn
(L4) Typhor HP 30/30
(K5) William HP 25/34
(K5) Hellknight Armiger #1 HP -6/40 Dead!
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(K4) Hellknight Armiger #3 HP 40/40
William’s Aegis
(O3) Hellknight Armiger #4 HP 29/40
10 ongoing damage, save ends
(M3) Hellknight Armiger #5 HP 40/40
(L3) Hellknight Armiger #6 HP 40/40
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP -8/37 Dead!
(K3) Armiger Officer #3 HP 37/37
(L2-N4) Brilliant Beacon: Aftereffect: enemies inside get -2 to Attacks/Defenses/Saves
Monster Details:
Hellknight Armiger: HP 40/40 AC 19; Fort 18, Reflex 14, Will 14, Speed 6; Vision: Normal
Special:
Hellknights are known and feared for their intimidating suits of armor. Armiger ranks gain a +1 bonus to AC (already added).
Armiger Officer: HP 37/37 AC 17; Fort 14, Reflex 14, Will 14, Speed 5; Vision: Normal
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:
Tables: The tables are all tall enough that a Small creature can move under them and gain cover from doing so. Hopping onto a table costs 1 extra square of movement. A character can use a standard action to tip over a table, which can then grant cover to a standing creature or superior cover to a prone creature.
The Bar: It takes a DC 30 Athletics check to jump up on the bar with a standing high jump and a DC 15 check to do it with a 2-square running start. Standing on top of the Bar grants you a +2 attack bonus, but also grants combat advantage to enemies.
Crunch:
Standard Action: War Song Strike vs Hellknight Armiger #4
Attack: 25 vs AC (Finally a hit)
Damage: 15 Damage War Song Strike: Any ally who hits this target before the start of my next turn gains +3 Temp HP
(N4) Grokka HP 15/28
(O2) Hertzog HP 19/29 +5 Temp HP
+2 AC until end of next turn
(L4) Typhor HP 30/30
(K5) William HP 25/34
(K5) Hellknight Armiger #1 HP -6/40 Dead!
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(K4) Hellknight Armiger #3 HP 40/40
William’s Aegis
(O3) Hellknight Armiger #4 HP 14/40 <~ Hit him to gain +3 Temp HP
10 ongoing damage, save ends
(M3) Hellknight Armiger #5 HP 40/40
(L3) Hellknight Armiger #6 HP 40/40
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP -8/37 Dead!
(K3) Armiger Officer #3 HP 37/37
[ UP NEXT: THE HEROES ] [ ON DECK: HERTZOG (RD 4) ]
Minor Action: none
Standard Action: Viper's Strike on Hellknight Armiger #4
--->1d20 + 7 versus 19 AC = 19 (hit!)
--->Hellknight Armiger #4 takes 12 damage.
--->Effect: If Hellknight Armiger #4 shifts before the start of Typhor's next turn, it provokes an opportunity attack from Hertzog Torr.
(N4) Grokka HP 15/28
Stones endurance (until end of next turn)
(O2) Hertzog HP 19/29 +5 Temp HP
+2 AC until end of next turn
(M5) Typhor HP 30/30 +3 Temp HP
(K5) William HP 25/34
(K5) Hellknight Armiger #1 HP -6/40 Dead!
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(K4) Hellknight Armiger #3 HP 40/40
William’s Aegis
(O3) Hellknight Armiger #4 HP 2/40 <~ Hit him to gain +3 Temp HP
10 ongoing damage, save ends
(M3) Hellknight Armiger #5 HP 40/40
(L3) Hellknight Armiger #6 HP 40/40
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP -8/37 Dead!
(K3) Armiger Officer #3 HP 37/37
(L2-N4) Brilliant Beacon: Aftereffect: enemies inside get -2 to Attacks/Defenses/Saves
[Up Next]: Our Heroes
[On Deck]: Hertzog (4)
"Stand there a spell, Grokka, and keep yon folk busy with Josephine."
Actions
Move Action: Shift the Beacon to L3 (Covers K2 -> M4)
Standard Action: [url=Hand of Radiance
-- Officer Armiger #3: 16 vs Reflex 12, 13 damage (9 HoR, [url=url=http://4e.orokos.com/roll/28873]4 CSW[/url])
-- Hellknight Armiger #5: 8 vs Reflex 12, Miss!
-- Hellknight Armiger #6: 17 vs Reflex 12, 11 damage (8 HoR, 3 CSW
Stats
(N4) Grokka HP 15/28
Stones endurance (until end of next turn)
(O2) Hertzog HP 19/29 +5 Temp HP
+2 AC until end of next turn
(M5) Typhor HP 30/30 +3 Temp HP
(K5) William HP 25/34
(K5) Hellknight Armiger #1 HP -6/40 Dead!
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(K4) Hellknight Armiger #3 HP 40/40
William’s Aegis
(O3) Hellknight Armiger #4 HP 2/40 <~ Hit him to gain +3 Temp HP
10 ongoing damage, save ends
(M3) Hellknight Armiger #5 HP 40/40
(L3) Hellknight Armiger #6 HP 29/40
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP -8/37 Dead!
(K3) Armiger Officer #3 HP 24/37
(K2 -> M4) Brilliant Beacon: Sustain Minor: Enemies inside get -2 to Attacks/Defenses/Saves
[Up Next]: Our Heroes
[On Deck]: Hertzog (Round 4)
"This band, we make beautiful music together!" as a laugh bellows from his aching chest.
Not to be discourage, William reaches deep for another surge of energy. He follows his last cut with another spinning flourish, pounding the Armigers with a shockwave of force. The Officer manages to stagger away from the blow, but the Armigers heavy armor cringes and heaves as the shockwave attempts to tear them apart.
Williams fingers dance in the air, tracing out another rune, this time over the head of the Armiger closest to his allies, compelling him to keep his attention focused on the young swordmage.
Standard Action: Sword of Sigils, Area Burst 1
--->Armiger Officer 3 (K3) 1d20+10 versus 15 AC = 16! A Hit!
--->Armiger 3 (K4): 1d20+10 versus 17 AC = 16! Miss!
--->Armiger 5 (M3): 1d20+10 versus 17 AC = 13! Miss!
--->Armiger 6 (L3): 1d20+10 versus 17 AC = 11! Miss!
--->Armiger Office 3 (K3) takes 14 Damage!
--->Effect: Armiger Officer 3 is marked UEONT. If the target makes an attack that does not include William, he takes 5 force damage. As an immiediate interrupt, William can reduce the damage by any attack the officer makes that does not include him by 2.
ACTION POINT!
Standard Action: Sword Burst, Area Burst 1
--->Armiger Officer 3 (K3) 1d20+7 versus 12 Reflex = 10! Miss!
--->Armiger 3 (K4): 1d20+7 versus 12 Reflex = 16! Hit!
--->Armiger 5 (M3): 1d20+7 versus 12 Reflex = 14! Hit!
--->Armiger 6 (L3): 1d20+7 versus 12 Reflex = 24! Hit!
--->Armiger 6 (L3) takes 7 Damage!
--->Armiger 5 (M3) and 3(K4) takes 10 Damage!
Minor Action: Mark: Aegis of Shielding on Armiger 5(M3)
--->Immiediate Interrupt: Aegis of Shielding: If Armiger 5 hits a target with an attack that does not include William and is within 10 squares, Aegis activates to reduce the damage by 7.
Stats
(N4) Grokka HP 15/28
Stones endurance (until end of next turn)
(O2) Hertzog HP 19/29 +5 Temp HP
+2 AC until end of next turn
(M5) Typhor HP 30/30 +3 Temp HP
(K5) William HP 25/34
(K5) Hellknight Armiger #1 HP -6/40 Dead!
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(K4) Hellknight Armiger #3 HP 30/40
(O3) Hellknight Armiger #4 HP 2/40 <~ Hit him to gain +3 Temp HP
10 ongoing damage, save ends
(M3) Hellknight Armiger #5 HP 40/40
William’s Aegis
(L3) Hellknight Armiger #6 HP 22/40
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP -8/37 Dead!
(K3) Armiger Officer #3 HP 10/37
Marked by William's Sword of Sigils
(K2 -> M4) Brilliant Beacon: Sustain Minor: Enemies inside get -2 to Attacks/Defenses/Saves
[Up Next]: Hertzog (Round 4)
[On Deck]: The Hellknights!
"Your men are delicious!"
The taunt distracts one of the Armigers inside the room, who whips his head around just in time to meet one of the spinning ends of Hertzog's spiked chain. Pleased by his lucky blow, Hertzog reaches further up on the ends of his weapon, holding a spike in each and and pulling the chain itself taught against his arms and back, ready to use as a shield for any oncoming attacks.
Crunch
Minor: Declare Hunter's Quarry on Hellknight Armiger #5 (M3)
Standard: Shield of Blades on Hellknight Armiger #5 (M3)
-->Attack: 1d20 + 11 = 29 (HIT!)
-->Damage: 2d4 + 1d6 +5 = 11
-->Effect: +2 AC (up to 19) until end of next turn
Stats:
(N4) Grokka HP 15/28
(N2) Hertzog HP 19+5/29
-- +2 AC until end of next turn
(M5) Typhor HP 30+3/30
(L4) William HP 25+4/34
(L4) Hellknight Armiger #1 HP -6/40 Dead!
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(K4) Hellknight Armiger #3 HP 30/40
(O3) Hellknight Armiger #4 HP 2/40
-- 10 ongoing damage, save ends
-- Walking towards the light
(M3) Hellknight Armiger #5 HP 19/40
-- William's Aegis
-- Hertzog's Quarry
(L3) Hellknight Armiger #6 HP 22/40
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP -8/37 Dead!
(K3) Armiger Officer #3 HP 10/37
-- Marked by William's Sword of Sigils
(K2-M4) Brilliant Beacon aftereffect enemies inside get -2 to Attacks/Defenses/Saves
COLOR="Red"] Up Next: Hellknights, Oh God, So Many Hellknights [/COLOR
COLOR="Lime"] On Deck: William, Typhor, Alainn, Grokka & Josephine [/COLOR
Hertzog hears the heavy footsteps coming from outside the bar. In less than a moment, a tall, heavily armored Hellknight enters the bar. His fearsome appearance maked him look larger, making even the bulky Grokka feel a bit dwarfish in appearance. He stares at the Half-Orc with gold, malicious eyes. In his hands, he wields a bulky looking sceptre, looking more like a weapon for war than an implement to focus his powers through.
"Delicious, you say? Well then, take a bite out of this! RAAAGH!" The Hellknight swings his weapon around with efficiency. Hertzog managed to barely dodge his blows. The way he swung his weapon with cold and quick effectiveness, it looked as though this Hellknight wouldn't take prisoners.
"Bah! Stand still so that I may smite thee! Gnat! The will of the law demands it!"
The other hellknights focus their attention on William, thinking him the lynchpin of this group of dissidents. Each swung their weapon of choice, but only one of the armigers managed to hit him, planting his blade firmly into William's one arm.
The heroes could hear a voice from beyond the kitchen.
"Hold them off for a few more seconds, it is almost done..."
Moves:
Hellknight Signifer [Elite]:
Move Action: Shift to M1
Standard Action: Sceptre of Fear on Hertzog
+9 vs AC
2d6 +6 psychic damage, and the target gains a -5 to his next attack roll.
Attack Roll: 17 vs AC Miss!
Action Point: Standard Action: Sceptre of Fear on Hertzog
Attack Roll: 11 vs AC Miss!
Hellknight Armiger #3:
Move Action: Shift to K4
Standard Action: Short Sword on William
+7 vs AC
1d6 +5 damage, and the Armiger marks the target until the end of his next turn.
Attack Roll: 13 vs AC Miss!
Hellknight Armiger #5:
Move Action: Shift to O3
Standard Action: Short Sword on William
+7 vs AC
1d6 +5 damage, and the Armiger marks the target until the end of his next turn.
Attack Roll: 21 vs AC Hit!
Damage Roll: 7 damage, and William is Marked.
Hellknight Armiger #6:
Move Action: Move to M3
Standard Action: Brutal Cut on Grokka
+7 vs AC
1d6 +5 damage, and the Armiger marks the target until the end of his next turn.
Attack Roll: 6-2 vs AC Miss!
Armiger Officer #3:
Move Action: Move to K3
Standard Action: Flail on William
+4 vs AC
1d10+4 damage, and one of the Officer's allies within 5 squares of him can shift 1 square
Attack Roll: 18 vs AC Miss!
Map (Round 4.5):
Initiative:
Hellknight Signifer Delayed
Hellknight Armigers 17
Armiger Officers 17
Grokka 16
William 15
Alainn 6
Typhor 1
(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:
(N4) Grokka HP 15/28
(N2) Hertzog HP 19/29 + 5 Temp HP
+2 AC until end of his next turn
(M5) Typhor HP 30/30 + 3 Temp HP
(L4) William HP 22/34
Marked by Armiger #5
(L4) Hellknight Armiger #1 HP -6/40 Dead!
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(O3) Hellknight Armiger #4 HP -8/40 Dead!
(K4) Hellknight Armiger #3 HP 30/40
(M3) Hellknight Armiger #5 HP 19/40
William's Aegis
(L3) Hellknight Armiger #6 HP 22/40
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP -8/37 Dead!
(K3) Armiger Officer #3 HP 10/37
Marked by William's Sword of Sigils
(M1) Hellknight Signifer [Elite] HP 104/104
(K2-M4) Brilliant Beacon aftereffect enemies inside get -2 to Attacks/Defenses/Saves
Monster Details:
Hellknight Armiger: HP 40/40 AC 19; Fort 18, Reflex 14, Will 14, Speed 6; Vision: Normal
Special:
Hellknights are known and feared for their intimidating suits of armor. Armiger ranks gain a +1 bonus to AC (already added).
Armiger Officer: HP 37/37 AC 17; Fort 14, Reflex 14, Will 14, Speed 5; Vision: Normal
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.
Hellknight Signifer [Elite]: HP 104/104 AC 22; Fort 18, Reflex 17, Will 21, Speed 5; Vision: Normal; Saving Throws: +2; Action Points: 1
Special:
Hellknights are known and feared for their intimidating suits of armor. Signifer ranks gain a +2 bonus to AC, as well as a +1 bonus to all other defences (already added).
Ward of Vitality (Aura 2):
Allies who begin their turn within the aura gain 3 Temp HP, as long as the Signifer isn’t bloodied.
Terrible Visage:
After the Signifer becomes bloodied, until the end of the encounter, he gains a +2 bonus on melee damage rolls against the character that bloodied him.
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:
Tables: The tables are all tall enough that a Small creature can move under them and gain cover from doing so. Hopping onto a table costs 1 extra square of movement. A character can use a standard action to tip over a table, which can then grant cover to a standing creature or superior cover to a prone creature.
The Bar: It takes a DC 30 Athletics check to jump up on the bar with a standing high jump and a DC 15 check to do it with a 2-square running start. Standing on top of the Bar grants you a +2 attack bonus, but also grants combat advantage to enemies.
"Cursed infernal bastards," Alainn growled as she drew her hands together by her side and shoved the beacon of light towards the Signifier. Hearing Janiven in the kitchen, she backed up towards the kitchen door.
Actions
Standard Action: Sun Strike vs Hellknight Signifier --- MISS!
Move Action: Shift the beacon to L2 (K1 -> M3) and move to S9 (if allowed)
Stats:
(N4) Grokka HP 15/28
(N2) Hertzog HP 19/29 + 5 Temp HP
+2 AC until end of his next turn
(M5) Typhor HP 30/30 + 3 Temp HP
(L4) William HP 22/34
Marked by Armiger #5
(L4) Hellknight Armiger #1 HP -6/40 Dead!
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(O3) Hellknight Armiger #4 HP -8/40 Dead!
(K4) Hellknight Armiger #3 HP 30/40
(M3) Hellknight Armiger #5 HP 19/40
William's Aegis
(L3) Hellknight Armiger #6 HP 22/40
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP -8/37 Dead!
(K3) Armiger Officer #3 HP 10/37
Marked by William's Sword of Sigils
(M1) Hellknight Signifer [Elite] HP 104/104
(K1-M3) Brilliant Beacon aftereffect enemies inside get -2 to Attacks/Defenses/Saves
[Up Next]: The Heroes
[On Deck]: Hertzog (Round 5 -- Final)
After reaching his chosen vantage point, Typhor urges Hertzog on to engage the new arrival. "Hertzog, I need you to take this son of Hell apart!"
--->1d20 + 7 versus 17 AC = 12 (miss!)
--->Effect: If Hellknight Armiger #3 shifts before the start of Typhor's next turn, it provokes an opportunity attack from William.
Minor Action: Inspiring Word on Grokka
--->Effect: Grokka can spend a surge (+7 HP) and regain an additional 5 HP (Total: +12 HP).
Move Action: Move to O3
ACTION POINT!
Standard Action: Commander's Strike on Hellknight Signifier
--->Effect: Hertzog makes a melee basic attack against the Hellknight Signifier, with +3 to damage on a hit.
(N4) Grokka HP 27/28
(N2) Hertzog HP 19/29 + 5 Temp HP
+2 AC until end of his next turn
(O3) Typhor HP 30/30 + 3 Temp HP
(L4) William HP 22/34
--Marked by Armiger #5
(L4) Hellknight Armiger #1 HP -6/40 Dead!
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(O3) Hellknight Armiger #4 HP -8/40 Dead!
(K4) Hellknight Armiger #3 HP 30/40
--Provokes an opportunity attack from William on a shift
(M3) Hellknight Armiger #5 HP 19/40
--William's Aegis
(L3) Hellknight Armiger #6 HP 22/40
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP -8/37 Dead!
(K3) Armiger Officer #3 HP 10/37
--Marked by William's Sword of Sigils
(M1) Hellknight Signifer [Elite] HP 104/104
--Hertzog owes this guy a MBA
(K1-M3) Brilliant Beacon aftereffect enemies inside get -2 to Attacks/Defenses/Saves
Tactical Presence: Any ally Typhor can see that spends an action point to attack gets +1 to their attack roll.
[Up Next]: Our Heroes
[On Deck]: Hertzog (Final Round?)
Standard Action: Guiding Strike vs Hellknight Armiger #5 (M3)
Attack: 19 vs AC HIT!
Damage: 1d10+6=12 -2 to AC
Move Action: Shift to O4
Minor Action: Majestic Word to William
Healing Surge 8+3: Total 11 HP Healing
Stats:
(O4) Grokka HP 27/28
(N2) Hertzog HP 19/29 + 5 Temp HP
+2 AC until end of his next turn
(O3) Typhor HP 30/30 + 3 Temp HP
(L4) William HP 33/34
--Marked by Armiger #5
(L4) Hellknight Armiger #1 HP -6/40 Dead!
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(O3) Hellknight Armiger #4 HP -8/40 Dead!
(K4) Hellknight Armiger #3 HP 30/40
--Provokes an opportunity attack from William on a shift
(M3) Hellknight Armiger #5 HP 7/40 -2 AC
--William's Aegis
(L3) Hellknight Armiger #6 HP 22/40
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP -8/37 Dead!
(K3) Armiger Officer #3 HP 10/37
--Marked by William's Sword of Sigils
(M1) Hellknight Signifer [Elite] HP 104/104
--Hertzog owes this guy a MBA
(K1-M3) Brilliant Beacon aftereffect enemies inside get -2 to Attacks/Defenses/Saves
Tactical Presence: Any ally Typhor can see that spends an action point to attack gets +1 to their attack roll.
Crunch
-->Attack: 1d20 + 9 = 21 vs AC 22-2(HIT!)
-->Damage: 2d4 + 8 = 15
-->Challenge-Seeking: 1d6 = 3
Stats
(O4) Grokka HP 27/28
(N2) Hertzog HP 19/29 + 5 Temp HP
+2 AC until end of his next turn
(O3) Typhor HP 30/30 + 3 Temp HP
(L4) William HP 33/34
--Marked by Armiger #5
(K4) Hellknight Armiger #3 HP 30/40
--Provokes an opportunity attack from William on a shift
(M3) Hellknight Armiger #5 HP 7/40 -2 AC
--William's Aegis
(L3) Hellknight Armiger #6 HP 22/40
(K3) Armiger Officer #3 HP 10/37
--Marked by William's Sword of Sigils
(M1) Hellknight Signifer [Elite] HP 86/104
(L4) Hellknight Armiger #1 HP -6/40 Dead!
(P4) Hellknight Armiger #2 HP -24/40 Dead!
(O3) Hellknight Armiger #4 HP -8/40 Dead!
(N1) Armiger Officer #1 HP -2/37 Dead!
(N3) Armiger Officer #2 HP -8/37 Dead!
(K1-M3) Brilliant Beacon aftereffect enemies inside get -2 to Attacks/Defenses/Saves
Tactical Presence: Any ally Typhor can see that spends an action point to attack gets +1 to their attack roll.
Their armor creaks and cracks as it is filled with ice, freezing them solid to the ground. The other Armiger's armor is iced over, however he avoided being frozen solid.
William, in his best effort to shield his friends while they prepare to retreat towards the kitchen, slides a step close to the mightiest of the crowd. He then raises his free hand to trace a rune in front of the Signifier, which creates a challenging electric red rune over his head.
--->Armiger Officer 3 (K3) 1d20+20 versus 15 AC = 17! Hit!
--->Armiger 3 (K4): 1d20+20 versus 19 AC = 17! Miss!
--->Armiger 5 (M3): 1d20+20 versus 15 AC = 19! Hit!
--->Armiger 6 (L3): 1d20+20 versus 17 AC =17! Hit!
--->Armiger 6 (L3), 5 (M3) and Officer (K3) take 9 Damage! Armiger 5 is DEAD!
--->Armiger 3 (K4) takes 4 damage (half)!
--->Effect: Armiger 6 (L3) and Officer (K3) are immobilized (save ends)
--->Effect: Armiger 3 (K4) is immobilized until end of William's next turn
Move Action: Shift to M3
Minor Action: Mark: Aegis of Shielding on Signifier (M1)
--->Immiediate Interrupt: Aegis of Shielding: If Signifier hits a target with an attack that does not include William and is within 10 squares, Aegis activates to reduce the damage by 7.
Crunch
Minor: Declare Hunter's Quarry on Hellknight Armiger #6 (L3)
Standard:Twin Strike on Hellknight Armiger #6 (L3)
-->Attack: 2 X (1d20 + 9) = 22 (HIT!) 24 (HIT!)
-->Damage: 4d4 + 1d6 +2 = 21
Stats
(O4) Grokka HP 27/28
(N2) Hertzog HP 19/29 + 5 Temp HP
(O3) Typhor HP 30/30 + 3 Temp HP
(L4) William HP 33/34 + 4 Temp HP
(K4) Hellknight Armiger #3 HP 26/40
--Provokes an opportunity attack from William on a shift
--Immobilized until William's turn
(K3) Armiger Officer #3 HP 1/37
--Immobilized (Save Ends)
(M1) Hellknight Signifer [Elite] HP 86/104
--William's Aegis
(L4) Hellknight Armiger #1 HP -6/40 Blown away by William
(P4) Hellknight Armiger #2 HP -24/40 Perforated by Hertzog
(O3) Hellknight Armiger #4 HP -8/40 Immolated by Alainn
(M3) Hellknight Armiger #5 HP -3/40 Frozen solid by William
(L3) Hellknight Armiger #6 HP -8/40 Punctured by Hertzog
(N1) Armiger Officer #1 HP -2/37 Cracked in half by Alainn
(N3) Armiger Officer #2 HP -8/37 Immolated by Alainn
(K1-M3) Brilliant Beacon aftereffect enemies inside get -2 to Attacks/Defenses/Saves
Tactical Presence: Any ally Typhor can see that spends an action point to attack gets +1 to their attack roll.
COLOR="Red"] Up Next: Mr. Big Bad & Company [/COLOR
COLOR="Lime"] On Deck: William, Typhor, Alainn, Grokka & Josephine [/COLOR
COLOR="Plum"] Off In The Distance: Janiven Wondering WTF Her Heroes Went [/COLOR
"Enough! I tire of these games! How dare you insult the honourable name of the Hellknights! It's time to learn your place!" curses the large Hellknight.
He holds his sceptre up high above his head. The sceptre starts glowing a sickly black aura, all the while as the Hellknight starts chanting in a strange tone.
"In the name of our glorious Lord, Asmodeus, stand back, and behold the glory of Hell! Do as you are told!"
Though the heroes looked as though they could take him on easily, they started to feel lightheaded. Something, no doubt in their minds, was a mystical (almost harmonious) voice telling them to back off from this man. Against their better judgement, they walked away, slowly. The two nearby guards, sensing an opportunity, try to strike William (as he walks backwards, away from the Hellknight) from behind. Both swing their weapons about, but the numbness of their legs distracted them, allowing William to pass unhindered.
Just then, the kitchen door swings open, and Janiven pops her head out. She didn't know if she was aghast or impressed at how many Hellknight laid dead on the floor.
"I...I..." she stammers, until she spots the enroaching Hellknight. She removes a small pouch from her belt.
"Why don't you stick around for a moment, Hellknight..." Janiven quips, as she tosses a green, leathery pouch at the Hellknights. The pouch explodes, and the Hellknights were covered with a sticky gel.
"That'll slow them down. Leave them. Though it would be most satisfying to knock some Hellknight heads, we are needed elsewhere! Move out!"
Just then, the other heroes near the tavern door could hear more clattering footsteps outside. Jusdging by the noise, it seems two more squads are coming. They could also hear, large, thundering footsteps, as though the Hellknights brought something... big, even ogre-sized, with them.
"And not a moment too soon. Looks like the Hellknights are starting to take you lot more seriously if their bringing in more reinforcements. The 'surprise' is completed by the way. Everyone, this way!" her tone suddenly turning grim. She nudges Alainn, and points her to a hidden secret door at the back of the kitchen.
"That way. It's a staircase that will take you straight to the sewers. I'll join up once everyone's down there! Now, move! Also, mind your step, it's a bit slippery."
Moves:
Standard Action: Commanding Voice
+8 vs Will (Close Burst 5)
Hit: 1d6 +4 psychic damage, he slides each target 2 squares.
Attack Roll (Hertzog): 14 vs Will Hit!
Attack Roll (William): 24 vs Will Hit!
Attack Roll (Typhor): 19 vs Will Hit!
Attack Roll (Grokka): 18 vs Will Hit!
Damage:
Hertzog: 8 psychic damage, and is slid to O4
William: 8 psychic damage, and is slid to K5
Typhor: 7 psychic damage, and is slid to P5
Grokka: 7 psychic damage, and is slid to Q6
Move Action: Move to N4
Special: Due to William’s movement, he takes 2 AoO from the Armigers
Hellknight Armiger #3: Short Sword on William
+7 vs AC
1d6 +5 damage, and the Armiger marks the target until the end of his next turn.
Armiger Officer #3: Flail on William
+4 vs AC
1d10+4 damage, and one of the Officer's allies within 5 squares of him can shift 1 square
Hellknight Armiger #3:
Move Action: Shift to K4
Standard Action: Short Sword on William
+7 vs AC
1d6 +5 damage, and the Armiger marks the target until the end of his next turn.
Attack Roll: 17 vs AC Miss!
Hellknight Armiger #6:
Move Action: Move to M3
Standard Action: Brutal Cut on Grokka
+7 vs AC
1d6 +5 damage, and the Armiger marks the target until the end of his next turn.
Attack Roll: 6-2 vs AC Miss!
Armiger Officer #3:
Gains +3 temp HP from Signifer’s Ward of Vitality
Ends his turn; doesn’t have a ranged attack.
Janiven:
Minor Action: Open Door
Move Action: Move to S8
Standard Action: Toss a Tanglefoot Bag at L2
+10 vs Reflex (Blast 2)
Hit: Target is immobilized until end of Janiven’s next turn. On Janivens next turn, the target is slowed (save ends).
Attack Roll (Hellknight Armiger): 28 vs Reflex Hit!
Attack Roll (Hellknight Signifer): 23 vs Reflex Hit!
Each enemy is immobilized until the end of Janiven’s next turn.
Map (Round 5.5):
Initiative:
Hellknight Signifer Delayed
Hellknight Armigers 17
Armiger Officers 17
Janiven Delayed
Grokka 16
William 15
Alainn 6
Typhor 1
(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:
(Q6) Grokka HP 19/28
(O4) Hertzog HP 16/29
(P5) Typhor HP 26/30
(K5) William HP 29/34
(K4) Hellknight Armiger #3 HP 30/40
immobilized (End of William’s next turn)
--Provokes an opportunity attack from William on a shift
(K3) Armiger Officer #3 HP 1/37 + 3 Temp HP
immobilized (save ends)
(N4) Hellknight Signifer [Elite] HP 86/104
William’s Aegis
Immobilized (until end of Janiven’s next turn)
(S8) Janiven HP 45/45
(L4) Hellknight Armiger #1 HP -6/40 Blown away by William
(P4) Hellknight Armiger #2 HP -24/40 Perforated by Hertzog
(O3) Hellknight Armiger #4 HP -8/40 Immolated by Alainn
(M3) Hellknight Armiger #5 HP -3/40 Frozen solid by William
(L3) Hellknight Armiger #6 HP -8/40 Punctured by Hertzog
(N1) Armiger Officer #1 HP -2/37 Cracked in half by Alainn
(N3) Armiger Officer #2 HP -8/37 Immolated by Alainn
(K1-M3) Brilliant Beacon aftereffect enemies inside get -2 to Attacks/Defenses/Saves
Tactical Presence: Any ally Typhor can see that spends an action point to attack gets +1 to their attack roll.
Monster Details:
Hellknight Armiger: HP 40/40 AC 19; Fort 18, Reflex 14, Will 14, Speed 6; Vision: Normal
Special:
Hellknights are known and feared for their intimidating suits of armor. Armiger ranks gain a +1 bonus to AC (already added).
Armiger Officer: HP 37/37 AC 17; Fort 14, Reflex 14, Will 14, Speed 5; Vision: Normal
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.
Hellknight Signifer [Elite]: HP 104/104 AC 22; Fort 18, Reflex 17, Will 21, Speed 5; Vision: Normal; Saving Throws: +2; Action Points: 1
Special:
Hellknights are known and feared for their intimidating suits of armor. Signifer ranks gain a +2 bonus to AC, as well as a +1 bonus to all other defences (already added).
Ward of Vitality (Aura 2):
Allies who begin their turn within the aura gain 3 Temp HP, as long as the Signifer isn’t bloodied.
Terrible Visage:
After the Signifer becomes bloodied, until the end of the encounter, he gains a +2 bonus on melee damage rolls against the character that bloodied him.
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:
Tables: The tables are all tall enough that a Small creature can move under them and gain cover from doing so. Hopping onto a table costs 1 extra square of movement. A character can use a standard action to tip over a table, which can then grant cover to a standing creature or superior cover to a prone creature.
The Bar: It takes a DC 30 Athletics check to jump up on the bar with a standing high jump and a DC 15 check to do it with a 2-square running start. Standing on top of the Bar grants you a +2 attack bonus, but also grants combat advantage to enemies.
Actions
Standard Action: Sun Strike 12 vs Reflex 12
-- Officer Armiger #3 takes 8 radiant damage and is slain!
Move Action: Draws the beacon to O4 (N3 -> P5) and vanishes through the hidden door at V5
Stats:
(Q6) Grokka HP 19/28
(O4) Hertzog HP 16/29
(P5) Typhor HP 26/30
(K5) William HP 29/34
(K4) Hellknight Armiger #3 HP 30/40
-- Immobilized (End of William’s next turn)
-- Provokes an opportunity attack from William on a shift
(N4) Hellknight Signifer [Elite] HP 86/104
-- William’s Aegis
-- Immobilized (until end of Janiven’s next turn)
(S8) Janiven HP 45/45
(L4) Hellknight Armiger #1 HP -6/40 Blown away by William
(P4) Hellknight Armiger #2 HP -24/40 Perforated by Hertzog
(O3) Hellknight Armiger #4 HP -8/40 Immolated by Alainn
(M3) Hellknight Armiger #5 HP -3/40 Frozen solid by William
(L3) Hellknight Armiger #6 HP -8/40 Punctured by Hertzog
(N1) Armiger Officer #1 HP -2/37 Cracked in half by Alainn
(N3) Armiger Officer #2 HP -8/37 Immolated by Alainn
(K3) Armiger Officer #3 HP -4/37 Immolated by Alainn
(N3 -> P5) Brilliant Beacon aftereffect enemies inside get -2 to Attacks/Defenses/Saves
Tactical Presence: Any ally Typhor can see that spends an action point to attack gets +1 to their attack roll.
[Up Next]: The Heroes
[On Deck]: The Unluckiest Hellknights Ever
Typhor begins his attack, and then he hears the sharp crack of breaking ice as one of the Armigers begins to free himself. Turning briefly to evaluate the progress of that escape, Typhor looks at just the wrong moment, and is dazzled for an instant by the reflections off the ice from Alainn's sunburst. His swing goes wild, and very nearly takes off Hertzog's topknot.
Hoping the half-orc didn't notice the near miss, Typhor opts to cover his blunder with more rousing words. "Fine work, men! The Hellknights won't soon forget this blow!" As he heads for the door, Typhor wonders how much Grokka saw, and whether he'll be subjected to a new song about a Genasi haircutter in the near future.
--->1d20 + 7 versus 20 AC = 8 (miss!)
--->Effect: The power is not expended (reliable).
Minor Action: none
Move Action: Move to T8
(Q6) Grokka HP 19/28
(O4) Hertzog HP 16/29
(T8) Typhor HP 26/30
(K5) William HP 29/34
(K4) Hellknight Armiger #3 HP 30/40
-- Immobilized (End of William’s next turn)
(N4) Hellknight Signifer [Elite] HP 86/104
-- William’s Aegis
-- Immobilized (until end of Janiven’s next turn)
(S8) Janiven HP 45/45
(L4) Hellknight Armiger #1 HP -6/40 Blown away by William
(P4) Hellknight Armiger #2 HP -24/40 Perforated by Hertzog
(O3) Hellknight Armiger #4 HP -8/40 Immolated by Alainn
(M3) Hellknight Armiger #5 HP -3/40 Frozen solid by William
(L3) Hellknight Armiger #6 HP -8/40 Punctured by Hertzog
(N1) Armiger Officer #1 HP -2/37 Cracked in half by Alainn
(N3) Armiger Officer #2 HP -8/37 Immolated by Alainn
(K3) Armiger Officer #3 HP -4/37 Immolated by Alainn
(N3 -> P5) Brilliant Beacon aftereffect enemies inside get -2 to Attacks/Defenses/Saves
Tactical Presence: Any ally Typhor can see that spends an action point to attack gets +1 to their attack roll.
[Up Next]: Our Heroes
[On Deck]: Too Many Hellknights
He turns, waiting for the rest to disengage. "We've shed enough blood here tonight. Let's go!"
Move Action: Move to Q8
[Up Next]: Our Heroes
[On Deck]: Too Many Hellknights
Crunch
Standard:Twin Strike on Hellknight Signifier (N4)
-->Attack: 2 X (1d20 + 9) = 11 (MISS!) 19 (MISS!)
Move: Walk to U8
-->Provokes Attack of Opportunity from Hellknight Signifier (N4)
Stats
(Q6) Grokka HP 19/28
(U8) Hertzog HP 16/29
(T8) Typhor HP 26/30
(Q8) William HP 29/34
(K4) Hellknight Armiger #3 HP 30/40
-- Immobilized (until end of Janiven’s next turn)
(N4) Hellknight Signifer [Elite] HP 86/104
-- William’s Aegis
-- Hertzog's Quarry
-- Immobilized (until end of Janiven’s next turn)
(S8) Janiven HP 45/45
(L4) Hellknight Armiger #1 HP -6/40 Blown away by William
(P4) Hellknight Armiger #2 HP -24/40 Perforated by Hertzog
(O3) Hellknight Armiger #4 HP -8/40 Immolated by Alainn
(M3) Hellknight Armiger #5 HP -3/40 Frozen solid by William
(L3) Hellknight Armiger #6 HP -8/40 Punctured by Hertzog
(N1) Armiger Officer #1 HP -2/37 Cracked in half by Alainn
(N3) Armiger Officer #2 HP -8/37 Immolated by Alainn
(K3) Armiger Officer #3 HP -4/37 Immolated by Alainn
(N3 -> P5) Brilliant Beacon aftereffect enemies inside get -2 to Attacks/Defenses/Saves
Tactical Presence: Any ally Typhor can see that spends an action point to attack gets +1 to their attack roll.
COLOR="Lime"] Up Next: Grokka! [/COLOR
COLOR="Red"] On Deck: Maybe the Hellknights Just Have Indigestion [/COLOR
Crunch:
Move Action: Move to V7
Standard Action: Move to V5
Stats:
(V7) Grokka HP 19/28
(U8) Hertzog HP 16/29
(T8) Typhor HP 26/30
(Q8) William HP 29/34
(K4) Hellknight Armiger #3 HP 30/40
-- Immobilized (until end of Janiven’s next turn)
(N4) Hellknight Signifer [Elite] HP 86/104
-- William’s Aegis
-- Hertzog's Quarry
-- Immobilized (until end of Janiven’s next turn)
(S8) Janiven HP 45/45
(L4) Hellknight Armiger #1 HP -6/40 Blown away by William
(P4) Hellknight Armiger #2 HP -24/40 Perforated by Hertzog
(O3) Hellknight Armiger #4 HP -8/40 Immolated by Alainn
(M3) Hellknight Armiger #5 HP -3/40 Frozen solid by William
(L3) Hellknight Armiger #6 HP -8/40 Punctured by Hertzog
(N1) Armiger Officer #1 HP -2/37 Cracked in half by Alainn
(N3) Armiger Officer #2 HP -8/37 Immolated by Alainn
(K3) Armiger Officer #3 HP -4/37 Immolated by Alainn
(N3 -> P5) Brilliant Beacon aftereffect enemies inside get -2 to Attacks/Defenses/Saves
Tactical Presence: Any ally Typhor can see that spends an action point to attack gets +1 to their attack roll.
[ UP NEXT: THE MUSIC CRITICS ] [ON DECK: TEAM AWESOME ]
"How much do I owe?"
Unable to keep the facade up for a second longer, a warm grin spreads over Hertzog's face. He slaps Typhor on the back as they continue their sprint towards the trap-door.
"Where do you think you are running off to, criminal? Stand and face judgement!"
As the Half-Orc turns his back to the Signifer, he swings his sceptre towards Hertzog's exposed back. Kord must have listened to the ranger's prayer, for as the sceptre hits Hertzog, he feels a strange sensation on his back. As he risked looking back, he saw a strange, blue arcane shield absorbing the weapon's momentum.
"Foul sorcery! Damnable trickery! I will have someone's head for this!" The Hellknight spat towards Hertzog. He kept on with his assault, focusing his hatred in that very strike.
Fortunately (for Hertzog), even with all his might, the lights of Aliann, and William's blue shield proved too much for the Signifer, forcing him to withdraw his strike. It still didn't stop him from spitting curses at the Half-Orc.
"Very well then, heathen. Run away! We shall meet again, foul Orc. Of this, I promise!"
Meanwhile...
Janiven ignores the party's banter. To be cracking jokes with one another in the thick of battle? It seems I have made my decision wisely... the woman thought to herself. She rushes back into the kitchen, drawing and lighting a torch from her belt. She moves towards what appears to be ropes. Upon closer inspection, they were actually fuses. Of what, only Janiven knew. She lit each one by one. As she lit them, each fuse hissed and hurried upwards, towards a number of small holes above the kitchen ceiling.
She spoke softly, mostly in hushed tones. "Let's just say, Grokka, that we are going to bring the house down after this grand finale!"
After lighting the last fuse, she drops the torch to the floor. "Hurry up, everyone! Trust me, you do NOT want to falter around here for much longer!"
Moves:
Attack of Opportunity (on Hertzog): Sceptre
+9 vs AC
2d6 +6 damage.
End of Turn: Free from Janiven’s Tanglefoot Bag. He is now slowed (save ends)
Hellknight Armiger #3:
Due to lacking a ranged attack, Armiger #3 does nothing.
Standard Action: Short Sword on William
End of Turn: Free from Janiven’s Tanglefoot Bag. He is now slowed (save ends)
Janiven:
Minor Action: Draw a torch
Free Action: Light the Torch
Move Action: Move to U6
Standard Action: Light the fuse using the Torch
Free Action: Drop the torch
Map (Round 6.5):
Initiative:
Hellknight Signifer Delayed
Hellknight Armigers 17
Armiger Officers 17
Janiven Delayed
Grokka 16
William 15
Alainn 6
Typhor 1
(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:
(V5) Grokka Skedaddled to the exit
(U8) Hertzog HP 16/29
(T8) Typhor HP 26/30
(Q8) William HP 29/34
(K4) Hellknight Armiger #3 HP 30/40
Slowed (save ends)
(N4) Hellknight Signifer [Elite] HP 86/104
William’s Aegis
Slowed (save ends)
(U6) Janiven HP 45/45
(L4) Hellknight Armiger #1 HP -6/40 Blown away by William
(P4) Hellknight Armiger #2 HP -24/40 Perforated by Hertzog
(O3) Hellknight Armiger #4 HP -8/40 Immolated by Alainn
(M3) Hellknight Armiger #5 HP -3/40 Frozen solid by William
(L3) Hellknight Armiger #6 HP -8/40 Punctured by Hertzog
(N1) Armiger Officer #1 HP -2/37 Cracked in half by Alainn
(N3) Armiger Officer #2 HP -8/37 Immolated by Alainn
(K3) Armiger Officer #3 HP -4/37 Immolated by Alainn
Kills by Alainn: 4
Kills by Grokka: 0
Kills by Hertzog: 2
Kills by Typhor: 0
Kills by William: 2
Special:
(N3 -> P5) Brilliant Beacon aftereffect enemies inside get -2 to Attacks/Defenses/Saves
Tactical Presence: Any ally Typhor can see that spends an action point to attack gets +1 to their attack roll.
Monster Details:
Hellknight Armiger: HP 40/40 AC 19; Fort 18, Reflex 14, Will 14, Speed 6; Vision: Normal
Special:
Hellknights are known and feared for their intimidating suits of armor. Armiger ranks gain a +1 bonus to AC (already added).
Hellknight Signifer [Elite]: HP 104/104 AC 22; Fort 18, Reflex 17, Will 21, Speed 5; Vision: Normal; Saving Throws: +2; Action Points: 1
Special:
Hellknights are known and feared for their intimidating suits of armor. Signifer ranks gain a +2 bonus to AC, as well as a +1 bonus to all other defences (already added).
Ward of Vitality (Aura 2):
Allies who begin their turn within the aura gain 3 Temp HP, as long as the Signifer isn’t bloodied.
Terrible Visage:
After the Signifer becomes bloodied, until the end of the encounter, he gains a +2 bonus on melee damage rolls against the character that bloodied him.
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:
Tables: The tables are all tall enough that a Small creature can move under them and gain cover from doing so. Hopping onto a table costs 1 extra square of movement. A character can use a standard action to tip over a table, which can then grant cover to a standing creature or superior cover to a prone creature.
The Bar: It takes a DC 30 Athletics check to jump up on the bar with a standing high jump and a DC 15 check to do it with a 2-square running start. Standing on top of the Bar grants you a +2 attack bonus, but also grants combat advantage to enemies.
"Maybe next time you will find the bravery to lead your men into battle"
Turning from the battle, Hertzog scurries into the door at the end of the kitchen, reflecting at how different this escape was from his flight the previous day. Yesterday, he could do naught but run, today he had left a bloody trail behind him. Yesterday he had only chance to guide him, today there were companions helping him along the path. Yesterday, he had been running away from something, today he felt a goal to run towards.
Crunch
Stats
(V5) Grokka HP 19/28 Escaped!
(V5) Hertzog HP 16/29 Escaped!
(T8) Typhor HP 26/30
(Q8) William HP 29/34
(K4) Hellknight Armiger #3 HP 30/40
-- Slowed (until end of Janiven’s next turn)
(N4) Hellknight Signifer [Elite] HP 86/104
-- William’s Aegis
-- Hertzog's Quarry
-- Slowed (until end of Janiven’s next turn)
(U6) Janiven HP 45/45
(L4) Hellknight Armiger #1 HP -6/40 Blown away by William
(P4) Hellknight Armiger #2 HP -24/40 Perforated by Hertzog
(O3) Hellknight Armiger #4 HP -8/40 Immolated by Alainn
(M3) Hellknight Armiger #5 HP -3/40 Frozen solid by William
(L3) Hellknight Armiger #6 HP -8/40 Punctured by Hertzog
(N1) Armiger Officer #1 HP -2/37 Cracked in half by Alainn
(N3) Armiger Officer #2 HP -8/37 Immolated by Alainn
(K3) Armiger Officer #3 HP -4/37 Immolated by Alainn
Tactical Presence: Any ally Typhor can see that spends an action point to attack gets +1 to their attack roll.
COLOR="Lime"] Up Next: William and Typhor [/COLOR
COLOR="Red"] On Deck: End of the Battle [/COLOR
--->1d20+7 vs ??? = 11
Minor Action: none
Move Action: walk to V5 and GTFO
With that final quip, Williams ducks into the kitchen, looking back one last time to make sure everyone had pulled out, before disappearing down through the trap door.
Move Action: Hightail it through the door
Meanwhile...
The fuses burn all the faster, as they reach for their targets: kegs and barrels standing nearby to the support struts of the roof.
Five more Armiger patrols burst through the entrance of Vizio's. One patrol focuses on rescuing and retrieving the survivors, while the rest inspect and survey the room. As they inspect the room, some wonder just what that hissing noise in the ceiling was.
As the patrol drags the dead and the survivors outside, they start questioning the Signifer.“Signifer, what has happened here?”
“The rumour and threat of another group of dissidents proved all too true. The boy proved helpful, leading us to their hideout. There were rebels here. We lost eight soldiers, but they’re on the run now. Though we have routed them from their lair, they could still prove...dangerous. Send word to the other squads within the city to find them. Search under every sewer grate, in every alley, and every street for them. Let the patrols know that if they protest to do their sworn duty, such as using the threat of the shadow beasts for an excuse, that their commanding officers have the right to execute them for their insubordination. We must stamp this threat against order now! We must...”
One soldier inside of the tavern, annoyed by the hissing sounds, starts to ask, “Sir, just what is that noise?”
The Signifer tops for a moment to properly focus on the noise. Though he wore his helmet, the soldiers could sense his face turning pale, when he shouted, “Hellknights! Evacuate the building! I repeat! Evacu-“
BOOM!
The roof of Vizio explodes with a thunderous boom. The roof collapses in on itself, and buries the guards, the hidden doorway, and pretty much everything. Though the road trembles from the shock, it paled in comparison to the anger and shock of the Signifer. These rebels were indeed dangerous. He reminded himself that if he meet with them again someday, that he would take them seriously... as well as bring reinforcements. Lots and lots of reinforcements...
Flight from Vizio's! - Encounter Complete!
XP Gained for Encounter:
Main Quest Completed: 500XP / 5 PCs = 100 XP for each PC
Achievement: Against All odds (A party survived an encounter of level 5+ at 1st level) : 125XP / 5 PCs = 25 XP for each PC
Total XP Gained: 425 XP per PC
Party details:
Alainn HP 24/24
Grokka HP 19/28
Hertzog HP 16/29
Typhor HP 26/30
William HP 29/34
Current Quest Updated:
- Hold out the Hellknights for X amount of rounds [Complete]
Janiven tumbles the last few stairs as the staircase quaked from the explosion. She lands and falls onto the floor, and spots the rest of the heroes, as well as the boy Morosino. She stands up, all the while wiping off the imaginary dust off of her. Everyone stood within a 10-feet high tunnel. It was also 20 feet wide, with a 3-foot-deep sewage trench, with water taking up half that width, on the other side of the tunnel.
The heroes found themselves standing within Westcrown sewer...
As she lights up a torch, she smiles to the group. “So, I see we all made it. Is everyone all right? I would imagine the Hellknights took quite the beating today.”
"Your... Arael has still been taken. Seeing their work, I fear for anyone in the Hellknight's posession. Can anything be done to retrieve him? Frightening as they are, it would seem that the Hellknights are quite mortal."
Unsure where they would go that evening, Hertzog shudders for a second. They might not be in the streets, but this was night in Westcrown, and the sense that beasts lurked in darkness everywhere was hard to escape.
Short Rest:
Hertzog: HP 29/29 Surges Remaining: 4/7
"While it saddens me to know that we literally brought the house down, it brings joy to my heart to know Vizio's landed the final punch for us in the fight. May her warm hearth and joyous crowd live in our hearts forever. Let's not forget the songs yet to be sung!" The Goliath brushed the dust off of his shoulders and looked about. "It appears we're all safe and sound, yes, except Arael. Janiven, what do you know of his fate?"
Short Rest
Grokka: 28/28 Surges remaining: 8