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

13468921

Posts

  • QedQed Registered User regular
    edited November 2010
    As Typhor attacks, Hertzog lashes out in unison, trying to fell the Hellknight. Given time to prepare for the attack, the Hellknight expertly spins from Typhor's blow, pushing one of the incoming spikes out of the way. The offhand blow still lands, driving deep under the plates of the Hellknights armor, but again Hertzog's foe stays standing. Furious at his inablity to fell his enemies, Hertzog screams into at the wounded Armiger,

    "Why won't any of you DIE?!"

    Crunch
    Readied Action: Twin Strike vs Hellknight Armiger #3 (I14)
    -->2 X (1d20+11) = 20 (Hit!), 16(miss)
    -->Damage: 2d4+1d6+3 = 10

    Stats:
    The Good
    (E10) Alainn HP 24/24 +4 THP
    (H14) Grokka HP 25/28
    (H12) Hertzog HP 28/29 +4 THP
    (I15) Typhor HP 21/30 +3 THP
    (H15) William HP 34/34 +5 THP

    The Bad
    (I13) Hellknight Armiger #3 HP 2/40
    -->Hertzog's Quarry
    -->Viper's Strike: Provokes OA from Hertzog on Shift
    -->Sword of Sigils: Marked by William, -2 damage, 5 self damage on triggering attack
    -->War Song Strike: +3 THP when attacked
    (J20) Hellknight Armiger #4 HP 29/40
    -->Sword of Sigils: Marked by William, -2 damage, 5 self damage on triggering attack
    (K15) Armiger Officer #1 HP 11/37
    -->Prone
    (N15) Armiger Officer #2 HP 37/37

    The Dead:
    (I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
    (I16) Hellknight Armiger #2 HP -11/40 Regulated by Typhor

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor +4 THP if you bloody or kill an enemy. Only happens once per round
    COLOR="Red"] Up Next: Goddamn Lucky Hellknights[/COLOR
    COLOR="Lime"] Alainn, Grokka [/COLOR

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
  • TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited November 2010
    Hunting for Hellknights! Round 3.5

    The one Hellknight, surrounded by all sides, tries his luck at pushing the Genasi into the ditch. This time, however, William's threat proved true, as well as lethal, as the runes engulf the warrior, inflicting heinous scars on his body... from within his armor!

    The man cries out in pain, falling off the side, and falls face first into the dark, forboding liquid inside the ditch below. His cries were soon literally drowned out, as the man soon died, choking on the murky waters flowing through his gaping, screaming mouth...

    The other Hellknight, suspecting William of these strange runes, tries bashing him with his shield as well. But William managed to parry that blow effortlessly. The Hellknight could do little but spit at the Swordmage.

    The officers, meanwhile, find that staying so exposed might make them easy targets to the heretic, who was now well staying furthest from the group, behind the wall. As one coughs out blood and filthy water from his mouth (and climbs back onto the bridge from the ditch), the other one takes another shot at Typhor. The bolt hits the Genasi, squarely on his chest. The officer then drops the crossbow, and readies his standard flail. If he is going down, he best take as many of these rebels as he can...



    Moves:
    Hellknight Armigers:
    #3:
    Standard Action: Tide of Iron against Typhor
    M Tide of Iron (At-will; Standard) Weapon
    +7 (+9 due to Flank)
    1d6+5 damage, and the Armiger pushes the target 1 square and can shift one square into the square the target vacated.
    Attack Roll: 13 vs AC Miss!
    Armiger #3 takes 5 damage from William’s Sword of Sigils.
    Armiger #3 dies.


    #4:
    Standard Action: Tide of Iron against William
    M Tide of Iron (At-will; Standard) Weapon
    +7 vs AC.
    1d6+5 damage, and the Armiger pushes the target 1 square and can shift one square into the square the target vacated.
    Attack Roll: 13 vs AC Miss!



    Hellknight Officers:
    #1:
    Move Action: Stand Up
    Move Action: Move to N11


    #2:
    Standard Action: Crossbow against Hertzog
    R Crossbow (At-Will; Standard) Weapon
    Ranged 15/30; Attack: +6 vs AC
    Damage: 1d8+2
    Attack Roll: 18 vs AC Hit!
    Damage Roll: [URL=" http://4e.orokos.com/roll/31366"]6[/URL] damage
    Move Action: Move to M9
    Free Action: Drop Crossbow
    Minor Action: Unsheathe Flail

    Map (Round 3.5):
    SewerFight3Round3.jpg

    Initiative:
    Hertzog 22
    Typhor 15
    William 13
    Hellknight Armigers 13 average
    Armiger Officers 10 average
    Alainn 9
    Grokka 5

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

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

    Stats:
    The Good
    (E10) Alainn HP 24/24 +4 THP
    (H14) Grokka HP 25/28
    (I13) Hertzog HP 28/29 +4 THP
    (I15) Typhor HP 18/30
    (H15) William HP 34/34 +5 THP

    The Bad
    (I16) Hellknight Armiger #4 HP 29/40
    -->Sword of Sigils: Marked by William, -2 damage, 5 self damage on triggering attack
    (N11) Armiger Officer #1 HP 11/37 Bloodied!
    (M9) Armiger Officer #2 HP 37/37

    The Dead:
    (I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
    (I16) Hellknight Armiger #2 HP -11/40 Regulated by Typhor
    (I14) Hellknight Armiger #3 HP -3/40 Killed by William’s SUPA HAXOR SKILLZ



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



    Monster Details:

    Hellknight1-1.pngHellknight 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).


    Hellknight2-1.png 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: Typhor’s Sunglaived grants light in a 20 square radius (or to whatever radius Tyhpor demands). The area is treated as a normally lit and illuminated tunnel.

    Sewer Ditch: This tunnel’s ditch is filled up to knee-deep water. The water is calm though, so it isn’t treated as difficult terrain. However, the water itself is extremely filthy and hazardous to an injured PC’s health. Any BLOODIED PC wading through the water is subject to an endurance check of DC 15. A failed roll results in the PC infected with Filth Fever. Also, jumping down or up the ditch wall takes a full square of movement.


    COLOR="Lime"] Up Next: Alainn and Grokka [/COLOR
    COLOR="Lime"] On Deck: (Round 3) Hertzog, Typhor and William [/COLOR

    TiamatZ on
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited November 2010
    Alainn dashes forward after the officers, striking out with another torrent of sunlight. The attack goes wide and scorches the stones on the walls.

    Actions
    Minor Nothing
    Move to I11
    Standard Sun Strike
    9 vs Reflex 14 (Officer 2) -- MISS!

    Stats:
    The Good
    (I11) Alainn HP 24/24 +4 THP
    (H14) Grokka HP 25/28
    (I13) Hertzog HP 28/29 +4 THP
    (I15) Typhor HP 18/30
    (H15) William HP 34/34 +5 THP

    The Bad
    (I16) Hellknight Armiger #4 HP 29/40
    -- Sword of Sigils: Marked by William, -2 damage, 5 self damage on triggering attack
    (N11) Armiger Officer #1 HP 11/37 Bloodied!
    (M9) Armiger Officer #2 HP 37/37

    The Dead:
    (I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
    (I16) Hellknight Armiger #2 HP -11/40 Regulated by Typhor
    (I14) Hellknight Armiger #3 HP -3/40 Killed by William’s SUPA HAXOR SKILLZ

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

    [Up Next] Grokka
    [On Deck] Hertzog, Typhor, William

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • GoatboyTimGoatboyTim Registered User regular
    edited November 2010
    "You don't get away that easy! You guys handle this joker, I'll keep his boss busy" Grokka rumbled at the officers who had one eye on the exit. He bound off the platform, though the muck and back up the other side to close quarters with the officer.

    Move: Move to L14
    Standard: Double Move to M12
    Free Action: Wish Silently I hadn't blown all my AP's out last fight
    (PS: I know, long wait for a double move turn, sorry for the delay)


    The Good
    (I11) Alainn HP 24/24 +4 THP
    (M12) Grokka HP 25/28
    (I13) Hertzog HP 28/29 +4 THP
    (I15) Typhor HP 18/30
    (H15) William HP 34/34 +5 THP

    The Bad
    (I16) Hellknight Armiger #4 HP 29/40
    -- Sword of Sigils: Marked by William, -2 damage, 5 self damage on triggering attack
    (N11) Armiger Officer #1 HP 11/37 Bloodied!
    (M9) Armiger Officer #2 HP 37/37

    The Dead:
    (I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
    (I16) Hellknight Armiger #2 HP -11/40 Regulated by Typhor
    (I14) Hellknight Armiger #3 HP -3/40 Killed by William’s SUPA HAXOR SKILLZ

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

    GoatboyTim on
    Grokka Lownote in Council of Thieves: OOC IC
  • QedQed Registered User regular
    edited November 2010
    Heartened by the waning Hellknight numbers, a genuine smile emerges from Hertzog's face as he drops into the rancid water below him. The half-orc takes two steps and then quickly launches himself back into the air. As he rises above the final Armiger, he catches the man's armor and spins the Hellknight slightly to make his landing. Hertzog's grin stays with him as he stares down the Armiger, but no attack comes quite yet. Still in position, he moves his head to catch Typhor's eyes, drawing the Hellknight's attention to his own position of vulnerability.

    Crunch
    Move: Walk to I17 (J14[2]->J15->J16->I17[2])
    Minor: Declare Hunter's Quarry vs Hellknight Armiger #4 (I16)
    Ready an Action: After Typhor uses a Standard Action, Twin Strike vs Hellknight Armiger #4(I16)

    Stats:
    The Good
    (E10) Alainn HP 24/24 +4 THP
    (M12) Grokka HP 25/28
    (I17) Hertzog HP 28/29 +4 THP
    (I15) Typhor HP 18/30
    (H15) William HP 34/34 +5 THP

    The Bad
    (J20) Hellknight Armiger #4 HP 29/40
    -->Sword of Sigils: Marked by William, -2 damage, 5 self damage on triggering attack
    -->Hertzog's Quarry
    (K15) Armiger Officer #1 HP 11/37
    (N15) Armiger Officer #2 HP 37/37

    The Dead:
    (I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
    (I16) Hellknight Armiger #2 HP -11/40 Regulated by Typhor
    (I13) Hellknight Armiger #2 HP -3/40 Warded by William

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor +4 THP if you bloody or kill an enemy. Only happens once per round
    COLOR="Lime"] Up Next: Typhor, William[/COLOR
    COLOR="Red"] Hellknights [/COLOR

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
  • FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited November 2010
    Watching carefully as Hertzog leaps down into the ditch and moves behind the Armiger, Typhor holds his attack until the Armiger is turned by the half-orc scrambling up the wall. Bellowing a war cry, Typhor thrusts forward and stabs the Hellknight in the side, then gives his glaive a vicious jerk as he retracts it, spinning his foe back around to face him once again. Badly wounded and distracted as the Armiger is, it clearly isn't paying Hertzog any mind for the moment.
    Standard Action: Warlord's Favor on Hellknight Armiger #4 (I16)
    --->Attack: 1d20 + 9 vs. 19 AC = 25 (hit!)
    --->Hellknight Armiger takes 16 damage.
    --->Effect: Hertzog gets +3 to attack rolls against Hellknight Armiger #4 UEONT.
    --->Effect: Typhor gets +4 THP from Grokka's Virtue of Valor.
    Minor Action: none
    Move Action: none

    Stats:
    The Good
    (I11) Alainn HP 24/24 +4 THP
    (M12) Grokka HP 25/28
    (I17) Hertzog HP 28/29 +4 THP
    -- +3 to attack rolls against HA #4 UEONT
    (I15) Typhor HP 18/30 +4 THP
    (H15) William HP 34/34 +5 THP

    The Bad
    (I16) Hellknight Armiger #4 HP 13/40 (bloodied!)
    -- Sword of Sigils: Marked by William, -2 damage, 5 self damage on triggering attack
    (N11) Armiger Officer #1 HP 11/37 (bloodied!)
    (M9) Armiger Officer #2 HP 37/37

    The Dead:
    (I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
    (I16) Hellknight Armiger #2 HP -11/40 Regulated by Typhor
    (I14) Hellknight Armiger #3 HP -3/40 Killed by William’s SUPA HAXOR SKILLZ

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

    [ Up Next: William ]
    [ On Deck: Cowardly Hellknights ]

    FunkyWaltDogg on
  • QedQed Registered User regular
    edited November 2010
    As he confidently drives his spikes towards the Armiger, the smell of the sewer finally catches up with Hertzog. The half-orc wretches midway through the attack, swinging wide with both hands and leaving the perfectly exposed back of the Hellknight utterly unscathed.

    Crunch
    Readied Action: Twin Strike vs Hellknight Armiger #4 (I16)
    -->2 X (1d20+15) 18 (miss), 16 (miss)

    Stats:
    The Good
    (I11) Alainn HP 24/24 +4 THP
    (M12) Grokka HP 25/28
    (I17) Hertzog HP 28/29 +4 THP
    -- +4 to attack rolls against HA #4 UEONT
    (I15) Typhor HP 18/30 +4 THP
    (H15) William HP 34/34 +5 THP

    The Bad
    (I16) Hellknight Armiger #4 HP 13/40 (bloodied!)
    -- Sword of Sigils: Marked by William, -2 damage, 5 self damage on triggering attack
    (N11) Armiger Officer #1 HP 11/37 (bloodied!)
    (M9) Armiger Officer #2 HP 37/37

    The Dead:
    (I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
    (I16) Hellknight Armiger #2 HP -11/40 Regulated by Typhor
    (I14) Hellknight Armiger #3 HP -3/40 Killed by William’s SUPA HAXOR SKILLZ

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

    [ Up Next: William ]
    [ On Deck: Cowardly Hellknights ]

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
  • ironzergironzerg Registered User regular
    edited November 2010
    "It looks like you guys got this under control. But we won't have anyone running off to tell the tale of our heroics!"

    With that, William dashes towards the officers, leaving his back momentarily exposed to the bloodied Hellknight. He leaps into the sewer water and then makes another leap up onto the ledge, cutting off any chance of escape for the two officers.

    As William leaps in front of the startled Officer, he reaches deep inside his arcane reserves. The air around William begins to crackle and hum as he slashes out towards the Officer with a long arcing cut. The blade strikes true agains the Officer and the air explodes outward with a roar of thunder, rattling the armor and bones of the Hellknight. An ominous thunder continues to roil in the distance, threatening additional harm to the Hellknight if he attempts to disengage the Swordmage.

    William then raises his sword in a defense stance, as motes of red and white swirl in a glowing shower around his body, creating a dense shield of magical energies.
    Move Action: Move to J10
    --->Provokes AOO from Armiger 4

    Move Action: Move to M8 (Via L7)

    ACTION POINT!

    Standard Action: Booming Blade on Officer 2 (M9)
    --->1d20+10 versus 17 AC = 22! A hit!
    --->Officer 2 takes 9 Damage!
    --->Officer 2 takes 2 Damage from the Challenge Seeking Longsword
    --->Effect: If Officer 2 moves away from me during his next turn, he takes 3 damage!
    --->Effect: Rose King's Shield: William gains 10 THP (ended turn more than 2 squares from start)

    Immiediate Interrupt: Armiger 4 is still marked. Range on the mark is 10 squares.
    Stats:
    The Good
    (I11) Alainn HP 24/24 +4 THP
    (M12) Grokka HP 25/28
    (I17) Hertzog HP 28/29 +4 THP
    -- +4 to attack rolls against HA #4 UEONT
    (I15) Typhor HP 18/30 +4 THP
    (M8) William HP 34/34 +10 THP

    The Bad
    (I16) Hellknight Armiger #4 HP 13/40 (bloodied!)
    -- Sword of Sigils: Marked by William, -2 damage, 5 self damage on triggering attack
    (N11) Armiger Officer #1 HP 11/37 (bloodied!)
    (M9) Armiger Officer #2 HP 26/37
    -- Booming Blade: Takes 3 damage if he moves away from William

    The Dead:
    (I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
    (I16) Hellknight Armiger #2 HP -11/40 Regulated by Typhor
    (I14) Hellknight Armiger #3 HP -3/40 Killed by William’s SUPA HAXOR SKILLZ

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

    [ On Deck: Cowardly Hellknights ]
    [ Up Next: Invoker of Thunderous Destruction and the Golden Tongue ]
    [/QUOTE]

    ironzerg on
  • TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited November 2010
    Hunting for Hellknights! Round 4.5

    As the Swordmage turns his back on the Hellknight and dashes off to engage the other Hellknights, he could feel the sudden sting and jab of a sword blade piercing through his armor and skin. The wound wasn't life-threatening, but it would still hurt.

    The Hellknight then turns his attention to the Half-Orc, believing him to be the greater threat. As he skids across the floor, he swings his blade in a down-up swing, slicing the Half-Orc's armor cleanly from the side, leaving a long (though quite shallow) wound in it's place. Hertzog bellowed a roar from the pain.

    "Face me like a TRUE man, Halfbreed!" the Hellknight reprimanded the ranger, as if goading him to strike him.

    Grokka, distracted by Hertzog's scream, turned his head towards the Half-Orc for a moment, thinking his ally to have fallen, just like Typhor a few seconds ago. That left the officer in front of the Goliath enough time to drop his crossbow, and draw out his flail. As Grokka returns his gaze back to the Hellknight, his jaw was immediately greeted by the swinging flail of the Officer! Once again, not life threatening, but would definitely be felt the next morning... if there was going to be a next morning!

    "Never turn your back on me, Fool!", the Officer bellowed.

    "Grokka!"

    William saw the Officer hitting the goliath, completely ignoring the other Officer right in front of him momentarily. The officer, in turn, swings towards William's side, and decides to swing his own flail towards WIlliam's jaw. Thankfully, Willaim saw the attack, and quickly parried it, just before it could hit him.



    Moves:
    Attack of Opportunities:
    Hellknight #4:
    AoO: Tide of Iron against William
    M Short Sword (At-will; Standard) Weapon
    +7 vs AC.
    1d6+5 damage, and the target is marked until the end of Armiger’s next turn
    Attack Roll: 27 vs AC CRITICAL HIT!!!
    Damage Roll: [URL=" http://4e.orokos.com/roll/31490"]11[/URL] -2 (as an immediate interrupt) = 9 damage



    Hellknight Armigers:
    #4:
    Free Action: William’s Sword of Sigils ends, and Armiger is no longer marked.
    Move Action: Shift to G16
    Standard Action: Short Sword against Hertzog
    M Short Sword (At-will; Standard) Weapon
    +7 vs AC.
    1d6+5 damage, and the target is marked until the end of Armiger’s next turn
    Attack Roll: 22 vs AC Hit!
    Damage Roll: [URL=" http://4e.orokos.com/roll/31497"]11[/URL] damage, and Hertzog is marked



    Hellknight Officers:
    #1:
    Free Action: Drop Crossbow
    Minor Action: Take out Flail
    Standard Action: Flail against Grokka
    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
    Attack Roll: 21 vs AC Hit!
    Damage Roll: [URL=" http://4e.orokos.com/roll/31502"]12[/URL] damage, and Armiger Officer #2 shifts to N8 (next to William)


    #2:
    Standard Action: Flail against William
    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
    Attack Roll: 14 vs AC Miss!

    Map (Round 4.5):
    SewerFight3Round4.jpg

    Initiative:
    Hertzog 22
    Typhor 15
    William 13
    Hellknight Armigers 13 average
    Armiger Officers 10 average
    Alainn 9
    Grokka 5

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

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

    Stats:
    The Good
    (I11) Alainn HP 24/24 +4 THP
    (M12) Grokka HP 13/28 (bloodied!)
    (I17) Hertzog HP 21/29
    -- Marked
    -- +4 to attack rolls against HA #4 UEONT
    (I15) Typhor HP 18/30 +4 THP
    (M8) William HP 30/34 +10 THP

    The Bad
    (G16) Hellknight Armiger #4 HP 13/40 (bloodied!)
    (N11) Armiger Officer #1 HP 11/37 (bloodied!)
    (N8) Armiger Officer #2 HP 26/37
    -- Booming Blade: Takes 3 damage if he moves away from William

    The Dead:
    (I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
    (I16) Hellknight Armiger #2 HP -11/40 Regulated by Typhor
    (I14) Hellknight Armiger #3 HP -3/40 Killed by William’s SUPA HAXOR SKILLZ

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


    Monster Details:

    Hellknight1-1.pngHellknight 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).


    Hellknight2-1.png 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: Typhor’s Sunglaive grants light in a 20 square radius (or to whatever radius Tyhpor demands). The area is treated as a normally lit and illuminated tunnel.

    Sewer Ditch: This tunnel’s ditch is filled up to knee-deep water. The water is calm though, so it isn’t treated as difficult terrain. However, the water itself is extremely filthy and hazardous to an injured PC’s health. Any BLOODIED PC wading through the water is subject to an endurance check of DC 15. A failed roll results in the PC infected with Filth Fever. Also, jumping down or up the ditch wall takes a full square of movement.


    COLOR="Lime"] Up Next: Alainn and Grokka [/COLOR
    COLOR="Lime"] On Deck: (Round 5) Hertzog, Typhor and William [/COLOR

    TiamatZ on
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited November 2010
    Alainn paused a moment, taking the time to center herself before drawing on the torrent of power held within her and unleashing it at the Hellknight Officer. Despite her efforts, the Hellknight was able to dodge the ribbons of raw divine light.

    Actions
    Standard Sun Strike
    12 vs Reflex 14 (Officer 1) -- MISS!

    Stats:
    The Good
    (I11) Alainn HP 24/24 +4 THP
    (M12) Grokka HP 13/28 (bloodied!)
    (I17) Hertzog HP 21/29
    -- Marked
    -- +4 to attack rolls against HA #4 UEONT
    (I15) Typhor HP 18/30 +4 THP
    (M8) William HP 30/34 +10 THP

    The Bad
    (G16) Hellknight Armiger #4 HP 13/40 (bloodied!)
    (N11) Armiger Officer #1 HP 11/37 (bloodied!)
    (N8) Armiger Officer #2 HP 26/37
    -- Booming Blade: Takes 3 damage if he moves away from William

    The Dead:
    (I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
    (I16) Hellknight Armiger #2 HP -11/40 Regulated by Typhor
    (I14) Hellknight Armiger #3 HP -3/40 Killed by William’s SUPA HAXOR SKILLZ

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


    COLOR="Lime"] Up Next: Grokka [/COLOR
    COLOR="Lime"] On Deck: (Round 5) Hertzog, Typhor and William [/COLOR

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • GoatboyTimGoatboyTim Registered User regular
    edited November 2010
    "I'm OK Typhor, this gentleman in front of me here just wanted to make sure I sent him DIRECTLY to the hells." Grokka rubs his jaw as a ribbon of divine energy crackles past his ear and blows a chunk out of the nearby masonry. He spits out a broken tooth and says "Almost Alainn, perhaps the gods can't see us under so many layers of stone." Bellowing out a defeaning tone, he brings about his greatsword over his head and brings the blade to bear on the Hellknight officer before him. The blade strikes true, but only glances off a piece of the Armiger's flesh and does not inflict a grievous wound. "He's all set to drop, friends, somebody take out the trash!"

    Crunch:
    Move: Shift to M11
    Standard: War Song Strike vs Hellknight Officer #1 (N11)
    --> Attack: 26 vs AC HIT!
    --> Damage: 7 (boo)
    Minor Action: Majestic Word on Self
    --> Surge +3 : 10 Healing


    Stats:
    The Good
    (I11) Alainn HP 24/24 +4 THP
    (M11) Grokka HP 23/28 (bloodied!)
    (I17) Hertzog HP 21/29
    -- Marked
    -- +4 to attack rolls against HA #4 UEONT

    (I15) Typhor HP 18/30 +4 THP
    (M8) William HP 30/34 +10 THP

    The Bad
    (G16) Hellknight Armiger #4 HP 13/40 (bloodied!)
    (N11) Armiger Officer #1 HP 4/37 (bloodied!)
    -- War Song Strike: First hit grants 3 Temp HP
    (N8) Armiger Officer #2 HP 26/37
    -- Booming Blade: Takes 3 damage if he moves away from William

    The Dead:
    (I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
    (I16) Hellknight Armiger #2 HP -11/40 Regulated by Typhor
    (I14) Hellknight Armiger #3 HP -3/40 Killed by William’s SUPA HAXOR SKILLZ

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

    [ UP NEXT: THE SOON TO BE TRIUMPHANT HEROES ]
    [ ON DECK: those guys... ]

    GoatboyTim on
    Grokka Lownote in Council of Thieves: OOC IC
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited November 2010
    "The gods don't matter down here. This is my power I wield. Though I reckon a little bit of prayer can't hurt."

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • QedQed Registered User regular
    edited November 2010
    Pain refocuses Hertzog's mind. Flipping the spike in his left hand around, he turns to again face the final Armiger. Hertzog offers a slowly telegraphed attack to the Hellknight with the reversed weapon, moving the spike to cut the armored faceplate. Like his fellows had done before him, the Armiger brings his blade up, ready to parry the obvious blow.

    With his left hand inches from the readied blade, Hertzog pulls the attack back slightly, missing both Hellknight and blade and accelerating his motion. As the Armiger jolts from the missing attack, Hertzog's right hand jabs forward, pushing its spike deep into the Hellknight's belly. The neophyte grunts in pain and drops his stance.

    As the Hellknight staggers, Hertzog's left hand continues its rise above his foe's head, stops, and then crashes down as all of the half-orc's body uncoils. With a sickening crunch, the spike passes through the Armiger's temple and out the other side of his head. As the weapon retracts, the Armiger falls to the ground, dead.

    "Like a man? As you wish."

    Crunch
    Standard: Twin Strike vs Hellknight Armiger #4 (I16)
    -->Attack: 2 X (1d20+13) 30 (Hit!), 30 (Hit!)
    -->Armiger #4 is still Hertzog's Quarry, just forgot to update stats last turn
    -->Damage: 4d4+1d6+6 18
    -->Hellknight Armiger #4 is Slain
    -->Virtue of Valor: Hertzog gains +4 THP
    Move: Walk to L12
    Minor: Declare Hunter's Quarry on Hellknight Officer #1 (N11)

    Stats:
    The Good
    (I11) Alainn HP 24/24 +4 THP
    (M11) Grokka HP 23/28
    (L12) Hertzog HP 21/29 +4 THP
    (I15) Typhor HP 18/30 +4 THP
    (M8) William HP 30/34 +10 THP

    The Bad
    (N11) Armiger Officer #1 HP 4/37 (bloodied!)
    -->War Song Strike: Grants 3 THP when hit
    -->Hertzog's Quarry
    (N8) Armiger Officer #2 HP 26/37
    -->Booming Blade: Takes 3 damage if he moves away from William

    The Dead:
    (I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
    (I16) Hellknight Armiger #2 HP -11/40 Regulated by Typhor
    (I14) Hellknight Armiger #3 HP -3/40 Killed by William’s SUPA HAXOR SKILLZ
    (G16) Hellknight Armiger #4 HP -5/40 Impaled by Hertzog

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

    [ UP NEXT: Typhor and William ]
    [ ON DECK: Fewer and Fewer Hellknights ]

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
  • FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited November 2010
    Typhor watches in awe as the Hellknight crumples under Hertzog's brutal attack. Before the Armiger has even hit the floor, Typhor has hopped into the ditch, seeking space for a nice running start. After a couple of steps, he turns towards the officers and begins his charge by smoothly vaulting up onto the ledge on the far side.

    Bellowing a cry of frustration at how far this surprise attack has gone off the rails, Typhor reaches his target. His blade punches through the Officer's impressive armor, the tip driving all the way through the chest and puting a noticeable dent in the back plates. "About damn time," he mutters, and then begins tugging on the haft of his weapon in an attempt to free it from the armor.
    Move Action: Walk to L17
    Standard Action: Charge to N13, MBA on Armiger Officer #1
    --->Attack: 1d20 + 8 vs. 17 AC = 25 (hit!)
    --->Armiger Officer #1 takes 11 damage, which kills him.
    Minor Action: none

    Stats:
    The Good
    (I11) Alainn HP 24/24 +4 THP
    (M11) Grokka HP 23/28
    (M13) Hertzog HP 21/29 +4 THP
    (N13) Typhor HP 18/30 +4 THP
    (M8) William HP 30/34 +10 THP

    The Bad
    (N8) Armiger Officer #2 HP 26/37
    -->Booming Blade: Takes 3 damage if he moves away from William

    The Dead:
    (I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
    (I16) Hellknight Armiger #2 HP -11/40 Regulated by Typhor
    (I14) Hellknight Armiger #3 HP -3/40 Killed by William’s SUPA HAXOR SKILLZ
    (G16) Hellknight Armiger #4 HP -5/40 Impaled by Hertzog
    (N11) Armiger Officer #1 HP -7/37 Run down by Typhor

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

    [ Up Next: William ]
    [ On Deck: one lonely hellknight ]

    FunkyWaltDogg on
  • ironzergironzerg Registered User regular
    edited November 2010
    "I almost feel sorry for you. Almost." William then raises his longsword high over his right shoulder, and brings the blade down in a long, sweeping arc towards the Hellknight Officer. As it cuts through the air, the familiar boom seems to echo the fury in Williams voice, and his blade glows slightly brighter as it connects with the Hellknight's armor.

    The air explodes outward, and then the vortex immiediately collapses inward with a thundering force. A sickening crack echoes through the sewer corridor as the armor and bones of the Officer are cracked and bent by the force of the blow. The assault continues its unforgiving echo, threatening to tear the man apart if he attempts to flee the Swordmage.

    As if to only mock the dying Hellknight, William's protective runes begin to dance over the head of the doomed Officer, glowing with a familiar electric red light.
    Standard Action: Booming Blade on Hellknight Officer
    --->1d20+10 vs 17 AC = 30! CRITICAL HIT!
    --->Officer takes 14 damage!
    --->Effect: If Officer ends his turn away from William, he takes 5 damage.

    Move Action: Shift to N7

    Minor Action: Aegis of Shielding on Officer
    --->Marked. Immiediate Interrupt: Reduce damage by 7 if attack doesn't include William.

    Stats:
    The Good
    (I11) Alainn HP 24/24 +4 THP
    (M11) Grokka HP 23/28
    (M13) Hertzog HP 21/29 +4 THP
    (N13) Typhor HP 18/30 +4 THP
    (N7) William HP 30/34 +10 THP

    The Bad
    (N8) Armiger Officer #2 HP 12/37 Bloodied!
    -->Booming Blade: Takes 5 damage if he moves away from William
    -->William's Aegis

    The Dead:
    (I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
    (I16) Hellknight Armiger #2 HP -11/40 Regulated by Typhor
    (I14) Hellknight Armiger #3 HP -3/40 Killed by William’s SUPA HAXOR SKILLZ
    (G16) Hellknight Armiger #4 HP -5/40 Impaled by Hertzog
    (N11) Armiger Officer #1 HP -7/37 Run down by Typhor

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

    [ Up Next: one very, very lonely hellknight ]

    ironzerg on
  • TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited November 2010
    Hunting for Hellknights! Round 5.5

    The Hellknight starts coughing blood and glares at the Swordmage.

    Ignoring William's snide remark, he shifts back to William's side, and tries slamming his flail into William's chest...

    *Clang*


    Only to block it halfway with his own blade...

    "Damn you rebels! My brothers will avenge me!"


    Moves:
    Hellknight Officers:
    #2:
    Move Action: Shift to M7
    Standard Action: Flail against 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
    Attack Roll: 16 vs AC Miss!

    Map (Round 5.5):
    SewerFight3Round5.jpg

    Initiative:
    Hertzog 22
    Typhor 15
    William 13
    Armiger Officers 10 average
    Alainn 9
    Grokka 5

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

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

    Stats:
    The Good
    (I11) Alainn HP 24/24 +4 THP
    (M11) Grokka HP 23/28
    (L12) Hertzog HP 21/29 +4 THP
    (N13) Typhor HP 18/30 +4 THP
    (N7) William HP 30/34 +10 THP

    The Bad
    (M7) Armiger Officer #2 HP 12/37 Bloodied!
    -- Booming Blade: Takes 5 damage if he moves away from William
    —William’s Aegis

    The Dead:
    (I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
    (I16) Hellknight Armiger #2 HP -11/40 Regulated by Typhor
    (I14) Hellknight Armiger #3 HP -3/40 Killed by William’s SUPA HAXOR SKILLZ
    (G16) Hellknight Armiger #4 HP -5/40 Impaled by Hertzog
    (N11) Armiger Officer #1 HP -7/37 Run down by Typhor


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


    Monster Details:

    Hellknight1-1.pngHellknight 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).


    Hellknight2-1.png 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: Typhor’s Sunglaive grants light in a 20 square radius (or to whatever radius Tyhpor demands). The area is treated as a normally lit and illuminated tunnel.

    Sewer Ditch: This tunnel’s ditch is filled up to knee-deep water. The water is calm though, so it isn’t treated as difficult terrain. However, the water itself is extremely filthy and hazardous to an injured PC’s health. Any BLOODIED PC wading through the water is subject to an endurance check of DC 15. A failed roll results in the PC infected with Filth Fever. Also, jumping down or up the ditch wall takes a full square of movement.


    COLOR="Lime"] Up Next: Alainn and Grokka [/COLOR
    COLOR="Lime"] On Deck: (Round 6) Hertzog, Typhor and William [/COLOR

    TiamatZ on
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited November 2010
    "Surrender diabolist... or perish in holy fire!"

    Alainn doesn't wait long for an answer and unleashes the torrent of sunlight against the Hellknight Officer for the third time. The radiant power drives drives the Hellknight to his knees next to the young swordmage.

    Action
    Standard Sun Strike
    25 vs Reflex 14 (Officer 2) -- 10 radiant damage!
    -- Slide to L6, Officers falls prone in M7 instead (Successful Save)

    Stats:
    The Good
    (I11) Alainn HP 24/24 +4 THP
    (M11) Grokka HP 23/28
    (L12) Hertzog HP 21/29 +4 THP
    (N13) Typhor HP 18/30 +4 THP
    (N7) William HP 30/34 +10 THP

    The Bad
    (M7) Armiger Officer #2 HP 2/37 Bloodied!
    -- Booming Blade: Takes 5 damage if he moves away from William
    -- William’s Aegis
    -- Prone

    The Dead:
    (I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
    (I16) Hellknight Armiger #2 HP -11/40 Regulated by Typhor
    (I14) Hellknight Armiger #3 HP -3/40 Killed by William’s SUPA HAXOR SKILLZ
    (G16) Hellknight Armiger #4 HP -5/40 Impaled by Hertzog
    (N11) Armiger Officer #1 HP -7/37 Run down by Typhor


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

    [Up Next] Grokka
    [On Deck] Hertzog, Typhor, William

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • GoatboyTimGoatboyTim Registered User regular
    edited November 2010
    "Your brothers will never know your fate, Hellknight." Grokka shouts as he rushes to his enemies fallen form. A high, arcing slash from the greatsword finds a gap in the fearsome armor and slices the Hellknight clean through the middle and connects to the stone floor under his corpse. "Nice work Josephine! I don't think we need to wait for a standing ovation from this one" he says through a grimmaced smile. He wipes the blade clean on the Hellknight's armor and sheaths it at his back.


    Crunch:
    Standard: Charge to M8
    -->Attack: 16 +1 for the charge, + 2 for prone= 19 vs AC - HIT!
    Damage: 7 - KILL!

    Stats:
    The Good
    (I11) Alainn HP 24/24 +4 THP
    (M11) Grokka HP 23/28 +4 THP
    (L12) Hertzog HP 21/29 +4 THP
    (N13) Typhor HP 18/30 +4 THP
    (N7) William HP 30/34 +10 THP

    The Bad
    Ain't none left

    The Dead:
    (M7) Armiger Officer #2 HP -5/37 Cleaved in 'twain by Grokka after a set up by Alainn
    (I12) Hellknight Armiger #1 HP -8/40 Thunderstruck by William
    (I16) Hellknight Armiger #2 HP -11/40 Regulated by Typhor
    (I14) Hellknight Armiger #3 HP -3/40 Killed by William’s SUPA HAXOR SKILLZ
    (G16) Hellknight Armiger #4 HP -5/40 Impaled by Hertzog
    (N11) Armiger Officer #1 HP -7/37 Run down by Typhor


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

    [ UP NEXT: END OF COMBAT? ]

    GoatboyTim on
    Grokka Lownote in Council of Thieves: OOC IC
  • TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited November 2010
    Hunting for Hellknights! - Encounter Complete!

    As the last Hellknight corpse falls to the ground, the battle had been won. The heroes had their second fight against the Hellknights, and have won. Though they all understood that what they fought here as well as Vizio's were merely Armigers, and not true Hellknights.

    Of course, they were fortunate for the luck they had, and were about to receive even more luck. As they inspected the now dead soldiers, they managed to find 500 gold pieces on them.

    With the nineteenth symbol revealed closeby, they continued on with their trek through the sewers...


    XP Gained for Encounter:
    Encounter XP: 625XP / 5 PCs = 125 XP for each PC
    Total XP Gained: 125 XP per PC

    Party gains an additional Action Point!

    Treasure found:
    500 Gold pieces

    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 23/28
    Hertzog HP 21/29
    Typhor HP 18/30
    William HP 30/34

    OOC Details:
    Consider this a short rest.
    You know the drill by now. Same thing as before. Let the shenanigans continue.

    Don’t worry though. The next fight would be the last encounter in the sewer.

    TiamatZ on
  • QedQed Registered User regular
    edited November 2010
    Seeing Hellknights so close to the party's next safehouse sends a shiver through Hertzog's body. The half-orc was already exhausted and even adrenaline would give out at some point. He prays quietly to Kord for strength and saftey for the friends that are waiting there. A sense of foreboding washes over Hertzog, but this only serves to focus his mind on more immediate tasks. Feet make only a whisper of a sound, eyes pick out any motion in the darkness: rats or ripples, but nothing more. Even the shape of the sewer itself starts making more sense to Hertzog.

    Short Rest
    Healing: 29/29 HP, 1 Healing Surge Left
    Exp: 680+125 = 805
    Party Gold: 200+500 = 700
    Milestone!: 1 Action Point

    Sewer Navigation!

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
  • FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited November 2010
    Typhor wipes the largest bloodsmears off his weapon onto the cloak of the nearest Officer, then pulls out a cloth for the finer spots, whistling along to Grokka's tune as he cleans. That task done, he checks his gear over to make sure everything is secured properly and won't make too much noise as he walks. His mind plays back over the fight as he's working, and he does a fair job at best.

    Adjusting the light from his Sunblade Glaive to a medium level over a short range, he starts walking once again.
    Spend 1 surge and regain 7 + 3 = 10 hp.

    Status: 28/30 HP, 3/9 surges remaining, 1 Action Point.

    Tomfoolery: 1d100 = 32
    Stealth: 1d20 + 0 = 10
    Perception: 1d20 - 1 = 17
    Dungeoneering: 1d20 - 1 = 8


    !ready

    FunkyWaltDogg on
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited November 2010
    Alainn sighs heavily, looking at the filthy water, then at her heavy armor, then the fifteen foot gap between the dry stone ledges. Trying to put the filth out of her mind with a jest...

    "It's as deep here as Grokka's tales at the taverns."
    Sewer Navigation (link)
    Shenanigans 47 = 1d100
    Dungeoneering 22 = 18 (1d20) + 4 (Wisdom)
    Perception 26 = 17 (1d20) + 4 (Wisdom) + 5 (Trained)
    Stealth 20 = 18 (1d20) + 1 (Dexterity) - 1 (Armor Check Penalty) + 2 (Dungeoneering Bonus)


    !Ready

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • GoatboyTimGoatboyTim Registered User regular
    edited November 2010
    Grokka takes a minute to collect himself and brush off his clothing as a he sings a humble tune. The filth of the sewers aren't nearly enough to dampen his spirits. "We have to be getting close, right? I mean, what ELSE could possible be lurking down here?" As the final words escape his lips he actually smacks himself in the forehead as he knows he's only tempted fate now.

    Healing: Use one surge to full: 28/28 HP, 4 Healing Surge Left
    Exp: 680+125 = 805
    Party Gold: 200+500 = 700
    Milestone: +1 Action Point

    Shennanigans: 1d100 = 100 ... Seriously, I rolled a 100!
    Stealth: 4
    Perception: 6

    A monumentally great shenanigan roll followed by two awful stealth and perception rolls. The dice gods be fickle.

    !Ready

    GoatboyTim on
    Grokka Lownote in Council of Thieves: OOC IC
  • ironzergironzerg Registered User regular
    edited November 2010
    William spends a couple minutes staring at the torn and ruined corpse of the Officer, wondering how he ended up here.

    Did he have a family? Friends? What made him join the Hellknights? Does he believe what he's doing is right? Is what we're doing right?

    The sound of Grokka's tune brings him back to the sewers.

    With a sigh, he sheathes his sword and continues down the next tunnel.

    Short Rest
    William using one healing surge to return to full health.
    ---> HP 34/34
    ---> 4/10 on healing surges

    Onward through the sewers!
    Ballyhoo: 1d100 = 88!
    Stealth: 1d20+5 = 18!
    Perception: 1d20 = 14!
    Dungeoneering: 1d20 = 11!

    ironzerg on
  • TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited November 2010
    Party’s Hijinks meter: 57
    Party’s lowest Stealth: 4 ( +6 due to 3 successful Dungeoneering checks) = 10
    Party’s Highest Perception: 26 (Alainn); 24 (Hertzog)

    As the heroes trudge into the dark recesses of the sewers, the only thing they heard was the rustling of rats now and again. It was only near the twenty second symbol that they heard rustling and goblin shouts in the distance. As the heroes hide (whether in smaller tunnels or even in the rancid water below, with even Typhor cutting off his magical light for the moment), another filthy patrol of those creatures came into view...

    Stealth check: Success
    Only to completely pass the heroes obliviously. The goblins, battered and beaten, rush off towards the other side of the sewer tunnel, sreaming and shouting at the darkness they came from. It was only after a few moments the heroes realized why...


    Perception Check: Success
    For after a few seconds, ANOTHER, more human patrol arrived. The Hellknight patrol chased after the goblins, ironically fearing that they might tip off the rebels in the process. The patrol (consisting of six platoons this time) rush after the goblins, shouting threats of damnation and retribution at the goblins. The goblins, in turn, flash rude hand gestures and shouts that could even make Alainn blush.

    As the last of the Helknights dissapear into the shadowy darkness, the heroes regroup, reignite the glaive's magical light, and trudge onwards towards the next symbol.

    After the Hellknight-Goblin chase, the rest of the trip felt uneventful, even peaceful (if one could consider trudging through sewage peaceful). Once they passed the twenty-fifth symbol however, they reach towards a corner...

    Stealth check: Fail
    Only to be greeted by a tensed Janiven, her face grim. Janiven held her chosen weapon (a longsword), in her hand, pointing towards the intruders. When she saw the heroes' faces though, she relaxed, and sheathed her blade back into the holdster.

    "Ah, finally found you lot. To be honest, I thought you lot were lost, and that I had to go look for you."

    "Still, it is good to see you all well..." Janiven looks at Typhor's new glowing weapon, "... and it seems you all have even picked up some items and trinkets down here. You'd be surprise how many smugglers hide their valuables down here, only to be eaten by Otygughs or worse."

    Janiven turns around and takes a peek behind the corner, then turns her full attention back to the rest of the group.

    "Well... I've got some good news, and some bad news. Good news is, our hidden escape path is just beyond this final tunnel, hidden behind a false wall. The bad news... well..."

    *Thump* *Crash*


    "Oi! That's not how ya move a box, ya Git!"

    Janiven's sentence was cut short, when the group heard what sounded like a burly goblin shouting at another goblin, for what sounded like a wooden container being dropped onto the floor. The shouts were coming from just beyond corner of the tunnel behind Janiven.

    "Yes, well. Looks like a goblin tribe decided to take residence in front of said false wall..."


    Stats:
    (E9) Alainn HP 24/24
    (E8) Grokka HP 28/28
    (D8) Hertzog HP 29/29
    (E10) Typhor HP 28/30
    (D9) William HP 34/34

    Alainn, Hertzog:
    Passive Perception Check: Success
    You notice Janiven's other arm is bandaged, though she had tried hiding it underneath her armor. It wasn't bandaged before she left you at Vizio's

    TiamatZ on
  • FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited November 2010
    Typhor lowers the light a bit further in deference to the goblins in close proximity, then speaks softly. "That's an unfortunate coincidence... do you have an idea of their numbers? And do they have any clue that you're about?"

    FunkyWaltDogg on
  • ironzergironzerg Registered User regular
    edited November 2010
    The sound of steel gliding against leather is William's answer to Janiven, as he slowly slides his longsword out of the sheath.

    "Somehow, I though being a hero involved more castles and princesses, and less sewers and goblins," remarks William.

    Looking down at his boots, he finishes, "And less rat shit. Definitely less rat shit."

    ironzerg on
  • QedQed Registered User regular
    edited November 2010
    Hertzog tries to keep his voice down, wary of being caught by the Hellknights here. He grabs unconsciously for his weapon, but keeps that at his sides as he considers Janiven and the sound of goblins. Catching her wounded offhand, he cannot keep from asking,

    "It seems you had some excitement yourself returning the boy. He was brought home safely?""

    As the goblin ruckus continues ahead of them Hertzog winces visibly at each noise. The Hellknights were bound to hear eventually, and bringing them closer to the hideout's front door could not be a good thing. Something would need to quiet the runts and fast.

    Well, quiet and dispose of their corpses.

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
  • GoatboyTimGoatboyTim Registered User regular
    edited November 2010
    Grokka smiles at William "Heroing is much dirtier work than I would have assumed. I think this sewer business will be a much shorter verse than the others when I retell this story." Grokka gives a glance and a nod to his greatsword "Josephine says she's ready to taste a bit more goblin blood, we have to silence these fiends before they have the whole sewer coming down upon us."

    GoatboyTim on
    Grokka Lownote in Council of Thieves: OOC IC
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited November 2010
    Alainn growls under her breath. Each moment longer in these filthy tunnels raising her ire. The angry invoker grabs a coin purse of around a hundred gold crowns and stomps past Janiven.

    "Listen up ya qing wa cao de liu mang. I've an abundance of gold and don't care much what yer about in this filth. I just want out of here."

    Alainn tosses the sack of coins into the center of the room so that the coins spill out in a pile and readies herself to attack if the goblins take the bait.

    "First to take me to the surface and away from this drek earns a pile of shiny gold."

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • GoatboyTimGoatboyTim Registered User regular
    edited November 2010
    Grokka watches in utter amazement as the coinpurse spills to the ground. He looks at Alainn, then back to the coinpurse and finally settles his gaze back on Alainn. "I like this one."

    GoatboyTim on
    Grokka Lownote in Council of Thieves: OOC IC
  • ironzergironzerg Registered User regular
    edited November 2010
    With an amused smile the young swordmage glides quietly behind the brazen invoker, ready to shield her when the action starts.

    ironzerg on
  • FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited November 2010
    Seeing that the time for discretion has passed, Typhor increases the light from his glaive, then moves to stand beside Alainn and addresses the goblins. "Well, what's it going to be?"

    FunkyWaltDogg on
  • QedQed Registered User regular
    edited November 2010
    Too shocked for words, Hertzog turns to Alainn with a wide boy-like grin. Whatever the goblin's response, this would be fun.

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
  • TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited December 2010
    "Seems to be a small group. I counted eight before you came here. Must be a forward party sent to establish a settlement here. As for them knowing if we're here; they have no inkling. They seem to busy setting up the settlement than to keep an eye out for us." Janiven answers Typhor's questions.

    Upon Hertzog's comment, Janiven looks once more at her bandaged wound. She pulls it tighter, just for good measure. "Aye. Ran into a Hellknight patrol a bit far from here. Managed to lash at my arm, before running away from them. Managed to lead the, straight into a goblin patrol, which was quite fortuitous. The Knights were busy engaging the vermin, allowing me time to make a getaway. Morosino is fine. Managed to drop him off at his parent's home before leaving once more. Good lad."

    Janiven nods at Grokka's suggestion. "Indeed, but it's best we take them when they least expect it. See, I knew their leader. A surly goblin named Boontah. Our history's a bit... complicated, but let's just say that... wait. Where's Alainn?" Her question was soon answered, when she heard Alainn's voice from behind the corner.

    When Alainn passes the corner, she sees a four-way intersection that has two small plank bridges allowing easy crossing of the sewer channels. One corner of the intersection had a larger area for the sewer channel with multiple pipes in the wall nearby. A door stood near a drainange channel in the wall, leading to a small side room that contains a cesspit, similiar to the ones they passed through during their trek throughout the sewer. She eyes eight goblins: three wielding shortbows, another one (with a cowl on top of his head similiar to the priest they fought before) conversing with another goblin, three more wielding shortswords (and standing right in front of her), and one large, bulky looking goblin. THe large goblin sneers at the sight of Alainn.

    "Listen up ya qing wa cao de liu mang. I've an abundance of gold and don't care much what yer about in this filth. I just want out of here."

    Janiven turns around to take a peek, while Typhor, Hertzog, and William trudge off towards Alainn. "What in Erathis' name is she...?"

    "First to take me to the surface and away from this drek earns a pile of shiny gold."

    At the reflection of the golden crowns, some of the goblins sheathe their blades,huddle up, and sit down inspecting the valuable coins. A mix of OOOHS and AAAHS go around, and even two of the goblins fight over some of the coins.

    "Oi! There's plenty of 'em to go!" shouts the burly goblin, sporting a crooked nose, as well as wielding a large flail. The goblin's eyes shift between a dark purple hue, and a light orange light.

    "First to da surface yer say? Well, how's 'bout we take them coins from you, and the rest from yer bloody carcass?"


    He turns to the arriving party. "What's it gonna be? I tells you what. We's gonna takes yer golds, and yous is gonna die. So says Boss Boontah! WAAAGH!"

    The large goblin holds his flail up high, rallying his troops to his side.

    "Janiven facepalms herself. "Well.. I will admit, lass got spirit. As for brains... well... we're about to see. Provided hers don't splatter on the floor. I was going to tell you how we could deal with Boontah. He's far more cunning and smart than the average goblin, that's for sure." She unsheathes her longsword, and nods to Grokka. "Looks like they haven't soptted us. You ready?"

    Surprise Round (Grokka and Janiven)!


    Map (Surprise):
    SewerFight4Round0-1.jpg

    Stats:
    (I11) Alainn HP 24/24
    (XX) Grokka HP 28/28
    (J12) Hertzog HP 29/29
    (J11) Typhor HP 28/30
    (I13) William HP 34/34
    (XX) Janiven HP 58/58
    (E10) Goblin Archer #1 HP 29/29
    (E5) Goblin Archer #2 HP 29/29
    (L5) Goblin Archer #3 HP 29/29
    (I8) Goblin Blackblade #1 HP 25/25
    (I9) Goblin Blackblade #2 HP 25/25
    (J9) Goblin Blackblade #3 HP 25/25
    (E4) Goblin Acolyte of Maglubiyet HP 29/29
    (J6) Boontah, Goblin Boss (Elite) HP 90/90


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

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


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

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


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

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

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


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


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

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

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


    OOC Details:
    Surprise round for Grokka and Janiven. All goblins (with the exception of Boontah and the archers) don't have their weapons drawn. Remember to roll for initiative as well.

    TiamatZ on
  • QedQed Registered User regular
    edited December 2010
    Seeing the goblins turn on Alainn, Hertzog begins sprinting from the corner down towards the gathered greenskins. Recognizing the accoutrement of the goblin priest, he calls back to his friends,

    "Kill the one in the dress!"

    Hopefully he would not be too late.

    Battle Begins!
    Initiative:
    -->1d20+4 = 18

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
  • FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited December 2010
    Despite his weariness, Typhor nods briskly to acknowledge Hertzog's instruction and quickly falls into a combat stance. "Let's finish this quick and get the hell out of here."
    Initiative: 1d20 + 0 = 15
    No action: Battlefront Shift
    --->Trigger: Typhor rolls initiative
    --->Effect: William shifts half his speed (3 squares).

    FunkyWaltDogg on
  • ironzergironzerg Registered User regular
    edited December 2010
    At the Warlord's bequest, William slides forward, the air shimmering around him with magical energy.
    Initiative: 8!

    Battlefront Shift: Shift to I10

    ironzerg on
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited December 2010
    Alainn readies herself for battle, the bribe having not played out as well as she had hoped.
    Initiative 17

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited December 2010
    Grokka bellows down the tunnel in a low, gutteral yet official tone "Goblin trespassers! Stand down in the name of Her Infernal Majestrix Queen Abrogail II and our Dark Lord, Asmodeus!. A contingent of Hellknights surrounds you. These rabble are to be taken into our custody immediately. Leave the premises by your own volition or these sewers become your tomb! You have been granted a gift with this warning, it will not be tendered a second time!"
    Diplomacy: 1d20 + 10 = 30

    (tried to find a link to the roll, but no luck...)

    FunkyWaltDogg on
Sign In or Register to comment.