The War of Three Kings — IC

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Scratcherclaw
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Re: The War of Three Kings IC

Post by Scratcherclaw »

With the swordsman having fallen at Gemma's hand, Kass turns her attention to the halberdiers, and attempts to strike at one with her blade. The man, however, manages to react quickly and avoids blow.

Wes has similar luck, not managing to land a hit either. Hoping to annoy his foe a bit, the Menoran hops back a step, making the crossbowman walk further to get him. It's a shame this man has to die when he could have just fled like his friend. Oh well, one less idiot for the world.

Mechanics
[SHOW]

Kass

Minor: Sustain Assassin's Bane

Move: Walk to D7 (Going long way to avoid OA)

Standard: Low Slash on Halberdier 2
Attack: 3(1d20) +16 = 19 vs AC = Miss

Wes

Standard: Sword of Sigils on Crossbowman 2
Attack: 1(1d20) +14 = 15 vs AC = Miss

Move: Shift to G14

Wes Combat Block
[SHOW]

Wes Tarkin

Male Genasi Swordmage 7
Languages: Tulrissian, Serran
Age: 19
Height: 5'11"
Weight: 155 lbs.

Speed: 6
Initiative: +3
Passive Perception: 20
Passive Insight: 15
Senses: Normal Vision

AC: 27
Fort: 20
Reflex: 21
Will: 17
HP: 44/69
Bloodied: 34
Surge Value: 17
Surges left: 12/12
Action Points: 1

MBA: +14 vs AC, 1d10+7 damage
RBA: +3 vs AC, 1d4 damage

Resistances:
Fire 5; Cold 5

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Aegis of Shielding
Frigid Blade
Sword Burst
Woundstitch Powder (heroic tier)


Second Wind []
Guardian's Counter []
Sword of Sigils [X]
Dimensional Vortex []
Firedeath []
Echoes of Sword Magic []
Arcane Mutterings []
Armathor's Step [X]


Dimensional Thunder [X]
Swordmage Shielding Fire []
Rubicant Blade Rapier +2 []

Consumables:

None.

Important Features:
[SHOW]

Swordbond: By spending 1 hour of meditation with a chosen light or heavy blade, you forge a special bond with the weapon. As a standard action, you can call your bonded weapon to your hand from up to 10 squares away.

Swordmage Warding: While wielding either a light blade or a heavy blade, you maintain a magical field around you that provides a +1 bonus to AC, or a +3 bonus if you are wielding a blade in one hand and have your other hand free.

Elemental Origin: You are considered an elemental creature for the purpose of effects that relate to creature origin.

Cindersoul: You gain a +1 racial bonus to Fortitude and resist 5 fire.

Guardian: You gain a +2 power bonus to Insight and Perception checks.

Mark of Warding: Whenever one of your powers grants a bonus to a defense, increase that bonus by 1. Whenever you mark an enemy, that enemy takes a -3 penalty to attack rolls for attacks that don't target you instead of the normal -2 penalty.

Intelligent Blademaster: You can use your Intelligence modifier instead of your Strength modifier when making a basic attack with a melee weapon.

War Wizard's Expertise You gain a +1 bonus per tier to the attack rolls of arcane powers and basic attacks that you make with a light or heavy blade. Your attack rolls take a -5 penalty against your allies.

Hide Armor of Resistance +2: You gain a resist 5 cold.

Rubicant Blade Bastard Sword: When a power allows you to teleport, you can add 1 square to that distance. While this weapon is bonded to you with the swordmage Swordbond class feature, any other creature takes a -2 penalty to attack rolls with this weapon.

Rhythm Blade Wrist Razors +1: Your shield bonus to AC and Reflex increases by 1.

Gauntlets of Arcane Might (heroic tier): When you hit an enemy marked by you with an arcane attack power, you gain 2 temporary hit points.

Kass Combat Block
[SHOW]

Kass Tommick

Female Elf Striker 7
Languages: Tulrissian, Common
Age: 20
Height: 5'8"
Weight: 135 lbs.

Speed: 7
Initiative: +8
Passive Perception: 23
Passive Insight: 16
Senses: Low-light Vision

AC: 22
Fort: 20
Reflex: 20
Will: 20
HP: 27/54
Bloodied: 27
Surge Value: 13
Surges left: 4/7
Action Points: 1

MBA: +14 vs AC, 1d8+3 damage
RBA: +11 vs AC, 1d4+8 damage

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Striker's Damage
Piercing Strike


Second Wind [_]
Low Slash [X]


Assassin's Bane [X]

Consumables:

None.

Important Features:
[SHOW]

Companion Bonus: You gain tiered attack and damage bonuses.

Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.

Fey Origin: You are considered a fey creature for the purpose of effects that relate to creature origin.

Wild Step: You ignore difficult terrain when you shift.

Sense Threat: You can use Perception (13) when you roll for initiative. Allies within 10 squares of you who have a lower initiative gain a +2 bonus to initiative.

Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.

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ratwizard
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Re: The War of Three Kings IC

Post by ratwizard »

Brannik slides into the fray once again as he and his allies surround the halberdiers. He swings a massive blow but the soldier manages to get out of the way before The Bull would have pummeled him flat. However, the dwarf does manage to feint another swing, leaving the halberdier in front of him fazed.

Mechanics
[SHOW]

Effect: My defense bonus for Second Wind fades.

Move: Shift to E7.

Free: Mark Halberdier 1 and 2.

Standard: Rough Strike on Halberdier 2. Whiffs 16 vs. AC.
Attack: 3(1d20) +13 = 16; 18(4d6.reroll(2)) +19 = 37

Minor: Screaming Armor +2 on Halberdier.
Effect: He gains a -2 penalty to attack rolls until start of my next turn.

Brannik Luhoum -- Combat Block
[SHOW]

Brannik Luhoum

Male Mul Warden 7
Languages: Dwarven, Tulrissian
Age: 38
Height: 5'2"
Weight: 180 lbs.

Speed: 6
Initiative: +3
Passive Perception: 20
Passive Insight: 13
Senses: Normal Vision

AC: 23+1
Fort: 20
Reflex: 14
Will: 15
HP: 58/79
Bloodied: 39
Surge Value: 19
Surges left: 12/15
Action Points: 0

MBA: 1d20+13 vs. AC, 2d6+9.
RBA: 1d20+3 vs. AC, 1d4.

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+1 to AC -- Guardian Form
resist 5 cold -- Guardian Form

Powers:

Warden's Fury
Warden's Grasp
Thorn Strike
Weight of Earth
Acrobat Boots


Second Wind[x]
Takedown Strike[]
Incredible Toughness[]
Roots of Stone[_]
Rough Strike[x]
Mountain Hammer[x]
Screaming Armor +2 [x]


Form of Winter's Herald[x,x]
Nature Sense [_]
Boiling Cloud [x,x]
Wildling Strength [x]

Consumables:

Elixir of Invisibility

Important Features:
[SHOW]

Crippling Crush: Immobilizing or slowing an enemy does an extra 5 damage.

World Serpent's Grasp: When hitting a slowed or immobilized target with an attack, you can knock it prone.

Vicious Advantage: You gain CA against immobilized or slowed targets.

Two-Handed Weapon Expertise: Charging grants +1 to damage rolls.

Tireless: Sleeping 6 hours in a 3-day period gains the benefit of an extended rest.

Subtle Mordenkrad +2: +2 item bonus to damage rolls with this weapon against enemies granting CA.

Stalwart Belt: +5 THP when critting.

Cloak of the Walking Wounded: When using Second Wind while bloodied, you can expend two healing surges.

Equipped Items Format
[SHOW]

Code: Select all

Main Hand: Subtle Mordenkrad +2
Offhand:   (n/a)
Body:      Screaming Hide Armor +2

Head:      ---
Neck:      Cloak of the Walking Wounded +1
Arms:      ---
Hands:     ---
Waist:     Stalwart Belt
Feet:      Acrobat Boots
Symbol:    ---
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      ---
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Namelessjake
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Re: The War of Three Kings IC

Post by Namelessjake »

Theun moves to flank one of the Halberdiers with Brannik, managing to strike the man while he struggles to defend against all angles. Meanwhile, as Wes disengages from the crossbowman, the soldier takes the opportunity to turn and run like his compatriot.

Go: Adrian, Chloe

Mechanics
[SHOW]

Gemma: moves, heals, hits, kills.

Kass: Sustains, moves, misses.

Wes: misses, shifts.

Brannik: Shifts, marks, misses.

Theun: Walks to (C, 9), attacks Halberdier 1, 22 vs AC hits for 7 damage.

Crossbowman 2: Takes 5 thunder damage, walks to (J, 22), Walks to right and exits encounter, saves.

Map
[SHOW]

Image

Map Info
[SHOW]

Auras/Bursts: Purple - Until Kass EONT or sustained. Enemies cannot shift, teleport, or benefit from invisibility, concealment, or total concealment.

Red - Follows Brannik. Difficult terrain for enemies.

Crates and Stuff: Most objects on the map simply count as difficuly terrain.

Walls: These are what remains of the village's buildings. They mostly stand chest high and can provide cover.

Character Info
[SHOW]

NPCs
Theun: Armed with an axe and a buckler shield displaying the sigil of the Rothmans.

Enemies
Swordsman: Armed with swords and shields and wearing chain mail, these men are better equipped than your average peasant levy.

Halberdier: Similar to their sword wielding counterparts in most ways, however these men use two handed halberds as their weapons, a weapon generally used against cavalry but still deadly to men on the ground.

Crossbowman: These men are more lightly armoured than their companions, but attack from range with crossbows with shortswords as a backup if the fighting gets too close.

Status
[SHOW]

22 Halberdier 1 (D, 8) | HP: -61/?? | Bloodied, marked by Brannik, -2 to hit until Brannik EONT
22 Halberdier 2 (E, 8) | HP: -49/?? | Marked by Brannik, Bloodied
20 Gemma (H, 6) | HP: 41/53 | Surges: 8/8 | AP: 1/1 | Dragonfear, Sacraficial Lure, Healing Wordx2, Stand Tough, -2 to AC until SONT
Swordsman 2 (G, 6) | HP: -80/?? | Dead
14 Kass (D, 7) | HP: 54/54 | Surges: 7/7 | AP: 1/1 | Burst 3 until EONT unless sustained, Low Slash, Assassin's Bane
13 Brannik (E, 7) | HP: 58/79 | Surges: 12/15 | AP: 0/1 | Mountain Hammer, Rough Strike, Screaming Armor +2, Boiling Cloud, Form of Winter's Herald, Wildling Strength, Second Wind, Form of Winter's Herald Attack, Boiling Cloud Attack, 1d6 to attack and damage rolls for weapon attacks until EONT, +1 AC and resist 5 cold and each square within 2 is difficult terrain for enemies for whole encounter
13 Wes (G, 14) | HP: 59/69 | Surges: 12/12 | AP: 1/1 | Armathor's Step, Sword of Sigils , Dimensional Thunder, Fire Death readied
11 Theun (C, 9) | HP: 43/47 | Surges: 7/7 | AP: 1/1 |
8 Adrian (F, 9) | HP: 36/60 | Surges: 6/7 | AP: 1/1 | Iron Wolf Charge, Armathor's Step, Wolf's Bound, Iron Mind, Vanguard Bastard Sword +2, allies within 10 squares gain +1 to attack until SONT
6 Chloe (F, 1) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Tide of the First Storm

Crossbowman 1 (??, ??) | HP: ??/?? | No longer in encounter
Crossbowman 2 (??, ??) | HP: -43/?? | target of Adrian's oath, Bloodied, marked by Wes (-3 to hit) see mechanics for reaction.

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Fialova
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Location: The Great North
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Re: The War of Three Kings IC

Post by Fialova »

Hm, I guess he will, Adrian thinks as the second crossbowman also turns tail and flees the field of battle. No matter, they can be dealt with later. Forgetting the ranged soldiers, he continues his onslaught of the halberdiers. The man repositions himself just in the right spot to lash out at the two men from behind, catching both of them off guard. He then kicks one of them forward, the man landing between Theun and Gemma in a lifeless heap on the ground. Chloë, meanwhile, finally manages to single out the last remaining of the men and unleashes a powerful, cold gust of wind that bites into his flesh.

Mechanics
[SHOW]

Adrian d'Arcangeli
Move Action: shift to (E, 9)

Standard Action: Sword of Sigils
Attack vs Halberdier 1: 32 vs AC = hit
Attack vs Halberdier 2: 29 vs AC = hit
Hit: 10 damage, and each target is marked until the end of my next turn. While marked, if the target makes an attack that does not include me as a target it takes 5 force damage.

Minor Action: Fury's Advance on Halberdier 1
Attack: 23 vs AC = hit?
Hit: 14 damage. The target is pushed to (C, 8) and takes 6 more damage (3 for each ally of mine it is adjacent to). I opt not to shift. Heded.

Chloë Fialova
Standard Action: Sun Strike on Halberdier 2
Attack: 25 vs AC = hit
Hit: 11 damage, and I opt not to slide him.

Combat Block - Adrian
[SHOW]

Adrian d'Arcangeli

Male Githzerai Avenger|Swordmage 7
Languages: Gleiosian, Tulrissian
Age: 22
Height: 5' 9"
Weight: 180 lbs.

Speed: 6
Initiative: +5
Passive Perception: 21
Passive Insight: 23
Senses: Normal Vision

AC: 27
Fort: 15
Reflex: 20
Will: 19
HP: 36/60
Bloodied: 30
Surge Value: 15
Surges left: 6/7
Action Points: 1

Current Oath of Enmity Target: Crossbowman 2

MBA (Overwhelming Strike): +13 vs AC, 1d10+8 damage (+1d8+1d6 damage on charge). On hit, I shift one square and slide the target into the space I vacated (either portion is optional)
RBA: +3 vs AC (+7 with dagger), 1d4 damage

Resistances: none

Vulnerabilities: none

Saves:
+2 vs daze, dominate, stun

Active Effects:
+2d8 damage on crit
On charge, +1d8+1d6 damage and don't provoke OAs
I cannot be blinded

Powers:

Overwhelming Strike
Sword Burst
Acrobat Boots (heroic tier)


Second Wind []
Iron Wolf Charge [X]
Iron Mind [X]
Oath of Enmity [X]*
Aegis of Ensnarement []**
Sword of Sigils [X]
Enduring Spirit [_]
Fury's Advance [X]
Armathor's Step [X]
Wolf's Bound [X]


Aspect of Might []
Dimensional Thunder []
Vanguard Bastard Sword +2 [X]

  • Recharges when Oath dies
    ** Recharges when target dies or the mark is superseded

Consumables: none

Important Features:
[SHOW]

Class Features
Hybrid: various weird rules for being hybrid, see PHB3 for a full breakdown.

Oath of Enmity (Hybrid): works as normal, except that it only applies to avenger powers.

Armor of Faith: When wearing cloth armor or no armor, and not using a shield, I gain +3 AC.

Swordbond: Weird RP shit, I can meditate to bond a blade to me and can then call that blade to my hand from up to 10 squares away as a standard action. See Forgotten Realm Player's Guide for full breakdown of shit I will never use.

Swordmage Aegis (Hybrid): Can only use aegis once per encounter, but I regain use of it the target dies or the mark is superseded.

Swordmage Warding: While conscious and wielding a light blade or heavy blade, I get a bonus to AC. +1 AC by default, +3 if wielding a one-handed blade in main hand and the other hand is free.

Racial Features
Danger Sense: +2 to initiative

Defended Mind: +2 to saving throws against effects that daze, dominate, or stun

Iron Mind: gain Iron Mind power

Shifting Fortunes: can shift 3 squares as a free action when using Second Wind

Theme Features
Level 1 Iron Wolf Warrior Feature: gain Iron Wolf Charge power

Level 5 Iron Wolf Warrior Feature: +2 to nature and perception checks

Feat(ures)
Versatile Expertise: +1 to attacks with heavy blades and light blades

Hybrid Talent: gain Swordmage Warding class feature

Hybrid Talent 2: gain Armor of Faith class feature

Power of Skill: +1 to trained skill checks, can use Overwhelming Strike as a basic attack

Githzerai Blade Master: gain proficiency with all military heavy blades, bastard swords, and fullblades. +2 damage with these weapons.

Item Features

Vanguard Bastard Sword +2: +2d8 damage on crit, +1d8 damage on charge, gain item daily power

Badge of the Berserker +1: don't provoke OAs while charging

Robe of Eyes Cloth Armor (Basic Clothing) +2: cannot be blinded, +2 to perception

Acrobat Boots (heroic tier): +1 to acrobatics, gain item at-will power

Rhythm Blade Wrist Razors +1: +1 AC & Reflex

Horned Helm (heroic tier): +1d6 damage on charge

Combat Block - Chloë
[SHOW]

Chloë Fialova

Female Hamadryad Controller 7
Languages: Tulrissian, Dwarven
Age: 24
Height: 5' 7"
Weight: 142 lbs.

Speed: 6
Initiative: +3
Passive Perception: 17
Passive Insight: 17
Senses: Low-Light Vision

AC: 20
Fort: 20
Reflex: 20
Will: 20
HP: 46/46
Bloodied: 23
Surge Value: 11
Surges left: 7/7
Action Points: 1

MBA (Dagger): +14 vs AC, 1d4+2 damage
RBA (Dagger): range 5/10, +14 vs AC, 1d4+3 damage
RBA (Sun Strike): range 10, +11 vs AC, 1d8+7 radiant damage and can slide the target 1 square

Resistances:

  • +5 to endurance vs starvation, thirst, or suffocation, and survive twice the normal time if forced to make such checks.

Vulnerabilities: none

Saves:

  • +2 against daze, dominate, stun

Active Effects:

  • ignore difficult terrain that is part of tree, underbrush, or other forest growth
  • meditate for 4 hours instead of sleep for 6 for extended rest, fully aware of surroundings while doing so.

Powers:

Sun Strike
Beguiling Strands


Second Wind []
Hamadryad Aspects []
Controller's Extension []
Shield []
Tide of the First Storm [X]

Consumables: none

Important Features:
[SHOW]

Class Features
Controller Features: weird, special rules for being a NPC companion class. See DMG2 for full breakdown.

Racial Features
Fey Origin: origin counts as fey for effects that relate to creature origin

Forest Walk (Hamadryad): ignore difficult terrain that is part of tree, underbrush, or other forest growth

Oaken Vitality: +5 to endurance vs starvation, thirst, or suffocation, and survive twice the normal time if forced to make such checks. Meditate for 4 hours instead of sleep for 6 for extended rest, fully aware of surroundings while doing so.

Tree Mind: +2 to saving throws against daze, dominate, stun.

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Namelessjake
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Re: The War of Three Kings IC

Post by Namelessjake »

As Adrian fells one of the halberdiers, the other strikes him with great force, pushing the Gleosian backwards.

Go: Gemma, Kass, Brannik, Wes

Mechanics
[SHOW]

Adrian: shifts, hits, hits, hits, pushes, kills.

Chloe: hits.

Halberdier 2: Attacks Adrian, 28 vs AC = hit for 16 damage, bloodying him, Adrian is pushed to (E, 10).

Map
[SHOW]

Image

Map Info
[SHOW]

Auras/Bursts: Purple - Until Kass EONT or sustained. Enemies cannot shift, teleport, or benefit from invisibility, concealment, or total concealment.

Red - Follows Brannik. Difficult terrain for enemies.

Crates and Stuff: Most objects on the map simply count as difficuly terrain.

Walls: These are what remains of the village's buildings. They mostly stand chest high and can provide cover.

Character Info
[SHOW]

NPCs
Theun: Armed with an axe and a buckler shield displaying the sigil of the Rothmans.

Enemies
Swordsman: Armed with swords and shields and wearing chain mail, these men are better equipped than your average peasant levy.

Halberdier: Similar to their sword wielding counterparts in most ways, however these men use two handed halberds as their weapons, a weapon generally used against cavalry but still deadly to men on the ground.

Crossbowman: These men are more lightly armoured than their companions, but attack from range with crossbows with shortswords as a backup if the fighting gets too close.

Status
[SHOW]

Halberdier 1 (C, 8) | HP: -91/?? | Dead
22 Halberdier 2 (E, 8) | HP: -70/?? | Marked by Brannik, marked by Adrian, Bloodied
20 Gemma (H, 6) | HP: 41/53 | Surges: 8/8 | AP: 1/1 | Dragonfear, Sacraficial Lure, Healing Wordx2, Stand Tough, -2 to AC until SONT
14 Kass (D, 7) | HP: 54/54 | Surges: 7/7 | AP: 1/1 | Burst 3 until EONT unless sustained, Low Slash, Assassin's Bane
13 Brannik (E, 7) | HP: 58/79 | Surges: 12/15 | AP: 0/1 | Mountain Hammer, Rough Strike, Screaming Armor +2, Boiling Cloud, Form of Winter's Herald, Wildling Strength, Second Wind, Form of Winter's Herald Attack, Boiling Cloud Attack, 1d6 to attack and damage rolls for weapon attacks until EONT, +1 AC and resist 5 cold and each square within 2 is difficult terrain for enemies for whole encounter
13 Wes (G, 14) | HP: 59/69 | Surges: 12/12 | AP: 1/1 | Armathor's Step, Sword of Sigils , Dimensional Thunder, Fire Death readied
11 Theun (C, 9) | HP: 43/47 | Surges: 7/7 | AP: 1/1 |
8 Adrian (E, 10) | HP: 20/60 | Surges: 6/7 | AP: 1/1 | Iron Wolf Charge, Armathor's Step, Sword of Sigils, Fury's Advance Wolf's Bound, Iron Mind, Vanguard Bastard Sword +2, Bloodied
6 Chloe (F, 1) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Tide of the First Storm

Crossbowman 1 (??, ??) | HP: ??/?? | No longer in encounter
Crossbowman 2 (??, ??) | HP: -43/?? | target of Adrian's oath, Bloodied, marked by Wes (-3 to hit) see mechanics for reaction.

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Scratcherclaw
YUO ARE SMART
Posts: 3764
Registered for: 11 years 4 months

Re: The War of Three Kings IC

Post by Scratcherclaw »

With one foe remaining, Kass strikes to finally put an end to it, but fails to hit her mark.

Wes, on the other hand, moves in, his crossbow-wielding foe having fled like a coward. That coward will have to live with the knowledge that he abandoned his comrades for the rest of his pathetic life. Turning his attention towards the sole survivor, Wes slashes as him with a blade as cold as ice, quickly putting an end to his sad life.

Mechanics
[SHOW]

Kass

Minor: Sustain Assassin's Bane

Standard: Piercing Strike on Halberdier 2
Attack: 3(1d20) +14 = 17 vs AC = Miss

Wes

Move: Walk to F9

Standard: Frigid Blade on Halberdier 2
Attack: 4(1d20) +16 = 20 vs AC = Hit
Damage: 2(1d10) +7 = 9

ACTION POINT

Standard: Frigid Bladeon blah
Attack: 6(1d20) +16 = 22 vs AC = Hit
Damage: 7(1d10) +7 = 14
Halberdier 2 is ded & will have his speed lower by 4 if he starts his next turn adjacent to me

Wes Combat Block
[SHOW]

Wes Tarkin

Male Genasi Swordmage 7
Languages: Tulrissian, Serran
Age: 19
Height: 5'11"
Weight: 155 lbs.

Speed: 6
Initiative: +3
Passive Perception: 20
Passive Insight: 15
Senses: Normal Vision

AC: 27
Fort: 20
Reflex: 21
Will: 17
HP: 44/69
Bloodied: 34
Surge Value: 17
Surges left: 12/12
Action Points: 1

MBA: +14 vs AC, 1d10+7 damage
RBA: +3 vs AC, 1d4 damage

Resistances:
Fire 5; Cold 5

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Aegis of Shielding
Frigid Blade
Sword Burst
Woundstitch Powder (heroic tier)


Second Wind []
Guardian's Counter []
Sword of Sigils [X]
Dimensional Vortex []
Firedeath []
Echoes of Sword Magic []
Arcane Mutterings []
Armathor's Step [X]


Dimensional Thunder [X]
Swordmage Shielding Fire []
Rubicant Blade Rapier +2 []

Consumables:

None.

Important Features:
[SHOW]

Swordbond: By spending 1 hour of meditation with a chosen light or heavy blade, you forge a special bond with the weapon. As a standard action, you can call your bonded weapon to your hand from up to 10 squares away.

Swordmage Warding: While wielding either a light blade or a heavy blade, you maintain a magical field around you that provides a +1 bonus to AC, or a +3 bonus if you are wielding a blade in one hand and have your other hand free.

Elemental Origin: You are considered an elemental creature for the purpose of effects that relate to creature origin.

Cindersoul: You gain a +1 racial bonus to Fortitude and resist 5 fire.

Guardian: You gain a +2 power bonus to Insight and Perception checks.

Mark of Warding: Whenever one of your powers grants a bonus to a defense, increase that bonus by 1. Whenever you mark an enemy, that enemy takes a -3 penalty to attack rolls for attacks that don't target you instead of the normal -2 penalty.

Intelligent Blademaster: You can use your Intelligence modifier instead of your Strength modifier when making a basic attack with a melee weapon.

War Wizard's Expertise You gain a +1 bonus per tier to the attack rolls of arcane powers and basic attacks that you make with a light or heavy blade. Your attack rolls take a -5 penalty against your allies.

Hide Armor of Resistance +2: You gain a resist 5 cold.

Rubicant Blade Bastard Sword: When a power allows you to teleport, you can add 1 square to that distance. While this weapon is bonded to you with the swordmage Swordbond class feature, any other creature takes a -2 penalty to attack rolls with this weapon.

Rhythm Blade Wrist Razors +1: Your shield bonus to AC and Reflex increases by 1.

Gauntlets of Arcane Might (heroic tier): When you hit an enemy marked by you with an arcane attack power, you gain 2 temporary hit points.

Kass Combat Block
[SHOW]

Kass Tommick

Female Elf Striker 7
Languages: Tulrissian, Common
Age: 20
Height: 5'8"
Weight: 135 lbs.

Speed: 7
Initiative: +8
Passive Perception: 23
Passive Insight: 16
Senses: Low-light Vision

AC: 22
Fort: 20
Reflex: 20
Will: 20
HP: 27/54
Bloodied: 27
Surge Value: 13
Surges left: 4/7
Action Points: 1

MBA: +14 vs AC, 1d8+3 damage
RBA: +11 vs AC, 1d4+8 damage

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Striker's Damage
Piercing Strike


Second Wind [_]
Low Slash [X]


Assassin's Bane [X]

Consumables:

None.

Important Features:
[SHOW]

Companion Bonus: You gain tiered attack and damage bonuses.

Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.

Fey Origin: You are considered a fey creature for the purpose of effects that relate to creature origin.

Wild Step: You ignore difficult terrain when you shift.

Sense Threat: You can use Perception (13) when you roll for initiative. Allies within 10 squares of you who have a lower initiative gain a +2 bonus to initiative.

Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.

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Re: The War of Three Kings IC

Post by Namelessjake »

Party Reputation Updated in OOC

The halberdier is quickly dispatched by a final flurry of blows from Wes, leaving the party alone once more in the ruins of the razed village.

"Well I guess now the valley has more to worry about that just bandits," Theun says, wiping the blood off his axe and stowing in on his belt. "I'm sure the two that got away will tell the others in their camp about us though," he adds.

Short rest

Mechanics
[SHOW]

Kass: sustains, misses.

Wes: moves, hits, action points, hits, kills.

Short Rest

Status
[SHOW]

Halberdier 2 (E, 8) | HP: -93/?? | Dead
20 Gemma (H, 6) | HP: 41/53 | Surges: 8/8 | AP: 1/1 | Dragonfear, Sacraficial Lure, Healing Wordx2, Stand Tough, -2 to AC until SONT
14 Kass (D, 7) | HP: 54/54 | Surges: 7/7 | AP: 1/1 | Burst 3 until EONT unless sustained, Low Slash, Assassin's Bane
13 Brannik (E, 7) | HP: 58/79 | Surges: 12/15 | AP: 0/1 | Mountain Hammer, Rough Strike, Screaming Armor +2, Boiling Cloud, Form of Winter's Herald, Wildling Strength, Second Wind, Form of Winter's Herald Attack, Boiling Cloud Attack, 1d6 to attack and damage rolls for weapon attacks until EONT, +1 AC and resist 5 cold and each square within 2 is difficult terrain for enemies for whole encounter
13 Wes (F, 9) | HP: 59/69 | Surges: 12/12 | AP: 1/1 | Armathor's Step, Sword of Sigils , Dimensional Thunder, Fire Death readied
11 Theun (C, 9) | HP: 43/47 | Surges: 7/7 | AP: 1/1 |
8 Adrian (E, 10) | HP: 20/60 | Surges: 6/7 | AP: 1/1 | Iron Wolf Charge, Armathor's Step, Sword of Sigils, Fury's Advance Wolf's Bound, Iron Mind, Vanguard Bastard Sword +2, Bloodied
6 Chloe (F, 1) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Tide of the First Storm

Crossbowman 1 (??, ??) | HP: ??/?? | No longer in encounter
Crossbowman 2 (??, ??) | HP: -43/?? | target of Adrian's oath, Bloodied, marked by Wes (-3 to hit) see mechanics for reaction.

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ratwizard
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Re: The War of Three Kings IC

Post by ratwizard »

"Let them," Brannik says with a dismissing wave. He plants his warhammer on the ground and takes a kneel, his heavy breathing slowly becoming more calm. "They attacked us, and my word would be taken for much more truth in the Hollow than some sniveling soldier boys. If Torinn can't keep his men in check, then I suppose we'll take matters into our own hands. That goes for the other pretenders, as well."

Mechanics
[SHOW]

Spend two surges to full heal. Regain encounter powers. Lose Guardian form.

Brannik Luhoum -- Combat Block
[SHOW]

Brannik Luhoum

Male Mul Warden 7
Languages: Dwarven, Tulrissian
Age: 38
Height: 5'2"
Weight: 180 lbs.

Speed: 6
Initiative: +3
Passive Perception: 20
Passive Insight: 13
Senses: Normal Vision

AC: 23
Fort: 20
Reflex: 14
Will: 15
HP: 79/79
Bloodied: 39
Surge Value: 19
Surges left: 10/15
Action Points: 0

MBA: 1d20+13 vs. AC, 2d6+9.
RBA: 1d20+3 vs. AC, 1d4.

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None.

Powers:

Warden's Fury
Warden's Grasp
Thorn Strike
Weight of Earth
Acrobat Boots


Second Wind[]
Takedown Strike[]
Incredible Toughness[]
Roots of Stone[]
Rough Strike[]
Mountain Hammer[]
Screaming Armor +2 [_]


Form of Winter's Herald[x,x]
Nature Sense [_]
Boiling Cloud [x,x]
Wildling Strength [x]

Consumables:

Elixir of Invisibility

Important Features:
[SHOW]

Crippling Crush: Immobilizing or slowing an enemy does an extra 5 damage.

World Serpent's Grasp: When hitting a slowed or immobilized target with an attack, you can knock it prone.

Vicious Advantage: You gain CA against immobilized or slowed targets.

Two-Handed Weapon Expertise: Charging grants +1 to damage rolls.

Tireless: Sleeping 6 hours in a 3-day period gains the benefit of an extended rest.

Subtle Mordenkrad +2: +2 item bonus to damage rolls with this weapon against enemies granting CA.

Stalwart Belt: +5 THP when critting.

Cloak of the Walking Wounded: When using Second Wind while bloodied, you can expend two healing surges.

Equipped Items Format
[SHOW]

Code: Select all

Main Hand: Subtle Mordenkrad +2
Offhand:   (n/a)
Body:      Screaming Hide Armor +2

Head:      ---
Neck:      Cloak of the Walking Wounded +1
Arms:      ---
Hands:     ---
Waist:     Stalwart Belt
Feet:      Acrobat Boots
Symbol:    ---
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      ---
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Fialova
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Re: The War of Three Kings IC

Post by Fialova »

"I doubt the army has time to send people to hunt down a group as small as ours, but if they do then let them come. Those crossbowmen heard what we're about, we're in the right here, not them." They can take those bolts and shove them right up their asses, too. He also takes a moment to rest, taking a seat on the ground and wiping the blood from his blade.

"We shouldn't stay here too much longer," the Gleiosian continues. "We've more villages to visit, and who knows how many others are suffering similar raids by similar scum. I say as soon as we've caught our breath we give these buildings a once-over then move on." Bandits, looting soldiers, what next? A pack of wolves?

Mechanics
[SHOW]

Adrian d'Arcangeli
Short Rest: recover encounter powers, spend 1 surge to get to 51hp

Chloë Fialova
Short Rest: recover encounter powers

Combat Block - Adrian
[SHOW]

Adrian d'Arcangeli

Male Githzerai Avenger|Swordmage 7
Languages: Gleiosian, Tulrissian
Age: 22
Height: 5' 9"
Weight: 180 lbs.

Speed: 6
Initiative: +5
Passive Perception: 21
Passive Insight: 23
Senses: Normal Vision

AC: 27
Fort: 15
Reflex: 20
Will: 19
HP: 51/60
Bloodied: 30
Surge Value: 15
Surges left: 5/7
Action Points: 1

Current Oath of Enmity Target: Crossbowman 2

MBA (Overwhelming Strike): +13 vs AC, 1d10+8 damage (+1d8+1d6 damage on charge). On hit, I shift one square and slide the target into the space I vacated (either portion is optional)
RBA: +3 vs AC (+7 with dagger), 1d4 damage

Resistances: none

Vulnerabilities: none

Saves:
+2 vs daze, dominate, stun

Active Effects:
+2d8 damage on crit
On charge, +1d8+1d6 damage and don't provoke OAs
I cannot be blinded

Powers:

Overwhelming Strike
Sword Burst
Acrobat Boots (heroic tier)


Second Wind []
Iron Wolf Charge []
Iron Mind []
Oath of Enmity []*
Aegis of Ensnarement []**
Sword of Sigils []
Enduring Spirit []
Fury's Advance []
Armathor's Step []
Wolf's Bound []


Aspect of Might []
Dimensional Thunder []
Vanguard Bastard Sword +2 [X]

  • Recharges when Oath dies
    ** Recharges when target dies or the mark is superseded

Consumables: none

Important Features:
[SHOW]

Class Features
Hybrid: various weird rules for being hybrid, see PHB3 for a full breakdown.

Oath of Enmity (Hybrid): works as normal, except that it only applies to avenger powers.

Armor of Faith: When wearing cloth armor or no armor, and not using a shield, I gain +3 AC.

Swordbond: Weird RP shit, I can meditate to bond a blade to me and can then call that blade to my hand from up to 10 squares away as a standard action. See Forgotten Realm Player's Guide for full breakdown of shit I will never use.

Swordmage Aegis (Hybrid): Can only use aegis once per encounter, but I regain use of it the target dies or the mark is superseded.

Swordmage Warding: While conscious and wielding a light blade or heavy blade, I get a bonus to AC. +1 AC by default, +3 if wielding a one-handed blade in main hand and the other hand is free.

Racial Features
Danger Sense: +2 to initiative

Defended Mind: +2 to saving throws against effects that daze, dominate, or stun

Iron Mind: gain Iron Mind power

Shifting Fortunes: can shift 3 squares as a free action when using Second Wind

Theme Features
Level 1 Iron Wolf Warrior Feature: gain Iron Wolf Charge power

Level 5 Iron Wolf Warrior Feature: +2 to nature and perception checks

Feat(ures)
Versatile Expertise: +1 to attacks with heavy blades and light blades

Hybrid Talent: gain Swordmage Warding class feature

Hybrid Talent 2: gain Armor of Faith class feature

Power of Skill: +1 to trained skill checks, can use Overwhelming Strike as a basic attack

Githzerai Blade Master: gain proficiency with all military heavy blades, bastard swords, and fullblades. +2 damage with these weapons.

Item Features

Vanguard Bastard Sword +2: +2d8 damage on crit, +1d8 damage on charge, gain item daily power

Badge of the Berserker +1: don't provoke OAs while charging

Robe of Eyes Cloth Armor (Basic Clothing) +2: cannot be blinded, +2 to perception

Acrobat Boots (heroic tier): +1 to acrobatics, gain item at-will power

Rhythm Blade Wrist Razors +1: +1 AC & Reflex

Horned Helm (heroic tier): +1d6 damage on charge

Combat Block - Chloë
[SHOW]

Chloë Fialova

Female Hamadryad Controller 7
Languages: Tulrissian, Dwarven
Age: 24
Height: 5' 7"
Weight: 142 lbs.

Speed: 6
Initiative: +3
Passive Perception: 17
Passive Insight: 17
Senses: Low-Light Vision

AC: 20
Fort: 20
Reflex: 20
Will: 20
HP: 46/46
Bloodied: 23
Surge Value: 11
Surges left: 7/7
Action Points: 1

MBA (Dagger): +14 vs AC, 1d4+2 damage
RBA (Dagger): range 5/10, +14 vs AC, 1d4+3 damage
RBA (Sun Strike): range 10, +11 vs AC, 1d8+7 radiant damage and can slide the target 1 square

Resistances:

  • +5 to endurance vs starvation, thirst, or suffocation, and survive twice the normal time if forced to make such checks.

Vulnerabilities: none

Saves:

  • +2 against daze, dominate, stun

Active Effects:

  • ignore difficult terrain that is part of tree, underbrush, or other forest growth
  • meditate for 4 hours instead of sleep for 6 for extended rest, fully aware of surroundings while doing so.

Powers:

Sun Strike
Beguiling Strands


Second Wind []
Hamadryad Aspects []
Controller's Extension []
Shield []
Tide of the First Storm [_]

Consumables: none

Important Features:
[SHOW]

Class Features
Controller Features: weird, special rules for being a NPC companion class. See DMG2 for full breakdown.

Racial Features
Fey Origin: origin counts as fey for effects that relate to creature origin

Forest Walk (Hamadryad): ignore difficult terrain that is part of tree, underbrush, or other forest growth

Oaken Vitality: +5 to endurance vs starvation, thirst, or suffocation, and survive twice the normal time if forced to make such checks. Meditate for 4 hours instead of sleep for 6 for extended rest, fully aware of surroundings while doing so.

Tree Mind: +2 to saving throws against daze, dominate, stun.

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Re: The War of Three Kings IC

Post by Scratcherclaw »

"Those two men will be branded as deserters anyways, much like they branded us. I wouldn't worry too much," Wes says as he catches his breathe, tending to his minor injuries. "But yes, let's be on our way. There's nothing more for us here. It's best we continue onto the next village, and then those bandits."

Mechanics
[SHOW]

Kass
Short Rest: Regain all encounter powers

Wes
Short Rest: Regain all encounter powers & spend 1 surge to get to full HP

Wes Combat Block
[SHOW]

Wes Tarkin

Male Genasi Swordmage 7
Languages: Tulrissian, Serran
Age: 19
Height: 5'11"
Weight: 155 lbs.

Speed: 6
Initiative: +3
Passive Perception: 20
Passive Insight: 15
Senses: Normal Vision

AC: 27
Fort: 20
Reflex: 21
Will: 17
HP: 69/69
Bloodied: 34
Surge Value: 17
Surges left: 11/12
Action Points: 1

MBA: +14 vs AC, 1d10+7 damage
RBA: +3 vs AC, 1d4 damage

Resistances:
Fire 5; Cold 5

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Aegis of Shielding
Frigid Blade
Sword Burst
Woundstitch Powder (heroic tier)


Second Wind []
Guardian's Counter []
Sword of Sigils []
Dimensional Vortex []
Firedeath []
Echoes of Sword Magic []
Arcane Mutterings []
Armathor's Step []


Dimensional Thunder [X]
Swordmage Shielding Fire []
Rubicant Blade Rapier +2 []

Consumables:

None.

Important Features:
[SHOW]

Swordbond: By spending 1 hour of meditation with a chosen light or heavy blade, you forge a special bond with the weapon. As a standard action, you can call your bonded weapon to your hand from up to 10 squares away.

Swordmage Warding: While wielding either a light blade or a heavy blade, you maintain a magical field around you that provides a +1 bonus to AC, or a +3 bonus if you are wielding a blade in one hand and have your other hand free.

Elemental Origin: You are considered an elemental creature for the purpose of effects that relate to creature origin.

Cindersoul: You gain a +1 racial bonus to Fortitude and resist 5 fire.

Guardian: You gain a +2 power bonus to Insight and Perception checks.

Mark of Warding: Whenever one of your powers grants a bonus to a defense, increase that bonus by 1. Whenever you mark an enemy, that enemy takes a -3 penalty to attack rolls for attacks that don't target you instead of the normal -2 penalty.

Intelligent Blademaster: You can use your Intelligence modifier instead of your Strength modifier when making a basic attack with a melee weapon.

War Wizard's Expertise You gain a +1 bonus per tier to the attack rolls of arcane powers and basic attacks that you make with a light or heavy blade. Your attack rolls take a -5 penalty against your allies.

Hide Armor of Resistance +2: You gain a resist 5 cold.

Rubicant Blade Bastard Sword: When a power allows you to teleport, you can add 1 square to that distance. While this weapon is bonded to you with the swordmage Swordbond class feature, any other creature takes a -2 penalty to attack rolls with this weapon.

Rhythm Blade Wrist Razors +1: Your shield bonus to AC and Reflex increases by 1.

Gauntlets of Arcane Might (heroic tier): When you hit an enemy marked by you with an arcane attack power, you gain 2 temporary hit points.

Kass Combat Block
[SHOW]

Kass Tommick

Female Elf Striker 7
Languages: Tulrissian, Common
Age: 20
Height: 5'8"
Weight: 135 lbs.

Speed: 7
Initiative: +8
Passive Perception: 23
Passive Insight: 16
Senses: Low-light Vision

AC: 22
Fort: 20
Reflex: 20
Will: 20
HP: 27/54
Bloodied: 27
Surge Value: 13
Surges left: 4/7
Action Points: 1

MBA: +14 vs AC, 1d8+3 damage
RBA: +11 vs AC, 1d4+8 damage

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Striker's Damage
Piercing Strike


Second Wind []
Low Slash []


Assassin's Bane [X]

Consumables:

None.

Important Features:
[SHOW]

Companion Bonus: You gain tiered attack and damage bonuses.

Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.

Fey Origin: You are considered a fey creature for the purpose of effects that relate to creature origin.

Wild Step: You ignore difficult terrain when you shift.

Sense Threat: You can use Perception (13) when you roll for initiative. Allies within 10 squares of you who have a lower initiative gain a +2 bonus to initiative.

Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.

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ratwizard
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Re: The War of Three Kings IC

Post by ratwizard »

"Right, then," Brannik says as he stands from his kneel. "Gemma, on me. Let's make sure we're not leaving anything useful behind," the Bull commands as he briefly looks over the rest of the ruins, before continuing toward where the next village supposedly is.

"Theun," the dwarf says, piquing the man's attention while they search or walk. "I've not used an axe in some time, but perhaps I can show you a thing or two as we travel. You're not a shit fighter, you know, you've got potential. Quite green around the edges but I'll teach you some proper form and how to really sink that axehead into some treacherous fools' skulls. How's that sound?"

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Re: The War of Three Kings IC

Post by Namelessjake »

"The sun will be down within the hour, we'll have to make camp soon, but I agree we shouldn't hang about here," Theun replies to Adrian and Wes.

Gemma nods at Brannik's command and begins a quick search of the vicinity."Here," She says, tossing a coin purse to Brannik from one of the dead soldiers. Its contents include three gold pieces and four silver.

"Sounds good to me," Theun replies to Brannik, as the group sets off from the razed village. "Can't say no to being able to better help you lot protect the people of the Steppe."

"A travelling band of Knights and their men protecting villages," Chloe says. "Isn't the normal procedure to form an Order or something?" She laughs, as the group walks further Eastwards, following the same dirt track as before.

"The Steppeguard doesn't quite have the same ring to it that the Hollowguard does," Gemma jokes in reply.

"The Order of something, would work," Kass adds.

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ratwizard
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Re: The War of Three Kings IC

Post by ratwizard »

"We'll do some tutoring at sundown after we set camp," Brannik says, happy to have another apprentice. "We'll start slow and build a foundation, as I was taught. Remember to not be hasty. There are things that seem obvious but are subtle and require rote practice."

At the suggestion of an impromptu organization, Brannik's brow furrows in interested consideration. "The Order of..." he begins, brainstorming. "Got nothing. Sorry," the Bull says with a smile and a shrug. "Wes? Adrian?"

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Re: The War of Three Kings IC

Post by Fialova »

"We are protecting the innocents, and, by extension, bringing peace to the area. If we must have a name, perhaps the Order of the Cherry Blossom? Where I come from, the flowery buds of a native tree are a symbol of peace," Adrian chimes in, somewhat skeptical of the decision to name their group after having only known one another for a few days. It is certainly better than 'Group of misfit knights who think the lords of Tulrisse are cunts.'

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Re: The War of Three Kings IC

Post by ratwizard »

Brannik shrugs again before offering a nod. "That could work," he says. "Besides, a name's a name. Men fight for the ideals of an organization, moral or otherwise, not necessarily how catchy the name is. Though that helps."

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Re: The War of Three Kings IC

Post by Scratcherclaw »

"Naming ourselves after a plant?" Wes says, somewhat confused about the suggestion. "What are we, a bunch of pansies? No pun intended, of course, but the name should sound as tough as we are." With a quick shrug, he adds, "Not that I can think of a name either at this point. Hell, I don't even have a nickname."

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Re: The War of Three Kings IC

Post by ratwizard »

"Could call you the Mouth," Brannik says in a teasing manner. "What do you suggest, then? The Order of the Kingslayers? The Honorbound? Order of the People? Those are proper, boring, Tulrissian names."

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Re: The War of Three Kings IC

Post by Namelessjake »

"Something from Tulrisse might be better at keeping the local peasants on side. " Gemma says.

"The Brotherhood wit- no..." Chloe says, deciding against her suggest mid-sentence.

"Something to do with the rivers maybe?" Kass posits.

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Re: The War of Three Kings IC

Post by Fialova »

"We can be the 'Three Kings,'" Adrian replies, his initial suggestion rejected. "What better way to counter the 'real' kings than by equating ourselves to them? 'Anyone can be a king if they decide to call themselves that, no matter how good or bad their goals.' Enough people spread it around and perhaps they will reconsider their actions."

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Re: The War of Three Kings IC

Post by ratwizard »

"Fair point," Brannik says in response to Gemma's advice. "Hadn't thought of that."

The Bull chuckles at Adrian's suggestion. "I like it. I used to want to be a king, when I was a kid. Seems like it'd be inspiring for the commonfolk."

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Re: The War of Three Kings IC

Post by Scratcherclaw »

"The Three Kings..." Wes repeats out loud. "It's got a nice ring to it. Definitely something the Tulrissian people could get behind, not some lame tree," he adds cheekily.

"Though I doubt calling ourselves kings will make the real bickering royals reconsider anything. They'll just accuse us of treason and demand our heads, but we're well past that point as it is," Wes adds, knowing fully well how pride shrouds the minds of men, especially with such great power on the line.

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Re: The War of Three Kings IC

Post by Namelessjake »

"It's not bad, " Gemma says. "There are more than three of us though. You three may be the only knights but the rest of us are still here," she says to Brannik, Wes and Adrian. "With the way I fought, I'm sure one of the Lords would have knighted me after the Battle of Parth. If we hadn't been left for dead anyway... " She adds, trailing off after a while.

"How about The Order of the River Kings? Or just The River Kings. Something like that" Kass says.

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Re: The War of Three Kings IC

Post by Fialova »

"Yes, you're right," Adrian responds to Gemma. "It is arrogant of us to have a group named after only a few members, we'd be no different from the 'true' kings who see themselves as more important than the ones they lead." He places a hand to his chin, thinking. 'River Kings' is odd, but I will not insult her suggestion to her face. I'm sure I can think of something else.

After a few moments of thought, the man speaks up once more. "What about something referencing the Steppe? We are here, protecting its people, so it may as well tie into that. Perhaps something like 'Defenders of the Steppe' or similar." Though that is so boring. No one will fear such a name. "Or if we really want to provoke the ire of the warring kings, we could name ourselves the 'Kingslayers,'" Adrian finishes with a devious smile.

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Re: The War of Three Kings IC

Post by Namelessjake »

"The Shield of the Steppe, or Fausta's Shield? The latter is a bit religious sounding although that could potentially give us some legitimacy in the eyes of some," Chloe says.

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Re: The War of Three Kings IC

Post by ratwizard »

"Shield of the Steppe works. Though we've few shields among us," the Bull notes with a chuckle. "Still, that's something that these people can but their hope in. Fuck the Kings -- we fight for the commonfolk."

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Re: The War of Three Kings IC

Post by Scratcherclaw »

"I still quite like the Three Kings, honestly. Mostly for its value in comparing ourselves to the actual 'kings,'" Wes says after the suggestion is met with some protest. "Kingslayers is alright, but rings as sort of violent. Mentions of a shield suits the protector role better, I think. But are we just fighting for the people of Fausta's Steppe or of the whole kingdom? That's something we need to take into account."

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Re: The War of Three Kings IC

Post by ratwizard »

"Hell, the whole realm if I could. But let's start small here," Brannik suggests. "We shouldn't get cocky and bite off more than we can chew. After all, we're only a half-dozen-strong."

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Re: The War of Three Kings IC

Post by Fialova »

"'Fuck the Kings' has a nice ring to it too," Adrian replies with a smirk to Brannik's exclamation. "Short, to the point, and perfectly accurate. No one will question what we are about with a name like that," he continues.

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Re: The War of Three Kings IC

Post by Scratcherclaw »

"I'd love to hear the little old women of Tulrisse sing our praises with a name like that," Wes says with a chuckle, imagining the sound of a kindly, old woman casually spouting the potential name. "But in seriousness, we should choose a name that all across Tulrisse can get behind. We may not be able to protect them all immediately, but we should at least create a cause they can get behind."

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Re: The War of Three Kings IC

Post by Fialova »

"Why are we choosing our own name, anyway? Just let the peasants decide, they seem good enough at it given the nicknames they've made for Brannik and I. They are going to call us whatever they want in the long run, anyway," Adrian responds, not eager to spend the entire rest of the day debating what to call their small group.

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Re: The War of Three Kings IC

Post by ratwizard »

"Fair enough," the dwarf agrees, not entirely sold on any of the names offered. "We'll find something eventually, whether we come up with it or it's stamped upon us."

Brannik turns to Theun. "How far are we from the next village? Let's hope this one hasn't been put to the torch. Perhaps we can find some survivors from the previous attack," he says, hopefully.

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Re: The War of Three Kings IC

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"A few hours away maybe. I don't often travel this far from my village," Theun replies to Brannik. "I don't much fancy travelling in the dark though," he adds pointing to the sun which is now starting to dip below the horizon.

A few minutes later you near a large oak tree just off the road. "This would make a decent camp site if we're stopping for the night," Theun says. "It's either that or try and reach the village before it gets too late."

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Re: The War of Three Kings IC

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"Ordinarily I'd be inclined to keep going, but the next village could very well have the same fate. If we're gonna be sleeping among rubble, I'd rather do it sooner than later," Wes says as Theun mentions their options. Despite the fight earlier, the Menoran nobleman is far from exhausted, energized even. But knowing that the others may not feel the same and that grumpy companions make for a poor time traveling, he elects to stop for the night. "Besides, I'm starved!" he adds, patting his stomach as he craves food.

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Re: The War of Three Kings IC

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"I'm going to have to agree with Wes on this," Adrian says, as they approach the tree. "Better to camp off the beaten trail, and under the shade of a nice large tree, than to test our luck with another potential ruin. It's too late for a battle anyway, so if it isn't already in ruins it shouldn't be at risk til tomorrow." His mind made up, the foreigner sets his pack against the tree trunk and begins setting up his things for the night.

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Re: The War of Three Kings IC

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"I'll sleep wherever," Brannik offers. "Though this spot looks as good as any." He watches Gemma give a nod of agreement. "We'll finish our trek to the village tomorrow morning. Hopefully there will be people at this one," he says, disappointedly.

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Re: The War of Three Kings IC

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With everyone in agreement, the party erects a camp at the base of the large oak tree. A fire is made and stories are shared as the group eats around it before watches are assigned and people retire to their beds.

The night passes uneventfully, with the rustling of the tree's leaves in the wind only interrupted by the occasional howl in the distance or the sound of an owl overhead.

In the morning the camp is packed away quickly and heads off once more in good spirits. After walking for around three hours, the village comes into view. As you enter the village square, at the foot of a large windmill, you spot several men standing around wielding weapons. On the ground lay several bodies and many of the surviving men are spattered with blood. One man spots you and takes a step towards you, his hand reaching for the hilt of the sword at his hip.

"Halt! Who goes there?" He asks. The other men turn to face you too, also reaching for their weapons.

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Re: The War of Three Kings IC

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Adrian instinctively moves his hand to the hilt of his sword as well, but does not draw. "We are vagabonds, passing through the region. Is this your village?" he asks, playing up his Gleiosian accent. Friend or foe? Hopefully friend. Killing arrogant men is getting tiring, I'd rather protect the unarmed then kill their aggressors.

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What do these men look like? Armored? Any visible banners or symbols on their attire, or are they just dressed as peasants? Do their weapons seem well-made?

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Re: The War of Three Kings IC

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Now with a better view of the men you can see that they all appear to be peasants and their weapons look either old, damaged, or makeshift. "Aye it is. " The man replies, his hand remaining on his hilt. "Welcome to Mawic. Now if you'd kindly fuck off, that'd be grand. These aren't times to be trusting strangers I'm afraid. Hell some of these men here were from the next village over and they still tried to rob us," he adds gesturing to a couple of the bodies on the floor.

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Re: The War of Three Kings IC

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Annoyed, but now less hostile knowing that the men are simply the locals the group is trying to protect, Adrian removes his hand from his hilt and folds his arms in front of him. "We aren't here to fight you, we're here to put a stop to the crime in this area," Adrian says, sternly. "This is the third village we've been to so far, and yours is the first that seems to be holding its own. Are you all capable fighters?" he asks, hopeful that the men truly do not need their protection. Boy, if I was here to rob you you'd already be on the floor. Don't be a stubborn mule.

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Re: The War of Three Kings IC

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Brannik eyes the weapons of the men in the village square. "It's fortunate that you were able to defend yourselves," the Bull posits. Watching Adrian take a more neutral stance, the dwarf raises a hand for the rest of his allies to not take up arms. He plants his heavy warhammer in the gravel below his feet and leans on it, awaiting the reply of the villager. Glad they weren't more bannermen. It feels like shit knowing we've missed saving some of these poor sods previously.

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Re: The War of Three Kings IC

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"It would appear that we are, for the most part," the man replies to Adrian, moving his hand from his weapon.

"If by the next village over you mean the one to the West, it was razed a while ago by one of the armies. A man from that village attacked my village too," Theun says.

"That's the one. They must have joined a group of bandits after their village was destroyed," the man replies, noticeablynow more at ease with the group.

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Re: The War of Three Kings IC

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"This war has been so treacherous that even the commonfolk must turn to banditry and foul deeds to sustain themselves," Brannik notes, disappointed. "It's a damned shame."

The Bull turns to the villager. "We're in the business of ensuring these bandits are dealt with, even if they were once men like you. Have you any word of other villages who need help? It is in all of our interests to mitigate the damage the three kings have done to these lands."

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Re: The War of Three Kings IC

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"And more importantly," Adrian adds, tacking on to Brannik's questions, "do any of you have any idea where these bandits are holed up? We've been moving from town to town, hoping to intercept them before they can do any more damage than they already have, but if we can just find their hideout we can eliminate the issue at its source." And perhaps return some of the loot that they took, though I doubt there'd be much. These villages seem scarce.

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Re: The War of Three Kings IC

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"Other villages? In times like these I'd imagine it's all of them," the man replies to Brannik. "This foreigner has the right idea though. Retribution. You deal with the problem and hopefully make others think twice about doing the same," he adds in response to Adrian. "I don't know anything about a hideout though."

"I think I've at least got a lead," one of the other men says, stepping forward towards the party. He appears older, a few grey hairs amongst a head of black. He wears chainmail over his clothes and his sword looks to be in good condition. "The ones that got away here fled to the South. Before the war there was a group that hid out in the hills. Called themselves the Red Whispers. No one could ever find their hideout but patrols sent by the Lords at least kept them away from the villages, leaving them to robbing people on the road. The war appears to have grown their ranks and made them bolder in picking their targets."

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Re: The War of Three Kings IC

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"True, but issues like these are like wildfire. You stamp out one flame, and it's already grown to another patch. Still, defending villages and putting down some of the leaders aren't mutually exclusive. The latter of which sounds a lot more entertaining, though, that's for sure."

Brannik turns to the more elder villager, noticing the quality of his gear. "The Red Whispers, eh? Sounds like a load of bastards who prey on good folk like your own here. Perhaps we can go play bait out on the roads. If they've grown bolder, It might be the case they've grown stupid enough to engage us," he suggests with a chuckle.

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Re: The War of Three Kings IC

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"All the villages in need is why we've started our little posse," Wes responds to the first man. "With regional guards distracted from the war, there's no one else left to care."

"The Red Whispers?" Wes responds to the older man's mention of the bandits, a slight dumbfounded look on his face. "That's got to be the stupidest name for bandits I've ever heard. Do they think they're secretive assassins or something?"

Turning to Brannik, he says with a smirk, "If they're dumb enough to call themselves the Red Whispers, then they're dumb enough to engage us."

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Re: The War of Three Kings IC

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"It would be unwise to underestimate them," Adrian says, despite his lack of respect for the outlaws. "If they've managed to function for so long they are bound to be decently organized and likely fortified their position. Fighting them out in the open, when they expect no resistance, is one thing. It will be another to face them in their home, where they are always on guard." Judging these men by their name is as pointless as judging a book by its cover.

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Re: The War of Three Kings IC

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"If you're going after them then I'd like to join you," the older man says. "We may have driven them off today, but they still killed some of us, my son for one," he says, a solemn look on his face.

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Re: The War of Three Kings IC

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"You're more than welcome to," Brannik responds to the man. "You're not from Mawic originally, are you?" the Bull asks, forwardly.

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Re: The War of Three Kings IC

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"Born and raised," the man replies. "The name's Rardan," he says, stepping closer to Brannik and offering the man a hand. "Ser Rardan technically, but I never much liked the title. I fought in the Wyare rebellion. Killed one of the Lord Wyare's sons and earned myself a knighthood. Court wasn't for me though so I came back here," he says, elaborating.

"Owin you come too," Rardan shouts to one of the other men. "Owin is the best tracker in the village and he's the best shot with a longbow that I've ever seen," he says to the group. Owin walks forward and greets the party with a nod. Tall with light brown hair. He looks like one of the youngest men in the village square, no older than twenty.

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