The War of Three Kings — IC

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Namelessjake
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Re: The War of Three Kings IC

Post by Namelessjake »

Despite Adrian and Gemma failing to land any hits, another one of the remaining soldiers makes a run for it. This time with an open route to the door, he makes it out and the farmhouse and away from the battle.

"Coward!" Ser Gharren shouts at the man as he runs. He swings at both Adrian and Wes, before assuming a defensive posture in an attempt to fend off the attacks coming at him from both directions.

Round 4/5

Go: Wes, Kass, Brannik, Chloe

Mechanics
[SHOW]

Adrian: moves, charges, misses.

Gemma: moves, charges, misses.

Peasant Woman: Total defense.

Soldier 1: runs to (M,19), runs off map exiting encounter.

Ser Gharren Ostwald: One Stands Alone, 21 vs Will hits Adrian and Wes for 15 radiant damage (Wes uses Fire Death reducing damage to 6), bloodying Adrian, both are weakened (save ends), Shield of Discipline gains resist 6 damage until EONT, takes 0 thunder damage, saves.

Map
[SHOW]

Image

Map Info
[SHOW]

Auras: Purple - Kass creates a close burst 3 zone that lasts until the end of her next turn or until sustained. Enemies cannot shift, teleport, or benefit from invisibility, concealment, or total concealment which in this zone

Furniture: Any large pieces of furniture such as tables and chairs are difficult terrain. Any questions just ask.

Enemy Info
[SHOW]

Soldiers: Well equipped with swords and shields, as well as heavy armour. They are experienced fighters, however they are mostly drunk.

Crossbowmen: Similar to their Soldier counterparts although more lightly armoured and armed with crossbows.

Knight: A heavily armoured knight wielding a broadsword and kite shield, clad in full plate armour. He isn't immediately recognisable, but you can make a history check to see if you recognise him.

Peasant Woman: The young peasant girl you saw try to escape.

Status
[SHOW]

Image

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Scratcherclaw
YUO ARE SMART
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Re: The War of Three Kings — IC

Post by Scratcherclaw »

Wes grits his teeth at the knight's swing, managing to brush off the bulk of the hit through sheer willpower. "That's rich coming from you, the big knight harassing the commonfolk." His blade is imbued with a cold energy again, but the knight is able to predict his blow. "Nothing more cowardly than beating down those who can't defend themselves."

Using the residual energy built up within his blade, Wes raises the sword and unleashes a blast of booming energy. He keeps a close eye on Adrian and the knight's moves, ready to protect the injured Wind Dancer.

As the one soldier flees out the door, Kass rushes in, hoping to block the knight's path of escape. She locks eyes with Brannik, knowing the four of them, and Chloe nearby, can put the knight down.

Mechanics
[SHOW]

Wes
Standard: Frigid Blade on Knight
Attack: 9(1d20) +14 = 23 +2 = 25 vs AC = Miss

Free Action: Echoes of Sword Magic triggered, Close Blast 3, not that it matters since I can only reach Knight with it
Attack: 14(1d20) +11 = 25 +2 = 27 vs Fort = Hit
Damage: 8(2d6) +7 = 15 thunder damage, reduced by half so 7

Gain +2 THP from Gauntlets of Arcane Might

Ready Action: Guardian's Counter
If an ally within 2 squares of me is hit by an attack I'm not included in, the ally and I shift up to 2 squares, swapping positions. I become the target of the triggering attack in place of the ally. After it resolves, I can make a basic attack against the attacker.

Saving Throw: 1(1d20) = 1 ha

Kass
Minor: Sustain AB

Standard: Charge! to E21
Attack: 5(1d20) +17 = 22 - 2 = 20 vs AC = Miss (Brain went "don't forget the CA like before" and then forgot that Kass doesn't have it)

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: 57/69
Bloodied: 34
Surge Value: 17
Surges left: 12/12
Action Points: 0

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 [X]
Firedeath [X]
Echoes of Sword Magic [X]
Arcane Mutterings [_]
Armathor's Step [X]


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

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: 43/54
Bloodied: 27
Surge Value: 13
Surges left: 7/7
Action Points: 0

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 »

"They're getting away," Brannik says, turning back to the soldier. "I thought I told you to stay down." He hurries forward, taking up arms alongside Gemma, though also unable to land a blow on the man.

Mechanics
[SHOW]

Move
Walk to D30

Free
Mark Soldier 6.

Standard
Weight of Earth on Soldier 6 with CA from Vicious Advantage. Misses 20 vs AC.
5(1d20) +15 = 20; 10(2d6.reroll(2)) +16 = 26

Slow on Soldier 6 ends.

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: 67/79
Bloodied: 39
Surge Value: 19
Surges left: 13/15
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[X]
Takedown Strike[X]
Incredible Toughness[]
Roots of Stone[X]
Rough Strike[X]
Mountain Hammer[]
Screaming Armor +2 [X]


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

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 »

Once more Chloë tries to engulf the knight with her wind magic, and once more she is simply unable to muster a gust strong enough to move such a heavy man.

Mechanics
[SHOW]

Standard Action: Sun Strike on Knight
Attack: 23 vs AC = miss

No Action: prepared to use Shield as an immediate interrupt when hit by an attack, provided the +4 to AC would block the hit.

Combat Block
[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: 32/46
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 [X]
Controller's Extension [X]
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 »

The threat of Brannik and Gemma stops the remaining soldier from running any further, choosing to attack the Dwarven knight instead. However his attack is in vain as the Bull easily bats the man's sword away with his hammer.

Round 5

Go: Gemma, Adrian

Mechanics
[SHOW]

Wes: misses, hits, readies.

Kass: sustains, charges, misses.

Brannik: walks, marks, misses.

Chloe: misses, readies.

Soldier 6: attacks Brannik, 20 vs AC misses.

Map
[SHOW]

Image

Map Info
[SHOW]

Auras: Purple - Kass creates a close burst 3 zone that lasts until the end of her next turn or until sustained. Enemies cannot shift, teleport, or benefit from invisibility, concealment, or total concealment which in this zone

Furniture: Any large pieces of furniture such as tables and chairs are difficult terrain. Any questions just ask.

Enemy Info
[SHOW]

Soldiers: Well equipped with swords and shields, as well as heavy armour. They are experienced fighters, however they are mostly drunk.

Crossbowmen: Similar to their Soldier counterparts although more lightly armoured and armed with crossbows.

Knight: A heavily armoured knight wielding a broadsword and kite shield, clad in full plate armour. He isn't immediately recognisable, but you can make a history check to see if you recognise him.

Peasant Woman: The young peasant girl you saw try to escape.

Status
[SHOW]

Image

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ratwizard
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Re: The War of Three Kings IC

Post by ratwizard »

Gemma brings her spear up, moving around the soldier to try and cut off any possible escape.

Mechanics
[SHOW]

Move
Shift to E31

Standard
Intuitive Strike on Soldier 6. Misses 15 vs AC.
2(1d20) +13 = 15; 5(1d8) +3 = 8

Gemma Turadin -- Combat Block
[SHOW]

Gemma Turadin

Female Dragonborn Leader 7
Languages: Common, Tulrissian
Age: 27
Height: 5'5"
Weight: 140 lbs.

Speed: 6
Initiative: +2
Passive Perception: 13
Passive Insight: 13
Senses: Normal Vision

AC: 22
Fort: 20
Reflex: 20
Will: 20
HP: 53/53
Bloodied: 26
Surge Value: 13
Surges left: 7/7
Action Points: 1

MBA: 1d20+13 vs. AC, 1d8+8 damage.
RBA: 1d20+11 vs. AC, 1d4+2 damage.

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None.

Powers:

Intuitive Strike


Second Wind [X]
Dragonfear [X]
Sacrificial Lure [X]
Healing Word [X] [_]


Stand Tough[_]

Consumables:

None.

Important Features:
[SHOW]

Dragonborn Fury: Gain +1 racial bonus to attack when bloodied.

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Fialova
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Re: The War of Three Kings — IC

Post by Fialova »

Adrian winces as the knight's blade bites into his flesh once more. Close quarters for too long is not good. I need to keep on my feet, he thinks as he backs away to recuperate briefly. Not worth taking him on with his guard up anyway.

Mechanics
[SHOW]

Minor Action: Enduring Spirit
Effect: gain +4 to defenses until EONT

Standard Action: Second Wind
Effect: spend a surge to regain 15 hp, gain another +2 to defenses until SONT, shift to (G, 19)

Combat Block
[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: 42/60
Bloodied: 30
Surge Value: 15
Surges left: 6/7
Action Points: 0

Current Oath of Enmity Target: Knight

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
+5 power bonus to athletics checks, +2 to speed, and +2 melee damage

Powers:

Overwhelming Strike
Sword Burst
Acrobat Boots (heroic tier)


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


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

  • 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

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Namelessjake
Plane Wings Sharp Like Katana
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Re: The War of Three Kings IC

Post by Namelessjake »

With Adrian backing off, Ser Gharren takes a swing at Wes, however the Arcane Knight is able to parry the blow.

Round 5/6

Go: Wes, Kass, Brannik, Chloe

Mechanics
[SHOW]

Gemma: shifts, misses.

Adrian: heals, shifts.

Peasant Woman: total defence

Ser Gharren: Blade of Light on Wes, 25 vs AC misses.

Map
[SHOW]

Image

Map Info
[SHOW]

Auras: Purple - Kass creates a close burst 3 zone that lasts until the end of her next turn or until sustained. Enemies cannot shift, teleport, or benefit from invisibility, concealment, or total concealment which in this zone

Furniture: Any large pieces of furniture such as tables and chairs are difficult terrain. Any questions just ask.

Enemy Info
[SHOW]

Soldiers: Well equipped with swords and shields, as well as heavy armour. They are experienced fighters, however they are mostly drunk.

Crossbowmen: Similar to their Soldier counterparts although more lightly armoured and armed with crossbows.

Knight: A heavily armoured knight wielding a broadsword and kite shield, clad in full plate armour. He isn't immediately recognisable, but you can make a history check to see if you recognise him.

Peasant Woman: The young peasant girl you saw try to escape.

Status
[SHOW]

Image

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Scratcherclaw
YUO ARE SMART
Posts: 3739
Registered for: 11 years 3 months

Re: The War of Three Kings — IC

Post by Scratcherclaw »

Wes attempts to strike quickly, before Ser Gharren may react. However, his head is still spinning from the knight's prior attack and he fails to succeed. Damn this man. Why can't he go down easily? Luckily, the Arcane Knight shakes himself out of the sluggish weakness he feels.

Kass repositions to flank the knight once more and attempts to land another blow. She, however, fails.

Mechanics
[SHOW]

Wes
Standard: Sword Burst on Knight
Attack: 1(1d20) +11 = 12 vs Reflex = Crit miss ha

Guardian's Counter still readied, see previous post for deets

Saving Throw: 11(1d20) = 11 saved :D

Kass
Minor: Sustain AB

Move: Shift to F22

Standard: 8(1d20) +16 = 24 vs AC = Miss

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: 57/69 +2 THP
Bloodied: 34
Surge Value: 17
Surges left: 12/12
Action Points: 0

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 [X]
Firedeath [X]
Echoes of Sword Magic [X]
Arcane Mutterings [_]
Armathor's Step [X]


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

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: 43/54
Bloodied: 27
Surge Value: 13
Surges left: 7/7
Action Points: 0

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
A Wan Smile
Posts: 5468
Registered for: 11 years 3 months
Location: Hellworld

Re: The War of Three Kings IC

Post by ratwizard »

Brannik repositions, ensuring the soldier has no escape. "Over here, you loon," he shouts at the man, though unable to break past his defenses.

Mechanics
[SHOW]

Move
Walk to C31 (assuming I can't shift there), provoking an OA from Soldier 6.

Free
Mark Soldier 6.

Standard
Weight of Earth on Soldier 6 with CA. Misses 18 vs AC.
3(1d20) +15 = 18; 7(2d6.reroll(2)) +16 = 23

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: 67/79
Bloodied: 39
Surge Value: 19
Surges left: 13/15
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[X]
Takedown Strike[X]
Incredible Toughness[]
Roots of Stone[X]
Rough Strike[X]
Mountain Hammer[]
Screaming Armor +2 [X]


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

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 »

Unable to catch a break, Chloë continues to struggle with her wind.

Mechanics
[SHOW]

Adrian
Save vs weakened: 11 = success

Chloë
Standard Action: Sun Strike on Knight
Attack: 18 vs AC = miss

No Action: prepared to use Shield as an immediate interrupt when hit by an attack, provided the +4 to AC would block the hit.

Combat Block
[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: 32/46
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 [X]
Controller's Extension [X]
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 Brannik tries to shuffle around the crates stored in the corner of the room, the soldier manages to land a heavy attack against the dwarf, which he quickly follows up with another attack, before trying to move out from between the knight and his squire.

Round 6

Go: Gemma, Adrian

Mechanics
[SHOW]

Wes: misses, readies, saves.

Kass: sustains, shifts, misses.

Brannik: moves, Soldier 6 makes OA, 27 vs AC hits for 15 damage, marks misses.

Adrian: saves

Chloë: misses, readies.

Peasant Woman: total defence

Ser Gharren: Blade of Light on Wes, 25 vs AC misses.

Soldier 6: Attacks Brannik 21 vs AC hits for 9 damage, shifts to (D,32)

Map
[SHOW]

Image

Map Info
[SHOW]

Auras: Purple - Kass creates a close burst 3 zone that lasts until the end of her next turn or until sustained. Enemies cannot shift, teleport, or benefit from invisibility, concealment, or total concealment which in this zone

Furniture: Any large pieces of furniture such as tables and chairs are difficult terrain. Any questions just ask.

Enemy Info
[SHOW]

Soldiers: Well equipped with swords and shields, as well as heavy armour. They are experienced fighters, however they are mostly drunk.

Crossbowmen: Similar to their Soldier counterparts although more lightly armoured and armed with crossbows.

Knight: A heavily armoured knight wielding a broadsword and kite shield, clad in full plate armour. He isn't immediately recognisable, but you can make a history check to see if you recognise him.

Peasant Woman: The young peasant girl you saw try to escape.

Status
[SHOW]

Image

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Fialova
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Re: The War of Three Kings — IC

Post by Fialova »

With a running start, Adrian slams heavily into the knight, this time managing to break past his defenses and land a solid blow. That's much better, he thinks as he backs away again, prepared for a follow-up attack with the same technique.

Mechanics
[SHOW]

Standard Action: Charge > Overwhelming Strike to (E, 21) on Knight
Attack: 33 vs AC = hit
Hit: 23 damage. Adrian shifts to (F, 20), opts not to slide Knight.

Combat Block
[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: 42/60
Bloodied: 30
Surge Value: 15
Surges left: 6/7
Action Points: 0

Current Oath of Enmity Target: Knight

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
+5 power bonus to athletics checks, +2 to speed, and +2 melee damage

Powers:

Overwhelming Strike
Sword Burst
Acrobat Boots (heroic tier)


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


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

  • 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

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ratwizard
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Registered for: 11 years 3 months
Location: Hellworld

Re: The War of Three Kings IC

Post by ratwizard »

Gemma continues to cut the soldier off, barring his escape from the side door, though unable to land a strike from her spear.

Mechanics
[SHOW]

Move
Shift right to E32

Standard
Intuitive Strike on Soldier 6. Misses 22 vs AC.
9(1d20) +13 = 22; 3(1d8) +3 = 6

Gemma Turadin -- Combat Block
[SHOW]

Gemma Turadin

Female Dragonborn Leader 7
Languages: Common, Tulrissian
Age: 27
Height: 5'5"
Weight: 140 lbs.

Speed: 6
Initiative: +2
Passive Perception: 13
Passive Insight: 13
Senses: Normal Vision

AC: 22
Fort: 20
Reflex: 20
Will: 20
HP: 53/53
Bloodied: 26
Surge Value: 13
Surges left: 7/7
Action Points: 1

MBA: 1d20+13 vs. AC, 1d8+8 damage.
RBA: 1d20+11 vs. AC, 1d4+2 damage.

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None.

Powers:

Intuitive Strike


Second Wind [X]
Dragonfear [X]
Sacrificial Lure [X]
Healing Word [X] [_]


Stand Tough[_]

Consumables:

None.

Important Features:
[SHOW]

Dragonborn Fury: Gain +1 racial bonus to attack when bloodied.

User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4000
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Re: The War of Three Kings IC

Post by Namelessjake »

The knight reels from Adrian's charge, but quickly regains his footing and strikes Wes again dealing another heavy blow.

Round 6/7

Go: Wes, Kass, Brannik, Chloe

Mechanics
[SHOW]
Adrian: charges, hits, shifts.

Gemma: shifts, misses.

Peasant Woman: total defence

Ser Gharren: Divine Strength +6 damage to next attack, Ferocious Strike on Wes, 29 vs AC hits for 16 damage, Ser Gharren gains CA against the 1st target of his attack next turn.
Map
[SHOW]
Image
Map Info
[SHOW]
Auras: Purple - Kass creates a close burst 3 zone that lasts until the end of her next turn or until sustained. Enemies cannot shift, teleport, or benefit from invisibility, concealment, or total concealment which in this zone

Furniture: Any large pieces of furniture such as tables and chairs are difficult terrain. Any questions just ask.
Enemy Info
[SHOW]
Soldiers: Well equipped with swords and shields, as well as heavy armour. They are experienced fighters, however they are mostly drunk.

Crossbowmen: Similar to their Soldier counterparts although more lightly armoured and armed with crossbows.

Knight: A heavily armoured knight wielding a broadsword and kite shield, clad in full plate armour. He isn't immediately recognisable, but you can make a history check to see if you recognise him.

Peasant Woman: The young peasant girl you saw try to escape.
Status
[SHOW]
Image
User avatar
ratwizard
A Wan Smile
Posts: 5468
Registered for: 11 years 3 months
Location: Hellworld

Re: The War of Three Kings IC

Post by ratwizard »

Brannik continues to swing at the guard, battering the man's shield while recklessly advancing.
Mechanics
[SHOW]
Move
Walk to C32 (assuming I can't shift there), provoking an OA from Soldier 6.

Free
Mark Soldier 6.

Standard
Weight of Earth on Soldier 6 with CA. Misses 18 vs AC.
http://dice.brainclouds.net/CampaignVie ... aigns.aspx
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: 67/79
Bloodied: 39
Surge Value: 19
Surges left: 13/15
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[X]
Takedown Strike[X]
Incredible Toughness[_]
Roots of Stone[X]
Rough Strike[X]
Mountain Hammer[_]
Screaming Armor +2 [X]
__________________________________

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

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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Scratcherclaw
YUO ARE SMART
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Re: The War of Three Kings — IC

Post by Scratcherclaw »

Wes grits his teeth, trying to shrug off the pain of the intense blow he received. "You're a godsdamned plague on Tulrisse and her people. I'm gonna put you down," he roars, a blast of thunder erupting from his blade and shaking the knight in his armor.

Emboldened by Wes and taking advantage of the blow, Kass strikes out as well, landing a strong hit on the weakening knight.
Mechanics
[SHOW]
Wes
Standard: Dimensional Thunder on Knight
Attack: 10(1d20) +16 = 26 vs Fort = Hit
Damage: 12(2d10) +7 = 19 thunder damage and the knight suffers from 5 ongoing thunder damage (save ends)

Gain +2 THP

Kass
Minor: Sustain AB

Standard: Piercing Strike on Knight
Attack: 18(1d20) +16 = 34 vs AC = Hit
Damage, incl Striker's Damage: 6(1d8) +2(1d6) +8 = 16
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: 43/69 +2 THP
Bloodied: 34
Surge Value: 17
Surges left: 12/12
Action Points: 0

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 [X]
Firedeath [X]
Echoes of Sword Magic [X]
Arcane Mutterings [_]
Armathor's Step [X]
__________________________________

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

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: 43/54
Bloodied: 27
Surge Value: 13
Surges left: 7/7
Action Points: 0

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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Namelessjake
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Re: The War of Three Kings — IC

Post by Namelessjake »

Wes' blow leaves Ser Gharren noticeably wounded, as he drops down onto one knee leaning on his sword for support. He tries to stand but Kass is too quick, he drops his sword raising his hand to defend the attack. "Wai-" He begins to say before Kass' sword catches him in the neck killing him. His armoured body drops to the floor with a thud, the remaining soldier's eyes going wide.
Status
[SHOW]
Image
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Fialova
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Re: The War of Three Kings — IC

Post by Fialova »

Chloë turns her attention to the last remaining soldier once his commander falls at Kass' hands. However, she still can't quite get a handle on her magic, and as with her previous attempts, it does barely enough to tickle the man.
Mechanics
[SHOW]
Move Action: move to (F, 23)

Standard Action: Sun Strike on Soldier 6
Attack: 18 vs AC = miss

No Action: prepared to use Shield as an immediate interrupt when hit by an attack, provided the +4 to AC would block the hit.
Combat Block
[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: 32/46
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 [X]
Controller's Extension [X]
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
Plane Wings Sharp Like Katana
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Location: Blockbuster

Re: The War of Three Kings IC

Post by Namelessjake »

The remaining soldier, now alone and having seen his leader fall, glances at Brannik and then Gemma before tossing his sword to the ground. "I yield," he says, still nervously looking between the two in melee range of him.

Round 7 ?

Go: Gemma, Adrian, Wes, Kass, Brannik, Chloe ?

Mechanics
[SHOW]
Brannik: walks, marks, misses.

Wes: hits, gains THP.

Kass: sustains, hits, kills.

Chloe: walks, misses.

Soldier: drops sword, surrenders
Map
[SHOW]
Image
Map Info
[SHOW]
Auras: Purple - Kass creates a close burst 3 zone that lasts until the end of her next turn or until sustained. Enemies cannot shift, teleport, or benefit from invisibility, concealment, or total concealment which in this zone

Furniture: Any large pieces of furniture such as tables and chairs are difficult terrain. Any questions just ask.
Enemy Info
[SHOW]
Soldiers: Well equipped with swords and shields, as well as heavy armour. They are experienced fighters, however they are mostly drunk.

Crossbowmen: Similar to their Soldier counterparts although more lightly armoured and armed with crossbows.

Knight: A heavily armoured knight wielding a broadsword and kite shield, clad in full plate armour. He isn't immediately recognisable, but you can make a history check to see if you recognise him.

Peasant Woman: The young peasant girl you saw try to escape.
Status
[SHOW]
Image
User avatar
ratwizard
A Wan Smile
Posts: 5468
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Re: The War of Three Kings — IC

Post by ratwizard »

Gemma kicks his sword away and points her spear at him, a tight-lipped fury across her face.

Brannik slowly lowers his guard, turning to the younger woman. He shakes his head, giving her a placating gesture with a raised palm.

She seems to understand, giving the man an inch more of breathing room, lowering her spear.

The Bull turns back to the remaining soldier, his breathing labored from the close-quarter violence. "What's your name, son?" he asks in a coarse rumble.
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Re: The War of Three Kings — IC

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The man seems to relax slightly at Brannik's words, but he still keeps nervously glancing at Gemma and her spear. "The name's Harjald, Ser," he replies in a thick accent recognisable as that of the rural parts of the Valley of the Twins.

With the fighting done, the peasants emerge from their hiding spots, hugging each other tightly and sharing whispers. However they don't say anything to you, and still stand to the edge of the room, not yet clear of your intentions.
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Re: The War of Three Kings — IC

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"Harjald," Brannik repeats, looking at the man with stern eyes. "Who do you fight for?"
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Re: The War of Three Kings — IC

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With Brannik seeming to have a handle on the now-surrendered soldier, Adrian turns his attention elsewhere. He wipes the blood from his blade and holds it propped on his shoulder, before turning to the peasants and stepping towards them. "Are either of you hurt?" he asks, hoping the pair will see them as saviors and not as more aggressors. As he speaks, Chloë steps up as well, giving the peasants a polite smile to show they are friendly.
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Re: The War of Three Kings — IC

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Wes watches the knight go down, the final word failing to escape the dead man's lips. "Did you wait before robbing these people of their home? Their livelihood?" he mutters, shaking his head. He turns towards Kass and gives her a solemn nod as she stands in silence, processing the situation. It had to be done. It was either us or him. He chose too late to try and surrender.

He steps towards the remaining knight, leaning against the wall as Brannik interrogates him. Did he think this was right? Or did he simply do as he was told?
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Re: The War of Three Kings — IC

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"His Father, Lord Ostwald, technically," Harjald replies to Brannik, motioning to the corpse of Ser Gharren. "That one were a right prick though," he adds, his eyes nervously darting between his interrogators. "What about youse? You brigands?" He asks.

"No I think we're both fine," the woman replies to Adrian, before looking to the man besides her for confirmation. They both noticeably relax when then realise you care about their well-being.

"Aye. I don't know what'd we'd have done if you hadn't come along though," the man adds with a wan smile. "Which King do you fight for?" The man asks, clearly assuming you're just more soldiers.
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Re: The War of Three Kings — IC

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Gemma snorts. "Brigands, he thinks," she says, giving Brannik a look.

The dwarf's face stays stony, turning back to the nervous soldier. "No." He fans a hand toward the pair of commoners behind them. "From my perspective, you're the brigands."

He takes a deep breath, sighing. "Harjald, are you proud to fight for Lord Ostwald, and his right prick of a son — dead as he is? Do you feel your service is valued, and that he cares for the lives and safety of your brethren?"
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Re: The War of Three Kings — IC

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Wes raises an eyebrow as the soldier speaks of Lord Ostwald. "Did Lord Ostwald allow for this? Or was it just his ass of a son's doing?" the Arcane Knight asks, wondering how far up such despicable tactics goes. If a lord would truly sink so low... This war is bringing out the worst in Tulrisse.
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Re: The War of Three Kings — IC

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"No king," Adrian responds, smiling as it becomes clear that the peasants are safe and unafraid after such a harrowing evening. "We fight for you, the people," he continues, turning his attention partially towards Brannik and his interrogation. Does he seek to recruit this man? He is asking some very pointed questions.
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Re: The War of Three Kings — IC

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"It were King Jorran himself," Harjald replies to Wes. "He commanded the Ostwalds to burn the fields North of Red Bridge - cut off their supplies. So here we are . It's not like I have a choice," he adds, addressing Brannik's questioning.

"All refusin' orders will do is get you hanged."

"Well thank you," the woman replies to Adrian again. "I'm glad there's someone looking out for us commonfolk."

"Agreed. Feel free to help yerselves to anything from our stores," the man adds, gesturing to the crates and sacks in the corner. "We can't stay 'ere now and we won't be able to carry all of it, the rest will come looking for those lot eventually," he adds, gesturing to the bodies littering the ground.
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Re: The War of Three Kings — IC

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Wes shakes his head, eyes growing wide and filling with frustration as the soldier continues to speak. "That Jorran would stoop so low. He's besmirching his House, his nation, and his brother with such disregard for the people." He bumps his head against the wall with a dull thud.

"You've got a choice now. So do you want to do what's right, or do you want to spend your days fighting in a worthless war til you get cut down?"
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Re: The War of Three Kings — IC

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Brannik shakes his head at Harjald's words. "Following orders is what got you into this mess, burning the fields of these good people and stealing from their stocks."

He watches the man as Wes makes his pitch. "Everyone's got a choice. We all made ours," he says, gesturing toward the six of them.
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Re: The War of Three Kings — IC

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"You could come with us, if you've nowhere else to go," Adrian responds, a thought forming in his mind as he speaks. "We've not the best of amenities to offer, but we can offer wages and a safe place away from the war front. If you've skills in farming, we could certainly put those to use if you'd be willing." If these folk were to join us, that would certainly making gaining food easier. A small farm plot managed by a skilled farming family could go a long way towards keeping us fed.
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Re: The War of Three Kings — IC

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"Well I'd rather do the right thing of course," Harjald replies. "In the grand scheme of things where I'm from's not that far away. If the war moves Westward it'll be my village's fields burnin'," he adds, clearly unhappy with the prospect.

"That's certainly something we could do Ser," the man replies eagerly to Adrian, taking the Wind Dancer up on his offer. "We'll be safer than if we stay here," the woman nods.
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Re: The War of Three Kings — IC

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Wes sighs as the soldier brings up his own village. "A story too many will be living." He shakes his head, silently cursing the course of this war. "Tulrisse is hurting, and the cruel and cowardly actions of those in power are making it bleed more. It's unacceptable."

He crosses his arms, looking over the soldier. "Who knows where this war'll lead? But it'll claim many more lives and livelihoods at this rate."
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Re: The War of Three Kings — IC

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Brannik takes a deep breath again, sighing. "Harjald, the way I see it, you've got two options. You can walk away from this. Safely — that is. Don't worry, it isn't you that we consider our enemy. This, of course, comes with the pitfall of having to tell your lord that his son is dead, or trying to hide from doing so."

"Or, you can help us. There are villages that need protection. Yours, and many like it. Bandits roam the heartlands like lice on a dog while your own brethren starve from burned fields or raided supplies. I don't care what they say, these aren't priorities for your King, that King, or any of the bastards."
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Re: The War of Three Kings — IC

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Adrian keeps his ear towards the other conversation in the room as he speaks with the peasants, pleased to hear that the soldier seems receptive to a peaceful resolution. Two farmers and another skilled hand at combat would certainly be a great boon to the Shield, he thinks, smiling.

"Safety is the most we can offer, and we aim to offer it to all we can. The Kings don't seem to make your woes a priority, so it is the least we can do to lighten your load. If you've things you'd like to bring with you to our camp, please, gather what you can. We can't stay here too long, though. Other soldiers will surely come here after enough time has passed with no word from this group."
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Re: The War of Three Kings — IC

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"Aye," Wes says plainly as Brannik attempts to recruit the man to their cause. "The nobility are meant to protect the people and help the realm prosper. But they've just done the opposite since this war began." Would father ever approve of such a thing if his king ordered it? I suppose most would just fall into line...
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Re: The War of Three Kings — IC

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"Fuck it, you're right," Harjald replies, ripping the Ostwald crest off of his Gambeson and tossing it to the floor. "It doesn't even matter who's King. It doesn't change the weather or the harvest which is all that matters to most folk. Yet people are dying over it," he says, seemingly having taken your words to heart.

"Of course," the woman replies to Adrian, before heading towards the bedrooms, nervously stepping over a couple of the dead soldiers. "We should take everything we can carry from the stores too," the man says, making his way over to the stockpile and beginning to move the crates and sacks.
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Re: The War of Three Kings — IC

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"The nobility are meant to protect themselves," Brannik says to Wes. "That's how it works. Doesn't matter if you're from Bal, Tulrisse, or wherever. You might get one good ruler in a long line of bastards, but the exception doesn't disprove the rule. That's... an argument for another time, though. I digress."

The dwarf turns to Harjald, eyeing the frayed stitching on his gambeson where the patch was. "Good. You've already done the hardest part — taking a stand. We'll offer you everything you can. Shelter, food, and safety. It won't be an easy time, but nothing good ever is."
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Re: The War of Three Kings — IC

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"Yes, anything we can carry we can certainly aid you in bringing. We might be able to make a few trips back here to grab more if desired, before the rest of the army notices this place is no longer occupied." As he speaks he glances over towards the scene across the house, smiling as the soldier appears to be joining them as well. We saved two lives and gained three new recruits today, as well as some supplies. A successful mission if there ever was one.

As the peasants begin to gather their items up and prepare for the day ahead, Adrian takes this opportunity to head towards the deceased Ser Ostwald, looking over his belongings to see if he has anything of us besides his arms and armor. We can scavenge all of their gear if it isn't too destroyed, but this man might have other valuable as well.
OOC
[SHOW]
Would we be able to do mid-turn hauling to get stuff from this place? Like stuff that happens in the two-week time skip? Or would we RP that sort of thing, if we did want to come back to try to haul more stuff than we can carry now?
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Re: The War of Three Kings — IC

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Wes tries to ignore Brannik's words, knowing he's been critical of his people in more ways than this. He has become jaded over time. But nobility does more for the people than he gives credit for. Or did, before all this. He sighs, looking between their apparent new recruit and the rescued commonfolk.

"Safety's worth a lot in times like these. And the more people stand with us, the more safety we can offer. So I thank you for taking that step," he says, hopeful that their influence can spread further over time.
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Re: The War of Three Kings — IC

Post by Namelessjake »

Harjald nods in reply to Brannik before bending down to pick up his sword. Wary of you watching him he slowly sheathes it. "Well hopefully I can help," he says.
Adrian
[SHOW]
You kneel by the dead knight and begin searching him and examining his belongings.

You find a coin purse of 25 gold in his pockets as well as a golden pendant around his neck bearing the Ostwald house crest.

You also notice his gloves appear to be of particularly high quality, as well as his sword and armour, the latter of which appears to have been made by the dwarves of Bal.
Loot
[SHOW]
Dwarven Full Plate +2
Aftershock Broadsword +2
Parry Gauntlets (heroic tier)
Gold Ostwald Pendant
25 gold
Mechanics
[SHOW]
With the abstraction of the turn system you absolutely can attempt to retrieve more of the supplies from the farm, which is only a day's walk away from your base of operations anyway.

Rather than play out multiple trips this will function as a skill challenge which will begin once you leave the farm.

You can surmise it would take you about 4 trips to retrieve all of the supplies from the farm, however with each trip taking about two days for the round trip, the longer you continue to revisit the farm the greater the chance you will run into the rest of the raiding party searching for their comrades.

You should decide together how many trips you wish to make.

Then for each trip make two of the following skill checks. The number of successes will determine how well each of the supply runs goes.

Athletics - You attempt to carry more than you would normally be able to comfortably, helping .
Endurance - You attempt to walk for longer without rest attempting to get the supplies back to camp quicker.
Nature - You attempt to find a quicker path back to the camp speeding up the process of retrieving the supplies.
Perception - You keep watch for any more signs of the raiding party.

If you can think of anything else that might help using other skills you can roll for that instead, although the DC may vary.

For simplicity's sake the supplies are broken up into 12 units, 1 each per 4 potential trips as follows, for each trip you should pick what you wish to transport.

3 Units of the Arms and Armour from the Soldiers
5 Units of Food Supplies (this will be converted to gold for paying the group's upkeep)
4 Units of Farming Supplies
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Re: The War of Three Kings — IC

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OOC
[SHOW]
Of the 4 trips it'd take to pick this place clean, what sort of valuable items/supplies/equipment would we be able to take away with only 2 trips, and what would we be leaving behind?

An emphasis on weapons and armor to outfit our expanding group, food to provide for ourselves in the immediate, and farming tools / seeds / supplies to provide in the long-term.
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Re: The War of Three Kings — IC

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OOC
[SHOW]
New Mechanic Added To Skill Challenge
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Re: The War of Three Kings — IC

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"Your first task is a simple one," Brannik explains to Harjald. "Help us haul as much of these supplies back home as we can."

He turns to his companions. "There's a lot here... enough to warrant several trips to and fro. But I don't know if that's wise, if the rest of Ostwald's raiding party are still out and about. What do you think? Two trips? Grab an even share of the gear, the food, and the farming supplies?"

The dwarf takes a glance over the farmhouse while they talk. Wouldn't want to get caught with my pants down while we haul all this. Too bad we don't have the means to get a cart and horses.
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Re: The War of Three Kings — IC

Post by Fialova »

"I think we should aim to get as much of it as we can," Adrian responds, standing and pocketing the coins and the pendant. "Starting with this," he says, motioning towards the armor worn by the now-dead knight. "This man's spared no expense on his gear, and it could fetch a hefty price if we can find the right buyer. Or allow us to outfit one of our more skilled fighters to be even more effective."

Glancing around the house at the other available supplies, he responds, "I think an uneven approach would be ideal. Arms and armor first, as it will have more immediate benefit, and help to shore up our defenses should our presence be found out. Farming supplies next, to hopefully get our own food production going soon. Food stores last. If we can we should get it all, but if we can't get it all before the state of this place is discovered then I feel that could be the most efficient use of our time."
OOC/Mechanics
[SHOW]
Adrian will pocket the gold and pendant, but the armor should be in the 'party inventory'. He will physically carry it for now, but we should discussion what all we want to do with the magic items. He had:

Dwarven Full Plate +2
Aftershock Broadsword +2
Parry Gauntlets (heroic tier)

The parry gauntlets are useful to pretty much any of us, and Brannik and Adrian don't currently have a hand slot item, so one of us could take those if we wanted. No one seems to wear plate armor or use a broadsword, so those might be worth saving to sell later. Let me know your preferences.

* * *

For the skill challenge, I'd personally suggest we do an uneven split and focus first all the arms and armor, then farming supplies, and food last. Since the food is 'converted' to cash to spend, and we already have a decent amount of cash to spend (and low upkeep currently), I feel like that is lowest priority. Combined with the magic items to sell for cash to help there, I feel like the food is currently lowest on the totem pole supplies-wise.

Arms/armor can be expensive and hard to come by in wartime, so that seems most useful immediately. Farming tools will presumably allow us to establish fields that can help with feeding people. Reducing upkeep cost? Idk, but that seems also more useful immediate. "Teach a man to fish" and all.
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Re: The War of Three Kings — IC

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"Sold," Brannik says, listening to Adrian's sound reasoning. He begins rooting around, gathering up weapons, freeing the dead soldiers from their armor. A moment through, he turns back to Harjald with a sympathetic look. "You can stand outside if this part makes you uncomfortable. This armor can be reused to protect those who will fight for the people of this land, not against it. It would be a waste to leave it here, and your former allies would agree with me on that."
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Re: The War of Three Kings — IC

Post by Scratcherclaw »

"Aye, I'd be inclined to agree," Wes says as Adrian explains his logic with retrieving all the supplies. "It would deprive our foe of the chance of reclaiming anything useful to them too. Food won't help them win battles the way arms and armor would." He eyes the gear worn by the dead soldiers and knight, knowing the quality must be fairly good quality, especially Ostwald's. A lord's son no doubt has the best available. That'll fetch us some good coin. Noticing Brannik starting to make a move, Wes joins in prying the gear from their deceased foes.
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Re: The War of Three Kings — IC

Post by Namelessjake »

With a plan in place you begin gathering up what you can, with the two farmers and Harjald doing the same - the latter still helping but mostly staying away from his fallen comrades. Once you have packed up what you can, you set off heading back to the Cavern of Whispers.
Mechanics
[SHOW]
Make your first two rolls and specify what you are hauling back to camp.
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