The Firstborn — IC

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ratwizard
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Post by ratwizard »

Dessarius
Alvis shows you a demonstration of the mask — how to apply the scented aromatics and herbs, and how to replace them. The particular mask he uses appears to use thin, glass openings for the eyes, and must be very expensive. You consider you could make a version with thick cloth netting that would perform somewhat similarly, especially if wetted first to aid in trapping unwanted substances. All of the ingredients are available at Idrial's, provided you are only making a prototype for yourself. Otherwise, the production of multiple devices will require further material investment.

Alvis smiles. "A gold coin for the herbs and spices. My help comes free to a young, bright mind as yourself."

 
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FinalTemplar
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Post by FinalTemplar »

Dessarius
Dessarius watches intently and then nods quickly as he pulls out a gold coin. "Thank you, Alvis. I always look forward to doing business with you!" He says, trading the coin for the herbs.
OOC
If you want to move us forward, you can
Active PCs
Caedus (#4080FF)  
Dessarius (#8e44ad)
Eridas (#4040FF)
Narciso (#FFBF00) 
Taliesin (#4040BF)
Tristan (#2980b9)
Velasco (#800000)
Deimos (#f39c12)
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ratwizard
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Post by ratwizard »

Dessarius
"Very well, here you are. Good luck with your nokve problem. If you've further need of my reagents or services, you always know where to find me!" Alvis gives you a wide smile before you take your aromatics and leave his shop.

You now understand the design enough to be able to put the masks together with basic, available materials. You think you could build a prototype using borrowed materials from Idrial's shop, and the purchased herbs, in about an hour. Any further masks would require your own materials, and additional aromatics, and additional time.
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FinalTemplar
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Post by FinalTemplar »

Dessarius
Dessarius takes the small bundle of herbs back to Idrial's shop and begins making the mask for himself.
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Caedus (#4080FF)  
Dessarius (#8e44ad)
Eridas (#4040FF)
Narciso (#FFBF00) 
Taliesin (#4040BF)
Tristan (#2980b9)
Velasco (#800000)
Deimos (#f39c12)
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ratwizard
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Post by ratwizard »

Dessarius
You head back to the Low Docks, to Idrial's workshop. Using some spare leather, some fabric, and bits of iron, you are able to make a rough equivalent of the mask Alvis showed you.

Perfumed Mask
You are able to breathe normally in adverse conditions, such as a cave full of ammonia.
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FinalTemplar
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Post by FinalTemplar »

OOC
Mask acquired! Added to inventory!
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Caedus (#4080FF)  
Dessarius (#8e44ad)
Eridas (#4040FF)
Narciso (#FFBF00) 
Taliesin (#4040BF)
Tristan (#2980b9)
Velasco (#800000)
Deimos (#f39c12)
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ratwizard
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Post by ratwizard »

Dessarius
After cleaning up your work, you depart Idrial's workshop and cross the city back toward where you left the group. You arrive to find them with a bundle of several fish, and a few handfuls of grubs and shellfish — awaiting your return. All in all, your trek took about two and a half hours, and it is now early afternoon.
Everyone Else
It takes about two and a half hours, but Dessarius returns. In that time, Sisera has managed to spear a handful of fish total, while Vaughn forages a couple handfuls of grubs, shellfish, and a bit of kelp. It is now early afternoon.
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Namelessjake
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Post by Namelessjake »

Alierin is lounging on a larger rock, sunning herself, when Dessarius returns.

"How'd things go?" She calls out to the blacksmith as he approaches. "These two have gotten us a good amount of bait," she adds as she stands up. "Hopefully we can now get to the bottom of this pretty quickly. We need to get to the Southward for eight tonight," she says, reminding everyone of their plan with Gerirl.
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Scratcherclaw
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Post by Scratcherclaw »

"Agreed, we can't waste too much time," Aeron says, giving Alierin a glance and wondering how much of her composure is a facade. We can't let him down, or let her down. "Let's try and get to the bottom of this as soon as we can."

 
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FinalTemplar
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Post by FinalTemplar »

"I bought myself enough time to make this," He proudly holds up the beaked mask. "It's my first shot at it, but I think it should work just fine in helping to block out the smells of the cave." He looks back at the others and continues, "I did not have time to make any for the rest of you, though, it would have likely taken me the whole day and then some, with much more gold needed to procure the supplies, and I figured it would be better to get back here and make sure that this worked for the purpose I needed it for instead of spending the... anyways, my point is made."

He pauses, realizing that he is letting himself ramble. "That's quite the basket of fish. I've never actually seen that much fish together in one place before, honestly. I mean, there was that one time in the river... Nevermind."
Active PCs
Caedus (#4080FF)  
Dessarius (#8e44ad)
Eridas (#4040FF)
Narciso (#FFBF00) 
Taliesin (#4040BF)
Tristan (#2980b9)
Velasco (#800000)
Deimos (#f39c12)
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Post by Namelessjake »

"Well hopefully it works, let's get back in there," Alierin says, starting back towards the cave system.

Has he never been to the market? She wonders at Dess' mention of never seeing so many fish.
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ratwizard
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Post by ratwizard »

"That is quite the beak," Cymril comments at Dessarius' mask as she follows along. "You created that in just an hour?"

As soon as you enter the cave, the all-too-familiar stench of ammonia fills your nose — except for Dessarius, who hardly notices. Ahead, the bodies of several nokve from your first scrap lay still along the cave floor.

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FinalTemplar
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Post by FinalTemplar »

"Surprisingly, yes." He said, and he put the mask on as he entered into the cave system. "Alright, which way now?" He looks toward Aeron, "Only so many paths we haven't fully explored yet. I believe we didn't make it fully down the tunnel to our right." He says, leaning forward to look out past Aeron.

OOC
I vote go right, and see where the tunnel leads.
Active PCs
Caedus (#4080FF)  
Dessarius (#8e44ad)
Eridas (#4040FF)
Narciso (#FFBF00) 
Taliesin (#4040BF)
Tristan (#2980b9)
Velasco (#800000)
Deimos (#f39c12)
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Post by Namelessjake »

"Agreed," Alierin says as Dess suggests continuing to explore the tunnels to the right.

"Maybe Sisera should go first with the bait," she adds. "Someone good with animals at least - if we're going to try and lure the ones left away."


 
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Fialova
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Post by Fialova »

"I can go," Sisera responds, nodding in response to Alierin's comment. "I cannot see well in this place, though. Remind me, which way?" she asks, turning towards Aeron in particular.
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Scratcherclaw
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Post by Scratcherclaw »

"Let's get to it then," Aeron says, sticking close behind Sisera so she has enough light to proceed without peril. "Yeah, let's take this first tunnel on the right. Alierin's probably right that our culprits wouldn't want to have to go too deep in."

 
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BartNL
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Post by BartNL »

Vaughn nods in agreement. "If we have the opportunity, we should remove the bags with smelling salts." Vaughn says.
Mechanics
bat spirit, next to Vaughn.
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Fialova
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Post by Fialova »

Sisera nods to Aeron and proceeds within, following the path he'd mentioned towards the nokve they'd come across before. She carries her basket of fish, ready to throw some to the creatures should they remain in their path.
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ratwizard
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Post by ratwizard »

You take the first right, Aeron and Dessarius at the lead. The tunnel ends immediately in a dead-end. The nokve that had been here were the first to be dispatched as you recall.

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Post by Namelessjake »

"Okay, well let's try the next tunnel," Alierin says as the first tunnel is revealed to be a dead end, eager to hurry through the cave so they don't miss helping out Gerirl.
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ratwizard
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Post by ratwizard »

The group of you return to the middle passageway, but it is only a few short steps before Aeron hears the hissing of two more nokve. Through a crack between two large stalagmite formations that form a wall, he eyes the telltale signs of more of the irritated creatures, their hides discolored and dry instead of slick.

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Namelessjake
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Post by Namelessjake »

"You're up," Alierin says quietly to Sisera as she hears the sound of the nokve ahead, stepping aside to let the Quellam native through to the front of the party.
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FinalTemplar
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Post by FinalTemplar »

Dess keeps his sword sheathed as they walk, keeping his shield ready purely for defense if the lure doesn't work.
Active PCs
Caedus (#4080FF)  
Dessarius (#8e44ad)
Eridas (#4040FF)
Narciso (#FFBF00) 
Taliesin (#4040BF)
Tristan (#2980b9)
Velasco (#800000)
Deimos (#f39c12)
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Scratcherclaw
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Post by Scratcherclaw »

"Let's hope they go for the bait," Aeron says, eyeing the nearby nokve cautiously. "Let's move quick once they're distracted."

 
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Fialova
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Post by Fialova »

Nodding at Alierin's comment, Sisera steps ahead and takes one of the fish from her basket, tossing it towards the nearest of the creatures in hopes that it will turn its attention to the meal. 

Mechanics
Nature: [1d20+7]=2+7=9
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ratwizard
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Post by ratwizard »

OOC
You can roll a nature roll for animal handling.
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ratwizard
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Post by ratwizard »

Sisera's well-placed toss of one of the fish does nothing to dissuade the hissing. The creatures seem to recoil at the projectile, appearing to take it as a sign of aggression. The sounds instead grow in number as you hear more skittering from further in.
OOC
Mini Skill Challenge!
1 failure, but you still have a chance. Feel free to try a new tactic.
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Fialova
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Post by Fialova »

Sisera frowns, and decides to step closer to the strange creatures. She takes a couple steps before kneeling down and placing a few more fish in a small pile, before stepping back to her original position. 

Mechanics
Nature (again): [1d20+7]=4+7=11
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ratwizard
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Post by ratwizard »

Encounter 7: Round 1

As Sisera approaches and begins to build a small pile of the fish, the hissing reaches an apex, and the silhouettes in the darkness begin to shift and lurch.

Go: Alierin & Vaughn

Mechanics
No yet.
Maps
Aeron & Dessarius
Image
Everyone Else
Image
Map Info
Cave Wall: If the wall takes up more than half of a square, squeezing is required to be in that square. Squares with only a tiny amount of open space are impassible. Ping me if unsure re: specific squares.
Character Info
Nokve: Omnivorous, otter-like, bipedal, amphibian, long-tailed creatures who reside in the caves along the winding cliffside shores of the delta. They are somewhat dangerous if encountered in person, but they rarely leave their own habitats, despite the tales the Kurnish children tell. They are about the size of a large dog. With canid-like teeth and a short snout, they typically eat fish, shellfish, and whatever else they can find among the sea-caves beneath Groznid's heights. They sometimes forage near the mouth of the caves but rarely beyond it.
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Namelessjake
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Post by Namelessjake »

With the nokve enraged once more up ahead, Alierin darts forward. Taking the left path, she circles around the creatures, trying to get behind them.

Mechanics
Move: Double walk to (AG, 17)
Combat Block
Alierin

Female Halfling Rogue 3
Languages: Kurnish, Elven
Age: 21
Height: 6'3"
Weight: 167 lbs.

Speed: 6
Initiative: +6 (+8 when within 10 squares of Sisera)
Passive Perception: 16
Passive Insight: 11
Senses: Normal Vision

AC: 18 (19 from Dess)
Fort: 12
Reflex: 18
Will: 14
HP: 34/34
Bloodied: 17
Surge Value: 8
Surges left: 5/7
Action Points: 1

MBA: 1d20+8 vs AC, 1d4+2 damage
RBA: 1d20+12 vs AC, 1d4+6 damage

Resistances: None

Vulnerabilities: None

Saves: +5 Against Fear

Active Effects: None

Powers:

Piercing Strike
Acrobatic Strike

__________________________________

Second Wind [_]
Skulking Spy [_]
Second Chance [_]
Dazing Strike [_]
Tumble [_]
Low Slash [_]
__________________________________

Press the Advantage[X]

Consumables:

None
Important Features:
Nimble Reaction: You gain a +2 racial bonus to opportunity attacks.

Artful Dodger: You gain a bonus to AC equal to your charisma modifier (+3) against opportunity attacks.

Sneak Attack: When you make an attack with a light blade, a hand crossbow, a shortbow, or a sling and hit an enemy granting combat advantage to you, that enemy takes extra damage of 2d6. You can deal this extra damage once per turn.

Backstabber: The extra damage dice from your sneak attack class feature increase from d6s to d8s.

Light Blade Expertise: +1 bonus to attacks with light blades and +1 damage to damage rolls against creatures granting CA.
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BartNL
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Post by BartNL »

Mechanics
Move action: Vaughn to AM11 and Spirit Companion to AL15 one square above Sisera
Standard action: use Claws of the Eagle when an enemy attacks an ally in range.


Reaction
Use Claws of the Eagle when an enemy attacks an ally in range (priority)
Use Infectious Spark if SC is hit by a melee attack
Use Spirit Fangs if an enemy leaves a square adjacent to my SC without shifting

Combat Block
Male Deva Shaman 3
Languages: Elven, Kurnish, Serran
Age: 19
Height: 6"7
Weight: 210 lbs.

Speed: 6
Initiative: +8
Passive Perception: 21
Passive Insight: 16

AC: 17 (18 devout protector Dessarius)
Fort: 12
Reflex: 15
Will: 17
Astral Majesty: +1 to all defenses against bloodied creatures
HP: 26/32
Bloodied: 16
Surge Value: 8
Surges left: 4/7
Action Points: 1

MBA: +5 vs AC, 1d4+1 damage
RBA: Magic missile (no roll) 7 damage

Resistances:
6 Necrotic
6 Radiant

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Magic Missile
Stalker's Strike
Spirit's Fangs
Call Spirit companion
Claws of the Eagle

__________________________________

Second Wind [_]
Memory of a Thousand Lifetimes [_]
Magic Missile (minor action) [_]
Healing Spirit [_] [_]
Speak with Spirits [_]
Beguiling Strands[_]
Ironbreaker Claws [_]
Engaging Pursuit [_]
Infectious Spark [_]
__________________________________

Spirit of the Healing Flood [_]

Consumables:

None.

Important Features:
[SHOW]
Class Features
Stalker Spirit: Ally adjacent to spirit companion adds my intelligence modifier (+4) to damage rolls against bloodied enemies

Racial Features
Astral Majesty: +1 to all defenses against bloodied creatures

Feats
Tome Expertise: You gain a +1 feat bonus to implement attack rolls that you make with a tome. This bonus increases to +2 at 11th level and +3 at 21st level.
In addition, enemies adjacent to your conjurations or summoned creatures grant combat advantage. An enemy that is immune to fear is immune to this effect.

Arcane Initiate: You gain training in the Arcana skill.
Choose a 1st-level wizard at-will power. You can use that power once per encounter. (Beguiling Strands)
In addition, you can use wizard implements.
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ratwizard
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Post by ratwizard »

Encounter 7: Round 1

Alerin moves into the dark passageway, finding herself cornered by a pair of nokve who snap at her heels. Another of them screeches at the sight of Vaughn's spectral bat, and it rushes forward — however, the young arcanist surges to action, using his bat creature's sudden disappearance to disorient their assailant. The nokve instead slams head-first into the stalagmite with a sickening crunch, then hangs gravely limp.

Go: Dessarius & Aeron

Mechanics
Alierin: moves, moves

Vaughn: moves self and spirit, readies action

Nokve 17: moves and charges Alierin, misses 14 vs AC.

Nokve 14: moves, attacks Alierin, 22 vs AC = hit for 10 damage.

Nokve 16: moves , attacks Bat Spirit, 29 vs AC = hit for 12 damage...

Vaughn: interrupts for 14 damages (resisted to 11) and bloodies, SC disappears, forces Nokve 16 to MBA itself, 22 vs AC = hit for 18 damage (resisted to 15), killing itself.
Maps
Aeron & Dessarius
Image
Everyone Else
Image
Map Info
Cave Wall: If the wall takes up more than half of a square, squeezing is required to be in that square. Squares with only a tiny amount of open space are impassible. Ping me if unsure re: specific squares.
Character Info
Nokve: Omnivorous, otter-like, bipedal, amphibian, long-tailed creatures who reside in the caves along the winding cliffside shores of the delta. They are somewhat dangerous if encountered in person, but they rarely leave their own habitats, despite the tales the Kurnish children tell. They are about the size of a large dog. With canid-like teeth and a short snout, they typically eat fish, shellfish, and whatever else they can find among the sea-caves beneath Groznid's heights. They sometimes forage near the mouth of the caves but rarely beyond it.
Status
Image
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BartNL
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Post by BartNL »

Mechanics
Reaction: Immediate Interrupt: Infectious Spark vs Nokve 16 [1d20+10]=6+10=16 + memory of a thousand lifetimes [1d6]=4 for 20 vs. will
On hit:
[1d8+5]=8+5=13+1 for 14 psychic damage.
Nokve 16 attacks itself (mba) and has CA for this attack
Then SC disappears, Vaughn takes no damage.


Combat Block
Male Deva Shaman 3
Languages: Elven, Kurnish, Serran
Age: 19
Height: 6"7
Weight: 210 lbs.

Speed: 6
Initiative: +8
Passive Perception: 21
Passive Insight: 16

AC: 17 (18 devout protector Dessarius)
Fort: 12
Reflex: 15
Will: 17
Astral Majesty: +1 to all defenses against bloodied creatures
HP: 26/32
Bloodied: 16
Surge Value: 8
Surges left: 4/7
Action Points: 1

MBA: +5 vs AC, 1d4+1 damage
RBA: Magic missile (no roll) 7 damage

Resistances:
6 Necrotic
6 Radiant

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Magic Missile
Stalker's Strike
Spirit's Fangs
Call Spirit companion
Claws of the Eagle

__________________________________

Second Wind [_]
Memory of a Thousand Lifetimes [_]
Magic Missile (minor action) [_]
Healing Spirit [_] [_]
Speak with Spirits [_]
Beguiling Strands[_]
Ironbreaker Claws [_]
Engaging Pursuit [_]
Infectious Spark [_]
__________________________________

Spirit of the Healing Flood [_]

Consumables:

None.

Important Features:
[SHOW]
Class Features
Stalker Spirit: Ally adjacent to spirit companion adds my intelligence modifier (+4) to damage rolls against bloodied enemies

Racial Features
Astral Majesty: +1 to all defenses against bloodied creatures

Feats
Tome Expertise: You gain a +1 feat bonus to implement attack rolls that you make with a tome. This bonus increases to +2 at 11th level and +3 at 21st level.
In addition, enemies adjacent to your conjurations or summoned creatures grant combat advantage. An enemy that is immune to fear is immune to this effect.

Arcane Initiate: You gain training in the Arcana skill.
Choose a 1st-level wizard at-will power. You can use that power once per encounter. (Beguiling Strands)
In addition, you can use wizard implements.
[/quote]
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Scratcherclaw
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Post by Scratcherclaw »

Aeron sighs as Sisera agitates the creatures further with her attempts at laying bait. Dammit. We got the fish to avoid this. Seeking to give Alierin aid, he rushes in and strikes at the enraged beast before them.
Mechanics
Move: Walk to AH15

Standard: Ardent Strike on Nokve 14
Attack: [1d20+11]=14+11=25 vs AC = Hit
Damage: [1d12+6]=8+6=14
Nokve 14 is subject to my Divine Sanction until EONT, is marked (-3), and takes 8 radiant damage the first time each round it makes an attack that doesn't include me as a target

Minor: Divine Challenge on Nokve 17
Nokve 17 is marked (-3) and takes 8 radiant damage the first time each round it makes an attack that doesn't include me as a target
Combat Block
Aeron

Male Half-Elf Paladin 3
Languages: Elven, Kurnish, Common
Age: 21
Height: 6'8"
Weight: 225 lbs.

Speed: 5
Initiative: +1 (+2 w/ Sisera)
Passive Perception: 12
Passive Insight: 21
Senses: Low-light Vision

AC: 19 (+1 w/ Dess)
Fort: 15
Reflex: 12
Will: 17
HP: 43/43
Bloodied: 21
Surge Value: 10
Surges left: 11/13
Action Points: 1

MBA (Virtuous Strike): +11 vs AC, 1d12+6 radiant damage and +2 to saving throws until SONT
MBA Charging (Ardent Strike): +11 vs AC, 1d12+6 damage and the target is subject to Divine Sanction until EONT
MBA (Hold Fast): +11 vs AC, 2d12+6 damage and the target is immobilized until EONT
RBA: +2 vs AC, 1d4+1 damage

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Divine Challenge
Lay on Hands
Virtuous Strike
Ardent Strike
Divine Sanction

__________________________________

Second Wind [_]
Guardian's Counter [_]
Intent Laid Bare [_]
Valorous Smite [_]
Virtue [_]
Divine Mettle [_]*
Divine Strength [_]*
Hold Fast [_]
__________________________________

Majestic Halo [_]

*Can only use one Channel Divinity power per encounter

Consumables:

None.
Important Features:
Class Features
Divine Challenge/Sanction: While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. Also, it takes radiant damage equal to 3 + your Charisma modifier (+5) the first time it makes an attack that doesn’t include you as a target before the start of your next turn. The damage increases to 6 + your Charisma modifier (+5) at 11th level, and to 9 + your Charisma modifier (+5) at 21st level. On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can’t use divine challenge on your next turn.

Racial Features
Group Diplomacy: You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.

Feats
Two-Handed Weapon Expertise: You gain a + 1 feat bonus to weapon attack rolls you make with a two-handed melee weapon. In addition, you gain a + 1 bonus to the damage rolls of charge attacks you make with a two-handed melee weapon. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.

Weapon Proficiency (Fullblade): You gain proficiency with the Fullblade.

Mark of Warding: Whenever one of my powers grants a bonus to a defense, increase that bonus by 1. When I mark an enemy, they take -3 to attack rolls for attacks that don't target me instead of -2.
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FinalTemplar
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Post by FinalTemplar »

(no rp currently)
mechanics
Move to AH15.
Dominator's Strike @ Nokve14. To hit: [1d20+11]=6+11=17.
Damage: [1d10+6]=6+6=12.
Effect: Gain +3 THP.
Combat Block
Dessarius (#8e44ad)
Male Dragonborn Blackguard 3 (Reskinned Elf)
Languages: Kurnish, Elvish
Age: 23
Height: 6'7
Weight: 190 lbs.

Speed: 5
Initiative: +2
Passive Perception: 16
Passive Insight: 11
Senses: Low-light Vision

AC: 21
Fort: 17
Reflex: 15
Will: 15
HP: 36/39 +3/3 THP
Bloodied: 19
Surge Value: 10
Surges left: 9/11
Action Points: 1

MBA: Bastard sword - +11 vs. AC, 1d10+6 damage
RBA: N/A

Resistances:
None.

Vulnerabilities:
None.

Saves:


Active Effects:
None.

Powers:

At-Will -
Vengeance Strike
Dominator’s Strike
Item At-Will -
__________________________________

Encounter [_] -
Sohei Flurry [X]
Dragonfear [X]
Dread Smite [X][_]
Shroud of Shadow [X]
Vice’s Reward [_]
Second Wind [_]
Item Encounter [_] -
__________________________________
Daily [_] -
N/A
Item Daily [_] -

Consumables:
None.
Important Features
[SHOW]
Power Details
[SHOW]
At-Will Powers
[SHOW]
Vengeance Strike - Standard - +11 vs AC - 1d10+6+(number of enemies adjacent*2, max of +8) to one target. 
Dominator’s Strike - Standard - +11 vs AC - 1d10+6 damage. Effect: Gain +3 Temp HP.
Dark Menace - Constant - (For personal reference only) When making a weapon attack vs an enemy granting me CA, I may add +3 (Cha mod) to the damage dealt.
Spirit of Vice - Free action - 1/round - When I have temp hp, I may choose to deal 3 (Cha Mod) damage to myself, in order to gain +3 (Cha mod) to my damage dealt on my next attack.
Encounter Powers
[SHOW]
Second Wind - Standard Action - Effect: Spend a healing surge and gain a +2 bonus to all defenses until the SONT.
Sohei Flurry - Minor Action - Effect: +11 vs AC, 1d10+1 damage.
Dread Smite- Free Action - Trigger: I target an enemy with an at-will weapon attack power. Effect: The target takes cold and necrotic damage equal to 2+3 (Cha Mod). If the triggering attack hits, the target also takes ongoing 5 cold and necrotic (save ends).
Dragonfear - Minor Action - Close Burst 5 - Each enemy in burst - +9 vs Will - Target(s) take a -2 penalty to ATK rolls and grant CA until EONT.
Shroud of Shadow - Minor Action - Personal - Effect: I gain partial concealment until EONT. I also gain 5 THP.
Vice’s Reward - Minor Action - Personal - Effect: I gain 5 THP, and I can make a saving throw. In addition, I gain a +2 power bonus to all defenses until EONT.
Race Features
[SHOW]
Dragonborn Fury - +1 to Hit while bloodied.
Draconic Heritage - Add Con mod to healing surge value.
Dragonfear - Gain the Dragonfear power.
Theme Features
[SHOW]
Theme:
Level 1 Sohei Feature - Gain the Sohei Flurry power.
Class Features
[SHOW]
Dark Menace - Whenever I make a Weapon attack against an enemy granting CA to me, that enemy takes extra damage equal to my Cha mod (+5).
Dread Smite - I gain the Dread Smite power.
Shroud of Shadow - I gain the Shroud of Shadow power.
Spirit of Vice - I gain the Spirit of Vice free action.
Vengeance Strike - As my enemies press in upon me, my soul is filled with vengeance, and I use that strength to lash out.
Vice At-Will Power - I gain the Dominator’s Strike power.
Vice’s Reward -
Extra Dread Smite -
Feats
[SHOW]
Weapon Proficiency (Bastard Sword) - Gain proficiency with the Bastard Sword.
Practiced Study - Can master and perform martial practices. Gain “Master Artisan”.
Devout Protector Expertise - Gain +1 feat bonus per tier to weapon attack rolls you make with any one-handed melee weapon and a +1 feat bonus per tier to holy symbol implement attacks. While you use a shield, your allies gain a +1 shield bonus to AC.
Active PCs
Caedus (#4080FF)  
Dessarius (#8e44ad)
Eridas (#4040FF)
Narciso (#FFBF00) 
Taliesin (#4040BF)
Tristan (#2980b9)
Velasco (#800000)
Deimos (#f39c12)
User avatar
ratwizard
A Wan Smile
Posts: 5572
Registered for: 11 years 4 months
Location: Hellworld

Post by ratwizard »

Encounter 7: Round 1

The two swordsmen advance and easily dispatch one of the creatures threatening Alierin, though one more scampers up to take its place and rakes her. There is a great bellow, the source of which appears from the other side of the rock formations. A huge nokve, easily the size of a wolf, lumbers forward at Sisera. It is joined by another smaller of the creatures, and together they bear down on her with gnashing, razor teeth as they tear into her leg and arm.

"Duck, Sisera!" calls Cymril as she moves to the Quellamese woman's aid. The younger elf swings her walking staff in a cleaving arc, missing the major, but catching the minor square in the jaw. It loosens its grip on Sisera and slips to the wet floor with a screech.

Go: Sisera

Mechanics
Aeron: moves, hits and bloodies, marks

Dessarius: moves, hits and kills and gains THP.

Nokve 18: moves and charges Alierin, 25 vs AC = hit for 11 damage, bloodying her.

Nokve Berserker 1: moves, charges Sisera, 21 vs AC = hit for 14 damage.

Nokve 15: moves, charges Sisera, 28 vs AC = hit for 13 damage, bloodying her.

Cymril: moves, uses Call Forth the Spirit Pack against Nokve Berserker 1 and Nokve 15, 9 vs Reflex = miss, 22 vs Reflex = hit. Nokve 15 takes 8 damage and is knocked prone.
Maps
Aeron & Dessarius
Image
Everyone Else
Image
Map Info
Cave Wall: If the wall takes up more than half of a square, squeezing is required to be in that square. Squares with only a tiny amount of open space are impassible. Ping me if unsure re: specific squares.
Character Info
Nokve: Omnivorous, otter-like, bipedal, amphibian, long-tailed creatures who reside in the caves along the winding cliffside shores of the delta. They are somewhat dangerous if encountered in person, but they rarely leave their own habitats, despite the tales the Kurnish children tell. They are about the size of a large dog. With canid-like teeth and a short snout, they typically eat fish, shellfish, and whatever else they can find among the sea-caves beneath Groznid's heights. They sometimes forage near the mouth of the caves but rarely beyond it.
Status
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Fialova
Magical Liopleurodon
Posts: 4829
Registered for: 11 years 4 months
Location: The Great North
Contact:

Post by Fialova »

Sisera shouts as she is bitten twice by the odd creatures. They are so vicious, we must get rid of the big one. She sighs as Cymril knocks one of them to the ground, and she takes a moment to back up and catch her breath. Raising her bow, she takes aim at the larger creature, letting loose an arrow.

Mechanics
Move Action: shift to (AK, 14)

Minor Action: Inspiring Word on self
Effect: recover [1d6+8]=6+8=14 hp, unbloodying

Standard Action: Paint the Bulls-Eye on Nokve Berseker
Attack: [1d20+9]=12+9=21 vs AC = hit?
Hit: [1d10+1]=1+1=2 damage. Until the end of my next turn, the target takes -2 to attack rolls (unless immune to fear) and allies have a +3 power bonus to damage rolls against them.


Combat Block
Sisera

Female Human Warlord 3
Languages: Elven, Kurnish
Age: 22 (looks 17ish)
Height: 6' 6"
Weight: 172 lbs.

Speed: 6
Initiative: +2
Passive Perception: 15
Passive Insight: 10
Senses: Normal Vision

AC: 17
Fort: 19
Reflex: 15
Will: 15
HP: 21/34
Bloodied: 12
Surge Value: 8
Surges left: 8/8
Action Points: 1

MBA (Scimitar): +7 vs AC, 1d8+4 damage
RBA (Longbow): +7 vs AC, 1d10+4 damage

Resistances:
3 ongoing damage

Vulnerabilities: none

Saves: none

Active Effects:
ALL READ: Allies within 10 squares who can see/hear me get +2 power bonus to init always. Allies who spend and AP can shift 3 squares for free before or after their attack.

Powers:

Viper's Strike*
Direct the Strike
Paint the Bulls-Eye*
__________________________________

Second Wind [_]
Inspiring Word [X][_]
Vengeance is Mine [_]
Steppe-Horse Spirit [_]
Race the Arrow [_]
__________________________________

Lead the Attack [_]

* These powers have extra effects from feats, not listed in the normal power section

Consumables: none

Important Features:
Class Features
Archer Warlord: Strength for RBA instead of Dexterity, + some proficiencies

Combat Leaders: allies who can see/hear me within 10 squares gain +2 power bonus to init

Skirmishing Presence: allies can shift 3 squares for free when using AP before or after attack

Theme Features
Level 1 Feature: Free mounted combat feat

Feat(ures)
Mounted Combat: Gain access to special powers of mounts if they have them. Don't suffer normal penalties to mount attacks while riding. Mounted creature can make any Athletics, Acrobatics, Endurance, or Stealth checks using my skill values instead of their own.

* Harrowing Swarm Student: When used with any bow or crossbow, my Paint the Bulls-Eye has the rattling keyword, causing enemies hit by it to take -2 to attacks until the end of my next turn unless they are immune to fear effects.

Master at Arms: Can sheathe one weapon and draw another with the same minor action.

* Desert Moon Student: When attacking an unbloodied enemy with a high-crit heavy blade (my scimitar), my Viper's Strike lets me shift 2 squares for free on a hit

Superior Fortitude: resist 3 ongoing damage
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ratwizard
A Wan Smile
Posts: 5572
Registered for: 11 years 4 months
Location: Hellworld

Post by ratwizard »

Encounter 7: Round 2

Sisera's arrow strikes true as she breaks free from the tussle. Another bellow emanates from further in the cavern, preceded by the lumbering steps of another massive nokve. It charges at the now-surrounded Alierin, though even injured, she is able to dance past its reach.

Go: Alierin, Vaughn

Mechanics
Sisera: shifts, heals, hits and piñatas.

Nokve Berserker 2: moves, charges Alierin, misses 13 vs AC.
Maps
Aeron & Dessarius
Image
Everyone Else
Image
Map Info
Cave Wall: If the wall takes up more than half of a square, squeezing is required to be in that square. Squares with only a tiny amount of open space are impassible. Ping me if unsure re: specific squares.
Character Info
Nokve: Omnivorous, otter-like, bipedal, amphibian, long-tailed creatures who reside in the caves along the winding cliffside shores of the delta. They are somewhat dangerous if encountered in person, but they rarely leave their own habitats, despite the tales the Kurnish children tell. They are about the size of a large dog. With canid-like teeth and a short snout, they typically eat fish, shellfish, and whatever else they can find among the sea-caves beneath Groznid's heights. They sometimes forage near the mouth of the caves but rarely beyond it.
Status
Image
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BartNL
Swampperson Prime
Posts: 733
Registered for: 5 years 1 month
Location: Neverland
Contact:

Post by BartNL »

Vaughn positions himself to help his friends out. He bites his lip, feeling awful for what they have to do.
Mechanics
Move action: Vaughn to AH14
Minor action: call spirit companion to AG17 floating above Alierin
Standard action: use Ironbreaker Claws vs. Nokve 17 [1d20+10]=13+10=23 vs will for [1d10+6]=10+6=16 damage and on hit Alierin can make a MBA with advantage and an additional +4 bonus to the attack roll vs. Nokve 17 as a free action


Reaction
Use Spirit Fangs if an enemy leaves a square adjacent to my SC without shifting

Combat Block
Male Deva Shaman 3
Languages: Elven, Kurnish, Serran
Age: 19
Height: 6"7
Weight: 210 lbs.

Speed: 6
Initiative: +8
Passive Perception: 21
Passive Insight: 16

AC: 17 (18 devout protector Dessarius)
Fort: 12
Reflex: 15
Will: 17
Astral Majesty: +1 to all defenses against bloodied creatures
HP: 26/32
Bloodied: 16
Surge Value: 8
Surges left: 4/7
Action Points: 1

MBA: +5 vs AC, 1d4+1 damage
RBA: Magic missile (no roll) 7 damage

Resistances:
6 Necrotic
6 Radiant

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Magic Missile
Stalker's Strike
Spirit's Fangs
Call Spirit companion
Claws of the Eagle

__________________________________

Second Wind [_]
Memory of a Thousand Lifetimes [_]
Magic Missile (minor action) [_]
Healing Spirit [_] [_]
Speak with Spirits [X]
Beguiling Strands[_]
Ironbreaker Claws [_]
Engaging Pursuit [_]
Infectious Spark [_]
__________________________________

Spirit of the Healing Flood [_]

Consumables:

None.

Important Features:
[SHOW]
Class Features
Stalker Spirit: Ally adjacent to spirit companion adds my intelligence modifier (+4) to damage rolls against bloodied enemies

Racial Features
Astral Majesty: +1 to all defenses against bloodied creatures

Feats
Tome Expertise: You gain a +1 feat bonus to implement attack rolls that you make with a tome. This bonus increases to +2 at 11th level and +3 at 21st level.
In addition, enemies adjacent to your conjurations or summoned creatures grant combat advantage. An enemy that is immune to fear is immune to this effect.

Arcane Initiate: You gain training in the Arcana skill.
Choose a 1st-level wizard at-will power. You can use that power once per encounter. (Beguiling Strands)
In addition, you can use wizard implements.
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Namelessjake
Plane Wings Sharp Like Katana
Posts: 4098
Registered for: 11 years 4 months
Location: Blockbuster

Post by Namelessjake »

Alierin takes advantage of Vaughn's positioning and finishes off one of the Nokve. Still mostly surrounded, she darts through an opening, striking one of the raging creatures on her way - dazing it in the process. Slipping past the creatures, she makes her way around a corner in the tunnels, hoping they would have lost track of her in the dark.

Mechanics
Free: MBA against Nokve 17

26 vs AC = hit for 19 damage.

[1d20+13]=12+13=25[1d4+2]=2+2=4[2d8]=14
Missed +1 to hit and damage from Light Blade Expertise

Standard: Dazing Strike on Nokve Beserker 2

25 vs AC = hit for 8 damage and the target is dazed until my EONT.

[1d20+12]=13+12=25[1d4+6]=2+6=8

Move: Skulking Spy, shift to AK 22, stealth check to become hidden (assuming going around the corner provides cover/concealment) = 21

[1d20+11]=10+11=21

Action Point -> Standard: Second Wind, spend a surge and regain 8 HP and gain +2 to defenses until SONT.
Combat Block
Alierin

Female Halfling Rogue 3
Languages: Kurnish, Elven
Age: 21
Height: 6'3"
Weight: 167 lbs.

Speed: 6
Initiative: +6 (+8 when within 10 squares of Sisera)
Passive Perception: 16
Passive Insight: 11
Senses: Normal Vision

AC: 18 (19 from Dess)
Fort: 12
Reflex: 18
Will: 14
HP: 21/34
Bloodied: 17
Surge Value: 8
Surges left: 4/7
Action Points: 0

MBA: 1d20+8 vs AC, 1d4+2 damage
RBA: 1d20+12 vs AC, 1d4+6 damage

Resistances: None

Vulnerabilities: None

Saves: +5 Against Fear

Active Effects: None

Powers:

Piercing Strike
Acrobatic Strike

__________________________________

Second Wind [X]
Skulking Spy [X]
Second Chance [_]
Dazing Strike [X]
Tumble [_]
Low Slash [_]
__________________________________

Press the Advantage[X]

Consumables:

None
Important Features:
Nimble Reaction: You gain a +2 racial bonus to opportunity attacks.

Artful Dodger: You gain a bonus to AC equal to your charisma modifier (+3) against opportunity attacks.

Sneak Attack: When you make an attack with a light blade, a hand crossbow, a shortbow, or a sling and hit an enemy granting combat advantage to you, that enemy takes extra damage of 2d6. You can deal this extra damage once per turn.

Backstabber: The extra damage dice from your sneak attack class feature increase from d6s to d8s.

Light Blade Expertise: +1 bonus to attacks with light blades and +1 damage to damage rolls against creatures granting CA.
User avatar
FinalTemplar
Omae Wa Mou Shindeiru
Posts: 1794
Registered for: 6 years 2 months

Post by FinalTemplar »

Dessarius watches as Alierin nimbly moves through the nokve, disposing of one before running to safety. Hoping to give her time to get away he quickly moves in, raising his shield and going on the offensive. "Forth I run, may my blade strike true!" He says, quickly spins, and adjusts his weight as he brings his sword up and slashes down at the albino nokve, performing two swift follow-up swings slicing back up and then pulling back into a deep stab, impaling it upon his blade for a moment. As the first one goes limp, he shifts on his heel to look back at the remaining nokve. "Bring it on." He utters, flourishing his bloodied blade as he feels his strength coursing through him.
Mechanics
Free action: Take 3 damage (lose temp HP) to gain +3 to damage for my next attack.
Move: Walk into AG17.
Receive 14 damage from Berserker 2.
Standard action: Vengeance Strike vs Nokve Berserker 2.
To hit: [1d20+11]=14+11=25.
Damage: [1d10+13]=5+13=18.
Minor action: Sohei Flurry vs Nokve Berserker 2.
To hit: [1d20+11]=7+11=18.
Damage: [1d10+1]=10+1=11.
Combat Block
Dessarius (#8e44ad)
Male Dragonborn Blackguard 3 (Reskinned Elf)
Languages: Kurnish, Elvish
Age: 23
Height: 6'7
Weight: 190 lbs.

Speed: 5
Initiative: +2
Passive Perception: 16
Passive Insight: 11
Senses: Low-light Vision

AC: 21
Fort: 17
Reflex: 15
Will: 15
HP: 22/39
Bloodied: 19
Surge Value: 10
Surges left: 9/11
Action Points: 1

MBA: Bastard sword - +11 vs. AC, 1d10+6 damage
RBA: N/A

Resistances:
None.

Vulnerabilities:
None.

Saves:


Active Effects:
None.

Powers:

At-Will -
Vengeance Strike
Dominator’s Strike
Item At-Will -
__________________________________

Encounter [_] -
Sohei Flurry [x]
Dragonfear []
Dread Smite [][]
Shroud of Shadow []
Vice’s Reward []
Second Wind []
Item Encounter [] -
__________________________________
Daily [_] -
N/A
Item Daily [_] -

Consumables:
None.
Important Features
[SHOW]
Power Details
[SHOW]
At-Will Powers
[SHOW]
Vengeance Strike - Standard - +11 vs AC - 1d10+6+(number of enemies adjacent*2, max of +8) to one target. 
Dominator’s Strike - Standard - +11 vs AC - 1d10+6 damage. Effect: Gain +3 Temp HP.
Dark Menace - Constant - (For personal reference only) When making a weapon attack vs an enemy granting me CA, I may add +3 (Cha mod) to the damage dealt.
Spirit of Vice - Free action - 1/round - When I have temp hp, I may choose to deal 3 (Cha Mod) damage to myself, in order to gain +3 (Cha mod) to my damage dealt on my next attack.
Encounter Powers
[SHOW]
Second Wind - Standard Action - Effect: Spend a healing surge and gain a +2 bonus to all defenses until the SONT.
Sohei Flurry - Minor Action - Effect: +11 vs AC, 1d10+1 damage.
Dread Smite- Free Action - Trigger: I target an enemy with an at-will weapon attack power. Effect: The target takes cold and necrotic damage equal to 2+3 (Cha Mod). If the triggering attack hits, the target also takes ongoing 5 cold and necrotic (save ends).
Dragonfear - Minor Action - Close Burst 5 - Each enemy in burst - +9 vs Will - Target(s) take a -2 penalty to ATK rolls and grant CA until EONT.
Shroud of Shadow - Minor Action - Personal - Effect: I gain partial concealment until EONT. I also gain 5 THP.
Vice’s Reward - Minor Action - Personal - Effect: I gain 5 THP, and I can make a saving throw. In addition, I gain a +2 power bonus to all defenses until EONT.
Race Features
[SHOW]
Dragonborn Fury - +1 to Hit while bloodied.
Draconic Heritage - Add Con mod to healing surge value.
Dragonfear - Gain the Dragonfear power.
Theme Features
[SHOW]
Theme:
Level 1 Sohei Feature - Gain the Sohei Flurry power.
Class Features
[SHOW]
Dark Menace - Whenever I make a Weapon attack against an enemy granting CA to me, that enemy takes extra damage equal to my Cha mod (+3).
Dread Smite - I gain the Dread Smite power.
Shroud of Shadow - I gain the Shroud of Shadow power.
Spirit of Vice - I gain the Spirit of Vice free action.
Vengeance Strike - As my enemies press in upon me, my soul is filled with vengeance, and I use that strength to lash out.
Vice At-Will Power - I gain the Dominator’s Strike power.
Vice’s Reward -
Extra Dread Smite -
Feats
[SHOW]
Weapon Proficiency (Bastard Sword) - Gain proficiency with the Bastard Sword.
Practiced Study - Can master and perform martial practices. Gain “Master Artisan”.
Devout Protector Expertise - Gain +1 feat bonus per tier to weapon attack rolls you make with any one-handed melee weapon and a +1 feat bonus per tier to holy symbol implement attacks. While you use a shield, your allies gain a +1 shield bonus to AC.
Last edited by FinalTemplar on Sat Dec 23, 2023 3:17 pm, edited 1 time in total.
Active PCs
Caedus (#4080FF)  
Dessarius (#8e44ad)
Eridas (#4040FF)
Narciso (#FFBF00) 
Taliesin (#4040BF)
Tristan (#2980b9)
Velasco (#800000)
Deimos (#f39c12)
User avatar
ratwizard
A Wan Smile
Posts: 5572
Registered for: 11 years 4 months
Location: Hellworld

Post by ratwizard »

Quick Update
Nokve Berserker takes OA against Dessarius, hits 21 vs AC for 14 damage, but is then killed.

Image
User avatar
Scratcherclaw
YUO ARE SMART
Posts: 3819
Registered for: 11 years 4 months

Post by Scratcherclaw »

Catching sight of the other hulking nokve, Aeron rushes in to draw its attention. He attempts to strike at it, but briefly loses his footing amongst the slick cave floor.
Mechanics
Move: Walk to AL15

Minor: Divine Challenge on Nokve 15
Marked (-3) and it takes 8 radiant damage the first time each round it makes an attack that doesn't include me as a target

Standard: Ardent Strike on Berserker 1
Attack: [1d20+11]=1+11=12 vs AC = Nat 1
Combat Block
Aeron

Male Half-Elf Paladin 3
Languages: Elven, Kurnish, Common
Age: 21
Height: 6'8"
Weight: 225 lbs.

Speed: 5
Initiative: +1 (+2 w/ Sisera)
Passive Perception: 12
Passive Insight: 21
Senses: Low-light Vision

AC: 19 (+1 w/ Dess)
Fort: 15
Reflex: 12
Will: 17
HP: 43/43
Bloodied: 21
Surge Value: 10
Surges left: 11/13
Action Points: 1

MBA (Virtuous Strike): +11 vs AC, 1d12+6 radiant damage and +2 to saving throws until SONT
MBA Charging (Ardent Strike): +11 vs AC, 1d12+6 damage and the target is subject to Divine Sanction until EONT
MBA (Hold Fast): +11 vs AC, 2d12+6 damage and the target is immobilized until EONT
RBA: +2 vs AC, 1d4+1 damage

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Divine Challenge
Lay on Hands
Virtuous Strike
Ardent Strike
Divine Sanction

__________________________________

Second Wind [_]
Guardian's Counter [_]
Intent Laid Bare [_]
Valorous Smite [_]
Virtue [_]
Divine Mettle [_]*
Divine Strength [_]*
Hold Fast [_]
__________________________________

Majestic Halo [_]

*Can only use one Channel Divinity power per encounter

Consumables:

None.
Important Features:
Class Features
Divine Challenge/Sanction: While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. Also, it takes radiant damage equal to 3 + your Charisma modifier (+5) the first time it makes an attack that doesn’t include you as a target before the start of your next turn. The damage increases to 6 + your Charisma modifier (+5) at 11th level, and to 9 + your Charisma modifier (+5) at 21st level. On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can’t use divine challenge on your next turn.

Racial Features
Group Diplomacy: You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.

Feats
Two-Handed Weapon Expertise: You gain a + 1 feat bonus to weapon attack rolls you make with a two-handed melee weapon. In addition, you gain a + 1 bonus to the damage rolls of charge attacks you make with a two-handed melee weapon. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.

Weapon Proficiency (Fullblade): You gain proficiency with the Fullblade.

Mark of Warding: Whenever one of my powers grants a bonus to a defense, increase that bonus by 1. When I mark an enemy, they take -3 to attack rolls for attacks that don't target me instead of -2.
User avatar
ratwizard
A Wan Smile
Posts: 5572
Registered for: 11 years 4 months
Location: Hellworld

Post by ratwizard »

Encounter 7: Round 2

With the help of Vaughn's spectral bat, Alierin cuts her way through her assailants and finds cover deeper into the dark depths.

Dessarius dispatches one nokve with a flurry of his sword, though the remaining nokve clamps down hard on his leg.

Aeron strides into the fray past his cousin and the Quellamborn, but is set upon by the two nokve. Their razor teeth pierce the gaps in his armor as Cymril growls brusquely at them.

Go: Sisera, Cymril

Mechanics
Vaughn: moves, moves SC, hits and bloodies (3 resisted), grants attack...

Alerin: takes free attack, hits and killed (3 resisted), hits and dazes, shifts and becomes hidden, second winds.

Dessarius: buffs, loses 3 THP, moves and procs Nokve Berserker 1 OA, 21 vs AC = hit for 14 damage, hits 2x and kills.

Aeron: moves, marks, crit misses.

Nokve 18: uses Anklebite on Dessarius, 16 vs Ref = hit for 10 damage, slowing and bloodying him.

Nokve Berserker 1: attacks Aeron, 25 vs AC = hit for 13 damage, shifts.

Nokve 15: stands from prone, attacks Aeron, 21 vs AC = hit for 14 damage.
Maps
Aeron & Dessarius
Image
Everyone Else
Image
Map Info
Cave Wall: If the wall takes up more than half of a square, squeezing is required to be in that square. Squares with only a tiny amount of open space are impassible. Ping me if unsure re: specific squares.
Character Info
Nokve: Omnivorous, otter-like, bipedal, amphibian, long-tailed creatures who reside in the caves along the winding cliffside shores of the delta. They are somewhat dangerous if encountered in person, but they rarely leave their own habitats, despite the tales the Kurnish children tell. They are about the size of a large dog. With canid-like teeth and a short snout, they typically eat fish, shellfish, and whatever else they can find among the sea-caves beneath Groznid's heights. They sometimes forage near the mouth of the caves but rarely beyond it.
Status
Image
User avatar
Fialova
Magical Liopleurodon
Posts: 4829
Registered for: 11 years 4 months
Location: The Great North
Contact:

Post by Fialova »

"You are stronger than it," Sisera shouts to Aeron, as she backs away and launches an arrow towards the larger nokve that has been plaguing them. Her shot leaves an opening for her ally to get in a follow-up attack of his own.

Mechanics
Standard Action: Race the Arrow on Nokve Berserker 1
Attack: [1d20+9]=15+9=24 vs AC = hit
Hit: [1d20+5]=4+5=9 damage, and Aeron can make a free MBA vs the target with a +3 bonus to hit.

Move Action: shift to (AK, 13)

Minor Action: Inspiring Word on Aeron
Effect: target can spend a healing surge and regain [1d6]=1 additional hp


Combat Block
Sisera

Female Human Warlord 3
Languages: Elven, Kurnish
Age: 22 (looks 17ish)
Height: 6' 6"
Weight: 172 lbs.

Speed: 6
Initiative: +2
Passive Perception: 15
Passive Insight: 10
Senses: Normal Vision

AC: 17
Fort: 19
Reflex: 15
Will: 15
HP: 21/34
Bloodied: 12
Surge Value: 8
Surges left: 8/8
Action Points: 1

MBA (Scimitar): +7 vs AC, 1d8+4 damage
RBA (Longbow): +7 vs AC, 1d10+4 damage

Resistances:
3 ongoing damage

Vulnerabilities: none

Saves: none

Active Effects:
ALL READ: Allies within 10 squares who can see/hear me get +2 power bonus to init always. Allies who spend and AP can shift 3 squares for free before or after their attack.

Powers:

Viper's Strike*
Direct the Strike
Paint the Bulls-Eye*
__________________________________

Second Wind [_]
Inspiring Word [X][X]
Vengeance is Mine [_]
Steppe-Horse Spirit [_]
Race the Arrow [X]
__________________________________

Lead the Attack [_]

* These powers have extra effects from feats, not listed in the normal power section

Consumables: none

Important Features:
Class Features
Archer Warlord: Strength for RBA instead of Dexterity, + some proficiencies

Combat Leaders: allies who can see/hear me within 10 squares gain +2 power bonus to init

Skirmishing Presence: allies can shift 3 squares for free when using AP before or after attack

Theme Features
Level 1 Feature: Free mounted combat feat

Feat(ures)
Mounted Combat: Gain access to special powers of mounts if they have them. Don't suffer normal penalties to mount attacks while riding. Mounted creature can make any Athletics, Acrobatics, Endurance, or Stealth checks using my skill values instead of their own.

* Harrowing Swarm Student: When used with any bow or crossbow, my Paint the Bulls-Eye has the rattling keyword, causing enemies hit by it to take -2 to attacks until the end of my next turn unless they are immune to fear effects.

Master at Arms: Can sheathe one weapon and draw another with the same minor action.

* Desert Moon Student: When attacking an unbloodied enemy with a high-crit heavy blade (my scimitar), my Viper's Strike lets me shift 2 squares for free on a hit

Superior Fortitude: resist 3 ongoing damage
User avatar
ratwizard
A Wan Smile
Posts: 5572
Registered for: 11 years 4 months
Location: Hellworld

Post by ratwizard »

Encounter 7: Round 3

Sisera catches the massive nokve off-guard, and leaves a window for Aeron to sink his blade into its shoulder. It lets out a deep bellow, a mixture of pain and anger.

Cymril goes for a swing of her staff, but the newfound hostility in the creature's demeanor causes her to hesitate.

Go: Alierin, Vaughn, Dessarius, Aeron

Mechanics
Sisera: hits, grants attack on Berserker 1, Aeron hits 27 vs AC for 15 damage (enraging it), shifts, heals Aeron for 11, unbloodying him.

Cymril: critical miss, shifts.
Maps
Aeron & Dessarius
Image
Everyone Else
Image
Map Info
Cave Wall: If the wall takes up more than half of a square, squeezing is required to be in that square. Squares with only a tiny amount of open space are impassible. Ping me if unsure re: specific squares.
Character Info
Nokve: Omnivorous, otter-like, bipedal, amphibian, long-tailed creatures who reside in the caves along the winding cliffside shores of the delta. They are somewhat dangerous if encountered in person, but they rarely leave their own habitats, despite the tales the Kurnish children tell. They are about the size of a large dog. With canid-like teeth and a short snout, they typically eat fish, shellfish, and whatever else they can find among the sea-caves beneath Groznid's heights. They sometimes forage near the mouth of the caves but rarely beyond it.
Status
Image
User avatar
Scratcherclaw
YUO ARE SMART
Posts: 3819
Registered for: 11 years 4 months

Post by Scratcherclaw »

Aeron grits his teeth through the pain, Sisera's words invigorating him. He strikes at the hulking creature again, but winces and lands his blade into the stone floor as a pang from his wounds flares up. Dammit.
Mechanics
Standard: Virtuous Strike on Nokve Berserker 1
Attack: [1d20+11]=2+11=13 vs AC = Miss
Combat Block
Aeron

Male Half-Elf Paladin 3
Languages: Elven, Kurnish, Common
Age: 21
Height: 6'8"
Weight: 225 lbs.

Speed: 5
Initiative: +1 (+2 w/ Sisera)
Passive Perception: 12
Passive Insight: 21
Senses: Low-light Vision

AC: 19 (+1 w/ Dess)
Fort: 15
Reflex: 12
Will: 17
HP: 28/43
Bloodied: 21
Surge Value: 10
Surges left: 11/13
Action Points: 1

MBA (Virtuous Strike): +11 vs AC, 1d12+6 radiant damage and +2 to saving throws until SONT
MBA Charging (Ardent Strike): +11 vs AC, 1d12+6 damage and the target is subject to Divine Sanction until EONT
MBA (Hold Fast): +11 vs AC, 2d12+6 damage and the target is immobilized until EONT
RBA: +2 vs AC, 1d4+1 damage

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Divine Challenge
Lay on Hands
Virtuous Strike
Ardent Strike
Divine Sanction

__________________________________

Second Wind [_]
Guardian's Counter [_]
Intent Laid Bare [_]
Valorous Smite [_]
Virtue [_]
Divine Mettle [_]*
Divine Strength [_]*
Hold Fast [_]
__________________________________

Majestic Halo [_]

*Can only use one Channel Divinity power per encounter

Consumables:

None.
Important Features:
Class Features
Divine Challenge/Sanction: While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. Also, it takes radiant damage equal to 3 + your Charisma modifier (+5) the first time it makes an attack that doesn’t include you as a target before the start of your next turn. The damage increases to 6 + your Charisma modifier (+5) at 11th level, and to 9 + your Charisma modifier (+5) at 21st level. On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can’t use divine challenge on your next turn.

Racial Features
Group Diplomacy: You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.

Feats
Two-Handed Weapon Expertise: You gain a + 1 feat bonus to weapon attack rolls you make with a two-handed melee weapon. In addition, you gain a + 1 bonus to the damage rolls of charge attacks you make with a two-handed melee weapon. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.

Weapon Proficiency (Fullblade): You gain proficiency with the Fullblade.

Mark of Warding: Whenever one of my powers grants a bonus to a defense, increase that bonus by 1. When I mark an enemy, they take -3 to attack rolls for attacks that don't target me instead of -2.
User avatar
BartNL
Swampperson Prime
Posts: 733
Registered for: 5 years 1 month
Location: Neverland
Contact:

Post by BartNL »

As Aeron's blade misses it's target, Vaughn commands the bat spirit to swoop in, allowing Aeron to make a backhand swing.
Mechanics
Move action: Vaughn to AK14 and move spirit companion to AH15 floating above Aeron; all enemies adjacent to sc grant CA.
Minor Action: Use healing spirit on Aeron: Aeron can spend a healing surge and Heal Vaughn for 1d6 =[1d6]=1 Hitpoints
Standard action: Claws of the Eagle: Aeron can make an MBA (Virtuous Strike) against Nokve 15: [1d20+13]=12+13=25 vs AC for
[1d12+6]=7+6=13 radiant damage and Aeron gains a +2 bonus to saving throws until the start of your next turn. The target grants CA until the end of my next turn.


Reaction
Use Spirit Fangs if an enemy leaves a square adjacent to my SC without shifting

Combat Block
Male Deva Shaman 3
Languages: Elven, Kurnish, Serran
Age: 19
Height: 6"7
Weight: 210 lbs.

Speed: 6
Initiative: +8
Passive Perception: 21
Passive Insight: 16

AC: 17 (18 devout protector Dessarius)
Fort: 12
Reflex: 15
Will: 17
Astral Majesty: +1 to all defenses against bloodied creatures
HP: 27/32
Bloodied: 16
Surge Value: 8
Surges left: 4/7
Action Points: 1

MBA: +5 vs AC, 1d4+1 damage
RBA: Magic missile (no roll) 7 damage

Resistances:
6 Necrotic
6 Radiant

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Magic Missile
Stalker's Strike
Spirit's Fangs
Call Spirit companion
Claws of the Eagle

__________________________________

Second Wind [_]
Memory of a Thousand Lifetimes [_]
Magic Missile (minor action) [_]
Healing Spirit [X] [_]
Speak with Spirits [X]
Beguiling Strands[_]
Ironbreaker Claws [X]
Engaging Pursuit [_]
Infectious Spark [X]
__________________________________

Spirit of the Healing Flood [_]

Consumables:

None.

Important Features:
[SHOW]
Class Features
Stalker Spirit: Ally adjacent to spirit companion adds my intelligence modifier (+4) to damage rolls against bloodied enemies

Racial Features
Astral Majesty: +1 to all defenses against bloodied creatures

Feats
Tome Expertise: You gain a +1 feat bonus to implement attack rolls that you make with a tome. This bonus increases to +2 at 11th level and +3 at 21st level.
In addition, enemies adjacent to your conjurations or summoned creatures grant combat advantage. An enemy that is immune to fear is immune to this effect.

Arcane Initiate: You gain training in the Arcana skill.
Choose a 1st-level wizard at-will power. You can use that power once per encounter. (Beguiling Strands)
In addition, you can use wizard implements.
User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4098
Registered for: 11 years 4 months
Location: Blockbuster

Post by Namelessjake »

As one of the beasts is distracted by Vaughn's bat spirit, Alierin darts out of the darkness, driving her daggers into its back and pushing it away from her.

Mechanics
Move & Standard -> Move: walk to (AG,19) squeezing.

Minor: Low Slash against Nokve 18, 30 vs Ref = hit for 24 damage. (+3 damage from CHA mod due to flanking as per power)

Nokve 18 is slowed until my EONT and slid to (AG,17)

[1d20+14]=19+14=33[1d4+7]=2+7=9[2d8]=12
Combat Block
Alierin

Female Halfling Rogue 3
Languages: Kurnish, Elven
Age: 21
Height: 6'3"
Weight: 167 lbs.

Speed: 6
Initiative: +6 (+8 when within 10 squares of Sisera)
Passive Perception: 16
Passive Insight: 11
Senses: Normal Vision

AC: 18 (19 from Dess)
Fort: 12
Reflex: 18
Will: 14
HP: 21/34
Bloodied: 17
Surge Value: 8
Surges left: 4/7
Action Points: 0

MBA: 1d20+8 vs AC, 1d4+2 damage
RBA: 1d20+12 vs AC, 1d4+6 damage

Resistances: None

Vulnerabilities: None

Saves: +5 Against Fear

Active Effects: None

Powers:

Piercing Strike
Acrobatic Strike

__________________________________

Second Wind [X]
Skulking Spy [X]
Second Chance [_]
Dazing Strike [X]
Tumble [_]
Low Slash [X]
__________________________________

Press the Advantage[X]

Consumables:

None
Important Features:
Nimble Reaction: You gain a +2 racial bonus to opportunity attacks.

Artful Dodger: You gain a bonus to AC equal to your charisma modifier (+3) against opportunity attacks.

Sneak Attack: When you make an attack with a light blade, a hand crossbow, a shortbow, or a sling and hit an enemy granting combat advantage to you, that enemy takes extra damage of 2d6. You can deal this extra damage once per turn.

Backstabber: The extra damage dice from your sneak attack class feature increase from d6s to d8s.

Light Blade Expertise: +1 bonus to attacks with light blades and +1 damage to damage rolls against creatures granting CA.
User avatar
FinalTemplar
Omae Wa Mou Shindeiru
Posts: 1794
Registered for: 6 years 2 months

Post by FinalTemplar »

Dessarius feels weak as his spirit begins to fade. He watches Alierin slay the creature near him and then turns to look down the tunnel toward his allies. "Just a little bit longer..." He whispers to himself, moving down the tunnel towards Aeron and the others.
Mechanics
Move: Walk to AK16.
Standard Action: Second Wind, heal for 10. My current HP is now 22/39, lose bloodied condition.
Combat Block
Dessarius (#8e44ad)
Male Dragonborn Blackguard 3 (Reskinned Elf)
Languages: Kurnish, Elvish
Age: 23
Height: 6'7
Weight: 190 lbs.

Speed: 5
Initiative: +2
Passive Perception: 16
Passive Insight: 11
Senses: Low-light Vision

AC: 21
Fort: 17
Reflex: 15
Will: 15
HP: 22/39
Bloodied: 19
Surge Value: 10
Surges left: 9/11
Action Points: 1

MBA: Bastard sword - +11 vs. AC, 1d10+6 damage
RBA: N/A

Resistances:
None.

Vulnerabilities:
None.

Saves:


Active Effects:
None.

Powers:

At-Will -
Vengeance Strike
Dominator’s Strike
Item At-Will -
__________________________________

Encounter [_] -
Sohei Flurry [x]
Dragonfear []
Dread Smite [][]
Shroud of Shadow []
Vice’s Reward []
Second Wind [x]
Item Encounter [] -
__________________________________
Daily [_] -
N/A
Item Daily [_] -

Consumables:
None.
Important Features
[SHOW]
Power Details
[SHOW]
At-Will Powers
[SHOW]
Vengeance Strike - Standard - +11 vs AC - 1d10+6+(number of enemies adjacent*2, max of +8) to one target. 
Dominator’s Strike - Standard - +11 vs AC - 1d10+6 damage. Effect: Gain +3 Temp HP.
Dark Menace - Constant - (For personal reference only) When making a weapon attack vs an enemy granting me CA, I may add +3 (Cha mod) to the damage dealt.
Spirit of Vice - Free action - 1/round - When I have temp hp, I may choose to deal 3 (Cha Mod) damage to myself to gain +3 (Cha mod) to my damage dealt on my next attack.
Encounter Powers
[SHOW]
Second Wind - Standard Action - Effect: Spend a healing surge and gain a +2 bonus to all defenses until the SONT.
Sohei Flurry - Minor Action - Effect: +11 vs AC, 1d10+1 damage.
Dread Smite- Free Action - Trigger: I target an enemy with an at-will weapon attack power. Effect: The target takes cold and necrotic damage equal to 2+3 (Cha Mod). If the triggering attack hits, the target also takes ongoing 5 cold and necrotic (save ends).
Dragonfear - Minor Action - Close Burst 5 - Each enemy in burst - +9 vs Will - Target(s) take a -2 penalty to ATK rolls and grant CA until EONT.
Shroud of Shadow - Minor Action - Personal - Effect: I gain partial concealment until EONT. I also gain 5 THP.
Vice’s Reward - Minor Action - Personal - Effect: I gain 5 THP, and I can make a saving throw. In addition, I gain a +2 power bonus to all defenses until EONT.
Race Features
[SHOW]
Dragonborn Fury - +1 to Hit while bloodied.
Draconic Heritage - Add Con mod to healing surge value.
Dragonfear - Gain the Dragonfear power.
Theme Features
[SHOW]
Theme:
Level 1 Sohei Feature - Gain the Sohei Flurry power.
Class Features
[SHOW]
Dark Menace - Whenever I make a Weapon attack against an enemy granting CA to me, that enemy takes extra damage equal to my Cha mod (+3).
Dread Smite - I gain the Dread Smite power.
Shroud of Shadow - I gain the Shroud of Shadow power.
Spirit of Vice - I gain the Spirit of Vice free action.
Vengeance Strike - As my enemies press in upon me, my soul is filled with vengeance, and I use that strength to lash out.
Vice At-Will Power - I gain the Dominator’s Strike power.
Vice’s Reward -
Extra Dread Smite -
Feats
[SHOW]
Weapon Proficiency (Bastard Sword) - Gain proficiency with the Bastard Sword.
Practiced Study - Can master and perform martial practices. Gain “Master Artisan”.
Devout Protector Expertise - Gain +1 feat bonus per tier to weapon attack rolls you make with any one-handed melee weapon and a +1 feat bonus per tier to holy symbol implement attacks. While you use a shield, your allies gain a +1 shield bonus to AC.
Active PCs
Caedus (#4080FF)  
Dessarius (#8e44ad)
Eridas (#4040FF)
Narciso (#FFBF00) 
Taliesin (#4040BF)
Tristan (#2980b9)
Velasco (#800000)
Deimos (#f39c12)
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