Blackwood's Dogs — IC

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Namelessjake
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Re: Blackwood's Dogs IC

Post by Namelessjake »

"If I wanted to kill you then you'd be dead," Darcell says, the man's stubbornness starting to wear on him. "You realistically have two options, give yourself up or die," he says trying to force the man's hand.
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Scratcherclaw
YUO ARE SMART
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Re: Blackwood's Dogs IC

Post by Scratcherclaw »

Walking over to the poorly hidden man, Henri chuckles, saying, "Great hiding spot! I didn't realize that this ship was full of schoolchildren. Now then, you master of stealth, what's in these barrels? Anything good?" In case the man needs more encouragement, the nobleman begins to fiddle with his pistols, a smirk on his face.
Mechanics
[SHOW]
Walk to AD19
kalis5
Hm...
Posts: 818
Registered for: 10 years 2 months

Re: Blackwood's Dogs IC

Post by kalis5 »

Liam sighs and jumps down after Grommak once the sailor is spotted, shaking his head. Why is it always the desperate that seem to think fighting is the best option? As he gets close he rolls his shoulder and draws his blade, pointed at the man.
"Listen lad. Do yourself and us a favor. Drop the weapon and kick it away, and we both won't have to get blood on our clothes any more than there already is. Believe me, you don't want to see this guy when he's upset about his laundry."

He nods to Grommak and waits for the man to respond.
Mechanics
[SHOW]
Move to AT19
Intimidate the sailor: 15(1d20) +10 = 25
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Fialova
Magical Liopleurodon
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Re: Blackwood's Dogs IC

Post by Fialova »

Encounter 2

As Grommak moves further towards the stern, his torch illuminates another sailor, and another, before revealing a total of 6 standing before him. Two of which, both more important looking-than the others, stand behind two more barred metal gates behind their comrades. "Now!" shouts the one to Grommak's left, his voice echoing up to the middle deck as well before loosing a shot at the orc that catches him off guard. As he staggers backwards and falls to the ground, the man - the captain, it seems - unleashes two more shots, this time aimed at both he and Dirge, both of which connect.

Go: Darcell
Mechanics
[SHOW]
Initiatives...
Grommak: 29
Darcell: 33
Henri: 26
Liam: 24
Isabelle: 12
Big John: 18

Captain: initiates combat by attacking Grommak, 34 vs Fortitude = hit for 17 damage. Grommak is pushed to (AS, 19) and knocked prone. Attacks Grommak, 26 vs AC = hit for 13 damage, and Liam, 34 vs AC = hit for 3 damage.
Map of Mid Deck
[SHOW]
Image
Map of Lower Deck
[SHOW]
Image
Map Info
[SHOW]
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).

Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.

Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.

When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.

Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Enemy Info
[SHOW]
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.

Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.

Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Status
[SHOW]
35 Merchant Captain (AP, 26) | HP: ??/?? |
33 Darcell (AA, 19) | HP: 77/79 | Surges: 8/10 | AP: 1/1 | holding torch
32 Robed Man (AS, 26) | HP: ??/?? |
29 Grommak (AS, 19) | HP: 56/86 | Surges: 5/9 | AP: 0/1 | Frenzied Skirmish, holding torch, prone
26 Henri (AD, 19) | HP: 74+5/74 | Surges: 7/8 | AP: 1/1 | Relentless Wounding, Create Opportunity, Stone of Wind, holding torch
???
24 Liam (AT, 19) | HP: 72/75 | Surges: 9/9 | AP: 1/1 | Charm of the Defender, holding torch
18 Sailor 1 (Z, 14) | HP: 1/1 | unarmed
18 Sailor 2 (??, ??) | HP: 1/1 |
18 Sailor 3 (AE, 19) | HP: 1/1 |
18 Sailor 4 (Z, 19) | HP: 1/1 |
18 Sailor 5 (AT, 24) | HP: 1/1 |
18 Sailor 6 (AS, 25) | HP: 1/1 |
18 Sailor 7 (AP, 25) | HP: 1/1 |
18 Sailor 8 (AO, 24) | HP: 1/1 |
18 Big John (AD, 14) | HP: 89/89 | Surges: 10/11 | AP: 0/1 |
12 Isabelle (AB, 8) | HP: 82/91 | Surges: 7/11 | AP: 1/1 | Eldritch Quagmire, holding torch
Combat Block
[SHOW]
Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 89/89
Bloodied: 44
Surge Value: 22
Surges left: 10/11
Action Points: 0

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

Second Wind [_]
Disciplined Counter [_]
Stone's Endurance [_]
Funneling Flurry [_]
Glowering Threat [_]
Sweeping Blow [_]
Come and Get It [_]
Defensive Advance [_]
Mountain Sweep [_]
__________________________________

Tempest Dance [_]
Dancing Defense [_]
Chain Ward [_]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop
Important Features:
[SHOW]
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
Summary
[SHOW]
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
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Namelessjake
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Re: Blackwood's Dogs IC

Post by Namelessjake »

Hearing the ambush being sprung below Darcell quickly acts."Well I guess this leaves me no choice..." Darcell says striking out at the man. I did give him a chance...
Mechanics
[SHOW]
Standard: Vicious Mockery on Sailor 4
19 vs. Will for 14 psychic damage
4(1d20) +15 = 19; 5(1d6) +9 = 14
Combat Block
[SHOW]
Darcell

Male Half-Elf Cunning Bard 11
Languages: Common, Forellian, Serran, Imardanian.
Age: 25
Height: 5'11"
Weight: 165 lbs.

Speed: 6
Initiative: +14 (+16 when within 10 of Henri)
Passive Perception: 21
Passive Insight: 19
Senses: Low-light Vision

AC: 24
Fort: 21
Reflex: 22
Will: 26
HP: 77/79
Bloodied: 39
Surge Value: 20
Surges left: 8/10
Action Points: 1

MBA: +13 vs AC, 1d8+3 damage. (+2 to damage rolls when you have combat advantage)
RBA: +9 vs AC, 1d4+2 damage.

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Vicious Mockery
Staggering Note
__________________________________

Second Wind [_]
Guardian's Counter [_]
Demoralizing Strike [_]
Majestic Word [ ][_] **
Words of Friendship [_]
Blunder [ ]
Moment of Escape [_]
Echoing Weapon [ ]
Revitalizing Incantation [ ]
Unluck [ ]
Illusory Erasure [_]
Lying Lights [_]
Harper Pin
Mielikki's Endurance [_] *
Lliira's Grace [_] *
Tymora's Luck [_] *
Feytouched Hide Armor +3 [_]
__________________________________

Stirring Shout[_]
Song of Discord [_]
Counterpoint [_]
Headband of Intellect [_]
Sitar of restfulness [_]

* Can only use one per encounter
** Can be used twice per encounter but only once per round

Consumables:

None.
Important Features:
[SHOW]
Racial Traits and Class or Path Features:

Group Diplomacy: I grant allies within 10 squares of me a +1 racial bonus to Diplomacy checks.

Bardic Training: I can perform two bard rituals per day of my level or lower without expending components.

Virtue of Cunning: Once per round, when an enemy attack misses an ally within 8 squares of me, I can slide that ally 1 square as a free action.

Song of Rest: When I play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+6) with each healing surge.

Shrouding Action: When I spend an action point to take an extra action, one ally I choose within 5 squares of me and I become invisible until the end of my next turn.

Virtue of Deceit: When I use Virtue of Cunning, one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.

Notable Feats:

Resourceful Leader: When an ally I can see spends an action point to make an attack, the ally gains a +5 bonus to damage rolls on a hit or gains 5 temporary hit points on a miss.

Superior Will: If I am dazed or stunned I can make a saving throw at the start of my turn to end that effect, even if the effect doesn't normally end on a save.

Advantage of Cunning: When I slide an ally with my Virtue of Cunning, I can also slide an enemy that was adjacent to that ally into the space the ally vacated.

Battle Song Expertise: I gain a +1 feat bonus to the number of squares that I can pull, push, or slide creatures with my bard attacks and bard paragon path attacks.

Improved Cunning: When I use Virtue of Cunning to slide an ally, I can slide the ally 2 squares instead of 1.

Item Features:

Headband of Intellect: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.

Spyglass of Perception: Gain a +3 item bonus to Perception checks when using this device.
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Fialova
Magical Liopleurodon
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Re: Blackwood's Dogs IC

Post by Fialova »

While Darcell's attack fails to connect against the enemy cook, a sudden chill begins to engulf Grommak. Before he can react to it, a sudden blast of frigid air hits him where he lays, sending a violent shiver up and down the man's spine, leaving him in a cold heap on the ground, barely able to move.

Go: Grommak, Henri
Mechanics
[SHOW]
Grommak: Uses Begin the Hunt, see his follow-up post for details

Darcell: misses

Robed Man: chills Grommak, 39 vs Reflex = hit. Grommak is weakened (save ends), and if he takes cold damage before he saves he also becomes immobilized (save ends). Attacks Grommak, 32 vs AC = hit for 17 cold damage. Grommak is bloodied, and now immobilized as well (save ends both).
Torch Mechanics
[SHOW]
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Map of Mid Deck
[SHOW]
Image
Map of Lower Deck
[SHOW]
Image
Map Info
[SHOW]
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).

Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.

Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.

When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.

Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Enemy Info
[SHOW]
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.

Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.

Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Status
[SHOW]
35 Merchant Captain (AP, 26) | HP: ??/?? |
33 Darcell (AA, 19) | HP: 77/79 | Surges: 8/10 | AP: 1/1 | holding torch
32 Robed Man (AS, 26) | HP: ??/?? |
31 Grommak (AS, 19) | HP: 39/86 | Surges: 5/9 | AP: 0/1 | Bloodied, Frenzied Skirmish, Begin the Hunt holding torch, prone, shivering (weakened & immobilized, save ends both)
26 Henri (AD, 19) | HP: 74+5/74 | Surges: 7/8 | AP: 1/1 | Relentless Wounding, Create Opportunity, Stone of Wind, holding torch
???
24 Liam (AT, 19) | HP: 72/75 | Surges: 9/9 | AP: 1/1 | Charm of the Defender, holding torch
18 Sailor 1 (Z, 14) | HP: 1/1 | unarmed
18 Sailor 2 (??, ??) | HP: 1/1 |
18 Sailor 3 (AE, 19) | HP: 1/1 |
18 Sailor 4 (Z, 19) | HP: 1/1 |
18 Sailor 5 (AT, 24) | HP: 1/1 |
18 Sailor 6 (AS, 25) | HP: 1/1 |
18 Sailor 7 (AP, 25) | HP: 1/1 |
18 Sailor 8 (AO, 24) | HP: 1/1 |
18 Big John (AD, 14) | HP: 89/89 | Surges: 10/11 | AP: 0/1 |
12 Isabelle (AB, 8) | HP: 82/91 | Surges: 7/11 | AP: 1/1 | Eldritch Quagmire, holding torch
Combat Block
[SHOW]
Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 89/89
Bloodied: 44
Surge Value: 22
Surges left: 10/11
Action Points: 0

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

Second Wind [_]
Disciplined Counter [_]
Stone's Endurance [_]
Funneling Flurry [_]
Glowering Threat [_]
Sweeping Blow [_]
Come and Get It [_]
Defensive Advance [_]
Mountain Sweep [_]
__________________________________

Tempest Dance [_]
Dancing Defense [_]
Chain Ward [_]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop
Important Features:
[SHOW]
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
Summary
[SHOW]
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
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ratwizard
A Wan Smile
Posts: 5472
Registered for: 11 years 3 months
Location: Hellworld

Re: Blackwood's Dogs IC

Post by ratwizard »

Surprised by the shot of the flintlock and now chilled by a strange, frigid, arcane attack, Grommak grunts in pain. "Goddamn ambush," he mutters to himself. Knocked me lying on my back like some cheap whore. I'll just hack down the pussy-shits who surrender next time. It's always an ambush. Work, legs! He bites down hard to ignore the pain as barely manages to stand up. "You'll pay for this with your life-blood!" he vows, loudly. With a stiff movement, he heaves the torch away from himself, but it misses the man in view. The orc takes the moment to draw his cutlass in his left hand, despite the stiffness.
Mechanics
[SHOW]
Gains 10 THP from Half-Orc Resilience.

No Action: Begin the Hunt. +2 to initiative. Hunter's Quarry is on the Cap'n, and Grommak gets +2 to attacks against him until the Cap'n ain't the quarry no more. (That means when he ded)

Move: Stand up (for ya rights)

Standard: Chuck torch at Sailor 5 (RBA): Miss 19 AC.
Attack: 11(1d20) +8 = 19

Minor: Equip off-hand cutlass.

Saves against Immobilization and Weakened: 6(1d20) = 6; 1(1d20) = 1 Fail and fail. Fuck~
Combat Block
[SHOW]
Grommak

Male Half-Orc Two-Weapon Ranger 11
Languages: Common, Kurnish
Age: 29
Height: 6'2"
Weight: 200 lbs.

Speed: 6
Initiative: +11+2
Passive Perception: 26
Passive Insight: 21
Senses: Low-light Vision

AC: 24
Fort: 25
Reflex: 23
Will: 23
HP: 39+10/86
Bloodied: 43
Surge Value: 21
Surges left: 5/9
Action Points: 0

MBA: +18, 1d10+13

Resistances:
None.

Vulnerabilities:
None.

Saves:
+1 against fear, daze, domination, or stun effects.

Active Effects:

Immobilized
Weakened
Shivering

Powers:

Hunter's Quarry
Marauder's Rush
Twin Strike
__________________________________

Second Wind [ ]
Sohei Flurry [ ]
Furious Assault [ ]
Off-Hand Strike [ ]
Invigorating Stride [ ]
Ruffling Sting [ ]
Lashing Leaves [ ]
Cross-Body Parry [ ]
Periapt of Cascading Health +2 [_]
Boots of the Fencing Master [_]
__________________________________

Jaws of the Wolf [_]
Frenzied Skirmish [x]
Begin the Hunt [x]
Attacks on the Run [_]
Blood of the Fallen [_]

Consumables:

None.
Important Features:
[SHOW]
Racial Traits and Class or Path Features:

Running Attack: Using a standard action that allows movement and I move 2+ squares away, I gain +1 to attack rolls as part of that action.
Dancing Defense: If hitting with at least two melee attacks on my turn, I gain a +2 bonus to AC and Reflex TSNT.
Dual-Blade Action: On AP-spend, I can take an attack with both hands with a +4 WISmod bonus to damage.
Half-Orc Resilience: First time being blooded in an encounter, gain 10 THP.
Swift Charge: +2 bonus to speed while charging.
Sohei Indomitability: +1 power bonus to save throws against fear, daze, domination, or stun effects.

Notable Feats:

Impending Doom Style: If both Twin Strikes hit, one target takes a -2 penalty to attack rolls til my next turn end.
Cunning Stalker: I gain CA against creatures with no other creatures adjacent.
Two-Weapon Opening: When scoring a crit with my main hand, I can take a MBA with my off-hand against the target as a free action.
Heavy Blade Expertise: +2 to defenses against Op Attacks while wielding HB.

Item Features:

Jagged Weapon +3: Crits on a 19 or 20, and crits do 10 ongoing damage (save ends).
Boots of the Fencing Master: When shifting, gain a +1 item bonus to AC and Reflex TENT.
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Scratcherclaw
YUO ARE SMART
Posts: 3743
Registered for: 11 years 3 months

Re: Blackwood's Dogs IC

Post by Scratcherclaw »

Hearing the commotion below deck, Henri says to the sailor before him, "So, it would appear that your pals wanted to start a fight down below, but you're too smart to do that, right? We're both smart men, so let's avoid an altercation between us and you can go on your way."
Mechanics
[SHOW]
Diplo to try and reason sailor 3 out of fighting: 17(1d20) +16 = 33
Combat Block
[SHOW]
Henri LaBelle

Male Vryloka Warlord 11
Languages: Common, Imardanian, Forellian
Age: 21
Height: 5'11"
Weight: 150 lbs.

Speed: 7
Initiative: +13
Passive Perception: 20
Passive Insight: 16
Senses: Low-light vision

AC: 23
Fort: 24
Ref: 21
Will: 24
HP: 74/74 +5 temp HP
Bloodied: 37
Surge Value: 18
Surges left: 7/8
Action points: 1

MBA: +13 vs AC, 1d6+5 damage.
RBA: +17 vs AC, 1d6+7 damage.

Resistances: 10 Necrotic (5+1/2 level)
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Direct the Strike
Paint the Bulls-Eye
Sea Legs

Acrobat Boots
__________________________________

Second Wind [_]
Inspiring Word [_] [_] [_]
Vengeance is Mine [_]
Race the Arrow [_]
On My Mark [_]
Tempest of Triumph [_]
Lifeblood [_]
Inspiring Belligerence [_]
Dragon's Tenacity [_]
Shifting Tides [_]

__________________________________

Relentless Wounding [X]
Create Opportunity [X]
Warlord's Recovery [_]

Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [X]


Consumables:

None
Important Features
[SHOW]
Crossbow Expertise: You gain a +1 feat bonus to attack rolls that you make with a crossbow. This bonus increases to +2 at 11th level and +3 at 21st level. Also, you ignore partial cover or superior cover with weapon attacks you make with a crossbow.

Improved Defenses: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level.

Archer Captain: You and any ally within 5 squares of you ignore the penalty for attacking at long range.

Improved Inspiring Word: Add your Charisma modifier to the hit points restored by your inspiring word.

Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.

Duty's Virtue: Once per round, you can use the aid defense action as a minor action, but only if the chosen ally is bloodied. Also, you gain a +2 feat bonus to initiative checks.

Far Shot: When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares.

Jack of All Trades You gain a +2 feat bonus to untrained skill checks.

Fight On: You can use your inspiring word one additional time per encounter.

Resourceful Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.

Mighty Action: When you spend an action point to take an extra action, any ally who can see and hear you gains a +1 bonus to attack rolls and damage rolls until the start of your next turn.

Tempestuous Inspiration: When you use your inspiring word power, you can give the target of the power a +2 bonus to attack rolls and a bonus to damage rolls equal to your Charisma modifier that lasts until the end of your next turn. If the target's first attack misses during that time misses, the target grants a combat advantage to attackers until the end of your next turn.

Archer Warlord When you make a ranged basic attack with a bow, you can use Strength instead of Dexterity for the attack roll and the damage roll.

Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Blood Dependency: When you are bloodied, your healing surge value drops by 2.

Living Dead: If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.

Necrotic Resistance: You have a necrotic resistance equal to 5 + one-half your level.

The Mariner: While aboard a ship, gain a +1 bonus (+2 at Level 10) to any skill or ability check related to life at sea; gain the sea legs power. You gain a +2 power bonus to initiative checks. You ignore difficult terrain when you shift. While aboard a ship, you can use a minor action once per round to shift 1 square.

Distance Imardanian Officer's Pistol +3: Increases the weapon's normal range by 5 squares and the long range by 10 squares.

Lifeblood Hide Armor +2: You gain 5 temporary hit points after each rest. If you remove the armor, you lose these hit points.

Gem of Colloquy: You gain a +1 item bonus to Bluff and Diplomacy checks.

Cloak of Distortion: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.

Bracers of Archery: You gain a +2 item bonus to damage rolls while attacking with a bow or crossbow.

Acrobat Boots: You gain a +1 item bonus to Acrobatics checks.
User avatar
Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Blackwood's Dogs IC

Post by Fialova »

Grommak's torch lands at the sailors feet, once more illuminating the men waiting to pounce on himself and the Dirge. The robes of the man on the right now seem to be billowing somewhat in a mystical field of energy surrounding him, with a fine mist surrounding his location. Shards of ice float overhead, aimed at their location.

"And your men won't attack me?" the sailor responds to Henri, cautiously looking past him to the room where the chef had just been attacked. He keeps his guard up all the while, ready to strike at the young man if he changes his tune.

As the Imardanian talks, two more axe-wielding crewmen, the officers it seems, come rushing down the hallway, taking swipes at Henri and Darcell once in range. "Don't listen to his lies, fight!" one of the men shouts, before landing a blow against the unsuspecting Henri.

Go: Liam
Mechanics
[SHOW]
Grommak: stands, misses, draws off-hand, fails saves

Henri: negotiates

Axeman 1: moves to (AB, 19). Attacks Darcell, 22 vs AC = miss.

Axeman 2: moves to (AC, 19). Attacks Henri, 24 vs AC = hit for 17 damage.
Torch Mechanics
[SHOW]
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Map of Mid Deck
[SHOW]
Image
Map of Lower Deck
[SHOW]
Image
Map Info
[SHOW]
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).

Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.

Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.

When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.

Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Enemy Info
[SHOW]
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.

Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.

Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.

Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Status
[SHOW]
35 Merchant Captain (AP, 26) | HP: ??/?? | Grommak's quarry
33 Darcell (AA, 19) | HP: 77/79 | Surges: 8/10 | AP: 1/1 | holding torch
32 Robed Man (AS, 26) | HP: ??/?? |
31 Grommak (AS, 19) | HP: 39/86 | Surges: 5/9 | AP: 0/1 | Bloodied, Frenzied Skirmish, Begin the Hunt, prone, shivering (weakened & immobilized, save ends both)
26 Henri (AD, 19) | HP: 62/74 | Surges: 7/8 | AP: 1/1 | Relentless Wounding, Create Opportunity, Stone of Wind, holding torch
24 Axeman 1 (AB, 19) | HP: ??/?? |
24 Axeman 2 (AC, 19) | HP: ??/?? |
24 Liam (AT, 19) | HP: 72/75 | Surges: 9/9 | AP: 1/1 | Charm of the Defender, holding torch
18 Sailor 1 (Z, 14) | HP: 1/1 | unarmed
18 Sailor 2 (??, ??) | HP: 1/1 |
18 Sailor 3 (AE, 19) | HP: 1/1 |
18 Sailor 4 (Z, 19) | HP: 1/1 |
18 Sailor 5 (AT, 24) | HP: 1/1 |
18 Sailor 6 (AS, 25) | HP: 1/1 |
18 Sailor 7 (AP, 25) | HP: 1/1 |
18 Sailor 8 (AO, 24) | HP: 1/1 |
18 Big John (AD, 14) | HP: 89/89 | Surges: 10/11 | AP: 0/1 |
12 Isabelle (AB, 8) | HP: 82/91 | Surges: 7/11 | AP: 1/1 | Eldritch Quagmire, holding torch

Grommak's Torch (AT, 24)
Combat Block
[SHOW]
Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 89/89
Bloodied: 44
Surge Value: 22
Surges left: 10/11
Action Points: 0

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

Second Wind [_]
Disciplined Counter [_]
Stone's Endurance [_]
Funneling Flurry [_]
Glowering Threat [_]
Sweeping Blow [_]
Come and Get It [_]
Defensive Advance [_]
Mountain Sweep [_]
__________________________________

Tempest Dance [_]
Dancing Defense [_]
Chain Ward [_]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop
Important Features:
[SHOW]
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
Summary
[SHOW]
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
kalis5
Hm...
Posts: 818
Registered for: 10 years 2 months

Re: Blackwood's Dogs IC

Post by kalis5 »

Liam sighs and looks at the men before him, shaking his head, a small graze on his arm.
"Now. Now you've gone and done it."
He grins as he rushes forwards, his blade already drawn, raising it up and bringing it down on the sailor in front of him. Normally, this would seem fairly silly charging into a large group with so few allies, but he has plans.
Mechanics
[SHOW]
Move to AT23
Melee Basic attack on Sailor 5: 19(1d20) +18 = 37
Damage: 7(1d8) +10 = 17
Trigger: Melee hit: Dazzling Sunray on Robed Man. Robed man takes 5 points of damage and has a -2 attack penalty until Liam's EoNT.
Combat Block
[SHOW]
Liam "Dirge" Rend

Human Bladesinger Level 11
Languages: Common, Elven, Dwarven
Age: 23

Speed: 6
Initiative: 12 (+2 if within 10 squares of Henry)
Passive Perception: 21
Passive Insight: 16
Senses: Low-light

AC: 26
Fort: 21
Reflex: 25
Will: 23
HP: 72/75
Bloodied: 37
Surge Value: 18
Surges left: 9/9
Action Points: 1

Resistances:
Vulnerabilities: None
Active Effects: None

Powers:

Bull Rush Attack
Grab Attack
Opportunity Attack
Erupting Flare
Dancing Fire
Dazzling Sunray
Unseen Hand
Cantrip Prestidigitation

Versatile Spellbook
_____________________________

Class Feature Bladesong [ ]
Cantrip Suggestion [ ]
Cantrip Chameleon's Mask
L2 Shield [ ]
L6 Dispel Magic [ ]
L10 Flush with Success [ ]
Theme Feature Iron Wolf Charge [ ]


_____________________________


Boon Spell Enemies Abound [ ]
L1 Skewering Spikes [ ]
L5 Grim Shadow [ ]
L9 Charm of the Defender [X]


Shadowdance Armor +2 [ ]

________________________________________________________

Unused Powers:
L1 Charm of Misplaced Wrath [ ]
L2 Arcane Mutterings [ ]
L5 Radiant Pillar [ ]
L6 Revitalizing Charm [ ]
L9 Fire Burst [ ]
L10 Phoenix Step [ ]



Important Features
[SHOW]
Class Feats:
Blade Magic - Upon scoring a hit with any MBA during turn triggers any skill with the "Bladespell" keyword as a free action, however only one per attack.

Instinctive Attack - When making a melee attack, use Intelligence rather than strength for damage and attack.

Guarded Flourish - Ranged and melee attacks do not provoke OAs while holding a one-handed weapon with a free hand. +2 AC while wearing light or no armor and with a hand free using a one-handed blade.

Arcane Strike - When a daily is used, a melee strike can be performed with a minor action.

Steely Retort - When bladesong is active, any enemy adjacent that hits provokes an OA.


Theme Feats:

Iron Wolf Warrior: Gain Access to the Iron Wolf Charge power.

Level 5: +2 nature and perception checks.

Level 10: When dropped below 1HP by an enemy, make a MBA against the enemy as a free action.

Racial Traits:



Notable Feats:
Eager Advance - Add 4 to speed during first round of combat.

Low-Light Adaptation - Count sense as Low-light.

Tainted Wounds - Enemies struck by attacks cannot heal until my EoNT.

Destructive Wizardry - If an arcane power strikes two or more foes, increase damage by +3.

Quick Draw - Draw a weapon or item stored in an accessible pouch or bandolier as a free action. +2 initiative.

Heavy Blade Expertise - +2 to weapon attacks using a heavy blade. +2 AC to OAs.

Improved Defenses - +2 to Will, Reflex, and Fortitude.

Eyes in the Back of Your Head - Never grant CA from flanking.

Choir of Swords - While Bladesong is active, spend an AP to strike all enemies adjacent as a standard action.

Item Feats:

Iron Armbands of Power - +2 bonus to damage rolls.
Amulet of Protection +2 - +2 to Will, Reflex, Fortitude.
User avatar
Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Blackwood's Dogs IC

Post by Fialova »

Below decks Liam's attack connects, slaying the nearby sailor and weakening the man behind the gate. However, the other sailors are quick to swarm him, though none manage to land a blow. From his position closer to the gates, Dirge can see that past the robed man is a metal cage, though he is not able to tell who or what may be inside. There are also various crates and barrels in the room ahead.

Up above, the man near Henri hesitates, but eventually heeds his superior's order and strikes out at the young man. His attack connects at the same time as the chef's against Darcell. Other men step into the doorways up ahead, preparing to join the fight.

Seeing the fighting up ahead, John slowly steps forward, twirling his chain menacingly. As he nears the officers he harumphs, "filthy cowards," before lashing out at both men with his chain. Before they can react they are both yanked to the ground and pulled out of the way, out into the open. "Fight out here, like men."

Go: Big John, Isabelle
Mechanics
[SHOW]
Liam: moves, hits and kills

Sailor 1: moves to (Y, 18), out of sight.

Sailor 3: attacks Henri, 34 vs AC = hit for 13 damage.

Sailor 4: attacks Darcell, 29 vs AC = hit for 7 damage.

Sailor 6: moves to (AT, 24). Attacks Liam, 19 vs AC = miss.

Sailor 7: moves to (AS, 23). Attacks Liam, 20 vs AC = miss.

Sailor 8: moves to (AT, 22). Attacks Liam, 23 vs AC = miss.

Sailor 9: moves to (AA, 21).

Sailor 10: moves to (AD, 21).

Big John:
Minor Action: Chain Ward
Effect: Threatening reach...

Move Action: move to (AC, 18)

Standard Action: Funneling Flurry on Axeman 1 and Axeman 2
Attack vs Axeman 1: 29 vs AC = hit
Hit: 18 damage, and Axeman 1 is knocked prone and slid to (AA, 18). Target is marked until the end of my next turn.
Attack vs Axeman 2: 32 vs AC = hit
Hit: 15 damage, and Axeman 2 is knocked prone and slid to (AD, 18). Target is marked until the end of my next turn.
Torch Mechanics
[SHOW]
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Map of Mid Deck
[SHOW]
Image
Map of Lower Deck
[SHOW]
Image
Map Info
[SHOW]
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).

Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.

Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.

When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.

Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Enemy Info
[SHOW]
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.

Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.

Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.

Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Status
[SHOW]
35 Merchant Captain (AP, 26) | HP: ??/?? | Grommak's quarry
33 Darcell (AA, 19) | HP: 70/79 | Surges: 8/10 | AP: 1/1 | holding torch
32 Robed Man (AS, 26) | HP: -5/?? | -2 to attacks until Liam EONT
31 Grommak (AS, 19) | HP: 39+10/86 | Surges: 5/9 | AP: 0/1 | Bloodied, Frenzied Skirmish, Begin the Hunt, shivering (weakened & immobilized, save ends both)
26 Henri (AD, 19) | HP: 49/74 | Surges: 7/8 | AP: 1/1 | Relentless Wounding, Create Opportunity, Stone of Wind, holding torch
24 Axeman 1 (AA, 18) | HP: -18/?? | prone, marked (-3) until Big John EONT
24 Axeman 2 (AD, 18) | HP: -15/?? | prone, marked (-3) until Big John EONT
24 Liam (AT, 23) | HP: 72/75 | Surges: 9/9 | AP: 1/1 | Charm of the Defender, holding torch
18 Sailor 1 (Y, 18) | HP: 1/1 | unarmed
18 Sailor 2 (??, ??) | HP: 1/1 |
18 Sailor 3 (AE, 19) | HP: 1/1 |
18 Sailor 4 (Z, 19) | HP: 1/1 |
18 Sailor 5 (AT, 24) | HP: 1/1 | ded
18 Sailor 6 (AT, 24) | HP: 1/1 |
18 Sailor 7 (AS, 23) | HP: 1/1 |
18 Sailor 8 (AT, 22) | HP: 1/1 |
18 Sailor 9 (AA, 21) | HP: 1/1 |
18 Sailor 10 (AD, 21) | HP: 1/1 |
18 Big John (AC, 18) | HP: 89/89 | Surges: 10/11 | AP: 0/1 | Funneling Flurry, Chain Ward, threatening reach
12 Isabelle (AB, 8) | HP: 82/91 | Surges: 7/11 | AP: 1/1 | Eldritch Quagmire, holding torch

Grommak's Torch (AT, 24)
Combat Block
[SHOW]
Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 89/89
Bloodied: 44
Surge Value: 22
Surges left: 10/11
Action Points: 0

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

Second Wind [_]
Disciplined Counter [_]
Stone's Endurance [_]
Funneling Flurry [X]
Glowering Threat [_]
Sweeping Blow [_]
Come and Get It [_]
Defensive Advance [_]
Mountain Sweep [_]
__________________________________

Tempest Dance [_]
Dancing Defense [_]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop
Important Features:
[SHOW]
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
Summary
[SHOW]
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
User avatar
PureZaros
The Enigma
Posts: 651
Registered for: 10 years 10 months
Location: *Calculating...*

Re: Blackwood's Dogs IC

Post by PureZaros »

Hearing the shout from below, Isabelle quickly unsheathes her sword and runs out into the main area. "Seems your friends are pretty dull!" She calls out to the sailor cowering in the corner. "You seem like a smart fellow, though. Let's continue our tour after me 'n my mates deal with them."

Having said that, she whips her sword through her torch's flame, sending a gout of fire leaping across the ship to immolate one of the downed officers. "See? That guy's face is burning. You don't want that, do you?"
MECHANICS
[SHOW]
Move Action: Move to [Z, 13]

Standard Action: Swordmage Shielding Fire on Axeman 2
Draw Sword using Ruby Scabbard passive.
Attack: 30 vs Fortitude... Hit!
Damage: 23 fire damage.
Axeman 2 is marked with my Aegis until the end of the encounter. This isn't removed by using my Aegis power, but can be superseded by another mark.

Ready Opportunity Actions:
If Axeman 2 tries to move away from me, then: Fettering Aegis on Axeman 2
1d8+6 force damage, pulled to a square adjacent to Isabelle, and immobilized.

Otherwise: Dimensional Vortex
+16 vs Will
If an enemy hits an ally with an attack, teleport the triggering enemy 5 squares and make the attack against a target of my choice.

Prioritize Henri.
If Axeman 2 hits Henri, teleport him to [AB, 17] and make the attack against Axeman 1.
If Axeman 1 hits Darcell or Big John, teleport him to [AB, 21] and make the attack against Sailor 9. Only do this one if he hits for 10 or more damage.

My AC is currently 28
COMBAT BLOCK
[SHOW]
Isabelle

Female Genasi Swordmage 11
Languages: Common, Elven
Age: 37
Height: 5'7"
Weight: 180

Speed: 6
Initiative: +6
Passive Perception: 23
Passive Insight: 17
Senses: Normal Vision

AC: 30
Fort: 22
Reflex: 25
Will: 23
HP: 82/91
Bloodied: 45
Surge Value: 22
Surges left: 7/11
Action Points: 0

Resistances:
5 Poison
10 Fire while manifesting Cindersoul
4 All while bloodied

Vulnerabilities: None

Active Effects:
Manifesting Cindersoul
+2 racial bonus to saving throws against ongoing damage while manifesting Watersoul

Powers:

MBA: +19 to attack, 1d8+9 damage
RBA: +16 to attack, 1d4+6 damage (using dagger)

Bull Rush Attack
Grab Attack
Opportunity Attack
Aegis of Ensnarement
Sword Burst
Frigid Blade

Summoned Armor +3
Acrobat Boots
__________________________________

[_] Second Wind
[_] Inevitable Strike
[_] Foesnare
[_] Mythal Recovery
[_] Dimensional Vortex
[_] Fettering Aegis
[_] Four Corners Attack
[_] Strength Against Strength
[_] Explosive Runes

[_] Periapt of Cascading Health +2
[_] Viper Belt
[_] Ruby Scabbard

Require Manifestation:
[_] Firedeath §
[_] Swiftcurrent
__________________________________

[_] Binding Aegis
[X] Swordmage Shielding Fire
[X] Eldritch Quagmire
[_] Troll Rampage

* Immediate Reaction
§ Indicates Active Manifestation
Important Features:
[SHOW]
Aegis of Ensnarement:
I mark the target. The target remains marked until I use this power against another target. If I mark another creature using other powers, the target is still marked.
Until the mark ends, if the target makes an attack that doesn't include me as a target, it takes a -2 penalty to the attack roll.
I fa target marked by this power is within 10 squares of me when it hits with an attack that doesn't include me, I can use an Immediate Reaction after the target's attack resolves to teleport the target to a square adjacent to me. The target grants CA until EoNT. If there is no unoccupied space, I can't use this effect.

Racial Traits and Class/Path/Race Features:
Swordmage Warding: When conscious and wielding a light/heavy blade, I have a magical field around me. This field grants +1 bonus to AC, or +3 bonus if I'm wielding a blade in one hand and have my other hand free.

Swordbond: By spending 1 hour of meditation with my weapon, I forge a special bond with it. As a Standard Action I can call my bonded weapon to hand from up to 10 squares away. If my bonded weapon is broken or damaged I can spend 1 hour of meditation to recreate the blade from a fragment. I can spend 1 hour of meditation with a different blade to forge a new bond, dissipating the old one.

Aegis Insight: When I use my Aegis power, I add my Wisdom mod (+2) to the burst radius.

People's History: I add my Wisdom mod (+2) to my history checks.

Teleportation Action: When I spend an AP to take an extra action, I can teleport 5 squares before taking the extra action.

Ironwrought Starting Feature: I gain a +1 power bonus to athletics and endurance checks. Whenever I use my second wind, this power bonus increases to +4 until EoNT

Ironwrought Level 5 Feature: When I'm bloodied, I gain resist 2/4/6 all damage.

Ironwrought Level 10 Feature: When I use Inevitable Strike, I gain a +1 power bonus to melee weapon attack rolls until EoNT

Cindersoul: Resist 5/10/15 fire
Watersoul: I can breathe underwater.

Notable Feats:
Intelligent Blademaster: I can use my Int mod instead of my Str mod when making a basic attack with a melee weapon.

Mark of Warding: When one of my powers grants a bonus to defense, increase that bonus by 1. Whenever I mark an enemy, it takes -3 to attacks that don't include me, instead of the normal -2. I can master and perform rituals in the Warding category and the Fluid Funds, Knock, and Leomund's Secret Chest rituals as if I had Ritual Caster.

Defender of the Wild: Once per encounter as a free action, I can mark each enemy adjacent to me as a free action.

Sudden Roots: Whenever I hit an enemy with an OA, that enemy is slowed until the end of its turn.

Double Aegis: When I use my Aegis power, I can choose to mark a second target in the burst. If they both attack allies, I have to choose which to respond to, since I still only have one immediate action per round.

Item Features:
Jagged Longsword +3: Scores critical hits on 19 or 20. Critical = ongoing 10 damage (save ends).

Ruby Scabbard: Resizes to fit any weapon placed in it. I can draw a weapon from this in the same action used to make an attack with the weapon.

Raven's Feather: Attuned to Isabelle's father.

Executioner's Bracers: When I score a critical, the attack does an extra 1d6 damage.

Gauntlets of Blood: +2 to damage roll against bloodied targets
Last edited by PureZaros on Mon Apr 06, 2015 6:30 pm, edited 1 time in total.
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
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Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Blackwood's Dogs IC

Post by Fialova »

While moving into the open area, Isabelle briefly spots some other sailors gathered in one of the doorways near the stairs, possibly planning a sneak attack. "S- s- sure, ok," the terrified sailor responds to the woman, cowering on the ground in the corner as she sends fire across the ship at one of his mates.

Down below, the captain circles around the small chamber he is in, appearing behind the robed man and giving a signal to his men outside. On command, they simultaneously swipe at Liam, though is is somehow able to avoid all three attacks at once. While he dodges the captain unleashes two shots, though, which is unable to dodge, the other hitting Grommak.

Go: Darcell
Mechanics
[SHOW]
Isabelle: moves, hits and marks

Captain: move to (AS, 28). Vicious Mockery on Liam, who provokes an OA from each adjacent enemy...

Sailor 6: Attacks Liam, 22 vs AC = miss.

Sailor 7: Attacks Liam, 15 vs AC = miss.

Sailor 8: Attacks Liam, 16 vs AC = miss.

Captain: ...Attacks Liam, 30 vs AC = hit for 12 damage. Attacks Grommak, 28 vs AC = hit for 11 damage.
Torch Mechanics
[SHOW]
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Map of Mid Deck
[SHOW]
Image
Map of Lower Deck
[SHOW]
Image
Map Info
[SHOW]
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).

Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.

Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.

When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.

Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Enemy Info
[SHOW]
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.

Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.

Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.

Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Status
[SHOW]
35 Merchant Captain (AS, 28) | HP: ??/?? | Vicious Mockery, Grommak's quarry
33 Darcell (AA, 19) | HP: 70/79 | Surges: 8/10 | AP: 1/1 | holding torch
32 Robed Man (AS, 26) | HP: -5/?? | -2 to attacks until Liam EONT
31 Grommak (AS, 19) | HP: 38/86 | Surges: 5/9 | AP: 0/1 | Bloodied, Frenzied Skirmish, Begin the Hunt, shivering (weakened & immobilized, save ends both)
26 Henri (AD, 19) | HP: 49/74 | Surges: 7/8 | AP: 1/1 | Relentless Wounding, Create Opportunity, Stone of Wind, holding torch
24 Axeman 1 (AA, 18) | HP: -18/?? | prone, marked (-3) until Big John EONT
24 Axeman 2 (AD, 18) | HP: -38/?? | prone, marked (-3) by Isabelle
24 Liam (AT, 23) | HP: 60/75 | Surges: 9/9 | AP: 1/1 | Charm of the Defender, holding torch
18 Sailor 1 (Y, 18) | HP: 1/1 | prone, unarmed
18 Sailor 2 (??, ??) | HP: 1/1 |
18 Sailor 3 (AE, 19) | HP: 1/1 |
18 Sailor 4 (Z, 19) | HP: 1/1 |
18 Sailor 6 (AT, 24) | HP: 1/1 |
18 Sailor 7 (AS, 23) | HP: 1/1 |
18 Sailor 8 (AT, 22) | HP: 1/1 |
18 Sailor 9 (AA, 21) | HP: 1/1 |
18 Sailor 10 (AD, 21) | HP: 1/1 |
18 Sailor 11 (AD, 11) | HP: 1/1 |
18 Sailor 12 (AC, 11) | HP: 1/1 |
18 Big John (AC, 18) | HP: 89/89 | Surges: 10/11 | AP: 0/1 | Funneling Flurry, Chain Ward, threatening reach
12 Isabelle (Z, 13) | HP: 82/91 | Surges: 7/11 | AP: 1/1 | Eldritch Quagmire, Swordmage Shielding Fire, holding torch

Grommak's Torch (AT, 24)
Combat Block
[SHOW]
Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 89/89
Bloodied: 44
Surge Value: 22
Surges left: 10/11
Action Points: 0

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

Second Wind [_]
Disciplined Counter [_]
Stone's Endurance [_]
Funneling Flurry [X]
Glowering Threat [_]
Sweeping Blow [_]
Come and Get It [_]
Defensive Advance [_]
Mountain Sweep [_]
__________________________________

Tempest Dance [_]
Dancing Defense [_]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop
Important Features:
[SHOW]
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
Summary
[SHOW]
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
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Namelessjake
Plane Wings Sharp Like Katana
Posts: 4009
Registered for: 11 years 3 months
Location: Blockbuster

Re: Blackwood's Dogs IC

Post by Namelessjake »

Shit, this isn't good, Darcell thinks as they're ambushed on the mid deck as well. He quickly places his hand against his blade, imbuing it like he had done to Grommak's on the top deck. He strikes out at the axe wielding man, choosing the stronger of his openents. The blast sends the man staggering backwards towards the open cargo doors. "Have a nice trip," Darcell quips, well aware of the cheesiness of the line.
Mechanics
[SHOW]
Minor: Echoing Weapon on Darcell's rapier. Next attack does 11 thunder damage regardless of hit or miss.

11(2d6) = 11

Standard: Blunder on Axeman 1.
30 vs Will. hits for 13 damage + 11 thunder damage, slides Axeman 1 to (AA, 15)

16(1d20) +14 = 30; 4(1d6) +9 = 13
Virtue of Cunning
[SHOW]
Once per round when an enemy attack misses an ally within 8 squares of me, I can slide that ally up to 2 square as a free action, and I can also slide an enemy that was adjacent to that ally into the space the ally vacated. In addition one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.

Feel free to use this.
Combat Block
[SHOW]
Darcell

Male Half-Elf Cunning Bard 11
Languages: Common, Forellian, Serran, Imardanian.
Age: 25
Height: 5'11"
Weight: 165 lbs.

Speed: 6
Initiative: +14 (+16 when within 10 of Henri)
Passive Perception: 21
Passive Insight: 19
Senses: Low-light Vision

AC: 24
Fort: 21
Reflex: 22
Will: 26
HP: 70/79
Bloodied: 39
Surge Value: 20
Surges left: 8/10
Action Points: 1

MBA: +13 vs AC, 1d8+3 damage. (+2 to damage rolls when you have combat advantage)
RBA: +9 vs AC, 1d4+2 damage.

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Vicious Mockery
Staggering Note
__________________________________

Second Wind [_]
Guardian's Counter [_]
Demoralizing Strike [_]
Majestic Word [_][_] **
Words of Friendship [_]
Blunder [x]
Moment of Escape [_]
Echoing Weapon [x]
Revitalizing Incantation [ ]
Unluck [_]
Illusory Erasure [_]
Lying Lights [_]
Harper Pin
Mielikki's Endurance [_] *
Lliira's Grace [_] *
Tymora's Luck [_] *
Feytouched Hide Armor +3 [_]
__________________________________

Stirring Shout[_]
Song of Discord [_]
Counterpoint [_]
Headband of Intellect [_]
Sitar of restfulness [_]

* Can only use one per encounter
** Can be used twice per encounter but only once per round

Consumables:

None.
Important Features:
[SHOW]
Racial Traits and Class or Path Features:

Group Diplomacy: I grant allies within 10 squares of me a +1 racial bonus to Diplomacy checks.

Bardic Training: I can perform two bard rituals per day of my level or lower without expending components.

Virtue of Cunning: Once per round, when an enemy attack misses an ally within 8 squares of me, I can slide that ally 1 square as a free action.

Song of Rest: When I play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+6) with each healing surge.

Shrouding Action: When I spend an action point to take an extra action, one ally I choose within 5 squares of me and I become invisible until the end of my next turn.

Virtue of Deceit: When I use Virtue of Cunning, one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.

Notable Feats:

Resourceful Leader: When an ally I can see spends an action point to make an attack, the ally gains a +5 bonus to damage rolls on a hit or gains 5 temporary hit points on a miss.

Superior Will: If I am dazed or stunned I can make a saving throw at the start of my turn to end that effect, even if the effect doesn't normally end on a save.

Advantage of Cunning: When I slide an ally with my Virtue of Cunning, I can also slide an enemy that was adjacent to that ally into the space the ally vacated.

Battle Song Expertise: I gain a +1 feat bonus to the number of squares that I can pull, push, or slide creatures with my bard attacks and bard paragon path attacks.

Improved Cunning: When I use Virtue of Cunning to slide an ally, I can slide the ally 2 squares instead of 1.

Item Features:

Headband of Intellect: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.

Spyglass of Perception: Gain a +3 item bonus to Perception checks when using this device.
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Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Blackwood's Dogs IC

Post by Fialova »

Darcell's attack sends the man flying across the deck, before he falls to the one below. Meanwhile, the robed man sends more cold energy towards the Dirge this time, though once more the man is able to avoid the attack.

Go: Grommak, Henri
Mechanics
[SHOW]
Darcell: imbues weapon, hits and slides

Axeman 1: save to catch self, 4 = failure. Falls to (AP, 15) taking 8 fall damage.

Robed Man: chills Liam, 21 vs Reflex = miss. Attacks Liam, 20 vs Reflex = miss. Shifts to (AS, 27).
Torch Mechanics
[SHOW]
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Map of Mid Deck
[SHOW]
Image
Map of Lower Deck
[SHOW]
Image
Map Info
[SHOW]
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).

Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.

Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.

When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.

Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Enemy Info
[SHOW]
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.

Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.

Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.

Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Status
[SHOW]
35 Merchant Captain (AS, 28) | HP: ??/?? | Vicious Mockery, Grommak's quarry
33 Darcell (AA, 19) | HP: 70/79 | Surges: 8/10 | AP: 1/1 | Echoing Weapon, Blunder, holding torch
32 Robed Man (AS, 27) | HP: -5/?? | -2 to attacks until Liam EONT
31 Grommak (AS, 19) | HP: 38/86 | Surges: 5/9 | AP: 0/1 | Bloodied, Frenzied Skirmish, Begin the Hunt, shivering (weakened & immobilized, save ends both)
26 Henri (AD, 19) | HP: 49/74 | Surges: 7/8 | AP: 1/1 | Relentless Wounding, Create Opportunity, Stone of Wind, holding torch
24 Axeman 1 (AP, 15) | HP: -50/?? | prone, marked (-3) until Big John EONT
24 Axeman 2 (AD, 18) | HP: -38/?? | prone, marked (-3) by Isabelle
24 Liam (AT, 23) | HP: 60/75 | Surges: 9/9 | AP: 1/1 | Charm of the Defender, holding torch
18 Sailor 1 (Y, 18) | HP: 1/1 | prone, unarmed
18 Sailor 2 (??, ??) | HP: 1/1 |
18 Sailor 3 (AE, 19) | HP: 1/1 |
18 Sailor 4 (Z, 19) | HP: 1/1 |
18 Sailor 6 (AT, 24) | HP: 1/1 |
18 Sailor 7 (AS, 23) | HP: 1/1 |
18 Sailor 8 (AT, 22) | HP: 1/1 |
18 Sailor 9 (AA, 21) | HP: 1/1 |
18 Sailor 10 (AD, 21) | HP: 1/1 |
18 Sailor 11 (AD, 11) | HP: 1/1 |
18 Sailor 12 (AC, 11) | HP: 1/1 |
18 Big John (AC, 18) | HP: 89/89 | Surges: 10/11 | AP: 0/1 | Funneling Flurry, Chain Ward, threatening reach
12 Isabelle (Z, 13) | HP: 82/91 | Surges: 7/11 | AP: 1/1 | Eldritch Quagmire, Swordmage Shielding Fire, holding torch

Grommak's Torch (AT, 24)
Combat Block
[SHOW]
Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 89/89
Bloodied: 44
Surge Value: 22
Surges left: 10/11
Action Points: 0

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

Second Wind [_]
Disciplined Counter [_]
Stone's Endurance [_]
Funneling Flurry [X]
Glowering Threat [_]
Sweeping Blow [_]
Come and Get It [_]
Defensive Advance [_]
Mountain Sweep [_]
__________________________________

Tempest Dance [_]
Dancing Defense [_]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop
Important Features:
[SHOW]
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
Summary
[SHOW]
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
User avatar
ratwizard
A Wan Smile
Posts: 5472
Registered for: 11 years 3 months
Location: Hellworld

Re: Blackwood's Dogs IC

Post by ratwizard »

Grommak hardly feels the sting of the bullet pierce through his armor, as he growls in anger. Rage builds inside his mind as he finally shakes off the chill from the mage's spell. This boat will run red with their blood when I am finished here, he vows to himself, readying his blades in a defensive stance, soon to launch forth.
Mechanics
[SHOW]
Move: Invigorating Stride to use Second Wind. Gain +2 to defenses and 21 HP, bringing Grommak to 59 HP, unbloodying him.

Standard: Total Defense, gaining another +2 to defenses.

Saves against Immobilization and Weakened: 19(1d20) = 19

Saves both. Not weakened or immobilized no mo'.
Combat Block
[SHOW]
Grommak

Male Half-Orc Two-Weapon Ranger 11
Languages: Common, Kurnish
Age: 29
Height: 6'2"
Weight: 200 lbs.

Speed: 6
Initiative: +11+2
Passive Perception: 26
Passive Insight: 21
Senses: Low-light Vision

AC: 24+4
Fort: 25+4
Reflex: 23+4
Will: 23+4
HP: 59/86
Bloodied: 43
Surge Value: 21
Surges left: 4/9
Action Points: 0

MBA: +18, 1d10+13

Resistances:
None.

Vulnerabilities:
None.

Saves:
+1 against fear, daze, domination, or stun effects.

Active Effects:

Immobilized
Weakened
Shivering

Powers:

Hunter's Quarry
Marauder's Rush
Twin Strike
__________________________________

Second Wind [x]
Sohei Flurry [ ]
Furious Assault [ ]
Off-Hand Strike [ ]
Invigorating Stride [x]
Ruffling Sting [ ]
Lashing Leaves [ ]
Cross-Body Parry [ ]
Periapt of Cascading Health +2 [_]
Boots of the Fencing Master [_]
__________________________________

Jaws of the Wolf [_]
Frenzied Skirmish [x]
Begin the Hunt [x]
Attacks on the Run [_]
Blood of the Fallen [_]

Consumables:

None.
Important Features:
[SHOW]
Racial Traits and Class or Path Features:

Running Attack: Using a standard action that allows movement and I move 2+ squares away, I gain +1 to attack rolls as part of that action.
Dancing Defense: If hitting with at least two melee attacks on my turn, I gain a +2 bonus to AC and Reflex TSNT.
Dual-Blade Action: On AP-spend, I can take an attack with both hands with a +4 WISmod bonus to damage.
Half-Orc Resilience: First time being blooded in an encounter, gain 10 THP.
Swift Charge: +2 bonus to speed while charging.
Sohei Indomitability: +1 power bonus to save throws against fear, daze, domination, or stun effects.

Notable Feats:

Impending Doom Style: If both Twin Strikes hit, one target takes a -2 penalty to attack rolls til my next turn end.
Cunning Stalker: I gain CA against creatures with no other creatures adjacent.
Two-Weapon Opening: When scoring a crit with my main hand, I can take a MBA with my off-hand against the target as a free action.
Heavy Blade Expertise: +2 to defenses against Op Attacks while wielding HB.

Item Features:

Jagged Weapon +3: Crits on a 19 or 20, and crits do 10 ongoing damage (save ends).
Boots of the Fencing Master: When shifting, gain a +1 item bonus to AC and Reflex TENT.
User avatar
Scratcherclaw
YUO ARE SMART
Posts: 3743
Registered for: 11 years 3 months

Re: Blackwood's Dogs IC

Post by Scratcherclaw »

"I would have let you go, but not after this!" Henri says to the sailor. Stepping back, he throws his torch at the axe-wielding man, but it pathetically falls to the floor, barely singeing the man. Expecting more up-close action, the Imardanian draws his sword and readies himself.
Mechanics
[SHOW]
Move: Shift to AC19

Standard: Throw torch at Axeman 2
Attack: 20(1d20) +7 = 27 vs AC = Hit
Damage: 1(1d4) +2 = 3
Ongoing fire damage: 2(1d6) = 2 Nope

Minor: Draw short sword

If enemy hits me, use Vengeance is Mine
Combat Block
[SHOW]
Henri LaBelle

Male Vryloka Warlord 11
Languages: Common, Imardanian, Forellian
Age: 21
Height: 5'11"
Weight: 150 lbs.

Speed: 7
Initiative: +13
Passive Perception: 20
Passive Insight: 16
Senses: Low-light vision

AC: 23
Fort: 24
Ref: 21
Will: 24
HP: 49/74
Bloodied: 37
Surge Value: 18
Surges left: 7/8
Action points: 1

MBA: +13 vs AC, 1d6+5 damage.
RBA: +17 vs AC, 1d6+7 damage.

Resistances: 10 Necrotic (5+1/2 level)
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Direct the Strike
Paint the Bulls-Eye
Sea Legs

Acrobat Boots
__________________________________

Second Wind [_]
Inspiring Word [_] [_] [_]
Vengeance is Mine [_]
Race the Arrow [_]
On My Mark [_]
Tempest of Triumph [_]
Lifeblood [_]
Inspiring Belligerence [_]
Dragon's Tenacity [_]
Shifting Tides [_]

__________________________________

Relentless Wounding [X]
Create Opportunity [X]
Warlord's Recovery [_]

Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [X]


Consumables:

None
Important Features
[SHOW]
Crossbow Expertise: You gain a +1 feat bonus to attack rolls that you make with a crossbow. This bonus increases to +2 at 11th level and +3 at 21st level. Also, you ignore partial cover or superior cover with weapon attacks you make with a crossbow.

Improved Defenses: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level.

Archer Captain: You and any ally within 5 squares of you ignore the penalty for attacking at long range.

Improved Inspiring Word: Add your Charisma modifier to the hit points restored by your inspiring word.

Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.

Duty's Virtue: Once per round, you can use the aid defense action as a minor action, but only if the chosen ally is bloodied. Also, you gain a +2 feat bonus to initiative checks.

Far Shot: When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares.

Jack of All Trades You gain a +2 feat bonus to untrained skill checks.

Fight On: You can use your inspiring word one additional time per encounter.

Resourceful Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.

Mighty Action: When you spend an action point to take an extra action, any ally who can see and hear you gains a +1 bonus to attack rolls and damage rolls until the start of your next turn.

Tempestuous Inspiration: When you use your inspiring word power, you can give the target of the power a +2 bonus to attack rolls and a bonus to damage rolls equal to your Charisma modifier that lasts until the end of your next turn. If the target's first attack misses during that time misses, the target grants a combat advantage to attackers until the end of your next turn.

Archer Warlord When you make a ranged basic attack with a bow, you can use Strength instead of Dexterity for the attack roll and the damage roll.

Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Blood Dependency: When you are bloodied, your healing surge value drops by 2.

Living Dead: If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.

Necrotic Resistance: You have a necrotic resistance equal to 5 + one-half your level.

The Mariner: While aboard a ship, gain a +1 bonus (+2 at Level 10) to any skill or ability check related to life at sea; gain the sea legs power. You gain a +2 power bonus to initiative checks. You ignore difficult terrain when you shift. While aboard a ship, you can use a minor action once per round to shift 1 square.

Distance Imardanian Officer's Pistol +3: Increases the weapon's normal range by 5 squares and the long range by 10 squares.

Lifeblood Hide Armor +2: You gain 5 temporary hit points after each rest. If you remove the armor, you lose these hit points.

Gem of Colloquy: You gain a +1 item bonus to Bluff and Diplomacy checks.

Cloak of Distortion: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.

Bracers of Archery: You gain a +2 item bonus to damage rolls while attacking with a bow or crossbow.

Acrobat Boots: You gain a +1 item bonus to Acrobatics checks.
User avatar
Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Blackwood's Dogs IC

Post by Fialova »

As Henri readies to toss his torch at the nearby officer the man takes a swipe from the ground, though Henri manages to jump out of the way. Darcell takes this opportunity to use his magical energy to slide both men further into the hall, flanking the officer between Henri and John. Before Henri lets go of his torch, there is a brief moment where more men are illuminated further down the hallway, but for too short a time to really get a glimpse of any details. More are also spotted in the nearby rooms, though again only barely.

On the lower deck, the other officer stands and makes his way into the brighter area of the hold, signaling the men around Liam once again to strike at the man. This time the drunkard is not so lucky, only managing to dodge one of the attacks and taking fairly decent blows from the other two. While he attempts to avoid the assault of the standard crewman, the robed man once more sends an icy blast his way, freezing his feet to the deck and leaving the Dirge quite weakened. Back upstairs the first officer stands and strikes out at Big John, landing a hit against the large man.

Go: Liam
Mechanics
[SHOW]
Grommak: heals, defends, saves

Henri: shifts, attacks...

Axeman 2: OAs, 22 vs AC = miss.

Darcell: Virtue of Cunning, sliding Henri to (AC, 20) and Axeman 2 to (AC, 19). Henri gains CA against Axeman 2 for their next attack.

Henri: hits, draws off-hand, readies immediate action

Axeman 1: stands, moves to (AP, 22). Vicious Mockery on Liam, who provokes OAs from each adjacent enemy.

Sailor 6: Attacks Liam, 26 vs AC = hit for 14 damage.

Sailor 7: Attacks Liam, 31 vs AC = hit for 14 damage. Liam is bloodied.

Sailor 8: Attacks Liam, 20 vs AC = miss.

Axeman 2: stands. Attacks Big John, 32 vs AC = hit for 12 damage and Big John is slowed (save ends).

Robed Man: attacks Liam, 34 vs Reflex = hit for 14 damage. Liam is immobilized and takes ongoing 5 cold damage (save ends both).
Torch Mechanics
[SHOW]
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Map of Mid Deck
[SHOW]
Image
Map of Lower Deck
[SHOW]
Image
Map Info
[SHOW]
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).

Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.

Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.

When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.

Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Enemy Info
[SHOW]
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.

Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.

Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.

Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Status
[SHOW]
35 Merchant Captain (AS, 28) | HP: ??/?? | Vicious Mockery, Grommak's quarry
33 Darcell (AA, 19) | HP: 70/79 | Surges: 8/10 | AP: 1/1 | Echoing Weapon, Blunder, holding torch
32 Robed Man (AS, 27) | HP: -5/?? | -2 to attacks until Liam EONT
31 Grommak (AS, 19) | HP: 59/86 | Surges: 4/9 | AP: 0/1 | Invigorating Stride, Second Wind, Frenzied Skirmish, Begin the Hunt, +4 to defenses until SONT
26 Henri (AC, 20) | HP: 49/74 | Surges: 7/8 | AP: 1/1 | Relentless Wounding, Create Opportunity, Stone of Wind, CA vs Axeman 2 for next attack
24 Axeman 1 (AP, 22) | HP: -50/?? | Vicious Mockery, marked (-3) until Big John EONT
24 Axeman 2 (AC, 19) | HP: -41/?? | marked (-3) by Isabelle
24 Liam (AT, 23) | HP: 18/75 | Surges: 9/9 | AP: 1/1 | Bloodied, Charm of the Defender, holding torch, immobilized & ongoing 5 cold damage (save ends both)
18 Sailor 1 (Y, 18) | HP: 1/1 | prone, unarmed
18 Sailor 2 (??, ??) | HP: 1/1 |
18 Sailor 3 (AE, 19) | HP: 1/1 |
18 Sailor 4 (Z, 19) | HP: 1/1 |
18 Sailor 6 (AT, 24) | HP: 1/1 |
18 Sailor 7 (AS, 23) | HP: 1/1 |
18 Sailor 8 (AT, 22) | HP: 1/1 |
18 Sailor 9 (AA, 21) | HP: 1/1 |
18 Sailor 10 (AD, 21) | HP: 1/1 |
18 Sailor 11 (AD, 11) | HP: 1/1 |
18 Sailor 12 (AC, 11) | HP: 1/1 |
18 Big John (AC, 18) | HP: 77/89 | Surges: 10/11 | AP: 0/1 | Funneling Flurry, Chain Ward, threatening reach, slowed (save ends)
12 Isabelle (Z, 13) | HP: 82/91 | Surges: 7/11 | AP: 1/1 | Eldritch Quagmire, Swordmage Shielding Fire, holding torch

Grommak's Torch (AT, 24)
Henri's Torch (AC, 19)
Combat Block
[SHOW]
Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 89/89
Bloodied: 44
Surge Value: 22
Surges left: 10/11
Action Points: 0

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

Second Wind [_]
Disciplined Counter [_]
Stone's Endurance [_]
Funneling Flurry [X]
Glowering Threat [_]
Sweeping Blow [_]
Come and Get It [_]
Defensive Advance [_]
Mountain Sweep [_]
__________________________________

Tempest Dance [_]
Dancing Defense [_]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop
Important Features:
[SHOW]
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
Summary
[SHOW]
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
kalis5
Hm...
Posts: 818
Registered for: 10 years 2 months

Re: Blackwood's Dogs IC

Post by kalis5 »

Liam growls as the sailors bring their blades down on him, looking at each and every one, only just managing to block one strike from one of them. He's getting tired of this. When he finds a breach he raises his sword, as if impaling something in the air, the sailors standing up stiff as he looks at them all, then he brings the blade down and they crumple to the floor, their minds broken, bodies dead.
He turns to the Axeman and with a burst of speed rushes behind him and slashes his backside, light flashing from the blade is if from nowhere, glaring right into the mans eyes even as the light burns his skin.
Mechanics
[SHOW]
Shield to get +4 AC and Reflex until EoNT.
Enemies Abound starting in the square Liam is in, hitting all three Sailors:
http://dice.brainclouds.net/Result.aspx?ID=3KBRM36W
http://dice.brainclouds.net/Result.aspx?ID=G6DA2BJG
http://dice.brainclouds.net/Result.aspx?ID=3KBRM36W

Move action to get in range of the Axeman at AO23 to prep for flanking maneuver.
MBA as a minor on the Axeman: 17(1d20) +18 = 35
Damage: 6(1d8) +10 = 16
Dazzling Sunray deals 5 damage and the Axeman takes -2 to attack rolls until EoNT.

Saving Throw: 14(1d20) = 14
Combat Block
[SHOW]
Liam "Dirge" Rend

Human Bladesinger Level 11
Languages: Common, Elven, Dwarven
Age: 23

Speed: 6
Initiative: 12 (+2 if within 10 squares of Henry)
Passive Perception: 21
Passive Insight: 16
Senses: Low-light

AC: 26
Fort: 21
Reflex: 25
Will: 23
HP: 22/75
Bloodied: 37
Surge Value: 18
Surges left: 9/9
Action Points: 1

Resistances:
Vulnerabilities: None
Active Effects: +4 to AC and Reflex.

Powers:

Bull Rush Attack
Grab Attack
Opportunity Attack
Erupting Flare
Dancing Fire
Dazzling Sunray
Unseen Hand
Cantrip Prestidigitation

Versatile Spellbook
_____________________________

Class Feature Bladesong [ ]
Cantrip Suggestion [ ]
Cantrip Chameleon's Mask
L2 Shield [X]
L6 Dispel Magic [ ]
L10 Flush with Success [ ]
Theme Feature Iron Wolf Charge [ ]


_____________________________


Boon Spell Enemies Abound [X]
L1 Skewering Spikes [ ]
L5 Grim Shadow [X]
L9 Charm of the Defender [X]


Shadowdance Armor +2 [ ]

________________________________________________________

Unused Powers:
L1 Charm of Misplaced Wrath [ ]
L2 Arcane Mutterings [ ]
L5 Radiant Pillar [ ]
L6 Revitalizing Charm [ ]
L9 Fire Burst [ ]
L10 Phoenix Step [ ]



Important Features
[SHOW]
Class Feats:
Blade Magic - Upon scoring a hit with any MBA during turn triggers any skill with the "Bladespell" keyword as a free action, however only one per attack.

Instinctive Attack - When making a melee attack, use Intelligence rather than strength for damage and attack.

Guarded Flourish - Ranged and melee attacks do not provoke OAs while holding a one-handed weapon with a free hand. +2 AC while wearing light or no armor and with a hand free using a one-handed blade.

Arcane Strike - When a daily is used, a melee strike can be performed with a minor action.

Steely Retort - When bladesong is active, any enemy adjacent that hits provokes an OA.


Theme Feats:

Iron Wolf Warrior: Gain Access to the Iron Wolf Charge power.

Level 5: +2 nature and perception checks.

Level 10: When dropped below 1HP by an enemy, make a MBA against the enemy as a free action.

Racial Traits:



Notable Feats:
Eager Advance - Add 4 to speed during first round of combat.

Low-Light Adaptation - Count sense as Low-light.

Tainted Wounds - Enemies struck by attacks cannot heal until my EoNT.

Destructive Wizardry - If an arcane power strikes two or more foes, increase damage by +3.

Quick Draw - Draw a weapon or item stored in an accessible pouch or bandolier as a free action. +2 initiative.

Heavy Blade Expertise - +2 to weapon attacks using a heavy blade. +2 AC to OAs.

Improved Defenses - +2 to Will, Reflex, and Fortitude.

Eyes in the Back of Your Head - Never grant CA from flanking.

Choir of Swords - While Bladesong is active, spend an AP to strike all enemies adjacent as a standard action.

Item Feats:

Iron Armbands of Power - +2 bonus to damage rolls.
Amulet of Protection +2 - +2 to Will, Reflex, Fortitude.
User avatar
Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Blackwood's Dogs IC

Post by Fialova »

The Dirge makes quick work of the men surrounding him, successfully blocking one of their attacks with his spells before lashing out and sending them all to their graves. Once he moves across the deck and strikes at the officer he calls out to his allies, who move closer to the man in their room.

Up above, Henri and John are caught off guard by arrows from the darkness, both men staggering backwards and the larger of the two collapsing over the edge and dropping to the lower deck. Seeing their foes pushed back, many other sailors rush forwards and take swipes at the dogs, though some are quickly dispatched in retaliation. Isabelle takes the opportunity to rush into the fray, but her quarry is felled before she's able to get close enough to land a blow.

Back below deck, John stumbles to his feet and limps forward, his legs sore from the officer's previous attack. "Just you wait," he growls to the nearby man, as he twirls his chain in the darkness menacingly.

Go: Big John, Isabelle
Mechanics
[SHOW]
Liam: shields, takes cold damage, hits and kills x3, moves, hits and bloodies...

Axeman 1: Call to Arms

Captain: shifts to (AP, 28)

Robed Man: shifts to (AS, 28)

Liam: ...dazzles, saves

Henri: hit by an arrow for 13 damage and pushed to (AB, 17) before falling prone.

Big John: hit by an arrow for 16 damage and pushed to (AC, 15). Save to catch self: 2 = failure. John falls to (AR, 15), taking 6 falling damage and falling prone.

Sailor 1: cowers

Sailor 2: moves to (AB, 19). Attacks Darcell, 20 vs AC = miss.

Sailor 3: moves to (AC, 18). Attacks Henri, 28 vs AC = hit...

Isabelle: Dimensional Vortex, Sailor 3 is teleported to (AB, 21).

Sailor 3: attacks Sailor 9, 28 vs AC = hit and kill.

Sailor 4: attacks Darcell, 27 vs AC = hit for 12 damage.

Sailor 10: moves to (AC, 18). Attacks Henri, 28 vs AC = hit for 9 damage.

Henri: Vengeance is Mine, MBA on Sailor 10, 23 vs AC = hit for 7 damage.

Isabelle: moves to (AB, 18).

Sailor 11: moves to (AC, 18). Attacks Isabelle, 17 vs AC = miss.

Sailor 12: moves to (AC, 17). Attacks Henri, 27 vs AC = hit for 11 damage.

Sailor 13: moves to (AD, 21)

Big John:
Move Action: Stand up.

Move Action: move to (AP, 17)

Save vs slow: 12, success
Torch Mechanics
[SHOW]
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Map of Mid Deck
[SHOW]
Image
Map of Lower Deck
[SHOW]
Image
Map Info
[SHOW]
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).

Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.

Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.

When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.

Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Enemy Info
[SHOW]
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.

Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.

Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.

Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Status
[SHOW]
35 Merchant Captain (AP, 28) | HP: ??/?? | Vicious Mockery, Grommak's quarry
33 Darcell (AA, 19) | HP: 58/79 | Surges: 8/10 | AP: 1/1 | Echoing Weapon, Blunder, holding torch
32 Robed Man (AS, 28) | HP: -5/?? |
31 Grommak (AS, 19) | HP: 59/86 | Surges: 4/9 | AP: 0/1 | Invigorating Stride, Second Wind, Frenzied Skirmish, Begin the Hunt, +4 to defenses until SONT
26 Henri (AB, 17) | HP: 16/74 | Surges: 7/8 | AP: 1/1 | Bloodied, Vengeance is Mine, Relentless Wounding, Create Opportunity, Stone of Wind, prone
24 Axeman 1 (AP, 22) | HP: -71/?? | Bloodied, Vicious Mockery, Call to Arms, -2 to attacks until Liam EONT
24 Axeman 2 (AC, 19) | HP: -41/?? | marked (-3) by Isabelle
24 Liam (AO, 23) | HP: 27/75 | Surges: 9/9 | AP: 1/1 | Bloodied, Shield, Charm of the Defender, Enemies Abound, holding torch, +4 AC & Reflex until EONT
18 Sailor 1 (Y, 18) | HP: 1/1 | prone, unarmed
18 Sailor 2 (AB, 19) | HP: 1/1 |
18 Sailor 3 (AB, 21) | HP: 1/1 |
18 Sailor 4 (Z, 19) | HP: 1/1 |
18 Sailor 6 (AT, 24) | HP: 1/1 | ded
18 Sailor 7 (AS, 23) | HP: 1/1 | ded
18 Sailor 8 (AT, 22) | HP: 1/1 | ded
18 Sailor 9 (AA, 21) | HP: 1/1 | ded
18 Sailor 10 (AC, 18) | HP: 1/1 | ded

18 Sailor 11 (AC, 18) | HP: 1/1 |
18 Sailor 12 (AC, 17) | HP: 1/1 |
18 Sailor 13 (AD, 21) | HP: 1/1 |
18 Big John (AP, 17) | HP: 55/89 | Surges: 10/11 | AP: 0/1 | Funneling Flurry, Chain Ward, threatening reach
12 Isabelle (Z, 13) | HP: 82/91 | Surges: 7/11 | AP: 1/1 | Dimensional Vortex, Eldritch Quagmire, Swordmage Shielding Fire, holding torch

Grommak's Torch (AT, 24)
Henri's Torch (AC, 19)
Combat Block
[SHOW]
Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 55/89
Bloodied: 44
Surge Value: 22
Surges left: 10/11
Action Points: 0

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

Second Wind [_]
Disciplined Counter [_]
Stone's Endurance [_]
Funneling Flurry [X]
Glowering Threat [_]
Sweeping Blow [_]
Come and Get It [_]
Defensive Advance [_]
Mountain Sweep [_]
__________________________________

Tempest Dance [_]
Dancing Defense [_]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop
Important Features:
[SHOW]
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
Summary
[SHOW]
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
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PureZaros
The Enigma
Posts: 651
Registered for: 10 years 10 months
Location: *Calculating...*

Re: Blackwood's Dogs IC

Post by PureZaros »

Isabelle quickly lashes out at the sailors as they close in around her and Henri, lopping heads off of two of them with almost contemptuous ease. As the bodies fall to the deck around her, she steps forward, gesturing wildly to the other sailors she can see. "What are ye? Just fodder, content to leap to yer own deaths! Well come at me, I'll give ye the death you want."
MECHANICS
[SHOW]
Standard Action: Sword Burst
Attack on Sailor 2: 35 vs Reflex... Hit
Attack on Sailor 11: 36 vs Reflex... Hit
Attack on Sailor 12: 23 vs Reflex... Hit
Theyded

Move Action: Shift to [AC, 18]

Minor Action: Aegis of Ensnarement
Marking Sailor 13 and Sailor 3 with my aegis.
Axeman 2 stays marked because it was marked from Swordmage Shielding Fire

Ready Opportunity Actions:
If Axeman 2 tries to move away from me, then: Fettering Aegis on Axeman 2
1d8+6 force damage, pulled to a square adjacent to Isabelle, and immobilized.

My AC is currently 28
COMBAT BLOCK
[SHOW]
Isabelle

Female Genasi Swordmage 11
Languages: Common, Elven
Age: 37
Height: 5'7"
Weight: 180

Speed: 6
Initiative: +6
Passive Perception: 23
Passive Insight: 17
Senses: Normal Vision

AC: 30
Fort: 22
Reflex: 25
Will: 23
HP: 82/91
Bloodied: 45
Surge Value: 22
Surges left: 7/11
Action Points: 0

Resistances:
5 Poison
10 Fire while manifesting Cindersoul
4 All while bloodied

Vulnerabilities: None

Active Effects:
Manifesting Cindersoul
+2 racial bonus to saving throws against ongoing damage while manifesting Watersoul

Powers:

MBA: +19 to attack, 1d8+9 damage
RBA: +16 to attack, 1d4+6 damage (using dagger)

Bull Rush Attack
Grab Attack
Opportunity Attack
Aegis of Ensnarement
Sword Burst
Frigid Blade

Summoned Armor +3
Acrobat Boots
__________________________________

[_] Second Wind
[_] Inevitable Strike
[_] Foesnare
[_] Mythal Recovery
[X] Dimensional Vortex
[_] Fettering Aegis
[_] Four Corners Attack
[_] Strength Against Strength
[_] Explosive Runes

[_] Periapt of Cascading Health +2
[_] Viper Belt
[_] Ruby Scabbard

Require Manifestation:
[_] Firedeath §
[_] Swiftcurrent
__________________________________

[_] Binding Aegis
[X] Swordmage Shielding Fire
[X] Eldritch Quagmire
[_] Troll Rampage

* Immediate Reaction
§ Indicates Active Manifestation
Important Features:
[SHOW]
Aegis of Ensnarement:
I mark the target. The target remains marked until I use this power against another target. If I mark another creature using other powers, the target is still marked.
Until the mark ends, if the target makes an attack that doesn't include me as a target, it takes a -2 penalty to the attack roll.
I fa target marked by this power is within 10 squares of me when it hits with an attack that doesn't include me, I can use an Immediate Reaction after the target's attack resolves to teleport the target to a square adjacent to me. The target grants CA until EoNT. If there is no unoccupied space, I can't use this effect.

Racial Traits and Class/Path/Race Features:
Swordmage Warding: When conscious and wielding a light/heavy blade, I have a magical field around me. This field grants +1 bonus to AC, or +3 bonus if I'm wielding a blade in one hand and have my other hand free.

Swordbond: By spending 1 hour of meditation with my weapon, I forge a special bond with it. As a Standard Action I can call my bonded weapon to hand from up to 10 squares away. If my bonded weapon is broken or damaged I can spend 1 hour of meditation to recreate the blade from a fragment. I can spend 1 hour of meditation with a different blade to forge a new bond, dissipating the old one.

Aegis Insight: When I use my Aegis power, I add my Wisdom mod (+2) to the burst radius.

People's History: I add my Wisdom mod (+2) to my history checks.

Teleportation Action: When I spend an AP to take an extra action, I can teleport 5 squares before taking the extra action.

Ironwrought Starting Feature: I gain a +1 power bonus to athletics and endurance checks. Whenever I use my second wind, this power bonus increases to +4 until EoNT

Ironwrought Level 5 Feature: When I'm bloodied, I gain resist 2/4/6 all damage.

Ironwrought Level 10 Feature: When I use Inevitable Strike, I gain a +1 power bonus to melee weapon attack rolls until EoNT

Cindersoul: Resist 5/10/15 fire
Watersoul: I can breathe underwater.

Notable Feats:
Intelligent Blademaster: I can use my Int mod instead of my Str mod when making a basic attack with a melee weapon.

Mark of Warding: When one of my powers grants a bonus to defense, increase that bonus by 1. Whenever I mark an enemy, it takes -3 to attacks that don't include me, instead of the normal -2. I can master and perform rituals in the Warding category and the Fluid Funds, Knock, and Leomund's Secret Chest rituals as if I had Ritual Caster.

Defender of the Wild: Once per encounter as a free action, I can mark each enemy adjacent to me as a free action.

Sudden Roots: Whenever I hit an enemy with an OA, that enemy is slowed until the end of its turn.

Double Aegis: When I use my Aegis power, I can choose to mark a second target in the burst. If they both attack allies, I have to choose which to respond to, since I still only have one immediate action per round.

Item Features:
Jagged Longsword +3: Scores critical hits on 19 or 20. Critical = ongoing 10 damage (save ends).

Ruby Scabbard: Resizes to fit any weapon placed in it. I can draw a weapon from this in the same action used to make an attack with the weapon.

Raven's Feather: Attuned to Isabelle's father.

Executioner's Bracers: When I score a critical, the attack does an extra 1d6 damage.

Gauntlets of Blood: +2 to damage roll against bloodied targets
Last edited by PureZaros on Wed Apr 08, 2015 8:06 pm, edited 1 time in total.
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
User avatar
Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Blackwood's Dogs IC

Post by Fialova »

As Isabelle makes quick work of the men surrounding her, the captain in the lower deck unleashes another powerful shot, sending this time Dirge staggering backward before falling to the ground.

Go: Darcell
Mechanics
[SHOW]
Isabelle: hits and kills x3, shifts, marks, readies opportunity action

Captain: attacks Liam, 39 vs AC = hit for 17 damage. Liam is pushed to (AO, 20) and knocked prone.
Torch Mechanics
[SHOW]
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Map of Mid Deck
[SHOW]
Image
Map of Lower Deck
[SHOW]
Image
Map Info
[SHOW]
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).

Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.

Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.

When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.

Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Enemy Info
[SHOW]
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.

Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.

Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.

Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Status
[SHOW]
35 Merchant Captain (AP, 28) | HP: ??/?? | Vicious Mockery, Grommak's quarry
33 Darcell (AA, 19) | HP: 58/79 | Surges: 8/10 | AP: 1/1 | Echoing Weapon, Blunder, holding torch
32 Robed Man (AS, 28) | HP: -5/?? |
31 Grommak (AS, 19) | HP: 59/86 | Surges: 4/9 | AP: 0/1 | Invigorating Stride, Second Wind, Frenzied Skirmish, Begin the Hunt, +4 to defenses until SONT
26 Henri (AB, 17) | HP: 16/74 | Surges: 7/8 | AP: 1/1 | Bloodied, Vengeance is Mine, Relentless Wounding, Create Opportunity, Stone of Wind, prone
24 Axeman 1 (AP, 22) | HP: -71/?? | Bloodied, Vicious Mockery, Call to Arms, -2 to attacks until Liam EONT
24 Axeman 2 (AC, 19) | HP: -41/?? | marked (-3) by Isabelle
24 Liam (AO, 20) | HP: 10/75 | Surges: 9/9 | AP: 1/1 | Bloodied, Shield, Charm of the Defender, Enemies Abound, holding torch, +4 AC & Reflex until EONT, prone
18 Sailor 1 (Y, 18) | HP: 1/1 | prone, unarmed
18 Sailor 2 (AB, 19) | HP: 1/1 | ded
18 Sailor 3 (AB, 21) | HP: 1/1 | marked (-3) by Isabelle
18 Sailor 4 (Z, 19) | HP: 1/1 |
18 Sailor 11 (AC, 18) | HP: 1/1 | ded
18 Sailor 12 (AC, 17) | HP: 1/1 |ded

18 Sailor 13 (AD, 21) | HP: 1/1 | marked (-3) by Isabelle
18 Big John (AP, 17) | HP: 55/89 | Surges: 10/11 | AP: 0/1 | Funneling Flurry, Chain Ward, threatening reach
12 Isabelle (AC, 18) | HP: 82/91 | Surges: 7/11 | AP: 1/1 | Dimensional Vortex, Eldritch Quagmire, Swordmage Shielding Fire, holding torch

Grommak's Torch (AT, 24)
Henri's Torch (AC, 19)
Combat Block
[SHOW]
Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 55/89
Bloodied: 44
Surge Value: 22
Surges left: 10/11
Action Points: 0

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

Second Wind [_]
Disciplined Counter [_]
Stone's Endurance [_]
Funneling Flurry [X]
Glowering Threat [_]
Sweeping Blow [_]
Come and Get It [_]
Defensive Advance [_]
Mountain Sweep [_]
__________________________________

Tempest Dance [_]
Dancing Defense [_]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop
Important Features:
[SHOW]
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
Summary
[SHOW]
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
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Namelessjake
Plane Wings Sharp Like Katana
Posts: 4009
Registered for: 11 years 3 months
Location: Blockbuster

Re: Blackwood's Dogs IC

Post by Namelessjake »

Darcell finally cuts down the chef. Seeing Henri wounded he utters a brief incantation, boosting the Imardanian's stamina and numbing his pain. The Bard then turns his attention to the source of the arrows, moving towards the back of the ship.
Mechanics
[SHOW]
Standard: Vicious Mockery on Sailor 4. 27 vs. Will hits for 12 damage.

12(1d20) +15 = 27; 3(1d6) +9 = 12

Minor: Majestic Word on Henri. Henri can spend a healing surge and regain an additional 10 hit points.

4(2d6) +6 = 10

Move: Shift to (AB, 20)
Virtue of Cunning
[SHOW]
Once per round when an enemy attack misses an ally within 8 squares of me, I can slide that ally up to 2 square as a free action, and I can also slide an enemy that was adjacent to that ally into the space the ally vacated. In addition one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.

Feel free to use this.
Combat Block
[SHOW]
Darcell

Male Half-Elf Cunning Bard 11
Languages: Common, Forellian, Serran, Imardanian.
Age: 25
Height: 5'11"
Weight: 165 lbs.

Speed: 6
Initiative: +14 (+16 when within 10 of Henri)
Passive Perception: 21
Passive Insight: 19
Senses: Low-light Vision

AC: 24
Fort: 21
Reflex: 22
Will: 26
HP: 70/79
Bloodied: 39
Surge Value: 20
Surges left: 8/10
Action Points: 1

MBA: +13 vs AC, 1d8+3 damage. (+2 to damage rolls when you have combat advantage)
RBA: +9 vs AC, 1d4+2 damage.

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Vicious Mockery
Staggering Note
__________________________________

Second Wind [_]
Guardian's Counter [_]
Demoralizing Strike [_]
Majestic Word [x][_] **
Words of Friendship [_]
Blunder [x]
Moment of Escape [_]
Echoing Weapon [x]
Revitalizing Incantation [ ]
Unluck [_]
Illusory Erasure [_]
Lying Lights [_]
Harper Pin
Mielikki's Endurance [_] *
Lliira's Grace [_] *
Tymora's Luck [_] *
Feytouched Hide Armor +3 [_]
__________________________________

Stirring Shout[_]
Song of Discord [_]
Counterpoint [_]
Headband of Intellect [_]
Sitar of restfulness [_]

* Can only use one per encounter
** Can be used twice per encounter but only once per round

Consumables:

None.
Important Features:
[SHOW]
Racial Traits and Class or Path Features:

Group Diplomacy: I grant allies within 10 squares of me a +1 racial bonus to Diplomacy checks.

Bardic Training: I can perform two bard rituals per day of my level or lower without expending components.

Virtue of Cunning: Once per round, when an enemy attack misses an ally within 8 squares of me, I can slide that ally 1 square as a free action.

Song of Rest: When I play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+6) with each healing surge.

Shrouding Action: When I spend an action point to take an extra action, one ally I choose within 5 squares of me and I become invisible until the end of my next turn.

Virtue of Deceit: When I use Virtue of Cunning, one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.

Notable Feats:

Resourceful Leader: When an ally I can see spends an action point to make an attack, the ally gains a +5 bonus to damage rolls on a hit or gains 5 temporary hit points on a miss.

Superior Will: If I am dazed or stunned I can make a saving throw at the start of my turn to end that effect, even if the effect doesn't normally end on a save.

Advantage of Cunning: When I slide an ally with my Virtue of Cunning, I can also slide an enemy that was adjacent to that ally into the space the ally vacated.

Battle Song Expertise: I gain a +1 feat bonus to the number of squares that I can pull, push, or slide creatures with my bard attacks and bard paragon path attacks.

Improved Cunning: When I use Virtue of Cunning to slide an ally, I can slide the ally 2 squares instead of 1.

Item Features:

Headband of Intellect: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.

Spyglass of Perception: Gain a +3 item bonus to Perception checks when using this device.
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Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
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Re: Blackwood's Dogs IC

Post by Fialova »

As the chef falls and Darcel steps out into the hall, the robed man below steps forward and once more sends a wave of cold air towards Grommak, who begins to shiver.

Go: Grommak, Henri
Mechanics
[SHOW]
Darcell: hits and kills, heals, shifts

Robed Man: shifts to (AS, 27). chills Grommak, 33 vs Reflex = hit. Grommak is weakened (save ends), and if hit by cold damage while weakened by this attack he also becomes immobilized until no longer weakened. Attacks Grommak, 25 vs Reflex = miss.
Torch Mechanics
[SHOW]
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Map of Mid Deck
[SHOW]
Image
Map of Lower Deck
[SHOW]
Image
Map Info
[SHOW]
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).

Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.

Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.

When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.

Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Enemy Info
[SHOW]
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.

Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.

Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.

Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Status
[SHOW]
35 Merchant Captain (AP, 28) | HP: ??/?? | Vicious Mockery, Grommak's quarry
33 Darcell (AB, 19) | HP: 58/79 | Surges: 8/10 | AP: 1/1 | Echoing Weapon, Blunder, Majestic Word (1/2), holding torch
32 Robed Man (AS, 27) | HP: -5/?? |
31 Grommak (AS, 19) | HP: 59/86 | Surges: 4/9 | AP: 0/1 | Invigorating Stride, Second Wind, Frenzied Skirmish, Begin the Hunt, weakened* (save ends)
26 Henri (AB, 17) | HP: 44/74 | Surges: 7/8 | AP: 1/1 | Vengeance is Mine, Relentless Wounding, Create Opportunity, Stone of Wind, prone
24 Axeman 1 (AP, 22) | HP: -71/?? | Bloodied, Vicious Mockery, Call to Arms, -2 to attacks until Liam EONT
24 Axeman 2 (AC, 19) | HP: -41/?? | marked (-3) by Isabelle
24 Liam (AO, 20) | HP: 10/75 | Surges: 9/9 | AP: 1/1 | Bloodied, Shield, Charm of the Defender, Enemies Abound, holding torch, +4 AC & Reflex until EONT, prone
18 Sailor 1 (Y, 18) | HP: 1/1 | prone, unarmed
18 Sailor 2 (AB, 19) | HP: 1/1 | ded
18 Sailor 3 (AB, 21) | HP: 1/1 | marked (-3) by Isabelle
18 Sailor 4 (Z, 19) | HP: 1/1 |
18 Sailor 11 (AC, 18) | HP: 1/1 | ded
18 Sailor 12 (AC, 17) | HP: 1/1 |ded

18 Sailor 13 (AD, 21) | HP: 1/1 | marked (-3) by Isabelle
18 Big John (AP, 17) | HP: 55/89 | Surges: 10/11 | AP: 0/1 | Funneling Flurry, Chain Ward, threatening reach
12 Isabelle (AC, 18) | HP: 82/91 | Surges: 7/11 | AP: 1/1 | Dimensional Vortex, Eldritch Quagmire, Swordmage Shielding Fire, holding torch

Grommak's Torch (AT, 24)
Henri's Torch (AC, 19)
Combat Block
[SHOW]
Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 55/89
Bloodied: 44
Surge Value: 22
Surges left: 10/11
Action Points: 0

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

Second Wind [_]
Disciplined Counter [_]
Stone's Endurance [_]
Funneling Flurry [X]
Glowering Threat [_]
Sweeping Blow [_]
Come and Get It [_]
Defensive Advance [_]
Mountain Sweep [_]
__________________________________

Tempest Dance [_]
Dancing Defense [_]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop
Important Features:
[SHOW]
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
Summary
[SHOW]
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
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Scratcherclaw
YUO ARE SMART
Posts: 3743
Registered for: 11 years 3 months

Re: Blackwood's Dogs IC

Post by Scratcherclaw »

Getting up from the ground, Henri walks to get a better line of sight, and upon finding it fires a bullet at the axe-wielding man. Isabelle, seeing the opportunity to strike against the distracted man, lands a sharp blow. As the man is momentarily dazed, the bullet meets its mark. Maybe this will teach the man to act more intelligently. It's a shame he won't live much longer.
Mechanics
[SHOW]
Minor: Acrobat Boots: Stand up from prone

Move: Walk to AD17

Standard: Race the Arrow on Axeman 2
Attack: 16(1d20) +17 = 33 vs AC = Hit
Damage: 6(1d6) +10 = 16
Isabelle gets a free MBA on Axeman 2
Attack: 4(1d20) +22 = 26 vs AC = Hit
Damage: 5(1d8) +12 = 17
Combat Block
[SHOW]
Henri LaBelle

Male Vryloka Warlord 11
Languages: Common, Imardanian, Forellian
Age: 21
Height: 5'11"
Weight: 150 lbs.

Speed: 7
Initiative: +13
Passive Perception: 20
Passive Insight: 16
Senses: Low-light vision

AC: 23
Fort: 24
Ref: 21
Will: 24
HP: 49/74
Bloodied: 37
Surge Value: 18
Surges left: 7/8
Action points: 1

MBA: +13 vs AC, 1d6+5 damage.
RBA: +17 vs AC, 1d6+7 damage.

Resistances: 10 Necrotic (5+1/2 level)
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Direct the Strike
Paint the Bulls-Eye
Sea Legs

Acrobat Boots
__________________________________

Second Wind [_]
Inspiring Word [_] [_] [_]
Vengeance is Mine [_]
Race the Arrow [X]
On My Mark [_]
Tempest of Triumph [_]
Lifeblood [_]
Inspiring Belligerence [_]
Dragon's Tenacity [_]
Shifting Tides [_]

__________________________________

Relentless Wounding [X]
Create Opportunity [X]
Warlord's Recovery [_]

Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [X]


Consumables:

None
Important Features
[SHOW]
Crossbow Expertise: You gain a +1 feat bonus to attack rolls that you make with a crossbow. This bonus increases to +2 at 11th level and +3 at 21st level. Also, you ignore partial cover or superior cover with weapon attacks you make with a crossbow.

Improved Defenses: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level.

Archer Captain: You and any ally within 5 squares of you ignore the penalty for attacking at long range.

Improved Inspiring Word: Add your Charisma modifier to the hit points restored by your inspiring word.

Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.

Duty's Virtue: Once per round, you can use the aid defense action as a minor action, but only if the chosen ally is bloodied. Also, you gain a +2 feat bonus to initiative checks.

Far Shot: When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares.

Jack of All Trades You gain a +2 feat bonus to untrained skill checks.

Fight On: You can use your inspiring word one additional time per encounter.

Resourceful Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.

Mighty Action: When you spend an action point to take an extra action, any ally who can see and hear you gains a +1 bonus to attack rolls and damage rolls until the start of your next turn.

Tempestuous Inspiration: When you use your inspiring word power, you can give the target of the power a +2 bonus to attack rolls and a bonus to damage rolls equal to your Charisma modifier that lasts until the end of your next turn. If the target's first attack misses during that time misses, the target grants a combat advantage to attackers until the end of your next turn.

Archer Warlord When you make a ranged basic attack with a bow, you can use Strength instead of Dexterity for the attack roll and the damage roll.

Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Blood Dependency: When you are bloodied, your healing surge value drops by 2.

Living Dead: If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.

Necrotic Resistance: You have a necrotic resistance equal to 5 + one-half your level.

The Mariner: While aboard a ship, gain a +1 bonus (+2 at Level 10) to any skill or ability check related to life at sea; gain the sea legs power. You gain a +2 power bonus to initiative checks. You ignore difficult terrain when you shift. While aboard a ship, you can use a minor action once per round to shift 1 square.

Distance Imardanian Officer's Pistol +3: Increases the weapon's normal range by 5 squares and the long range by 10 squares.

Lifeblood Hide Armor +2: You gain 5 temporary hit points after each rest. If you remove the armor, you lose these hit points.

Gem of Colloquy: You gain a +1 item bonus to Bluff and Diplomacy checks.

Cloak of Distortion: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.

Bracers of Archery: You gain a +2 item bonus to damage rolls while attacking with a bow or crossbow.

Acrobat Boots: You gain a +1 item bonus to Acrobatics checks.
Last edited by Scratcherclaw on Wed Apr 08, 2015 7:42 pm, edited 1 time in total.
User avatar
ratwizard
A Wan Smile
Posts: 5472
Registered for: 11 years 3 months
Location: Hellworld

Re: Blackwood's Dogs IC

Post by ratwizard »

Grommak shakes off the chilled feeling from yet another blast from the strange, robed man, and rushes forward to the axe-wielding warrior in front of him. He still feels stiff in his limbs, however, and is forced to bring his blades up in defense as they lock up painfully. It ain't goin' my way, its seems, he thinks to himself with a sigh.
Mechanics
[SHOW]
Minor: Periapt of Cascading Health: Shrug off Weakened.

Minor: Hunter's Quarry on Axeman 1.

Standard: Charge Axeman 1, using Marauder's Rush, with +1 and CA. Misses AC 24.
Attack: 2(1d20) +21 = 23+1

Free: Ready Cross-Body Parry as an immediate interrupt. (Consult me if this comes up, it's complicated)
Combat Block
[SHOW]
Grommak

Male Half-Orc Two-Weapon Ranger 11
Languages: Common, Kurnish
Age: 29
Height: 6'2"
Weight: 200 lbs.

Speed: 6
Initiative: +11+2
Passive Perception: 26
Passive Insight: 21
Senses: Low-light Vision

AC: 24+4
Fort: 25+4
Reflex: 23+4
Will: 23+4
HP: 59/86
Bloodied: 43
Surge Value: 21
Surges left: 4/9
Action Points: 0

MBA: +18, 1d10+13

Resistances:
None.

Vulnerabilities:
None.

Saves:
+1 against fear, daze, domination, or stun effects.

Active Effects:

Immobilized
Weakened
Shivering

Powers:

Hunter's Quarry
Marauder's Rush
Twin Strike
__________________________________

Second Wind [x]
Sohei Flurry [ ]
Furious Assault [ ]
Off-Hand Strike [ ]
Invigorating Stride [x]
Ruffling Sting [ ]
Lashing Leaves [ ]
Cross-Body Parry [ ]
Periapt of Cascading Health +2 [x]
Boots of the Fencing Master [_]
__________________________________

Jaws of the Wolf [_]
Frenzied Skirmish [x]
Begin the Hunt [x]
Attacks on the Run [_]
Blood of the Fallen [_]

Consumables:

None.
Important Features:
[SHOW]
Racial Traits and Class or Path Features:

Running Attack: Using a standard action that allows movement and I move 2+ squares away, I gain +1 to attack rolls as part of that action.
Dancing Defense: If hitting with at least two melee attacks on my turn, I gain a +2 bonus to AC and Reflex TSNT.
Dual-Blade Action: On AP-spend, I can take an attack with both hands with a +4 WISmod bonus to damage.
Half-Orc Resilience: First time being blooded in an encounter, gain 10 THP.
Swift Charge: +2 bonus to speed while charging.
Sohei Indomitability: +1 power bonus to save throws against fear, daze, domination, or stun effects.

Notable Feats:

Impending Doom Style: If both Twin Strikes hit, one target takes a -2 penalty to attack rolls til my next turn end.
Cunning Stalker: I gain CA against creatures with no other creatures adjacent.
Two-Weapon Opening: When scoring a crit with my main hand, I can take a MBA with my off-hand against the target as a free action.
Heavy Blade Expertise: +2 to defenses against Op Attacks while wielding HB.

Item Features:

Jagged Weapon +3: Crits on a 19 or 20, and crits do 10 ongoing damage (save ends).
Boots of the Fencing Master: When shifting, gain a +1 item bonus to AC and Reflex TENT.
User avatar
Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Blackwood's Dogs IC

Post by Fialova »

Henri and Isabelle's assault on the nearby officer greatly weakens the man, who calls out. A few of his men respond to the call, moving closer to the group in response. Down below Grommak's failed attack is met with a failed attack of the other officer in response, and the orc manages to land a powerful blow in retaliation.

Go: Liam
Mechanics
[SHOW]
Henri: stands, moves, hits and bloodies

Axeman 2: Call to Arms

Sailor 3: shifts to (AD, 19)

Sailor 13: shifts to (AB, 20)

Isabelle: hits for 19 damage, including the +2 from bloodied

Grommak: saves, quarries, charges and hits, readies immediate action

Axeman 1: attacks Grommak...

Grommak: Cross-Body Parry on Axeman 1
Attack 1: 33 vs AC = hit
Hit: 28+3 damage.
Attack 2: 18 vs AC = critical miss

Axeman 1: ...23 vs AC = miss.

Axeman 2: Attacks Isabelle, 21 vs AC = miss.
Torch Mechanics
[SHOW]
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Map of Mid Deck
[SHOW]
Image
Map of Lower Deck
[SHOW]
Image
Map Info
[SHOW]
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).

Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.

Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.

When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.

Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Enemy Info
[SHOW]
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.

Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.

Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.

Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Status
[SHOW]
35 Merchant Captain (AP, 28) | HP: ??/?? | Vicious Mockery
33 Darcell (AB, 19) | HP: 58/79 | Surges: 8/10 | AP: 1/1 | Echoing Weapon, Blunder, Majestic Word (1/2), holding torch
32 Robed Man (AS, 27) | HP: -5/?? |
31 Grommak (AQ, 21) | HP: 59/86 | Surges: 4/9 | AP: 0/1 | Invigorating Stride, Second Wind, PoCH+2, Cross-Body Parry, Frenzied Skirmish, Begin the Hunt
26 Henri (AD, 17) | HP: 44/74 | Surges: 7/8 | AP: 1/1 | Vengeance is Mine, Race the Arrow, Relentless Wounding, Create Opportunity, Stone of Wind
24 Axeman 1 (AP, 22) | HP: -102/?? | Bloodied, Vicious Mockery, Call to Arms, -2 to attacks until Liam EONT, Grommak's quarry
24 Axeman 2 (AC, 19) | HP: -76/?? | Bloodied, Call to Arms, marked (-3) by Isabelle
24 Liam (AO, 20) | HP: 10/75 | Surges: 9/9 | AP: 1/1 | Bloodied, Shield, Charm of the Defender, Enemies Abound, holding torch, +4 AC & Reflex until EONT, prone
18 Sailor 1 (Y, 18) | HP: 1/1 | prone, unarmed
18 Sailor 3 (AD, 19) | HP: 1/1 | marked (-3) by Isabelle
18 Sailor 4 (Z, 19) | HP: 1/1 |
18 Sailor 13 (AB, 20) | HP: 1/1 | marked (-3) by Isabelle
18 Big John (AP, 17) | HP: 55/89 | Surges: 10/11 | AP: 0/1 | Funneling Flurry, Chain Ward, threatening reach
12 Isabelle (AC, 18) | HP: 82/91 | Surges: 7/11 | AP: 1/1 | Dimensional Vortex, Eldritch Quagmire, Swordmage Shielding Fire, holding torch

Grommak's Torch (AT, 24)
Henri's Torch (AC, 19)
Combat Block
[SHOW]
Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 55/89
Bloodied: 44
Surge Value: 22
Surges left: 10/11
Action Points: 0

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

Second Wind [_]
Disciplined Counter [_]
Stone's Endurance [_]
Funneling Flurry [X]
Glowering Threat [_]
Sweeping Blow [_]
Come and Get It [_]
Defensive Advance [_]
Mountain Sweep [_]
__________________________________

Tempest Dance [_]
Dancing Defense [_]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop
Important Features:
[SHOW]
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
Summary
[SHOW]
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
kalis5
Hm...
Posts: 818
Registered for: 10 years 2 months

Re: Blackwood's Dogs IC

Post by kalis5 »

Liam notices John fall down and grimaces, though he's thankful for the man's timely arrival. They will need his assistance reaching the captain after all. As he moves towards the axeman to strike again, he calls out to Big John.
"Hey, good to see you John! When you climb back up, let the rest of the crew know we have the Captain pinned in the lower decks, hiding behind some bars. Good luck up top!"

He swings his blade at the axeman, about to cast a spell before seeing the man fall over, dead, and grimaces at Grommak.
"... Uh... Sorry 'bout that one mate. Was gonna bring him closer."
Mechanics
[SHOW]
Move to AO21
MBA on Axeman 1: 8(1d20) +18 = 26
Damage: 1(1d8) +10 = 11
Combat Block
[SHOW]
Liam "Dirge" Rend

Human Bladesinger Level 11
Languages: Common, Elven, Dwarven
Age: 23

Speed: 6
Initiative: 12 (+2 if within 10 squares of Henry)
Passive Perception: 21
Passive Insight: 16
Senses: Low-light

AC: 26
Fort: 21
Reflex: 25
Will: 23
HP: 22/75
Bloodied: 37
Surge Value: 18
Surges left: 9/9
Action Points: 1

Resistances:
Vulnerabilities: None
Active Effects: +4 to AC and Reflex.

Powers:

Bull Rush Attack
Grab Attack
Opportunity Attack
Erupting Flare
Dancing Fire
Dazzling Sunray
Unseen Hand
Cantrip Prestidigitation

Versatile Spellbook
_____________________________

Class Feature Bladesong [ ]
Cantrip Suggestion [ ]
Cantrip Chameleon's Mask
L2 Shield [X]
L6 Dispel Magic [ ]
L10 Flush with Success [ ]
Theme Feature Iron Wolf Charge [ ]


_____________________________


Boon Spell Enemies Abound [X]
L1 Skewering Spikes [ ]
L5 Grim Shadow [X]
L9 Charm of the Defender [X]


Shadowdance Armor +2 [ ]

________________________________________________________

Unused Powers:
L1 Charm of Misplaced Wrath [ ]
L2 Arcane Mutterings [ ]
L5 Radiant Pillar [ ]
L6 Revitalizing Charm [ ]
L9 Fire Burst [ ]
L10 Phoenix Step [ ]



Important Features
[SHOW]
Class Feats:
Blade Magic - Upon scoring a hit with any MBA during turn triggers any skill with the "Bladespell" keyword as a free action, however only one per attack.

Instinctive Attack - When making a melee attack, use Intelligence rather than strength for damage and attack.

Guarded Flourish - Ranged and melee attacks do not provoke OAs while holding a one-handed weapon with a free hand. +2 AC while wearing light or no armor and with a hand free using a one-handed blade.

Arcane Strike - When a daily is used, a melee strike can be performed with a minor action.

Steely Retort - When bladesong is active, any enemy adjacent that hits provokes an OA.


Theme Feats:

Iron Wolf Warrior: Gain Access to the Iron Wolf Charge power.

Level 5: +2 nature and perception checks.

Level 10: When dropped below 1HP by an enemy, make a MBA against the enemy as a free action.

Racial Traits:



Notable Feats:
Eager Advance - Add 4 to speed during first round of combat.

Low-Light Adaptation - Count sense as Low-light.

Tainted Wounds - Enemies struck by attacks cannot heal until my EoNT.

Destructive Wizardry - If an arcane power strikes two or more foes, increase damage by +3.

Quick Draw - Draw a weapon or item stored in an accessible pouch or bandolier as a free action. +2 initiative.

Heavy Blade Expertise - +2 to weapon attacks using a heavy blade. +2 AC to OAs.

Improved Defenses - +2 to Will, Reflex, and Fortitude.

Eyes in the Back of Your Head - Never grant CA from flanking.

Choir of Swords - While Bladesong is active, spend an AP to strike all enemies adjacent as a standard action.

Item Feats:

Iron Armbands of Power - +2 bonus to damage rolls.
Amulet of Protection +2 - +2 to Will, Reflex, Fortitude.
User avatar
Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Blackwood's Dogs IC

Post by Fialova »

"I'm not going back," John replies, stepping past the man and orc towards the magical robed man. He attempts to snag him through the bars with his chains, but misses the gaps with a loud clashing of metal. He glowers at the robed man, preparing to strike again.

On the higher deck, Isaballe and Darcell are both caught off guard by arrows coming from the darkness, the pair staggering backwards but managing to keep from falling below. The other sailors take this opportunity to rush the temporarily-vulnerable dogs, though many of them still fail to land any blows.

Go: Big John, Isabelle
Mechanics
[SHOW]
Liam: crawls, hits and kills

Darcell: hit by an arrow for 11 damage, and slid to (AB, 16) and knocked prone. If standing in this location, it is a an acrobatics check to balance.

Isabelle: hit by an arrow for 9 damage, and slid to (AC, 15) and knocked prone. Saves to avoid going over the edge, 19 = success, staying in (AC, 16). If standing in this location, it is a an acrobatics check to balance.

Sailor 1: cowers

Sailor 3: moves to (AD, 18). Attacks Henri, 30 vs AC = hit for 11 damage. Henri is bloodied.

Sailor 13: moves to (AC, 17). Attacks Isabelle, 29 vs AC = hit for 14 damage.

Sailor 14: moves to (AA, 17). Attacks Darcell, 17 vs AC = miss.

Sailor 15: moves to (AD, 15). Attacks Isabelle, 22 vs AC = miss.

Sailor 16: moves to (AB, 21).

Big John:
Move Action: move to (AS, 23)

Standard Action: Footwork Lure on Robed Man
Attack: 22 vs AC = miss.
Effect: Robed man is marked until the end of my next turn.
Torch Mechanics
[SHOW]
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Map of Mid Deck
[SHOW]
Image
Map of Lower Deck
[SHOW]
Image
Map Info
[SHOW]
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).

Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.

Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.

When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.

Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Enemy Info
[SHOW]
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.

Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.

Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.

Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Status
[SHOW]
35 Merchant Captain (AP, 28) | HP: ??/?? | Vicious Mockery
33 Darcell (AB, 16) | HP: 47/79 | Surges: 8/10 | AP: 1/1 | Echoing Weapon, Blunder, Majestic Word (1/2), holding torch, prone
32 Robed Man (AS, 27) | HP: -5/?? | marked (-3) until Big John EONT
31 Grommak (AQ, 21) | HP: 59/86 | Surges: 4/9 | AP: 0/1 | Invigorating Stride, Second Wind, PoCH+2, Cross-Body Parry, Frenzied Skirmish, Begin the Hunt
26 Henri (AD, 17) | HP: 33/74 | Surges: 7/8 | AP: 1/1 | Bloodied, Vengeance is Mine, Race the Arrow, Relentless Wounding, Create Opportunity, Stone of Wind
24 Axeman 1 (AP, 22) | HP: -113/?? | ded
24 Axeman 2 (AC, 19) | HP: -76/?? | Bloodied, Call to Arms, marked (-3) by Isabelle
24 Liam (AO, 21) | HP: 10/75 | Surges: 9/9 | AP: 1/1 | Bloodied, Shield, Charm of the Defender, Enemies Abound, holding torch, prone
18 Sailor 1 (Y, 18) | HP: 1/1 | prone, unarmed
18 Sailor 3 (AD, 18) | HP: 1/1 | marked (-3) by Isabelle
18 Sailor 13 (AC, 17) | HP: 1/1 | marked (-3) by Isabelle
18 Sailor 14 (AA, 17) | HP: 1/1 |
18 Sailor 15 (AD, 15) | HP: 1/1 |
18 Sailor 16 (AB, 21) | HP: 1/1 |
18 Big John (AS, 23) | HP: 55/89 | Surges: 10/11 | AP: 0/1 | Funneling Flurry, Chain Ward, threatening reach
12 Isabelle (AC, 16) | HP: 59/91 | Surges: 7/11 | AP: 1/1 | Dimensional Vortex, Eldritch Quagmire, Swordmage Shielding Fire, holding torch, prone

Grommak's Torch (AT, 24)
Henri's Torch (AC, 19)
Combat Block
[SHOW]
Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 55/89
Bloodied: 44
Surge Value: 22
Surges left: 10/11
Action Points: 0

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

Second Wind [_]
Disciplined Counter [_]
Stone's Endurance [_]
Funneling Flurry [X]
Glowering Threat [_]
Sweeping Blow [_]
Come and Get It [_]
Defensive Advance [_]
Mountain Sweep [_]
__________________________________

Tempest Dance [_]
Dancing Defense [_]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop
Important Features:
[SHOW]
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
Summary
[SHOW]
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
User avatar
PureZaros
The Enigma
Posts: 651
Registered for: 10 years 10 months
Location: *Calculating...*

Re: Blackwood's Dogs IC

Post by PureZaros »

Annoyed by the arrows flying from the darkness, Isabelle whirls around, leaping to her feet. One of the sailors finds himself directly in front of her sword unexpectedly, and he barely has time to register flash of steel before her sword bites through him and two other sailors. Shuffling away from the edge, Isabelle flips her hair out of her face, calling to the cowering sailor. "Your friends with the arrows are damn annoying!"
MECHANICS
[SHOW]
Immediate Reaction: Aegis of Ensnarement
Sailor 3 is teleported to [AD, 16] and grants CA until the end of my next turn.

Minor Action: Acrobat Boots
Isabelle stands up.

Standard Action: Sword Burst
Attack on Sailor 3: 23 vs Reflex... Hit
Attack on Sailor 13: 35 vs Reflex... Hit
Attack on Sailor 15: 34 vs Reflex... Hit
They all ded

Move Action: Shift to [AB, 17]
COMBAT BLOCK
[SHOW]
Isabelle

Female Genasi Swordmage 11
Languages: Common, Elven
Age: 37
Height: 5'7"
Weight: 180

Speed: 6
Initiative: +6
Passive Perception: 23
Passive Insight: 17
Senses: Normal Vision

AC: 30
Fort: 22
Reflex: 25
Will: 23
HP: 59/91
Bloodied: 45
Surge Value: 22
Surges left: 7/11
Action Points: 0

Resistances:
5 Poison
10 Fire while manifesting Cindersoul
4 All while bloodied

Vulnerabilities: None

Active Effects:
Manifesting Cindersoul
+2 racial bonus to saving throws against ongoing damage while manifesting Watersoul

Powers:

MBA: +19 to attack, 1d8+9 damage
RBA: +16 to attack, 1d4+6 damage (using dagger)

Bull Rush Attack
Grab Attack
Opportunity Attack
Aegis of Ensnarement
Sword Burst
Frigid Blade

Summoned Armor +3
Acrobat Boots
__________________________________

[_] Second Wind
[_] Inevitable Strike
[_] Foesnare
[_] Mythal Recovery
[X] Dimensional Vortex
[_] Fettering Aegis
[_] Four Corners Attack
[_] Strength Against Strength
[_] Explosive Runes

[_] Periapt of Cascading Health +2
[_] Viper Belt
[_] Ruby Scabbard

Require Manifestation:
[_] Firedeath §
[_] Swiftcurrent
__________________________________

[_] Binding Aegis
[X] Swordmage Shielding Fire
[X] Eldritch Quagmire
[_] Troll Rampage

* Immediate Reaction
§ Indicates Active Manifestation
Important Features:
[SHOW]
Aegis of Ensnarement:
I mark the target. The target remains marked until I use this power against another target. If I mark another creature using other powers, the target is still marked.
Until the mark ends, if the target makes an attack that doesn't include me as a target, it takes a -2 penalty to the attack roll.
If a target marked by this power is within 10 squares of me when it hits with an attack that doesn't include me, I can use an Immediate Reaction after the target's attack resolves to teleport the target to a square adjacent to me. The target grants CA until EoNT. If there is no unoccupied space, I can't use this effect.

Racial Traits and Class/Path/Race Features:
Swordmage Warding: When conscious and wielding a light/heavy blade, I have a magical field around me. This field grants +1 bonus to AC, or +3 bonus if I'm wielding a blade in one hand and have my other hand free.

Swordbond: By spending 1 hour of meditation with my weapon, I forge a special bond with it. As a Standard Action I can call my bonded weapon to hand from up to 10 squares away. If my bonded weapon is broken or damaged I can spend 1 hour of meditation to recreate the blade from a fragment. I can spend 1 hour of meditation with a different blade to forge a new bond, dissipating the old one.

Aegis Insight: When I use my Aegis power, I add my Wisdom mod (+2) to the burst radius.

People's History: I add my Wisdom mod (+2) to my history checks.

Teleportation Action: When I spend an AP to take an extra action, I can teleport 5 squares before taking the extra action.

Ironwrought Starting Feature: I gain a +1 power bonus to athletics and endurance checks. Whenever I use my second wind, this power bonus increases to +4 until EoNT

Ironwrought Level 5 Feature: When I'm bloodied, I gain resist 2/4/6 all damage.

Ironwrought Level 10 Feature: When I use Inevitable Strike, I gain a +1 power bonus to melee weapon attack rolls until EoNT

Cindersoul: Resist 5/10/15 fire
Watersoul: I can breathe underwater.

Notable Feats:
Intelligent Blademaster: I can use my Int mod instead of my Str mod when making a basic attack with a melee weapon.

Mark of Warding: When one of my powers grants a bonus to defense, increase that bonus by 1. Whenever I mark an enemy, it takes -3 to attacks that don't include me, instead of the normal -2. I can master and perform rituals in the Warding category and the Fluid Funds, Knock, and Leomund's Secret Chest rituals as if I had Ritual Caster.

Defender of the Wild: Once per encounter as a free action, I can mark each enemy adjacent to me as a free action.

Sudden Roots: Whenever I hit an enemy with an OA, that enemy is slowed until the end of its turn.

Double Aegis: When I use my Aegis power, I can choose to mark a second target in the burst. If they both attack allies, I have to choose which to respond to, since I still only have one immediate action per round.

Item Features:
Jagged Longsword +3: Scores critical hits on 19 or 20. Critical = ongoing 10 damage (save ends).

Ruby Scabbard: Resizes to fit any weapon placed in it. I can draw a weapon from this in the same action used to make an attack with the weapon.

Raven's Feather: Attuned to Isabelle's father.

Executioner's Bracers: When I score a critical, the attack does an extra 1d6 damage.

Gauntlets of Blood: +2 to damage roll against bloodied targets
Last edited by PureZaros on Mon Apr 20, 2015 8:59 pm, edited 1 time in total.
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
User avatar
Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Blackwood's Dogs IC

Post by Fialova »

As Isabelle quickly disposes of more men above, two quick shots are fired in the lower deck, one each towards the Dirge and Grommak. The orc manages to avoid being hit, but the drunkard is not so lucky, falling unconscious and bleeding on the deck.

Go: Darcell
Mechanics
[SHOW]
Isabelle: punishes mark, stands, hits and kills x3, shifts

Captain: shoots Liam, 26 vs AC = hit for 10 damage. Liam is unconscious and dying. Shoots Grommak, 20 vs AC = miss.
Torch Mechanics
[SHOW]
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Map of Mid Deck
[SHOW]
Image
Map of Lower Deck
[SHOW]
Image
Map Info
[SHOW]
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).

Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.

Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.

When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.

Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Enemy Info
[SHOW]
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.

Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.

Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.

Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Status
[SHOW]
35 Merchant Captain (AP, 28) | HP: ??/?? | Vicious Mockery
33 Darcell (AB, 16) | HP: 47/79 | Surges: 8/10 | AP: 1/1 | Echoing Weapon, Blunder, Majestic Word (1/2), holding torch, prone
32 Robed Man (AS, 27) | HP: -5/?? | marked (-3) until Big John EONT
31 Grommak (AQ, 21) | HP: 59/86 | Surges: 4/9 | AP: 0/1 | Invigorating Stride, Second Wind, PoCH+2, Cross-Body Parry, Frenzied Skirmish, Begin the Hunt
26 Henri (AD, 17) | HP: 33/74 | Surges: 7/8 | AP: 1/1 | Bloodied, Vengeance is Mine, Race the Arrow, Relentless Wounding, Create Opportunity, Stone of Wind
24 Axeman 1 (AP, 22) | HP: -113/?? | ded
24 Axeman 2 (AC, 19) | HP: -76/?? | Bloodied, Call to Arms, marked (-3) by Isabelle
24 Liam (AO, 21) | HP: 0/75 | Surges: 9/9 | AP: 1/1 | Unconscious, Dying, Bloodied, Shield, Charm of the Defender, Enemies Abound, holding torch, prone
18 Sailor 1 (Y, 18) | HP: 1/1 | prone, unarmed
18 Sailor 3 (AD, 18) | HP: 1/1 | ded
18 Sailor 13 (AC, 17) | HP: 1/1 | ded

18 Sailor 14 (AA, 17) | HP: 1/1 |
18 Sailor 15 (AD, 15) | HP: 1/1 | ded
18 Sailor 16 (AB, 21) | HP: 1/1 |
18 Big John (AS, 23) | HP: 55/89 | Surges: 10/11 | AP: 0/1 | Funneling Flurry, Chain Ward, threatening reach
12 Isabelle (AB, 17) | HP: 59/91 | Surges: 7/11 | AP: 1/1 | Dimensional Vortex, Eldritch Quagmire, Swordmage Shielding Fire, holding torch

Grommak's Torch (AT, 24)
Henri's Torch (AC, 19)
Combat Block
[SHOW]
Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 55/89
Bloodied: 44
Surge Value: 22
Surges left: 10/11
Action Points: 0

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

Second Wind [_]
Disciplined Counter [_]
Stone's Endurance [_]
Funneling Flurry [X]
Glowering Threat [_]
Sweeping Blow [_]
Come and Get It [_]
Defensive Advance [_]
Mountain Sweep [_]
__________________________________

Tempest Dance [_]
Dancing Defense [_]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop
Important Features:
[SHOW]
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
Summary
[SHOW]
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4009
Registered for: 11 years 3 months
Location: Blockbuster

Re: Blackwood's Dogs IC

Post by Namelessjake »

Darcell winces in pain from the arrows as he stands up. "We can come back for those bow wielding bastards," he says to Isabelle and Henri before dropping down through the open cargo door. He lands poorly and trips on landing.

On the floor, he looks around, noticing Dirge knocked unconscious. "Good to see it's going well down here too," he says, before muttering the incantation he had used earlier on Henri, this time directed at Dirge. Not that he deserves this after everything with the planks...
Mechanics
[SHOW]
Standard: Stand up

Move Action: Hop down to (AQ, 16)

3(1d20) +10 = 13

takes 1 point of fall damage and falls prone.

1(1d10) = 1

Minor: Majestic Word on Liam. Liam can spend a healing surge and regain an additional 16 hit points.

10(2d6) +6 = 16
Virtue of Cunning
[SHOW]
Once per round when an enemy attack misses an ally within 8 squares of me, I can slide that ally up to 2 square as a free action, and I can also slide an enemy that was adjacent to that ally into the space the ally vacated. In addition one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.

Feel free to use this.
Combat Block
[SHOW]
Darcell

Male Half-Elf Cunning Bard 11
Languages: Common, Forellian, Serran, Imardanian.
Age: 25
Height: 5'11"
Weight: 165 lbs.

Speed: 6
Initiative: +14 (+16 when within 10 of Henri)
Passive Perception: 21
Passive Insight: 19
Senses: Low-light Vision

AC: 24
Fort: 21
Reflex: 22
Will: 26
HP: 46/79
Bloodied: 39
Surge Value: 20
Surges left: 8/10
Action Points: 1

MBA: +13 vs AC, 1d8+3 damage. (+2 to damage rolls when you have combat advantage)
RBA: +9 vs AC, 1d4+2 damage.

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Vicious Mockery
Staggering Note
__________________________________

Second Wind [_]
Guardian's Counter [_]
Demoralizing Strike [_]
Majestic Word [x][_] **
Words of Friendship [_]
Blunder [x]
Moment of Escape [_]
Echoing Weapon [x]
Revitalizing Incantation [ ]
Unluck [_]
Illusory Erasure [_]
Lying Lights [_]
Harper Pin
Mielikki's Endurance [_] *
Lliira's Grace [_] *
Tymora's Luck [_] *
Feytouched Hide Armor +3 [_]
__________________________________

Stirring Shout[_]
Song of Discord [_]
Counterpoint [_]
Headband of Intellect [_]
Sitar of restfulness [_]

* Can only use one per encounter
** Can be used twice per encounter but only once per round

Consumables:

None.
Important Features:
[SHOW]
Racial Traits and Class or Path Features:

Group Diplomacy: I grant allies within 10 squares of me a +1 racial bonus to Diplomacy checks.

Bardic Training: I can perform two bard rituals per day of my level or lower without expending components.

Virtue of Cunning: Once per round, when an enemy attack misses an ally within 8 squares of me, I can slide that ally 1 square as a free action.

Song of Rest: When I play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+6) with each healing surge.

Shrouding Action: When I spend an action point to take an extra action, one ally I choose within 5 squares of me and I become invisible until the end of my next turn.

Virtue of Deceit: When I use Virtue of Cunning, one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.

Notable Feats:

Resourceful Leader: When an ally I can see spends an action point to make an attack, the ally gains a +5 bonus to damage rolls on a hit or gains 5 temporary hit points on a miss.

Superior Will: If I am dazed or stunned I can make a saving throw at the start of my turn to end that effect, even if the effect doesn't normally end on a save.

Advantage of Cunning: When I slide an ally with my Virtue of Cunning, I can also slide an enemy that was adjacent to that ally into the space the ally vacated.

Battle Song Expertise: I gain a +1 feat bonus to the number of squares that I can pull, push, or slide creatures with my bard attacks and bard paragon path attacks.

Improved Cunning: When I use Virtue of Cunning to slide an ally, I can slide the ally 2 squares instead of 1.

Item Features:

Headband of Intellect: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.

Spyglass of Perception: Gain a +3 item bonus to Perception checks when using this device.
User avatar
Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Blackwood's Dogs IC

Post by Fialova »

While Darcell clumsily hops down to the lower deck, the man in robes sends another chilling blast into the open area, this time aimed at John. The man has much experience in the harsh winters of Volberg, but even this is too much for him and he begins to shiver. A second wave of energy freezes his feet to the deck preventing him from advancing any further.

Go: Grommak, Henri
Mechanics
[SHOW]
Darcell: stands, hops...

Sailor 14: OAs, 23 vs AC = miss

Darcell: ...and falls, heals

Robed Man: chills Big John, 39 vs Reflex = hit. Big John is weakened (save ends), and if he takes cold damage while weakened by this power he becomes immobilized until no longer weakened. Attacks Big John, 35 vs reflex = hit for 15 cold damage. Big John is bloodied and immobilized.
Torch Mechanics
[SHOW]
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Map of Mid Deck
[SHOW]
Image
Map of Lower Deck
[SHOW]
Image
Map Info
[SHOW]
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).

Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.

Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.

When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.

Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Enemy Info
[SHOW]
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.

Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.

Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.

Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Status
[SHOW]
35 Merchant Captain (AP, 28) | HP: ??/?? | Vicious Mockery
33 Darcell (AQ, 16) | HP: 46/79 | Surges: 8/10 | AP: 1/1 | Echoing Weapon, Blunder, Majestic Word (2/2), holding torch, prone
32 Robed Man (AS, 27) | HP: -5/?? | marked (-3) until Big John EONT
31 Grommak (AQ, 21) | HP: 59/86 | Surges: 4/9 | AP: 0/1 | Invigorating Stride, Second Wind, PoCH+2, Cross-Body Parry, Frenzied Skirmish, Begin the Hunt
26 Henri (AD, 17) | HP: 33/74 | Surges: 7/8 | AP: 1/1 | Bloodied, Vengeance is Mine, Race the Arrow, Relentless Wounding, Create Opportunity, Stone of Wind
24 Axeman 1 (AP, 22) | HP: -113/?? | ded
24 Axeman 2 (AC, 19) | HP: -76/?? | Bloodied, Call to Arms, marked (-3) by Isabelle
24 Liam (AO, 21) | HP: 34/75 | Surges: 8/9 | AP: 1/1 | Bloodied, Shield, Charm of the Defender, Enemies Abound, holding torch, prone
18 Sailor 1 (Y, 18) | HP: 1/1 | prone, unarmed
18 Sailor 14 (AA, 17) | HP: 1/1 |
18 Sailor 16 (AB, 21) | HP: 1/1 |
18 Big John (AS, 23) | HP: 40/89 | Surges: 10/11 | AP: 0/1 | Bloodied, Funneling Flurry, Chain Ward, threatening reach, weakened & immobilized (save ends both)
12 Isabelle (AB, 17) | HP: 59/91 | Surges: 7/11 | AP: 1/1 | Dimensional Vortex, Eldritch Quagmire, Swordmage Shielding Fire, holding torch

Grommak's Torch (AT, 24)
Henri's Torch (AC, 19)
Combat Block
[SHOW]
Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 55/89
Bloodied: 44
Surge Value: 22
Surges left: 10/11
Action Points: 0

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

Second Wind [_]
Disciplined Counter [_]
Stone's Endurance [_]
Funneling Flurry [X]
Glowering Threat [_]
Sweeping Blow [_]
Come and Get It [_]
Defensive Advance [_]
Mountain Sweep [_]
__________________________________

Tempest Dance [_]
Dancing Defense [_]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop
Important Features:
[SHOW]
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
Summary
[SHOW]
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
User avatar
Scratcherclaw
YUO ARE SMART
Posts: 3743
Registered for: 11 years 3 months

Re: Blackwood's Dogs IC

Post by Scratcherclaw »

Pathetic man. I'm better than him. I can take this, the Imardanian thinks, perking himself up. These people couldn't just give up easily like they should have. Henri fires another shot as the axe-wielding man. "So, are you going to die yet?" he asks.
Mechanics
[SHOW]
Minor: Inspiring Word on me
Regain +18 +11(3d6) +5 = 34 HP for 67 HP

Move: Walk to AD15

Standard: Paint the Bullseye on Axeman 2
Attack: 15(1d20) +19 = 34 vs AC = Hit
Damage: 3(1d6) +5 = 8
Until SONT, allies gain +3 bonus to damage rolls against Axeman 2
Combat Block
[SHOW]
Henri LaBelle

Male Vryloka Warlord 11
Languages: Common, Imardanian, Forellian
Age: 21
Height: 5'11"
Weight: 150 lbs.

Speed: 7
Initiative: +13
Passive Perception: 20
Passive Insight: 16
Senses: Low-light vision

AC: 23
Fort: 24
Ref: 21
Will: 24
HP: 67/74
Bloodied: 37
Surge Value: 18
Surges left: 7/8
Action points: 1

MBA: +13 vs AC, 1d6+5 damage.
RBA: +17 vs AC, 1d6+7 damage.

Resistances: 10 Necrotic (5+1/2 level)
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Direct the Strike
Paint the Bulls-Eye
Sea Legs

Acrobat Boots
__________________________________

Second Wind [_]
Inspiring Word [X] [_] [_]
Vengeance is Mine [_]
Race the Arrow [X]
On My Mark [_]
Tempest of Triumph [_]
Lifeblood [_]
Inspiring Belligerence [_]
Dragon's Tenacity [_]
Shifting Tides [_]

__________________________________

Relentless Wounding [X]
Create Opportunity [X]
Warlord's Recovery [_]

Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [X]


Consumables:

None
Important Features
[SHOW]
Crossbow Expertise: You gain a +1 feat bonus to attack rolls that you make with a crossbow. This bonus increases to +2 at 11th level and +3 at 21st level. Also, you ignore partial cover or superior cover with weapon attacks you make with a crossbow.

Improved Defenses: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level.

Archer Captain: You and any ally within 5 squares of you ignore the penalty for attacking at long range.

Improved Inspiring Word: Add your Charisma modifier to the hit points restored by your inspiring word.

Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.

Duty's Virtue: Once per round, you can use the aid defense action as a minor action, but only if the chosen ally is bloodied. Also, you gain a +2 feat bonus to initiative checks.

Far Shot: When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares.

Jack of All Trades You gain a +2 feat bonus to untrained skill checks.

Fight On: You can use your inspiring word one additional time per encounter.

Resourceful Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.

Mighty Action: When you spend an action point to take an extra action, any ally who can see and hear you gains a +1 bonus to attack rolls and damage rolls until the start of your next turn.

Tempestuous Inspiration: When you use your inspiring word power, you can give the target of the power a +2 bonus to attack rolls and a bonus to damage rolls equal to your Charisma modifier that lasts until the end of your next turn. If the target's first attack misses during that time misses, the target grants a combat advantage to attackers until the end of your next turn.

Archer Warlord When you make a ranged basic attack with a bow, you can use Strength instead of Dexterity for the attack roll and the damage roll.

Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Blood Dependency: When you are bloodied, your healing surge value drops by 2.

Living Dead: If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.

Necrotic Resistance: You have a necrotic resistance equal to 5 + one-half your level.

The Mariner: While aboard a ship, gain a +1 bonus (+2 at Level 10) to any skill or ability check related to life at sea; gain the sea legs power. You gain a +2 power bonus to initiative checks. You ignore difficult terrain when you shift. While aboard a ship, you can use a minor action once per round to shift 1 square.

Distance Imardanian Officer's Pistol +3: Increases the weapon's normal range by 5 squares and the long range by 10 squares.

Lifeblood Hide Armor +2: You gain 5 temporary hit points after each rest. If you remove the armor, you lose these hit points.

Gem of Colloquy: You gain a +1 item bonus to Bluff and Diplomacy checks.

Cloak of Distortion: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.

Bracers of Archery: You gain a +2 item bonus to damage rolls while attacking with a bow or crossbow.

Acrobat Boots: You gain a +1 item bonus to Acrobatics checks.
User avatar
ratwizard
A Wan Smile
Posts: 5472
Registered for: 11 years 3 months
Location: Hellworld

Re: Blackwood's Dogs IC

Post by ratwizard »

With the captain and the strange wizard behind the bars with no seeming entrance, Grommak growls out a threat to them and begins walking back to the cargo doors. I'll find another way down, where I'll run them through at the same time, he thinks to himself with vague satisfaction, sheathing his blades. With a strong leap, he manages to grip the edge tightly and pull himself up to the next floor.
Mechanics
[SHOW]
Minorx2: Sheath blades

Standard: Walk to AR17 and high jump to grab the ledge and get up.
Athletics check: 18(1d20) +14 = 32 / 5 = 6ish feet cleared vertically (dumb)
Combat Block
[SHOW]
Grommak

Male Half-Orc Two-Weapon Ranger 11
Languages: Common, Kurnish
Age: 29
Height: 6'2"
Weight: 200 lbs.

Speed: 6
Initiative: +11+2
Passive Perception: 26
Passive Insight: 21
Senses: Low-light Vision

AC: 24
Fort: 25
Reflex: 23
Will: 23
HP: 59/86
Bloodied: 43
Surge Value: 21
Surges left: 4/9
Action Points: 0

MBA: +18, 1d10+13

Resistances:
None.

Vulnerabilities:
None.

Saves:
+1 against fear, daze, domination, or stun effects.

Active Effects:

Immobilized
Weakened
Shivering

Powers:

Hunter's Quarry
Marauder's Rush
Twin Strike
__________________________________

Second Wind [x]
Sohei Flurry [ ]
Furious Assault [ ]
Off-Hand Strike [ ]
Invigorating Stride [x]
Ruffling Sting [ ]
Lashing Leaves [ ]
Cross-Body Parry [ ]
Periapt of Cascading Health +2 [x]
Boots of the Fencing Master [_]
__________________________________

Jaws of the Wolf [_]
Frenzied Skirmish [x]
Begin the Hunt [x]
Attacks on the Run [_]
Blood of the Fallen [_]

Consumables:

None.
Important Features:
[SHOW]
Racial Traits and Class or Path Features:

Running Attack: Using a standard action that allows movement and I move 2+ squares away, I gain +1 to attack rolls as part of that action.
Dancing Defense: If hitting with at least two melee attacks on my turn, I gain a +2 bonus to AC and Reflex TSNT.
Dual-Blade Action: On AP-spend, I can take an attack with both hands with a +4 WISmod bonus to damage.
Half-Orc Resilience: First time being blooded in an encounter, gain 10 THP.
Swift Charge: +2 bonus to speed while charging.
Sohei Indomitability: +1 power bonus to save throws against fear, daze, domination, or stun effects.

Notable Feats:

Impending Doom Style: If both Twin Strikes hit, one target takes a -2 penalty to attack rolls til my next turn end.
Cunning Stalker: I gain CA against creatures with no other creatures adjacent.
Two-Weapon Opening: When scoring a crit with my main hand, I can take a MBA with my off-hand against the target as a free action.
Heavy Blade Expertise: +2 to defenses against Op Attacks while wielding HB.

Item Features:

Jagged Weapon +3: Crits on a 19 or 20, and crits do 10 ongoing damage (save ends).
Boots of the Fencing Master: When shifting, gain a +1 item bonus to AC and Reflex TENT.
User avatar
Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Blackwood's Dogs IC

Post by Fialova »

Seeing the orc climbing from below, unarmed and defenseless, the remaining officer rushes him and lands a solid below right as Grommak is getting to his feet.

Go: Liam
Mechanics
[SHOW]
Henri: heals, moves, hits

Grommak: sheathes x2, moves & jumps & climbs to (AC, 16)

Axeman 2: moves to (AD, 17). Attacks Grommak, 30 vs AC = hit for 16 damage, and Grommak is slowed (save ends). Grommak is bloodied.
Torch Mechanics
[SHOW]
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Map of Mid Deck
[SHOW]
Image
Map of Lower Deck
[SHOW]
Image
Map Info
[SHOW]
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).

Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.

Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.

When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.

Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Enemy Info
[SHOW]
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.

Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.

Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.

Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Status
[SHOW]
35 Merchant Captain (AP, 28) | HP: ??/?? | Vicious Mockery
33 Darcell (AQ, 16) | HP: 46/79 | Surges: 8/10 | AP: 1/1 | Echoing Weapon, Blunder, Majestic Word (2/2), holding torch, prone
32 Robed Man (AS, 27) | HP: -5/?? | marked (-3) until Big John EONT
31 Grommak (AC, 16) | HP: 43/86 | Surges: 4/9 | AP: 0/1 | Bloodied, Invigorating Stride, Second Wind, PoCH+2, Cross-Body Parry, Frenzied Skirmish, Begin the Hunt, slowed (save ends), unarmed
26 Henri (AD, 15) | HP: 67/74 | Surges: 6/8 | AP: 1/1 | Vengeance is Mine, Race the Arrow, Inspiring Word (1/3), Relentless Wounding, Create Opportunity, Stone of Wind
24 Axeman 2 (AD, 17) | HP: -84/?? | Bloodied, Call to Arms, marked (-3) by Isabelle, allies of Henri gain +3 to damage against him until Henri SONT
24 Liam (AO, 21) | HP: 34/75 | Surges: 8/9 | AP: 1/1 | Bloodied, Shield, Charm of the Defender, Enemies Abound, holding torch, prone
18 Sailor 1 (Y, 18) | HP: 1/1 | prone, unarmed
18 Sailor 14 (AA, 17) | HP: 1/1 |
18 Sailor 16 (AB, 21) | HP: 1/1 |
18 Big John (AS, 23) | HP: 40/89 | Surges: 10/11 | AP: 0/1 | Bloodied, Funneling Flurry, Chain Ward, threatening reach, weakened & immobilized (save ends both)
12 Isabelle (AB, 17) | HP: 59/91 | Surges: 7/11 | AP: 1/1 | Dimensional Vortex, Eldritch Quagmire, Swordmage Shielding Fire, holding torch

Grommak's Torch (AT, 24)
Henri's Torch (AC, 19)
Combat Block
[SHOW]
Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 55/89
Bloodied: 44
Surge Value: 22
Surges left: 10/11
Action Points: 0

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

Second Wind [_]
Disciplined Counter [_]
Stone's Endurance [_]
Funneling Flurry [X]
Glowering Threat [_]
Sweeping Blow [_]
Come and Get It [_]
Defensive Advance [_]
Mountain Sweep [_]
__________________________________

Tempest Dance [_]
Dancing Defense [_]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop
Important Features:
[SHOW]
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
Summary
[SHOW]
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
kalis5
Hm...
Posts: 818
Registered for: 10 years 2 months

Re: Blackwood's Dogs IC

Post by kalis5 »

Liam stands after having been shot, groaning slightly and cursing the man behind the bars. He decides heading above may be the better option given the circumstances...

Mechanics
[SHOW]
Stand up from prone as a move action.
Standard to move action to move to AO17
Combat Block
[SHOW]
Liam "Dirge" Rend

Human Bladesinger Level 11
Languages: Common, Elven, Dwarven
Age: 23

Speed: 6
Initiative: 12 (+2 if within 10 squares of Henry)
Passive Perception: 21
Passive Insight: 16
Senses: Low-light

AC: 26
Fort: 21
Reflex: 25
Will: 23
HP: 34/75
Bloodied: 37
Surge Value: 18
Surges left: 9/9
Action Points: 1

Resistances:
Vulnerabilities: None
Active Effects: +4 to AC and Reflex.

Powers:

Bull Rush Attack
Grab Attack
Opportunity Attack
Erupting Flare
Dancing Fire
Dazzling Sunray
Unseen Hand
Cantrip Prestidigitation

Versatile Spellbook
_____________________________

Class Feature Bladesong [ ]
Cantrip Suggestion [ ]
Cantrip Chameleon's Mask
L2 Shield [X]
L6 Dispel Magic [ ]
L10 Flush with Success [ ]
Theme Feature Iron Wolf Charge [ ]


_____________________________


Boon Spell Enemies Abound [X]
L1 Skewering Spikes [ ]
L5 Grim Shadow [X]
L9 Charm of the Defender [X]


Shadowdance Armor +2 [ ]

________________________________________________________

Unused Powers:
L1 Charm of Misplaced Wrath [ ]
L2 Arcane Mutterings [ ]
L5 Radiant Pillar [ ]
L6 Revitalizing Charm [ ]
L9 Fire Burst [ ]
L10 Phoenix Step [ ]



Important Features
[SHOW]
Class Feats:
Blade Magic - Upon scoring a hit with any MBA during turn triggers any skill with the "Bladespell" keyword as a free action, however only one per attack.

Instinctive Attack - When making a melee attack, use Intelligence rather than strength for damage and attack.

Guarded Flourish - Ranged and melee attacks do not provoke OAs while holding a one-handed weapon with a free hand. +2 AC while wearing light or no armor and with a hand free using a one-handed blade.

Arcane Strike - When a daily is used, a melee strike can be performed with a minor action.

Steely Retort - When bladesong is active, any enemy adjacent that hits provokes an OA.


Theme Feats:

Iron Wolf Warrior: Gain Access to the Iron Wolf Charge power.

Level 5: +2 nature and perception checks.

Level 10: When dropped below 1HP by an enemy, make a MBA against the enemy as a free action.

Racial Traits:



Notable Feats:
Eager Advance - Add 4 to speed during first round of combat.

Low-Light Adaptation - Count sense as Low-light.

Tainted Wounds - Enemies struck by attacks cannot heal until my EoNT.

Destructive Wizardry - If an arcane power strikes two or more foes, increase damage by +3.

Quick Draw - Draw a weapon or item stored in an accessible pouch or bandolier as a free action. +2 initiative.

Heavy Blade Expertise - +2 to weapon attacks using a heavy blade. +2 AC to OAs.

Improved Defenses - +2 to Will, Reflex, and Fortitude.

Eyes in the Back of Your Head - Never grant CA from flanking.

Choir of Swords - While Bladesong is active, spend an AP to strike all enemies adjacent as a standard action.

Item Feats:

Iron Armbands of Power - +2 bonus to damage rolls.
Amulet of Protection +2 - +2 to Will, Reflex, Fortitude.
User avatar
Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Blackwood's Dogs IC

Post by Fialova »

Up above an arrow zips past Isabelle just as two of the sailors flank and hit her. Another arrow from the darkness penetrates Grommak's armor, knocking the man to the ground, though he manages to keep from falling back into the deck below. Below deck John braces for another assault from the man wielding cold spells, unable to break free from the icy grip on his legs.

Go: Big John, Isabelle
Mechanics
[SHOW]
Liam: stands, moves

Grommak: hit by an arrow for 14 damage and slid to (AC, 15) and knocked prone. Save to avoid falling = 19, success, so only prone.

Sailor 1: cowers

Sailor 14: attacks Isabelle, 31 vs AC = hit for 13 damage.

Sailor 16: moves to (AC, 17). Attacks Isabelle, 31 vs AC = hit for 15 damage. Isabelle is bloodied.

Big John:
Standard Action: Second Wind
Effect: spend a surge, regaining 22 hp, and gain +4 to defenses until the start of my next turn.

Save vs weakened: 9 = failure.
Torch Mechanics
[SHOW]
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Map of Mid Deck
[SHOW]
Image
Map of Lower Deck
[SHOW]
Image
Map Info
[SHOW]
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).

Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.

Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.

When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.

Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Enemy Info
[SHOW]
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.

Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.

Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.

Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Status
[SHOW]
35 Merchant Captain (AP, 28) | HP: ??/?? | Vicious Mockery
33 Darcell (AQ, 16) | HP: 46/79 | Surges: 8/10 | AP: 1/1 | Echoing Weapon, Blunder, Majestic Word (2/2), holding torch, prone
32 Robed Man (AS, 27) | HP: -5/?? |
31 Grommak (AC, 16) | HP: 29/86 | Surges: 4/9 | AP: 0/1 | Bloodied, Invigorating Stride, Second Wind, PoCH+2, Cross-Body Parry, Frenzied Skirmish, Begin the Hunt, slowed (save ends), unarmed, prone
26 Henri (AD, 15) | HP: 67/74 | Surges: 6/8 | AP: 1/1 | Vengeance is Mine, Race the Arrow, Inspiring Word (1/3), Relentless Wounding, Create Opportunity, Stone of Wind
24 Axeman 2 (AD, 17) | HP: -84/?? | Bloodied, Call to Arms, marked (-3) by Isabelle, allies of Henri gain +3 to damage against him until Henri SONT
24 Liam (AO, 17) | HP: 34/75 | Surges: 8/9 | AP: 1/1 | Bloodied, Shield, Charm of the Defender, Enemies Abound, holding torch
18 Sailor 1 (Y, 18) | HP: 1/1 | prone, unarmed
18 Sailor 14 (AA, 17) | HP: 1/1 |
18 Sailor 16 (AC, 17) | HP: 1/1 |
18 Big John (AS, 23) | HP: 62/89 | Surges: 9/11 | AP: 0/1 | Funneling Flurry, Second Wind Chain Ward, threatening reach, weakened & immobilized (save ends both), +4 to defenses until SONT
12 Isabelle (AB, 17) | HP: 31/91 | Surges: 7/11 | AP: 1/1 | Bloodied, Dimensional Vortex, Eldritch Quagmire, Swordmage Shielding Fire, holding torch

Grommak's Torch (AT, 24)
Henri's Torch (AC, 19)
Combat Block
[SHOW]
Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 62/89
Bloodied: 44
Surge Value: 22
Surges left: 9/11
Action Points: 0

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

Second Wind [X]
Disciplined Counter [_]
Stone's Endurance [_]
Funneling Flurry [X]
Glowering Threat [_]
Sweeping Blow [_]
Come and Get It [_]
Defensive Advance [_]
Mountain Sweep [_]
__________________________________

Tempest Dance [_]
Dancing Defense [_]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop
Important Features:
[SHOW]
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
Summary
[SHOW]
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
User avatar
PureZaros
The Enigma
Posts: 651
Registered for: 10 years 10 months
Location: *Calculating...*

Re: Blackwood's Dogs IC

Post by PureZaros »

As the officer strikes at Grommak, he blinks out before reappearing next to Isabelle, confused and disoriented.

"Hi there." She grunts as the sailors assault her. "Hope ye like steel. It's the last thing you'll ever eat." Launching into a bewildering series of swipes, she lashes out at the men around her.
MECHANICS
[SHOW]
Immediate Reaction: Aegis of Ensnarement secondary.
Teleport Axeman 2 to [AB, 18]. He grants CA until the end of my next turn.

Standard Action: Sword Burst
Attack on Sailor 14: 18 vs Reflex...
Attack on Sailor 16: 27 vs Reflex... Hit
Attack on Axeman 2: 34 vs Reflex... Hit
Damage: 15 force damage.

Move Action: Shift to [AC, 18]

Minor Action: Aegis of Ensnarement
Marking Sailor 14 if he's still alive.

Do I still have an AP or not? Your status block says yes, but mine says no. I don't know if I missed something or not.
COMBAT BLOCK
[SHOW]
Isabelle

Female Genasi Swordmage 11
Languages: Common, Elven
Age: 37
Height: 5'7"
Weight: 180

Speed: 6
Initiative: +6
Passive Perception: 23
Passive Insight: 17
Senses: Normal Vision

AC: 30
Fort: 22
Reflex: 25
Will: 23
HP: 31/91
Bloodied: 45
Surge Value: 22
Surges left: 7/11
Action Points: 0

Resistances:
5 Poison
10 Fire while manifesting Cindersoul
4 All while bloodied

Vulnerabilities: None

Active Effects:
Manifesting Cindersoul
+2 racial bonus to saving throws against ongoing damage while manifesting Watersoul

Powers:

MBA: +19 to attack, 1d8+9 damage
RBA: +16 to attack, 1d4+6 damage (using dagger)

Bull Rush Attack
Grab Attack
Opportunity Attack
Aegis of Ensnarement
Sword Burst
Frigid Blade

Summoned Armor +3
Acrobat Boots
__________________________________

[_] Second Wind
[_] Inevitable Strike
[_] Foesnare
[_] Mythal Recovery
[X] Dimensional Vortex
[_] Fettering Aegis
[_] Four Corners Attack
[_] Strength Against Strength
[_] Explosive Runes

[_] Periapt of Cascading Health +2
[_] Viper Belt
[_] Ruby Scabbard

Require Manifestation:
[_] Firedeath §
[_] Swiftcurrent
__________________________________

[_] Binding Aegis
[X] Swordmage Shielding Fire
[X] Eldritch Quagmire
[_] Troll Rampage

* Immediate Reaction
§ Indicates Active Manifestation
Important Features:
[SHOW]
Aegis of Ensnarement:
I mark the target. The target remains marked until I use this power against another target. If I mark another creature using other powers, the target is still marked.
Until the mark ends, if the target makes an attack that doesn't include me as a target, it takes a -2 penalty to the attack roll.
If a target marked by this power is within 10 squares of me when it hits with an attack that doesn't include me, I can use an Immediate Reaction after the target's attack resolves to teleport the target to a square adjacent to me. The target grants CA until EoNT. If there is no unoccupied space, I can't use this effect.

Racial Traits and Class/Path/Race Features:
Swordmage Warding: When conscious and wielding a light/heavy blade, I have a magical field around me. This field grants +1 bonus to AC, or +3 bonus if I'm wielding a blade in one hand and have my other hand free.

Swordbond: By spending 1 hour of meditation with my weapon, I forge a special bond with it. As a Standard Action I can call my bonded weapon to hand from up to 10 squares away. If my bonded weapon is broken or damaged I can spend 1 hour of meditation to recreate the blade from a fragment. I can spend 1 hour of meditation with a different blade to forge a new bond, dissipating the old one.

Aegis Insight: When I use my Aegis power, I add my Wisdom mod (+2) to the burst radius.

People's History: I add my Wisdom mod (+2) to my history checks.

Teleportation Action: When I spend an AP to take an extra action, I can teleport 5 squares before taking the extra action.

Ironwrought Starting Feature: I gain a +1 power bonus to athletics and endurance checks. Whenever I use my second wind, this power bonus increases to +4 until EoNT

Ironwrought Level 5 Feature: When I'm bloodied, I gain resist 2/4/6 all damage.

Ironwrought Level 10 Feature: When I use Inevitable Strike, I gain a +1 power bonus to melee weapon attack rolls until EoNT

Cindersoul: Resist 5/10/15 fire
Watersoul: I can breathe underwater.

Notable Feats:
Intelligent Blademaster: I can use my Int mod instead of my Str mod when making a basic attack with a melee weapon.

Mark of Warding: When one of my powers grants a bonus to defense, increase that bonus by 1. Whenever I mark an enemy, it takes -3 to attacks that don't include me, instead of the normal -2. I can master and perform rituals in the Warding category and the Fluid Funds, Knock, and Leomund's Secret Chest rituals as if I had Ritual Caster.

Defender of the Wild: Once per encounter as a free action, I can mark each enemy adjacent to me as a free action.

Sudden Roots: Whenever I hit an enemy with an OA, that enemy is slowed until the end of its turn.

Double Aegis: When I use my Aegis power, I can choose to mark a second target in the burst. If they both attack allies, I have to choose which to respond to, since I still only have one immediate action per round.

Item Features:
Jagged Longsword +3: Scores critical hits on 19 or 20. Critical = ongoing 10 damage (save ends).

Ruby Scabbard: Resizes to fit any weapon placed in it. I can draw a weapon from this in the same action used to make an attack with the weapon.

Raven's Feather: Attuned to Isabelle's father.

Executioner's Bracers: When I score a critical, the attack does an extra 1d6 damage.

Gauntlets of Blood: +2 to damage roll against bloodied targets
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
User avatar
Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Blackwood's Dogs IC

Post by Fialova »

Isabelle's attack hits two of the men, felling one instantly and leaving the other only barely standing, even more disoriented after having just been magically transported near the woman. Meanwhile, two bullets are shot from the darkness down below deck, one hitting the Dirge and the other narrowly missing Darcell.

Go: Darcell
Mechanics
[SHOW]
Isabelle: punishes, misses, hits & kills, hits, shifts, marks

Merchant Captain: Attacks Liam, 35 vs AC = hit for 14 damage, and Darcell, 21 vs AC = miss.
Torch Mechanics
[SHOW]
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Map of Mid Deck
[SHOW]
Image
Map of Lower Deck
[SHOW]
Image
Map Info
[SHOW]
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).

Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.

Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.

When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.

Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Enemy Info
[SHOW]
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.

Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.

Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.

Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Status
[SHOW]
35 Merchant Captain (AP, 28) | HP: ??/?? | Vicious Mockery
33 Darcell (AQ, 16) | HP: 46/79 | Surges: 8/10 | AP: 1/1 | Echoing Weapon, Blunder, Majestic Word (2/2), holding torch, prone
32 Robed Man (AS, 27) | HP: -5/?? |
31 Grommak (AC, 16) | HP: 29/86 | Surges: 4/9 | AP: 0/1 | Bloodied, Invigorating Stride, Second Wind, PoCH+2, Cross-Body Parry, Frenzied Skirmish, Begin the Hunt, slowed (save ends), unarmed, prone
26 Henri (AD, 15) | HP: 67/74 | Surges: 6/8 | AP: 1/1 | Vengeance is Mine, Race the Arrow, Inspiring Word (1/3), Relentless Wounding, Create Opportunity, Stone of Wind
24 Axeman 2 (AB, 18) | HP: -99/?? | Bloodied, Call to Arms, marked (-3) by Isabelle, allies of Henri gain +3 to damage against him until Henri SONT, granting CA until Isabelle EONT
24 Liam (AO, 17) | HP: 20/75 | Surges: 8/9 | AP: 1/1 | Bloodied, Shield, Charm of the Defender, Enemies Abound, holding torch
18 Sailor 1 (Y, 18) | HP: 1/1 | prone, unarmed
18 Sailor 14 (AA, 17) | HP: 1/1 | marked (-3) by Isabelle
18 Sailor 16 (AC, 17) | HP: 1/1 | ded
18 Big John (AS, 23) | HP: 62/89 | Surges: 9/11 | AP: 0/1 | Funneling Flurry, Second Wind Chain Ward, threatening reach, weakened & immobilized (save ends both), +4 to defenses until SONT
12 Isabelle (AC, 18) | HP: 31/91 | Surges: 7/11 | AP: 0/1 | Bloodied, Dimensional Vortex, Eldritch Quagmire, Swordmage Shielding Fire, holding torch

Grommak's Torch (AT, 24)
Henri's Torch (AC, 19)
Combat Block
[SHOW]
Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 62/89
Bloodied: 44
Surge Value: 22
Surges left: 9/11
Action Points: 0

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

Second Wind [X]
Disciplined Counter [_]
Stone's Endurance [_]
Funneling Flurry [X]
Glowering Threat [_]
Sweeping Blow [_]
Come and Get It [_]
Defensive Advance [_]
Mountain Sweep [_]
__________________________________

Tempest Dance [_]
Dancing Defense [_]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop
Important Features:
[SHOW]
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
Summary
[SHOW]
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4009
Registered for: 11 years 3 months
Location: Blockbuster

Re: Blackwood's Dogs IC

Post by Namelessjake »

Now on the lower deck, Darcell makes his way over to join Big John. "Cowards! Come out from behind those bars," he calls out, cursing the man in robes.
Mechanics
[SHOW]
Move: Crawl to (AR, 19)

Standard: Unluck on Robed Man
26 vs Ref. hits for 17 necrotic damage.

The next time the target makes an attack roll before the end of
your next turn, you roll a d20 and can replace the target’s
roll with yours, 15.

12(1d20) +14 = 26; 8(1d8) +9 = 17; 15(1d20) = 15

In addition, the next time Big John attacks the
Robed Man before the end of my next turn, you roll a d20
and can replace the ally’s roll with yours, 16.

16(1d20) = 16
Virtue of Cunning
[SHOW]
Once per round when an enemy attack misses an ally within 8 squares of me, I can slide that ally up to 2 square as a free action, and I can also slide an enemy that was adjacent to that ally into the space the ally vacated. In addition one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.

Feel free to use this.
Combat Block
[SHOW]
Darcell

Male Half-Elf Cunning Bard 11
Languages: Common, Forellian, Serran, Imardanian.
Age: 25
Height: 5'11"
Weight: 165 lbs.

Speed: 6
Initiative: +14 (+16 when within 10 of Henri)
Passive Perception: 21
Passive Insight: 19
Senses: Low-light Vision

AC: 24
Fort: 21
Reflex: 22
Will: 26
HP: 46/79
Bloodied: 39
Surge Value: 20
Surges left: 8/10
Action Points: 1

MBA: +13 vs AC, 1d8+3 damage. (+2 to damage rolls when you have combat advantage)
RBA: +9 vs AC, 1d4+2 damage.

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Vicious Mockery
Staggering Note
__________________________________

Second Wind [_]
Guardian's Counter [_]
Demoralizing Strike [_]
Majestic Word [x][_] **
Words of Friendship [_]
Blunder [x]
Moment of Escape [_]
Echoing Weapon [x]
Revitalizing Incantation [ ]
Unluck [x]
Illusory Erasure [_]
Lying Lights [_]
Harper Pin
Mielikki's Endurance [_] *
Lliira's Grace [_] *
Tymora's Luck [_] *
Feytouched Hide Armor +3 [_]
__________________________________

Stirring Shout[_]
Song of Discord [_]
Counterpoint [_]
Headband of Intellect [_]
Sitar of restfulness [_]

* Can only use one per encounter
** Can be used twice per encounter but only once per round

Consumables:

None.
Important Features:
[SHOW]
Racial Traits and Class or Path Features:

Group Diplomacy: I grant allies within 10 squares of me a +1 racial bonus to Diplomacy checks.

Bardic Training: I can perform two bard rituals per day of my level or lower without expending components.

Virtue of Cunning: Once per round, when an enemy attack misses an ally within 8 squares of me, I can slide that ally 1 square as a free action.

Song of Rest: When I play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+6) with each healing surge.

Shrouding Action: When I spend an action point to take an extra action, one ally I choose within 5 squares of me and I become invisible until the end of my next turn.

Virtue of Deceit: When I use Virtue of Cunning, one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.

Notable Feats:

Resourceful Leader: When an ally I can see spends an action point to make an attack, the ally gains a +5 bonus to damage rolls on a hit or gains 5 temporary hit points on a miss.

Superior Will: If I am dazed or stunned I can make a saving throw at the start of my turn to end that effect, even if the effect doesn't normally end on a save.

Advantage of Cunning: When I slide an ally with my Virtue of Cunning, I can also slide an enemy that was adjacent to that ally into the space the ally vacated.

Battle Song Expertise: I gain a +1 feat bonus to the number of squares that I can pull, push, or slide creatures with my bard attacks and bard paragon path attacks.

Improved Cunning: When I use Virtue of Cunning to slide an ally, I can slide the ally 2 squares instead of 1.

Item Features:

Headband of Intellect: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.

Spyglass of Perception: Gain a +3 item bonus to Perception checks when using this device.
User avatar
Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Blackwood's Dogs IC

Post by Fialova »

Darcell's curse does very little as the robed man once more sends his cold blasts out at the Dogs, sending John further from the bars and causing Darcell to begin to shiver.

Go: Grommak, Henri
Mechanics
[SHOW]
Darcell: crawls, hits (kinda)

Robed Man: attacks Big John, 29 vs Fortitude = hit and he is slid to (AS, 17). Chills Darcell, 32 vs Reflex = hit, Darcell is weakened (save ends) and the first time he takes cold damage while under this effect he also becomes immobilized until no longer weakened.
Torch Mechanics
[SHOW]
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Map of Mid Deck
[SHOW]
Image
Map of Lower Deck
[SHOW]
Image
Map Info
[SHOW]
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).

Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.

Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.

When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.

Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Enemy Info
[SHOW]
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.

Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.

Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.

Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Status
[SHOW]
35 Merchant Captain (AP, 28) | HP: ??/?? | Vicious Mockery
33 Darcell (AR, 19) | HP: 46/79 | Surges: 8/10 | AP: 1/1 | Echoing Weapon, Blunder, Majestic Word (2/2), Unluck, holding torch, prone, weakened (save ends)
32 Robed Man (AS, 27) | HP: -5/?? |
31 Grommak (AC, 16) | HP: 29/86 | Surges: 4/9 | AP: 0/1 | Bloodied, Invigorating Stride, Second Wind, PoCH+2, Cross-Body Parry, Frenzied Skirmish, Begin the Hunt, slowed (save ends), unarmed, prone
26 Henri (AD, 15) | HP: 67/74 | Surges: 6/8 | AP: 1/1 | Vengeance is Mine, Race the Arrow, Inspiring Word (1/3), Relentless Wounding, Create Opportunity, Stone of Wind
24 Axeman 2 (AB, 18) | HP: -99/?? | Bloodied, Call to Arms, marked (-3) by Isabelle, granting CA until Isabelle EONT
24 Liam (AO, 17) | HP: 20/75 | Surges: 8/9 | AP: 1/1 | Bloodied, Shield, Charm of the Defender, Enemies Abound, holding torch
18 Sailor 1 (Y, 18) | HP: 1/1 | prone, unarmed
18 Sailor 14 (AA, 17) | HP: 1/1 | marked (-3) by Isabelle
18 Big John (AS, 17) | HP: 62/89 | Surges: 9/11 | AP: 0/1 | Funneling Flurry, Second Wind Chain Ward, threatening reach, weakened & immobilized (save ends both), +4 to defenses until SONT
12 Isabelle (AC, 18) | HP: 31/91 | Surges: 7/11 | AP: 0/1 | Bloodied, Dimensional Vortex, Eldritch Quagmire, Swordmage Shielding Fire, holding torch

Grommak's Torch (AT, 24)
Henri's Torch (AC, 19)
Combat Block
[SHOW]
Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 62/89
Bloodied: 44
Surge Value: 22
Surges left: 9/11
Action Points: 0

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

Second Wind [X]
Disciplined Counter [_]
Stone's Endurance [_]
Funneling Flurry [X]
Glowering Threat [_]
Sweeping Blow [_]
Come and Get It [_]
Defensive Advance [_]
Mountain Sweep [_]
__________________________________

Tempest Dance [_]
Dancing Defense [_]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop
Important Features:
[SHOW]
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
Summary
[SHOW]
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
User avatar
Scratcherclaw
YUO ARE SMART
Posts: 3743
Registered for: 11 years 3 months

Re: Blackwood's Dogs IC

Post by Scratcherclaw »

Seeing that the orc has taken quite a beating, Henri urges him on, saying, "C'mon, show them what an orc is made of! You'd better not be giving up this easily." With Grommak invigorated, the nobleman shouts to Isabelle, cueing her to slash at the axe-wielding man. As her strike hits, he smiles. Well, she's not completely useless some of the time.
Mechanics
[SHOW]
Minor: Inspiring Word on Grommak
He regains +21 +13(3d6) +5 = 39 HP for a total of 68 HP

Standard: Direct the Strike on Axeman 2
Isabelle makes an MBA against Axeman 2
Attack: 18(1d20) +21 = 39 vs AC = Hit
Damage: 3(1d8) +9 = 12
Combat Block
[SHOW]
Henri LaBelle

Male Vryloka Warlord 11
Languages: Common, Imardanian, Forellian
Age: 21
Height: 5'11"
Weight: 150 lbs.

Speed: 7
Initiative: +13
Passive Perception: 20
Passive Insight: 16
Senses: Low-light vision

AC: 23
Fort: 24
Ref: 21
Will: 24
HP: 67/74
Bloodied: 37
Surge Value: 18
Surges left: 7/8
Action points: 1

MBA: +13 vs AC, 1d6+5 damage.
RBA: +17 vs AC, 1d6+7 damage.

Resistances: 10 Necrotic (5+1/2 level)
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Direct the Strike
Paint the Bulls-Eye
Sea Legs

Acrobat Boots
__________________________________

Second Wind [_]
Inspiring Word [X] [X] [_]
Vengeance is Mine [_]
Race the Arrow [X]
On My Mark [_]
Tempest of Triumph [_]
Lifeblood [_]
Inspiring Belligerence [_]
Dragon's Tenacity [_]
Shifting Tides [_]

__________________________________

Relentless Wounding [X]
Create Opportunity [X]
Warlord's Recovery [_]

Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [X]


Consumables:

None
Important Features
[SHOW]
Crossbow Expertise: You gain a +1 feat bonus to attack rolls that you make with a crossbow. This bonus increases to +2 at 11th level and +3 at 21st level. Also, you ignore partial cover or superior cover with weapon attacks you make with a crossbow.

Improved Defenses: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level.

Archer Captain: You and any ally within 5 squares of you ignore the penalty for attacking at long range.

Improved Inspiring Word: Add your Charisma modifier to the hit points restored by your inspiring word.

Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.

Duty's Virtue: Once per round, you can use the aid defense action as a minor action, but only if the chosen ally is bloodied. Also, you gain a +2 feat bonus to initiative checks.

Far Shot: When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares.

Jack of All Trades You gain a +2 feat bonus to untrained skill checks.

Fight On: You can use your inspiring word one additional time per encounter.

Resourceful Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.

Mighty Action: When you spend an action point to take an extra action, any ally who can see and hear you gains a +1 bonus to attack rolls and damage rolls until the start of your next turn.

Tempestuous Inspiration: When you use your inspiring word power, you can give the target of the power a +2 bonus to attack rolls and a bonus to damage rolls equal to your Charisma modifier that lasts until the end of your next turn. If the target's first attack misses during that time misses, the target grants a combat advantage to attackers until the end of your next turn.

Archer Warlord When you make a ranged basic attack with a bow, you can use Strength instead of Dexterity for the attack roll and the damage roll.

Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Blood Dependency: When you are bloodied, your healing surge value drops by 2.

Living Dead: If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.

Necrotic Resistance: You have a necrotic resistance equal to 5 + one-half your level.

The Mariner: While aboard a ship, gain a +1 bonus (+2 at Level 10) to any skill or ability check related to life at sea; gain the sea legs power. You gain a +2 power bonus to initiative checks. You ignore difficult terrain when you shift. While aboard a ship, you can use a minor action once per round to shift 1 square.

Distance Imardanian Officer's Pistol +3: Increases the weapon's normal range by 5 squares and the long range by 10 squares.

Lifeblood Hide Armor +2: You gain 5 temporary hit points after each rest. If you remove the armor, you lose these hit points.

Gem of Colloquy: You gain a +1 item bonus to Bluff and Diplomacy checks.

Cloak of Distortion: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.

Bracers of Archery: You gain a +2 item bonus to damage rolls while attacking with a bow or crossbow.

Acrobat Boots: You gain a +1 item bonus to Acrobatics checks.
User avatar
ratwizard
A Wan Smile
Posts: 5472
Registered for: 11 years 3 months
Location: Hellworld

Re: Blackwood's Dogs IC

Post by ratwizard »

Urged on by Henri's annoying words, Grommak feels up to the challenge and grits his teeth in frustration. Although he was knocked to the ground, he deftly surges forward in a half-crawl, half-dive at the man in front of him, tearing his massive scimitar from its sheath as he does. The orc unleashes a diagonal backslash that rends the man's stomach cavity from his right side at navel-height all the way to his left nipple. The savage swing manages to clip some intestines, and they spew dark blood and bile while the sailor falls to the ground. "Gagghh!" he cries, shielding his face and mouth from the spray, spitting on the wood flooring.
Mechanics
[SHOW]
Minor: Draw blade

Move: Crawl one space to AB17.

Standard: Marauder's Rush on Sailor 14. CA from feat support, -2 for prone. Hits AC 33, killing him.
Attack: 15(1d20) +18 = 33

Save throw fail: 1(1d20) = 1
Combat Block
[SHOW]
Grommak

Male Half-Orc Two-Weapon Ranger 11
Languages: Common, Kurnish
Age: 29
Height: 6'2"
Weight: 200 lbs.

Speed: 6
Initiative: +11+2
Passive Perception: 26
Passive Insight: 21
Senses: Low-light Vision

AC: 24
Fort: 25
Reflex: 23
Will: 23
HP: 68/86
Bloodied: 43
Surge Value: 21
Surges left: 3/9
Action Points: 0

MBA: +18, 1d10+13

Resistances:
None.

Vulnerabilities:
None.

Saves:
+1 against fear, daze, domination, or stun effects.

Active Effects:

Slowed

Powers:

Hunter's Quarry
Marauder's Rush
Twin Strike
__________________________________

Second Wind [x]
Sohei Flurry [ ]
Furious Assault [ ]
Off-Hand Strike [ ]
Invigorating Stride [x]
Ruffling Sting [ ]
Lashing Leaves [ ]
Cross-Body Parry [ ]
Periapt of Cascading Health +2 [x]
Boots of the Fencing Master [_]
__________________________________

Jaws of the Wolf [_]
Frenzied Skirmish [x]
Begin the Hunt [x]
Attacks on the Run [_]
Blood of the Fallen [_]

Consumables:

None.
Important Features:
[SHOW]
Racial Traits and Class or Path Features:

Running Attack: Using a standard action that allows movement and I move 2+ squares away, I gain +1 to attack rolls as part of that action.
Dancing Defense: If hitting with at least two melee attacks on my turn, I gain a +2 bonus to AC and Reflex TSNT.
Dual-Blade Action: On AP-spend, I can take an attack with both hands with a +4 WISmod bonus to damage.
Half-Orc Resilience: First time being blooded in an encounter, gain 10 THP.
Swift Charge: +2 bonus to speed while charging.
Sohei Indomitability: +1 power bonus to save throws against fear, daze, domination, or stun effects.

Notable Feats:

Impending Doom Style: If both Twin Strikes hit, one target takes a -2 penalty to attack rolls til my next turn end.
Cunning Stalker: I gain CA against creatures with no other creatures adjacent.
Two-Weapon Opening: When scoring a crit with my main hand, I can take a MBA with my off-hand against the target as a free action.
Heavy Blade Expertise: +2 to defenses against Op Attacks while wielding HB.

Item Features:

Jagged Weapon +3: Crits on a 19 or 20, and crits do 10 ongoing damage (save ends).
Boots of the Fencing Master: When shifting, gain a +1 item bonus to AC and Reflex TENT.
User avatar
Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Blackwood's Dogs IC

Post by Fialova »

Go: Liam
Mechanics
[SHOW]
Henri: heals, grants attack...

Isabelle: hits and kills

Grommak: draws, crawls, hits and kills, fails save
Torch Mechanics
[SHOW]
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Map of Mid Deck
[SHOW]
Image
Map of Lower Deck
[SHOW]
Image
Map Info
[SHOW]
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).

Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.

Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.

When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.

Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Enemy Info
[SHOW]
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.

Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.

Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.

Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Status
[SHOW]
35 Merchant Captain (AP, 28) | HP: ??/?? | Vicious Mockery
33 Darcell (AR, 19) | HP: 46/79 | Surges: 8/10 | AP: 1/1 | Echoing Weapon, Blunder, Majestic Word (2/2), Unluck, holding torch, prone, weakened (save ends)
32 Robed Man (AS, 27) | HP: -5/?? |
31 Grommak (AB, 17) | HP: 68/86 | Surges: 3/9 | AP: 0/1 | Invigorating Stride, Second Wind, PoCH+2, Cross-Body Parry, Frenzied Skirmish, Begin the Hunt, slowed (save ends), prone
26 Henri (AD, 15) | HP: 67/74 | Surges: 6/8 | AP: 1/1 | Vengeance is Mine, Race the Arrow, Inspiring Word (2/3), Relentless Wounding, Create Opportunity, Stone of Wind
24 Axeman 2 (AB, 18) | HP: -111/?? | ded
24 Liam (AO, 17) | HP: 20/75 | Surges: 8/9 | AP: 1/1 | Bloodied, Shield, Charm of the Defender, Enemies Abound, holding torch
18 Sailor 1 (Y, 18) | HP: 1/1 | prone, unarmed
18 Sailor 14(AA, 17) | HP: 1/1 | ded
18 Big John (AS, 17) | HP: 62/89 | Surges: 9/11 | AP: 0/1 | Funneling Flurry, Second Wind Chain Ward, threatening reach, weakened & immobilized (save ends both), +4 to defenses until SONT
12 Isabelle (AC, 18) | HP: 31/91 | Surges: 7/11 | AP: 0/1 | Bloodied, Dimensional Vortex, Eldritch Quagmire, Swordmage Shielding Fire, holding torch

Grommak's Torch (AT, 24)
Henri's Torch (AC, 19)
Combat Block
[SHOW]
Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 62/89
Bloodied: 44
Surge Value: 22
Surges left: 9/11
Action Points: 0

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

Second Wind [X]
Disciplined Counter [_]
Stone's Endurance [_]
Funneling Flurry [X]
Glowering Threat [_]
Sweeping Blow [_]
Come and Get It [_]
Defensive Advance [_]
Mountain Sweep [_]
__________________________________

Tempest Dance [_]
Dancing Defense [_]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop
Important Features:
[SHOW]
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
Summary
[SHOW]
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
kalis5
Hm...
Posts: 818
Registered for: 10 years 2 months

Re: Blackwood's Dogs IC

Post by kalis5 »

Liam growls as another shot catches him in the backside, swearing he's going to take that pistol and shove it straight down that man's throat before this fight is over. However, now that he is next to the platform, he begins the climb up, making it up top swiftly with a sigh.
"Bloody Captain's hiding behind a set of bars with a mage. Bastard... The sailors down there are dealt with though."

As he looks about he spots the man cowering in the corner and turns to the others.
"So uh... What's up with him? Not got his sea legs?"
Mechanics
[SHOW]
Climb up top: 11(1d20) +10 = 21
Climb ends in AA17
Standard Action Second wind. Gain 18 HP and +2 to defenses until start of next turn.
Combat Block
[SHOW]
Liam "Dirge" Rend

Human Bladesinger Level 11
Languages: Common, Elven, Dwarven
Age: 23

Speed: 6
Initiative: 12 (+2 if within 10 squares of Henry)
Passive Perception: 21
Passive Insight: 16
Senses: Low-light

AC: 26
Fort: 21
Reflex: 25
Will: 23
HP: 38/75
Bloodied: 37
Surge Value: 18
Surges left: 9/9
Action Points: 1

Resistances:
Vulnerabilities: None
Active Effects: +2 to all defenses.

Powers:

Bull Rush Attack
Grab Attack
Opportunity Attack
Erupting Flare
Dancing Fire
Dazzling Sunray
Unseen Hand
Cantrip Prestidigitation

Versatile Spellbook
_____________________________

Class Feature Bladesong [ ]

Second Wind [X]

Cantrip Suggestion [ ]
Cantrip Chameleon's Mask
L2 Shield [X]
L6 Dispel Magic [ ]
L10 Flush with Success [ ]
Theme Feature Iron Wolf Charge [ ]


_____________________________


Boon Spell Enemies Abound [X]
L1 Skewering Spikes [ ]
L5 Grim Shadow [X]
L9 Charm of the Defender [X]


Shadowdance Armor +2 [ ]

________________________________________________________

Unused Powers:
L1 Charm of Misplaced Wrath [ ]
L2 Arcane Mutterings [ ]
L5 Radiant Pillar [ ]
L6 Revitalizing Charm [ ]
L9 Fire Burst [ ]
L10 Phoenix Step [ ]



Important Features
[SHOW]
Class Feats:
Blade Magic - Upon scoring a hit with any MBA during turn triggers any skill with the "Bladespell" keyword as a free action, however only one per attack.

Instinctive Attack - When making a melee attack, use Intelligence rather than strength for damage and attack.

Guarded Flourish - Ranged and melee attacks do not provoke OAs while holding a one-handed weapon with a free hand. +2 AC while wearing light or no armor and with a hand free using a one-handed blade.

Arcane Strike - When a daily is used, a melee strike can be performed with a minor action.

Steely Retort - When bladesong is active, any enemy adjacent that hits provokes an OA.


Theme Feats:

Iron Wolf Warrior: Gain Access to the Iron Wolf Charge power.

Level 5: +2 nature and perception checks.

Level 10: When dropped below 1HP by an enemy, make a MBA against the enemy as a free action.

Racial Traits:



Notable Feats:
Eager Advance - Add 4 to speed during first round of combat.

Low-Light Adaptation - Count sense as Low-light.

Tainted Wounds - Enemies struck by attacks cannot heal until my EoNT.

Destructive Wizardry - If an arcane power strikes two or more foes, increase damage by +3.

Quick Draw - Draw a weapon or item stored in an accessible pouch or bandolier as a free action. +2 initiative.

Heavy Blade Expertise - +2 to weapon attacks using a heavy blade. +2 AC to OAs.

Improved Defenses - +2 to Will, Reflex, and Fortitude.

Eyes in the Back of Your Head - Never grant CA from flanking.

Choir of Swords - While Bladesong is active, spend an AP to strike all enemies adjacent as a standard action.

Item Feats:

Iron Armbands of Power - +2 bonus to damage rolls.
Amulet of Protection +2 - +2 to Will, Reflex, Fortitude.
User avatar
Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Blackwood's Dogs IC

Post by Fialova »

As the Dirge steps up onto the higher deck again, two more arrows emerge from the darkness, sending both Grommak and Isabelle staggering backwards. The woman manages to catch herself, falling to the ground in the process, but the force send the orc tumbling back over the side, once more lying on the ground on the bottom deck. John braces himself for more magic, still unable to move his legs. "What the fuck is happening here?" he shouts out in frustration.

Go: Big John, Isabelle
Mechanics
[SHOW]
Liam: climbs, heals

Isabelle: hit by an arrow for 14 damage, and pushed to (AC, 15). Save to avoid going over the edge = 14, success, and she falls prone at (AC, 16) instead.

Grommak: hit by an arrow for 17 damage, and pushed to (AB, 15). Save to avoid going over the edge = 4, failure, and he falls to (AQ, 15) and remains prone.

Big John:
Standard Action: Total Defense
Effect: +4 to defenses until SONT

Save vs weakened: 9 = failure


*OOC: While I am not suggesting one way or the other, I feel at this point it would be a nice reminder that it is possible to withdraw from a fight if it seems necessary, regroup (short rest or something), and come back, in any situation where that is feasible. For this fight, controlling the main deck means that getting up there would be a pretty-much-guaranteed safe spot if you guys end up deciding to do so, though you would have to all go up to benefit from a short rest. Hiding around a corner or something in other settings, where the enemy isn't pursuing, would be another similar situation. Just something to keep in mind both now and in any other future encounter.*
Torch Mechanics
[SHOW]
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Map of Mid Deck
[SHOW]
Image
Map of Lower Deck
[SHOW]
Image
Map Info
[SHOW]
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).

Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.

Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.

When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.

Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Enemy Info
[SHOW]
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.

Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.

Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.

Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Status
[SHOW]
35 Merchant Captain (AP, 28) | HP: ??/?? | Vicious Mockery
33 Darcell (AR, 19) | HP: 46/79 | Surges: 8/10 | AP: 1/1 | Echoing Weapon, Blunder, Majestic Word (2/2), Unluck, holding torch, prone, weakened (save ends)
32 Robed Man (AS, 27) | HP: -5/?? |
31 Grommak (AQ, 15) | HP: 51/86 | Surges: 3/9 | AP: 0/1 | Invigorating Stride, Second Wind, PoCH+2, Cross-Body Parry, Frenzied Skirmish, Begin the Hunt, slowed (save ends), prone
26 Henri (AD, 15) | HP: 67/74 | Surges: 6/8 | AP: 1/1 | Vengeance is Mine, Race the Arrow, Inspiring Word (2/3), Relentless Wounding, Create Opportunity, Stone of Wind
24 Liam (AA, 17) | HP: 38/75 | Surges: 7/9 | AP: 1/1 | Shield, Second Wind, Charm of the Defender, Enemies Abound, holding torch, +2 to defenses until SONT
18 Sailor 1 (Y, 18) | HP: 1/1 | prone, unarmed
18 Big John (AS, 17) | HP: 62/89 | Surges: 9/11 | AP: 0/1 | Funneling Flurry, Second Wind Chain Ward, threatening reach, weakened & immobilized (save ends both), +4 to defenses until SONT
12 Isabelle (AC, 16) | HP: 17/91 | Surges: 7/11 | AP: 0/1 | Bloodied, Dimensional Vortex, Eldritch Quagmire, Swordmage Shielding Fire, holding torch, prone

Grommak's Torch (AT, 24)
Henri's Torch (AC, 19)
Combat Block
[SHOW]
Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 62/89
Bloodied: 44
Surge Value: 22
Surges left: 9/11
Action Points: 0

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

Second Wind [X]
Disciplined Counter [_]
Stone's Endurance [_]
Funneling Flurry [X]
Glowering Threat [_]
Sweeping Blow [_]
Come and Get It [_]
Defensive Advance [_]
Mountain Sweep [_]
__________________________________

Tempest Dance [_]
Dancing Defense [_]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop
Important Features:
[SHOW]
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
Summary
[SHOW]
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
User avatar
ratwizard
A Wan Smile
Posts: 5472
Registered for: 11 years 3 months
Location: Hellworld

Re: Blackwood's Dogs IC

Post by ratwizard »

Grommak falls hard and he grunts in pain from the arrow, but he bellows out to those above. "Grab that goddamned chickenshit! We'll use him as a hostage!" he cries out to them. This fight ain't worth our lives, he thinks to himself as he lays there for a moment. Let's see if they value their men.
User avatar
PureZaros
The Enigma
Posts: 651
Registered for: 10 years 10 months
Location: *Calculating...*

Re: Blackwood's Dogs IC

Post by PureZaros »

"I can still take these bastards!" Isabelle calls down to Grommak, before launching herself back to a standing position and running towards the back of the ship. A few steps in, she catches sight of two archers fumbling for more arrows. Yelling in rage, she charges towards them, sword swinging.
MECHANICS
[SHOW]
Immediate Interrupt: Firedeath
Only 6 damage from the last attack.
Also, due to my resist all 4 while bloodied, that is reduced to 2.

Minor Action: Acrobat Boots to stand

Move Action: Isabelle to [AC, 22]

Standard Action: Charge Attack on Archer at [AC, 25]
Troll Rampage - +2 to attack instead of normal +1
No Action: Inevitable Strike - Make the attack roll twice. If both hit do 1d8 extra damage.
Attack roll 1 on Archer: 23 vs AC...
Attack roll 2 on Archer: 39 vs AC...
The second roll is slightly fucked up because I accidentally put one too many 1's into the roller, but I just subtracted the mistake.
Damage: 24 damage.
Extra Damage: 4 damage if both attacks hit.
Until the end of the encounter, Isabelle gains regeneration 5 while bloodied.

Free Action: If I'm able to do this, I will use feat support to mark both archers until the end of my next turn. This is just a normal mark, not my aegis.
COMBAT BLOCK
[SHOW]
Isabelle

Female Genasi Swordmage 11
Languages: Common, Elven
Age: 37
Height: 5'7"
Weight: 180

Speed: 6
Initiative: +6
Passive Perception: 23
Passive Insight: 17
Senses: Normal Vision

AC: 30
Fort: 22
Reflex: 25
Will: 23
HP: 29/91
Bloodied: 45
Surge Value: 22
Surges left: 7/11
Action Points: 0

Resistances:
5 Poison
10 Fire while manifesting Cindersoul
4 All while bloodied

Vulnerabilities: None

Active Effects:
Regeneration 5 while bloodied.

Manifesting Cindersoul
+2 racial bonus to saving throws against ongoing damage while manifesting Watersoul :: irrelevant

Powers:

MBA: +19 to attack, 1d8+9 damage
RBA: +16 to attack, 1d4+6 damage (using dagger)

Bull Rush Attack
Grab Attack
Opportunity Attack
Aegis of Ensnarement
Sword Burst
Frigid Blade

Summoned Armor +3
Acrobat Boots
__________________________________

[_] Second Wind
[X] Inevitable Strike
[_] Foesnare
[_] Mythal Recovery
[X] Dimensional Vortex
[_] Fettering Aegis
[_] Four Corners Attack
[_] Strength Against Strength
[_] Explosive Runes

[_] Periapt of Cascading Health +2
[_] Viper Belt
[_] Ruby Scabbard

Require Manifestation:
[X] Firedeath §
[_] Swiftcurrent
__________________________________

[_] Binding Aegis
[X] Swordmage Shielding Fire
[X] Eldritch Quagmire
[X] Troll Rampage

* Immediate Reaction
§ Indicates Active Manifestation
Important Features:
[SHOW]
Aegis of Ensnarement:
I mark the target. The target remains marked until I use this power against another target. If I mark another creature using other powers, the target is still marked.
Until the mark ends, if the target makes an attack that doesn't include me as a target, it takes a -2 penalty to the attack roll.
If a target marked by this power is within 10 squares of me when it hits with an attack that doesn't include me, I can use an Immediate Reaction after the target's attack resolves to teleport the target to a square adjacent to me. The target grants CA until EoNT. If there is no unoccupied space, I can't use this effect.

Racial Traits and Class/Path/Race Features:
Swordmage Warding: When conscious and wielding a light/heavy blade, I have a magical field around me. This field grants +1 bonus to AC, or +3 bonus if I'm wielding a blade in one hand and have my other hand free.

Swordbond: By spending 1 hour of meditation with my weapon, I forge a special bond with it. As a Standard Action I can call my bonded weapon to hand from up to 10 squares away. If my bonded weapon is broken or damaged I can spend 1 hour of meditation to recreate the blade from a fragment. I can spend 1 hour of meditation with a different blade to forge a new bond, dissipating the old one.

Aegis Insight: When I use my Aegis power, I add my Wisdom mod (+2) to the burst radius.

People's History: I add my Wisdom mod (+2) to my history checks.

Teleportation Action: When I spend an AP to take an extra action, I can teleport 5 squares before taking the extra action.

Ironwrought Starting Feature: I gain a +1 power bonus to athletics and endurance checks. Whenever I use my second wind, this power bonus increases to +4 until EoNT

Ironwrought Level 5 Feature: When I'm bloodied, I gain resist 2/4/6 all damage.

Ironwrought Level 10 Feature: When I use Inevitable Strike, I gain a +1 power bonus to melee weapon attack rolls until EoNT

Cindersoul: Resist 5/10/15 fire
Watersoul: I can breathe underwater.

Notable Feats:
Intelligent Blademaster: I can use my Int mod instead of my Str mod when making a basic attack with a melee weapon.

Mark of Warding: When one of my powers grants a bonus to defense, increase that bonus by 1. Whenever I mark an enemy, it takes -3 to attacks that don't include me, instead of the normal -2. I can master and perform rituals in the Warding category and the Fluid Funds, Knock, and Leomund's Secret Chest rituals as if I had Ritual Caster.

Defender of the Wild: Once per encounter as a free action, I can mark each enemy adjacent to me as a free action.

Sudden Roots: Whenever I hit an enemy with an OA, that enemy is slowed until the end of its turn.

Double Aegis: When I use my Aegis power, I can choose to mark a second target in the burst. If they both attack allies, I have to choose which to respond to, since I still only have one immediate action per round.

Item Features:
Jagged Longsword +3: Scores critical hits on 19 or 20. Critical = ongoing 10 damage (save ends).

Ruby Scabbard: Resizes to fit any weapon placed in it. I can draw a weapon from this in the same action used to make an attack with the weapon.

Raven's Feather: Attuned to Isabelle's father.

Executioner's Bracers: When I score a critical, the attack does an extra 1d6 damage.

Gauntlets of Blood: +2 to damage roll against bloodied targets
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
User avatar
Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Blackwood's Dogs IC

Post by Fialova »

Isabelle manages to shake off most of the sting from the archer's arrow, as she rushes forward to retaliate. Down below, the captain emerges from the darkness behind his robed lackey, firing two rapid fire shots at Darcell and John. The musician is hit, but John manages to twist out of the way.

Go: Darcell
Mechanics
[SHOW]
Isabelle: reduces damage dealt to 2 damage, stands, moves, charges and hits with one of the roll, marks both

Merchant Captain: moves to (AS, 28). Attacks Darcell, 32 vs AC = hit for 8 damage, and Big John, 21 vs AC = miss. Darcell is bloodied.


*OOC: While I am not suggesting one way or the other, I feel at this point it would be a nice reminder that it is possible to withdraw from a fight if it seems necessary, regroup (short rest or something), and come back, in any situation where that is feasible. For this fight, controlling the main deck means that getting up there would be a pretty-much-guaranteed safe spot if you guys end up deciding to do so, though you would have to all go up to benefit from a short rest. Hiding around a corner or something in other settings, where the enemy isn't pursuing, would be another similar situation. Just something to keep in mind both now and in any other future encounter.*
Torch Mechanics
[SHOW]
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Map of Mid Deck
[SHOW]
Image
Map of Lower Deck
[SHOW]
Image
Map Info
[SHOW]
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).

Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.

Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.

When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.

Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Enemy Info
[SHOW]
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.

Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.

Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.

Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Status
[SHOW]
35 Merchant Captain (AS, 28) | HP: ??/?? | Vicious Mockery
33 Darcell (AR, 19) | HP: 38/79 | Surges: 8/10 | AP: 1/1 | Bloodied, Echoing Weapon, Blunder, Majestic Word (2/2), Unluck, holding torch, prone, weakened (save ends)
32 Robed Man (AS, 27) | HP: -5/?? |
31 Grommak (AQ, 15) | HP: 51/86 | Surges: 3/9 | AP: 0/1 | Invigorating Stride, Second Wind, PoCH+2, Cross-Body Parry, Frenzied Skirmish, Begin the Hunt, slowed (save ends), prone
26 Henri (AD, 15) | HP: 67/74 | Surges: 6/8 | AP: 1/1 | Vengeance is Mine, Race the Arrow, Inspiring Word (2/3), Relentless Wounding, Create Opportunity, Stone of Wind
24 Liam (AA, 17) | HP: 38/75 | Surges: 7/9 | AP: 1/1 | Shield, Second Wind, Charm of the Defender, Enemies Abound, holding torch, +2 to defenses until SONT
19 Archer 1 (AC, 25) | HP: -24/?? | marked (-3) until Isabelle EONT
19 Archer 2 (AB, 25) | HP: ??/?? | marked (-3) until Isabelle EONT
18 Sailor 1 (Y, 18) | HP: 1/1 | prone, unarmed
18 Big John (AS, 17) | HP: 62/89 | Surges: 9/11 | AP: 0/1 | Funneling Flurry, Second Wind Chain Ward, threatening reach, weakened & immobilized (save ends both), +4 to defenses until SONT
12 Isabelle (AC, 24) | HP: 29/91 | Surges: 7/11 | AP: 0/1 | Bloodied, Dimensional Vortex, Firedeath, Inevitable Strike, Eldritch Quagmire, Swordmage Shielding Fire, Troll Rampage, holding torch, resist 4 all & regen 5 when bloodied

Grommak's Torch (AT, 24)
Henri's Torch (AC, 19)
Combat Block
[SHOW]
Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 62/89
Bloodied: 44
Surge Value: 22
Surges left: 9/11
Action Points: 0

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

Second Wind [X]
Disciplined Counter [_]
Stone's Endurance [_]
Funneling Flurry [X]
Glowering Threat [_]
Sweeping Blow [_]
Come and Get It [_]
Defensive Advance [_]
Mountain Sweep [_]
__________________________________

Tempest Dance [_]
Dancing Defense [_]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop
Important Features:
[SHOW]
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
Summary
[SHOW]
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
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