Amongst the Flames — IC

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Namelessjake
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Re: Amongst the Flames IC

Post by Namelessjake »

"One-of-a-kind? That's not normally the sort of thing I tend to deal in, but if I can pick something up for a good price I'm not going to say no," the merchant replies. "Most of the merchants who specialise in that sort of thing are long gone from here."

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Re: Amongst the Flames IC

Post by Fialova »

Were she a cat at the moment her ears would have perked up. Instead, there is simply a twinkle in the young tenant's eyes at the merchant's words. "Well," she says, in a hushed tone, "I came across something unique in my travels recently. If it's something you think you can sell, I may be willing to part ways with it."

She rummages through her bag, digging deep into the bottom where she'd carefully arranged her Golden Spearheads. She grabs one and produces it from the bag, making sure it is not clear she has more. She holds it forward with cupped hands, an attempt to shield it from view should anyone be watching the exchange.

"It is a spearhead. A golden one. But not just a spearhead that happens to be made of gold. Based on the markings in the ruins I just came from, this appears to have been used by a Golden Spear." She keeps the item close enough for the man to see, but not so close he could reach for it before she'd have time to react.

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Re: Amongst the Flames IC

Post by Namelessjake »

"Interesting," the man replies, adopting Cleo's hushed tone as he leans in for a closer look. After inspecting the spearhead for a moment he looks back up to Cleo. "I don't know what a Golden Spear is, but I'll give you 35 gold for it," he says.

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Re: Amongst the Flames IC

Post by Fialova »

Cleo fails to prevent herself from grimacing in response. "The Golden Spears were only the most famous warriors of the Age of Myth. But, if you don't know them then I don't think you could fully appreciate this rare, one-of-a-kind artifact," she says, stuffing the spearhead in her bag and turning to leave.

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Re: Amongst the Flames IC

Post by Namelessjake »

The merchant sighs. "Forty is as high as I'll go. You'll struggle to get more than that here," he says. "This isn't Crescent Bluff. There's no antique dealers or rich patrician collectors."

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ratwizard
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Re: Amongst the Flames IC

Post by ratwizard »

"I think you should take the offer, Cleo," Shira'stasa whispers to her companion. "I don't think we'll be able to get more out of the scarce merchants here." The Tenant checks over her shoulder at Geral and the others, gauging if they have finished resupplying or not.

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Re: Amongst the Flames IC

Post by Fialova »

"No deal," Cleo says without turning back to the man. She walks further down the road and when out of ear-shot, whispers back to her friend. "It's alright, I can save them for later. I have a few left, and as he said, Crescent Bluff should pay a decent price." I should have known no one here would be appreciative of history.

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Re: Amongst the Flames IC

Post by Namelessjake »

"Suit yourself," the merchant says with a shrug as Cleo turns and leaves.

"If everyone has concluded their business, we should set off now we're resupplied," Khaled says as the tenants rejoin the group. "It's a day to Bravais, but if this has been any indication of life under the new Rakh, then there's no reason to stop there. My vote would be to skip it and head straight for the camp.

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Re: Amongst the Flames IC

Post by ratwizard »

Disappointed at being unable to find her mother, Shira'stasa nods along to Khaled's words without listening much. Perhaps I can try again on my way back from our task at hand. She has to be here...

"Unless we need supplies, there is little need to take our time in the city. We should pass through quickly."

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Re: Amongst the Flames IC

Post by Scratcherclaw »

"Yes, let us be off," Juliette says, agreeing with Khaled. "The sooner we do, the sooner we can put those bandits to the grave."

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Re: Amongst the Flames IC

Post by Fialova »

And the sooner I can get back to my cozy room in Crescent Bluff. "Yes, I am all for leaving as well. It seems there is little point in sticking around in this city." Cleo looks to Shira'stasa, noticing the worry in her friend's face. She is tough, she will be alright. Her mother too.

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Re: Amongst the Flames IC

Post by Namelessjake »

You gather your things and leave the city behind, setting off into the desert once more. The next day passes relatively uneventfully. The route between Azkahir and Bravais is well patrolled by soldiers loyal to the Rakh, a few of the patrols ask for your papers but give you no trouble.

After camping by the roadside for the night, you veer off the road, headed for the location the bandit marked on Shira'stasa's map. The Malachite Blades ride ahead, acting as scouts to try and spot the camp.

Around midday one of the riders returns to the group with news of the camp's location. Having observed the camp for sometime, he describes it's layout and the men there in great detail, allowing you to plan your attack.

The camp is constructed around two small buildings. The bandits have installed spikes to act as a defensive wall, leaving two entrances, one to the North and one to the South. They have also erected two towers, one by each exit. Due to the openness of the dunes surrounding the camp, men on the towers will likely be able to spot you from some distance.

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Re: Amongst the Flames IC

Post by ratwizard »

Based on the Blades' description of the camp, Shira'stasa forms a mental image and begins to plan. "Perhaps we could strike from the west? We could take cover from their towers by the building on that side, and even scale it if necessary. I'd imagine we could get a height advantage over them if we get atop it. Besides, the two entrances are well-fortified chokepoints." She looks to the others, seeking their comments.

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Re: Amongst the Flames IC

Post by Fialova »

"I agree that the buildings are our best bet. If you all go to one of them, I may be able to sneak up on the other and set a fire to cause confusion and panic. I'm really good at sneaking into places," Cleo says with a grin. No one will pay any mind to a cat. At least not before I've had a chance to set their tents or a tower on fire.

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Re: Amongst the Flames IC

Post by ratwizard »

"Two fires, even," Shira'stasa comments as she holds her hand forward, palm upwards. A small burst of flame crackles into life, floating just an inch above her skin. She seems to smile slightly for a moment before she closes her hand into a fist and the flame disappears. "There's nothing like having a fire on both sides of you."

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Re: Amongst the Flames IC

Post by Scratcherclaw »

Juliette smiles at the plan the tenants have begun formulating, saying, "I doubt they'll be able to focus well on fighting us while they're surrounded by flames." Recounting the scout's description of the camp, Juliette adds, "Careful not to burn those captives to a crisp too, though."

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Re: Amongst the Flames IC

Post by Namelessjake »

"Sowing chaos should aid our attack," Khaled says. "Where should us Blades attack from?" he asks, mostly at Geral, although his eyes dart to the more vocal members of the group too.

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Re: Amongst the Flames IC

Post by kalis5 »

Geral crosses his arms, picturing the encampment. He looks pensive, for a small moment, before nodding to himself.
"To the south. Once their formation is focused on the west, and on putting the fires to the east out, you can strike through the southern gate. Cleo, can you set the archers towers on fire as well?"

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Re: Amongst the Flames IC

Post by Fialova »

"I can try," Cleo responds to Geral. Turning to the others, she adds, "If that's the case, you guys should head to the western building while I get the eastern one. Then the Blades can come up from the south or whatever, like Geral said." I cannot wait to see them burn. This will be so fun. We can't be rid of them soon enough. Cleo's eyes glimmer with a sadistic glee at the thought of the havoc her flames will cause.

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Re: Amongst the Flames IC

Post by ratwizard »

"Be careful, Cleo," Shira'stasa warns, putting a hand on the shorter Tenant's shoulder. "Don't let yourself get surrounded. And call for me if things go poorly," she advises.

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Re: Amongst the Flames IC

Post by Namelessjake »

With a plan in place, you split up and approach the camp from 3 sides, leaving your horses behind. Crawling behind the low dunes, you get as close to the camp as possible without being spotted, before lying in wait for the plan to be put into action.

Mechanics
[SHOW]

Initiatives will be rolled once the enemy are alerted to your presence. For now you can take any actions you wish, however if they result in a change in the status of anything then your other actions may be interrupted.

Map
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Re: Amongst the Flames IC

Post by Fialova »

Now out of sight of her companions, Cleo takes the opportunity to use her cat form. Slowly transforming into a small feline, she races across the sand towards the nearest of the buildings. Once there she hugs the wall, trying to stay out of sight as best as she can.

Mechanics
[SHOW]

Minor Action: Nature's Mask to become cat.

Move Action: move to (J, 32)

Stealth, if needed: 17

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Re: Amongst the Flames IC

Post by Namelessjake »

Cleo, in her cat form, manages to make it to the wall of the building seemingly without being noticed. Meanwhile everyone else continues to lie in wait.

Mechanics
[SHOW]

Initiatives will be rolled once the enemy are alerted to your presence. For now you can take any actions you wish, however if they result in a change in the status of anything then your other actions may be interrupted.

Map
[SHOW]

Image

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Re: Amongst the Flames IC

Post by Fialova »

Safely at the wall, and unnoticed by the bandits, Cleo takes a moment to slip back into her human form. Her back to the building wall, she removes a pouch of oil from her bag and places it on the ground, before resuming her time as a cat.

Gripping the pouch in her mouth she quietly scampers to the nearest leg of the nearest tower to the south. Once there she carefully pours some of the oil along the leg of the tower, making sure to leave enough left in the pouch for the other. She then makes her way back along the spiked perimeter, heading for the next tower to coat it as well.

Mechanics
[SHOW]

De-cat, take out some oil, re-cat. Carry sack of oil in mouth.

Stealth to turn into human and back without being noticed by Archer 4: 31

Move to (V, 32), along the outer edge of camp.

Stealth to remain hidden: 18

Pour some of oil on leg of tower, then move to (A, 25) along the outer edge of camp.

Stealth to remain hidden: 12 ofuk, will stop here in case this fails, assuming the others succeed (both beat my last check)

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Re: Amongst the Flames IC

Post by Namelessjake »

Cleo
[SHOW]

You successfully avoid detection and make it to the Northern tower. While you struggle to remain out of sight on your way there, luckily the guard atop the tower is looking in the other direction as you scamper up to the tower.

Mechanics
[SHOW]

Initiatives will be rolled once the enemy are alerted to your presence. For now you can take any actions you wish, however if they result in a change in the status of anything then your other actions may be interrupted.

Map
[SHOW]

Image

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Re: Amongst the Flames IC

Post by Fialova »

Barely managing to avoid detection, Cleo continues her plot. Dousing the leg of the other tower in oil, she returns to the building to hide while she removes her flint and steel from her bag. Once she does so, she resumes her cat form and takes off along the perimeter once more.

Approaching the now-damp legs, coated in flammable oil, she sets the steel on the ground and strikes it with the flint in her mouth until it sparks and lights the base of the tower. Satisfied, she makes her way to the other and repeats the process. With both aflame, she once more returns to her hiding spot behind the building and waits.

Mechanics
[SHOW]

Pour rest of oil from pouch onto nearest leg of tower, then move to (H, 32)

Stealth to remain hidden: 28

De-cat, take out flint and steel, set on ground, re-cat, take items in mouth again.

Stealth to remain hidden: 29

Move to (V, 32).

Stealth to remain hidden: 20

Set steel on ground next to tower base, use mouth to strike steel with flint until it sparks and sets tower aflame. Once it is lit, pick both back up and move to (A, 25).

Stealth to remain hidden: 24

Repeat ignition process. Once tower is lit, return to (H, 32).

Stealth to remain hidden: 21

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Re: Amongst the Flames IC

Post by Namelessjake »

Cleo
[SHOW]

The first tower ignites and you have enough time to make it back behind the building before the fire is noticed. Shouts of fire, draw attention to the Northern tower, allowing you to ignite the other tower and hide again without being seen. However the second fire is soon noticed also and attracts the attention of the camp.

Everyone Else
[SHOW]

After lying in wait for a few minutes, you hear shouts come from the camp and see activity as several of the bandits run about the camp. After a few more moments you start to see small tendrils of smoke rising up around the watchtowers.

Mechanics
[SHOW]

Roll initiative.

Map
[SHOW]

Image

Map Info
[SHOW]

Buildings: 10 foot high adobe buildings with a few tile steps in front of the doorway. Athletics DC 15 to climb the sides.

Watch Tower: Wooden towers 20 feet tall. They can be easily climbed with an Athletics Check. Ladder DC 5, rest of tower DC 10.

Wooden Steaks: A form of light defence. They are difficult terrain and deal 1d6 damage for each square travelled through.

Tents: The tents can be moved through easily and will fall down when their squares are entered.

Other Furniture: Difficult terrain, can be interacted with as you would expect.

Cages: Locked cages each containing a captive.

Various Fire: Any creature that begins its turn in the flames takes 8 fire damage once, and any creature that ends its turn in the flames takes 5 ongoing fire damage (save ends).

Enemy Info
[SHOW]

Archer: lightly armoured, they strike from range with their bows, resorting to daggers at close quarters.

Brigands: Strong bulky men armed with maces or large scimitars.

Bandits: Lightly armed and armoured, these are likely existing bandits that joined the more experienced and skilled group of rogue Malachite Blades.

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Re: Amongst the Flames IC

Post by Scratcherclaw »

"Looks like her little distraction worked out quite well," Juliette whispers to her allies as she watches the chaos erupt from the bandit camp.

Mechanics
[SHOW]

Init: 19(1d20) +4 = 23

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ratwizard
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Re: Amongst the Flames IC

Post by ratwizard »

"Time to start our own, then," Shira'stasa responds, seeing the smoke rising. "Let's get atop this building. We'll have a height advantage over them."

Mechanics
[SHOW]

Initiative roll:16(1d20) +6 = 22

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Re: Amongst the Flames IC

Post by Fialova »

Pleased with her success, and the sounds of panic, Cleo patiently waits at the back of the building for signs that her comrades are on their way. That was almost too easy.

Mechanics
[SHOW]

Initiative: 23

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Re: Amongst the Flames IC

Post by kalis5 »

Geral brings his cloak in closer to his face, a grim expression all that's seen before his face is clouded in the shade.
"Shira'stasa. Take Juliette to the top. Once you're there, set fire to the bottom half of the building, near the front entrance. I'll put on a show for them."

Mechanics
[SHOW]

Initaitve:17(1d20) +1 = 18

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ratwizard
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Re: Amongst the Flames IC

Post by ratwizard »

Shira'stasa frowns. "Setting fire to a building we've crested seems... unsound," she speaks quickly, the pressure of time upon her. "Besides, the spellcraft I'm considering is of a more explosive mindset. Perhaps if we draw them in, we can jump down and then ignite it?"

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Re: Amongst the Flames IC

Post by kalis5 »

Geral nods at that. "That sounds like a fine compromise. But you'll find fire is of no major concern of mine. Once they see me walking through fire, they might scatter a bit further."

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Re: Amongst the Flames IC

Post by Namelessjake »

With the fires set, there is little time to continue planning strategy. Meanwhile in the camp, the archer manning the South tower quickly climbs down the ladder to get off the now burning structure.

Go: Cleo, Shira'stasa, Juliette

Mechanics
[SHOW]

Archer 4: climbs down to (W, 28)

Map
[SHOW]

Image

Map Info
[SHOW]

Buildings: 10 foot high adobe buildings with a few tile steps in front of the doorway. Athletics DC 15 to climb the sides.

Watch Tower: Wooden towers 20 feet tall. They can be easily climbed with an Athletics Check. Ladder DC 5, rest of tower DC 10.

Wooden Steaks: A form of light defence. They are difficult terrain and deal 1d6 damage for each square travelled through.

Tents: The tents can be moved through easily and will fall down when their squares are entered.

Other Furniture: Difficult terrain, can be interacted with as you would expect.

Cages: Locked cages each containing a captive.

Various Fire: Any creature that begins its turn in the flames takes 8 fire damage once, and any creature that ends its turn in the flames takes 5 ongoing fire damage (save ends). At the end of each round, any fire will attempt to spread to any nearby flammable objects.

Enemy Info
[SHOW]

Archer: lightly armoured, they strike from range with their bows, resorting to daggers at close quarters.

Brigands: Strong bulky men armed with maces or large scimitars.

Bandits: Lightly armed and armoured, these are likely existing bandits that joined the more experienced and skilled group of rogue Malachite Blades.

Status
[SHOW]

25 Archer 4 (W, 28) | HP: ??/?? |
23 Cleo (H, 32) | HP: 29/29 | Surges: 8/8 | AP: 1/1 | In cat form
23 Shira'stasa (S, -14) | HP: 27/27 | Surges: 7/7 | AP: 1/1 |
22 Juliette (O, -14) | HP: 33/33 | Surges: 9/9 | AP: 1/1 |
22 Archer 5 (Q, 8) | HP: ??/?? |
21 Blade 3 (AN, 27) | HP: 36/36 | Surges: 6/6 |
20 Blade 2 (AN, 25) | HP: 36/36 | Surges: 6/6 |
20 Captive 2 (T, 29) | HP: ??/?? |
20 Bandit 8 (S, 9) | HP: 1/1 |
19 Brigand 2 (I, 10) | HP: ??/?? |
18 Geral (Q, -14) | HP: 31/31 | Surges: 11/11 | AP: 1/1 |
18 Archer 6 (E, 21) | HP: ??/?? |
18 Brigand 4 (S, 18) | HP: ??/?? |
17 Archer 2 (E, 10) | HP: ??/?? |
17 Captive 1 (R, 29) | HP: ??/?? |
16 Archer 1 (B, 23, 4) | HP: ??/?? |
16 Bandit 9 (Q, 12) | HP: 1/1 |
15 Khaled (AN, 21) | HP: 41/41 | Surges: 6/6 |
15 Brigand 5 (H, 21) | HP: ??/?? |
14 Brigand 1 (K, 10) | HP: ??/?? |
13 Bandit 7 (X, 17) | HP: 1/1 |
12 Bandit 4 (V, 27) | HP: 1/1 |
11 Bandit 1 (C, 12) | HP: 1/1 |
9 Blade 1 (AN, 23) | HP: 36/36 | Surges: 6/6 |
8 Archer 3 (V, 25) | HP: ??/?? |
8 Bandit 6 (F, 23) | HP: 1/1 |
7 Bandit 2 (E, 17) | HP: 1/1 |
6 Brigand 3 (J, 24) | HP: ??/?? |
5 Bandit 5 (T, 27) | HP: 1/1 |
4 Bandit 3 (X, 27) | HP: 1/1 |
0 Fire Spread

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Fialova
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Re: Amongst the Flames IC

Post by Fialova »

Not wanting to give up her charade until her allies are close enough to help her out, Cleo climbs up onto the roof of the nearby building and makes her way to the other side, where she climbs back down. All of this is done at a cat's standard, relaxed pace, as she makes her way towards a sack of food.

Once near, she paws the sack for a moment before hopping up onto it. She then turns for a moment and curls into a ball, setting herself down on top of whatever it is she'd been standing on. She does her best to seem relaxed and asleep while keeping an eye on the men surrounding her. I'm just a stray cat, don't mind me, boys.

Mechanics
[SHOW]

Double-move to (P, 26), climbing over the building in the process.

Stealth check to remain hidden as long as possible during this move, though I know at some point I will be spotted: 25
Bluff to oppose any check to see if I am anything other than an ordinary cat: 33

Combat Block
[SHOW]

Tn. Cleo

Female Hengeyokai Monk 2
Languages: Serran, Imardanian
Age: 22
Height: 4' 11"
Weight: 106 lbs.

Speed: 7
Climb Speed (as a cat): 7
Initiative: +6
Passive Perception: 11
Passive Insight: 11
Senses: Low-light Vision

AC: 20
Fort: 13
Reflex: 17
Will: 15
HP: 29/29
Bloodied: 14
Surge Value: 7
Surges left: 8/8
Action Points: 1

MBA: +11 vs AC, 1d8+6 damage. (+1 damage to bloodied targets)
RBA: +11 vs AC, 1d4+6 damage. (+1 damage to bloodied targets)

Resistances:
5 Fire

Vulnerabilities: None
Saves:
+2 vs immobilize, restrain, or slow

Active Effects:
+2 to checks to escape grab
+5 to bluff vs insight to discover I am not human

Powers:

Nature's Mask
Desert Wind Flurry of Blows
Blistering Flourish
Five Storms
Agile Recovery


Second Wind []
Sarifal's Blessing []
Light the Fire [_]


Masterful Spiral [_]

Consumables:

None

Important Features:
[SHOW]

Mental Crucible: I gain resist 5 fire (or +2 if I already have resist fire of 5+)

Unarmed Combatant: unarmed attack has +3 proficiency, 1d8 damage, unarmed group, can be affected by ki foci. Must have a free hand to use it.

Unarmored Defense: +2 to AC when in cloth armor or no armor and not using a shield.

Full Discipline: Can only use one full discipline power per round, but can use it as many times as the power would allow (at-will's any number of times in a round, encounters once per round, etc.) Can use full discipline techniques in whatever order I like, and if I spend an action point I can choose a different full discipline power.

Beast Nature: I am considered both a magical beast and a humanoid.

Elusive: +2 racial bonus to checks made to escape grabs and to saving throws against effects that immobilize, restrain, or slow me.

Fey Origin: I am considered Fey.

Language of Beasts: I can speak to and understand natural and fey felines in my hybrid or animal form, and understand but not speak to them in human form.

Shapechanger: I am considered a shapechanger.

Ki Focus Expertise: +1 to damage with ki focus vs bloodied targets.

Unarmored Agility: +2 to AC when in cloth armor or no armor.

Internalize the Basic Kata: I use Dexterity instead of Strength for my MBA rolls when using my Monk Unarmed Strike. My Flurry of Blows can trigger on an OA made with my Monk Unarmed Strike.

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ratwizard
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Re: Amongst the Flames IC

Post by ratwizard »

Sensing the time has come for them to move out, Shira'stasa slips through the night, staying quiet upon the sand. "Upwards we shall climb," she advises as she gets closer to the building's facade.

Mechanics
[SHOW]

Move, Standard: Walk to R-2.
Stealth to be quiet about it: 1(1d20) +1 = 2

Combat Block
[SHOW]

Female Deva Wizard 2
Languages: Serran, Tulrissian, Imardanian, Kurnish
Age: 33
Height: 5'9"
Weight: 135 lbs.

Speed: 6
Initiative: +6
Passive Perception: 14
Passive Insight: 19
Senses: Normal

AC: 18
Fort: 12
Ref: 16
Will: 16
HP: 27/27
Bloodied: 13
Surge Value: 6
Surges left: 7/7
Action points: 1

Resistances: 5 necrotic, 5 radiant
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Light
Prestidigitation
Mage Hand
Beguiling Strands
Winged Horde


Second Wind []
Use Vulnerability []
Memory of a Thousand Lifetimes []
Suggestion []
Grasping Shadows [] **
Shield [] *
Arcane Mutterings [_] *


Flaming Sphere []*
Phantom Chasm []*

  • Only one may be readied at beginning of day.
    ** Can be traded for Orbmaster's Incendiary Detonation.

Consumables:

None

Important Features
[SHOW]

Tome Expertise: You gain a +1 feat bonus to implement attack rolls with a tome. Enemies adjacent to your conjurations/summoned creatures grant CA. Enemies immune to fear are immune to this effect.

Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.

Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.

User avatar
Scratcherclaw
YUO ARE SMART
Posts: 4067
Registered for: 11 years 10 months

Re: Amongst the Flames IC

Post by Scratcherclaw »

At Shira'stasa's instruction, Juliette creeps forward as well, walking toward the bandits' abode for cover.

Mechanics
[SHOW]

Move & Standard: Walk to P -2

Minor Defender's Aura

Stealth: 12(1d20) +4 = 16

Combat Block
[SHOW]

Juliette LeMaire

Female Human Berserker 2
Languages: Imardanian, Serran
Age: 26
Height: 5'6"
Weight: 115 lbs.

Speed: 6
Initiative: +4
Passive Perception: 16
Passive Insight: 11
Senses: Low-light vision

AC: 20
Fort: 18
Ref: 17
Will: 14
HP: 33/33
Bloodied: 16
Surge Value: 8
Surges left: 9/9
Action points: 1

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Jarring Smash
Run Down
Savage Reach
Vengeful Guardian
Defender Aura


Second Wind []
Disrupting Advance []
Savage Cut []

Shrug It Off []


Life-Ending Strike [_]

Consumables:

None

Important Features
[SHOW]

Flail Expertise: You gain a +1 bonus to attack rolls that you make with a flail. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it.

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

Unarmored Agility: You gain a +2 feat bonus to AC while wearing either cloth armor or no armor.

Weapon Proficiency (Kusari-gama): You gain proficiency with the Kusari-gama.

Poised Defender: While your defender aura is active and you're not wearing heavy armor, you gain a + 2 bonus to AC.

Arid Desert Heartland: While you are wearing cloth armor or no armor and not using a shield, you gain a +3 bonus to AC and a +2 bonus to Reflex. At 4th level, you gain resist 5 fire. The resistance increases to 10 at 14th level and 15 at 24th level.

Berserker Fury: When you use a barbarian primal attack power, you enter your Berserker Fury until the end of the encounter. Alternatively, you can use a minor action while you are bloodied to enter the fury. The fury has the following effects.

  • Your defender aura ends, if it was active, and you cannot use defender aura or vengeful guardian until the fury ends.
  • Some of your powers, such as your barbarian martial at-will attack powers, gain additional benefits, as noted in those powers.
  • Your melee basic attacks deal 1d8 extra damage. This extra damage increases to 2d8 at 11th level and 3d8 at 21st level.

Human Defense Bonuses: You gain a +1 racial bonus to Fortitude, Reflex, and Will.

User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4439
Registered for: 11 years 10 months
Location: Blockbuster

Re: Amongst the Flames IC

Post by Namelessjake »

A couple of the bandits spot Cleo as she makes her way over to the sack of food however, with their watch towers ablaze, they have more pressing issues to deal with and ignore the new cat in the camp.

Meanwhile as Shira'stasa and Juliette advance from the West, one of the bandits near the Northern entrance to the camp happens to turn in their direction, spotting them and Geral. Even more shouts come from the camp as the bandits start to realise they are about to come under attack.

An archer moves to get a shot off at Geral, not being able to find an angle on Juliette or Shira'stasa, however over stuff a distance the arrow lands way off its mark.

Go: Geral

Mechanics
[SHOW]

Cleo: moves, is spotted, bluffs.

Shira'stasa: moves, is spotted.

Juliette: moves, is spotted due to Shira'stasa.

Geral: Is spotted due to Shira'stasa.

Archer 5: Walks to (K, 8), shoots at Geral, 8 vs AC = critical miss.

Map
[SHOW]

Image

Map Info
[SHOW]

Buildings: 10 foot high adobe buildings with a few tile steps in front of the doorway. Athletics DC 15 to climb the sides.

Watch Tower: Wooden towers 20 feet tall. They can be easily climbed with an Athletics Check. Ladder DC 5, rest of tower DC 10.

Wooden Steaks: A form of light defence. They are difficult terrain and deal 1d6 damage for each square travelled through.

Tents: The tents can be moved through easily and will fall down when their squares are entered.

Other Furniture: Difficult terrain, can be interacted with as you would expect.

Cages: Locked cages each containing a captive.

Various Fire: Any creature that begins its turn in the flames takes 8 fire damage once, and any creature that ends its turn in the flames takes 5 ongoing fire damage (save ends). At the end of each round, any fire will attempt to spread to any nearby flammable objects.

Enemy Info
[SHOW]

Archer: lightly armoured, they strike from range with their bows, resorting to daggers at close quarters.

Brigands: Strong bulky men armed with maces or large scimitars.

Bandits: Lightly armed and armoured, these are likely existing bandits that joined the more experienced and skilled group of rogue Malachite Blades.

Status
[SHOW]

25 Archer 4 (W, 28) | HP: ??/?? |
23 Cleo (P, 26) | HP: 29/29 | Surges: 8/8 | AP: 1/1 | In cat form
23 Shira'stasa (R, -2) | HP: 27/27 | Surges: 7/7 | AP: 1/1 |
22 Juliette (O, -14) | HP: 33/33 | Surges: 9/9 | AP: 1/1 |
22 Archer 5 (K, 8) | HP: ??/?? |
21 Blade 3 (AN, 27) | HP: 36/36 | Surges: 6/6 |
20 Blade 2 (AN, 25) | HP: 36/36 | Surges: 6/6 |
20 Captive 2 (T, 29) | HP: ??/?? |
20 Bandit 8 (S, 9) | HP: 1/1 |
19 Brigand 2 (I, 10) | HP: ??/?? |
18 Geral (Q, -14) | HP: 31/31 | Surges: 11/11 | AP: 1/1 |
18 Archer 6 (E, 21) | HP: ??/?? |
18 Brigand 4 (S, 18) | HP: ??/?? |
17 Archer 2 (E, 10) | HP: ??/?? |
17 Captive 1 (R, 29) | HP: ??/?? |
16 Archer 1 (B, 23, 4) | HP: ??/?? |
16 Bandit 9 (Q, 12) | HP: 1/1 |
15 Khaled (AN, 21) | HP: 41/41 | Surges: 6/6 |
15 Brigand 5 (H, 21) | HP: ??/?? |
14 Brigand 1 (K, 10) | HP: ??/?? |
13 Bandit 7 (X, 17) | HP: 1/1 |
12 Bandit 4 (V, 27) | HP: 1/1 |
11 Bandit 1 (C, 12) | HP: 1/1 |
9 Blade 1 (AN, 23) | HP: 36/36 | Surges: 6/6 |
8 Archer 3 (V, 25) | HP: ??/?? |
8 Bandit 6 (F, 23) | HP: 1/1 |
7 Bandit 2 (E, 17) | HP: 1/1 |
6 Brigand 3 (J, 24) | HP: ??/?? |
5 Bandit 5 (T, 27) | HP: 1/1 |
4 Bandit 3 (X, 27) | HP: 1/1 |
0 Fire Spread

kalis5
Hm...
Posts: 818
Registered for: 10 years 8 months

Re: Amongst the Flames IC

Post by kalis5 »

Geral grimaces, rushing forward to find cover under the shade of the building. When he reaches the girls, he motions to the other side of the building.
"We've got company coming."

Mechanics
[SHOW]

Double move to -2Q

User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4439
Registered for: 11 years 10 months
Location: Blockbuster

Re: Amongst the Flames IC

Post by Namelessjake »

As the attack from the West is spotted, the Blades charge the camp from the South. More shouts are heard as the encamped bandits become well aware they are under attack.

The bandits begin moving to repel their attackers, a few leave through the North entrance to flank the Western assault. Juliette is grazed by an arrow from within the camp. Meanwhile the blades clash with their traitorous brethren and the first bandit is cut down.

Cleo's handy work continues to burn, with the attack presenting a more pressing problem for the bandits, and the flames begin to engulf more of the towers.

Go: Cleo, Shira'stasa, Juliette

Mechanics
[SHOW]

Geral: double move.

Some turns I should have done last DM post but didn't because I'm an idiot.

Blade 3: Double walk to (AB, 27).

Blade 2: Double walk to (AB, 25).

Captive 2: Does nothing.

Bandit 8: Walks to (U, 15).

Brigand 2: Walks to (O, 14).

The actual turns for this post.

Archer 6: walks to (I, 9).

Brigand 4: walks then charges to (AA, 24) attacking Blade 2. 13 vs AC = miss.

Archer 2: walks to (E, 7), shoots Juliette, 22 vs AC hits for 5 damage.

Captive 1: Does nothing.

Archer 1: climbs down to (E, 23).

Bandit 9: walks to (X, 23).

Khaled: walks then charges to (AB, 23) attacking Brigand 4, 21 vs AC hits for 7 damage.

Brigand 5: walks to (-A, 9).

Brigand 1: walks to (A, 8).

Bandit 7: walks to (Y, 23), charges to (AA, 23) attacking Khaled, 13 vs AC = miss.

Bandit 4: charges to (AA, 25), attacking Blade 2, 11 vs AC = miss.

Bandit 1: walks to (D, 1).

Blade 1: walks to (AH, 23), charges to (AB, 24) attacking Bandit 7, 22 vs AC = hit, Bandit 7 is killed.

Archer 3: shoots at Blade 3, 23 vs AC hits for 8 damage.

Bandit 6: walks to (C, 14).

Bandit 2: walks to (C, 12).

Brigand 3: walks to (V, 23).

Bandit 5: walks to (X, 25).

Bandit 3: charges to (AA, 26), attacking Blade 3, 10 vs AC = miss.

Bandit 3: walks to (Y, 24).

Fire Spread

Archer 4: shoots Blade 3, 19 vs AC hits for 5 damage.

Map
[SHOW]

Image

Map Info
[SHOW]

Buildings: 10 foot high adobe buildings with a few tile steps in front of the doorway. Athletics DC 15 to climb the sides.

Watch Tower: Wooden towers 20 feet tall. They can be easily climbed with an Athletics Check. Ladder DC 5, rest of tower DC 10.

Wooden Steaks: A form of light defence. They are difficult terrain and deal 1d6 damage for each square travelled through.

Tents: The tents can be moved through easily and will fall down when their squares are entered.

Other Furniture: Difficult terrain, can be interacted with as you would expect.

Cages: Locked cages each containing a captive.

Various Fire: Any creature that begins its turn in the flames takes 8 fire damage once, and any creature that ends its turn in the flames takes 5 ongoing fire damage (save ends). At the end of each round, any fire will attempt to spread to any nearby flammable objects.

Enemy Info
[SHOW]

Archer: lightly armoured, they strike from range with their bows, resorting to daggers at close quarters.

Brigands: Strong bulky men armed with maces or large scimitars.

Bandits: Lightly armed and armoured, these are likely existing bandits that joined the more experienced and skilled group of rogue Malachite Blades.

Status
[SHOW]

25 Archer 4 (W, 28) | HP: ??/?? |
23 Cleo (P, 26) | HP: 29/29 | Surges: 8/8 | AP: 1/1 | In cat form
23 Shira'stasa (R, -2) | HP: 27/27 | Surges: 7/7 | AP: 1/1 |
22 Juliette (O, -14) | HP: 28/33 | Surges: 9/9 | AP: 1/1 |
22 Archer 5 (K, 8) | HP: ??/?? |
21 Blade 3 (AB, 27) | HP: 23/36 | Surges: 6/6 |
20 Blade 2 (AB, 25) | HP: 36/36 | Surges: 6/6 |
20 Captive 2 (T, 29) | HP: ??/?? |
20 Bandit 8 (U, 15) | HP: 1/1 |
19 Brigand 2 (O, 14) | HP: ??/?? |
18 Geral (Q, -2) | HP: 31/31 | Surges: 11/11 | AP: 1/1 |
18 Archer 6 (I, 9) | HP: ??/?? |
18 Brigand 4 (AA, 23) | HP: -7/?? |
17 Archer 2 (E, 7) | HP: ??/?? |
17 Captive 1 (R, 29) | HP: ??/?? |
16 Archer 1 (E, 23) | HP: ??/?? |
16 Bandit 9 (X, 23) | HP: 1/1 |
15 Khaled (AB, 23) | HP: 41/41 | Surges: 6/6 |
15 Brigand 5 (-A, 9) | HP: ??/?? |
14 Brigand 1 (A, 8) | HP: ??/?? |
13 Bandit 7 (AA, 23) | HP: 0/1 | Dead
12 Bandit 4 (AA, 25) | HP: 1/1 |
11 Bandit 1 (D, 1) | HP: 1/1 |
9 Blade 1 (AB, 24) | HP: 36/36 | Surges: 6/6 |
8 Archer 3 (V, 25) | HP: ??/?? |
8 Bandit 6 (C, 16) | HP: 1/1 |
7 Bandit 2 (C, 12) | HP: 1/1 |
6 Brigand 3 (V, 23) | HP: ??/?? |
5 Bandit 5 (X, 25) | HP: 1/1 |
4 Bandit 3 (X, 27) | HP: 1/1 |
4 Bandit 10 (Y, 24) | HP: 1/1 |
0 Fire Spread

User avatar
ratwizard
A Wan Smile
Posts: 5970
Registered for: 11 years 10 months
Location: Hellworld

Re: Amongst the Flames IC

Post by ratwizard »

As the arrows begin to flit through the air and the all-too-familiar sounds of combat echo around the building, Shira'stasa adjusts her robe and begins climbing. She makes it atop the adobe hut with ease and views the surroundings, taking in the situation in a split second. The Blades will hold most of the brutes to the right. This scum on the left must be dealt with, she concludes, her hands already weaving a powerful spell.

From between the feet of two archers standing, poised to fire upon the Tenant, comes a screeching corpse, its bones bleached and dry. With a piercing cry, its alabaster limbs catch spectral flame, blue, black and red. The heat radiates off in painful amounts to the bandits flanking it, sizzling at their living skin. It begins, Shira'stasa thinks to herself, her eyes already beginning to gloss over.

Mechanics
[SHOW]

Move: Walk 2 squares to R0 and begin climbing up. Pass DC and use remaining 4 move to get 2 squares up onto the roof.
Athletics: 18(1d20) = 18

Standard: Flaming Sphere in J9. Enemies beginning their turn adjacent take 1d4+5 fire damage. My conjurations force adjacent creatures to grant CA. Flaming Sphere hits Archer 6, Reflex 19 for 10 fire damage.
Attack: 10(1d20) +9 = 19; 5(2d6) +5 = 10

Combat Block
[SHOW]

Female Deva Wizard 2
Languages: Serran, Tulrissian, Imardanian, Kurnish
Age: 33
Height: 5'9"
Weight: 135 lbs.

Speed: 6
Initiative: +6
Passive Perception: 14
Passive Insight: 19
Senses: Normal

AC: 18
Fort: 12
Ref: 16
Will: 16
HP: 27/27
Bloodied: 13
Surge Value: 6
Surges left: 7/7
Action points: 1

Resistances: 5 necrotic, 5 radiant
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Light
Prestidigitation
Mage Hand
Beguiling Strands
Winged Horde


Second Wind []
Use Vulnerability []
Memory of a Thousand Lifetimes []
Suggestion []
Grasping Shadows [] **
Shield [] *
Arcane Mutterings [_] *


Flaming Sphere [x]*
Phantom Chasm [_]*

  • Only one may be readied at beginning of day.
    ** Can be traded for Orbmaster's Incendiary Detonation.

Consumables:

None

Important Features
[SHOW]

Tome Expertise: You gain a +1 feat bonus to implement attack rolls with a tome. Enemies adjacent to your conjurations/summoned creatures grant CA. Enemies immune to fear are immune to this effect.

Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.

Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.

User avatar
Scratcherclaw
YUO ARE SMART
Posts: 4067
Registered for: 11 years 10 months

Re: Amongst the Flames IC

Post by Scratcherclaw »

Seeing Shira'stasa climb upon the roof, Juliette shrugs her off and thinks, What a brilliant way to make yourself a large target. Turning her attention to a bandit approaching from the north, she takes initiative and charges at him first, though fails to hit her mark.

Mechanics
[SHOW]

Move: Walk to J1

Standard: CHARGE! at Bandit 1 towards F1
Attack: 1(1d20) +9 = 10 vs AC = Critical miss. Woo.

If an enemy subject to my Defender's Aura (Aura 1) shifts or makes an attack without me as a target, I make a MBA (1d20 +9, 1d10+5) against the trigger enemy dealing an extra 1d8 damage

Combat Block
[SHOW]

Juliette LeMaire

Female Human Berserker 2
Languages: Imardanian, Serran
Age: 26
Height: 5'6"
Weight: 115 lbs.

Speed: 6
Initiative: +4
Passive Perception: 16
Passive Insight: 11
Senses: Low-light vision

AC: 20
Fort: 18
Ref: 17
Will: 14
HP: 28/33
Bloodied: 16
Surge Value: 8
Surges left: 9/9
Action points: 1

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Jarring Smash
Run Down
Savage Reach
Vengeful Guardian
Defender Aura


Second Wind []
Disrupting Advance []
Savage Cut []

Shrug It Off []


Life-Ending Strike [_]

Consumables:

None

Important Features
[SHOW]

Flail Expertise: You gain a +1 bonus to attack rolls that you make with a flail. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it.

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

Unarmored Agility: You gain a +2 feat bonus to AC while wearing either cloth armor or no armor.

Weapon Proficiency (Kusari-gama): You gain proficiency with the Kusari-gama.

Poised Defender: While your defender aura is active and you're not wearing heavy armor, you gain a + 2 bonus to AC.

Arid Desert Heartland: While you are wearing cloth armor or no armor and not using a shield, you gain a +3 bonus to AC and a +2 bonus to Reflex. At 4th level, you gain resist 5 fire. The resistance increases to 10 at 14th level and 15 at 24th level.

Berserker Fury: When you use a barbarian primal attack power, you enter your Berserker Fury until the end of the encounter. Alternatively, you can use a minor action while you are bloodied to enter the fury. The fury has the following effects.

  • Your defender aura ends, if it was active, and you cannot use defender aura or vengeful guardian until the fury ends.
  • Some of your powers, such as your barbarian martial at-will attack powers, gain additional benefits, as noted in those powers.
  • Your melee basic attacks deal 1d8 extra damage. This extra damage increases to 2d8 at 11th level and 3d8 at 21st level.

Human Defense Bonuses: You gain a +1 racial bonus to Fortitude, Reflex, and Will.

User avatar
Fialova
Magical Liopleurodon
Posts: 5012
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: Amongst the Flames IC

Post by Fialova »

With the battle begun and her allies revealed, Cleo leaps up from her faux-nap and rushes towards the gathered men facing the Blades. Creeping between them, she sheds her animal facade and before the men can react to her presence she unleashes a series of punches and kicks in rapid succession against all around her. Three are left dead and bleeding in the sand at her feet, the others barely faring any better. As she catches her breath she keeps her wits about her, mentally preparing for the inevitable counter-attack.

Mechanics
[SHOW]

Move Action: move to (W, 24)
Bluff to avoid detection as enemy during move: 29

Minor Action: Nature's Mask
Effect: resume human form

Standard Action: Five Storms Attack Technique
Attack vs Bandit 5: 12 vs Reflex = hit?
Attack vs Bandit 9: 27 vs Reflex = hit
Attack vs Archer 3: 28 vs Reflex = crit!
Attack vs Brigand 3: 25 vs Reflex = hit
Hit: Bandit 9 (and maybe 5) dies, Brigand 3 and Archer 3 take 14 damage.

No Action: Desert Wind Flurry of Blows on Brigand 3
Effect: target takes 5 fire damage and I shift to (W, 25)

Action Point: Masterful Spiral
Attack vs Bandit 5: 21 vs Reflex = hit
Attack vs Bandit 10: 17 vs Reflex = hit?
Attack vs Archer 3: 9 vs Reflex = critical miss
Attack vs Brigand 3: 21 vs Reflex = hit
Hit: Bandits 5 and 10 die, Brigand 3 takes 23 force damage (24 if he was bloodied already).

Combat Block
[SHOW]

Tn. Cleo

Female Hengeyokai Monk 2
Languages: Serran, Imardanian
Age: 22
Height: 4' 11"
Weight: 106 lbs.

Speed: 7
Climb Speed (as a cat): 7
Initiative: +6
Passive Perception: 11
Passive Insight: 11
Senses: Low-light Vision

AC: 20
Fort: 13
Reflex: 17
Will: 15
HP: 29/29
Bloodied: 14
Surge Value: 7
Surges left: 8/8
Action Points: 0

MBA: +11 vs AC, 1d8+6 damage. (+1 damage to bloodied targets)
RBA: +11 vs AC, 1d4+6 damage. (+1 damage to bloodied targets)

Resistances:
5 Fire

Vulnerabilities: None
Saves:
+2 vs immobilize, restrain, or slow

Active Effects:
+2 to checks to escape grab
+5 to bluff vs insight to discover I am not human
Spiral Stance, +1 reach with melee touch attacks

Powers:

Nature's Mask
Desert Wind Flurry of Blows
Blistering Flourish
Five Storms
Agile Recovery


Second Wind []
Sarifal's Blessing []
Light the Fire [_]


Masterful Spiral [X]

Consumables:

None

Important Features:
[SHOW]

Mental Crucible: I gain resist 5 fire (or +2 if I already have resist fire of 5+)

Unarmed Combatant: unarmed attack has +3 proficiency, 1d8 damage, unarmed group, can be affected by ki foci. Must have a free hand to use it.

Unarmored Defense: +2 to AC when in cloth armor or no armor and not using a shield.

Full Discipline: Can only use one full discipline power per round, but can use it as many times as the power would allow (at-will's any number of times in a round, encounters once per round, etc.) Can use full discipline techniques in whatever order I like, and if I spend an action point I can choose a different full discipline power.

Beast Nature: I am considered both a magical beast and a humanoid.

Elusive: +2 racial bonus to checks made to escape grabs and to saving throws against effects that immobilize, restrain, or slow me.

Fey Origin: I am considered Fey.

Language of Beasts: I can speak to and understand natural and fey felines in my hybrid or animal form, and understand but not speak to them in human form.

Shapechanger: I am considered a shapechanger.

Ki Focus Expertise: +1 to damage with ki focus vs bloodied targets.

Unarmored Agility: +2 to AC when in cloth armor or no armor.

Internalize the Basic Kata: I use Dexterity instead of Strength for my MBA rolls when using my Monk Unarmed Strike. My Flurry of Blows can trigger on an OA made with my Monk Unarmed Strike.

User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4439
Registered for: 11 years 10 months
Location: Blockbuster

Re: Amongst the Flames IC

Post by Namelessjake »

As Cleo takes down several of the weaker bandits, so do the Malachite Blades, however the others still in the camp, rush to fill the places of their fallen comrades, with one landing a solid hit against Cleo.

Meanwhile, having exposed herself, Juliette takes an arrow from one of the archers.

Go: Geral

Mechanics
[SHOW]

Shira'stasa: walks, climbs, hits.

Juliette: walks, charges, misses.

Cleo: walks, transforms, misses, hits, kills, crits, hits, uses action point, hits, kills, hits, kills, misses, hits, bloodies.

Archer 5: takes 7 fire damage, shoots at Juliette, 21 vs AC = hit for 6 damage.

Blade 3: Attacks Bandit 3, 18 vs AC = hit and kills, moves to (AA, 26).

Blade 2: Attacks Bandit 4, 10 vs AC = miss.

Captive 2: Does nothing.

Bandit 8: walks to (W, 20), charges to (W, 24) attacking Cleo, 22 vs AC = hit for 10 damage.

Brigand 2: walks to (Q, 20), charge to (V ,24) attacking Cleo, 11 vs AC = miss.

Map
[SHOW]

Image

Map Info
[SHOW]

Buildings: 10 foot high adobe buildings with a few tile steps in front of the doorway. Athletics DC 15 to climb the sides.

Watch Tower: Wooden towers 20 feet tall. They can be easily climbed with an Athletics Check. Ladder DC 5, rest of tower DC 10.

Wooden Steaks: A form of light defence. They are difficult terrain and deal 1d6 damage for each square travelled through.

Tents: The tents can be moved through easily and will fall down when their squares are entered.

Other Furniture: Difficult terrain, can be interacted with as you would expect.

Cages: Locked cages each containing a captive.

Various Fire: Any creature that begins its turn in the flames takes 8 fire damage once, and any creature that ends its turn in the flames takes 5 ongoing fire damage (save ends). At the end of each round, any fire will attempt to spread to any nearby flammable objects.

Auras

Red - Shira'stasa's flaming sphere. Enemies beginning their turn adjacent take 1d4+5 fire damage. My conjurations force adjacent creatures to grant CA.

Enemy Info
[SHOW]

Archer: lightly armoured, they strike from range with their bows, resorting to daggers at close quarters.

Brigands: Strong bulky men armed with maces or large scimitars.

Bandits: Lightly armed and armoured, these are likely existing bandits that joined the more experienced and skilled group of rogue Malachite Blades.

Status
[SHOW]

25 Archer 4 (W, 28) | HP: ??/?? |
23 Cleo (W, 25) | HP: 19/29 | Surges: 8/8 | AP: 0/1 | Masterful Spiral
23 Shira'stasa (R, 0, 2) | HP: 27/27 | Surges: 7/7 | AP: 1/1 |
22 Juliette (F, 1) | HP: 22/33 | Surges: 9/9 | AP: 1/1 |
22 Archer 5 (K, 8) | HP: -7/?? |
21 Blade 3 (AA, 26) | HP: 23/36 | Surges: 6/6 |
20 Blade 2 (AB, 25) | HP: 36/36 | Surges: 6/6 |
20 Captive 2 (T, 29) | HP: ??/?? |
20 Bandit 8 (W, 24) | HP: 1/1 |
19 Brigand 2 (V, 24) | HP: ??/?? |
18 Geral (Q, -2) | HP: 31/31 | Surges: 11/11 | AP: 1/1 |
18 Archer 6 (I, 9) | HP: -10/?? |
18 Brigand 4 (AA, 23) | HP: -7/?? |
17 Archer 2 (E, 7) | HP: ??/?? |
17 Captive 1 (R, 29) | HP: ??/?? |
16 Archer 1 (E, 23) | HP: ??/?? |
16 Bandit 9 (X, 23) | HP: 0/1 | Dead
15 Khaled (AB, 23) | HP: 41/41 | Surges: 6/6 |
15 Brigand 5 (-A, 9) | HP: ??/?? |
14 Brigand 1 (A, 8) | HP: ??/?? |
13 Bandit 7 (AA, 23) | HP: 0/1 | Dead
12 Bandit 4 (AA, 25) | HP: 1/1 |
11 Bandit 1 (D, 1) | HP: 1/1 |
9 Blade 1 (AB, 24) | HP: 36/36 | Surges: 6/6 |
8 Archer 3 (V, 25) | HP: -14/?? |
8 Bandit 6 (C, 16) | HP: 1/1 |
7 Bandit 2 (C, 12) | HP: 1/1 |
6 Brigand 3 (V, 23) | HP: -42/?? | Bloodied
5 Bandit 5 (X, 25) | HP: 0/1 | Dead
4 Bandit 3 (X, 27) | HP: 0/1 | Dead
4 Bandit 10 (Y, 24) | HP: 0/1 | Dead
0 Fire Spread

kalis5
Hm...
Posts: 818
Registered for: 10 years 8 months

Re: Amongst the Flames IC

Post by kalis5 »

Geral, seeing that Juliette has engaged the enemy, glances across the battlefield.
"... Shira'stasa, if you can hold them here with Juliette, I'll have Cleo and the rest of the blades forward in a moment. Keep them busy for me."
And with that he's running off towards the frontline, remembering a gap in the fence he saw while approaching the camp.

Mechanics
[SHOW]

Running and using a double move to reach AA9. Gonna try to collide with the left side of that cluster of bandits.

User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4439
Registered for: 11 years 10 months
Location: Blockbuster

Re: Amongst the Flames IC

Post by Namelessjake »

Go: Cleo, Shira'stasa, Juliette

Mechanics
[SHOW]

Geral: double run.

Archer 6: takes 9 fire damage, is bloodied, shifts to (H, 10), shoots Juliette, 25 vs AC = hit for 9 damage, Juliette is bloodied.

Brigand 4: Attacks Blade 15 vs AC = miss.

Archer 2: Shoots Juliette 13 vs AC = miss.

Captive 1: Does nothing.

Archer 1: Walks to (E, 16), shoots Juliette 11 vs AC = miss.

Khaled: Attacks Brigand 4, 21 vs AC = hit for 8 damage.

Brigand 5: Walk to (C, 3), charge to (E, 2) attacking Juliette, 25 vs AC = hit for 6 damage.

Brigand 1: walks to (C, 2), charges to (E, 1) attacking Juliette, 10 vs AC = miss.

Bandit 4: Attacks Cleo, 24 vs AC = hit for 9 damage.

Bandit 1: Walks to (E, 0), attack Juliette 12 vs AC = miss.

Blade 1: Attacks Bandit 4 , 26 vs AC = hit, killing Bandit 4.

Archer 3: Drops bow, Draws dagger, attacks Cleo 7 vs AC = critical miss.

Bandit 6: Double walk to (O, 14).

Bandit 2: Double walk to (O, 13).

Brigand 3: Walks to (X, 24), attacks Cleo, 19 vs AC = miss.

Fire Spread

Archer 4: Shoots Cleo, 12 vs AC = miss.

Map
[SHOW]

Image

Map Info
[SHOW]

Buildings: 10 foot high adobe buildings with a few tile steps in front of the doorway. Athletics DC 15 to climb the sides.

Watch Tower: Wooden towers 20 feet tall. They can be easily climbed with an Athletics Check. Ladder DC 5, rest of tower DC 10.

Wooden Steaks: A form of light defence. They are difficult terrain and deal 1d6 damage for each square travelled through.

Tents: The tents can be moved through easily and will fall down when their squares are entered.

Other Furniture: Difficult terrain, can be interacted with as you would expect.

Cages: Locked cages each containing a captive.

Various Fire: Any creature that begins its turn in the flames takes 8 fire damage once, and any creature that ends its turn in the flames takes 5 ongoing fire damage (save ends). At the end of each round, any fire will attempt to spread to any nearby flammable objects.

Enemy Info
[SHOW]

Archer: lightly armoured, they strike from range with their bows, resorting to daggers at close quarters.

Brigands: Strong bulky men armed with maces or large scimitars.

Bandits: Lightly armed and armoured, these are likely existing bandits that joined the more experienced and skilled group of rogue Malachite Blades.

Status
[SHOW]

25 Archer 4 (W, 28) | HP: ??/?? |
23 Cleo (W, 25) | HP: 10/29 | Surges: 8/8 | AP: 0/1 | Masterful Spiral, Bloodied
23 Shira'stasa (R, 0, 2) | HP: 27/27 | Surges: 7/7 | AP: 1/1 |
22 Juliette (F, 1) | HP: 7/33 | Surges: 9/9 | AP: 1/1 | Defender's Aura, Bloodied
22 Archer 5 (K, 8) | HP: -7/?? |
21 Blade 3 (AA, 26) | HP: 23/36 | Surges: 6/6 |
20 Blade 2 (AB, 25) | HP: 36/36 | Surges: 6/6 |
20 Captive 2 (T, 29) | HP: ??/?? |
20 Bandit 8 (W, 24) | HP: 1/1 |
19 Brigand 2 (V, 24) | HP: ??/?? |
18 Geral (AA, 9) | HP: 31/31 | Surges: 11/11 | AP: 1/1 | Granting CA and -5 to attack until SONT.
18 Archer 6 (H, 10) | HP: -19/?? | Bloodied
18 Brigand 4 (AA, 23) | HP: -15/?? |
17 Archer 2 (E, 7) | HP: ??/?? |
17 Captive 1 (R, 29) | HP: ??/?? |
16 Archer 1 (E, 26) | HP: ??/?? |
16 Bandit 9 (X, 23) | HP: 0/1 | Dead
15 Khaled (AB, 23) | HP: 41/41 | Surges: 6/6 |
15 Brigand 5 (E, 2) | HP: -6/?? |
14 Brigand 1 (E, 1) | HP: ??/?? |
13 Bandit 7 (AA, 23) | HP: 0/1 | Dead
12 Bandit 4 (AA, 25) | HP: 0/1 | Dead
11 Bandit 1 (D, 1) | HP: 1/1 |
9 Blade 1 (AB, 24) | HP: 36/36 | Surges: 6/6 |
8 Archer 3 (V, 25) | HP: -14/?? |
8 Bandit 6 (O 14) | HP: 1/1 |
7 Bandit 2 (O, 13) | HP: 1/1 |
6 Brigand 3 (X, 24) | HP: -42/?? | Bloodied
5 Bandit 5 (X, 25) | HP: 0/1 | Dead
4 Bandit 3 (X, 27) | HP: 0/1 | Dead
4 Bandit 10 (Y, 24) | HP: 0/1 | Dead
0 Fire Spread

User avatar
Fialova
Magical Liopleurodon
Posts: 5012
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: Amongst the Flames IC

Post by Fialova »

Cleo winces in pain as two of the men she is facing manage to land solid blows against her. She lashes out at them again, but the surprise is worn off and most of the bandits are able to dodge her attacks.

Hoping to put a bit of space between her and her foes, she quickly backs towards the cages where two people are being held captive. Grabbing the sword she'd picked up some days prior, she tosses it into the nearest cage, saying, "here, see if you can get out of there." Maybe they will help us put these assholes down if we help them out.

Mechanics
[SHOW]

Standard Action: Five Storms Attack Technique
Attack vs Brigand 2: 9 vs Reflex = critical miss
Attack vs Archer 3: 13 vs Reflex = hit?
Attack vs Bandit 8?: 11 vs Reflex = hit?
Attack vs Brigand 3: 15 vs Reflex = hit?
Hit: 7 damage (+1 to Brigand 3 because he is bloodied, so 8).

Free Action: Desert Wind Flurry of Blows on Brigand 3 if he is still alive, otherwise on Archer 3
Effect: Target takes 5 fire damage and I shift to (V, 26)

Move Action: Five Storms Movement Technique
Effect: I shift to (T, 28)

Minor Action: draw longsword

Free Action: drop longsword in (T, 29) with Captive 2

Combat Block
[SHOW]

Tn. Cleo

Female Hengeyokai Monk 2
Languages: Serran, Imardanian
Age: 22
Height: 4' 11"
Weight: 106 lbs.

Speed: 7
Climb Speed (as a cat): 7
Initiative: +6
Passive Perception: 11
Passive Insight: 11
Senses: Low-light Vision

AC: 20
Fort: 13
Reflex: 17
Will: 15
HP: 29/29
Bloodied: 14
Surge Value: 7
Surges left: 8/8
Action Points: 0

MBA: +11 vs AC, 1d8+6 damage. (+1 damage to bloodied targets)
RBA: +11 vs AC, 1d4+6 damage. (+1 damage to bloodied targets)

Resistances:
5 Fire

Vulnerabilities: None
Saves:
+2 vs immobilize, restrain, or slow

Active Effects:
+2 to checks to escape grab
+5 to bluff vs insight to discover I am not human
Spiral Stance, +1 reach with melee touch attacks

Powers:

Nature's Mask
Desert Wind Flurry of Blows
Blistering Flourish
Five Storms
Agile Recovery


Second Wind []
Sarifal's Blessing []
Light the Fire [_]


Masterful Spiral [X]

Consumables:

None

Important Features:
[SHOW]

Mental Crucible: I gain resist 5 fire (or +2 if I already have resist fire of 5+)

Unarmed Combatant: unarmed attack has +3 proficiency, 1d8 damage, unarmed group, can be affected by ki foci. Must have a free hand to use it.

Unarmored Defense: +2 to AC when in cloth armor or no armor and not using a shield.

Full Discipline: Can only use one full discipline power per round, but can use it as many times as the power would allow (at-will's any number of times in a round, encounters once per round, etc.) Can use full discipline techniques in whatever order I like, and if I spend an action point I can choose a different full discipline power.

Beast Nature: I am considered both a magical beast and a humanoid.

Elusive: +2 racial bonus to checks made to escape grabs and to saving throws against effects that immobilize, restrain, or slow me.

Fey Origin: I am considered Fey.

Language of Beasts: I can speak to and understand natural and fey felines in my hybrid or animal form, and understand but not speak to them in human form.

Shapechanger: I am considered a shapechanger.

Ki Focus Expertise: +1 to damage with ki focus vs bloodied targets.

Unarmored Agility: +2 to AC when in cloth armor or no armor.

Internalize the Basic Kata: I use Dexterity instead of Strength for my MBA rolls when using my Monk Unarmed Strike. My Flurry of Blows can trigger on an OA made with my Monk Unarmed Strike.

User avatar
ratwizard
A Wan Smile
Posts: 5970
Registered for: 11 years 10 months
Location: Hellworld

Re: Amongst the Flames IC

Post by ratwizard »

"You fool! Where are you going?" Shira'stasa cries out in a terrible voice as Geral slips past to join the rest of his team in what seems to be a fair fight. He rushes to save his men, leaving us under duress of a half-dozen targets. And to think I expected more from a sellsword. The woman bites down as she steps toward the edge of the building, looking out at a quickly buckling Juliette.

With a strained, almost painful-looking series of hand motions, Shira'stasa arcs her arms into the air. At once, several horrid skull creatures writhe up from the sands, emitting shrieks that frighten and offset the men plaguing the Imardanian. "Get out of there!" the Tenant calls to her new friend, her mind almost crumpling under the pressure of keeping up multiple forms of powerful magic. Nearby, the flaming skeleton creature she had brought forth from undeath continues to hamper a pair of archers.

Mechanics
[SHOW]

Free: Chastise Geral for performing a tactical blunder

Move: Walk to O1.

Standard: Winged Horde centered on Juliette, targeting BA1, BR1, BR5. Hits(?) Wills 27 (crit), 19, and 15, dealing 6 psychic damage and preventing them from taking OAs til the end of my next turn.
Attacks: 20(1d20) +7 = 27; 12(1d20) +7 = 19; 8(1d20) +7 = 15; 6(1d6) = 6

Minor: Sustain Flaming Sphere in J9. Enemies beginning their turn adjacent take 1d4+5 fire damage.

Combat Block
[SHOW]

Female Deva Wizard 2
Languages: Serran, Tulrissian, Imardanian, Kurnish
Age: 33
Height: 5'9"
Weight: 135 lbs.

Speed: 6
Initiative: +6
Passive Perception: 14
Passive Insight: 19
Senses: Normal

AC: 18
Fort: 12
Ref: 16
Will: 16
HP: 27/27
Bloodied: 13
Surge Value: 6
Surges left: 7/7
Action points: 1

Resistances: 5 necrotic, 5 radiant
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Light
Prestidigitation
Mage Hand
Beguiling Strands
Winged Horde


Second Wind []
Use Vulnerability []
Memory of a Thousand Lifetimes []
Suggestion []
Grasping Shadows [] **
Shield [] *
Arcane Mutterings [_] *


Flaming Sphere [x]*
Phantom Chasm [_]*

  • Only one may be readied at beginning of day.
    ** Can be traded for Orbmaster's Incendiary Detonation.

Consumables:

None

Important Features
[SHOW]

Tome Expertise: You gain a +1 feat bonus to implement attack rolls with a tome. Enemies adjacent to your conjurations/summoned creatures grant CA. Enemies immune to fear are immune to this effect.

Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.

Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.

User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4439
Registered for: 11 years 10 months
Location: Blockbuster

Re: Amongst the Flames IC

Post by Namelessjake »

Mechanics
[SHOW]

Cleo: critical miss, 13 vs Ref = miss, 11 vs Ref = miss, 15 vs Ref = hit... Flurry of Blows procs and subsequent actions happen.

Shira'stasa: all attack rolls hit.

User avatar
Scratcherclaw
YUO ARE SMART
Posts: 4067
Registered for: 11 years 10 months

Re: Amongst the Flames IC

Post by Scratcherclaw »

With Geral having selfishly gone the other way, Juliette becomes increasingly aware of how surrounded she is. What in Elys' name does he think he's doing?

Panicking, the Imardanian heeds Shira'stasa's words, and takes off running in the opposite direction while the tenant's conjurations distract their foes.

Mechanics
[SHOW]

Standard & Move: Double run to V0

Combat Block
[SHOW]

Juliette LeMaire

Female Human Berserker 2
Languages: Imardanian, Serran
Age: 26
Height: 5'6"
Weight: 115 lbs.

Speed: 6
Initiative: +4
Passive Perception: 16
Passive Insight: 11
Senses: Low-light vision

AC: 20
Fort: 18
Ref: 17
Will: 14
HP: 7/33
Bloodied: 16
Surge Value: 8
Surges left: 9/9
Action points: 1

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Jarring Smash
Run Down
Savage Reach
Vengeful Guardian
Defender Aura


Second Wind []
Disrupting Advance []
Savage Cut []

Shrug It Off []


Life-Ending Strike [_]

Consumables:

None

Important Features
[SHOW]

Flail Expertise: You gain a +1 bonus to attack rolls that you make with a flail. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it.

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

Unarmored Agility: You gain a +2 feat bonus to AC while wearing either cloth armor or no armor.

Weapon Proficiency (Kusari-gama): You gain proficiency with the Kusari-gama.

Poised Defender: While your defender aura is active and you're not wearing heavy armor, you gain a + 2 bonus to AC.

Arid Desert Heartland: While you are wearing cloth armor or no armor and not using a shield, you gain a +3 bonus to AC and a +2 bonus to Reflex. At 4th level, you gain resist 5 fire. The resistance increases to 10 at 14th level and 15 at 24th level.

Berserker Fury: When you use a barbarian primal attack power, you enter your Berserker Fury until the end of the encounter. Alternatively, you can use a minor action while you are bloodied to enter the fury. The fury has the following effects.

  • Your defender aura ends, if it was active, and you cannot use defender aura or vengeful guardian until the fury ends.
  • Some of your powers, such as your barbarian martial at-will attack powers, gain additional benefits, as noted in those powers.
  • Your melee basic attacks deal 1d8 extra damage. This extra damage increases to 2d8 at 11th level and 3d8 at 21st level.

Human Defense Bonuses: You gain a +1 racial bonus to Fortitude, Reflex, and Will.

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