The pace needs to pick up in this game, or else...
[Next: Everyone]
The crowd becomes increasingly agitated, so Azimuth raises himself, leaning on Zaffa's shoulder. He starts the same rethotic as he had used before, but the crowd completely ignores him as his voice gets drowned in the tumult. The leader of the mercenaries yells "FALL BACK!! FALL BACK!!"
A mercenary is hit on the head by a stone. His halberd comes down and cuts a caftman in half.
I rolled Streetwise for Azimuth with +13-2 and obtained 13 for a fail.
The skill challenge is a failure.
Please all roll initiative and select a starting postion: either where you are or an adjacent square. I will roll and pick a starting spot for all those who are too slow.
Lay of the land (more details after Initiative is rolled and starting spot selected): 1) The mercenaries in G12 G14 G17 G19 H15 I11 I17 J15 K12 K19 L13 L18 will be hostiles 2) The crowd occupies the whole map, but the tokens you see (orange) are the trouble makers... they could end up being neutral or attacking the baddies or attacking you 3) You should be able to influence the crowd 4) You will have to grab Turloff in I15, pull him out and drag him out of the map to the south... Athletics will come in handy 5) To represent the crowd effect, the whole map will be difficult terrain 6) Arcane magic is forbidden, so bluff roll will be needed to avoid getting... lynched 7) AOE powers regardless of their source can hurt the crowd and cause them to... not like you
Turloff has a red square around him The two white tokens around him are veteran guards The single token on his right is the leader of the guards The circle (or rather oval) of 9 around Turloff and the two veterans are regular guards The yellow tokens with a sort of afro are the crowd
Zaffa reaches for her hammer as chaos ensues. Well, 'at went well. Beautiful... She glances to her companions and throws a nod at Iandak in particular. Oh well... Ain't seen any real action since the arena. Nice change a' pace if nothin' else.
Luusi grows uneasy as the crowd turns ugly. She moves in closer to her companions, and prepares for the worst. Calling upon subtle reserves within herself, she sends out a summons to Aejej and hopes that the Djinnling is paying attention.
As Zaffa glances back, Iandak is already moving. The methodical half-giant seems to spring into motion, as if all the time spent 'moving' and 'shaking' hasn't dulled his battle sense at all.
Once per round, when you bloody an enemy you can shift 2 squares as a free action, and each enemy adjacent to you at the end of the shift grants combat advantage to you until the end of your next turn.
Standard Action, Bastard Sword Target: One Creature Effect: Before the attack, you shift 2 squares. You can move through an enemy's space, but you can't end there. Attack: +10 vs. AC Hit: 1d10 + 6, and you push the target one square. If you are raging, the attack deals 1d6 extra damage.
Standard Action, Bastard Swords Target: One Creature Attack: +10 vs. AC Hit: 1d10 + 6, and an enemy adjacent to you other than the target takes 1d10 + 2 damage. If you are raging, add your Dexterity modifier (+3) to both damage rolls.
Move Action Effect: You move your speed. During the move, You gain a +5 power bonus to acrobatics checks to balance and do not sink when moving over soft and brittle terrain, such as dust, silt, mud, snow, or thin ice.
Standard Action, Bastard Swords Close burst 1 Target: Each Creature in burst Attack: +10 vs. AC or Ref Hit: 2d10 + 6 damage Miss: You take 1d6 damage, with no modifiers
Standard Action, Bastard Swords Target: One Creature Attack: +10 vs. AC Hit: 1d10 + 6 damage Effect: You shift Dex mod squares (3). If the attack hit, you deal 1d10 + 2 damage to one or two enemies that are adjacent to you at some point during the shift.
Standard Action, Bastard Sword Target: One Creature Attack: +10 vs. AC Hit: 1d10 + 6 thunder damage Effect: You mark the target until the end of your next turn. Until the mark ends, if the target makes an attack that doesn't include you, it takes 5 thunder damage.
Free Action, Bastard Sword Melee 1 Trigger: Your attack reduces an enemy to 0 hit points. Effect: You shift 2 squares and then deal 1d10 + 2 damage to an enemy adjacent to you that you can see
Standard Action, Bastard Sword Target: One creature Attack: +10 vs. AC Hit: 3d10 + 6 damage Miss: Half damage Effect: You enter the rage of the thunder hooves. Until the rage ends, you can move through 1 or 2 enemies' spaces during each of your turns. When you move through an enemy's space, your next attack against that enemy during the same turn deals 1[W] extra damage.
Nakir breaks out into loud cruel laughter tinged with madness, "Is this not what you wanted Turloff? You have rattled the cage and placed your hand in it. There is always a reckoning." He shook his grisly fetish at the terrified man and flashed his savage sharpend grin.
The leader shouts "Take them out, keep Turloff with us, Fall back!"
One of the guards pulls a dagger and throws it at Iandak, but the Half-Giant already had his swords in hand and paries it easily. He moves away to the right, pulling a screaming Turloff.
The other guard approaches Zaffa, with a raised shield and swings at the gladiator, who parries most of the hit with her large shield.
Goal: Exit through the southern part of the map with Turloff
Pulling Turloff: To again control of Turloff, you must stand next to Turloff at some point during your movement. Then, as a minor action you must roll an opposed Athletics check vs +5 Success: You have Turloff grab and he moves with you (you must put him in an adjacent cell at the end of your turn) Failure by less than 5: You grab him but the opponent hangs on Failure by 5 or more: You fail to grab him (and opponent can move him freely during their turn)
Packed like sardines: Treat the entire map as difficult terrain to reflect the fact that it's packed with the crowd
Defiling in public: After you used an Arcane Power, roll a bluff check as a minor action, to try to hide your spell casting with DC12. Roll with a -2 if the spell includes visible AoE effects. In case of failure, the nearest crowd will turn hostile and charge as an immediate reaction.
Aoe Powers (from all sources): Upon using any AoE power (burst, blast, wall), roll 1d6. On a roll of 1 you killed an innocent victim and the nearest crowd will turn hostile and charge as an immediate reaction.
POWER: Crowd Control (Standard Action): Target: one crowd pack of 5 with at least 1 member within 5 squares of you Roll: Streetwise, Diplomacy or Intimidate DC16 check Effect: the crowd turns friendly and moves up to three squares to attack the nearest opponent.
Crowd Behavior: The crowd operates in 10 packs of 5 (numbered on the map)
Packs can have the following 3 statuses: Friendly, i.e. attacking mercenaries Neutral Hostile, i.e. attacking PCs
During crowd’s turn: I will roll 1d6 per group that has a neutral status 1: becomes hostile 2-4: neutral 5-6: attacks nearest mercenary
End of turn: moral check on each crowd involved in a fight. I will count hits landed by the crowd minus crowd deaths. If the crowd loses by 2 or more, it flees. It shifts two squares away and becomes neutral If the crowd wins by 2 or more, it inflicts an extra 5 damage to its opponent
Veteran 2's turn: Standard: Dagger on Iandak, 18 vs AC, Miss! Move: to H18 (dragging Turloff in H17)
Veteran 1's turn: Move: to K16 Standard:Maneuvering Strike on Zaffa The veteran makes a longsword attack. If the attack hits, the human veteran makes a free secondary attack. Longswordon Zaffa: 23 vs AC, Hit! Triggers Zaffa's Battle Resilience. Zaffa loses 8-5=3hp and is marked UEONT Secondary Attack on Zaffa: 15 vs Fort, Miss!
Crowd Effect: The whole map is treated as difficult terrain. Wagon: DC14 to climb or end your movement there. Fighting from there you get CA. You get -2 to Bluff checks to hide Arcane use though.
Turloff has a red square around him The two white tokens are veteran guards The single token is the leader of the guards The 9 others are regular guards The yellow tokens with a sort of afro are the crowd
Crowd (minion): HP: 1 AC: 15 Fort/Ref/Will: 15/13/13 Trait: A crowd member gains a +2 power bonus to all defenses while at least two other crowd members are within 2 squares of it. Club: At-Will, +7 vs AC, Hit: 5 Damage
Luusi focuses on the space by Turloff and then she is suddenly there. She tries to grab him by the arm but the guard next to him deflects her with his shield. Pulling a small poisoned dagger from a hidden sheath, she attempts to strike it into his side but his sweeping shield knocks it from her quickly numbing fingers. Snarling, she glares at him and braces herself for attack.
Minor: Stone's Endurance Move: Use Combat Sprint to move to I16, then to J15 if I succeed on my athletics check (5 squares total). I get +4 to all OAs I provoke while taking this move (25 AC). Minor: Ath to grab (1d20+12=26) AP (if grab succeeds): Move back to M15 (3 squares, shouldn't provoke at this point). Turloff will hang out at M15.
Once per round, when you bloody an enemy you can shift 2 squares as a free action, and each enemy adjacent to you at the end of the shift grants combat advantage to you until the end of your next turn.
Standard Action, Bastard Sword Target: One Creature Effect: Before the attack, you shift 2 squares. You can move through an enemy's space, but you can't end there. Attack: +10 vs. AC Hit: 1d10 + 6, and you push the target one square. If you are raging, the attack deals 1d6 extra damage.
Standard Action, Bastard Swords Target: One Creature Attack: +10 vs. AC Hit: 1d10 + 6, and an enemy adjacent to you other than the target takes 1d10 + 2 damage. If you are raging, add your Dexterity modifier (+3) to both damage rolls.
Move Action Effect: You move your speed. During the move, You gain a +5 power bonus to acrobatics checks to balance and do not sink when moving over soft and brittle terrain, such as dust, silt, mud, snow, or thin ice.
Standard Action, Bastard Swords Close burst 1 Target: Each Creature in burst Attack: +10 vs. AC or Ref Hit: 2d10 + 6 damage Miss: You take 1d6 damage, with no modifiers
Standard Action, Bastard Swords Target: One Creature Attack: +10 vs. AC Hit: 1d10 + 6 damage Effect: You shift Dex mod squares (3). If the attack hit, you deal 1d10 + 2 damage to one or two enemies that are adjacent to you at some point during the shift.
Standard Action, Bastard Sword Target: One Creature Attack: +10 vs. AC Hit: 1d10 + 6 thunder damage Effect: You mark the target until the end of your next turn. Until the mark ends, if the target makes an attack that doesn't include you, it takes 5 thunder damage.
Free Action, Bastard Sword Melee 1 Trigger: Your attack reduces an enemy to 0 hit points. Effect: You shift 2 squares and then deal 1d10 + 2 damage to an enemy adjacent to you that you can see
Standard Action, Bastard Sword Target: One creature Attack: +10 vs. AC Hit: 3d10 + 6 damage Miss: Half damage Effect: You enter the rage of the thunder hooves. Until the rage ends, you can move through 1 or 2 enemies' spaces during each of your turns. When you move through an enemy's space, your next attack against that enemy during the same turn deals 1[W] extra damage.
Iandak runs through the crowd pushing every one around him as if they were insects. He is so fast that the veteran and the leader nearby try to swing at him with their longswords, but the crowd distract them and causes them to miss. The Half-Giant grabs the whimpering Turloff "Aaaaaaahhhh!"and spins him around, pushing through the crowd and away from the guards "Heyyyyy, you're hurting me!".
Seeing this, the leader's eyes grow wide in horror "Don't let him get away you idiots! charge!". And swiftly, four guards attack. One tries to take out Luusi to free up the leader from her. But the Eladrin is way to swift for him and he swings wide with his Halberd. Two go after Iandak but one misses and the other's glancing blow ricochets as if against stone. The last one charges Zaffa, only to meet her giant shield.
Very well played Mr. Klock. I will give less details on rolls than usual, because, too much work!!!
Please note I zoomed in on the map to help you see, but you have to get Turloff to line V to be out of the woods
Both OAs from [K16] and [H17] miss and Klock succeeds the opposed Athletics check, grabbing Turloff I assume you meant to put him in N15 with Iandak already in M15.
Crowd 1,2,3,4,5's turn: Crowd 2 & 5 turn 'friendly' and charge the nearest guards.
Crowd 2 moves around Guard 6 in L18 and attack: 3 hits for a total of 15 damage. Crowd 5 only moves closer and cools down since it has nothing to hit or charge (so back to neutral)
Guard 1 moves then chargesIandak in L14, Miss! Guard 2 moves then chargesIandak in L15, Hit! 5-5=0 Damage and marked UEONT Guard 3 moves and uses Powerful Strikeon Luusi, Miss! Guard 4 moves then chargesZaffa in K17, Miss!
Please note I added the following rule (in the combat rule block below): Crowd Squares: You cannot move through crowd squares, but you can push a crowd to a contiguous empty space using a minor and rolling Athletics DC14 at any point during your movement
Tonight I roll terrible rolls both as PC and as DM! TPK in one game, Layup in the other
Crowd Effect: The whole map is treated as difficult terrain. Wagon: DC14 to climb or end your movement there. Fighting from there you get CA. You get -2 to Bluff checks to hide Arcane use though.
Turloff has a red square around him The two white tokens are veteran guards The single token is the leader of the guards The 9 others are regular guards The yellow tokens with a sort of afro are the crowd
Crowd (minion): HP: 1 AC: 15 Fort/Ref/Will: 15/13/13 Trait: A crowd member gains a +2 power bonus to all defenses while at least two other crowd members are within 2 squares of it. Club: At-Will, +7 vs AC, Hit: 5 Damage
Goal: Exit through the southern part of the map with Turloff Pulling Turloff: To again control of Turloff, you must stand next to Turloff at some point during your movement. Then, as a minor action you must roll an opposed Athletics check vs +5 Success: You have Turloff grab and he moves with you (you must put him in an adjacent cell at the end of your turn) Failure by less than 5: You grab him but the opponent hangs on Failure by 5 or more: You fail to grab him (and opponent can move him freely during their turn) Packed like sardines: Treat the entire map as difficult terrain to reflect the fact that it's packed with the crowd Crowd Squares: You cannot move through crowd squares, but you can push a crowd to a contiguous empty space using a minor and rolling Athletics DC14 at any point during your movement Defiling in public: After you used an Arcane Power, roll a bluff check as a minor action, to try to hide your spell casting with DC12. Roll with a -2 if the spell includes visible AoE effects. In case of failure, the nearest crowd will turn hostile and charge as an immediate reaction. Aoe Powers (from all sources): Upon using any AoE power (burst, blast, wall), roll 1d6. On a roll of 1 you killed an innocent victim and the nearest crowd will turn hostile and charge as an immediate reaction. POWER: Crowd Control (Standard Action):Target: one crowd pack of 5 with at least 1 member within 5 squares of you Roll: Streetwise, Diplomacy or Intimidate DC16 check Effect: the crowd turns friendly and moves up to three squares to attack the nearest opponent. Crowd Behavior: The crowd operates in 10 packs of 5 (numbered on the map) Packs can have the following 3 statuses: Friendly, i.e. attacking mercenaries Neutral Hostile, i.e. attacking PCs During crowd’s turn: I will roll 1d6 per group that has a neutral status 1: becomes hostile 2-4: neutral 5-6: attacks nearest mercenary End of turn: moral check on each crowd involved in a fight. I will count hits landed by the crowd minus crowd deaths. If the crowd loses by 2 or more, it flees. It shifts two squares away and becomes neutral If the crowd wins by 2 or more, it inflicts an extra 5 damage to its opponent