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Locked: [IC] A Tyrian Intrigue [4e Dark Sun]
9 months ago  ::  Sep 25, 2012 - 7:40PM #181
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861
[Next: T'Chai, Lothi, Sand, Aldalec]

When Bharhas closes in, the Half-Elf jumps backwards and throws another fire bomb, aimed at his attacker and Lothi. Ignoring his burns, Bharhas presses the attack and corners both Half-Elves who have no choice but to pull their daggers. Luckily, their skills with the blades are much less threatening than with their bombs, and both swing wide.

You hear the Halfling shout from within the tunnel "I will have my revenge and I will come back for you, Bard!" His threat is followed by a big explosion and the noise of falling stones and rubble as the ground shakes... Your instincts tell you that he just sealed the tunnel to ensure a safe exit, leaving the three remaining fighters to face their doom.
  
Mechanics Show
Bharhas (adjusted as per OOC):

Trigger: Bharhas ends his turn next to Grenadier 1
Grenadier 1 shifts 2 squares to [C,36]  
Caltrops: Close Blast 3 (must include Bharhas): [-A,35:B,37]
On Lothi: 10 vs AC, Miss!
On Bharhas: Crit!
5 Fire Damage

Bharhas is Bloodied and switches to Phase of the Moon.  

Special: Until the end of the encounter, any creature that enters the blast's area or ends its turn there takes 5 damage and is slowed (save ends).

Bharhas shifts to [B,35] with Stormwalk but misses. He then hits for 12 Lightning Damage. Spends AP to use SW (HS+4).

Halfling Leader's turn: ?? Just a bunch of noise 

Half-Elf Grenadier 1's turn:
Standard: Dagger on Bharhas: 14 vs AC, Miss!

Half-Elf Grenadier 2's turn:
SoT: Takes 3 Lightning Damage
Standard: Dagger on Bharhas: 11 vs AC, Miss! 

Map Show


Larger Version

Map:
Lighting: Darkness. Since the room is small, with reflection & diffusion, as long as there is at least one torch lit, the areas not covered by the torch are Dim Light (-2).
Debris: Difficult Terrain
Throne & stairs: Difficult Terrain
Stairs below throne: Difficult terrain, someone standing in [B,35] & [C,35] will be 1/2 square below ground and benefit from partial cover vs range (-2) but grant CA to adjacent opponents in melee Statues: Impassable Terrain. They occupy a full square & block LOS
Dried fountain: Difficult Terrain
Doors: [-F:-E, 30] from which you are coming
Doors: [-F:-E, 37]

Status Show

Half-Elf Grenadier 1 [C,36] -35/?? Bloodied, Inflicts 3 Lightning Damage on creatures starting next to him UEONT (T'Chai)
Half-Elf Grenadier 2 [C,35] -14/??
 
>>>T'Chai [-C,34] 35/42
>>>Lothi [A,36] 19+4/34
>>>Sand [B,33] 15/42
Bloodied, Prone
>>>Aldalec [-F,33] 36/36 
Half-Giant Thug 2 [B,34] -31/??

Bharhas [B,35] 34/40 +2 DEF USONT, Phase of the Moon: Bonus to AC equal to the number of conscious enemies adjacent. Resist 5 psychic.
Halfling Leader [??] -51/?? Bloodied, Currently not visible
 
Special: 
Fire Zone: Until the end of the encounter, any creature that enters the blast's area or ends its turn there takes 5 damage and is slowed (save ends).
Elemental Spirits: Anyone starting their turn next to Half-Elf Grenadier 1 take 3 Lightning Damage
Torches: [C,33], [-C,34], Thug 1, Thug 2
 
Used powers:

Aldalec: HS: 4/9, AP: 1/1 Majestic Word 2/2, Song of the New Dawn, Focused Sound
Bharhas: HS: 3/6, AP: 1/1 Second Wind, Lightning Cuts
Lothi: HS: 2/8, AP: 0/1 Surprise Strike, Low Slash, Second Wind
Sand: HS: 7/11, AP: 0/1 Exsiccating Short Sword, Funneling Fury, Stone's Endurance
T'Chai: HS: 2/7, AP: 0/2 Escaping Shot

Enemy Knowledge Show
Half-Giant Thug
Speed 6
HP = [62 to 70]
Highest NAD: Fort
AC = [.. to 28]
Fort = [.. to 19]
Ref = [15 to 16]
Will = [.. to 16]

Half-Elf Grenadier
Speed 6
HP = [35 to 46]
Highest NAD: Ref
AC = [.. to 17]
Fort = [8 to ..]
Ref = [.. to 24]
  
Halfling
Small size
Speed 6
HP = [51 to 70]
Highest NAD: Ref
AC = [19 to 22]
Fort = [.. to 21]
Will = [.. to 27]
Special: +2 AC vs OA
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9 months ago  ::  Sep 26, 2012 - 7:29PM #182
Brys
Date Joined: Jan 10, 2008
Posts: 4,538
T'Chai clacks in frustration as the halfling escapes.  Turning back to those that stood in the way, the thri-kreen dabs a quick drop of a caustic poison onto the arrowhead.  The use of the poision is another indication of the hunter's anger as such methods are a violation of the spirit of the hunt.
Mechanics Show

Standard: Biting Swarm vs Grenadier 1: Crit.  16 damage + 3 poison damage
20(1d20) +10 = 30; 8(1d10) +6 = 14
3(1d6) = 3


Combat Statblock Show

AC: 16 Fort: 11 Reflex: 15 Will: 17
HP: 35/42
Healing Surges Remaining: 5/7 (10)
Init +4, Speed: 7
Status:
Action Points: 2/2 [ ]
Other combat related info:
- Can shift as a minor action.
- Once per turn, can stow or retrieve an item or weapon as a free action.
Powers Show

Melee Basic Attack Show

Standard Action Melee Weapon (Widow's Knife)
Target: One Creature
Attack: +5 vs AC
Hit: 1d4+1 damage

Range Basic Attack/Biting Swarm Show

Standard Action  Ranged Weapon (20/40)
Target: One Creature
Attack: +10 vs AC
Hit: 1d10+6 damage and the target and each enemy adjacent to it take a -2 penalty to attack rolls until the start of your next turn.
Note: +1 to damage rolls against a single creature that is not adjacent to any other creature.

Elemental Spirits Show

Standard Action  Ranged Weapon (20/40)
Target: One Creature
Special: Choose cold, fire, lightning, or thunder whenever you use this power.  Your choice determines the power's damage type.
Attack: +10 vs AC
Hit: 1d10+6 damage of the chosen type.  Until the end of your next turn, any creature that starts adjacent to the target takes 3 (DEX mod) damage of the chosen type.
Note: +1 to damage rolls against a single creature that is not adjacent to any other creature.

[ ]Flickering Arrow Show

Standard Action  Ranged Weapon (20/40)
Target: One Creature
Attack: +10 vs AC
Hit: 1d10+1d6+6 damage and the target can't benefit from cover, concealment, or total concealment, and enemies take a -2 penalty to attack rolls while within 5 squares of the target.
Note: +1 to damage rolls against a single creature that is not adjacent to any other creature.

[ ]Wasteland Fury Show

Starndard Action Melee or Ranged Weapon
Target: One creature
Attack: +10 vs AC
Effect: If you use this power while you are not adjacent to any of your allies, you can shift 1 square before or after the attack.
Hit: 1d10+6.  If you have combat advantage against the target, you deal extra damage equal to you highest ability modifier (+5).

[ ]Thri-Kreen Claws Show

Minor Action  Melee 1
Target: One, two or three creatures
Attack: +10 vs AC
Hit: 1d8+6.  You gain a bonus to the attack roll equal to the number of targets.

[ ]Encaging Spirits Show

Minor Action Close Burst 1
Target: Each enemy in burst
Effect: You push each target 1 square, and each target is slowed until the end of your next turn.

[ ]Inevitable Shot Show

Free Action Personal
Trigger: You miss a creature with a ranged attack.
Effect: You make a ranged basic attack against an enemy within 5 squares of the creature you missed, using that creature's space as the attack's origin square.
Special: You regain the use of this power when you spend an action point.

[X]Escaping Shot Show

Standard Action Ranged Weapon
Target: One creature
Attack: +10 vs Will
Hit: 1d10+6 psychic damage, and the target is dazed until the end of your next turn.
Effect: You shift 3 squares.
Special: Making this attack does not provoke an opportunity attack from the target.

[ ]Scrambling Climb Show

Move Action Personal
Effect: You make an Athletics check to climb with a +5 power bonus.  If the check succeeds, you climb a number of squares equal to your speed + 2.

[ ]Storm of Spirit Shards Show

Minor Action Close Burst 1
Target: Each enemy in burst
Effect: You push each target 1 square, and each target is slowed until the end of your next turn.


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9 months ago  ::  Sep 27, 2012 - 9:07PM #183
MightyManrock
Date Joined: Aug 17, 2010
Posts: 827
Mechanics Show
Move: Walk to (C,34).
Standard: Opening Move on Grenadier 2 (C,35): 1d20+11=25, 2d4+5=9


Combat Statblock Show
AC 18 (20 vs. OAs), Fort 13, Ref 18, Will 14; Speed 7
HP 19+4/34
Healing Surges 5/7 (8)
Init +5
Status Resist Psychic 5, +1 to Thievery (Open Locks)
Action Points 1 [ ]

[]Minor Action
[x]Move Action
[x]Standard Action
[]Immediate Action

Skills Show
Acrobatics +10, Stealth +10, Streetwise +10, Thievery +10, Perception +9, Bluff +8, Nature +4, Diplomacy +3, Intimidate +3, Dungeoneering +2, Endurance +2, Heal +2, Insight +2, Arcana +1, Athletics +1, History +1, Religion +1


Powers Show
Melee Basic Attack Show
Standard Action, Dagger
+7 vs. AC
Target One creature
Hit 1d4+1 damage
Critical +1d6 damage
Combat Advantage +2+1 to hit & +1 to damage; 2d6 additional Sneak Attack damage once per turn.

[x][][][]Ranged Basic Attack Show
Standard Action, Dagger
+11 vs. AC
Target One creature
Hit 1d4+5 damage
Combat Advantage +2+1 to hit & +1 to damage; 2d6 additional Sneak Attack damage once per turn.

Body Equilibrium Show
Move Action
Effect
Lothi moves his speed. During the move, he gains a +5 power bonus to Acrobatics checks to balance and does not sink when moving over soft or brittle terrain, such as dust, silt, mud, snow or thin ice.

Deft Strike Show
Melee Show
Standard Action, Dagger
+11 vs. AC
Target One creature
Hit 1d4+5 damage
Special Lothi can move 2 squares before this attack.
Critical +1d6 damage
Combat Advantage +2+1 to hit & +1 to damage; 2d6 additional Sneak Attack damage once per turn.

Ranged Show
Standard Action, Dagger
+11 vs. AC
Target One creature
Hit 1d4+5 damage
Special Lothi can move 2 squares before this attack.
Combat Advantage +2+1 to hit & +1 to damage; 2d6 additional Sneak Attack damage once per turn.

Fleeting Ghost Show
Move Action
Effect
Lothi can move up to his speed and can make a Stealth check to hide. He takes no penalty to the Stealth check for the movement, though he must still meet the normal requirements to hide.

Sly Flourish Show
Melee Show
Standard Action, Dagger
+11 vs. AC
Target One creature
Hit 1d4+7 damage
Critical +1d6 damage
Combat Advantage +2+1 to hit & +1 to damage; 2d6 additional Sneak Attack damage once per turn.

Ranged Show
Standard Action, Dagger
+11 vs. AC
Target One creature
Hit 1d4+7 damage
Combat Advantage +2+1 to hit & +1 to damage; 2d6 additional Sneak Attack damage once per turn.

[]Elven Accuracy Show
Free Action
Effect
Lothi may reroll an attack roll he has just made. The second roll must be used, even if it is lower.

[]Item Power Show
[]Necklace of Keys Show
Minor Action
Effect
If Lothi is grabbed or restrained, he teleports 3 squares.

[x]Low Slash Show
Minor Action, Dagger, Melee
+11 vs. Reflex
Target One creature
Hit 1d4+5 damage; Lothi slides the target 1 square, and the target is slowed until the end of Lothi's next turn. If he is flanking the target, the attack deals 2 extra damage.
Critical +1d6 damage
Combat Advantage +2+1 to hit & +1 to damage; 2d6 additional Sneak Attack damage once per turn.

[x]Opening Move Show
Standard Action, Dagger, Melee
+11 vs. AC
Target One creature
Hit 2d4+5 damage
Effect Lothi gains a +4 bonus to AC and Reflex until the end of his next turn.
Critical +1d6 damage
Combat Advantage +2+1 to hit & +1 to damage; 2d6 additional Sneak Attack damage once per turn.

[x]Second Wind Show
Standard Action, Personal
Effect Lothi spends a healing surge to regain hit points and gains a +2 bonus to all defenses until the start of his next turn.

[x]Surprise Strike Show
No Action
Trigger
When using a basic attack or an at-will weapon attack power, Lothi hits an enemy that is granting combat advantage to him.
Effect The enemy is dazed until the end of Lothi's next turn.

[]Spinning Blade Leap Show
Standard Action, Dagger, Melee
+11 vs. AC
Target One creature
Effect Before and after the attack, Lothi shifts his speed.
Hit 2d4+5 damage
Miss Half damage
Critical +1d6 damage
Combat Advantage +2+1 to hit & +1 to damage; 2d6 additional Sneak Attack damage once per turn.


Equipment Show
Belt Pouch (x3), Caltrops (x2), Dagger (x5), Desert Clothing, Filter Mask, Giant Hair Rope, Leather Armor of Psychic Resistance +1, Necklace of Keys +1, Survival Day (x3), Thieves' Tools, Waterskin; 440gp
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9 months ago  ::  Sep 29, 2012 - 4:51PM #184
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861
[Next: Aldalec & Sand]

T'Chai kills the Half-Elf, who drops face first on the floor, spraying everyone around him with burning oil.
Then, Lothi moves in to kill the other one, dodging an attack from the Half-Giant. When the Elf gets close, the panicked grenadier jumps away and throws a bomb in the middle of the melee, with no regard for the Half-Giant's health.
Still, Lothi makes an extra effort to follow him and cuts his opponent on the shoulder.

Mechanics Show
T'Chai's turn: Kills Grenadier 1 and gains 4 THP from Virtue of Valor.

Trigger: the grenadier drops to zero
Effect: each adjacent creature takes 5 fire damage and grenadier uses Fire Bomb

- Bharhas and Grenadier 2 take 5 Fire damage. Grenadier 2 is bloodied.
- Not sure how to handle this with RAW... I used Fire Bomb, but that should also trigger an OA, i.e. MBA from Bharhas, which hits... That should make the Elf pre-dead before he is dead and can use his RBA... So I did not use the RBA...

Lothi's turn: Cannot reach [C,34] without provoking an OA due to difficult terrain. I went ahead and had the Half-Giant roll an OA, which failed.

Trigger: Lothi ends his movement next to the Grenadier

Immediate Interrupt: Caltrop
>> Grenadier shifts 2 squares to [C,36]
>> Grenadier creates a second zone

@Mightymanrock: With the HE out of reach, Opening Move can no longer be used, so I took the liberty of using Deft Strike to move in contact and inflict 7 Damage (I kept the hit you had and rerolled damage).

Hopefully that's an acceptable outcome.

EoT: Lothi ends his turn in the zone: 5 Fire Damage + Slowed (save ends)

Map Show


Larger Version

Map:
Lighting: Darkness. Since the room is small, with reflection & diffusion, as long as there is at least one torch lit, the areas not covered by the torch are Dim Light (-2).
Debris: Difficult Terrain
Throne & stairs: Difficult Terrain
Stairs below throne: Difficult terrain, someone standing in [B,35] & [C,35] will be 1/2 square below ground and benefit from partial cover vs range (-2) but grant CA to adjacent opponents in melee Statues: Impassable Terrain. They occupy a full square & block LOS
Dried fountain: Difficult Terrain
Doors: [-F:-E, 30] from which you are coming
Doors: [-F:-E, 37]

Status Show

Half-Elf Grenadier 1 DEAD
Half-Elf Grenadier 2 [C,36] -26/?? Bloodied
T'Chai [-C,34] 35+4/42
Lothi [C,35] 18/34 Slowed (save ends) 
>>>Sand [B,33] 15/42
Bloodied, Prone
>>>Aldalec [-F,33] 36/36 
Half-Giant Thug 2 [B,34] -31/??

Bharhas [B,35] 29/40 +2 DEF USONT, Phase of the Moon: Bonus to AC equal to the number of conscious enemies adjacent. Resist 5 psychic.
Halfling Leader [??] -51/?? Bloodied, Escaped

Special: 
Fire Zone: Until the end of the encounter, any creature that enters the blast's area or ends its turn there takes 5 damage and is slowed (save ends).
Elemental Spirits: Anyone starting their turn next to Half-Elf Grenadier 1 take 3 Lightning Damage
Torches: [C,33], [-C,34], Thug 1, Thug 2
 
Used powers:

Aldalec: HS: 4/9, AP: 1/1 Majestic Word 2/2, Song of the New Dawn, Focused Sound
Bharhas: HS: 3/6, AP: 1/1 Second Wind, Lightning Cuts
Lothi: HS: 2/8, AP: 0/1 Surprise Strike, Low Slash, Second Wind
Sand: HS: 7/11, AP: 0/1 Exsiccating Short Sword, Funneling Fury, Stone's Endurance
T'Chai: HS: 2/7, AP: 0/2 Escaping Shot

Enemy Knowledge Show
Half-Giant Thug
Speed 6
HP = [62 to 70]
Highest NAD: Fort
AC = [.. to 28]
Fort = [.. to 19]
Ref = [15 to 16]
Will = [.. to 16]

Half-Elf Grenadier
Speed 6
HP = [35 to 38]
Highest NAD: Ref
AC = [.. to 17]
Fort = [8 to ..]
Ref = [.. to 24]
  
Halfling
Small size
Speed 6
HP = [51 to 70]
Highest NAD: Ref
AC = [19 to 22]
Fort = [.. to 21]
Will = [.. to 27]
Special: +2 AC vs OA
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9 months ago  ::  Sep 29, 2012 - 8:05PM #185
Orbin
Date Joined: Feb 9, 2007
Posts: 3,281

Sand stands and glowers at the nearby thug.  He then swings his swords into one the thugs and quickly steps out of the fire.

Mechanics Show

Move Action: Stand up

Standard Action: Advanced Lunge vs Thug 2 
  Attack: Adanced Lunge vs Thug 2 (AC Attack, CA) (1d20+11+2=20)
  Damage:  Advanced Lunge damage (Dex bonus from CA) (2d6+7+2=15)
  Effect: Shift A,33 
  Effect: Mark Thug 2

Minor Action:  Minor Resurgence
  Effect: Gain 5 templ hp  


Combat Stat Block Show
AC: 19 Fort: 17 Reflex: 14 Will: 14
HP: 15+5/42
Bloodied Value: 21
Healing Surges Used: 3/11
Surge Value: 11
Initiative Modifier: +3 
Status:
*resist 5 all EonT (Sand)
Other Relevant Information:
Action Points Used: 1/1

[] Second Wind
[X] Stone's Endurance
[] 
Wasteland Fury
[X] 
Funneling Fury
[X] Minor Resurgence
[X] Advanced Lunge
[] Tempest Dance 
[X] Exsiccating Short Sword

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9 months ago  ::  Oct 02, 2012 - 7:51PM #186
Harn_Winterfell
Date Joined: Jul 11, 2008
Posts: 3,801
Aldalec frowned as the halfing made good on his escape as well as getting in the last word.  The little wretch would pay for that more than daring assault him and his companions.  However first he needed to attend to the dancing figures wreathed in flame.

"Do keep in mind you worthless pieces of offal that we only need one of you alive for questions.  So which one of you wants to have a chance at living through the next few moments and possibly even make some coin off the deal as well?"

Aldalec strode forth across the room his bright smile and brilliant blue eyes shining from the shadows cast heavily upon him from the flames and flicked the tip of his blade toward the half-giant thug.  "You I doubt highly are bright enough to do much more than feed yourself and take orders from your betters which would be pretty much everyone.  Get you from my sight!"   The bard's voice pealed like thunder in the small room and the thug tried to flee from the presence of the bard of Raam.   Lothi took quick advantage of the situation and as the lumbering cretin turned to flee slashed a cruel crimson ribbon upon the thug's hide.

Mechanics Show
Move: to B31; Free Action: Look Awesome!; Standard: Staggering Note vs Thug: Staggering Note vs Thug's Will. (1d20+8=18) for 4pts of thunder damage and Thug is pushed to -A36 and Lothi stabs him in the yambag repeatedly.  MBA: CA and MBA from Lothi vs Thug (1d20+7+2+1=21, 1d4+1+1+2d6=11) pts of damage. 

OOC Show
Keep in mind Virtue of Valor for bloodying opponents.

Expended Powers Show
See stat block 

DM note! Show
see OOC

Combat Stat Block Show

Aldalec Rynthorium of Raam
Male Human Valorous Bard Level 3
Languages: Common, Giant
Athasian Minstrel
Vitals: Medium, 5'7" tall, 145 lbs Age: 22 Senses:
Insight: 15 Perception: 15
Powers and Stats:
Encounter Powers
[_] Second Wind
[_] Poisoned Strike
[_] Words of Friendship
[_] Majestic Word
[_] Majestic Word
[_] Focused Sound
[_] Song of the New Dawn


Wild Talent(s)
Object Projection

At-Wills
Arcane Defiling
Cutting Words
Vicious Mockery
Staggering Note

Daily Powers
[_] Action Point
[_]Stirring Shout
[_]Canon of Avoidance


HP:
HS:
AC:

Fort: Ref: Will:
Core 36
9

16
15
17 18
Cur
36
5

0 hp Temp
Surge: 9 hp Init: +3 Speed: 6
Resist: Poison 2
Saves: none
MBA:
Longsword +7 1d8+2
RBA:
Widow's Knife +7 1d4+3

RBA: Longbow +6 1d10+3

Carried: 97 lbs
Daggers (9):
Longbow and 20 arrows
Amulet of Health
+1 Bard's Songblade +2
Things of note
Bardic Powers: See Virtue of Valor, Song of Rest, Rousing Voice
FEAT: Versatile Expertise: +1 w/heavy blades and instruments
Combat Round x Notes


Virtue of Valor/Song of Rest/Rousing Voice Show

Virtue of Valor
Once per round, when any ally within 5 squares of you reduces an enemy to 0 hit points or bloodies an enemy, you can grant temporary hit points to that ally as a free action. The number of temporary hit points equals 1 + your Constitution modifier (+4) at 1st level

SONG OF REST

When you 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 (+5) with each healing surge. A character can be affected by only one Song of Rest at a time.

ROUSING VOICE
Heroic Tier

Prerequisite: Human, bard
Benefit: When an ally within 10 squares of you uses second wind, he or she gains also temporary hit points equal to your Charisma modifier. (+5)

Current Bank Show


Bank amounts as of 6.28.2012
Party Fund:
02.2
Sand: 680
T'Chai: 680
Lothi: 200
Bharas: 200
Aldalec: 680


*200 owed to us upon completion of assignment by Thiel Dakhar.
Weapons & gear:

Spellbook x2 -Aldalec
Coins & valuables:
Art pieces:
Coins:
Gems:
Non-assigned magical items:

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9 months ago  ::  Oct 03, 2012 - 7:48PM #187
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861
[Next: Bharhas]

The thug takes a beating from Aldalec, Sand and Lothi's combined efforts, but he charges right back in, trying toi take out Sand. Unfortunately for him, Sand is able to take the hit and keep his balance, ready to finish his opponent off.

Mechanics Show
Sand's turn: Hits, Bloodies. Takes 5 damage from ending turn in the zone.

Aldalec's turn: Hits, and Lothi hits.

Half-Giant's turn:
Standard: Charge to [-A,34]
Greatclub on Sand (+1 charge): 26 vs AC, Hit! 9 Damage.

Bharhas loses +2 DEF at SoT.

Map Show


Larger Version

Map:
Lighting: Darkness. Since the room is small, with reflection & diffusion, as long as there is at least one torch lit, the areas not covered by the torch are Dim Light (-2).
Debris: Difficult Terrain
Throne & stairs: Difficult Terrain
Stairs below throne: Difficult terrain, someone standing in [B,35] & [C,35] will be 1/2 square below ground and benefit from partial cover vs range (-2) but grant CA to adjacent opponents in melee Statues: Impassable Terrain. They occupy a full square & block LOS
Dried fountain: Difficult Terrain
Doors: [-F:-E, 30] from which you are coming
Doors: [-F:-E, 37]

Status Show

Half-Elf Grenadier 2 [C,36] -26/?? Bloodied
T'Chai [-C,34] 35+4/42
Lothi [C,35] 18/34 Slowed (save ends) 
Sand [A,33] 6/42
Bloodied
Aldalec [B,31] 36/36 
Half-Giant Thug 2 [-A,34] -49/??
Marked (Sand), Bloodied
>>>Bharhas [B,35] 29/40 Phase of the Moon: Bonus to AC equal to the number of conscious enemies adjacent. Resist 5 psychic.

Special: 
Fire Zone: Until the end of the encounter, any creature that enters the blast's area or ends its turn there takes 5 damage and is slowed (save ends).
Elemental Spirits: Anyone starting their turn next to Half-Elf Grenadier 1 take 3 Lightning Damage
Torches: [C,33], [-C,34], Thug 1, Thug 2
 
Used powers:

Aldalec: HS: 4/9, AP: 1/1 Majestic Word 2/2, Song of the New Dawn, Focused Sound
Bharhas: HS: 3/6, AP: 1/1 Second Wind, Lightning Cuts
Lothi: HS: 2/8, AP: 0/1 Surprise Strike, Low Slash, Second Wind
Sand: HS: 7/11, AP: 0/1 Exsiccating Short Sword, Funneling Fury, Stone's Endurance, Advance Lunge, Minor Resurgence
T'Chai: HS: 2/7, AP: 0/2 Escaping Shot

Enemy Knowledge Show
Half-Giant Thug
Speed 6
HP = [62 to 70]
Highest NAD: Fort
AC = [.. to 20]
Fort = [.. to 19]
Ref = [15 to 16]
Will = [.. to 16]

Half-Elf Grenadier
Speed 6
HP = [35 to 38]
Highest NAD: Ref
AC = [.. to 17]
Fort = [8 to ..]
Ref = [.. to 24]
  
Halfling
Small size
Speed 6
HP = [51 to 70]
Highest NAD: Ref
AC = [19 to 22]
Fort = [.. to 21]
Will = [.. to 27]
Special: +2 AC vs OA
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9 months ago  ::  Oct 03, 2012 - 8:49PM #188
CALEBROBERTS
Date Joined: Mar 11, 2010
Posts: 3,689
"Clever bastard" chuckes the sellsword when the elf tosses the fire bomb.

Seeing his own Half-Giant ally take a massive hit, Bharhas rushes to his aid.  Seeing the enemy ready a strike Bharhas puts up his shield and hopes that Sand can capitalize on the momentary lapse of attention from the huge combatant.  "Hit him where it counts Sand!" he says as he slides on by.

Spinning, Bharhas delivers a quick strike with his katar and a swift kick to the knee.

Actions Show
Move: B35 to -B33, provokes the OA from the Half-Giant and Elf. +1 bonus to AC with each OA.
Minor: Inspiring Word on Sand
Sand spends surge, gains surge HP + 4
Standard: Distrupting Advance vs Half-Giant 
19 vs AC
HIT: 14 damage and pushed 2 squares to B36 (It should enter both zones on the way)
The giant and any enemy adjacent to it at the end of the push (elf 2) are slowed until the end of Bharhas' next turn.

NOTE: the move assumes that Bharhas is not slowed like the "Status" section says.  If he was in fact slowed he will move to -A33 and the push will be to A36
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PCs Show
Big John Barleycorn Show
Big John Barleycorn

Big John Barleycorn, Level 5
Human, Knight
Human Power Selection Option: Heroic Effort
Languages: Common, Dwarven
Theme: Mercenary

VITALS
AC: 25 Fort: 19 Ref: 15 Will: 17
HP: 38/54

Surges: 8/11
Surge Value: 13

Initiative: +8
Speed: 5

CURRENT ABILITY SCORES
STR 19, CON 15, DEX 11, INT 10, WIS 15, CHA 8

[] Action Point
     Milestone: 1/2
[] Second Wind

TRAINED SKILLS
Athletics +9, Endurance +7, Heal +9, Intimidate +8

UNTRAINED SKILLS
Acrobatics +0, Arcana +2, Bluff +1, Diplomacy +1, Dungeoneering +4, History +2, Insight +4, Nature +4, Perception +4, Religion +2, Stealth +0, Streetwise +3, Thievery +0

POWERS
Standard Action
Melee Basic Attack
   Vicious Longsword +1: +12 vs AC, 1d8+6 damage
   Khopesh: +10 vs AC, 1d8+5 damage (Brutal 1)
Ranged Basic Attack
   Javelin (10/20): +10 vs AC, 1d6+5 damage

Minor Action
> Active < Knight Feature: Defender Aura
Knight Feature: Battle Guardian
> - < Fighter Utility: Defend the Line Stance
> - < Fighter Utility: Hammer Hands Stance
[] Level 2 Utility: Glowering Threat

No Action
[] Human Racial Power: Heroic Effort
[X] Mercenary Theme Power: Takedown Strike
[][] Attack Power: Power Strike

FEATS
Class Feat: Shield Finesse
Racial Bonus Feat: Master at Arms
Level 1: World Serpent's Grasp
Level 2: Improve Initiative
Level 4: Superior Will

ITEMS
Longsword +1
Khopesh
Shield of Protection
     [] Item Daily Power
Delver's Plate Armor +2
     [] Item Daily Power
Javelin x3
Adventurer's Kit
1 Opal
235g 172s 50c
Tsubasa Shou Show
Tsubasa Shou iplay4e link

Tsubasa Shou, level 2
Human Euphoric Ardent
Theme: Windlord
Languages: Common, Elven
Origin: Elemental

VITALS
AC: 19 Fort: 16 Ref: 14 Will: 18
HP: 32/32
Power Points: [][]

Surges: 6/9
Surge Value: 8

Initiative: +2
Speed: 5

CURRENT ABILITY SCORES
STR 13, CON 15, DEX 13, INT 8, WIS 10, CHA 18

[X][ Action Point
      Milestone: 1/2
[] Second Wind

TRAINED SKILLS
Athletics +9,  Diplomacy +10, Endurance +8, Heal +6, Intimidate +10

UNTRAINED SKILLS
Acrobatics +4, Arcana +0, Bluff +5, Dungeoneering +1, History +0, Insight +1, Nature +1, Religion +0, Stealth +2, Streetwise +5, Thievery +2

POWERS

Standard Action
Melee Basic Attack
     Greatspear: +7 vs AC, 1d10+2 damage
Human At-Will Attack  (Augment 0 only): Focusing Strike
At-Will Attack: Demoralizing Strike
At-Will Attack: Energizing Strike
[]Encounter Attack: Wind Fury Assault
[] Daily Attack: Battleborn Acuity

Move Action

Minor Action
[][] Encounter Utility: Ardent Surge

Immediate Reaction
[] Daily Utility: Healing Bond

No Action
[]Encounter Utility: Ardent Outrage

FEATS
Bonus Feat: Improved Defenses
Human bonus Feat: Polearm Expertise
Level 1: Weapon Proficiency: Greatspear
Level 2: Armor Proficiency: Scale

ITEMS
Magic Scale Armor +1
Flute
Silk Rope - 50 ft
Torch x2
Sunrod
Lantern
Oil (pint) x3
Tent
Bedroll
Backpack
Trail Rations x 10
Grappling Hook
Climber's Kit
Flint & Steel

0 g - 0 s - 0 c
Reznik Callahan Show
iPlay4e link

Reznik Callahan, Level 1
Human (Elf), Ranger/Druid
Languages: Common, Elven
Theme: Werewolf

CURRENT STATUS:

VITALS
AC: 17  Fort: 12  Ref: 15  Will: 14
HP: 25/25

Surges: 6/7
Surge Value: 6

Initiative: +4
Speed: 7

CURRENT ABILITY SCORES
STR 10, CON 13, DEX 18, INT 8, WIS 18, CHA 11

[X][] Action Point
     Milestone: 2/2
[] Second Wind

TRAINED SKILLS
Athletics +4, Nature +13, Perception +11, Stealth +9

UNTRAINED SKILLS
Acrobatics +3, Arcana -1, Bluff +0, Diplomacy +0, Dungeoneering +4, Endurance +0, Heal +4, History -1, Insight +4, Intimidate +2, Religion -1, Streetwise +0, Thievery +3

POWERS
Standard Action
At-Will Attack Twin Strike
At-Will Attack Savage Rend
At-Will Attack Wolf Shape Attack: Useable only in Wolf Form
[] Encounter Attack Two-Fanged Strike
[X] Daily Attack Sure Shot

Minor Action
At-Will Utility Hunter's Quarry
At-Will Utility Wild Shape
[] Encounter Utility Wolf Shape

Free Action
[X]Encounter Utility Elven Accuracy

FEATS
Level 1: Versatile Expertise
          Bow Expertise
          Totem Expertise

ITEMS
Longbow
Hide Armor
Short Sword
Totem
Cold Weather Clothing
Adventurer's Kit
Bharhas Show
iplay4e sheet

Bharhas, Level 3
Human, Warlord | Sorcerer
Human Power Selection Option: Bonus At-Will power
Languages: Common, Elven
Theme: Gladiator

CURRENT STATUS:
Phase of the Sun:
*At the start of your turn, each enemy adjacent to you takes fire and radiant damage equal to your Strength modifier.
*You also gain resist 5 cold.

VITALS
AC: 18 Fort: 18 Ref: 15 Will: 17
HP: 40/40

Surges: 6/6
Surge Value: 10

Initiative: +1
Speed: 6

CURRENT ABILITY SCORES
STR 18, CON 10, DEX 11, INT 10, WIS 8, CHA 17

[] Action Point
     Milestone: 1/2
[] Second Wind

TRAINED SKILLS
Athletics +8, Bluff +9, Diplomacy +9, Intimidate +9

UNTRAINED SKILLS
Acrobatics -1, Arcana +1,  Dungeoneering +0, Endurance -1, Heal +0, History +1, Insight +0, Nature +0, Perception +0, Religion +1, Stealth -1, Streetwise +4, Thievery -1

POWERS
Standard Action
Melee Basic Attack
   Longsword : +9 vs AC, 1d8+5 damage
   Katar: +9 vs AC, 1d6+4 damage
Warlord Attack: Wolf Pack Tactics
Warlord Attack: Viper's Strike
Sorcerer Attack: Storm Walk
[] Gladiator Theme Attack: Disrupting Advance
[] Level 1 Warlord Attack: Diabolic Stratagem
[] Level 1 Sorcerer Attack: Cosmos Call

Minor Action
[] Level 2 Warlord Utility: Shake It Off
[] Level 3 Sorcerer Attack: Lightning Cuts
[] Warlord Feature: Inspiring Word

Free Action
Dark Sun Arcane Feature: Arcane Defiling

No Action
[] Warlord Feature: Battlefront Shift

FEATS
Racial Bonus Feat: Mastery of Knives
Level 1: Hybrid Talent
Level 2: Sorcerous Blade Channeling 

ITEMS
Longsword
Katar
Cloth Armor of Sudden Recovery +1
     [] Item Daily Power
Heavy Shield
Cloak of Distortion
Adventurer's Kit
Survival Day x10
427g
Quick Reply
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9 months ago  ::  Oct 04, 2012 - 6:29PM #189
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861
[Next: Anyone]

The Half-Elf swings wide as Bharhas maneuvers swiflty around the Half-Giant. His precise katar strike takes down the Half-Giant, who collapses in the flames.

Seeing his fate, the remaining Half-Elf eyes widen. You see him bite hard on something in his mouth, then quickly collapse to the ground, foaming at the mouth. His clothes and his body -just like those of his companions'- take fire. Very quickly, an acrid mix of chemicals and burning flesh overwhelm your senses, making you gag and retch...

Mechanics Show
Bharhas' turn: Should only get an OA from the Half-Elf: Dagger: 10 vs AC, Miss!
Sand is back to 21hp.
Bharhas hits.
Upon entering the zone, the Half-Giant collapses with no target to take down with him

The Half-Elf bites somethings and collapses to the ground foaming at the mouth

Encounter Over

Short Rest Show
You hit a Milestone and gain an AP each. Please check that I have HP, HS, dailies uses and AP correct below.

Please declare your HS Spending

T'Chai 35/42
Lothi 18/34 
Sand 21/42
Bloodied
Aldalec 36/36 
Bharhas 29/40 Phase of the Moon: Bonus to AC equal to the number of conscious enemies adjacent. Resist 5 psychic.

Used powers:

Aldalec: HS: 4/9, AP: 0/1
Bharhas: HS: 3/6, AP: 0/1
Lothi: HS: 2/8, AP: 0/2
Sand: HS: 8/11, AP: 0/2 Exsiccating Short Sword
T'Chai: HS: 2/7, AP: 0/3
Quick Reply
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9 months ago  ::  Oct 04, 2012 - 10:13PM #190
CALEBROBERTS
Date Joined: Mar 11, 2010
Posts: 3,689
"That turned out better then it could have."  Bharhas sheathes his katar and sits with his back to one of the pillars.

Mechanics Show
Spend 1 surge 39/40 HP

•switch to Phase of the Sun
 
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PCs Show
Big John Barleycorn Show
Big John Barleycorn

Big John Barleycorn, Level 5
Human, Knight
Human Power Selection Option: Heroic Effort
Languages: Common, Dwarven
Theme: Mercenary

VITALS
AC: 25 Fort: 19 Ref: 15 Will: 17
HP: 38/54

Surges: 8/11
Surge Value: 13

Initiative: +8
Speed: 5

CURRENT ABILITY SCORES
STR 19, CON 15, DEX 11, INT 10, WIS 15, CHA 8

[] Action Point
     Milestone: 1/2
[] Second Wind

TRAINED SKILLS
Athletics +9, Endurance +7, Heal +9, Intimidate +8

UNTRAINED SKILLS
Acrobatics +0, Arcana +2, Bluff +1, Diplomacy +1, Dungeoneering +4, History +2, Insight +4, Nature +4, Perception +4, Religion +2, Stealth +0, Streetwise +3, Thievery +0

POWERS
Standard Action
Melee Basic Attack
   Vicious Longsword +1: +12 vs AC, 1d8+6 damage
   Khopesh: +10 vs AC, 1d8+5 damage (Brutal 1)
Ranged Basic Attack
   Javelin (10/20): +10 vs AC, 1d6+5 damage

Minor Action
> Active < Knight Feature: Defender Aura
Knight Feature: Battle Guardian
> - < Fighter Utility: Defend the Line Stance
> - < Fighter Utility: Hammer Hands Stance
[] Level 2 Utility: Glowering Threat

No Action
[] Human Racial Power: Heroic Effort
[X] Mercenary Theme Power: Takedown Strike
[][] Attack Power: Power Strike

FEATS
Class Feat: Shield Finesse
Racial Bonus Feat: Master at Arms
Level 1: World Serpent's Grasp
Level 2: Improve Initiative
Level 4: Superior Will

ITEMS
Longsword +1
Khopesh
Shield of Protection
     [] Item Daily Power
Delver's Plate Armor +2
     [] Item Daily Power
Javelin x3
Adventurer's Kit
1 Opal
235g 172s 50c
Tsubasa Shou Show
Tsubasa Shou iplay4e link

Tsubasa Shou, level 2
Human Euphoric Ardent
Theme: Windlord
Languages: Common, Elven
Origin: Elemental

VITALS
AC: 19 Fort: 16 Ref: 14 Will: 18
HP: 32/32
Power Points: [][]

Surges: 6/9
Surge Value: 8

Initiative: +2
Speed: 5

CURRENT ABILITY SCORES
STR 13, CON 15, DEX 13, INT 8, WIS 10, CHA 18

[X][ Action Point
      Milestone: 1/2
[] Second Wind

TRAINED SKILLS
Athletics +9,  Diplomacy +10, Endurance +8, Heal +6, Intimidate +10

UNTRAINED SKILLS
Acrobatics +4, Arcana +0, Bluff +5, Dungeoneering +1, History +0, Insight +1, Nature +1, Religion +0, Stealth +2, Streetwise +5, Thievery +2

POWERS

Standard Action
Melee Basic Attack
     Greatspear: +7 vs AC, 1d10+2 damage
Human At-Will Attack  (Augment 0 only): Focusing Strike
At-Will Attack: Demoralizing Strike
At-Will Attack: Energizing Strike
[]Encounter Attack: Wind Fury Assault
[] Daily Attack: Battleborn Acuity

Move Action

Minor Action
[][] Encounter Utility: Ardent Surge

Immediate Reaction
[] Daily Utility: Healing Bond

No Action
[]Encounter Utility: Ardent Outrage

FEATS
Bonus Feat: Improved Defenses
Human bonus Feat: Polearm Expertise
Level 1: Weapon Proficiency: Greatspear
Level 2: Armor Proficiency: Scale

ITEMS
Magic Scale Armor +1
Flute
Silk Rope - 50 ft
Torch x2
Sunrod
Lantern
Oil (pint) x3
Tent
Bedroll
Backpack
Trail Rations x 10
Grappling Hook
Climber's Kit
Flint & Steel

0 g - 0 s - 0 c
Reznik Callahan Show
iPlay4e link

Reznik Callahan, Level 1
Human (Elf), Ranger/Druid
Languages: Common, Elven
Theme: Werewolf

CURRENT STATUS:

VITALS
AC: 17  Fort: 12  Ref: 15  Will: 14
HP: 25/25

Surges: 6/7
Surge Value: 6

Initiative: +4
Speed: 7

CURRENT ABILITY SCORES
STR 10, CON 13, DEX 18, INT 8, WIS 18, CHA 11

[X][] Action Point
     Milestone: 2/2
[] Second Wind

TRAINED SKILLS
Athletics +4, Nature +13, Perception +11, Stealth +9

UNTRAINED SKILLS
Acrobatics +3, Arcana -1, Bluff +0, Diplomacy +0, Dungeoneering +4, Endurance +0, Heal +4, History -1, Insight +4, Intimidate +2, Religion -1, Streetwise +0, Thievery +3

POWERS
Standard Action
At-Will Attack Twin Strike
At-Will Attack Savage Rend
At-Will Attack Wolf Shape Attack: Useable only in Wolf Form
[] Encounter Attack Two-Fanged Strike
[X] Daily Attack Sure Shot

Minor Action
At-Will Utility Hunter's Quarry
At-Will Utility Wild Shape
[] Encounter Utility Wolf Shape

Free Action
[X]Encounter Utility Elven Accuracy

FEATS
Level 1: Versatile Expertise
          Bow Expertise
          Totem Expertise

ITEMS
Longbow
Hide Armor
Short Sword
Totem
Cold Weather Clothing
Adventurer's Kit
Bharhas Show
iplay4e sheet

Bharhas, Level 3
Human, Warlord | Sorcerer
Human Power Selection Option: Bonus At-Will power
Languages: Common, Elven
Theme: Gladiator

CURRENT STATUS:
Phase of the Sun:
*At the start of your turn, each enemy adjacent to you takes fire and radiant damage equal to your Strength modifier.
*You also gain resist 5 cold.

VITALS
AC: 18 Fort: 18 Ref: 15 Will: 17
HP: 40/40

Surges: 6/6
Surge Value: 10

Initiative: +1
Speed: 6

CURRENT ABILITY SCORES
STR 18, CON 10, DEX 11, INT 10, WIS 8, CHA 17

[] Action Point
     Milestone: 1/2
[] Second Wind

TRAINED SKILLS
Athletics +8, Bluff +9, Diplomacy +9, Intimidate +9

UNTRAINED SKILLS
Acrobatics -1, Arcana +1,  Dungeoneering +0, Endurance -1, Heal +0, History +1, Insight +0, Nature +0, Perception +0, Religion +1, Stealth -1, Streetwise +4, Thievery -1

POWERS
Standard Action
Melee Basic Attack
   Longsword : +9 vs AC, 1d8+5 damage
   Katar: +9 vs AC, 1d6+4 damage
Warlord Attack: Wolf Pack Tactics
Warlord Attack: Viper's Strike
Sorcerer Attack: Storm Walk
[] Gladiator Theme Attack: Disrupting Advance
[] Level 1 Warlord Attack: Diabolic Stratagem
[] Level 1 Sorcerer Attack: Cosmos Call

Minor Action
[] Level 2 Warlord Utility: Shake It Off
[] Level 3 Sorcerer Attack: Lightning Cuts
[] Warlord Feature: Inspiring Word

Free Action
Dark Sun Arcane Feature: Arcane Defiling

No Action
[] Warlord Feature: Battlefront Shift

FEATS
Racial Bonus Feat: Mastery of Knives
Level 1: Hybrid Talent
Level 2: Sorcerous Blade Channeling 

ITEMS
Longsword
Katar
Cloth Armor of Sudden Recovery +1
     [] Item Daily Power
Heavy Shield
Cloak of Distortion
Adventurer's Kit
Survival Day x10
427g
Quick Reply
Cancel
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The Haven General [IC] A Tyrian Intrigue [4e Dark Sun]
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