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.
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: 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]
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
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. MechanicsShow
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. PowersShow
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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. MBAfrom 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: 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]
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
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.
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
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)
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:
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.
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]
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
"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.
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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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
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...
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
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