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Lothi draws another of his daggers, but before he starts to move in, he stops himself. He looks across the room and nods to the half-giant as he stands against the wall and surveys the battlefield.
Mechanics Show No Action: Delay until after Sand's turn.
[Next: Lothi, Sand, T'Chai, Aldalec]
Seeing Lothi hesitate, the Half-Elf aims between the pillar and the wall and throws the dagger he pulled out of his thigh back at his owner. He, too, finds his target and draws blood. The other Half-Elf starts spinning the fire globe on its strings while he moves to your right, against the wall. Then he releases it towards Bharhas with a big "WOOSH". It blows up at the warrior's feets, brutally illuminating the small room, causing everyone to wince. Some flames catch Bharhas and he has to put them away quickly before getting too burn. Nearby, Aldalec was well hidden behind the pillar and avoids any trouble. Mechanics Show Lothi: Delays (whut? Give up the benefit of 1st strike? Okay...) Half-Elf 1's turn: Move: to A30 Standard: Bomb on [-E,30] Burst 1, for 7 Fire Damage on Aldalec: 10 vs Ref, Miss! on Bharhas: 18 vs Ref, Hit! Half-Elf 1's turn: Standard: Dagger on Lothi: 29 vs AC, Hit! For 12 Damage 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 below 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 [A,30] ??/?? Half-Elf Grenadier 2 [A,37] -11/?? >>>Lothi [-I,36] 22/34 >>>Sand [-C,34] 42/42 >>>T'Chai [-J,37] 35/42 Standing in Dim Light >>>Aldalec [-F,33] 36/36 Half-Giant Thug 1 [A,33] ??/?? Half-Giant Thug 2 [-A,36] ??/?? Bharhas [-E,30] 25/40 Phase of the Sun: SoT: each enemy adjacent takes 4 fire & radiant damage. Resist 5 cold. Halfling Leader [C,35] ??/?? Partial Cover Special: Torches: [C,33], Held by Sand, Thug 1, Thug 2 Used powers: Aldalec: HS: 4/9, AP: 0/1 Bharhas: HS: 2/6, AP: 0/1 Lothi: HS: 0/8, AP: 0/1 Sand: HS: 6/11, AP: 0/1 Exsiccating Short Sword T'Chai: HS: 2/7, AP: 0/2 Enemy Knowledge Show Half-Giant Thug
Speed 6 Highest NAC Def: Fort Half-Elf Grenadier Speed 6 HP = [23 to ..] Highest NAC Def: Ref AC = [.. to 17] Halfling Small size Speed 6 Highest NAC Def: Ref Special: +2 AC vs OA Mechanics Show @Scyner: It didn't seem sporting to try and kill the enemies without you looking out for them. Move: Walk to -I,36 Standard: Escaping Shot vs Thug 1: 28 vs Will (forgot CA from Cunning Stalker); 8 damage and target is dazed until the end of T'Chai's next turn 16(1d20) +10 = 26; 1(1d10) +6 +1 = 8 Effect: Shift to -K,37 Note to Sand: Thug 1 Dazed, no OAs; Fetch the halfling. Question for Scyner: With B/C,35 being a 1/2 square down, does that mean that they are also difficult to climb out of? 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. Sand moves forward, past the dazed thug, and up to the halfling in the hole. He smiles down at the hafling with a wicked grin and then swings his swords. One sword impales the halfling and flings him out of the hole. The other goes after the nearby thug. Sand then sets himself preparing for the retaliation to come. Move Action: Move to B,34 Standard Action: Funneling Flurry vs Halfling Leader and Thug 1 Attack: Funneling Flurry vs Halfling Leader and Thug 1 (AC attack, CA) (1d20+11+2=29, 1d20+11+2=22) HIT, HIT? Damage: Funneling Flury damage vs Leader; Thug 1 (1d6+7=11, 1d6+7=9) Effect: Mark both Leader and Thug 1 On Hit Effect: Slide leader to C,34; Slide Thug 1 to B,33 Minor Action: Stone's Endurance Effect: Gain resist 5 all EonT (Sand) Combat Stat Block Show AC: 19 Fort: 17 Reflex: 14 Will: 14
HP: 42/42 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 [X] Wasteland Fury [] Funneling Fury [] Minor Resurgence [] Advanced Lunge [] Tempest Dance [X] Exsiccating Short Sword
Lothi bolts forward when he sees the half-giant charge. Seeing Sand move in one direction, the elf tumbles the other way, trying to slip in behind one the thugs without being noticed. Either way, his dagger finds flesh.
Mechanics Show Move: Walk to (A,32). Standard: Deft Strike to move to (B,32) and take OA, then attack with CA on Thug 1: 1d20+11+3=28, 1d4+2d6+6=16 No Action: Surprise Strike on Thug 1, dazing him UEO Lothi's NT. Combat Statblock Show AC 18 (20 vs. OAs), Fort 13, Ref 18, Will 14; Speed 7
HP 22/34 Healing Surges 7/7 (8) Init +5 Status Resist Psychic 5, +1 to Thievery (Open Locks) Action Points 1 [ ] []Minor Action []Move Action []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
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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. []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. []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. []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
[Next: Aldalec]
Map & Status Update Mechanics Show T'Chai: Hits Note: You had to be in [-I,35] to have LOS... but that does not affect your final position Sand: Hits twice Lothi: Since the Thug is Dazed, you did not have to take an OA (actually you did not even need to move to [B,32] to get OA, but I moved you there anyway. Lothis hits. Thug 1 is Bloodied. Lothi gains 4THP from Virtue of Valor. 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 [A,30] ??/?? Half-Elf Grenadier 2 [A,37] -11/?? T'Chai [-J,37] 35/42 Standing in Dim Light Sand [B,34] 42/42 5 Resist All UEONT Lothi [-I,36] 22+4/34 >>>Aldalec [-F,33] 36/36 Half-Giant Thug 1 Half-Giant Thug 2 [-A,36] ??/?? Bharhas [-E,30] 25/40 Phase of the Sun: SoT: each enemy adjacent takes 4 fire & radiant damage. Resist 5 cold. Halfling Leader [C,34] -9/?? Marked UEONT (Sand) Special: Torches: [C,33], Held by Sand, Thug 1, Thug 2 Used powers: Aldalec: HS: 4/9, AP: 0/1 Bharhas: HS: 2/6, AP: 0/1 Lothi: HS: 0/8, AP: 0/1 Surprise Strike Sand: HS: 6/11, 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 = [38 to 70] Highest NAC Def: Fort AC = [.. to 28] Will = [.. to 28] Half-Elf Grenadier Speed 6 HP = [23 to ..] Highest NAC Def: Ref AC = [.. to 17] Halfling Small size Speed 6 HP = [18 to ..] Highest NAC Def: Ref AC = [.. to 22] Special: +2 AC vs OA
The strikingly good-looking bard of Raam, beloved of the female masses and the Queen of Raam herself, moved to stand before Bharhas.
"A brief moment before you set to decorating the walls with their blood my new friend." Aldalec released a piercing whistle as he leveled his blade toward the beleagured half-giant thug with the intent to cause further damage and insult. The bard laughed at the halfling's cry about madness and then he howled with mirth as Sand flung the little man from his hiding place. "Crazy you say? Mad you say? Ha ha, nay to you I say! Surrender now and you and yours may yet again enjoy the sweet perfumed embraces of..oh who am I kidding? You are all far to ugly to even bed a dead gith." Mechanics Show Move: to -D30; Staggering Note vs B33: Staggering Note vs Will of B33 (1d20+8=16) if hit push 2 squares into C33: Prior to move Lothi may make MBA vs Thug (believe this should allow another sneak attack as the power is per turn and will still have CA as power allows for attack either before, during or after move). Will Let Lothi roll attack and damage if Staggering Note hit. 4pts of thunder damage from attack. OOC Show Keep in mind Virtue of Valor for bloodying opponents. Expended Powers Show DM note! Show see OOC Combat Stat Block Show
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 *200 owed to us upon completion of assignment by Thiel Dakhar.
As the bard's strange music wisks the thug away, Lothi makes another dig into him with his knives.
Mechanics Show No Action: Melee Basic Attack (CA) vs. Thug 1 (B33): 1d20+10+3=27, 1d4+2d6+2=12
[Next: Bharhas]
In trouble, and with one of the Half-Giants almost dead, the Halfling shouts at the other one "Come to me you Oaf! Get him! Get him!" he adds, pointing at Sand. The Thug obeys his leader and rushes Sand, knocking him prone and landing a quick blow with his Greatclub. Mechanics Show Aldalec & Lothi Hit Corrected the fact that Sand had to drop his torch HG Thug 2's turn: Move: to [A,35] Minor: Push Through on Sand (+2 CA): 21 vs Fort, Hit! Sand is pushed to [B,33], knocked prone and Thug Shifts in [B,34] Standard: Greatclub on Sand (+2 CA): 26 vs AC, Hit! 13-5=8 Damage HG Thug 1's turn: Minor: Stone's Endurance 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 [A,30] ??/?? Half-Elf Grenadier 2 [A,37] -11/?? T'Chai [-J,37] 35/42 Standing in Dim Light Sand [B,33] 34/42 5 Resist All UEONT, Prone Lothi [-I,36] 22+4/34 Aldalec [-F,33] 36/36 Half-Giant Thug 2 [B,34] ??/?? Half-Giant Thug 1 [B,33] -51/?? 5 Resist All UEONT, Bloodied, Dazed UEONT (Lothi), Marked UEONT (Sand) >>>Bharhas [-E,30] 25/40 Phase of the Sun: SoT: each enemy adjacent takes 4 fire & radiant damage. Resist 5 cold. Halfling Leader [C,34] -9/?? Marked UEONT (Sand) Special: Torches: [C,33], [-C,34], Thug 1, Thug 2 Used powers: Aldalec: HS: 4/9, AP: 0/1 Bharhas: HS: 2/6, AP: 0/1 Lothi: HS: 0/8, AP: 0/1 Surprise Strike Sand: HS: 6/11, 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 = [52 to 70] Highest NAC Def: Fort AC = [.. to 28] Will = [.. to 16] Half-Elf Grenadier Speed 6 HP = [23 to ..] Highest NAC Def: Ref AC = [.. to 17] Halfling Small size Speed 6 HP = [18 to ..] Highest NAC Def: Ref AC = [.. to 22] Special: +2 AC vs OA
[Next: T'Chai, Sand, Lothi, Aldalec]
Everyone feels a tingle in their stomachs as Bharhas daws energy for a spell. He moves from the left pillar's cover to the right one's, with each of his steps sounding like thunder. Suddenly, a loud "boom" shakes the Halfling to the core and Bharhas has already disappeared behind the pillar before his target can react. Apparently not comfortable in melee, the Halfling tries to move away. He fails to do so when, from the ground, Sand hits him in the knees with the flat of one of his short swords. This stops the Halfling in his tracks. Raging, the Halfling grabs two flasks from his belt and throws them in Lothi's general direction. One bursts on the floor right behind the Elf and sprays Lothi and Sand with white goo that sticks to thier clothes, weapons and shoes. The second flask hits Lothi in the chest, releasing white acrid smoke as the liquid eats his armor. The Elf starts panicking as he realises this is acid. He scrapes his armor with his daggers frenetically to avoid the worst. It gets worse, as the two Half-Elves focus fire and blow up two fire bombs seeting Lothi and Sand's clothes on fire. Quickly, they seek cover behind pillars. Mechanics Show Bharhas's turn: Move: to [-E,35] Standard: Storm Walk on Thug 1 (+2 CA): 19 vs Fort, Hit! 16-5=11 Damage. Then Shift to [-E,36] Halfling's turn: Move: to [C,36] Immediate Interrupt: Combat ChallengeOA Sand uses MBA on Halfling (-2ATK + 1OA): 27 vs (AC+2), Hit! 12 Damage Movement is stopped Standard: Alchemical Barrage granting two attacks: Caustic Glue: Burst 1 centered on [A,32], vs Ref Lothi: 28 vs Ref, Hit! Sand: 13 vs Ref, Hit! Both take 4 Damage and are Slowed (save ends). Lothi's THP are gone and Sand absorbs the 4 with Stone's Endurance. Use of Acid Jar triggers Combat Challenge from Sand: MBA on Halfling: 18 vs AC, Miss! I guess that because CC is not an OA then the Halfling does not get his bonus. Acid Jar on Lothi (-2 Marked): 21 vs Ref, Hit! 10 Acid Damage on Lothi, and 2 Damage to nearby creatures (Sand and Thug 1 both absorb it) Lothi is Bloodied Grenadier 1's turn: Move: to [-D,32] Standard: Fire Bomb, Burst 1 centered on [A,32] Lothi: 16 vs Ref, Hit! Sand: 22 vs Ref, Hit! For 7 Fire Damage (only 2 on Sand) Grenadier 2's turn: Move: to [-C,36] Standard: Fire Bomb, Burst 1 centered on [A,32] Lothi: 14 vs Ref, Miss! Sand: 15 vs Ref, Hit! For 11-5=6 Fire Damage on Sand 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 [-D,32] ??/?? Half-Elf Grenadier 2 [-C,36] -11/?? >>>T'Chai [-J,37] 35/42 >>>Sand [B,33] 26/42 5 Resist All UEONT, Prone, Slowed (save ends) >>>Lothi [-I,36] 5/34 Slowed (save ends), Bloodied >>>Aldalec [-F,33] 36/36 Half-Giant Thug 2 [B,34] ??/?? Half-Giant Thug 1 [B,33] -62/?? 5 Resist All UEONT, Bloodied, Dazed UEONT (Lothi), Marked UEONT (Sand) Bharhas [-E,30] 25/40 Phase of the Sun: SoT: each enemy adjacent takes 4 fire & radiant damage. Resist 5 cold. Halfling Leader [C,34] -21/?? Marked UEONT (Sand) Special: Torches: [C,33], [-C,34], Thug 1, Thug 2 Used powers: Aldalec: HS: 4/9, AP: 0/1 Bharhas: HS: 2/6, AP: 0/1 Lothi: HS: 0/8, AP: 0/1 Surprise Strike Sand: HS: 6/11, 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] Will = [.. to 16] Half-Elf Grenadier Speed 6 HP = [23 to ..] Highest NAD: Ref AC = [.. to 17] Halfling Small size Speed 6 HP = [42 to ..] Highest NAD: Ref AC = [19 to 22] Special: +2 AC vs OA Mechanics Show Move: Walk to -I,36 Standard: Elemental Spirits vs Thug 2: 17 vs AC; 8 thunder damage and any creature that starts its turn adjacent to the target takes 3 thunder damage 7(1d20) +10 = 17; 2(1d10) +6 = 8 Note: Site rerolled when I was trying to ensure I typed Elemental Spirits into the description. If that misses, you can use that other roll for the Inevitable Shot RBA (Biting Swarm) I would have used against Thug 2 from Thug 1's square. 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.
"Augh!" Lothi can't figure whether to pat himself to put out the fire or refrain from doing so to avoid contact with the acid. "I gotta... Brother, sorry..." he mutters to Sand as he strikes at one of the thugs haphazardly and pulls back.
Mechanics Show Minor: Low Slash on Thug 1: 1d20+11+3=22, 2d4+2d6+6=16; if that doesn't kill him, Slowed on hit; I'll forgo the slide. Move: Shift to (A,32). Standard: Second Wind to spend one healing surge (down to 6/7) and recover 8 HP (to 13/34). Saving Throw vs. Slowed: 1d20=11 Dazed condition on Thug 1 ends. Combat Statblock Show AC 18 (20 vs. OAs), Fort 13, Ref 18, Will 14; Speed 7
HP 13/34 Healing Surges 6/7 (8) Init +5 Status Resist Psychic 5, +1 to Thievery (Open Locks) Action Points 1 [ ] [x]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
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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
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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
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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
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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. []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 Sand stands up and spits on the floor. He then swings his swords into one of the thugs and the halfling. Though he misses them both, he does manage to grab their attention. Move Action: Stand up Standard Action: Dual Strike vs Thug 1 if alive 2 otherwise; halfling Attack: Dual Strike vs Thug 1 if alive 2 otherwise; halfling (AC Attack) (1d20+11=13, 1d20+11=13) MISS, MISS Effect: Mark both Leader and Thug 1 (or 2 if 1 dead) Combat Stat Block Show AC: 19 Fort: 17 Reflex: 14 Will: 14
HP: 42/42 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 [] Minor Resurgence [] Advanced Lunge [] Tempest Dance [X] Exsiccating Short Sword
"Don't be shy now Lothi my friend, Sand does not mind sharing his kills! He relishes the competition in fact. Lay on my friends and urge them to shriek and howl even louder and fill this ancient chamber with the music of their pain and fear!" Aldalec's blade flashes and catches some of his translocated torchlight sending a burst of dazzling sunlight into the thug's eyes.
"Come along now little man and join in the dance of sand and death! Even though you are half the man I am and I dare say you lack the necessary parts to even be called man or half a man let alone half a halfling." Aldalec holds up his pinky to indicate his estimation of the halfling's manhood and then hoots and laughs mockingly. The halfing, incensed to the point of seeing red shrieks and tries to move around Sand and Lothi to reach and silence the grinning face of the bard of Raam. The bard merely smirks and gives the halfling a vile hand gesture before yawning as if the whole melee was beneath him. Mechanics Show Minor: Majestic Word on Lothi and slide him to A33; Standard: Song of the New Dawn Vs Thug 1: Song of the New Dawn vs Thug 1 Reflex (1d20+8=16, 2d8+6=11)pts of radiant damage and both Sand and Lothi can make 2 saves and take the highest result. Action Point: Cutting Words vs Halfling: Cutting Words vs Halfling vs Will. (1d20+8=27, 1d8+6=14)pts of psychic damage and pulls the target 2 squares. End space: A34. OOC Show Keep in mind Virtue of Valor for bloodying opponents. Expended Powers Show DM note! Show see OOC Combat Stat Block Show
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 *200 owed to us upon completion of assignment by Thiel Dakhar.
[Next: T'Chai, Lothi, Sand, Aldalec]
"Shut your pie hole, you stupid Kank!" Shouts the Halfling at the Bard. As Lothi maneuvers away from trouble to catch his breath, he slashes at the already banged up Half-Giant, who drops to the ground, holding his leg while bleeding to death. The remaining Half-Giant's eyes widen in panic. However, with resolution, he tightens his grip on his great club and takes a vicious swing at Sand. Sand manages to intercept the blow, using both short swords in an X-parry. The force of the blow is such, that the momentum drives the club far enough to hit him in the shoulder, still. Bharhas, from behind his pillar, unleashes another thunder clap that hits and shakes the Halfling once more... This time, he looks to be inches from collapsing, but somehow still stands. The Halfling takes a quick swing at Sand, who doesn't bother parrying his little club. "I will see you another time. I know your faces. I will know your names. My vengeance will be a thorough process" shouts the diminutive leader, as he runs for his life through the secret staircase. Sand and Lothi try to intercept the dodgy little pest, but he proves to be too fast, as their weapons only slice through empty space. You all hear a faint "Cover me!" from downstairs and the two Half-Elves coordinate their fire on Sand and Lothi before rushing for the exit. The two fire bombs explode at the same time and spray Lothi and Sand with burning oil. Sand rolls on the ground to put the fire away... Soon a dark veil falls over the Half-Giant's eyes... Mechanics Show T'Chai: hits Thug 2 Lothi: Hits and Kills Thug 1. Ahhhhh CRAP I forgot immediate interrupt when Half Giant dies... Oh well, my loss.... Lothi is very lucky with 5hp left... Lothi gains +4 THP. SW to get HS+4=12hp. Saves. Sand: Takes 3-5=0hp at start of turn. Double miss, marks both targets. I rolled the forgotten Saving Throw and succeeded. Sand is no longer slowed. Aldalec: Majestic word on Lothi to regain HS+4=12hp. Hits. AP. Hits & Bloodies & Pulls. Thug 2's turn: Minor: Stone's Endurance to gain 5 Resist All UEONT Standard: Greatclub on Sand: 20 vs AC, Hit! 13 Damage. Sand is Bloodied Bharhas' turn: Standard: Storm Walk on Halfling: 21 vs Fort, Hit! 16 Damage. Halfling's turn: Standard: Club on Sand: 27 vs AC, Hit! 4 Damage Move: to tunnel in [B,35] and beyond Trigger: OA from Sand (+1): 13 vs (AC+2), Miss! OA from Lothi: 1 Roll, Miss! Halfling disappears from sight Half-Elf Grenadier 1's turn: Standard: Fire Bomb, Burst 1 centered on [A,32] Lothi: 23 vs Ref, Hit! Sand: 23 vs Ref, Hit! 7 Fire Damage Move: to [B,35] Half-Elf Grenadier 2's turn: Standard: Fire Bomb, Burst 1 centered on [A,32] Lothi: 21 vs Ref, Hit! Sand: 24 vs Ref, Hit! 7 Fire Damage Move: to [C,35] Sand is Dying. 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 [B,35] ??/?? Half-Elf Grenadier 2 [C,36] -11/?? >>>T'Chai [-J,37] 35/42 >>>Lothi [A,33] 19/34 >>>Sand [B,33] -5/42 DYING [][][] >>>Aldalec [-F,33] 36/36 Half-Giant Thug 2 [B,34] -19/?? 5 Resist All UEONT, Inflicts 3 Damage on creatures starting next to him UEONT (T'Chai), Marked UEONT (Sand) Half-Giant Thug 1 [B,33] DEAD Bharhas [-E,30] 25/40 Phase of the Sun: SoT: each enemy adjacent takes 4 fire & radiant damage. Resist 5 cold. Halfling Leader [A,34] -51/?? Marked UEONT (Sand), Bloodied, Currently not visible Special: Torches: [C,33], [-C,34], Thug 1, Thug 2 Used powers: Aldalec: HS: 4/9, AP: 1/1 Majestic Word 1/2, Song of the New Dawn Bharhas: HS: 2/6, AP: 0/1 Lothi: HS: 2/8, AP: 0/1 Surprise Strike, Low Slash, Second Wind Sand: HS: 6/11, 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 = [.. to 16] Will = [.. to 16] Half-Elf Grenadier Speed 6 HP = [23 to ..] Highest NAD: Ref AC = [.. to 17] 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 Mechanics Show Move: Walk to -C,34 Standard: Elemental Spirits vs Grenadier 1: 22 vs AC (after cover); 14 lightning damage and any creature that starts its turn adjacent to the target takes 3 lightning damage 14(1d20) +10 = 24; 8(1d10) +6 = 14 OOC: Sorry Sand. Hoping it'll drop the halfling. 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.
[Next: Sand, Aldalec]
Lothi feels sorry for Sand, but patching wounds has never been his forte. If I can kill these jokers fast enough, others will have time to patch him up quick. With these thoughts, the Elf jumps out of the Half-Giant's reach before he can even think of reacting. He moves around and slashes at the Half-Elf grenadier, cutting his thigh open with a slash of his dagger. Mechanics Show T'Chai: Hits Grenadier 1, inflicting 14 damage and applying condition. Lothi's turn: Move: Shift to [-A,34] Standard: Deft Strike to move 2 to [A,36], and attack Grenadier 1: 25 vs AC, Hit! 9 Damage Grenadier 1 is Bloodied Lothi gains 4 THP OOC: Sand is next and will take 3 Lighhtning Damage at the start of his turn. Also ignore some of the marks on tokens, I removed them after finalizing the image. 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 [B,35] -23/?? Bloodied, Inflicts 3 Lightning Damage on creatures starting next to him UEONT (T'Chai) Half-Elf Grenadier 2 [C,36] -11/?? T'Chai [-C,34] 35/42 Lothi [A,36] 19+4/34 >>>Sand [B,33] -5/42 DYING [][][] >>>Aldalec [-F,33] 36/36 Half-Giant Thug 2 [B,34] -19/?? 5 Resist All UEONT Bharhas [-E,30] 25/40 Phase of the Sun: SoT: each enemy adjacent takes 4 fire & radiant damage. Resist 5 cold. Halfling Leader [A,34] -51/?? Bloodied, Currently not visible Special: 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 1/2, Song of the New Dawn Bharhas: HS: 2/6, AP: 0/1 Lothi: HS: 2/8, AP: 0/1 Surprise Strike, Low Slash, Second Wind Sand: HS: 6/11, 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 = [.. to 16] Will = [.. to 16] Half-Elf Grenadier Speed 6 HP = [28 to 46] Highest NAD: Ref AC = [.. to 17] 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
"No no! Don't step aside you fools! Die for your halfling master! T'Chai enjoys his half elven flesh live and screaming! Feast well my Thri'Kreen friend! Sand! Get you up and finish this coward of a half-giant! The sounds of his quailing and sobbing is grating upon the nerves!" The bard gestured wildly with his blade weaving a deadly arc before him, his bright eyes and flashing mad grin shining from the shadows of the pillar.
"The templars demand punishment or payment for daring to deal within their walls halfling! Do you hear me? Gourdon will find you well before you crawl out of your hole like the coward you and you entire race are known for. Your water is weak little puppet!" he howled in hopes of driving the halfling mad with rage and to buy him and his companions time to catch him before he was gone. "Bharhas! Quit laughing and slay me quick those cretins!" Mechanics Show Minor: Majestic Word on Sand and slide if wishes; Standard: Focused Sound vs Thug Ref Focused Sound on Thug vs Reflex (1d20+8=14, 1d10+6=13) pts of thunder damage. See In Effect for Effects of Focused Sound OOC Show Keep in mind Virtue of Valor for bloodying opponents. In Effect Show If hit Thug can now be critted on an 18-20 eont. DM note! Show see OOC Combat Stat Block Show
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 *200 owed to us upon completion of assignment by Thiel Dakhar.
[Next: Bharhas]
Apparently, what the Halfling will do to the Half-Elves is worse than Aldalec's promises of pain, as they remain unphased. Aldalec's attack fails to hurt the Half-Giant, but slows him down long enough for Sand to roll out of the way of his massive club. Mechanics Show OOC: Sand had to go before Aldalec and take -3hp + roll death ST, but considering Aldalec's turn it is pretty much irrelevant and we can just jump ahead Sand: Takes 3 Lightning Damage. Death Saving Throw: irrelevant. Aldalec: Heals Sand. Misses. Sand is Bloodied and Prone, no longer Dying. Half-Giant Thug's turn: Standard: Greatclub on Sand (+2 CA): 17 vs AC, Miss! EoT: Buff fades 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 [B,35] -23/?? Bloodied, Inflicts 3 Lightning Damage on creatures starting next to him UEONT (T'Chai) Half-Elf Grenadier 2 [C,36] -11/?? 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] -19/?? >>>Bharhas [-E,30] 25/40 Phase of the Sun: SoT: each enemy adjacent takes 4 fire & radiant damage. Resist 5 cold. Halfling Leader [A,34] -51/?? Bloodied, Currently not visible Special: 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: 2/6, AP: 0/1 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 = [28 to 46] Highest NAD: Ref AC = [.. to 17] 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
"Alright, alright. Time we were done with these clowns anyway." Quick as the lightning that crackles on his blade the sellsword advances.
He makes several attemps with the crakling katar but the elf manages to thwart them all. Finally he gets a glancing blow with his shield to the elf's arm. The unfortunante guard flinches at the pain but his eyes go wide as the punching dagger digs deep under his ribs, his body jolting with energy. Actions Show Move: -E36 to A35 Standard: Storm Walk (Melee 1) vs Grenadier 1 7 vs Fort Minor: Lightning Cuts vs Grenadier 1 24 vs Ref; 12 lightning damage NOTE: Phase of the Sun: enemies starting their turn adjacent to Bharhas take 4 fire + radiant.
[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 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.
Mechanics
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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
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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
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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
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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
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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
[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 Sand stands and glowers at the nearby thug. He then swings his swords into one the thugs and quickly steps out of the fire. 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
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
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 *200 owed to us upon completion of assignment by Thiel Dakhar.
[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
"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
[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
"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
Lothi takes a few limping steps before stretching his leg out and shaking it. "Could have," he mutters in agreement. Squatting next to one of their attackers' bodies, Lothi fights his gag reflex as his eyes dart over the damage. "Curious..."
Short Rest Show Lothi spends 2 Healing Surges (down to 3/7) to recover to full HP. Mechanics Show Streetwise: 1d20+10=21 (Has Lothi ever heard of anything like this among the Tyrian gangs?) Combat Statblock Show AC 18 (20 vs. OAs), Fort 13, Ref 18, Will 14; Speed 7
HP 34/34 Healing Surges 3/7 (8) Init +5 Status Resist Psychic 5, +1 to Thievery (Open Locks) Action Points 2 [ ] []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
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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
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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
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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
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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
Aldalec moved his air filter to cover his face and then wrapped his turban scarf about his face as well.
"How thoughtless of him to leave without saying farewell." the bard quipped as he moved closer. "Pull the bodies from the flames before we lose any potential clues or leads as to where their halfling has gotten himself off to!" The bard of Raam pulled one of the half-elves by his ankles from the burning area before ripping the cloak from the first half-giant to fall and using it to smother out the flames. "Quickly now before this all fouls our air down here as well." As he moved about the room attempting to salvage and clear a way to the passage beneath he hummed a lively tune more commonly heard in taverns and inns during feasts. Mechanics Show Song of Healing and attempt to see if chase is possible and to save what goods we can.
[Next: Anyone]
You painstakingly clean up the scene, pulling the bodies away from the fire as suggested by Aldalec. Once the fire is entirely put out, you start looking for clues amongst their former belongings, but to no avail. Their weapons, clothes and armor have been damaged beyond repair and are of no value. You find a handful of Silvers on each Half-Elf, but that is about it. There is no gang or house sign or tatoo of any sort. When you check the secret tunnel through which they came -and out of which the Halfling escaped- you suspicions become reality: after about 20 yards underground, the tunnel is completely collapsed. The Hafling must have had it booby-trap, in case a transaction ever turned sour... And it seems that day has finally arrived. You keep looking for clues, but as time goes by, you come to the conclusion that it truly feels like a dead end... Mechanics Show You find a total of 10 Silver coins (100 gp). Nothing else is of value. With the +4hp bonus Bharhas should be back to 40/40 I assumed Sand, who is running low on HS, would spend only one surge to 36/42... If you want to spend one more to full HP, let me know and he will be down to one HS. Recap of what you know Show >> Thiel Dakhar hired you to find and stop whoever is producing and dealing the drug called Laq. >> You know little about the Dakhars, Thiel is the heir (i.e. his parents are running the house) and appears to be a man of principles, who wants justice to be dealt. >> Thiel suspects that someone has bad intentions towards his house, as it must have taken some work and manipulation to convince Kemu -the dead dwarf employee- to try and get addicted to the drug. >> Thiel requested that significant findings be reported to him >> Laq is a powerful and very addictive drug that soothes and provides relief from all sorts of pain (physical and psychological) >> Laq's side effect is a black tongue. The black tongue is also a side effect from Zarneeka that could be used to produce Laq >> Zarneeka is a very mild pain reliever. It is so mild that people use it for baby teeth and many think it to be just a placebo. >> Laq's overdose turns addicts crazy and drives them into a bloody rampage, while totally insensitive to pain (think powerful & fast raging zombies) >> A powerful organization seems to be behind the drug distribution network. A vicious Hafling appears to be at the helm, or at least appears to be a key member of the drug producers. The distribution is taking lace through local gangs (the Iron Rats were on of them. Other more powerful gangs might be involved) Status Show T'Chai 35/42
Lothi 34/34 Sand 36/42 Aldalec 36/36 Bharhas 40/40 Phase of the Sun. Used powers: Aldalec: HS: 4/9, AP: 0/1 Bharhas: HS: 4/6, AP: 0/1 Lothi: HS: 4/8, AP: 0/2 Sand: HS: 9/11, AP: 0/2 Exsiccating Short Sword T'Chai: HS: 2/7, AP: 0/3
Frustrated that the halfling managed to get away Sand kicks at the rubble in the tunnel. Turning to Aldalec he asks, "What now?"
Mechanics Show Shor Rest: Yes I'll only spend 1 surge ![]() Combat Stat Block Show AC: 19 Fort: 17 Reflex: 14 Will: 14
HP: 36/42 Bloodied Value: 21 Healing Surges Used: 10/11 Surge Value: 11 Initiative Modifier: +3 Status: Other Relevant Information: Action Points Used: 1/2 [] Second Wind [] Stone's Endurance [] Wasteland Fury [] Funneling Fury [] Minor Resurgence [] Advanced Lunge [] Tempest Dance [X] Exsiccating Short Sword
The ever pragmatic Bharhas weighs in from his seat on the floor. "I doubt these were the only scum selling Laq. I say we dig up another hive."
Lothi has taken to pacing the room and glancing behind pillars as the investigation's fruitlessness becomes more and more evident. He speaks up after Bharhas. "Could be about time we speak with our... ever generous patron. I'd say this warrants an update."
"Indeed I believe that will be the best course of action at this time. Let us be most wary that we are not followed so as to keep our benefactor removed from scandal. Let us get word to him and get ourselves out of this meat oven."
Aldalec doled out the coin and then with a grandiose swirl of his robes and cloak exited the room.
[Next: Anyone]
You walk your way out of the Undertyr, still amazed that an ancient throne room could have been so close to an entry point. It had been pillaged more than once of course and nothing of any value was left there... Yet, you wonder what could be found if you ever decided to venture deeper into the ancient ghost city. Though, you know that nothing ever comes for free in the world of Athas. If there are any treasures left, they will either be very well hidden behind secret doors, traps, or worse -if the rumors are true- they will be guarded by the ghosts, zombies, spirits and ghouls of their original owners... Anyway, this is likely for another time... For now, you have a more pressing issue to address. Considering the manner in which you left the Dakhar estate, with Bharhas throwing stones and faking betrayal, you decide that it's probably best to reconnect discreetly. Aldalec goe sto the Dakhar estate on his own first. After all, he is the only human outside of Bharhas, hence the least likely to be noticed. At the door, under the cover of his hood, he speaks to the guards and a house employee to arrange an appointment with Thiel later that night. Once it is agreed, you all show up at the door under the cover of the night. A duo of bulky dwarven guards lets you in after proper identification. You are walked but a house employee into the same comfortable room as the first time you met your employer. After a few moments on your own, various foods and beverages -some alcoholic- are brought by two human waitresses, and you indulge while waiting for your Thiel Dakhar. He finally shows up after about ten minutes, with a concerned look on his face. "So, what have we here? It looks like you ran into a bit of trouble, but apparently, nothing you could not handle since you all made it back. Please tell me about your findings" OOC Show I added one piece and a tweak in the list below, nothing major or critical Recap of what you know Show >> Thiel Dakhar hired you to find and stop whoever is producing and dealing the drug called Laq. >> You know little about the Dakhars, Thiel is the heir (i.e. his parents are running the house) and appears to be a man of principles, who wants justice to be dealt. >> Thiel suspects that someone has bad intentions towards his house, as it must have taken some work and manipulation to convince Kemu -the dead dwarf employee- to try and get addicted to the drug. >> Thiel requested that significant findings be reported to him >> Laq is a powerful and very addictive drug that soothes and provides relief from all sorts of pain (physical and psychological) essentially through dreaming "awake", which lets you control your dreams (so everyone can find their own pleasures/escapes). >> Laq's side effect is a black tongue. The black tongue is also a side effect from Zarneeka that could be used to produce Laq >> Zarneeka is a very mild pain reliever. It is so mild that people use it for baby teeth and many think it to be just a placebo. >> Laq's overdose turns addicts crazy and drives them into a bloody rampage, while totally insensitive to pain (think powerful & fast raging zombies) >> A powerful organization seems to be behind the drug distribution network. A vicious Hafling appears to be at the helm, or at least appears to be a key member of the drug producers. The distribution is taking lace through local gangs (the Iron Rats were on of them. Other more powerful gangs might be involved) >> Aldalec took the amulet that signaled the suppliers to show up with a shipment if it were to enter the specific room you visited in the Undertyr Status Show T'Chai 35/42
Lothi 34/34 Sand 36/42 Aldalec 36/36 Bharhas 40/40 Phase of the Sun. Used powers: Aldalec: HS: 4/9, AP: 0/1 Bharhas: HS: 4/6, AP: 0/1 Lothi: HS: 4/8, AP: 0/2 Sand: HS: 9/11, AP: 0/2 Exsiccating Short Sword T'Chai: HS: 2/7, AP: 0/3
"Well, we managed to get to a seller. Some halfling. He got away as his lackies died. Fools."
"Hummm. A Halfling you say? Interesting... Considering there aren't that many in Tyr, it should narrow down the population... but still that's a lot to look into. Did you get a name, maybe, or a general description of his features?" Seeing that you don't have an answer for this, he resumes his questionning "Well, do you have any additional details on the way they operate, their means, or any attachment to any organization maybe?" Recap of what you know Show >> Thiel Dakhar hired you to find and stop whoever is producing and dealing the drug called Laq.
>> You know little about the Dakhars, Thiel is the heir (i.e. his parents are running the house) and appears to be a man of principles, who wants justice to be dealt. >> Thiel suspects that someone has bad intentions towards his house, as it must have taken some work and manipulation to convince Kemu -the dead dwarf employee- to try and get addicted to the drug. >> Thiel requested that significant findings be reported to him >> Laq is a powerful and very addictive drug that soothes and provides relief from all sorts of pain (physical and psychological) essentially through dreaming "awake", which lets you control your dreams (so everyone can find their own pleasures/escapes). >> Laq's side effect is a black tongue. The black tongue is also a side effect from Zarneeka that could be used to produce Laq >> Zarneeka is a very mild pain reliever. It is so mild that people use it for baby teeth and many think it to be just a placebo. >> Laq's overdose turns addicts crazy and drives them into a bloody rampage, while totally insensitive to pain (think powerful & fast raging zombies) >> A powerful organization seems to be behind the drug distribution network. A vicious Hafling appears to be at the helm, or at least appears to be a key member of the drug producers. The distribution is taking lace through local gangs (the Iron Rats were on of them. Other more powerful gangs might be involved) >> Aldalec took the amulet that signaled the suppliers to show up with a shipment if it were to enter the specific room you visited in the Undertyr
"Well, we do know the fools in the Iron Rats were doing some dealing for 'em. Could be other gangs involved that way as well, likely on the smaller side overall -- or that's my guess. Probably how they get most of their things done on the streets, with everything trickling down from the top and spreading out. Question's who's on top exactly.
"And I don't know if this means anything, but the Iron Rats who were supposed to meet with the halfling were carrying an amulet to signify that that's what they were there for. Maybe the design's significant? "Oh! This is a good bit: the guys we ran up against seem to have some sort of suicidal combustion act to guard against interrogations and post-stabbing searches. It was somethin' they bit down on -- pill of some sort? That was pretty much the first thing to go up in flames, I wager, so..." Lothi shrugs.
Aldalec paused to give his companions a chance to speak and then shrugged and addressed Lord Dakhar. "The halfling was a dreadful boor as well as a coward. He stayed in the back and fled before the tide of battle had been decided. Of course he could be clever and realize that none may stand before the lot of us. He of course made the obligatory threats of revenge so he clearly has delusions of being a villian that one hears of in tavern songs."
"As Lothi says we did get this given to us by some local gang calling themselves the 'Iron Rats' though not a one of them had any metal to their spine at all though Lothi here gave them plenty extra stone to make up for it. Ha ha!" The bard held out the carved stone amulet so that their patron could examine it. "The meeting place was an ancient chamber in your undercity that appeared to be a throne room at one time. A hidden tunnel underneath was collapsed by the fleeing little man so that we could not give chase." He savored the cool taste of the fermented kank honey-wine and sampled a bit of the spiced meats as he watched Thiel Dakhar for any sign that he might recognize it. "If the halfling is a right spiteful little cannibal we may yet have a chance to capture and question him..assuming he does not bite a poison bladder and kill himself like one of his half-elven soldiers did. Probaby was afraid we'd give him over to T'Chai." Thiel Dhakar listens carefully to Lothi's tale, nodding from time to time while absorbing the news. "A pretty determined group, if they'd rather die than be caught and answer questions... Maybe the fear of retaliation from the Halfling..." When Aldalec hands him the amulet, he thoroughly inspects it. "Interesting, I must have seen this pattern somewhere, but I can't place it..." Looking at Lothi, "...and you say it signaled for the suppliers to show up when you reached a specific location in the Undertyr?" When the rogue nods he concludes that "This must be infused with some spell. Maybe it can be traced or linked to whatever device they use to receive the signal..." He then lets Aldalec finish his bit, and takes a long pause, looking at the amulet and scratching his chin, lost in his thoughts. "Hummm, I need some time to think about this, and check on a few things on my own. If you come back tomorrow at the same hour of the night, I may have some answers... I have a hunch, but I need to be certain, for, if I am wrong, it could lead to undesired consequences... Now, pardon me, but I must retire for the rest of the night" Your employer cannot miss Aldalec's look of disappointment at the idea of leaving these luxurious surroundings, the hors-d'oeuvres and the fine drinks, but he politely waves you in the direction of the door...
Out on the dark, cold streets, Bharhas looks up one then down the other. Pulling his wide sunhat down around his ears he caresses the bone handle of his sheathed obsidain katar. "Best to hole up for the night. You fellas got a favorite spot? One with easy women and cheap broy?"
The rest of the group reminds Bharhas that they are fairly new to the city. He is a foreigner too, but had a bit more time to explore and discover a few places. He decides to stay in the neighborhood and leads everyone to the Sandstone Inn, within the Nobles' Quarters.
The inn is run by Prihn Gorim, a graying, middle-aged woman. Bharhas explains that the Gorim family used to travel the Tyr-to-Balik trade routes with silks and textiles. A few years ago, while Prihn was in Tyr, braxats attacked the Gorim caravan, murdering everyone. Now, the family home is all she has left and she refuses to part with it. To maintain the home and feed herself, Prihn operates the house as an inn. Once there, you decide to take two of the cheapest rooms, at 5 ceramics a piece. Aldalec and Lothi take one room, while Sand and Bharhas take the other. T'Chai, as per usual, doesn't need a bed and keeps and eye on the softs skins in their comatose state from a corner of one of the two rooms... The rooms are modest but clean, and you should be able to get a good night's rest. Full Rest Show All powers, HP, HS are restored and AP reset to 1 each. I will apply -10gp to the group's bank in post 1. For Fluff, T'Chai would likely go in the room of the individual he considers the clutch leader / best hunter.
You can decide to do nothing all day, until the meeting, or, if you want, do a bit of research on the Dhakar's family to learn more about your employer - since you have not done so originally.
Bharhas wakes up late, knowing that there is little on his plate until the night. Besides, anyone that woke him up would have gotten a dragon's paw in the neck. He enjoys a leisurly breakfast, watching the red sun rising higher and higher. Its going to be hot today. Just like every other day of my life. He chuckles softly to himself.
Gathering his gear and making sure his share of the loot is with him, the sellsword strikes out for the markets to hear what he can hear. Since he has some time on his hands he decides to ask a few questions about his illustrious employers, the Dahhkars. He knows they are clothing manufactueres but more importantly, they make weapons, Metal weapons. Knowing that forges cannot possibly be kept secret he asks the vendors at the market who look like they might want to talk. streetwise: 15
Aldalec stretched and again marveled at the debauched decadence of the large room with all of its silken pillows and divans. He gazed off the balcony at all of Raam and its farmlands beyond. So small they seemed from this height and he stretched out a hand and extended a finger to block out a distant structure with a squishing motion. He laughed aloud at the possibility of it all and reclined back into the lap of his beloved queen. He gazed down at him with her eyes that had seen ages come and pass and madness swirled beneath the surface of them and reflected in the eyes of the bard. Her kiss upon his lips was fierce and he inhaled the intoxicating mixture of perfume and spices and the ages. "You know you are my favorite. Of all the lovers I have ever taken, you are my favorite. But you have a promise you have yet to fulfill. Now it is time for you to awaken my champion."
The bard of Raam's eyes fluttered open and he gave a bright white grin and his blue eyes glittered in the shadows of the room. He extricated himself from the mass of sleeping female forms and quietly dressed and slipped from the room. He had spent the evening engaged in serious diplomatic negotiations and would need a few hours for his brain to sort through the knowlege gathered. Many a secret is shared and made let slip in the night chambers of soldiers, merchants, templars and nobles and Aldalec had done exhaustive and thorough work to gather what information he could from those that know best. Streetwise, Diplomacy with Words of Friendship modifier. (1d20+10=12, 1d20+10+5=32)
In the elven market, while keeping a hand on his purse and an eye on his back, Bharhas feings interest in some elven's inventory of fine clothes to ask a few questions.
"Hum, the Dhakars? Yeah, they're known to produce the finest stuff. Word is that they actually make much more money with this business than with them steel weapons. Steel is pricey and customers who can afford, few 'n far between. Maruk Dhakar probably runs this business more as a hobby than anything, jus' to remind him of the good ol' day when he fought for Kalak on the battlefields..." He then picks up a piece of desert garment asking Bharhas "Here! Pure Dhakar work. For two Silvers it's yours..."
"I got one silver for the clothes. I got a second for ah bit of gossip. Hobby or not, i'm interested in the steel. Where do they say the steelworks are friend?"
Bharhas flips the man the first silver, revealing a second in his palm. OOC: no check. I am running with greed here.
The Elf hesitates for a bit, tempted to haggle, but quickly grabs the coins and hands the piece of cloth to Bharhas.
"Well, you're lucky this is a slow day!". Considering how fast he reacted, Bharhas fails to believe him, thinking the garment was no real Dhakar fabric... But he chooses to ignore it, since the Silver is more for the information than the goods. "What do I know about the Dhakars?... Maruk Dakhar is the patriarch. Like I said, he earned his current estate on the battlefield as one of Kalak’s generals. When he retired, King Kalak ennobled him, giving him title, land, wealth, the whole 9 yards if you will. He settled with his wife in the Nobles Quarter within Tyr’s walls. Her business acumen allowed them to keep a nice life style thanks to her high end clothing business alongside his weaponsmith business. Like I said, that business is not that profitable, considering it is focused on steel weapons. Iron is hard to come by, and people who can afford these weapon even harder. But this is his personal favorite, like a hobby, allowing him to stay in touch with his martial past. As far as I know, his wife is now dead though, but her business endures..." OOC Show Sorry a bit repetitive, but that's all he seems to know
"Yes, but WHERE are the smithies? The steelworks? I am sure there are rumors at least."
Bharhas contiues to hold the coin back. OOC: It seems like the where part f my previou post may have been missed. Just RPing that here
The Elf shrugs "Huh! The smithies? Ah yes! I stray, I stay... As usual... Well, I think the forge should be on their estate... Separate building though, because it is said that the wife wasn't found of the noise... It's likely not that big, and likely one blacksmith working it and living there. There is only so much iron to work at a time, probably a sword or a dagger this and there... Like I said, not much of a business"
"Thanks fer the clothes guy." Bharhas flips him the second silver and heads off back to the Dhakar estate.
He swings by the Sandstone Inn again to change into his new clothing and hand off his gear to T'Chai. "Keep it safe T'Chai. I'll be back in not too long." With his punching dagger on his hip, the slightly disguised Bharhas walks around the Dhakar estate until he hears the sounds of a smithy or smells the forge.
Bharhas observes the Dhakars estate. It is composed of three buildings surrounding a court, the whole compound, surrounded by a tall stone wall. The largest building is where the family lives and where you have been received to discuss with Thiel. The second largest building in the back is where you suspect are the stables. Finally, you hear some hammering and see some dark smoke coming out of the smallest building, leaving no doubt that this is where their blacksmith performs his art..
OOC Show 1. Bharhas isn't sure he can derive any useful info from his
2. I am waiting for a post from Harn & flashback from Aldalec's crazy night to divulge more info! ![]()
Lothi is not too supportive of turning their investigation toward their own employer, but he humors Bharhas. Not like the Dhakars are the ones putting drugs out there... But I suppose we have no leads in that direction for now, and maybe a little bit of intelligence wouldn't hurt.
While Bharhas is out doing what he does, the elf remains in Sandstone Inn, ignoring the suspicious glares of its patrons while he sips on kank mead and shares in whatever tales those who join him will tell and hear.
OOC
Show
Looks like I completely missed Harn's post! The bard of Raam's eyes fluttered open and he gave a bright white grin and his blue eyes glittered in the shadows of the room. He extricated himself from the mass of sleeping female forms and quietly dressed and slipped from the room. He had spent the evening engaged in serious diplomatic negotiations and would need a few hours for his brain to sort through the knowlege gathered. Many a secret is shared and made let slip in the night chambers of soldiers, merchants, templars and nobles and Aldalec had done exhaustive and thorough work to gather what information he could from those that know best. The problem with alcohol is that, on the one hand, it unties tongues, but on the other hand, it affects memories... Aldalec's head is still pounding, and the bright light of the new day does nothing to aleviate his pain. Still conversations from the previous night of intense work comes back in waves, and faces are blurry, as if in a dream... A voice and an exisite face with azur-blue eyes and a nose piercing linked to her left earing by a small silver chain whipers "Of course, pretty boy... As always, the wife was the smartest and the savviest with the money. Ellinda's high end clothing business made all the money, but she hid that fact from him to spare his feelings... Too bad she died while giving birth to their third child, Leena..." And then, this woman from where? Ah yes, Gulg. Dark of skin, feline, almost savage! Her mermerizing voice was also gossiping like the other girls "Maruk’s health has been ailing lately. He is relying more and more on Yaban, the House advisor, and his son, Thiel. Aaaaah Thiel, he is so rich and hansome!!! Of course, not as handsome as you my love..." And what did the third one say? Yes... the one with the beautiful hips and the generous cleavage "The oldest is Hadara. A very ambitious Templar. But Thiel is the heir, not only because he is the only son, but also because he is the one with the best business acumen. Hadara's style is too.. aggressive, while his is more measured. "
The day goes by excruciatingly slowly.
Bharhas keeps on walking around, doing a lot of inpecting on the Dhakar property and a lot of asking around about them, but does not discover any additional meaningful information. Aldalec spends the rest of the day nursing his headache, finally getting rid of it after many cups of water, bathroom breaks and a welcome afternoon nap. Sand wakes up very late, under T'Chai's watch. He was prettty banged up after all, and the extra rest was very welcome. Lothi stays in the Inn all day slowly sipping mead, drawing stares from other patrons since Elves are usually not welcome in this part of town. Luckily, no one provokes him and he stays out of trouble. By dinner time, the group is together again, savoring honneyed grilled lizard at a small table in the corner of the main room, the one at which Lothi sat all day. Aldalec and Bharhas share their findings with the rest of the group, not entirely sure about how it can be helpful. When the night is here and the streets dark, it is finally time to go. You gear up,head to the Dhakar estate nearby and knock on the door without delay. The dwarven house employee opens the door "Master said you'd come. Follow me, please." He brings you to the same reception room, where you sat and conversed with your employer twice before. "Let me get Master Thiel, I will be right back" says the Dwarf, before disappearing behind a curtain. After a few moments sitting in complete silence, you are startled by the Dwarf's voice screaming from upstairs "Aaaaah! Master Thiel! Murder! Murder!". You look at each other, wondering what to do next.
Lothi reacts with a deadpan "What." In the next instance he's bounding to where the dwarf is using the most direct route he can.
Bharhas actually pokes his head out of the door (or window). Looking for a fleeing figure of some sort.
If he finds nothing he rushes up the stairs behind Lothi.
[Next: Anyone]
The rest of the group follows Lothi and Bharhas upstairs, with the feeling that something went very wrong. Once upstairs, you immediately spot to your left the only open door with the Dwarf standing in front of it, a frightened look on his face. He is so absorbed by the scene in front of him that he only notices your appearance once your get very close and Lothi breaks the anguished silenced to asked what happened. "I... I... saw him in his room only moments ago, I brought him tea just before opening for you downstairs. Look it's still over there untouched, and warm!" The Dwarf points a shaky hand towards a spot in the room. You get behind him to see the room from his point of view and dicover the scene. A body is lying face down on top of a mattress in the far right corner of the room. The Dwarf's hand point in the direction of a tray on nightstand by the bed, with one clay mug on it. The body, no doubt Thiel's, is completely motionless while his left arm and left leg lay at an awkward angle. You can see the shadow of what must be blood seeping on the mattress underneath... The room is otherwise pretty simple. There is a desk on the opposite side -to your left- with a bunch of things on it. There is a wide open window in front of you with long white sheer curtains floating on each side, like two ghosts in the night. Next to the desk is an agafari dresser, and above the bed a painting. You are next interrupted by a little girl's voice coming from further down the hallway "Brok what happened?" Getting no answer, she repeats. "What happened?" Brok finally moves, extracted once more from his torpor "If... If... You'll excuse me" he stammers to you before running towards the little disheveled girl, who was obviously asleep. He picks her up in his arms and hugs her very tight, taking her away from the scene "Here, here, everything will be ok". "Brok I know something is wrong! What happened?" You hear their voices fade away as he takes who you guess must be Leena, Thiel's younger sister, away from Thiel's bedroom. You are now left alone for a few moments with the bedroom for yourself, since you expect that the entire house will be fully awake within a matter of minutes. You suspect things wll get more complicated with the drama that is about to hit the Dhakar family... Skill Challenge: Another Body Show Goal: You are trying to find Thiel Dhakar's cause of death.
Description: This is a round based skill challenge. Everybody has to act exactly once per turn unless they spend an AP to do an extra action in the same round. A Medium DC Roll grants a success. A roll below Easy DC is a Critical fail and a roll above Hard DC is a Critical success. Successes: 0/?? Failures: 0/3 DC Levels: Easy: 10, Medium: 14, Hard: 21 Modifiers: - Available skills and list of things to investigate Path 1: Inspecting the body First Roll: Perception or Heal Path 2: Inspecting the room First Roll: Perception
Lothi watches the dwarf leave with a bit of suspicion on his face. "Just beautiful..."
The elf gets serious for once and turns to the Thri-Kreen. "T'Chai, take a look at the body and see what you can tell us about the kill." Unsure of how to properly suggest a course of action to a Thri-Kreen, he adds a beffudled "Please?" Lothi himself sets to looking the room over for anything strange. Mechanics Show Perception: 1d20+9=23
T'Chai steps carefully into the room, not wanting to disturb the scene before it can be examined. He stares at the sprawled body, unsure how they usually lie. He had seen many humans sleeping, and they always seemed to lie awkwardly. This didn't seem any different. He poked and prodded, trying to discern any clues, but this unnatural structure was blocking the wind and sun, depriving him of two common tracking indicators. Without those, he was at a bit of a loss as to where to begin.
Mechanics Show Perception to examine body: 13 2(1d20) +11 = 13
[Next: Aldalec, Bharhas or Sand]
Lothi's thorough inspection of the room reveals traces by the window. The assassin apparently came from the outside and used a grapnel. However he must have been very quick, because he is already long gone. The assassin or his grapnel are nowhere within sight. Meanwhile, T'Chai inspection of the body yield nothing, the mantis warrior is at a loss against such an alien body structure Skill Challenge: Another Body Show Goal: You are trying to find Thiel Dhakar's cause of death.
Description: This is a round based skill challenge. Everybody has to act exactly once per turn unless they spend an AP to do an extra action in the same round. A Medium DC Roll grants a success. A roll below Easy DC is a Critical fail and a roll above Hard DC is a Critical success. Successes: 1/?? Failures: 1/3 DC Levels: Easy: 10, Medium: 14, Hard: 21 Modifiers: - Round 1: Lothi: Perception, Crit Success! Extra info revealed T'Chai: Perception, Fail Available skills and list of things to investigate Path 1: Inspecting the body First Roll: Perception or Heal Path 2: Inspecting the room Second Roll: Perception
Bharhas sigh and shakes his head as the Kreen pokes ineffectually at the body. "Lets roll him over big fella" says the man with a chuckle. Together they roll the body onto its side.
"Hold him up while I check this out T'Chai." Bharhas has seen alot of wounds in his days, an quickly discerns the nature of this one. Rolls Show
[Next: Aldalec or Sand]
Bharhas find a thin slit on the left ribcage, no doubt left by a small dagger. Skill Challenge: Another Body Show Goal: You are trying to find Thiel Dhakar's cause of death.
Description: This is a round based skill challenge. Everybody has to act exactly once per turn unless they spend an AP to do an extra action in the same round. A Medium DC Roll grants a success. A roll below Easy DC is a Critical fail and a roll above Hard DC is a Critical success. Successes: 2/?? Failures: 1/3 DC Levels: Easy: 10, Medium: 14, Hard: 21 Modifiers: - Round 1: Lothi: Perception, Crit Success! Extra info revealed T'Chai: Perception, Fail! Bharhas: Heal, Success! Available skills and list of things to investigate Path 1: Inspecting the body First Roll: Heal or Nature to find out more about the wound Path 2: Inspecting the room Second Roll: Perception to look for any clues the assassin could have left behind
Sand, who seems a little out of his comfort zone, watches as the others deal with the situation. Frustrated that he doesn't have much to contribute, he pushes his way forward to take a look at the wound with the others, though he's not able to glean any additional information.
Mechanics Show
[Next: Aldalec]
Sand's impatience does not help him get a proper look. The Half-Giant does not find anything new. Skill Challenge: Another Body Show Goal: You are trying to find Thiel Dhakar's cause of death.
Description: This is a round based skill challenge. Everybody has to act exactly once per turn unless they spend an AP to do an extra action in the same round. A Medium DC Roll grants a success. A roll below Easy DC is a Critical fail and a roll above Hard DC is a Critical success. Successes: 2/?? Failures: 2/3 DC Levels: Easy: 10, Medium: 14, Hard: 21 Modifiers: - Round 1: Lothi: Perception, Crit Success! Extra info revealed T'Chai: Perception, Fail! Bharhas: Heal, Success! Sand: Nature, Fail! Available skills and list of things to investigate Path 1: Inspecting the body First Roll: Heal or Nature to find out more about the wound Path 2: Inspecting the room Second Roll: Perception to look for any clues the assassin could have left behind
Aldalec is too distracted over the loss of coin having not been paid in full and fears that the easy path to luxury and wealth has slipped through his fingers like the silt of Athas.
Perception: Boo. Perception (1d20+5=9)
[Next: Anyone]
Your conentration is borken as you hear some noise from downstairs when the main door opens and what you guess are armed folks, walk in the entrance of the building. You hear Brok's voice and a stranger talking as they, and two more, walk up the stairs. "... they were working for him on some specific task, and they are still here looking for clues..." Says the dwarven servant. Then he stops when he sees you. He is about to introduce the group of three, one Human and two hulking Half-Giants, but he is quickly interrupted by a nonchalant wave of the hand by the human before he can say anything. "No need for introductions, Dwarf. I already know most of them, and so do they know me. I had them under my custody for the bloodbath in the Elven Market, and this one..." Looking at Lothi "arrested for pick-pocketing. Your Master was definitely asking for trouble, frequenting their lot" He then turns towards you "Now, out of the way, let the professionals work"Mechanics & OOC Show That's a fail, triggering a special event: the arrival of Gourdon, the Templar who already arrested you for killing the Dwarf Kemu Dakhar in the Elven Market. Your goal now is to try to keep him outside and busy while the rest of the group looks for more clues. Next is Religion or Diplomacy by anyone. Skill Table Show ![]() Skill Challenge: Another Body Show Goal: You are trying to find Thiel Dhakar's cause of death.
Description: This is a round based skill challenge. Everybody has to act exactly once per turn unless they spend an AP to do an extra action in the same round. A Medium DC Roll grants a success. A roll below Easy DC is a Critical fail and a roll above Hard DC is a Critical success. Successes: 2/?? Failures: 3/3* DC Levels: Easy: 10, Medium: 14, Hard: 21 Modifiers: - Round 1: Lothi: Perception, Crit Success! Extra info revealed T'Chai: Perception, Fail! Bharhas: Heal, Success! Sand: Nature, Fail! Aldalec: Perception, Fail! Available skills and list of things to investigate Buy some time with Gourdon: Diplomacy or Religion: Diplomacy is self explanatory, flatter him and waste his time. Religion: Don't forget that there are no gods in Athas, and that Religion relates more to the knowledge of the hierarchy within the templars
Lothi mumbles, "I like to think it was a bit more elaborate than pick-pocketing, but fair enough..." After glancing back toward Thiel's body, he lightly elbows Aldalec in the side and nods toward Gourdon.
Bharhas puts on his "templar smile." It has gotten him out of more then a few stick situations with these fanatics in the past.
"Ah! Templar Gourdon, if I am not mistaken. We have not met, but one of your standing and honor is known widely in these trying times." Bharhas has gotten close to the templar, occupying him in the doorway while his companions hurridly work. "Just the other day I heard you being praised for your wisdom while I was in the market. It seems that the Free people are rather smitten with your ideas on justice." Bharhas give him a fanboy look. "You must be making plans for achieving higher office soon. I mean, everyone I talk to thinks you are the logical choice for advisor to Lord Tithian. What I wouldn't give to be in your sandles right now." Actions Show Diplomacy = 29
Thats right, ah Crit!
[Next: Anyone except Bharhas]
Gourdon shrugs at Lothi's statement. Then, Bharhas' praises clearly don't fall on deaf ears, especially the last part. "Advisor to King Tithian..." He takes a pause, leading you to believe that he never thought of the idea, nor did anyone ever suggest it to him... Probably for good reason... "That is exactly right! If anyone has the skills, it should be me, and no one else! After all my years of solving crimes of all sorts. No one can match my flair and deduction skills. This should be recognized and elevate to the highest ranks in this new Tyrian society... Too long have I been ignored, but now is the time!" Gourdon and Bharhas keep on talking about how Gourdon should advance in the hierarchy, while the two Half-Giants can be seen sighing and rolling their eyes behind him. Bharhas carefully keeps the Templar's attention from what is going on in the room behind him, giving everyone else time for further inspection of the crime scene. Mechanics & OOC Show The Crit gets you two extra rolls in the skill challenge, I am reopening the two Paths to investigate (room & body). I can give bonuses if you look for specific things that turn out to be there (but negative if they are not there) - for instance poison mentioned by Caleb Skill Table Show ![]() Skill Challenge: Another Body Show Goal: You are trying to find Thiel Dhakar's cause of death.
Description: This is a round based skill challenge. Everybody has to act exactly once per turn unless they spend an AP to do an extra action in the same round. A Medium DC Roll grants a success. A roll below Easy DC is a Critical fail and a roll above Hard DC is a Critical success. Successes: 2/?? Failures: 3/5* DC Levels: Easy: 10, Medium: 14, Hard: 21 Modifiers: - Round 1: Lothi: Perception, Crit Success! Extra info revealed T'Chai: Perception, Fail! Bharhas: Heal, Success! Sand: Nature, Fail! Aldalec: Perception, Fail! Round 2: Bharhas: Diplomacy, Nat 20! Gets two extra rolls in the challenge Available skills and list of things to investigate Path 1: Inspecting the body First Roll: Heal or Nature to find out more about the wound Path 2: Inspecting the room Second Roll: Perception to look for any clues the assassin could have left behind
As soon as Gourdon is sufficiently distracted, Lothi heads toward Thiel's body, making sure to slide by T'Chai and mutter, "I'll take a look at the body. Maybe your eyes can track the killer's actions better than mine, brother."
The elf kneels beside the broken man. Damn shame... He examines Thiel's wounds. He looks for any additional injuries aside from the stab wound, then turns his attention to whether or not poison may have been involved. Mechanics Show Perception: 1d20+9=15
[Next: Aladalec, Sand or T'Chai]
After a few seconds of looking at the wound and the caked blood, Lothi decides that it's not his forte and instead focuses on finding more clues in the room. It does not take him long to spot a dagger covered in blood that had rolled all the way under the bed. He picks it up, for everyone -except Gourdon and company- to see. It is obviously an Elven design, which gives pause. Lothi Show Lothi owns a similar dagger: undoubtedly a dagger from the Toothcutter, or stolen from them, but who would steal from the best thieves? Mechanics & OOC Show @mighty: I think you read too quickly, the perception roll is to inspect the room only. For the body/potential poison, it's Nature or Heal, where T'Chai and Aldalec are much better, so I refluffed as you inspecting the room Keep in mind you'll have to burn a Diplo roll after the next roll to keep Gourdon busy (save best Diplo bonus for him). At this stage, it looks like a Nature roll from T'Chai is the best option, Then Aldalec Diplo. But your call. Skill Table Show ![]() Skill Challenge: Another Body Show Goal: You are trying to find Thiel Dhakar's cause of death.
Description: This is a round based skill challenge. Everybody has to act exactly once per turn unless they spend an AP to do an extra action in the same round. A Medium DC Roll grants a success. A roll below Easy DC is a Critical fail and a roll above Hard DC is a Critical success. Successes: 3/?? Failures: 3/5* DC Levels: Easy: 10, Medium: 14, Hard: 21 Modifiers: - Round 1: Lothi: Perception, Crit Success! Extra info revealed T'Chai: Perception, Fail! Bharhas: Heal, Success! Sand: Nature, Fail! Aldalec: Perception, Fail! Round 2: Bharhas: Diplomacy, Nat 20! Gets two extra rolls in the challenge Lothi: Perception, Success! Available skills and list of things to investigate Path 1: Inspecting the body Second Roll: Heal or Nature to find out more about the wound Path 2: Inspecting the room Third Roll: Insight to make sense out of the papers on the desk. +4 for Arcanists, because they can read
T'Chai tilts his head, his antennae twitching at something. He stepped in again and took a closer look at the knife, shielding it with his body as much as he could. He didn't like the arrival of the Templar. He seemed to be a strong character who did not look out for the best interest of his klutch - he took the easy answers rather than seek the truth. Much like the hunter that picks off the weak of a herd, the scraggly with barely enough meat to feed the hunter. He comes back with a kill, but not one that does the klutch any good.
Mechanics Show Nature check to look for poison: 21 8(1d20) +13 = 21
[Next: Aldalec or Sand]
T'Chai's hunter instincts quickly reveal the use of poison. It is present around the wound and on the blade, leaving no doubt as to what happened: The killer must have climbed through the window with a grapnel, hid and taken down his target with a single shot. A closer look gives T'Chai a bit mroe information. Apparently, the poison is naturally green-colored and turns black when in contact with human blood. It also has anti-coagulative properties. While T'Chai does not know this poison, an apothecary might know what it is and where to find it... Mechanics & OOC Show Crit Success! extra info and a bonus roll on the next roll in the "body path". Obviously at this stage the poison is not a surprise to the players, but that's something the characters did not know... You also learn a bit about its properties. Your next roll though must be a roll to keep Gourdon busy, as per below. Skill Table Show ![]() Skill Challenge: Another Body Show Goal: You are trying to find Thiel Dhakar's cause of death. Description: This is a round based skill challenge. Everybody has to act exactly once per turn unless they spend an AP to do an extra action in the same round. A Medium DC Roll grants a success. A roll below Easy DC is a Critical fail and a roll above Hard DC is a Critical success. Successes: 4/?? Failures: 3/5* DC Levels: Easy: 10, Medium: 14, Hard: 21 Modifiers: +2 to next body roll Round 1: Lothi: Perception, Crit Success! Extra info revealed T'Chai: Perception, Fail! Bharhas: Heal, Success! Sand: Nature, Fail! Aldalec: Perception, Fail! Round 2: Bharhas: Diplomacy, Nat 20! Gets two extra rolls in the challenge Lothi: Perception, Success! T'Chai: Nature, Crit! Extra bit of info and bonus on next roll on "body path" Available skills and list of things to investigate Occupy Gourdon (not wall street) Second Roll: Diplo, Bluff or Religion to gain more rolls in the skill challenge
"I, and dare I say, the people are behind you with this. Your hard work and devotion to your craft are exemplary.
What is your next move, "Advisor" Gourdon? Do you demand your rihtful new position? That is a crude, yet possibly effective course of action. Do you simply dispatch the King's current advisor? Also crude but even more effective, and, I might add that tradition would support your actions in this manner. Do you start a campain of the people? You could rally your supporters behind you. You could show the King the awsome power of the masses as they demand your ascension. so many choices advisor." The whole time Bharhas is talking he is making hurried motions with his hand behind his back. Hopefully his companions see it and know it means that he cannot keep the templar occupied for forever. Eventually the Templar will catch on that he is being distracted. Actions Show Action Point!: Diplomacy/Bluff = 29
Bharhas is blowing smoke up Gourdon's butt, but he is just runnin with the templar's own ideas now.
Lothi surreptitiously slips the knife he'd found into the empty spot in his bandolier. It hardly looks out-of-place next to his own knives. Toothcutter work, alright... Could be someone else got ahold of it; could well be they sent someone themselves.
[Next: Aldalec or Sand]
"Do you start a campain of the people? You could rally your supporters behind you. You could show the King the awsome power of the masses as they demand your ascension. so many choices advisor" You see Gourdon's face illuminate as the Templar gets lost in a day dream about his grandeur as Advisor to the King. "Advisor, Hum I am really liking the sound of that. You are a very wise man..."He wraps his arm around Bharhras' neck, as if the warrior were an old buddy "what was your name again?" "Bharhas" "Bharhas! I think you have exactly the right idea, tell me more about that campaign of the people. No, wait! I've got it. I've got it! If I could solve this Laq mystery, I would prove that my crime solving skills are without equal. I would be the City's hero for ridding it of that new plague! Yes... Advisor indeed..." Gourdon is not even looking at the room anymore as he and his new friend are pacing left and right. The Templar clearly forgot why he got here in the first place... Mechanics & OOC Show Crit Success: two additional rolls granted Skill Table Show ![]() Skill Challenge: Another Body Show Goal: You are trying to find Thiel Dhakar's cause of death.
Description: This is a round based skill challenge. Everybody has to act exactly once per turn unless they spend an AP to do an extra action in the same round. A Medium DC Roll grants a success. A roll below Easy DC is a Critical fail and a roll above Hard DC is a Critical success. Successes: 4/?? Failures: 3/3* (extended) DC Levels: Easy: 10, Medium: 14, Hard: 21 Modifiers: +2 to next body roll Round 1: Lothi: Perception, Crit Success! Extra info revealed T'Chai: Perception, Fail! Bharhas: Heal, Success! Sand: Nature, Fail! Aldalec: Perception, Fail! Round 2: Bharhas: Diplomacy, Nat 20! Gets two extra rolls in the challenge Lothi: Perception, Success! T'Chai: Nature, Crit! Extra bit of info and bonus on next roll on "body path" Bharhas: AP! Diplo Crit! Gets two extra rolls in the skill challenge Available skills and list of things to investigate Path 1: Inspecting the body (+2) Third Roll: Heal or Nature to find additional clues on the body / clothes Path 2: Inspecting the room Third Roll: Insight to make sense out of the papers on the desk. +4 for Arcanists, because they can read
"Laq... Bharhas makes a show of thinking hard on the subject. 'Isin't that the new "spice" people are talking about? I have seen the black tounges on a few sprawled in the allies. People are talking about it, sure.
What mystery is there to solve? Perhapse, I?" Bharhas indicates himself as if he is small, insufficent "could assist in some insignificant manner? Surely you don't need the aid but you musr be busy with many other matters as well. All credit would be yours of course."
[Next: Aldalec or Sand]
"Hummm, maybe there is... I have found a few victims of the drug. Notably I have come to the conclusion that the Dwarf your friends slaughtered was indeed a victim of Laq... "While it leaves T'Chai unmoved, this comment makes Aldalec and Sand silently chuckle and roll their eyes at the slowness of the Templar "But, I have yet to put my hands on one of the suppliers. What I would really need, is to put my hands on one of them. Then I would see to it that he is properly tortured to reveal the rest of his crew" Mechanics & OOC Show c.f. previous post, this post is pure fluff Skill Table Show ![]() Skill Challenge: Another Body Show Goal: You are trying to find Thiel Dhakar's cause of death.
Description: This is a round based skill challenge. Everybody has to act exactly once per turn unless they spend an AP to do an extra action in the same round. A Medium DC Roll grants a success. A roll below Easy DC is a Critical fail and a roll above Hard DC is a Critical success. Successes: 4/?? Failures: 3/3* (extended) DC Levels: Easy: 10, Medium: 14, Hard: 21 Modifiers: +2 to next body roll Round 1: Lothi: Perception, Crit Success! Extra info revealed T'Chai: Perception, Fail! Bharhas: Heal, Success! Sand: Nature, Fail! Aldalec: Perception, Fail! Round 2: Bharhas: Diplomacy, Nat 20! Gets two extra rolls in the challenge Lothi: Perception, Success! T'Chai: Nature, Crit! Extra bit of info and bonus on next roll on "body path" Bharhas: AP! Diplo Crit! Gets two extra rolls in the skill challenge Available skills and list of things to investigate Path 1: Inspecting the body (+2) Third Roll: Heal or Nature to find additional clues on the body / clothes Path 2: Inspecting the room Third Roll: Insight to make sense out of the papers on the desk. +4 for Arcanists, because they can read
Aldalec briefly considered once again simply ending the existence of Gourdon so that it looked like an accident before turning his full attention to the matters at hand. It was possible still to salvage some sort of gain in status, power and/or wealth out of this fiasco. Perhaps their former benefactor had discovered about the pendant and its symbol. The bard moved to the desk and looked over the papers for some sort of clue or scrap of knowledge into what surely got Thiel assassinated. It would not do to also fall victim to the same killer mostly as a matter of professional pride as his eyes scanned for something to quickly read or take away to study at leisure.
Mechanics Show Insight into papers on desk: Insight check into papers. Trained in Arcane and dangerously literate. (1d20+5+4=16) 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
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 11.24.2012 *200 owed to us upon completion of assignment by Thiel Dakhar.
[Next: Sand]
Aldalec inspects the various papers and papyrus spread out all over the desk. There are also a few books opened at various pages. With Gourdon next door, the Bard thinks it would definitely be a good idea to gather a few more clues before the inept Templar puts his big paws all over the crime scene and tampers with the evidence. Let's see... What first catches his eye are two drawings. The first one is a replica of the leaf pattern that was on the amulet taken from the Iron Rats. The second one is looks like a moth. One of the open books seems to be about flaura and fauna and is opened at the page of a moth, next to a plant whose leaves look limilar to the one that was drawn. Interesting... The rest seems to be a registry with numerous entries showing names, traded goods, quantities and monetary values. Taking a closer look, Aldalec, comes to the conclusion that these are excepts of an accounting book between House Dakhar and other noble and merchant houses. The recurring theme seems to be the acquisition of silk, which the Dakhars probably needed in large quantities for their high-end clothing business. The names that come up are: House Troika - a fairly new merchant house House Mericles - the noble house of King Tithian House Merasad - apparently the largest supplier of Silk to the Dakhars House Ianto - a merchant house that suffered greatly during Kalak's folly Mechanics & OOC Show Successful roll. There is only one left on the body... (Nature or Heal) Either Sand rolls with +5+2=+7 or T'Chai burns an AP to jump in and roll with +13+2=+15 Skill Table Show ![]() Skill Challenge: Another Body Show Goal: You are trying to find Thiel Dakhar's cause of death.
Description: This is a round based skill challenge. Everybody has to act exactly once per turn unless they spend an AP to do an extra action in the same round. A Medium DC Roll grants a success. A roll below Easy DC is a Critical fail and a roll above Hard DC is a Critical success. Successes: 5/?? Failures: 3/3* (extended) DC Levels: Easy: 10, Medium: 14, Hard: 21 Modifiers: +2 to next body roll Round 1: Lothi: Perception, Crit Success! Extra info revealed T'Chai: Perception, Fail! Bharhas: Heal, Success! Sand: Nature, Fail! Aldalec: Perception, Fail! Round 2: Bharhas: Diplomacy, Nat 20! Gets two extra rolls in the challenge Lothi: Perception, Success! T'Chai: Nature, Crit! Extra bit of info and bonus on next roll on "body path" Bharhas: AP! Diplo Crit! Gets two extra rolls in the skill challenge Aldalec: Insight, Success! Available skills and list of things to investigate Path 1: Inspecting the body (+2) Third Roll: Heal or Nature to find additional clues on the body / clothes
T'Chai very carefully uses a cloth and bone blade to collect a sample. He keeps his larger arms in plain sight as he shields the smaller set as they collect the sample. While he could not immediately identify it, it seemed familiar. He had heard of sellers of such things from the wandering merchants. While T'Chai tended to make all his own supplies, he had considered trading some of his product to these merchants for food and salt. If there really was such a person, one who did nothing but trade and dabble in these substances all day long, never hunting for themselves, they would be a cesspool of softies such as this city.
Mechanics Show Nature check: 18 3(1d20) +13 +2 = 18
[Next: Anyone]
T'Chai may not know much about the strange anatomy of the soft skins, but the insectoid-hunter knows a thing or two about nature. Upon closer inspection of the body, T'Chai notices that Thiel's undersoles are covered with dirt mixed with a substance that can only be silk. The second boot even has a crushed ishi moth still attached to it. He is then distracted by Gourdon's voice getting closer, soon followed by Bharhas' own who is trying to slow him down with as much praise as possible. The Templar finally steps through the door of the bedroom "...to be finally promoted Advisor to King Tithian, and deservedly so". He stops, hands on each side of the door in a display of overconfindence."Ah! I see... Well, what have you found here? Nothing, I assume... make room for the professionals, I have been doing this for years. Whatever Master Dakhar had you working on, never had you prepared for this, now, this is my turf if you will. But don't go too far, I will have questions before you leave" Gourdon then starts inspecting the body and the room, clearly missing several of the clues you have found. "Ah! AAAAh! A cut. Left no doubt by a dagger. The plot thickens!" Mechanics & OOC Show Successful roll. One AP charged. This skill challenge is over as there is nothing else to find here
Now you have to decide whether you want to simply endure Gourdon or help him with some of your findings... Also he may not let you off the hook that easily, so you may want to roleplay (and roll relevant skills if you wish) to wiggle your way out
Bharhas tries his best to distact the templar, but stops short of actually holding the man back. Hoping that his group has found enough he praises Gourdron's discovery.
"Drat! That cut took us a long time to find. Your keen eye grasped the situation much quicker then I my lord. That was all we found before you arrived. We were at a loss as to how to procedee. Come my friends, let us leave the experts to their buisiness. Lord, pardon me, Advisor Gourdon, we shall await you downstairs. Though, I must say, missing the opportunity to watch you work will be difficult for me. I suspect you would not wish to give away your secrect techniques though." Bharhas backs up to allow his companions through the doorway, then follows them down. Actions Show Bluff = 21
Bharhas is just trying to pump up Gourdon's ego more. He wants him to miss clues and to feel so superior so he does feel the need to question the group much.
[Next: Anyone]
"Drat! That cut took us a long time to find. Your keen eye grasped the situation much quicker then I my lord. That was all we found before you arrived. We were at a loss as to how to proceed." "You are right, Bharhas. It's takes long years of experience to be able to solve this kind of crime. Now let me see what else I can find"Gourdon takes a closer look at the body and at the wound in particular, while Bharhas keeps on talking. "...I suspect you would not wish to give away your secrect techniques though." "Hum? Yes, that is correct. A true Master in the arts of forensics would not want to give away his secrets that easily. We want these murderers to keep leaving clues behind, so we can catch them. But, before you go, do tell me why you were here and how you ended up first on the crime scene at this advanced hour? I hope you did not touch anything did you?" Mechanics & OOC Show That was convincing enough... almost out of the woods... need a bit more RP/rolling
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Stupid! Of course he would want to know why we were convinietly here.
Bharhas tries to come up with a convincing lie. He looks to Aldec for corroboration of the story. "We were to meet with Lord Dakhar about guarding some silk shipment. I had worked with the family before. We had a...fallng out...but clearly he felt I and those associted with me do good work. He contacted me askng for a meeting. We were waiting downstairs when we heard the dwarf cry out. Being men of action we rushed up the stairs, hoping to help Lord Thiel. Clearly we were too late. We only rolled the Lord's body once we found the blood stain. We touched nothing else my Lord. I do hope you will forgive our intrusion." Bharhas hangs his head in shame, hoping to bolster his weak lie. Mechanics Show OOC: I am hoping that Aldec can Aid here. 14 is not very good
[Next: Anyone]
Gourdon marks a pause to ponder Bharhas' words, then looks at Brok, the dwarven house employee "Is that right?"Brok looks hesitant for a split second, and answers the Templar "It's just like they said m'lord, they were downstairs with me, in the reception room, waiting to meet with Master Dakhar... I came up to announce we had guests and found him like this..." The Templar takes anther pause, clearly hesitating... But seemingly short of any gocom reasons to keep you here, he waves at the two brutes he came in with. "You can let them out. " As you start moving he calls out "Hey! ... And make sure I don't find your lot around a third murder scene, for I won't take it as an unfortunate coincidence the next time it happens" Mechanics & OOC Show The world is yours ![]()
Once they are out of earshot of the Templar Bharhas speaks up softly. "Lets go find some place to hole up for the night and see what we can make of what we found. Some busy inn by the Caravan Gate maybe. Someplace where no one cares what we are up to."
Bharhas then gives a bit of a shudder. Man, that guy is so into himself its downright gross. Lets get out of here." He walks out the door with the others.
Aldalec considered for a moment of simply pushing Gourdon out of the window but the presence of the half-giants brought that pleasant thought to a quick end. No, the templar was still useful as a fallback contingency and should blame need be placed upon someone then the bard would be glad to do his part to insure that it happened.
"Yes indeed friend Bharhas, let us go and drink and mourn the death of such a noble soul as our Lord Dakhar was." Bright white teeth flashed in an apparent genuine grin. 'Not to mention to lament the loss of coin and future coin. Perhaps it would be possible to earn reward from the family for bringing to justice his killer.' Aldalec's brain started to work on how to best salvage the goods and come out smelling like sweet water.
On your way out of the Dakhar's you hear a child's voice "Wait!"
When you turn, you see Thiel's ten year old little sister walk towards you with red teary eyes full of determination. Brok, the House Dwarf is not far behind but keeping his distance. As she gets closer, you can see that the little girl isn't as 'girly' as any ten year old noble daughter would be. She wears short hair, a tan from time spent outside and already has a few little scars and bruises, probably from martial practice. "Listen, I don't know what you guys were up to. But I know my brother had hired you to do something for him. Whatever that was is probably what got him killed. Please finish what you had started, avenge him, and I will pay you what said he would." When Aldalec raises a doubtful eyebrow, she quickly wave her gold bracelet in front of her. "What? How much do you think this ting cost? You don't think I can come up with adequate payement? Please finish the job, and you will be rewarded"
Lothi looks to the others in a moment of hesitation before he smiles good-naturedly at the girl. He kneels down to be on her level and asks, "And what your name be, my lady?"
The Dakhar girl does not easily presuade Bharhas. He nods agreement but at the same time thinks Perhapse we can get payed twice for the same job...
"And what your name be, my lady?"
"Leena Dakhar!" She answers, somewhat puffing her chest, to try to look tough. "And what your name be?" "...erm, Lothi..." "Well Lothi, do you accept my terms?"
Lothi nods his head with an accompanying smirk. "Well, Miss Leena Dakhar, what you say you'll pay me for is what I intended to do anyway. I think we have terms."
The elf grins at Bharhas' proposal. "Naturally I'm always one for maximizing profits. I can't think of any negative to what you suggest; after all, if part two -- selling the info to Gourdon, I mean -- doesn't pan out, we can always just scrap it and none's the wiser."
"I am glad you are in Lothi. Profits mean life.
Aldalec, what did you find in there?" [assumng that all the information is shared around] "Interesting. Hmm...I am going to throw out a wild idea here. What if the moth that makes the silk also somehow makes Laq? One of those houses on the list could be the Laq producer. Lothi, what do make of that dagger? can we glean any info there?" Actions Show Streetwise: 12
Do any of the houses on the list have a symbol or device that is a leaf or a moth? something similar to the drawings?
With the noise of the inn crowd around, Bharhas has trouble focusing. He can't draw any conclusion one way or another between the Laq, the silk, the dagger, the Noble & Merchant Houses involved in the silk trade with the Dakhars...
Though it is clear that Thiel had been paying a visit to a silk production compound, we may have to ask around for clues... For going to the wrong place would be trespassing and would likely get us in serious trouble. Mechanics & OOC Show Potential paths:
1. Investigate the dagger or more precisely the poison on it. You could take it to an apothecary Lothi knows of in the Elven Market. She would likely know its origin considering it's an elven dagger. 2. Gather information on the 4 houses (2 merchant / 2 noble) involved in the silk business to see what Thiel Dhakar may have been investingating... You can do that using some skills & cross info with what you know already 3. If you want to negotiate Gourdon, you will have to pay him a visit as well
"Well, take a look at the dagger itself." Lothi pulls the killer's weapon from one of his sheaths. "Wow, hope that poison doesn't stain into the kank leather... Anyway, take a look at this dagger of mine." He pulls out one of his own daggers and allows the group to note their similarity.
"This." Lothi indicates his own dagger. "This is Toothcutter work." The elf makes a few mock stabs with the poisoned dagger. "This... I can't say for sure, but it's definitely elven. "Now... I know an individual who specializes in herbs and salves and all sorts of healing items what seem to work and those what obviously don't. This stuff works -- not for healing, clearly, but perhaps my friend could still recognize what it is."
"Excellent idea. Lets approach this from two angles. Lothi, you follow through with the dagger.
I will go see if I can figure out where Thiel was sniffing around." === Bharhas heads to one of the Merchant houses indicated in Thiel's records. At the gates he tries to convince the guards to allow him an audience. "Good men, how does this day find you? Well I hope. I am here to gather goods for my caravan. We are traveling east and wish to carry some of your fine silks to sell. Who might I converse with about this magnificent opporunity?" Rolls Show
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