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Locked: [IC] A Tyrian Intrigue [4e Dark Sun]
8 months ago  ::  Oct 07, 2012 - 1:23PM #191
MightyManrock
Date Joined: Aug 17, 2010
Posts: 827
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 Show
Standard Action, Dagger
+7 vs. AC
Target One creature
Hit 1d4+1 damage
Critical +1d6 damage
Combat Advantage +2+1 to hit & +1 to damage; 2d6 additional Sneak Attack damage once per turn.

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Equipment Show
Belt Pouch (x3), Caltrops (x2), Dagger (x5), Desert Clothing, Filter Mask, Giant Hair Rope, Leather Armor of Psychic Resistance +1, Necklace of Keys +1, Survival Day (x3), Thieves' Tools, Waterskin; 440gp
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8 months ago  ::  Oct 08, 2012 - 10:14AM #192
Harn_Winterfell
Date Joined: Jul 11, 2008
Posts: 3,801
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.
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8 months ago  ::  Oct 08, 2012 - 2:18PM #193
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861
[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
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8 months ago  ::  Oct 08, 2012 - 4:46PM #194
Orbin
Date Joined: Feb 9, 2007
Posts: 3,266
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
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8 months ago  ::  Oct 08, 2012 - 4:51PM #195
CALEBROBERTS
Date Joined: Mar 11, 2010
Posts: 3,665
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."
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PCs Show
Big John Barleycorn Show
Big John Barleycorn

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

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

Surges: 8/11
Surge Value: 13

Initiative: +8
Speed: 5

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

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

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

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

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

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

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

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

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

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

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

Surges: 6/9
Surge Value: 8

Initiative: +2
Speed: 5

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

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

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

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

POWERS

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

Move Action

Minor Action
[][] Encounter Utility: Ardent Surge

Immediate Reaction
[] Daily Utility: Healing Bond

No Action
[]Encounter Utility: Ardent Outrage

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

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

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

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

CURRENT STATUS:

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

Surges: 6/7
Surge Value: 6

Initiative: +4
Speed: 7

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

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

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

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

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

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

Free Action
[X]Encounter Utility Elven Accuracy

FEATS
Level 1: Versatile Expertise
          Bow Expertise
          Totem Expertise

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

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

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

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

Surges: 6/6
Surge Value: 10

Initiative: +1
Speed: 6

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

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

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

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

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

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

Free Action
Dark Sun Arcane Feature: Arcane Defiling

No Action
[] Warlord Feature: Battlefront Shift

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

ITEMS
Longsword
Katar
Cloth Armor of Sudden Recovery +1
     [] Item Daily Power
Heavy Shield
Cloak of Distortion
Adventurer's Kit
Survival Day x10
427g
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8 months ago  ::  Oct 08, 2012 - 6:04PM #196
MightyManrock
Date Joined: Aug 17, 2010
Posts: 827
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."
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8 months ago  ::  Oct 08, 2012 - 7:20PM #197
Harn_Winterfell
Date Joined: Jul 11, 2008
Posts: 3,801
"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. 
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8 months ago  ::  Oct 09, 2012 - 7:19PM #198
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861
[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
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8 months ago  ::  Oct 11, 2012 - 9:00PM #199
CALEBROBERTS
Date Joined: Mar 11, 2010
Posts: 3,665
"Well, we managed to get to a seller.  Some halfling.  He got away as his lackies died.  Fools."
Play by Post Haven  Stop by, join us, and sign up for some games while you are there
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Want even more Play-By-Post games?
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PCs Show
Big John Barleycorn Show
Big John Barleycorn

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

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

Surges: 8/11
Surge Value: 13

Initiative: +8
Speed: 5

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

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

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

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

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

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

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

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

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

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

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

Surges: 6/9
Surge Value: 8

Initiative: +2
Speed: 5

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

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

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

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

POWERS

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

Move Action

Minor Action
[][] Encounter Utility: Ardent Surge

Immediate Reaction
[] Daily Utility: Healing Bond

No Action
[]Encounter Utility: Ardent Outrage

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

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

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

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

CURRENT STATUS:

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

Surges: 6/7
Surge Value: 6

Initiative: +4
Speed: 7

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

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

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

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

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

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

Free Action
[X]Encounter Utility Elven Accuracy

FEATS
Level 1: Versatile Expertise
          Bow Expertise
          Totem Expertise

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

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

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

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

Surges: 6/6
Surge Value: 10

Initiative: +1
Speed: 6

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

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

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

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

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

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

Free Action
Dark Sun Arcane Feature: Arcane Defiling

No Action
[] Warlord Feature: Battlefront Shift

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

ITEMS
Longsword
Katar
Cloth Armor of Sudden Recovery +1
     [] Item Daily Power
Heavy Shield
Cloak of Distortion
Adventurer's Kit
Survival Day x10
427g
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8 months ago  ::  Oct 13, 2012 - 2:51PM #200
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861
"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
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The Haven General [IC] A Tyrian Intrigue [4e Dark Sun]
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