Bast, Human Fighter Init +6 HP 21/48 Bloodied 24 Healing Surge 12 (4 used /11) AC 21 Fort 20 Reflex 15 Will 15 Speed 6 Str 19 (+4) Con 15 (+2) Dex 12 (+1) Int 10 (0) Wis 13 (+1) Cha 11 (0) 'Cleave', 'Steel Serpent Strike', '[STRIKE]Brute Strike[/STRIKE]', 'Sure Strike', [OOC='Weapon Master Strike']Weapon Master Strike At-Will F Martial, Weapon Standard Action Melee weapon Target: One creature Effect: Before making this attack, you may sheathe a weapon and draw a different one as a free action. Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. In addition, the target takes an additional effect based on the weapon you wield. Axe: The target takes extra damage equal to your Constitution modifier. Mace: You slide the target 1 square. Heavy Blade: Until the end of your next turn, you gain a +1 power bonus to AC against the target’s attacks. Spear or Polearm: Until the end of your next turn, the target provokes opportunity attacks from you when it shifts[/OOC], 'Crushing Blow', 'Boundless Endurance' Notes resist 5 fire and necrotic;
I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
OA vs Rats Cha vs AC (1d20+10+2=29) Finally. Damage: 2d4+10=16 in half would be 8. I think Basts extra damage gets cut in half as well, leaving him with having dealt 6 damage, but either way, our two attacks are enough to finish the critters. Short rest, again! (Does this encounter count towards a milestone?) Gurdain times his swing with Bast, Catching up the last of the rats between them, leaving only dead rats littering the graveyard.
Too little, too late, the alpha rats' attempt to flee with dignity and a mean (even if it is cannibalism) is thwarted by devastating sweeps of Bast and Gurdain's blades. Hundreds of tiny critter corpses surround you, but none so much as twitch--not even the cooked ones. Around the rest of the battlefield that has served for centuries as a final resting place for Middlethatch, some gruesom bones and remains protrude from the ground, but most have crumbled to dust or are just putrefying puddles. Within just a few minutes, you start to feel much better. Vitality and power rush back into your systems as the adrenalin starts to fade.
Floating map and move as needed. Outer wall is 5ft tall rough-hewn rock, DC 10 athletics to climb. Darkest squares are open graves 5ft deep, slippery mud (something about a recent rain storm?). DC 15 athletics to climb out Thin light boxes are grave stones--they can provide partial cover/concealment to someone adjacent to them. Medium gray rectangles are doors into crypts. The doors into the central crypt are open, and there is light inside.
You are both rational and emotional. You value creation and discovery, and feel strongly about what I create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.
Bow down, my subjects, for I am your master! Yesss.....Show
Gurdain kicks through the piles of deceased rodents and walks back into the crypt where he props himself against the wall, looking at the empty bag in his hands. I s'pose it w'sn't a tot'l loss...After a few minutes he tucks the bag into his belt and then heads over to the decending stairs. 're we ready?
Rorin watches Gurdain kick the rats around with an audible "Ew". But with the rats dead and the way forward open, it's time to finish things. That is, once another thing is taken care of.
"You know, when I signed up for this, I didn't sign up for rats, I signed up for undead. And I'd wash that bag before putting anything in it, must be at least a pound of... You don't wanna know... In there."
Rorin had 7 hp at the end of the fight, so he's going to need to heal... For three surges to reach 34 HP. Waiting for another surge is probably a smart move...
After the last of the rats are killed, Gem staggers off to tend her wounds. Exhausted, she spends a few more quiet moments leaning against the outer wall of the crypt, applying a wound patch and letting the medication do its work. In a few minutes she is feeling much better. As her companions compare wounds and continue scouting for loot, Gem hands out her few remaining wound patches, one each to Rorin, Droth and Bast. "Put these on the worst of your wounds, you'll see. They're very effective." After checking their wounds, she congratulates both Bast and Droth on their conduct in the surprise battle, then she spends a bit more time treating Rorin, making sure he's fit to fight again before she's ready to explore the crypt.
ooc: inspiring words plus wound patch results: Droth spends a surge, gets a surge plus 13 hp Bast spends a surge, gets a surge plus 14 hp. Rorin spends a surge, gets a surge plus 11, spends another surge, gets a surge plus 8.
Droth spends a surge, gets a surge plus 5 (wound patch) plus 5+3 (inspiring word bonus) so a surge plus 13 for Droth Bast spends a surge, gets a surge plus 5 (wound patch) plus 6+3 (inspiring word bonus) so a surge plus 14 for Bast Rorin spends a surge, gets a surge plus 5 (wound patch) plus 3+3 (inspiring word bonus) a surge plus 11 for Rorin Then another inspiring word for Rorin, spends a surge plus 5+8 (inspiring word bonus) a surge plus 8 for Rorin
HP 43/43 Healing Surges 1/7 Surge Value 10 BV 21 Str 19, Con 11, Dex 10, Int 14, Wis 8, Cha 16. AC 20, Fort 19, Reflex 17, Will 18; +1 all defenses against range attacks from more than 5 squares away, (cloak of distortion +1) Speed 6/6 Init +6 (Expert Combat Leader (+3), Gritty Sergeant background(+1), 1/2lvl.) Status: Warlord: Combat Leader and L2 FEAT Expert Combat Leader gives +3 bonus to init for all allies w/in 10sq Commanding Presence: Inspiring Presence, improved by L4 Feat Improved Inspiration When an ally who can see Gem spends AP, that ally gains hp equal to 1/2 Gem's Level (4/2=2) plus her Cha Mod (+3) +2 (feat bonus) =7
Level 5, +1d6 lighting critical damage, off-hand, heavy thrown mba: +9 vs AC, 1d6+5 dmg rba: +9 vs AC, 1d6+5 dmg Power (At-Will * Lightning): Free Action. All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal. Power (Daily * Lightning): Free Action. Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target take 1d6 lightning damage.
Level 4 Neck Slot Item, +1 Fortitude, Reflex Will Properties: You gain a bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.
Level 3, +1d8 critical Properties: Deal 1d8 damage on any successful charge. Melee Basic Attack: +10 attack vs AC, 1d8+5 damage Power (Daily): Minor Action. Use this power when you make a charge attack. If you hit with your charge attack, all allies within 10 squares of you gain a +1 bonus to attack rolls and gain your Charisma bonus as a bonus to damage rolls until the start of your next turn.
Keywords: weapon Standard Action, Vanguard Longsword +1 +10 vs. AC Target One creature Hit 1d8+5 damage. Special: Vanguard Longsword deals +1d8 damage on any successful charge.
At-Will, Standard Action Direct the Strike (At-Will) Martial, Weapon Range 5 Target: One Ally Effect: The target makes a basic attack as a free action against an enemy of your choice that you can see and is within 10 squares of you.
At Will, Standard Action Commander's Strike (At-Will) Martial, Weapon An ally of your choice makes a melee basic attack against the target. Hit: Ally's basic attack damage + your Intelligence modifier (+2)
Inevitable Wave (At-Will) Martial, Weapon Use this power as a melee basic attack when you charge. Allies who charge the target before the end of your next turn do your intel modifier extra damage. Vanguard Longsword+1: +10 vs AC, 1d8+5 damage
Keywords: Martial, Encounter, Immediate Interrupt Close Burst 5 Trigger: an ally within 5 squares is hit by an enemy Target Triggering Ally in burst Effect: The target gains a +2 power bonus to all defenses against the attack. The target can make a melee basic attack against the enemy as a free action.
Keywords: Martial, Encounter, Standard Action Melee weapon, Strength vs AC, Vanguard Longsword +1, +10 vs AC, Target One creature Hit: 2d8+5 damage (vanguard longsword +1) and all my allies gain a +3 bonus to damage rolls against the target UEoMNT.
Keywords: Martial, Encounter, No Action Melee 1, Trigger: You hit an enemy adjacent to you with an attack. Target: The triggering enemyEffect: The target takes extra damage from the triggering attack equal to the ability modifier used in the triggering attack, and you knock the target prone.
Keywords: Healing, Martial, Encounter, Minor Action Close Burst 5 Target One Ally in burst Effect: The target can spend a healing surge and regain an additional 1d6 hit points. (+Feat Bonus; improved inspiring word adds Gem's Charisma modifer to this. Currently 3.
Keywords: martial, weapon Daily, Standard Action, Range melee Vanguard Longsword +1 +10 vs. AC Target One creature Hit 3d8+5 damage Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter.Effect Allies within 5 gain temporary hitpoints equal to 5 + my charisma modifier (3) (Totaling to 8 Temp HP).
Keywords: Martial, Healing Daily, Standard Action Close Burst 5 Target Allies in burst Effect: You use your second wind. Allies in the burst gain 10 + your con modifier (0) temporary hit points.
Power (Daily Lightning): Free Action. Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target take 1d6 lightning damage.
Power (Daily): Minor Action. Use this power when you make a charge attack. If you hit with your charge attack, all allies within 10 squares of you gain a +1 bonus to attack rolls and gain your Charisma bonus (+3) as a bonus to damage rolls until the start of your next turn.
Twirling the gore off of his halberd, Bast goes over and rests near the others. "well that was unexpected." Nodding thanks at Gems healing and help, he makes sure the others are ready to go while munching on a piece of hard tack, before even suggesting to go down.
Bast, Human Fighter Init +6 HP 47/48 Bloodied 24 Healing Surge 12 (5 used /11) AC 21 Fort 20 Reflex 15 Will 15 Speed 6 Str 19 (+4) Con 15 (+2) Dex 12 (+1) Int 10 (0) Wis 13 (+1) Cha 11 (0) 'Cleave', 'Steel Serpent Strike', '[STRIKE]Brute Strike[/STRIKE]', 'Sure Strike', [OOC='Weapon Master Strike']Weapon Master Strike At-Will F Martial, Weapon Standard Action Melee weapon Target: One creature Effect: Before making this attack, you may sheathe a weapon and draw a different one as a free action. Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. In addition, the target takes an additional effect based on the weapon you wield. Axe: The target takes extra damage equal to your Constitution modifier. Mace: You slide the target 1 square. Heavy Blade: Until the end of your next turn, you gain a +1 power bonus to AC against the target’s attacks. Spear or Polearm: Until the end of your next turn, the target provokes opportunity attacks from you when it shifts[/OOC], 'Crushing Blow', 'Boundless Endurance' Notes resist 5 fire and necrotic;
I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
Thankful for the healing, Rorin quickly rushes past Gurdain. It's better if he goes in first.
"Let's not be rash here, give me a moment to scout. They'll be fortified down there, charging in will just put them in a better position. I'll go in, take a quick peak, and then come back out. Then we rush in like idiots. That sound good?"
Instead of using all those surges, I'd suggest using the inspiring word Gem grants for a bonus heal of 21, pretty good all things considered. From there, he only needs one surge to reach max HP again. So save the patch for the moment.
Droth too slow on the pickup to catch any of the fleeing rats walks over to the bigger piles and finds the crunchier roasted furbags, he picks one up and take a large bite out of it. Mumbling with pieces of rat flying out he states "Rat good. Want?" he asks the group.
Making guttural sounds and picking up a few more of the meatier chucks laying about, he sits to recover from the battle. Taking the wound patch from Gem he applies rather brutishly on his major cuts, and tries to bargain with her holding out a rat for the patch.
Once he is feeling like his rough and tough self and a full stomach of rats, he's right back next to Gurdain waiting to go down the dark stairwell. Listening to Rorin, Droth ponders the situation "Tiny human look first? Droth help?" He awaits further instruction from the group before continuing on his death march.
Arcane Student Who Saw Too Much Benefit: +1 to saving throws to end effects that daze, stun, immobilize, or restrain you Quick Swap: Once during each of your turns, you can take a free action to draw or stow a weapon and then draw another weapon. Dwarven Scale Armor: You gain an item bonus to Endurance checks equal to the armor’s enhancement bonus. Badge of the Berseker: When you charge, your movement made as part of the charge doesn’t provoke opportunity attacks. Boots of Adept Charging: After charging, you can shift 1 square before your turn ends.
At Will: Martial, Stance Minor Action, Personal Effect: You assume the berserker’s charge stance. Until the stance ends, you gain a +2 power bonus to your speed when charging and a +2 power bonus to the attack rolls of your charge attacks.
At Will: Martial, Stance Minor Action, Personal Effect: You assume the battle wrath stance. Until the stance ends, you gain +2 power bonus to the damage rolls of basic attacks using a weapon. Level 11: +3 power bonus Level 21: +4 power bonus
At Will: Weapon Standard Action, Melee Weapon Target: One creature Attack: +10 vs. AC Hit: 1[W] + Strength modifier damage; 2d8+12 Level 21: 2[W] + Strength modifier damage (+1d8 damage on a successful charge) (+2 to damage against bloodied targets)
At Will: Weapon Standard Action, Ranged Weapon Target: One creature Attack: +7 vs. AC Hit: 1[W] + Dexterity modifier damage; 1d8+8 Level 21: 2[W] + Dexterity modifier damage (+2 to damage against bloodied targets)
Encounter: Fear, Martial Minor Action, Ranged 5 Prerequisite: You must have training in Intimidate. Target: One enemy Effect: The target grants combat advantage to you until the end of your next turn.
Encounter Minor Action, Personal Effect: If you have combat advantage against a target, you deal +1d6 damage on the next attack you make against that target. You must apply this bonus before the end of your next turn. Increase extra damage to +2d6 at 11th and +3d6 at 21st level.
Encounter: Divine, Weapon Minor Action, Melee Weapon Requirement: You must have hit an enemy with a weapon attack during this turn. Target: One creature Level 21: One or two creatures Attack: +10 vs. AC Hit: 1[W] damage; 2d8+6 Level 21: 2[W] damage (+2 to damage against bloodied targets)
Encounter: Martial, Weapon No Action, Special Trigger: You hit an enemy with a melee basic attack using a weapon. Target: The enemy you hit. Effect: The target takes 1[W] extra damage from the triggering attack. Level 17: 2[W] extra damage Level 27: 3[W[ extra damage (+2 to damage against bloodied targets)
Encounter: Martial, Weapon Standard Action, Melee Weapon Target: One creature Attack: +10 vs. AC. Make the attack twice against the target. Hit: 1[W] damage; 2d8+6 Weapon: If you’re wielding a flail, a light blade, or a spear and have a Dexterity 15 or higher, make the attack a third time against either the target or a different creature. (+2 to damage against bloodied targets)
Damage: +2d8 Critical: +1d8 per plus Property: Deal +1d8 damage on any successful charge. Power, Daily (Minor Action): Use this power when you make a charge attack. If you hit with your charge attack, all allies within 10 squares of you gain a +1 bonus to attack rolls and gain your Charisma bonus as a bonus to damage rolls until the start of your next turn.
Damage: +1d8 Critical: +1d6 fire per plus Range: 10/20 Power, Daily, Fire (Minor Action): The next ranged basic attack you make with this weapon before the end of your turn becomes a burst 1 centered on the target. Use your normal attack bonus for the basic attack, but against Reflex. Instead of normal damage, each target hit takes ongoing 5 fire damage. (save ends) Level 13 or 18: Burst 2; Ongoing 10 fire damage. Level 23 or 28: Burst 3; Ongoing 15 fire damage.
Property: You gain an item bonus to Endurance checks equal to the armor’s enhancement bonus. Power(Healing), Daily(Free Action): You regain hit points as if you had spent a healing surge.
Property: When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll. Level 12: Gain a +4 item bonus to the damage roll Level 22: Gain a +6 item bonus to the damage roll
There is a faint light from the steps leading down into the crypt. From the chamber down into the vault, the humidity grows quite high. Once down, Rorin and any who follow find a 25x80 foot chamber. The walls on the north and south sides have niches for storing bodies stacked three shelves high. Eight large biers stand in the middle of the room. There are only a few fragments of remains here. Whatever family was buried here, their rest has been disturbed, and their souls violated. Perhaps most disturbing, however, is that there are three shelves that have bed rolls and camping matresses in them. There is also a small lantern stove, and other assorted camping gear.
Floating map and move as needed. Outer wall is 5ft tall rough-hewn rock, DC 10 athletics to climb. Darkest squares are open graves 5ft deep, slippery mud (something about a recent rain storm?). DC 15 athletics to climb out Thin light boxes are grave stones--they can provide partial cover/concealment to someone adjacent to them. Medium gray rectangles are doors into crypts. The doors into the central crypt are open, and there is light inside.
You are both rational and emotional. You value creation and discovery, and feel strongly about what I create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.
Bow down, my subjects, for I am your master! Yesss.....Show