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Locked: TPs'V's Lvl16 Team IC
2 years ago  ::  Jul 11, 2011 - 2:19PM #71
kmeste1
Date Joined: Jul 18, 2010
Posts: 797
Dr. Bill nods at the shopkeeper's assistant and says, "Yes, I'll see what I can do to help out with that trouble and we'll get back to business once it's completed."

He  moves towards the sounds of commotion (move to H20), and once there, should be able to see Rie who has been fighting Mieall...  He decides to give Mieall some temporary help, and bringing out  his wooden cross holy symbol, casts Sacred Flame on Rie (M24)...

MechanicsSpoiler: Show
Move to H20; Standard Action = Cast Sacred Flame, Hits REFLEX 19 for 10 pts DMG1d20+17=19,  1d6+9=10


Info for Mieall and DMSpoiler: Show
IF IT HITS, Mieall gets 12 temporary hps OR make a saving throw
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2 years ago  ::  Jul 11, 2011 - 3:36PM #72
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,482
The attack infuriated the big bulky orc. The defender's blow disorientated the orc pinning him where he stand but his mind was more than acquainted for this kind of reception. Grabbing the chair he asked about obtaining by the party pardon, the orc cried "You want to fun with me? Here!! Let's have fun!."
The orc slam the chair on the Deidara's Defender which had no effect on it but the orc adjusted his grip on the chair by pointing its legs toward the party  instinctively in whom he politely addressed and was looking around at them quickly, alerted and confuse.
Meanwhile the two goblins sitting by the back wall saw everything and one started screaming loudly "Hey, Why are you doing that!" and the other pointing at the adventurers at the table screaming "Help! they attacking people for no reason, Help!"

The Actions (As tis so far.) Show

Sharn's Citizen Orc:
Unarmed on E28
Initiative: 32
Minor:
Grabbed chair from F28.
Standard: Slam chair on Stalwart Defender 27vs32 Show MISS: Sharn's Citizen Orc gains +3 to all defenses while holding the chair until the start of his next turn.
End Of Turn.


IC Professionalism Heroics Quest ends. Show

@The table lounges!
 Do you think that was a strange way to justified actions? The team just lost their potential quest points. 
The Missing Shop Owner Skill Challenge Quest
is still active but as of the:

Professionalism Heroics Quest results:
No more supporting or loyalties from local Orcs' gang
in nieghborhood.
Quest Awards: 0 xps points!
The gps rewards from One Label Pub is still pending. 

P.S. Reread the map legend, please.


The Now Happening: Show


In A Back Alley Of Underlook Encounter.

MAP Show


Detailed Map<-- Click Here.

 

MAP LEGEND: Reread Please. Show


 Doors open in the direction of the arrows.

To enter by opening a door expends a minor action and grants shift 1 in any direction when doing so and as standard action you can retain the minor action and has total defense at the end of the shift.

While using a move action when opening a door or closing a door doesn't end the move action but does cost either a minor action or standard action by doing so. 

You can also choose to close the door after the shift as a free action.

You can simply close the door with making no entry nor exiting of the door as a free action.

If choose to lock the door after entering and  shifting or barred the door after entering and shifting, this will be treated as a standard action instead of a minor and you are automatically granted total defense when doing so.

When provoking an opportunity attack or area attack when entering a doorway you grant combat advantage to the attack and you can't move nor shift after the opening of the door shift.

Shifting to a square that was cause by opening the door or entering a square after entering a open doorway that is adjacent to an enemy with no ally adjacent to he/she provokes a basic attack or an at-will power attack. If the attack that was provoked is a range or area attack then that provoked attack doesn't provoked opportunity attacks.

The circled L’s
are on the side of a doorway that denotes that entry thru that door from that side has a lock and needs a key and a standard action to pass thru or one of the following options.

Most doors on the map are built for the rough UnderLook Neighborhood
and when you has no key only a non-sword weapon with a blade can grant you access by the lock with three successful Athletics Check (22) otherwise the doors can’t be damage by arcane/implement powers, has 60hps and an AC of 26.

(These doorway combat and ambush rules above applied to both PCs and NPCs. So be careful, the big city is a dangerous place.) 



Double-lines with small lines throughout it are fences or railing
with DC Safety Check roll to prevent been force over on ramp of 22 to grab the railing with a dazed condition (hanging on though) and a second roll to return to last exiting square dazed and prone.

All Falls happens with prone condition and are 2d4 damage at 10ft and 1d4 for every 5ft afterward. For 5ft. falls  either a successful Athletics or Acrobatic check of 22 grants no effects otherwise a 5ft. fall causes prone and no damage.  Heights are marked on the map from a street level of 0ft on M23, P24, R21 and K21. Climbing fences from ground and rooftops are speed 3 for every 5 ft (one square.)

Some of the shelves, counter spaces and displays
are poorly done and aren’t walls when in doubt, ask me on the OOC thread to be sure on which is which.

Dotted lines denotes below a surface area,
underneath a ramp or a floor floor plans and objects. Also interior walls in area underneath are also dotted.

Exterior walls, sound buffing walls and walls separating apartments and stores that are darkened (shaded thoroughly.)
has a -5 penalty to perception checks when you are indoors and separated by a darkened wall or when you are outside there’s no perception thru walls and closed doors. (Yes the shaded walls are continuous as dotted.)

There no perception penalties for non-shaded walls
and with a successful Athletics Check of 28 and a minor action you can crash thru them. Non-shade walls has 15hps and AC of 22.

All the chairs on this map
are light and doesn’t cause difficult terrain movement but when your movement once per turn share a square with at least one chair you are penalized one square of speed when entering the chair square.

Chairs are strength attack causing 1d4 damage and when thrown they are light throwing weapons causing 1d4 and hit target is penalized with his/her next turn’s move action one square speed. Non-Hybrid Martial Power Classes has a +3 proficiency with the light chair weapon. (Take pointers from that young elf waitress, she experienced at chunking those chairs at rude men and she’s a pure fighter.)

The boxes in the Tea Shop has lids
and filled with tea leaves with all the handle with care leaves and blends in the boxes on the far left. Any crashing of the far left boxes will draw a DC Safety Check roll as listed below:

9 or lower
grants no penalties or conditions.
10 to 13 grants Difficult Terrain of the 2x2 squares of the crashed area.
14 to 21 is the same as a lower roll with entering and starting the turn in the 2x2 zone grants slowed condition, 23 to 25 same as all lower rolls and the dazed condition.
26 grants Difficult Terrain of the 2x2 squares of the crashed area.
28 or higher: grants no penalties or conditions.

Hey! Its my Tea Shop and you guys should be happy there isn’t any lethal or combustible substance in the shop like there’s in the kitchen. (W-X 31) So, no fighting in the kitchen! (Unless you with that feisty waitress. She’s mean.

Waterpool
(4ft. high lip - 3ft deep) on the upper ramp has a solid center (Water pump workings that also grants line of sight advantages) The pool is Difficult Terrain going into, coming out of and in the pool and no damage from been force over the lip, so all squares with the waterpool fountain are safe squares (and wet.)

If you exit the map area
than resort to the bigger map with 2 squares on the big map equaling 3.5 on the encounter map scale and I will updated you on a new drawn map for your movements.



Tokens:                       --Name.                                                               --Initiative.
F -     (F27) Fiddenmar --Astromath                          {99/99}                      -- (I=39)

Y -    (C27) -- Sharn's Citizen Orc --NPC                    {122/137}                 -- (I=32)
Marked by Deidara. Immobilized UTEO-Deidara-NT. Gains +3 to all defenses UT-Start-O-His-NT.
Citizen Orc Stats Show


Sharn's Orc Citizen                                          Level 14 Skirmisher
Medium natural humanoid                                              XP 1000


Initiative +12        Senses Perception +10; low-light vision
HP 137; Bloodied 68 ; see also warrior's surge
AC 28; Fortitude 27, Reflex 26, Will 25
Speed 6 (8 while charging)


Fist (standard, at-will) Unarmed


+17 vs AC; 2d4+5 damage (crit 1d12).


Chair (standard, at-will) Weapon


(Special) +17 vs AC (crit with a roll of 17 or higher 1d6+5 damage (crit 2d6).
Effect: If attack roll is a higher than 3 while less than 17 Sharn's Orc Citizen gains +3 to all defenses until the start of his next turn. If attack roll is under 4 or higher than 16 then weapon is broken.


Hard-Thrown Chair (standard, at-will) Weapon


Ranged 3/6; +17 vs AC and weapon is broken; 2d6+5 damage; see also killer’s eye.


Warrior's Surge (standard; usable only while bloodied, encounter) Healing, Weapon


The Sharn's Orc Citizen makes a melee basic attack and regains 30 hit points.


Killer’s Eye


When making a ranged attack, the Sharn's Orc Citizen ignores cover and concealment (but not total concealment) if the target is within 5 squares of it.


Alignment Good        Languages Common, Goblin
Skills Insight +14, Streetwise +12, Endurance +12, Intimidate +9
Str 19 (+11)      Dex 17 (+10)      Wis 14 (+9)
Con 16 (+10)      Int 11 (+7)      Cha 11 (+7)
Equipment: leather armor .




R -    (M24) --  Rie (feyline)--NPC                                   {-14/???}                       -- (I=32)
 Marked By UTEOMindartisNT(Agesis.)
?Feyline? defs and discovered info Show

Initiative +18  Skills: Stealth +21 Perception+13 Speed {= or + 8}, climb {= or +6}
AC ?? (?? against oa,), Fort ??, Reflex {= or - 30}, Will{??/??}


B -      (I25) Bjaern--Joran1313                                {84/84}                     -- (I=31)
Invisible on I25
-     (C30)  Deidara--Roark13                                 {91/91}                  -- (I=30)
D
-     (D29)Stalwart Guardian--Roark13                {}          

Q-    (Q23) -- Quibbie --NPC                                      {???/???}                  -- (I=26)

Marked by UTEOMeiaalNT(Dv.Chall

A  -     (F20) Mindartis--Trickelders                           {139/139}                 -- (I=24)
O-      (Q24) -- Orgit --NPC                                        {???/???}                   -- (I=17)
M -     (L25) Mieaal  --Welby10                                 {90/119}                   -- (I=16)

S -
    (O25)  – Sal (feyline) ---NPC                             {-13/???}                   -- (I=16)
Marked By UTEOMindartisNT(Agesis.)
G -     (H15) Dr. John Grace -- kmeste1                     {98/98}                      -- (I=11)


X-    (J28)  -- Orc                             {???/???}              -- (I=)
V-    (J24)  -- Human                       {???/???}              -- (I=)
P-    (C21) -- Shifter                        {???/???}              -- (I=)
N-    (H31) -- Goblin                        {???/???}              -- (I=)
M-   (I32) -- Goblin                          {???/???}              -- (I=)
J-    (E23) – Half-Orc                       {???/???}              -- (I=)
U-    (A22) --Male Elf??                    {???/???}              -- (I=)
T-    (A21) -- Female Human                    {???/???}              -- (I=)


1 -     (I14) Ansrmil/Shop Assistant          {99/99}                                      -- (I=)
              Shop Asst.'s Defs Show
AC: 29 Fort: 23 Ref: 27 Will: 25

2 -     (J34) Kandre/Waitress           {???/???}                                             -- (I=)
3 -     (K33) Tyer/Restaurant Owner          {???/???}                         -- (I=)
* Show
photo


4 -     (D35) Eirenyn/Restaurant Hostess-      {???/???}                        -- (I=)

Curiousity Nip (Don’t wandered too far alone from the team looking for satisfaction, kitties.  {updating always in progress.....} Show

Z-    () -- ??                    {???/???}              -- (I=)
W-    () -- ??                    {???/???}              -- (I=)
R-    () -- ??                    {???/???}              -- (I=)


OOC @Everybody Show

More coming with updated map.
Combat rounds starting with Joran1313 (Can start before or after updated)

Who/What Am I? Show
"I might have been a hmmm... eh-eh well, y'kno but, instead"
I'm a fighter...  --

peacekeepermedc.gif
                 -- ...not a lover.
This signature concept is from "http://www.pathguy.com/index2.htm"
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What I Doing Here? Show

@MTG Forums.
Contestant: A Contest Like No Other hosted by Fakeartist.
An Angelic Aspect In The Wild, Wild World Of The Mata Hari's Agency.

@DnD Forums.
Digital Artist In Training: What Do YOU Think MY Character Looks Like's Thread - @4e Character Development forum.
Player (Osborn) - Bounty Hunter (Fighter DnDNext): DnD presents The Walking Dead @Play By Post Forum.
Player (Shana Zorus) - Professional Bodyguard/Adventurer (Hybrid Warden/Paladin 4e): The Unhallowed Gate @Play By Post Haven Forum (DM by ffShadow)
Player (Krist Breeze) - Twiceborn War Mage/Imbuer (Hybrid Warlord/Wizard 4e): Castle Greyhawk - @Real Adventures (DM by Icanus)
Player (Blyne Munro) - Happy-Go-Lucky Scout/Explorer (Warlock 4e) Domain of Shadows-Darkness Falls - Play By Post Haven (DM by WhisperMagellan)
Player (Ansmril) - Vistani Blessed Psalmist (Bard/Shaman 4e) The Dragon Below Can't Have It This Good - (And I'm The DM)
DM - The Young Mercenaries/Ps'V-GoodShip Drow Diplomacy.
DM - The Unlikely Diplomats/Ps'V- GoodShip Drow Diplomacy.
DM - The Dragon Below Can't Have It This Good/Ps'V GoodShip Diplomacy.
Referee - People Of Oz @Dorothy's Kansas Games(inactive).
Oz League: The Ardent Lord w/People Of Oz @Dorothy's Kansas Games(inactive).
Ps'V = The Players' Vault Forum Group In Which I'm The Owner Of.

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2 years ago  ::  Jul 11, 2011 - 9:39PM #73
joran1313
Date Joined: Jan 7, 2009
Posts: 1,597
ooc Show

Before I start my turn, I have to ask: Is the area where Mieall is fighting open to me? (basically am I able to get to where they are this turn?)  Also is it a chain-link fence, a slatted wood fence, or cement/brick fence and about how high up does it go?

As I'm invisible and silent, I'm not worried about the locals attacking me as they don't know where I am, but I dont want to open anything and risk breaking invisibility.

Oh, and sorry roark! For going apesh#t on a civilian, I think you are on your own for this! >.<
Might I recommend a sleep spell of some sort till you can sort it out?
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I am Red/Black
I am Red/Black
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.

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.


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2 years ago  ::  Jul 12, 2011 - 4:03AM #74
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,482
IC Q&A @joran1313 Show
Pardon me, I should have mention this before.

Unless the fence is on a bridge or a ramp considered the fence at leat 7 feet tall and no higher than 10 feet high made of wood that does block line of sight and to be treated as a 10feet high obstacle.

On the bridges and the ramps the fences are mostly from 4 feet to 6 feet high, doesn't do much in blocking sight and rarely grant full cover so treated the ramp and bridge fences as a 5 feet high obstacle.
There's also no line of sight from any object or creature next to a wall or any object to the person standing away from the perimeter on top of the wall or object.
This why those in the restaurant is granted sight beyond up the first three squares on the ramp over the alley and those closer to the ramp over the alley are granted less squares in sight onto the ramp. (The third member on the ramp has yet to be seen by those fighting just beyond the restaurant back gate and until someone open that darn gate for all in the restaurant outdoor seating area can see what really going in that gangway to the alley those patrons probably will be the worse obstacles during this encounter especially if you guys don't think of a way to either calmed him down or make amends with him for you guys brutality.Spoiler: Show
Who/What Am I? Show
"I might have been a hmmm... eh-eh well, y'kno but, instead"
I'm a fighter...  --

peacekeepermedc.gif
                 -- ...not a lover.
This signature concept is from "http://www.pathguy.com/index2.htm"
html_removed
What I Doing Here? Show

@MTG Forums.
Contestant: A Contest Like No Other hosted by Fakeartist.
An Angelic Aspect In The Wild, Wild World Of The Mata Hari's Agency.

@DnD Forums.
Digital Artist In Training: What Do YOU Think MY Character Looks Like's Thread - @4e Character Development forum.
Player (Osborn) - Bounty Hunter (Fighter DnDNext): DnD presents The Walking Dead @Play By Post Forum.
Player (Shana Zorus) - Professional Bodyguard/Adventurer (Hybrid Warden/Paladin 4e): The Unhallowed Gate @Play By Post Haven Forum (DM by ffShadow)
Player (Krist Breeze) - Twiceborn War Mage/Imbuer (Hybrid Warlord/Wizard 4e): Castle Greyhawk - @Real Adventures (DM by Icanus)
Player (Blyne Munro) - Happy-Go-Lucky Scout/Explorer (Warlock 4e) Domain of Shadows-Darkness Falls - Play By Post Haven (DM by WhisperMagellan)
Player (Ansmril) - Vistani Blessed Psalmist (Bard/Shaman 4e) The Dragon Below Can't Have It This Good - (And I'm The DM)
DM - The Young Mercenaries/Ps'V-GoodShip Drow Diplomacy.
DM - The Unlikely Diplomats/Ps'V- GoodShip Drow Diplomacy.
DM - The Dragon Below Can't Have It This Good/Ps'V GoodShip Diplomacy.
Referee - People Of Oz @Dorothy's Kansas Games(inactive).
Oz League: The Ardent Lord w/People Of Oz @Dorothy's Kansas Games(inactive).
Ps'V = The Players' Vault Forum Group In Which I'm The Owner Of.

Quick Reply
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2 years ago  ::  Jul 12, 2011 - 8:21AM #75
joran1313
Date Joined: Jan 7, 2009
Posts: 1,597
The door to the back alley suddenly swinging open, any onlookers can now see the fight in the back alley going on in full swing.


Actions Show


Move: shift to J:25
Minor: open door
Standard: Shadow Step to M:23



Bjaern Stat Block Show


AC: 30

Fort: 24 Ref: 29 Will: 29

HP: 84

Surges: 8

Surge Value: 21

Status:

Init mod: 19

Speed: 6

Action Point: 1
Passive insight 25/perception 23

Basic Attack: Melee Basic Attack +16
Basic Attack: Ranged Basic Attack +22
Changeling Disguise (minor)
Shadow Step (move)
Assassin's Shroud (free action 1/round)
Shadow Storm
Inescapable Blade
[] Changeling Trick
[] Shade Form
[] Inescapable Shadow
[] Shadow Jack
[] Soul Reaver
[] Flurry of Talons
[] Treacherous Shades
[] Obscuring Shadow
[] Sundered Shadow
[] Converging Shadows
[] Slayer's Escape
[x] Seeker of Shadow
[] Veil of Unsight
[] Liquid Shadow

Other Combat Relevant Info:

Venom Hand Assassin: +1d8 poison damage on first successful attack after a short/extended rest

Brutal Shroud: reroll natural 1s on assassin shroud damage

Venom Handler: resist 5 poison

Venom Hand Master: Ignore poison resistance and immunity.

Killer in the Crowd: Your enemies don't grant cover to your targets. Gain cover from your enemies.

Eyes in the back of your head: Don't grant CA from being flanked

Sneak of Shadows: Sneak Attack +3d6 1/encounter

[item] Gauntlets of Destruction: When rolling damage on melee attacks, reroll all 1s until they come up as something other than a 1.

shadowblade benefits Show

Weapon of the night: Shadowblade: 1d8; 10/20 range; +3 profenciency; light blade, thrown properties; minor action to form, disappears if I'm not holding it at the end of my turn and I'm profecient in its use.

Eyes of the night: gain dark vision

Shadowblade action: AP: gain CA for all attacks until end of turn, and at end of turn may teleport 10 squares as a free action.

Master of Shadows: Gain gloom shard when I reduce an enemy to 0hp with the shadowblade. Gain use of several abilities as a minor action. Spend a gloom shard: () gain CA against adjacent enemy until end of my turn. () gain +5 bonus to next stealth check I make this turn. () Douse a small light source no larger than a lantern within 10 squares until end of next turn.
 Can have up to 5 gloom shards at a time. Unexpended gloom shards vanish after an extended rest, but gain 1 gloom shard.




show Show







I am Red/Black
I am Red/Black
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.

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.


Quick Reply
Cancel
2 years ago  ::  Jul 13, 2011 - 8:49PM #76
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,482
The clashing with the quick, agile short guy with a sharp edge is exposed for all in the restaurant to view.

@What we all waiting to see!!! Show

Roark13 yur up

P.S. Reread the map legend, please.


The Now Happening: Show


In A Back Alley Of Underlook Encounter.

MAP Show


Detailed Map<-- Click Here.

 

MAP LEGEND: Reread Please. Show


 Doors open in the direction of the arrows.

To enter by opening a door expends a minor action and grants shift 1 in any direction when doing so and as standard action you can retain the minor action and has total defense at the end of the shift.

While using a move action when opening a door or closing a door doesn't end the move action but does cost either a minor action or standard action by doing so. 

You can also choose to close the door after the shift as a free action.

You can simply close the door with making no entry nor exiting of the door as a free action.

If choose to lock the door after entering and  shifting or barred the door after entering and shifting, this will be treated as a standard action instead of a minor and you are automatically granted total defense when doing so.

When provoking an opportunity attack or area attack when entering a doorway you grant combat advantage to the attack and you can't move nor shift after the opening of the door shift.

Shifting to a square that was cause by opening the door or entering a square after entering a open doorway that is adjacent to an enemy with no ally adjacent to he/she provokes a basic attack or an at-will power attack. If the attack that was provoked is a range or area attack then that provoked attack doesn't provoked opportunity attacks.

The circled L’s
are on the side of a doorway that denotes that entry thru that door from that side has a lock and needs a key and a standard action to pass thru or one of the following options.

Most doors on the map are built for the rough UnderLook Neighborhood
and when you has no key only a non-sword weapon with a blade can grant you access by the lock with three successful Athletics Check (22) otherwise the doors can’t be damage by arcane/implement powers, has 60hps and an AC of 26.

(These doorway combat and ambush rules above applied to both PCs and NPCs. So be careful, the big city is a dangerous place.) 



Double-lines with small lines throughout it are fences or railing
with DC Safety Check roll to prevent been force over on ramp of 22 to grab the railing with a dazed condition (hanging on though) and a second roll to return to last exiting square dazed and prone.

All Falls happens with prone condition and are 2d4 damage at 10ft and 1d4 for every 5ft afterward. For 5ft. falls  either a successful Athletics or Acrobatic check of 22 grants no effects otherwise a 5ft. fall causes prone and no damage.  Heights are marked on the map from a street level of 0ft on M23, P24, R21 and K21. Climbing fences from ground and rooftops are speed 3 for every 5 ft (one square.)

Some of the shelves, counter spaces and displays
are poorly done and aren’t walls when in doubt, ask me on the OOC thread to be sure on which is which.

Dotted lines denotes below a surface area,
underneath a ramp or a floor floor plans and objects. Also interior walls in area underneath are also dotted.

Exterior walls, sound buffing walls and walls separating apartments and stores that are darkened (shaded thoroughly.)
has a -5 penalty to perception checks when you are indoors and separated by a darkened wall or when you are outside there’s no perception thru walls and closed doors. (Yes the shaded walls are continuous as dotted.)

There no perception penalties for non-shaded walls
and with a successful Athletics Check of 28 and a minor action you can crash thru them. Non-shade walls has 15hps and AC of 22.

All the chairs on this map
are light and doesn’t cause difficult terrain movement but when your movement once per turn share a square with at least one chair you are penalized one square of speed when entering the chair square.

Chairs are strength attack causing 1d4 damage and when thrown they are light throwing weapons causing 1d4 and hit target is penalized with his/her next turn’s move action one square speed. Non-Hybrid Martial Power Classes has a +3 proficiency with the light chair weapon. (Take pointers from that young elf waitress, she experienced at chunking those chairs at rude men and she’s a pure fighter.)

The boxes in the Tea Shop has lids
and filled with tea leaves with all the handle with care leaves and blends in the boxes on the far left. Any crashing of the far left boxes will draw a DC Safety Check roll as listed below:

9 or lower
grants no penalties or conditions.
10 to 13 grants Difficult Terrain of the 2x2 squares of the crashed area.
14 to 21 is the same as a lower roll with entering and starting the turn in the 2x2 zone grants slowed condition, 23 to 25 same as all lower rolls and the dazed condition.
26 grants Difficult Terrain of the 2x2 squares of the crashed area.
28 or higher: grants no penalties or conditions.

Hey! Its my Tea Shop and you guys should be happy there isn’t any lethal or combustible substance in the shop like there’s in the kitchen. (W-X 31) So, no fighting in the kitchen! (Unless you with that feisty waitress. She’s mean.

Waterpool
(4ft. high lip - 3ft deep) on the upper ramp has a solid center (Water pump workings that also grants line of sight advantages) The pool is Difficult Terrain going into, coming out of and in the pool and no damage from been force over the lip, so all squares with the waterpool fountain are safe squares (and wet.)

If you exit the map area
than resort to the bigger map with 2 squares on the big map equaling 3.5 on the encounter map scale and I will updated you on a new drawn map for your movements.



Tokens:                       --Name.                                                               --Initiative.
F -     (F27) Fiddenmar --Astromath                          {99/99}                      -- (I=39)


Y -    (C27) -- Sharn's Citizen Orc --NPC                    {122/137}                 -- (I=32)
 +3 to all defenses UT-Start-O-His-NT.
Citizen Orc Stats Show


Sharn's Orc Citizen                                          Level 14 Skirmisher
Medium natural humanoid                                              XP 1000


Initiative +12        Senses Perception +10; low-light vision
HP 137; Bloodied 68 ; see also warrior's surge
AC 28; Fortitude 27, Reflex 26, Will 25
Speed 6 (8 while charging)


Fist (standard, at-will) Unarmed


+17 vs AC; 2d4+5 damage (crit 1d12).


Chair (standard, at-will) Weapon


(Special) +17 vs AC (crit with a roll of 17 or higher 1d6+5 damage (crit 2d6).
Effect: If attack roll is a higher than 3 while less than 17 Sharn's Orc Citizen gains +3 to all defenses until the start of his next turn. If attack roll is under 4 or higher than 16 then weapon is broken.


Hard-Thrown Chair (standard, at-will) Weapon


Ranged 3/6; +17 vs AC and weapon is broken; 2d6+5 damage; see also killer’s eye.


Warrior's Surge (standard; usable only while bloodied, encounter) Healing, Weapon


The Sharn's Orc Citizen makes a melee basic attack and regains 30 hit points.


Killer’s Eye


When making a ranged attack, the Sharn's Orc Citizen ignores cover and concealment (but not total concealment) if the target is within 5 squares of it.


Alignment Good        Languages Common, Goblin
Skills Insight +14, Streetwise +12, Endurance +12, Intimidate +9
Str 19 (+11)      Dex 17 (+10)      Wis 14 (+9)
Con 16 (+10)      Int 11 (+7)      Cha 11 (+7)
Equipment: leather armor .




R -    (M24) --  Rie (feyline)--NPC                                   {-14/???}                       -- (I=32)
 Marked By UTEOMindartisNT(Agesis.)
?Feyline? defs and discovered info Show


??????????????????                                                           Level 16 Skirmisher
Small fey humanoid                                                                             XP 1400


Initiative +18                                        Senses: Perception +13 ??????? vision
HP ???; Bloodied ??   
AC ?? (?? against oa,), Fort ??, Reflex {= or - 30}, Will{??/??} 
Speed {= or + 8}, climb {= or +6}             


Short Sword (Standard Action, At-Will) Weapon


 Melee 1 (one creature); +21 vs. AC Hit: 2d6 + 5 damage.


??????????????????????????????????


Alignment ???      Languages ????
Skills: Stealth +21 Perception+13
Equipment: short sword x2. Daggers x8




B -      (I25) Bjaern--Joran1313                                {84/84}                     -- (I=31)
Invisible on I25
-     (F33)  Deidara--Roark13                                 {91/91}                  -- (I=30)
D
-     (F34)Stalwart Guardian--Roark13                {45/45}          
Shift to F34 after entering thru doorway

Q-    (Q23) -- Quibbie --NPC                                      {???/???}                  -- (I=26)
Marked by UTEOMeiaalNT(Dv.Chall
?Orcs on bridge? defs and discovered info Show


????????????????????                                                                Level ?? ???????
Medium natural humanoid , orc                                                              


Initiative +11        Senses Perception +??; ????? vision
HP ???; Bloodied ???
AC {??/??}; Fortitude{??/??}Reflex {??/??} Will {??/??}
Speed ? (? while charging)


Staff (Standard, at-will) Weapon


????????????????????????????


Fire Bolt (Standard, at-will) Fire, Implement


Ranged ?? (one creature); +22 vs. Reflex Hit: 3d8 + 12 fire damage.


Fire Barrage (Standard, Recharge) Fire, Implement


Ranged 10 (one, two, or three creatures); +22 vs. Reflex Hit: 2d10 + 7 fire damage.


????????????????????????????????????????????????????


Alignment ????????        Languages ??????????????????
Equipment: hide armor , quarterstaff .




A  -     (L24) Mindartis--Trickelders                           {139/139}                 -- (I=24)
O-      (Q24) -- Orgit --NPC                                        {???/???}                   -- (I=17)
?Orcs on bridge? defs and discovered info Show


????????????????????                                                                Level ?? ???????
Medium natural humanoid , orc                                                              


Initiative +11        Senses Perception +??; ????? vision
HP ???; Bloodied ???
AC {??/??} Fortitude {??/??} Reflex {??/??} Will {??/??}
Speed ? (? while charging)


Staff (Standard, at-will) Weapon


????????????????????????????


Fire Bolt (Standard, at-will) Fire, Implement


Ranged ?? (one creature); +22 vs. Reflex Hit: 3d8 + 12 fire damage.


Fire Barrage (Standard, Recharge) Fire, Implement


Ranged 10 (one, two, or three creatures); +22 vs. Reflex Hit: 2d10 + 7 fire damage.


????????????????????????????????????????????????????


Alignment ????????        Languages ??????????????????
Equipment: hide armor , quarterstaff .




M
 -     (L25) Mieaal  --Welby10                                 {90/119}                   -- (I=16)

S -
    (O25)  – Sal (feyline) ---NPC                             {-13/???}                   -- (I=16)
Marked By UTEOMindartisNT(Agesis.)
?Feyline? defs and discovered info Show


??????????????????                                                           Level 16 Skirmisher
Small fey humanoid                                                                                    XP 1400


Initiative +18                                        Senses: Perception +13 ??????? vision
HP ???; Bloodied ??   
AC 
{??/??} (?? against oa,), Fort {??/??}, Reflex {= or - 30}, Will{??/??} 
Speed {= or + 8}, climb {= or +6}  


Short Sword (Standard Action, At-Will)


 Melee 1 (one creature); +21 vs. AC Hit: 2d6 + 5 damage.


??????????????????????????????????


Alignment ???      Languages ????
Skills: Stealth +21 Perception+13
Equipment: short sword x2. Daggers x8




G -     (H15) Dr. John Grace -- kmeste1                     {98/98}                      -- (I=11)

X-    (J28)  -- Orc                             {???/???}              -- (I=)
V-    (J24)  -- Human                       {???/???}              -- (I=)
P-    (C21) -- Shifter                        {???/???}              -- (I=)
N-    (H31) -- Goblin                        {???/???}              -- (I=)
M-   (I32) -- Goblin                          {???/???}              -- (I=)
J-    (E23) – Half-Orc                       {???/???}              -- (I=)
U-    (A22) --Male Elf??                    {???/???}              -- (I=)
T-    (A21) -- Female Human                    {???/???}              -- (I=)


1 -     (I14) Ansrmil/Shop Assistant          {99/99}                                      -- (I=)
              Shop Asst.'s Defs Show
AC: 29 Fort: 23 Ref: 27 Will: 25

2 -     (J34) Kandre/Waitress           {???/???}                                             -- (I=)
3 -     (K33) Tyer/Restaurant Owner          {???/???}                         -- (I=)
* Show
photo


4 -     (D35) Eirenyn/Restaurant Hostess-      {???/???}                        -- (I=)

Curiousity Nip (Don’t wandered too far alone from the team looking for satisfaction, kitties.  {updating always in progress.....} Show

Z-    () -- ??                    {???/???}              -- (I=)
W-    () -- ??                    {???/???}              -- (I=)
R-    () -- ??                    {???/???}              -- (I=)


OOC@Everybody Show

More coming with updated map.
Combat rounds starting with Joran1313 (Can start before or after updated)

Who/What Am I? Show
"I might have been a hmmm... eh-eh well, y'kno but, instead"
I'm a fighter...  --

peacekeepermedc.gif
                 -- ...not a lover.
This signature concept is from "http://www.pathguy.com/index2.htm"
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2 years ago  ::  Jul 15, 2011 - 11:00AM #77
roark13
Date Joined: Mar 25, 2008
Posts: 765
I apologize for my rudeness, kind orc.  I was just in my own little world and was startled.  I am extremely sorry for an inconvience I may have caused you and I hope ths gold can help excuse my temper.  Now, if you will excuse me...

Deidara hands the orc 500 gp and moves toward the east shop enterance.

actions Show
free:toss coins
                        move/minor: move from C30 to F33
                        minor: move defender from D29 to G33
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2 years ago  ::  Jul 16, 2011 - 6:38AM #78
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,482

Deidara's gift of reconciliation to the innocent big orc wasn't apprecatiate but the orc demanded 700gps and get out of my face.
Diedara quickly agreed relaxxing and with been distracted by his friends fighting at the alley entrance's gangway paid the orc who now was smiling singing "I going to buy Aric's leather jacket, I going to buy Aric's leather jacket. Diedara immediately after paying the grievance cost ran into the indoor section of the restaurant while loudly saying apologizing comments along the way.
As he enter the reception the hostess, another elf female, this one older the waitress yet well younger than the owner sitting behind the counter was also looking around wondering what going now looked at Deidara to afraid to say anymore than "Good afternoon, This is the private seating area. Can I help you?". 

At the gangway entrance the confusion escalated since the start of the conflict. Rie cried out "There's something strange here, the door, the door!!" In which the geniune culprit, the orc on the bridge was showing that surrounding his small friend wasn't a good idea; by bringing down a barrage of what Mieaal felt when she first found herself on the defensive against the short swordsman.
There was visions and smells of searing georgetting flames appeared to sailed at Mieaal and Mindartis from the first orc that was seen on the bridge's staff.

The Actions Show

Quibbie on bridge (Q23) holding quarterstaff.
Free: Rie(23)/Quibbie(30) Passive Perception vs Bjaen Passsive Stealth (34-5) (Who Opened fence's gate?!)
Rie/Sal: 23vs29: Undiscovered
Bjaen/Orgit: 30vs29: Success: Quibbie knows someone down there moving in shadows.
Minor: Spot Check: looking to target Bjaen, 22vs26 Failed.
Standard: Fire barrage targeting two:
vs Mindartis
40vs28 HIT: 22 damage
vs Mieaal
28vs28 HIT: 15 damage  
End of turn.


The Rolls Show


The Now Happening: Trickelders yur up!! Show

Reread the map legend, please.

In A Back Alley Of Underlook Encounter.

MAP Show


Detailed Map<-- Click Here.

 
MAP LEGEND: Reread Please. Show

 Doors open in the direction of the arrows.

To enter by opening a door expends a minor action and grants shift 1 in any direction when doing so and as standard action you can retain the minor action and has total defense at the end of the shift.

While using a move action when opening a door or closing a door doesn't end the move action but does cost either a minor action or standard action by doing so. 

You can also choose to close the door after the shift as a free action.

You can simply close the door with making no entry nor exiting of the door as a free action.

If choose to lock the door after entering and  shifting or barred the door after entering and shifting, this will be treated as a standard action instead of a minor and you are automatically granted total defense when doing so.

When provoking an opportunity attack or area attack when entering a doorway you grant combat advantage to the attack and you can't move nor shift after the opening of the door shift.

Shifting to a square that was cause by opening the door or entering a square after entering a open doorway that is adjacent to an enemy with no ally adjacent to he/she provokes a basic attack or an at-will power attack. If the attack that was provoked is a range or area attack then that provoked attack doesn't provoked opportunity attacks.

The circled L’s
are on the side of a doorway that denotes that entry thru that door from that side has a lock and needs a key and a standard action to pass thru or one of the following options.

Most doors on the map are built for the rough UnderLook Neighborhood
and when you has no key only a non-sword weapon with a blade can grant you access by the lock with three successful Athletics Check (22) otherwise the doors can’t be damage by arcane/implement powers, has 60hps and an AC of 26.

(These doorway combat and ambush rules above applied to both PCs and NPCs. So be careful, the big city is a dangerous place.) 



Double-lines with small lines throughout it are fences or railing
with DC Safety Check roll to prevent been force over on ramp of 22 to grab the railing with a dazed condition (hanging on though) and a second roll to return to last exiting square dazed and prone.

All Falls (DIFFERENT THAN FREFALLS) happens with prone condition and are 2d4 splat damage at 10ft and 1d4 for every 5ft afterward.
For 5ft. falls either a successful Athletics or Acrobatic check of 22 grants no effects otherwise an over 5ft to 7ft. fall causes prone and no damage.
Heights are marked on the map from a street level of 0ft on M23, P24, R21 and K21.
Climbing fences from ground and rooftops are speed 3 for every 5 ft (one square.)

There's freefalling with no damage and end of action for a 7ft or less freefalling.
You can also do an DC Acrobatic or DC Athletics to controlled a freefall of 5ft to 10ft freefall as part of an action.
1d4 splatting damage per 5ft.

Some of the shelves, counter spaces and displays
are poorly done and aren’t walls when in doubt, ask me on the OOC thread to be sure on which is which.

Dotted lines denotes below a surface area,
underneath a ramp or a floor floor plans and objects. Also interior walls in area underneath are also dotted.

Exterior walls, sound buffing walls and walls separating apartments and stores that are darkened (shaded thoroughly.)
has a -5 penalty to perception checks when you are indoors and separated by a darkened wall or when you are outside there’s no perception thru walls and closed doors. (Yes the shaded walls are continuous as dotted.)

There no perception penalties for non-shaded walls
and with a successful Athletics Check of 28 and a minor action you can crash thru them. Non-shade walls has 15hps and AC of 22.

All the chairs on this map
are light and doesn’t cause difficult terrain movement but when your movement once per turn share a square with at least one chair you are penalized one square of speed when entering the chair square.

Chairs are strength attack causing 1d4 damage and when thrown they are light throwing weapons causing 1d4 and hit target is penalized with his/her next turn’s move action one square speed. Non-Hybrid Martial Power Classes has a +3 proficiency with the light chair weapon. (Take pointers from that young elf waitress, she experienced at chunking those chairs at rude men and she’s a pure fighter.)

The boxes in the Tea Shop has lids
and filled with tea leaves with all the handle with care leaves and blends in the boxes on the far left. Any crashing of the far left boxes will draw a DC Safety Check roll as listed below:

9 or lower
grants no penalties or conditions.
10 to 13 grants Difficult Terrain of the 2x2 squares of the crashed area.
14 to 21 is the same as a lower roll with entering and starting the turn in the 2x2 zone grants slowed condition, 23 to 25 same as all lower rolls and the dazed condition.
26 grants Difficult Terrain of the 2x2 squares of the crashed area.
28 or higher: grants no penalties or conditions.

Hey! Its my Tea Shop and you guys should be happy there isn’t any lethal or combustible substance in the shop like there’s in the kitchen. (W-X 31) So, no fighting in the kitchen! (Unless you with that feisty waitress. She’s mean.

Waterpool
(4ft. high lip - 3ft deep) on the upper ramp has a solid center (Water pump workings that also grants line of sight advantages) The pool is Difficult Terrain going into, coming out of and in the pool and no damage from been force over the lip, so all squares with the waterpool fountain are safe squares (and wet.)

If you exit the map area
than resort to the bigger map with 2 squares on the big map equaling 3.5 on the encounter map scale and I will updated you on a new drawn map for your movements.



Tokens:                       --Name.                                                               --Initiative.
F -     (F27) Fiddenmar --Astromath                          {99/99}                      -- (I=39)


Y -    (C27) -- Sharn's Citizen Orc --NPC                    {122/137}                 -- (I=32)
 +3 to all defenses UT-Start-O-His-NT.
Citizen Orc Stats Show


Sharn's Orc Citizen                                          Level 14 Skirmisher
Medium natural humanoid                                              XP 1000


Initiative +12        Senses Perception +10; low-light vision
HP 137; Bloodied 68 ; see also warrior's surge
AC 28; Fortitude 27, Reflex 26, Will 25
Speed 6 (8 while charging)


Fist (standard, at-will) Unarmed


+17 vs AC; 2d4+5 damage (crit 1d12).


Chair (standard, at-will) Weapon


(Special) +17 vs AC (crit with a roll of 17 or higher 1d6+5 damage (crit 2d6).
Effect: If attack roll is a higher than 3 while less than 17 Sharn's Orc Citizen gains +3 to all defenses until the start of his next turn. If attack roll is under 4 or higher than 16 then weapon is broken.


Hard-Thrown Chair (standard, at-will) Weapon


Ranged 3/6; +17 vs AC and weapon is broken; 2d6+5 damage; see also killer’s eye.


Warrior's Surge (standard; usable only while bloodied, encounter) Healing, Weapon


The Sharn's Orc Citizen makes a melee basic attack and regains 30 hit points.


Killer’s Eye


When making a ranged attack, the Sharn's Orc Citizen ignores cover and concealment (but not total concealment) if the target is within 5 squares of it.


Alignment Good        Languages Common, Goblin
Skills Insight +14, Streetwise +12, Endurance +12, Intimidate +9
Str 19 (+11)      Dex 17 (+10)      Wis 14 (+9)
Con 16 (+10)      Int 11 (+7)      Cha 11 (+7)
Equipment: leather armor .




R -    (M24) --  Rie (feyline)--NPC                                   {-28/???}                       -- (I=32)
 Marked By UTEOMindartisNT(Agesis.)
?Feyline? defs and discovered info Show


??????????????????                                                           Level 16 Skirmisher
Small fey humanoid                                                                             XP 1400


Initiative +18                                        Senses: Perception +13 ??????? vision
HP ???; Bloodied ??   
AC ?? (?? against oa,), Fort ??, Reflex {= or - 30}, Will{??/??} 
Speed {= or + 8}, climb {= or +6}             


Short Sword (Standard Action, At-Will) Weapon


 Melee 1 (one creature); +21 vs. AC Hit: 2d6 + 5 damage.


??????????????????????????????????


Alignment ???      Languages ????
Skills: Stealth +21 Perception+13
Equipment: short sword x2. Daggers x8




B -      (I25) Bjaern--Joran1313                                {84/84}                     -- (I=31)
Invisible on I25
-     (F33)  Deidara--Roark13                                 {91/91}                  -- (I=30)
No Line of sight to or from attacking enemies.
D
-     (F34)Stalwart Guardian--Roark13                {45/45}          
Shift to F34 after entering thru doorway and No Line of sight to or from attacking enemies.

Q-    (S20) -- Quibbie --NPC                                      {108/129}                  -- (I=26)
Marked by UTEOMeiaalNT(Dv.Chall
?Orcs on bridge? defs and discovered info Show


Silenced Corrupted                                                                                           Level 17 Artillery
Medium natural humanoid , orc (demon)                                                                 XP 1600


Initiative +11        Senses Perception +20; Telepathy (Common, Abyss ) Darkvision
HP 129; Bloodied 64
AC 29; Fortitude 29, Reflex 27, Will 31
Speed 6 (8 while charging)


Staff (Weapon) At-Will


Attack: Melee 1 (one creature); +22 vs. ACHit: 3d6 + 10 damage.


Fire Bolt (Fire, Implement) At-Will


Attack: Ranged 10 (one creature); +22 vs. ReflexHit: 3d8 + 12 fire damage.


Fire Barrage (Fire, Implement) Recharge


Attack: Ranged 10 (one, two, or three creatures); +22 vs. ReflexHit: 2d10 + 7 fire damage.


Winds of Fire (Fire, Implement, Zone) Encounter


Attack: Area burst 2 within 20 (creatures in the burst); +22 vs. ReflexHit: 3d6 + 6 fire damage.Effect: The burst creates a zone that lasts until the end of the encounter. Any creature that enters the zone or ends its turn there takes 10 fire damage and is pulled 1 square toward the burst’s origin square.


Indomitable Fury (immediate reaction; Trigger: the silenced corrupted drops to 0 hit points for the first time. at-will) Healing


Effect (No Action): The silenced corrupted instead has 1 hit point, and it gains a +2 bonus to attack rolls and a +4 bonus to damage rolls until the end of the encounter.


Avenging Fire (immediate reaction; Trigger: An enemy reduces the silenced corrupted to 0 hit points for the second time, at will) Fire


Effect (No Action): The triggering enemy takes 2d10 + 11 fire damage.


Alignment Unaligned        Languages -
Skills Diplomacy +16, Religion +17
Str 19 (+12)      Dex 16 (+11)      Wis 24 (+15)
Con 21 (+13)      Int 19 (+12)      Cha 16 (+11)


Equipment: hide armor , quarterstaff .


Description: These possessed orc warriors are unrecoverable and were proven to be terrible foes that were tempered in battle with some of the most dangerous monsters found in Khorvaire before they given over to Sharn’s Talons of Tiamat’s cult.




A  -     (L24) Mindartis--Trickelders                           {139/139}                 -- (I=24)
+2 bonus to AC and Reflex until the end of his next turn.

O-      (Q24) -- Orgit --NPC                                        {115/129}                   -- (I=17)
Besides Fiddenmar, Orgit has concealment from all the other PC. 
?Orcs on bridge? defs and discovered info Show


Silenced Corrupted                                                                                           Level 17 Artillery
Medium natural humanoid , orc (demon)                                                                 XP 1600


Initiative +11        Senses Perception +20; Telepathy (Common, Abyss ) Darkvision
HP 129; Bloodied 64
AC 29; Fortitude 29, Reflex 27, Will 31
Speed 6 (8 while charging)


Staff (Weapon) At-Will


Attack: Melee 1 (one creature); +22 vs. ACHit: 3d6 + 10 damage.


Fire Bolt (Fire, Implement) At-Will


Attack: Ranged 10 (one creature); +22 vs. ReflexHit: 3d8 + 12 fire damage.


Fire Barrage (Fire, Implement) Recharge


Attack: Ranged 10 (one, two, or three creatures); +22 vs. ReflexHit: 2d10 + 7 fire damage.


Winds of Fire (Fire, Implement, Zone) Encounter


Attack: Area burst 2 within 20 (creatures in the burst); +22 vs. ReflexHit: 3d6 + 6 fire damage.Effect: The burst creates a zone that lasts until the end of the encounter. Any creature that enters the zone or ends its turn there takes 10 fire damage and is pulled 1 square toward the burst’s origin square.


Indomitable Fury (immediate reaction; Trigger: the silenced corrupted drops to 0 hit points for the first time. at-will) Healing


Effect (No Action): The silenced corrupted instead has 1 hit point, and it gains a +2 bonus to attack rolls and a +4 bonus to damage rolls until the end of the encounter.


Avenging Fire (immediate reaction; Trigger: An enemy reduces the silenced corrupted to 0 hit points for the second time, at will) Fire


Effect (No Action): The triggering enemy takes 2d10 + 11 fire damage.


Alignment Unaligned        Languages -
Skills Diplomacy +16, Religion +17
Str 19 (+12)      Dex 16 (+11)      Wis 24 (+15)
Con 21 (+13)      Int 19 (+12)      Cha 16 (+11)


Equipment: hide armor , quarterstaff .


Description: These possessed orc warriors are unrecoverable and were proven to be terrible foes that were tempered in battle with some of the most dangerous monsters found in Khorvaire before they given over to Sharn’s Talons of Tiamat’s cult.




M
 -     (L25) Mieaal  --Welby10                                 {52/119}Bloodied     -- (I=16)

S -
    (O25)  – Sal (feyline) ---NPC                             {-20/???}                   -- (I=16)
Marked By UTEOMindartisNT(Agesis.)
?Feyline? defs and discovered info Show


??????????????????                                                           Level 16 Skirmisher
Small fey humanoid                                                                                    XP 1400


Initiative +18                                        Senses: Perception +13 ??????? vision
HP ???; Bloodied ??   
AC 
{??/??} (?? against oa,), Fort {??/??}, Reflex {= or - 30}, Will{??/??} 
Speed {= or + 8}, climb {= or +6}  


Short Sword (Standard Action, At-Will)


 Melee 1 (one creature); +21 vs. AC Hit: 2d6 + 5 damage.


??????????????????????????????????


Alignment ???      Languages ????
Skills: Stealth +21 Perception+13
Equipment: short sword x2. Daggers x8




G -     (H15) Dr. John Grace -- kmeste1                     {98/98}                      -- (I=11)

X-    (J28)  -- Orc                             {???/???}              -- (I=)
V-    (J24)  -- Human                       {???/???}              -- (I=)
P-    (C21) -- Shifter                        {???/???}              -- (I=)
N-    (H31) -- Goblin                        {???/???}              -- (I=)
M-   (I32) -- Goblin                          {???/???}              -- (I=)
J-    (E23) – Half-Orc                       {???/???}              -- (I=)
U-    (A22) --Male Elf??                    {???/???}              -- (I=)
T-    (A21) -- Female Human                    {???/???}              -- (I=)


1 -     (I14) Ansrmil/Shop Assistant          {99/99}                                      -- (I=)
              Shop Asst.'s Defs Show
AC: 29 Fort: 23 Ref: 27 Will: 25

2 -     (J34) Kandre/Waitress           {???/???}                                             -- (I=)
3 -     (K33) Tyer/Restaurant Owner          {???/???}                         -- (I=)
* Show
photo


4 -     (D35) Eirenyn/Restaurant Hostess-      {???/???}                        -- (I=)

Curiousity Nip (Don’t wandered too far alone from the team looking for satisfaction, kitties.  {updating always in progress.....} Show

Z-    () -- ??                    {???/???}              -- (I=)
W-    () -- ??                    {???/???}              -- (I=)
R-    () -- ??                    {???/???}              -- (I=)



@Everybody Show
Mieaal needs to get some cover, she nearly bloodied.
The defenders and range hitters have to get some of that heat off Mieaal;...
...And in a different meaning with the same message about getting that heat off to the Dr, Grace.


PASSIVE SKILLS' SCORES TRIGGERED FROM THE FIRE BARRAGE BY MINDARTIS(p.arcane 32 - p.religion30) AND MIEAAL(*p.religion 27 - p.streetwise p.24) Show


Religion DC 26, Arcana DC 22: Luckily for the civilized realms, silenced corrupted cannot breed. Although the rituals used in their creation spawn dozens of these fiends at a time, the steady attrition of wars and infighting keep their numbers in check. In addition, silenced corrupted are so inherently violent that only the mightiest or most foolish spellcaster attempts to keep more than a dozen. Although silenced corrupted are relatively rare in the mortal world, a demon cult might have a few of them among its ranks.
(revised from Monster Manual 3, pg. 191.)

{* = Welby10 Check your skills scores especially your trained skills. Mieaal's Religion Score equals Wisdom + Trained + 1/2 Level + Passivity = 4+5+8+10=27}


Athletics/Acrobatics DC28, Streetwise DC22. The best method for defeating a silenced corrupted lies in coordination and teamwork, traits that the silenced corrupted rarely exhibit or understand. When death draws near a silenced corrupted's strength increases even though the best tactic for dispatching a silenced corrupted is for comrades to make two or three attacks in quick succession. This way, the silenced corrupted never has a chance to unleash its wrath upon foes. (revised from Monster Manual 3, pg. 191.)


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2 years ago  ::  Jul 16, 2011 - 10:15PM #79
trickelders
Date Joined: Jun 18, 2010
Posts: 109
Immediate Interrupt

As the flames begin to form around himself and Mieaal, Mindartis instinctively reacts and teleports himself away from the blast area.  Thanks to his various items, his teleports carry him farther and even around obsticials.  But he is Feytouched as well, so he also leaves a wake behind that damages his enemies.

Mindartis seems to appear for just a moment on the other side of the gate before reappearing beside Quibbie.  Rie and Sal feel the burn of his wake, perhaps even more than once.

No Fire Damage Today! Show

Sudden Escape - Daily - Immediate Interrupt
Teleport 5 squares (including item bonuses)
Double-hop to P24, briefly appearing at N25 along the way.
Rie takes 7 damage from first hop.
Rie and Sal each take 7 damage from second hop.

Mindartis gains +2 bonus to AC and Reflex until the end of his next turn.


Now for my own turn

Mindartis finds himself face to face with the opponent who's giving Meiaal a bit of a bad day.  Time to put some distance between these two he thinks.  Striking so quickly with his blade that the air around them seems to distort, he drags himself and Quibbie around the corner for a little chat...

Stick and Move Show

Dimensional Slash - Encounter - Standard Action
1d20+21=28, 2d8+12=24
28 vs AC
24 melee damage

Teleport himself and target up to 5 squares (including bonuses).

Double-hop to T20 via R23.
Quibbie is teleported to S20 via S22.
Quibbie takes an additional 7 damage from wake with the first teleport (does Orgit as well?)
Quibbie takes yet another additional 7 damage from wake with the second teleport (does Orgit as well?)

Mindartis gains +2 bonus to AC and Reflex until the end of his next turn.
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2 years ago  ::  Jul 17, 2011 - 4:23PM #80
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,482
Orgit ignored the intrusive mage as he stepped up to the bridge's fence looking down at the area where Rie was engaging Mieaal. Suddenly a maelstrom of illusory flames appear dancing and spinning around  from the back fence of the outdoor seating section of the restaurant and little distance away pervading its air with searing heat.
The human  who was slowly backing away from the gate opening respond immediately by running toward the opening screaming in pain.
On the other side of the fence Meiaal also felt the painful obstructive airily flames soaked into her skin thru her armor. 

The Action Show

Orgit:
Holding Staff
Move: Shift to P24
Standard: Winds Of Fire on J25:
vs Mieaal 29vs27, HIT:16 fire damage Mieaal is Bloodied
When creatures enter the area of or when ending their turn within the area of the intersection of H-L and 23-27 (5x5) takes 10 fire damage and is pulled 1 square toward J25.
End of Turn.

Human.
Token designated as V on map taken 16 fire damage and running away (So far, on D26)
End of turn.

The Rolls Show


The Now Happening: Welby10 yur up!! Show

Reread the map legend, please.

In A Back Alley Of Underlook Encounter.

MAP Show


Detailed Map<-- Click Here.

 
MAP LEGEND: Reread Please. Show

 Doors open in the direction of the arrows.

To enter by opening a door expends a minor action and grants shift 1 in any direction when doing so and as standard action you can retain the minor action and has total defense at the end of the shift.

While using a move action when opening a door or closing a door doesn't end the move action but does cost either a minor action or standard action by doing so. 

You can also choose to close the door after the shift as a free action.

You can simply close the door with making no entry nor exiting of the door as a free action.

If choose to lock the door after entering and  shifting or barred the door after entering and shifting, this will be treated as a standard action instead of a minor and you are automatically granted total defense when doing so.

When provoking an opportunity attack or area attack when entering a doorway you grant combat advantage to the attack and you can't move nor shift after the opening of the door shift.

Shifting to a square that was cause by opening the door or entering a square after entering a open doorway that is adjacent to an enemy with no ally adjacent to he/she provokes a basic attack or an at-will power attack. If the attack that was provoked is a range or area attack then that provoked attack doesn't provoked opportunity attacks.

The circled L’s
are on the side of a doorway that denotes that entry thru that door from that side has a lock and needs a key and a standard action to pass thru or one of the following options.

Most doors on the map are built for the rough UnderLook Neighborhood
and when you has no key only a non-sword weapon with a blade can grant you access by the lock with three successful Athletics Check (22) otherwise the doors can’t be damage by arcane/implement powers, has 60hps and an AC of 26.

(These doorway combat and ambush rules above applied to both PCs and NPCs. So be careful, the big city is a dangerous place.) 



Double-lines with small lines throughout it are fences or railing
with DC Safety Check roll to prevent been force over on ramp of 22 to grab the railing with a dazed condition (hanging on though) and a second roll to return to last exiting square dazed and prone.

All Falls (DIFFERENT THAN FREFALLS) happens with prone condition and are 2d4 splat damage at 10ft and 1d4 for every 5ft afterward.
For 5ft. falls either a successful Athletics or Acrobatic check of 22 grants no effects otherwise an over 5ft to 7ft. fall causes prone and no damage.
Heights are marked on the map from a street level of 0ft on M23, P24, R21 and K21.
Climbing fences from ground and rooftops are speed 3 for every 5 ft (one square.)

There's freefalling with no damage and end of action for a 7ft or less freefalling.
You can also do an DC Acrobatic or DC Athletics to controlled a freefall of 5ft to 10ft freefall as part of an action.
1d4 splatting damage per 5ft.

Some of the shelves, counter spaces and displays
are poorly done and aren’t walls when in doubt, ask me on the OOC thread to be sure on which is which.

Dotted lines denotes below a surface area,
underneath a ramp or a floor floor plans and objects. Also interior walls in area underneath are also dotted.

Exterior walls, sound buffing walls and walls separating apartments and stores that are darkened (shaded thoroughly.)
has a -5 penalty to perception checks when you are indoors and separated by a darkened wall or when you are outside there’s no perception thru walls and closed doors. (Yes the shaded walls are continuous as dotted.)

There no perception penalties for non-shaded walls
and with a successful Athletics Check of 28 and a minor action you can crash thru them. Non-shade walls has 15hps and AC of 22.

All the chairs on this map
are light and doesn’t cause difficult terrain movement but when your movement once per turn share a square with at least one chair you are penalized one square of speed when entering the chair square.

Chairs are strength attack causing 1d4 damage and when thrown they are light throwing weapons causing 1d4 and hit target is penalized with his/her next turn’s move action one square speed. Non-Hybrid Martial Power Classes has a +3 proficiency with the light chair weapon. (Take pointers from that young elf waitress, she experienced at chunking those chairs at rude men and she’s a pure fighter.)

The boxes in the Tea Shop has lids
and filled with tea leaves with all the handle with care leaves and blends in the boxes on the far left. Any crashing of the far left boxes will draw a DC Safety Check roll as listed below:

9 or lower
grants no penalties or conditions.
10 to 13 grants Difficult Terrain of the 2x2 squares of the crashed area.
14 to 21 is the same as a lower roll with entering and starting the turn in the 2x2 zone grants slowed condition, 23 to 25 same as all lower rolls and the dazed condition.
26 grants Difficult Terrain of the 2x2 squares of the crashed area.
28 or higher: grants no penalties or conditions.

Hey! Its my Tea Shop and you guys should be happy there isn’t any lethal or combustible substance in the shop like there’s in the kitchen. (W-X 31) So, no fighting in the kitchen! (Unless you with that feisty waitress. She’s mean.

Waterpool
(4ft. high lip - 3ft deep) on the upper ramp has a solid center (Water pump workings that also grants line of sight advantages) The pool is Difficult Terrain going into, coming out of and in the pool and no damage from been force over the lip, so all squares with the waterpool fountain are safe squares (and wet.)

If you exit the map area
than resort to the bigger map with 2 squares on the big map equaling 3.5 on the encounter map scale and I will updated you on a new drawn map for your movements.



Tokens:                       --Name.                                                               --Initiative.
F -     (F27) Fiddenmar --Astromath                          {99/99}                      -- (I=39)


Y -    (C27) -- Sharn's Citizen Orc --NPC                    {122/137}                 -- (I=32)
 +3 to all defenses UT-Start-O-His-NT.
Citizen Orc Stats Show


Sharn's Orc Citizen                                          Level 14 Skirmisher
Medium natural humanoid                                              XP 1000


Initiative +12        Senses Perception +10; low-light vision
HP 137; Bloodied 68 ; see also warrior's surge
AC 28; Fortitude 27, Reflex 26, Will 25
Speed 6 (8 while charging)


Fist (standard, at-will) Unarmed


+17 vs AC; 2d4+5 damage (crit 1d12).


Chair (standard, at-will) Weapon


(Special) +17 vs AC (crit with a roll of 17 or higher 1d6+5 damage (crit 2d6).
Effect: If attack roll is a higher than 3 while less than 17 Sharn's Orc Citizen gains +3 to all defenses until the start of his next turn. If attack roll is under 4 or higher than 16 then weapon is broken.


Hard-Thrown Chair (standard, at-will) Weapon


Ranged 3/6; +17 vs AC and weapon is broken; 2d6+5 damage; see also killer’s eye.


Warrior's Surge (standard; usable only while bloodied, encounter) Healing, Weapon


The Sharn's Orc Citizen makes a melee basic attack and regains 30 hit points.


Killer’s Eye


When making a ranged attack, the Sharn's Orc Citizen ignores cover and concealment (but not total concealment) if the target is within 5 squares of it.


Alignment Good        Languages Common, Goblin
Skills Insight +14, Streetwise +12, Endurance +12, Intimidate +9
Str 19 (+11)      Dex 17 (+10)      Wis 14 (+9)
Con 16 (+10)      Int 11 (+7)      Cha 11 (+7)
Equipment: leather armor .




R -    (M24) --  Rie (feyline)--NPC                                   {-28/???}                       -- (I=32)
 Marked By UTEOMindartisNT(Agesis.)
?Feyline? defs and discovered info Show


??????????????????                                                           Level 16 Skirmisher
Small fey humanoid                                                                             XP 1400


Initiative +18                                        Senses: Perception +13 ??????? vision
HP ???; Bloodied ??   
AC ?? (?? against oa,), Fort ??, Reflex {= or - 30}, Will{??/??} 
Speed {= or + 8}, climb {= or +6}             


Short Sword (Standard Action, At-Will) Weapon


 Melee 1 (one creature); +21 vs. AC Hit: 2d6 + 5 damage.


??????????????????????????????????


Alignment ???      Languages ????
Skills: Stealth +21 Perception+13
Equipment: short sword x2. Daggers x8




B -      (I25) Bjaern--Joran1313                                {84/84}                     -- (I=31)
Invisible on I25
-     (F33)  Deidara--Roark13                                 {91/91}                  -- (I=30)
No Line of sight to or from attacking enemies.
D
-     (F34)Stalwart Guardian--Roark13                {45/45}          
Shift to F34 after entering thru doorway and No Line of sight to or from attacking enemies.

Q-    (S20) -- Quibbie --NPC                                      {108/129}                  -- (I=26)
Marked by UTEOMeiaalNT(Dv.Chall
?Orcs on bridge? defs and discovered info Show


Silenced Corrupted                                                                                           Level 17 Artillery
Medium natural humanoid , orc (demon)                                                                 XP 1600


Initiative +11        Senses Perception +20; Telepathy (Common, Abyss ) Darkvision
HP 129; Bloodied 64
AC 29; Fortitude 29, Reflex 27, Will 31
Speed 6 (8 while charging)


Staff (Weapon) At-Will


Attack: Melee 1 (one creature); +22 vs. ACHit: 3d6 + 10 damage.


Fire Bolt (Fire, Implement) At-Will


Attack: Ranged 10 (one creature); +22 vs. ReflexHit: 3d8 + 12 fire damage.


Fire Barrage (Fire, Implement) Recharge


Attack: Ranged 10 (one, two, or three creatures); +22 vs. ReflexHit: 2d10 + 7 fire damage.


Winds of Fire (Fire, Implement, Zone) Encounter


Attack: Area burst 2 within 20 (creatures in the burst); +22 vs. ReflexHit: 3d6 + 6 fire damage.Effect: The burst creates a zone that lasts until the end of the encounter. Any creature that enters the zone or ends its turn there takes 10 fire damage and is pulled 1 square toward the burst’s origin square.


Indomitable Fury (immediate reaction; Trigger: the silenced corrupted drops to 0 hit points for the first time. at-will) Healing


Effect (No Action): The silenced corrupted instead has 1 hit point, and it gains a +2 bonus to attack rolls and a +4 bonus to damage rolls until the end of the encounter.


Avenging Fire (immediate reaction; Trigger: An enemy reduces the silenced corrupted to 0 hit points for the second time, at will) Fire


Effect (No Action): The triggering enemy takes 2d10 + 11 fire damage.


Alignment Unaligned        Languages -
Skills Diplomacy +16, Religion +17
Str 19 (+12)      Dex 16 (+11)      Wis 24 (+15)
Con 21 (+13)      Int 19 (+12)      Cha 16 (+11)


Equipment: hide armor , quarterstaff .


Description: These possessed orc warriors are unrecoverable and were proven to be terrible foes that were tempered in battle with some of the most dangerous monsters found in Khorvaire before they given over to Sharn’s Talons of Tiamat’s cult.




A  -     (T20) Mindartis--Trickelders                           {139/139}                 -- (I=24)
+2 bonus to AC and Reflex until the end of his next turn.

O-      (P24) -- Orgit --NPC                                        {115/129}                   -- (I=17)
Besides Fiddenmar, Orgit has concealment from all the other PC. 
?Orcs on bridge? defs and discovered info Show


Silenced Corrupted                                                                                           Level 17 Artillery
Medium natural humanoid , orc (demon)                                                                 XP 1600


Initiative +11        Senses Perception +20; Telepathy (Common, Abyss ) Darkvision
HP 129; Bloodied 64
AC 29; Fortitude 29, Reflex 27, Will 31
Speed 6 (8 while charging)


Staff (Weapon) At-Will


Attack: Melee 1 (one creature); +22 vs. ACHit: 3d6 + 10 damage.


Fire Bolt (Fire, Implement) At-Will


Attack: Ranged 10 (one creature); +22 vs. ReflexHit: 3d8 + 12 fire damage.


Fire Barrage (Fire, Implement) Recharge


Attack: Ranged 10 (one, two, or three creatures); +22 vs. ReflexHit: 2d10 + 7 fire damage.


Winds of Fire (Fire, Implement, Zone) Encounter


Attack: Area burst 2 within 20 (creatures in the burst); +22 vs. ReflexHit: 3d6 + 6 fire damage.Effect: The burst creates a zone that lasts until the end of the encounter. Any creature that enters the zone or ends its turn there takes 10 fire damage and is pulled 1 square toward the burst’s origin square.


Indomitable Fury (immediate reaction; Trigger: the silenced corrupted drops to 0 hit points for the first time. at-will) Healing


Effect (No Action): The silenced corrupted instead has 1 hit point, and it gains a +2 bonus to attack rolls and a +4 bonus to damage rolls until the end of the encounter.


Avenging Fire (immediate reaction; Trigger: An enemy reduces the silenced corrupted to 0 hit points for the second time, at will) Fire


Effect (No Action): The triggering enemy takes 2d10 + 11 fire damage.


Alignment Unaligned        Languages -
Skills Diplomacy +16, Religion +17
Str 19 (+12)      Dex 16 (+11)      Wis 24 (+15)
Con 21 (+13)      Int 19 (+12)      Cha 16 (+11)


Equipment: hide armor , quarterstaff .


Description: These possessed orc warriors are unrecoverable and were proven to be terrible foes that were tempered in battle with some of the most dangerous monsters found in Khorvaire before they given over to Sharn’s Talons of Tiamat’s cult.




M
 -     (L25) Mieaal  --Welby10                                 {52/119}Bloodied     -- (I=16)

S -
    (O25)  – Sal (feyline) ---NPC                             {-20/???}                   -- (I=16)
Marked By UTEOMindartisNT(Agesis.)
?Feyline? defs and discovered info Show


??????????????????                                                           Level 16 Skirmisher
Small fey humanoid                                                                                    XP 1400


Initiative +18                                        Senses: Perception +13 ??????? vision
HP ???; Bloodied ??   
AC 
{??/??} (?? against oa,), Fort {??/??}, Reflex {= or - 30}, Will{??/??} 
Speed {= or + 8}, climb {= or +6}  


Short Sword (Standard Action, At-Will)


 Melee 1 (one creature); +21 vs. AC Hit: 2d6 + 5 damage.


??????????????????????????????????


Alignment ???      Languages ????
Skills: Stealth +21 Perception+13
Equipment: short sword x2. Daggers x8




G -     (H15) Dr. John Grace -- kmeste1                     {98/98}                      -- (I=11)

X-    (J28)  -- Orc                             {???/???}              -- (I=)
V-    (J24)  -- Human                       {???/???}              -- (I=)
P-    (C21) -- Shifter                        {???/???}              -- (I=)
N-    (H31) -- Goblin                        {???/???}              -- (I=)
M-   (I32) -- Goblin                          {???/???}              -- (I=)
J-    (E23) – Half-Orc                       {???/???}              -- (I=)
U-    (A22) --Male Elf??                    {???/???}              -- (I=)
T-    (A21) -- Female Human                    {???/???}              -- (I=)


1 -     (I14) Ansrmil/Shop Assistant          {99/99}                                      -- (I=)
              Shop Asst.'s Defs Show
AC: 29 Fort: 23 Ref: 27 Will: 25

2 -     (J34) Kandre/Waitress           {???/???}                                             -- (I=)
3 -     (K33) Tyer/Restaurant Owner          {???/???}                         -- (I=)
* Show
photo


4 -     (D35) Eirenyn/Restaurant Hostess-      {???/???}                        -- (I=)

Curiousity Nip (Don’t wandered too far alone from the team looking for satisfaction, kitties.  {updating always in progress.....} Show

Z-    () -- ??                    {???/???}              -- (I=)
W-    () -- ??                    {???/???}              -- (I=)
R-    () -- ??                    {???/???}              -- (I=)



@Everybody Show
Mieaal needs to get some cover, she nearly bloodied.
The defenders and range hitters have to get some of that heat off Mieaal;...
...And in a different meaning with the same message about getting that heat off to the Dr, Grace.
Who/What Am I? Show
"I might have been a hmmm... eh-eh well, y'kno but, instead"
I'm a fighter...  --

peacekeepermedc.gif
                 -- ...not a lover.
This signature concept is from "http://www.pathguy.com/index2.htm"
html_removed
What I Doing Here? Show

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