Dougan sees the bolts fly out from Valdred's hiding place, and winces. So much for any kind of group surprise attack. Being a man of far less...ranged capabilities, the half-orc looks down at his balled-up fists and shrugs.
Then he slips back through the undergrowth just far enough to be within sight of the party, and begins waving his enormous arms wildly. Hopefully Wik or Munir would notice him and between that and Valdred's whistle, they'd pick up the pace.
Valdred's bolts fly across the intervening distance in a flash, both driving home on their intended targets with satisfying thuds. The affected wolf lets out a hitch pitched whelp, matched in intensity by the cry of the skewered guard. The other brigands turn their attention away from the task in hand and frantically look for cover. One of them, however has different ideas and cries out first to his comrades and then louder for your benefit.
"Hold Men! Show yourselves! One more bolt and we torch the farmhouse."
The others quickly get the gist and raise their lit torches in the direction of the main building.
In your next post please roll initiative. Valdred can take another pot shot if he wishes. Leader chap is no 1. 2 and 4 are about to torch the building. 3 has drawn his crossbow.
Valdred and Dougan are 1 1/2 rounds from the map if they run - 3 if they walk. The rest of you are a further 2 1/2 rounds running 5 rounds walkiing.
Illumination: Bright light-this encounter takes place during daylight. Burned Outbuilding: The thatch roof of this storage shed is burned away, and the walls are charred and weakened. Nonetheless, it's basically intact. Farmhouse: The windows are shuttered, and the door is barred. Characters inside can fire missile weapons through loopholes in the shutters and door, gaining improved cover against attacks from outside. Opening the door or windows requires a DC 18 Strength check. Embankment: This steep, dirt road embankment is difficult terrain. Tree: The square occupied by the tree's trunk is impassable but provides cover. Climbing the tree requires a DC 10 Athletics check, and a creature up the tree gains concealment. Wall: The fieldstone wall stands 4 feet high and provides cover against attacks that cross it. It costs 2 squares of movement to cross the wall. Well: This 15-foot-deep well is surrounded by a low stone wall (+2 bonus to the saving throw to catch yourself). Climbing out ofthe well is difficult (DC 20 Athletics check).
"Valdred, ye fool." Munir mutters before he raises his voice: "I knew it!" He exclaims before readying his shield and properly gripping his hammer. Then the dwarf breaks into a run. "Follow me. To the rescue!"
Munir Foehammer, Dwarf Runepriest Init +1 HP 33/33 Bloodied 16 Healing Surge 8 (0 used /10) AC 20 Fort 16 Reflex 13 Will 14 Speed 5 Str 18 (+4) Con 16 (+3) Dex 10 (0) Int 10 (0) Wis 14 (+2) Cha 11 (0)
Melee Basic Std
+8 (Str 4 Lvl 1 Prof 2 Magic 1) vs AC
1d10+6 (Str) dmg
Word of Dimnishment Std
+8 (Str 4 Lvl 1 Prof 2 Magic 1) vs AC
1d10+6 (Str) dmg
Target = Vulnerable 2 till end of my next round and Vulnerable 5 to opp attacks
OR
Target takes Con (+3) mod penalty to dmg rolls
Word of Shielding Std
+8 (Str 4 Lvl 1 Prof 2 Magic 1) vs AC
1d10+6 (Str) dmg
First time target hits or misses me or adjacent ally before end of my next turn, target
gets Con (+3) mod dmg. Not if target hits guy who marked it.
OR
First time target hits or misses me or adjacent ally before end of my next turn, target of
Anvil of Battle Std
8 (Str 4 Lvl 1 Prof 2 Magic 1) vs Fort
1d10+6 (Str) dmg
Until end of my next turn I have resist 5 against target attacks
AND
Until end of my next turn, whenever target shifts, I or adjacent ally can opp attack w/
bonus equal to my Con (+3) mod.
OR
Until end of my next turn, whenever target shifts, I or adjacent w/ 2 sq of target can
Rune of Mending Min
target can spend a healing surge and regain additional 1d6 hp (burst 5)
AND
I and all allies in burst gain +2 power bonus to dmg until end of my next turn
OR
Me and all allies in burst get +1 bonus to all defs until end of my next turn
Spec: I can actually use this twice per encounter but 1 per round.
Rune of Endless Fire Std
+8 (Str 4 Lvl 1 Prof 2 Magic 1) vs AC
2d10+6 (Str) dmg
Fire + radiant dmg
Target is blinded until end of my next turn
Miss: Half dmg
Until end of encounter, I get +2 to dmg rolls, my attacks deal fire + radiant dmg and all
all hp and temp hp I grant by powers get a +4.
Icon of Victory Min
urst 1 that creates zone that lasts until end of my next turn. I and allies gain +2 power
bonus to attack rolls while in zone. I can sustain with minor.
Icon of Victory Min Notes
+5 saving throw vs. poison (Race)
Second wind = minor action (Race)
Hammer proficiency (Race + Class)
No speed reduction by armor (Race)
Can move 1 less when forced to move (Race)
Saving throw when forced to ground (Race)
Can enter rune states (Class)
Power option: Destruction rune (Class)
Power option: Protection rune (Class)
Rune of mending power (s. powers) (Class)
Protection rune: Adjacent allies can gain resist 2/all
Destruction rune: +1 attack against enemies next to me (Class)
Proficiency w/ maces (Class)
When bloodied +1 dmg (Feat)
+1 dmg w/ hammers (Feat)
Rivenalis Cambryn, Human Paladin Init +1 HP 33+2/33 Bloodied 16 Healing Surge 12 (5 used /11) AC 22 Fort 18 Reflex 16 Will 17 Speed 5 Str 18 (+4) Con 12 (+1) Dex 10 (0) Int 8 (-1) Wis 16 (+3) Cha 12 (+1)
Valiant Strike (Std)
Attack: +9 (+5 Str +3 Prof +1 Enh) vs. AC. You gain a bonus to the attack roll equal to the number of enemies adjacent to you.
Hit: 1d10 + 5 (+4 Str + 1 Enh) damage.
Ardent Strike (Std)
Attack: +9 (+5 Str + 3 Prof + 1 Enh) vs. AC.
Hit: 1d10 + 5 (+4 Str + 1 Enh) damage, and the target is subject to your divine sanction until the end of your next turn.
Divine Challenge (Min)
Close burst 5
Effect: You mark the target. The mark lasts until you use this power again. The mark also ends at the end of your turn if you didn�t engage the target, meaning you neither attacked it during your turn nor are adjacent to it at the end of your turn.
Until the mark ends, the target takes 8 ( 3 + 1 Cha + 4 Str) radiant damage the first time each round when it targets any of your allies with an attack power that doesn�t include you as a target. .
Lay on Hands (2/3) (Min)
Melee touch
Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge.
Divine Pursuit (Std)
Attack: +9 (+5 Str + 3 Prof + 1 Enh) vs. Fort.
Hit: 2d10 + 5 (+4 Str + 1 Enh) damage and you push the target a number of squares equal to your Wisdom (+3) modifier. You then shift to the nearest square adjacent to the target.
Takedown Strike (No Action)
Trigger: You hit an enemy adjacent to you with an attack.
Effect: The target takes 4 (Str) extra damage from the triggering attack and you knock the target prone.
Blood of the Mighty (Std)
Reliable
Attack: +9 (+5 Str + 3 Prof + 1 Enh) vs. AC.
Hit: 4d10 + 5 (+4 Str +1 Enh) damage.
Effect: You take 5 damage, which can�t be reduced in any way.
Mighty Challenge: Add Str modify to Divine Challenge damage
Weapon Proficiency - Bastard Sword: Ability to wield a bastard sword
Channel Divinity: Once per encounter you can invoke divine power, filling yourself with the might of Bahamut. You can use Divine Mettle and Divine Strength.
Lay on Hands:
Divine Sanction: You are able to mark a foe with specific powers. Until the mark ends, the target takes 4 (3 + 1 Cha) radiant damage the first time each round it makes an attack that doesn't include you as a target.
Belt of Vigor: +1 to healing surge value
Bastard Sword of Defense +1: DR 1
Dwarven Plate Armor +1: +1 to Endurance
Cat Step Boots: Half damage from falls and never land prone
Off in the distance, in the direction where Wik saw Valdred and Dougan go, Wik hears a loud and distinct whistle, urgent and obviously not animal. Immediately afterwards she spots Dougan waving franticallly, and everyone's suspicions are confirmed: trouble. Wik takes off in a sprint, followed closely by her more heavily-armoured companions, as an unfamiliar voice shouts something that she can't make out, but from the tone Wik can guess it's not friendly. "*sigh*... So much for being sneaky. What have these guys got us into now?"
Move: Run (7 squares) Standard: Run (7 squares) Minor: none
Wik, Halfling Rogue (Scoundrel) Init +6 HP 28/28 Bloodied 14 Healing Surge 7 (0 used /6) AC 18 Fort 13 Reflex 18 Will 15 Speed 6 Str 12 (+1) Con 11 (0) Dex 19 (+4) Int 8 (-1) Wis 14 (+2) Cha 17 (+3)
Melee Basic Attack (Standard)
+7 v AC (Level +1, STR +1, Class +1, Prof +3, Enh +1)
1d4+3 (STR +1, Feat +1, Enh +1)
Acrobatic Strike (Standard)
At-Will Martial, Weapon
Standard Action Melee weapon
Prerequisite: You must be trained in Acrobatics.
Requirement: You must be wielding a light blade.
Target: One creature
Attack: (Dexterity vs. AC) +10 v AC
(Level +1, DEX+4, Class +1, Prof +3, Enh +1)
Hit: 1[W] + Dexterity modifier damage. 1d4+6
(DEX+4, Feat +1, Enh +1)
If you are grabbed, you escape the grab.
Effect: Before or after the attack, you shift 1 square.
Deft Strike (Standard)
At-Will Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Effect: Before the attack, you can move up to 2 squares.
Target: One creature
Attack: (Dexterity vs. AC) +10 v AC
(Level +1, DEX+4, Class +1, Prof +3, Enh +1)
Hit: 1[W] + Dexterity modifier damage. 1d4+6
(DEX+4, Feat +1, Enh +1)
Running Slash (Standard)
Encounter Martial, Weapon
Standard Action Melee 1
Effect: You move up to your speed and make the following attack at any point during your move. This movement does not provoke an opportunity attack from the target.
Target: One creature
Attack: Highest ability modifier (Dex, +10) vs. Reflex
(Level +1, DEX+4, Class +1, Prof +3, Enh +1)
Hit: 1[W] + highest ability modifier damage (Dex), 1d4+6 (DEX+4, Feat +1, Enh +1)
and the target is slowed until the end of your next turn.
Opening Move (Standard)
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: (Dexterity vs. AC) +10 v AC
(Level +1, DEX+4, Class +1, Prof +3, Enh +1)
Hit: 2[W] + Dexterity modifier damage. 2d4+6
(DEX+4, Feat +1, Enh +1)
Effect: You gain a power bonus to AC and Reflex equal to your Charisma modifier until the end of your next turn.
Artful Dodger: The defense bonus equals 2 + your Charisma modifier.
Duelist's Prowess (Minor)
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, each time an enemy hits or misses you, you can use the Duelist's Prowess Attack power against it.
Duelist's Prowess Attack (II)
Trigger: An enemy adjacent to you attacks you
Target: The triggering enemy
Attack: (Dexterity vs. Reflex) +10 vs. Reflex
(Level +1, DEX+4, Class +1, Prof +3, Enh +1)
Hit: 1[W] + Dexterity modifier damage. 1d4+6
(DEX+4, Feat +1, Enh +1)
Fast Hands (Free)
At-Will
Free Action Personal
Effect: You draw or sheathe a weapon, pick up an item in your space or adjacent to it, or retrieve or stow an item
Special: You can use this power only once per round.
Second Chance (II)
Encounter
Immediate Interrupt Personal
Trigger: You are hit by an attack.
Effect: The attacker must reroll the attack and use the second roll, even if it is lower.
Second Chance (II) Notes +5 to saving throws against fear (Race)
+2 AC vs Opportunity Attacks (Race)
+CHA (+3) AC vs Opportunity Attacks (Class)
At the start of every encounter, you have combat advantage against any creatures that have not yet acted in that encounter. (Class)
Deal +2d6 extra damage (once per turn) to an enemy you hit while it was granting Combat Advantage to you. (Class)
+2 AC when adjacent to two or more enemies larger than you. (Feat)
"Stand away from the house of we'll feather you again!" Valdred shouted. His blood boiled at the thought of these murderers burning the farm folk out of their home--burning them alive. But he had to be careful here, or he might cause the thing he was trying to stop. It may have been foolish for him to act so rashly, but what else could he do? It sounded like the others were closing the distance--hopefully in time to save the farm folk. He nocked another pair of bolts but held his fire, waiting to see how the brigands would respond.
Unable to find any characters in game 11469
Unable to find any characters in game 11469
Move: Walks 6 squares toward the farmhouse.
Standard Action: Valdred readies an action to attack wolf 1 and brigand 1 if they make any hostile actions.
At-Will Martial
Standard Action Personal
Effect: You make a ranged basic attack with a weapon against each creature in or adjacent to a square within the attack’s range. You take a -2 penalty to the attack rolls.
Dougan Throckmarr, Half-Orc Monk Init +5 HP 31/31 Bloodied 15 Healing Surge 7 (0 used /9) AC 20 Fort 16 Reflex 17 Will 15 Speed 6 Str 16 (+3) Con 14 (+2) Dex 18 (+4) Int 10 (0) Wis 13 (+1) Cha 8 (-1)
Std: MBA
+9 vs AC, 1d8+4 damage. Monk Unarmed strike
'Std: Disrupting Advance'
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +10 vs. AC
Hit: 2d8 + 5 damage, and you push the target 2 squares. The target and each enemy adjacent to the target at the end of the push are slowed until the end of your next turn.
'NA: Flurry of Blows'
At-Will Psionic
No Action Melee 1
Trigger: You hit with an attack during your turn
Target: One creature
Level 11: One or two creatures
Level 21: Each enemy adjacent to you
Effect: The target takes damage equal to 3 + your Strength modifier (6). If the target wasn’t targeted by the triggering attack, the damage increases by 2 [8] (4 at 11th level and 6 at 21st level).
Special: You can use this power only once per round.
'Mi: Rain of Hammers Ki Focus'
Implement: Ki focus
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d6 damage per plus
Property
Whenever you reduce an enemy to 0 hit points or fewer, one enemy adjacent to you takes damage equal to 2 + this focus’s enhancement bonus damage. (3)
Power Daily (Minor Action)
Make an at-will attack against an enemy that you already hit with an attack during this turn.
Valdred's threat falls on deaf ears as the standoff continues. The lead brigand calls back to you, a hint of impatience in his voice.
"Not until you show yourselves. These buildings go up like tinderboxes - all the straw in the thatch. I'm starting a countdown. If I get to 1 before you are in plain sight, then boom. Up she goes. Ten .... Nine ...."
The others look a bit less certain but continue in the same vain, torches and crossbows at the ready.
Illumination: Bright light-this encounter takes place during daylight. Burned Outbuilding: The thatch roof of this storage shed is burned away, and the walls are charred and weakened. Nonetheless, it's basically intact. Farmhouse: The windows are shuttered, and the door is barred. Characters inside can fire missile weapons through loopholes in the shutters and door, gaining improved cover against attacks from outside. Opening the door or windows requires a DC 18 Strength check. Embankment: This steep, dirt road embankment is difficult terrain. Tree: The square occupied by the tree's trunk is impassable but provides cover. Climbing the tree requires a DC 10 Athletics check, and a creature up the tree gains concealment. Wall: The fieldstone wall stands 4 feet high and provides cover against attacks that cross it. It costs 2 squares of movement to cross the wall. Well: This 15-foot-deep well is surrounded by a low stone wall (+2 bonus to the saving throw to catch yourself). Climbing out ofthe well is difficult (DC 20 Athletics check).
Dougan Throckmarr, Half-Orc Monk Init +5 HP 31/31 Bloodied 15 Healing Surge 7 (0 used /9) AC 20 Fort 16 Reflex 17 Will 15 Speed 6 Str 16 (+3) Con 14 (+2) Dex 18 (+4) Int 10 (0) Wis 13 (+1) Cha 8 (-1)
Std: MBA
+9 vs AC, 1d8+4 damage. Monk Unarmed strike
'Std: Disrupting Advance'
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +10 vs. AC
Hit: 2d8 + 5 damage, and you push the target 2 squares. The target and each enemy adjacent to the target at the end of the push are slowed until the end of your next turn.
'NA: Flurry of Blows'
At-Will Psionic
No Action Melee 1
Trigger: You hit with an attack during your turn
Target: One creature
Level 11: One or two creatures
Level 21: Each enemy adjacent to you
Effect: The target takes damage equal to 3 + your Strength modifier (6). If the target wasn’t targeted by the triggering attack, the damage increases by 2 [8] (4 at 11th level and 6 at 21st level).
Special: You can use this power only once per round.
'Mi: Rain of Hammers Ki Focus'
Implement: Ki focus
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d6 damage per plus
Property
Whenever you reduce an enemy to 0 hit points or fewer, one enemy adjacent to you takes damage equal to 2 + this focus’s enhancement bonus damage. (3)
Power Daily (Minor Action)
Make an at-will attack against an enemy that you already hit with an attack during this turn.
Dougan never likes bullies. And these men stank of bullying. Burning the homes of townsfolk, trying to bully Valdred. They were nothing more than another gang, and Dougan knew how you dealt with those. You punched em until they knew who was strongest, and left you alone. Or until they couldn't punch back anymore.
He ran as fast as he could towards the farm, riding his anger like the wind. It would carry him forward, even through pain.
Move: Run 8 squares mapwards. Standard -> Move: Run another 8 squares mapwards. If already on the map, then 8 squares north. Interrupt Ready:
Daily
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: Until the end of your next turn, you gain resistance to all damage equal to 5 + your Constitution modifier. (7)