Assassination 2: The Lost Children


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FourMonos

First Post
GM: I think I'll just see if [MENTION=13739]Velmont[/MENTION] or [MENTION=36973]stonegod[/MENTION] if they need are ready to post
 


Velmont

First Post
Malehan is not at ease on his steed, more used to the rolling movement of a ship. But still, it doesn't affect much his acute senses.



[SBLOCK=To Players]
@.Players: Anyone who want can use this power for an attack roll of an encounter or daily power.
Divine Guidance (Immediat Interrupt * Close Burst 10)
Target: An ally within 10 squares of you makes an attack roll against your oath of enmity target.
Effect: That ally makes a second attack roll and uses either result.
[/SBLOCK]

[SBLOCK=Immediate Actions]
@.DM: Also, during the monster turn, Malehan might use one of these interrupt. If more than one trigger is valid at the same time, use the first in list. Please note I might change the Triggering conditions.

Great Hunger Falchion (Immediate Reaction)
Trigger:
1) An enemy adjacent to you scores a critical hit against you.
2) The enemy is not a Minion.
Effect: Roll this weapon’s critical damage dice (including any extra damage from the weapon’s property => +2d8, add +2d4 for each critical rolled during this encounter) and deal that much damage to the triggering enemy.

Belt of Raging Endurance (Immediate Interrupt)
Trigger:
1) An enemy hits you and causes damage.
2) Malehan takes 15 damages or more.
OR Malehan hp are down between 0 and -14
Effect: You gain resist 15 against that attack, but you also take 10 damage at the end of your next turn.
[/SBLOCK]

[SBLOCK=Malehan's Stats]Malehan
Elf - Avenger - 10
Initiative +10
Passive Insight 20; Passive Perception 32
HP 80/80; THP 0; Bloodied 40; Surge Value 20; Surges Per-Day 9/9
AC 28*; Fortitude 19*; Reflex 23*; Will 23*
* +1 to all defences while bloodied
* +1 item bonus to AC and Reflex when you shift until the end of your next turn.
Speed 7
Action Points: 1

Current Effects: None

Basic Attack: Overwhealming Strike Fullblade +16 vs AC 2d4+11 damage and you shift 1 square and slide the target 1 square into the space you occupied.

Skills: Acrobatics +16, Nature +12, Perception +22, Religion +12, Stealth +16, Thievery +16
Languages: Common, Elven

Powers
[ ]Bond of Pursuit
[ ]Overwhealming Strike

[ ]Elven Accuracy
[ ]Oath of Enmity
[ ]Channel Divinity (Abjure Undead or Close.pngDivine Guidance)
[ ]Takedown Strike
[ ]Centered Flurry of Blow
[ ]Angelic Alacrity
[ ]Sequestering Strike
[ ]No Respite
[ ]Refocus Enmity
[ ]Davros Elden's Defensive Step

[ ]Aspect of Might
[ ]Menacing Presence
[ ]Blade of Repulsion
[ ]Soul Seeker
[ ]River of Life

[ ]Symbol of Scorned Fate [E]
[ ]Belt of Raging Endurance [E]
[ ]Great Hunger Falchion [D]
[ ]Enduring Spirit Vestments [D]
[ ]Cannith Google [D]
[/SBLOCK]
 

FourMonos

First Post
The mage-bred horses ride like lightning. The distance clips by in the blink of an eye. A short time after leaving Sharn, the party passes the carivan traveling north. Given the time it was supposed to leave, you make a mental note of the wagons and riders. You think you'll be able to recognize them again if you need to.

The ride is quick, even for the less skilled riders. The horses are well trained and show little signs for tiring. Olaf, even carrying the small mountain of a rider, keeps excellent pace, and likely due to fierce pride, leads the party for most of the way.

Small hamlets are passed in rapid succession. You see quaint buildings and docile names, good indicators that you are far from the Droaam border. Tavern names like the Lazy Tankard and the Hooting Owl speed by.

By nightfall, you approach another small hamlet. Despite the road north, the perceptive eyes of the party appreciate one of the fields just south of town is torn up, as if passing wagons had stopped there and dug deep wheelmarks in the soft earth.

Perhaps, someone in the town would know what this was about? There may be people about at the farm, trading post or small tavern... whose name is imaginatively The Tavern.

SKILL CHALLENGE! Race to the Dagger River

Round One: A Hard Days Ride: 6 Successes!

Round Two: Investigative Procedures: Please make (and role play) a social skill roll (Diplomacy, Intimidate, Bluff, ect) or any skill if you can get it to apply.
 

"Now we're talking. What do you think, would people here take better to "good drow" or "bad drow" spiel?"

Not really waiting for an answer, drow disappears into the tavern.
OOC: this assumes that there is only ONE tavern, if there is several, pick the seediest one.

He can be seen with few people, with all of them pointing toward husky and dangerous looking half-orc. Bellegon brings him the drink and sits. After few sentences, half-orc stands suddenly and reaches for his weapons.

Bellegon stands slowly, smiling dangerously as shadows play around him and leak down on his dagger which he displays slowly.

Half orc glares, but then sits down and they resume talking. After some time some money exchanges hands and Bellegon comes back to the group.

Intimidate to get information (1d20+19=24) - not great, but thanks to high mod should be OK... I didn't add +2 for using listed skills so total would be 26? :)
 

Vertexx69

First Post
Race to the Dagger River Round 2
Rohna,
Goliath Fighter/Warlord 10
88/88 HP (0THP)
Resist All 1

The clatter of the massive dire boar's steel-shod hooves makes a thunderous racket as a counterpoint to his heavy snorting breath and the rhythmic hiss and scrape of his plate armor. The over sized nails used to attach the shoes to Olaf's hooves pass all the way through, creating little spiked crowns of gory death around each foot. His two foot long, steel wrapped tusks wave menacingly through the air as he tosses his wheel barrow sized head from side to side and releases an echoing roar of a squeal as he finally begins to slow when the party enters the small town.

Rohna pulls up on the reigns just in front of the tiny hovel that passes for a tavern in this expanded farming camp, so close that the bouncer takes a step back nervously as he is bathed in the foul hot breath of the beast's nostrils. Rohna dismounts and walks right up to the unsure security guard. She takes a long look to her left and right, ignoring the flummoxed defender until she is suddenly resting the mace-like counterweight of her deadly glaive heavily in the curve beneath his solid rib cage. Only then does the rageblood fighter lock his squinting eyes in her deep ruby gaze. "The caravan that was circled just south of here in the last couple of days, when did it leave?"
[sblock=Combat Actions]Free: Speak
Minor: Practiced Rider
Move: lean on Kordestad
Standard: Intimidate=25
Action Point: ...
Gore:
...[/sblock][sblock=Rohna]Rohna—Female Goliath Fighter 10 Resist all 1
Initiative: +5, Passive Perception: 21, Passive Insight: 16
AC: 26, Fort: 22, Reflex: 17, Will: 18 — Speed: 5(6), 9 when mounted
HP: 88/88 (0THP), Bloodied: 44, Surge: 22, Surges left: 13/13;
AP: 1/1, Second Wind: Used, Milestones 0
Powers -
Crushing Surge
Cleave
Practiced Rider
Passing Strike
Disrupting Advance

Rhino Strike
Hydra Charge

Stone's Endurance

Perceive Weakness
Inspiring Word
Villain's Menace

Boundless Endurance
Rain of Steel
Bloody Blades


Vanguard Glaive +2 "Kordestad" (daily, minor)
Flaming Warhammer +1 (daily, free)
Antipathy Gloves (daily, standard)
Summoning Rimefire Plate (at-will, minor)
[sblock=Pals]Olaf—Dire Boar 6
Resist 10 all; HP 85/85 (0THP); Bloodied 42 AC 20; Fortitude 21, Reflex 17, Will 16, Speed 9. Property: Rabid Charger (while mounted by a friendly rider of 6th level or higher; at-will) Mount; After Rohna charges, Olaf makes a gore attack in addition to Rohna's charge attack. Furious Charge; When Olaf charges, his gore deals an extra 5 damage, pushes the target 2 squares, and knocks the target prone on a hit. Death Strike (when reduced to 0 hit points); Olaf makes a gore attack. Powers: Gore (standard; at-will); +11 vs. AC; 2d10 + 4 damage, or 2d10 + 9 damage against a prone target.

Mitra—Vadalis-Bred Griffon 11
Resist 10 all; HP 126/126 (0THP); Bloodied 63, 2/2 HS (31), AC 26; Fortitude 25, Reflex 24, Will 23, Speed 9. Property: Rabid Charger (while mounted by a friendly rider of 7th level or higher; at-will) Mount; After Rohna charges, Mitra makes a claw attack in addition to Rohna's charge attack. Powers: Claws (standard; at-will); +16 vs. AC; 2d6 + 5 damage.

Gretta—Construct 15 (Seed of War)
AC: 28, Fort: 23, Reflex: 19, Will: 18 — Speed: 4
HP: 22/22(0); Bloodied 11
Helps flank, can be attacked. Spend HS to negate dmg to seed warrior. Deal 10 dmg to adjacent foe when ally hits that foe.

[/sblock][/sblock][sblock=OOC]I think Rohna's sheet is now fully updated in the above link.

Damage Summary:
(Total damage if all attacks hit)

[/sblock]
 

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