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mleibrock's in-game thread for Council of Thieves

Drulox ("Dru") Xorik, Human, Order of the Dragon Cavalier1

Dru heads south from his present position and heads to C,13 assuming that the squares are 5 feet across, or to D,17 if they are ten feet across. Also assuming that the other party members will have vacated these squares by the time Dru gets there.
[sblock=Dru Xorik, Cav1, Sheet]
Drulox ("Dru") Xorik, Human, Order of the Dragon Cavalier1, age: 20
Align: C/G Deity: Sarenrae
S15 +2mod = [13(3pts) +2 racial adj. (human)]
D13 +1 mod = (3pts)
C13 +1 mod = (3pts)
I 11 +0 mod = (1pt)
W12 +1 mod = (2pts)
C13 +1 mod = (3pts)
Total = 15 pts

HP: 12
AC: 20 [10base+8Half Plate+2HvyShield+0dex(armor)] [in Hide+Shld: AC 17, FF 16, T 11]
FF: 20 T: 10
(W/O shield - AC: 18, FF: 18, T: 10)
BAB: +1, CMB: +2, CMD: 13
Hero Points: 1 [add +8 to any d20 roll if declared before roll is made, +4 after]

Saves:
Fort: +4 = +2[class]+1[ability]+1[trait]
Ref: +1 = +0[class]+1[ability]
Will: +1 = +0[class]+1[ability]

Cavalier Class and Order of the Dragon Features:
*Challenge 1/day, deals extra damage = Cav Lvl, with each hit ) [allies gain +1 to att subject whenever Dru threatens subject] [Challenge is a SWIFT ACTION, usable 1/day at 1st, 2/day at 4th, 3/day at 7th, to max 7/day at 19th]
*Perception and Survival added to class skills. [When use Survival to find food and water or protect from weather, gain bonus = 1/2 cav level, min +1]
*Tactician - Precise Strike Teamwork Feat -- By spending 1 standard action, Dru can grant his teamwork feat, Precise Strike, to all allies w/in 30 feet who can see and hear him. Feat grants to each flanking ally +1d6 damage against flanked opponent.

Feats:
*Weapon Focus, Greatsword (+1 att) [Reg. feat]
*Weapon Focus, Flail (+1 att) [Human bonus feat]
*Precise Strike (Cavalier Bonus Teamwork feat) Req: must flank with ally Eff: all flanking allies who have this feat deal an extra 1d6 precision damage with each successful attack.

Skills [6 ranks at L1]:
Climb 1 rank, (+2 str), (+3 class skill) = +6 [-1 in half plate, +3 in Hide]
Diplomacy 1 rank, (+1 cha), (+3 class skill) = +5
Intimidate 1 rank, (+1 cha), (+3 class skill) = +5
Perception 1 rank, (+1 wis), (+3 class skill), (+1/2 cav level, min +1) = +6
Ride 1 rank, (+1 dex), (+3 class skill) = +5 [no ACP on Blister, otherwise, -2 in 1/2 plate +2 inHide]
Survival 1 rank, (+1 wis), (+3 class skill) (+1/2 cav level to find food/shelter, min+1) = +5 (+6)

TRAITS
Resilient [+1 Fort saves]
Rich Parents [starting money=900 gp]

[900 gp starting money due to trait]
*= Gear of Choice
*Half Plate (+8 AC) (-7 ACP) (600gp)
Back-up Armor: Hide Armor (+4 AC) (15gp)
*Heavy Wooden Shield (+2 AC) (7gp) (ordinarily used but not always- strapped on back if not)
Greatsword +5 att/2d6+3, 19-20/X2 (50gp) (strapped across his back when not in use, under the shield)
*Flail +4 att/1d8+2, X2, Disarm, Trip (8gp)
2 Handaxes, +3 att/1d6+2, X3 (6gp) (used as missiles mostly)
Short Sword +3 att/1d6+2, 19-20/X2 (10gp)
Backpack (2gp)
Hammer (the tool kind not the weapon kind) (5sp)
4 Days' Trail Rations (2gp)
Waterskin (1gp)
Whetstone (2cp)
Potions of Healing (gift from Janiven), 3
10gp 4 sp 8 cp remaining money

Mount - "Blister", Light Horse (Palomino)
*Fancy* Studded Leather Barding (130 gp, +3 AC)
*Ornate* Military Saddle (40 gp)
*Heavy Duty* Bit & Bridle (4gp)
*Tricked Out Fancy* Saddlebags (8gp)
[/sblock]
 

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synopis of round two

Anundr doesn't move, he seems to be simply waiting for the hellknights to approach.

Janiven comes racing sown the hall but stops short when she reaches Anundr seemingly unsure of how to proceed since the wooden planks they used before are no longer in place

A crossbow bolt again comes racing toward Liath but it is off the mark and sails right on by her.

Tiko comes from the NW hallway screaming she needs a light and stops in the center area near Liath.

Liath again draws back her bow and an audible thud followed by a grunt is heard as her arrow must have hit it's target.

Trevor moves quickly down the hall and around Anundr. Rather than jumping the sewage stream where the planks used to be (and risk failing a dex check), he runs right through it. He finally halts his progression at E16 and fires twice at the Hellknight in front. (#3). Both bolts fly just wide right, bouncing off the wall of the hallway. (Todd, your dex check's are at -2 for the next 2 runs as your feet are very slippery from the muck)

Hellkight 1 pushes down the one in front of him so he can get a clear shot at the new target (Trevor). As he fires, the hellknight in front loses his balance and the shooter loses his balance as well and the shot goes into the others arm. Both end up in a heap on the ground.

Suzume comes pounding back down the passage his wings extended slightly in excitement. He stops behind Janiven and mutters a quick spell in his native tongue. While the 'words' are more like squawks, clicks and whistles the rhythm of a prayer can still be discerned. He switches awkwardly to the local language. "We must move that way before more Hellknights arrive." He gestures West with his blade. OOC: Cast Guidance on Janiven granting her a +1 competence bonus on an attack rolls, save or skill check in the next minute.

Dru heads south from his present position and heads to C,13
 

round 3

Anundr is up

OOC: Updated map is attached:



[sblock=Combat Status]
Code:
[u]Combatant		 AC/ T/FF 	-HP		Condition[/u]
Anundr			14/11/13	00/13		
Janiven                 17/13/14        00              Guidance for 1 minute
Hellknight 3 		16/10/16	07	        Prone	
Tiko			14/12/12	00/10		
Liath			16/13/13	03/10		
Hellknight 2         	16/10/16	08
Trevor                	17/13/14        00/11	
Hellknight 1 		16/10/16	00              Prone
Suzume                  13/11           00/8	        
Dru			20/10/20	00/12
[/sblock]
 

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Anundr knows if they continue to give battle here that the group will be surrounded and taken. So while it goes against every fiber of his being, the barbarian turns to leads the way down the unexplored passage that Suzume is indicating.

"Come," he says simply.
 

Janiven

Janiven follows Anundr as he heads across the muck and over to the NW hallway.

Janiven deftly jumps the sewage pit and can't help herself when she sees the hellknights down the eastern hallway and lets an arrow loose, solidly hitting hellknight 3.

Hellknight 3 will stand up on his turn and fire at Trevor but misses badly.

OOC: Matthew - I need a dex roll to jump the muck (target 8).
Scotley, I am not sure if you want Suzume to cross over to where the rest of the party is, if so I need a dex check to jump the muck (target 8). Of if he will jump where the boards used to be (dex check) and take a shot at the hellknights before jumping the muck again (another dex check). We can tack this onto the last round either way.

[sblock=Combat Status]
Code:
[u]Combatant		 AC/ T/FF 	-HP		Condition[/u]
Anundr			14/11/13	00/13		
Janiven                 17/13/14        00              Guidance for 1 minute
Hellknight 3 		16/10/16	12	        Prone	
Tiko			14/12/12	00/10		
Liath			16/13/13	03/10		
Hellknight 2         	16/10/16	08
Trevor                	17/13/14        00/11	
Hellknight 1 		16/10/16	00              Prone
Suzume                  13/11           00/8	        
Dru			20/10/20	00/12
[/sblock]
 

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Suzume shows no inclination to attack the Hellknights and instead focuses on getting away. He leaps the muck and lands poorly almost falling backward into the muck, but a flap of his wings pushes him forward again and he continues to retreat.
 

Anundr

OOC: Anundr's Dex Check, which he kinda sucks at.


Wow, that roll is tempting to have fun with, but I'll be nice:
Anundr is at -4 for the next four rounds for any dex checks as both his feet landed in the muck and he is kinda covered and dripping muck at he moves - very slippery.

Updated map
 

Attachments



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