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  1. - Top - End - #211
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    Ridai's Avatar

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    Default Re: [IC] Adventures in the Heartlands (4E)

    Somewhere below, there's this other half-orc. There are kind of half-orcs everywhere really. But anyway, he seems to see what Wind is doing and distracts Modgrim just enough so that Wind slips past him and hops over the railing, down onto the deck below.

    (Shift from Q13 to R16 due to spending an AP)

  2. - Top - End - #212
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    MiketheMountain's Avatar

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    Default Re: [IC] Adventures in the Heartlands (4E)

    Skadi's eyes go wide as violence and chaos explode from all sides of the ship. Half-orcs (and something that looks like a man but moves like a shadow) fall upon Modgrim's crew like an avalanche. "Gah! No! Mine!" Skadi says as the first blow lands on her prey. Grabbing two "boomer" bolts from her quiver, the hunter takes aim at some of the crew, making sure that the ship isn't going anywhere.

    Skadi's first bolt strikes the mast beside the orc high in the ship's rigging, exploding on impact and knocking the crewman (creworc?) off his perch and into the waiting arms of Wind, Tak, and a hard deck. He lands like a sack of vegetable soup, dead before he knew what hit him.

    OOC: Wind and Tak... and we're on a sailing ship. That's perfect.

    Sprinting down the dock, Skadi comes to a sliding stop as she drops to one knee, feeds Kaival another boomer bolt, and fires through an opening in the railing. Unfortunately she slips on the wet surface, and the bolt flies over the ship and into the water beyond, where a perfectly innocent trout is exploded into the beak of a passing lucky seagull. She scans the ship docked beside her for a better shooting position, shouting back over her shoulder, "I need Modgrim alive!"

    Spoiler: Tabletop
    Show
    OOC: My whole "interrogating Modgrim" thing is pure character fluff; if he lives I don't mind if he has no idea what I'm asking, if he dies Skadi will complain a bit but I won't make a big issue of it.

    Standard Action: Clever Shot against Club 3
    • Attack vs AC (+2 from Aspect of the Pouncing Lynx, +2 from CA via Hidden): (1d20+13)[20]
    • Damage: (1d10+4)[10] and Club 3 is slid to R17, hopefully landing with a splat between my two hungry new friends.
    • I'll roll the Club's saving throw to prevent falling here, to save a step if that's OK: (1d20)[10] Not relevant.


    Move Action: Move to H9

    Action Point -> Standard Action: Clever Shot against Rod
    • Shift to G12 with Ogun's blessing.
    • Attack vs AC (-2 for prone, +2 from Aspect of the Pouncing Lynx): (1d20+9)[13] EDIT: Miss.
    • Damage: (1d10+4)[5] and Rod is slid to V12, hopefully making a nice splash.
    • Likewise with Rod's save: (1d20)[18]


    Minor Action: Change to Aspect of the Dancing Serpent

    Free Action (from Aspect of the Dancing Serpent): Shift to G13
    Last edited by MiketheMountain; 2014-02-03 at 03:21 PM.

  3. - Top - End - #213
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    Default Re: [IC] Adventures in the Heartlands (4E)

    Azktor, Half-Orc Paladin

    Azktor give a quick pray to Tempus asking him to guide his blow toward the enemie. He then charges toward the nearst orc slashing him with fury! Azktor does notice the other guys, but he is just glad they are attacking the same enemies as him, so that is enough to just leave them be!


    Spoiler: Azktor's Action
    Show
    Minor: Divine Strength => +4 Bonus Damage (= to Strenght Mod.) on next attack
    Move: 5 Squares
    Standard: Charge 7 Squares using Ardent Strike
    Attack vs AC on the Number 4 Orc (1d20+8)[19] (+1 from Charge) on hit he is also Marked with Divine Sanction (-2 attack and 3 damage if he does NOT attack Azktor)
    Damage (1d12+8)[11] (+4 from Divine Strength) Also, on hit, I will spend Furious Assault for extra (1d12)[11] damage!
    Last edited by Azktor; 2014-02-25 at 11:00 AM.

  4. - Top - End - #214
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    WaffleLord's Avatar

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    Default Re: [IC] Adventures in the Heartlands (4E)

    Clubs

    The deck hands, dazzled by the sudden appearance of so many enemies, scramble to attack, leaving their ship duties unfinished.

    The orc climbing along the rigging sees an enemy attack his leader then jump to the lower deck. Grinning at his luck to find an enemy so close to pounce upon, he readies his jump only to be blasted out of the air by a flying missle.
    Spoiler
    Show
    Pouncing on Wind (ala chandelier drop)
    vs Wind Ref (18) - (1d20+4)[24] - Crit! for no difference
    Damage - 3 damage and Wind is prone at Q16
    and since she's not prone...


    The orc untying the ship on the forecastle roars at the unexpected company and rushes to attack the foul human on board. Sliding down the step railings, he draws a belaying pin from his belt and charges. He steps close and strikes at the human, but the human ducks under the swing at the last moment.
    Spoiler
    Show
    Move to O20.
    Charge to Q17
    vs Wind AC (17) - (1d20+6)[16] (+2 now that she's prone)
    Damage - 5 damage



    Finding his partner flattened by the charging paladin, the orc at the base of the gangplank turns to face the fouled-blood next to him. He raises his belaying pin...
    Spoiler
    Show
    Going to attack Ogun unless he wants to use his Golden Ram OppAction
    Spoiler: Otherwise...
    Show

    Belaying Pin to the head vs Ogun AC (17) - (1d20+6)[24]
    Damage - 5 damage
    Last edited by WaffleLord; 2014-02-06 at 03:03 AM.
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  5. - Top - End - #215
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    Default Re: [IC] Adventures in the Heartlands (4E)

    Rod

    Crumpled on the aftdeck, the witch shakes his head and stands, leaning heavily on the rail. He raises his rod at the disgrace attacking his lord. With words of praise to One Eye, he launches a curse at the half-orc. Darkness falls on the slayer as he feels the burn of acid on his face and eyes. Pain, great pain, blinds him and continues to burn.

    Spoiler
    Show
    Move Action
    Stand

    Standard Action
    Curse of Gruumsh
    vs Tak Fort (16) - (1d20+6)[20] (-2 for cover from mast)
    Damage - Tak is blinded (save ends)

    Secondary Attack
    vs Tak Ref (13) - (1d20+6)[22] (-2 cover, +2 CA from blind)
    Damage - (1d6+4)[10] acid damage and ongoing 2 acid damage (save ends)

    Recharge - (1d6)[6] - yep
    Last edited by WaffleLord; 2014-02-05 at 02:19 AM.
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  6. - Top - End - #216
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    Default Re: [IC] Adventures in the Heartlands (4E)

    Modgrim

    Seeing a nearly helpless foe before him, the orc lashes out with a mighty kick to knock him from the ship. Turning and running farther astern, he launches himself from the deck to the pier. Landing awkwardly but on his feet he runs back along the pier, turns, drawing the silver dagger, and bellows a challenge. "You think you can stop the mighty Modgrim?! You can't even catch me!"

    Spoiler
    Show
    Minor Action
    Brutal Kick vs Tak AC (17) - (1d20+8)[15] Miss (CA already in the roll)
    Damage - (1d6+4)[9] and push 2 squares.
    Tak save vs fall off boat - (1d20)[16]
    Opp Attack for Tak

    Move Action
    Running jump
    Q13>Q12>P11>O10>N9>O8
    Athletics - (1d20+4)[10]

    Standard Action
    Move to U2

    Free Action
    Heckle the heroes.


    Your turns
    Azktor
    Ogun
    (+ram?)
    Skadi
    Tak
    (+opp att?)
    Wind
    Last edited by WaffleLord; 2014-02-05 at 02:57 AM.
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  7. - Top - End - #217
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    Kobold

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    Default Re: [IC] Adventures in the Heartlands (4E)

    As the orc raises his weapon to attack, the symbol on the ground flares with power. The orc is blasted into the water and sinks beneath the surface.

    Spoiler: Opportunity Action
    Show
    (1d20+4)[11](15) vs Will
    On a hit Club 5 dies (4 damage) and is pushed into the water.
    Last edited by Son_of_Meepo; 2014-02-05 at 06:01 AM.

  8. - Top - End - #218
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    Kobold

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    Default Re: [IC] Adventures in the Heartlands (4E)

    "Oh no you'll not be getting away."

    Ogun moves around the docks and tosses the javelin in his hand at Modgrim. The javelin catches the orc in the side, Ogun's fury causing a gash that irritates Modgrim, perhaps this sore spot can be exploited by the others.

    "And you," he says to Tak, "this is not a time to be worrying about being wounded. We can fix that later." Tak feels slightly refreshed after hearing Ogun.

    Spoiler: Actions
    Show
    Move: to K13.
    Standard: Paint the Bulls-Eye vs Modgrim
    Attack: (1d20+4)[11](15) vs AC (Includes -2 for range)
    Hit: (1d6)[4] damage and allies gain a +3 power bonus to damage rolls against Modgrim until the end of Ogun's next turn.
    Furious Assault: (1d6)[4]
    Minor: Inspiring Word on Tak
    Tak spends a surge and heals surge value plus (1d6)[3].
    Last edited by Son_of_Meepo; 2014-02-05 at 06:23 AM.

  9. - Top - End - #219
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    Irish Musician's Avatar

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    Default Re: [IC] Adventures in the Heartlands (4E)

    Tak, Half-Orc Slayer
    Tak, refreshed by the words of this other half-orc inspires him. Tak smiles and goes rushing off to find Modgrim, blinded though he be.....he can still hear is taunting!!

    Spoiler
    Show
    Actions
    Move - Running jump to P8 (1d20+9)[17](26)

    and of course if he makes it:
    Standard - Charge Modgrim, -5 included (1d20+5)[7](12)
    Damage - (2d6+10)[4][1](15)
    Brutal - (4d6)[3][4][5][5](17)
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  10. - Top - End - #220
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    Ridai's Avatar

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    Default Re: [IC] Adventures in the Heartlands (4E)

    With Modgrim on the run and that witch zapping about, there isn't much for Wind to apply herself fully to. Pity. Ah well, she just suddenly turns around and runs right up the wall behind her to get to the upper deck, going straight for the witch. That is, before suddenly making a sharp right, scampering up the rigging and invoking a sudden, but intense sense of déjà vu as Wind suddenly swings her entire body around, aiming for Rod with her feet. Granted, if she misses, she'll probably sail right off the side of the ship. It happens.

    Spoiler: OOC
    Show
    Move Acrobat's Trick to move from R16 to S15 (provoking OA from Club 2), gaining +2 to the damage of the next MBA this turn.

    Standard Unarmed charge vs Rod, moving from S15 to T13, once again seeking to send him flying off the side of the ship. But let's spice things up a bit. If Wind misses, not only does she take an OA from Rod, she also falls off the ship, into the water in U13, perhaps bonking her head on the way down as well. I find either outcome too entertaining for different reasons ("Not again!" vs "Whoops.") not to go for it.
    (1d20+8)[20](28) vs Reflex (includes charge bonus) - Critical (second time's the charm, apparently)
    Hit: (1d6+7)[12] 13 damage. Save against falling off the ship: (1d20)[3]
    Last edited by Ridai; 2014-02-06 at 04:18 AM.

  11. - Top - End - #221
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    WaffleLord's Avatar

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    Default Re: [IC] Adventures in the Heartlands (4E)

    Spoiler
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    AoO vs Wind AC (17) - (1d20+7)[11]
    Damage - 5 damage


    As Wind runs from the orc, she hears a whoosh, much like her namesake, of missing belaying pin behind her. Bouncing from deck to rigging, then caroming into the witch does feel oddly familiar but this time ends with a satisfying thud and accompanying sound effects as the witch topples backwards over the railing to the river below. Kersplash!
    Last edited by WaffleLord; 2014-02-06 at 10:24 AM.
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  12. - Top - End - #222
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    MiketheMountain's Avatar

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    Default Re: [IC] Adventures in the Heartlands (4E)


    "Shargaas' spit!" Skadi curses as she sees Modgrim flee down the lane way. She gives chase for a few steps while drawing a particularly ugly crossbow bolt, heavy and lined with back-facing barbs. Skadi takes a breath, waits for the stumbling blind Half-Orc also chasing Modgrim to give her an open shot, and lets fly at her prey.

    Kaival fires true, and Modgrim howls with pain as he finds his leg skewered and stuck to the warehouse wall like a slaughtered bird on display.

    Spoiler: Tabletop
    Show

    Move Action: Move to M10

    Standard Action: Disruptive Shot against Modgrim
    Attack vs AC (+1 from Aspect): (1d20+10)[16]
    Damage: (1d10+4)[13] and Modgrim is Immobilized (save ends)

    +3 Damage from Ogun (forgot to include in my roll).

    Free Action (if successful attack): Furious Assault for (1d10)[9] additional damage

    All damage is non-lethal.

    Minor Action: none

    Free Action (from AotDS): Shift to N9
    Last edited by MiketheMountain; 2014-02-06 at 12:23 PM.

  13. - Top - End - #223
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    Default Re: [IC] Adventures in the Heartlands (4E)

    Azktor, Half-Orc Paladin

    Azktor charges the remaining weakling to clean the field, killing him in one attack.

    Spoiler: Azktor's Action
    Show
    Move: 2 square south
    Standard: Charge using Ardent Strike on the last minion.
    Attack vs AC (1d20+8)[20]
    Damage (1d12+4)[9]
    Last edited by Azktor; 2014-02-25 at 11:01 AM.

  14. - Top - End - #224
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    WaffleLord's Avatar

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    Default Re: [IC] Adventures in the Heartlands (4E)

    Rod

    Surfacing with a sputter, the witch doctor swim raggedly towards the cargo net hanging down the side of the ship. A growing pool of crimson floats along with him in the slow but inexorable current of the river.

    Spoiler
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    Move move
    Swimmy swimmy
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  15. - Top - End - #225
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    Default Re: [IC] Adventures in the Heartlands (4E)

    Modgrim

    Taking an unexpected hit from the stumbling half-orc unsettles the orc leader. Finding no release from the bolt skewering him to the warehouse, he raises the silver dagger above his head and slashes down, nowhere near the slayer. However, as it slices through the air, a brilliant trail of light follows the dagger's arc. A similar line of light appears on the aftdeck near the rudder. As he finishes the stroke, the fissure flashes and the orc vanishes from this spot and appears back on deck. A quick sawing action later and the mooring line separates, freeing the ship to drift in the gentle current. He tries to turn and wave with mocking silence at the blind slayer, but winces in pain at the crossbow still piercing his leg.

    Spoiler
    Show
    Move with neat magical item.
    Standard action - cut the rope
    Immobilized save - (1d20+5)[17]


    Go!
    Azktor
    Ogun
    Skadi
    Tak
    Wind
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  16. - Top - End - #226
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    Kobold

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    Default Re: [IC] Adventures in the Heartlands (4E)

    "Don't think you will slip through our fingers."

    Ogun moves up the gangplank and draws another javelin. He tosses the weapon at Modgrim, it catches him in the shoulder and spins him around, leaving an opportunity for Wind to pounce.

    Ogun then rushes foward not even taking the time to draw another weapon. He runs up the stairs and leaps at him with a flying punch that catches the salty orc right between the eyes.

    Spoiler: Actions
    Show
    Move: N18
    Minor: Draw Javelin
    Standard: Race the Arrow
    Attack: (1d20+6)[19](25) vs AC
    Hit: [roll]1d6+4[roll] damage and Wind can charge Modgrim as a free action with +3 to hit and damage.

    If Modgrim is still alive after Race the Arrow...
    Action Point: Unarmed Charge to P12 with Inevitable Wave
    Attack: (1d20+5)[20](25) vs AC
    Hit: (1d4+4)[8] damage and allies deal +3 damage with charge attacks against Modgrim until the end of Ogun's next turn.
    Last edited by Son_of_Meepo; 2014-02-07 at 11:22 PM.

  17. - Top - End - #227
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    Default Re: [IC] Adventures in the Heartlands (4E)

    Flying blind for the moment, the slayer hears a weird sound in front of him and feels as though something is wrong, for he can no longer smell the foul-smelling orc in front of him. Yelling out to his friends, he tries to get his bearings, "WHERE MODGRIM?! TELL ME WHERE!!! QUICK!!" The slayer then moves closer to his friends, hoping they can shed some light on the situation.

    Spoiler
    Show
    Minor - Active perception check to find him (1d20+1)[8](9)
    Move - 5 to P7
    Hopefully the free action of yelling to everyone will get some results before I take the rest of my turn
    Last edited by Irish Musician; 2014-02-08 at 02:36 AM.
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  18. - Top - End - #228
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    Ridai's Avatar

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    Default Re: [IC] Adventures in the Heartlands (4E)

    Spoiler: OOC (Wind's turn after the granted charge)
    Show
    Move Tactical Trick, granting her CA to all enemies adjacent to allies, until the end of her turn. Wind moves to Q12 to T13, not provoking an OA due to leaving a square threatened by Ogun (thanks to Tactical Trick).

    Standard Charge at Modgrim, moving from T13 to Q12.
    (1d20+11)[14](25) vs. AC (includes CA, charge bonus)
    Hit: (2d8+10)[24] damage (includes bonus from Ogun and Surprising Charge) + (2d8)[14] sneak attack damage.

    Riding the rudder to hopefully inflict an attack penalty on Modgrim (if a penalty for failure is needed, perhaps the rudder swings back and hits Wind in the head, giving her the attack penalty).
    (1d20+11)[13] vs Reflex

    edit: I hit with a 2 (totally okay with the attack being against AC instead or that stunt not doing anything, though)! And those are some real good damage rolls, finally!

    edit2: If Modgrim attacks and misses Wind with a melee attack, she will use Disciplined Counter against him.


    edit: This is what Wind does after the charge she was granted! Description of all she does in the next post, along with the rolls for the granted charge that happens before this turn! READING COMPREHENSION, ARRRGH!
    Last edited by Ridai; 2014-02-08 at 10:40 AM. Reason: Missed being granted a charge

  19. - Top - End - #229
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    Ridai's Avatar

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    Default Re: [IC] Adventures in the Heartlands (4E)

    Modgrim just appearing on deck doesn't even seem to faze Wind, promptly getting a bit of a running start while the orc is distracted by that half-orc that created a distraction for her before. Wind runs, weaves under the rudder as if made of water and pretty much leaps onto Modgrim to skewer him, using the half-orc's cover to jump and flip back through the air, landing on the rudder and jumping back once more, once again where she started. Wind herself seems to have a bit of déjà vu there, her head inclined in thought, but then she remembers the wants to try out first going over, then under.

    Suddenly, there is a human soaring through the air, landing on the rudder and surfing on it towards Modgrim before hopping off of it, letting the thing (hopefully) smash right into Modgrim and messing with his attacks as Wind ducks beneath it, going for that almost imperceivable opening with her rapier.

    "Here!" Wind suddenly calls out, her speech quick, curt and with a strange accent and raspy voice. Afterwards, she falls silent once more, yellow eyes on Modgrim. Helping a stranger half-orc out.

    Spoiler: OOC (Charge granted by Ogun)
    Show
    Charge, moving from T13 to Q12.
    (1d20+12)[3](15) vs AC (includes Ogun's granted bonus to attack and charge bonus)
    Hit: (1d8+13)[20] damage (includes both +3 damage bonuses granted by Ogun)
    edit: Should only be one +3 bonus. Already adjusted the damage in the tracker, still enough to drop Modgrim on Wind's turn.

    edit: Modgrim is knocked out by Wind. Wind DOES NOT kill Modgrim, just make him take a nap.

    When Wind looks back to Modgrim, she looks just in time to see him just fall over. The human actually looks a bit confused, she kind of thought he would still have some fight in him, already having readied her counterattacks and everything. "Nevermind!" she calls over to the kind of stumbling half-orc on the pier, scratching her head.
    Last edited by Ridai; 2014-02-08 at 11:31 AM.

  20. - Top - End - #230
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    Default Re: [IC] Adventures in the Heartlands (4E)

    Azktor, Half-Orc Paladin

    Azktor rushes to the remaining enemy sword on hands ready finish him off.

    Spoiler: Azktor's Action
    Show
    Move: 4 Squares (U,21)
    Minor: Divine Challenge
    Standard: Holy Strike vs the ClubRod Orc
    Attack vs AC (1d20+7)[8]; Damage (1d12+6)[11]
    Last edited by Azktor; 2014-02-25 at 11:01 AM.

  21. - Top - End - #231
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    MiketheMountain's Avatar

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    Default Re: [IC] Adventures in the Heartlands (4E)

    Skadi watches closely as Wind takes the *cough* wind out of Modgrim's sails. She moves towards the gangplank, keeping her crossbow aimed and tracking along the far rail, ready to put a bolt between the eyes of any Orc foolish enough to pop it's head over.

    Spoiler: Tabletop
    Show
    Move Action: Move to L15
    Minor Action: None
    Standard Action: Ready a Clever Shot attack
    • Trigger: Rod attempts to board the ship or climb on the dock, moving to where Skadi can make an attack (remember, Skadi ignores cover, so basically as soon as she can see any part of him)

  22. - Top - End - #232
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    Default Re: [IC] Adventures in the Heartlands (4E)

    Witch Doctor

    As the soggy orc reaches for the rope ladder, the river's current begins to take the untied ship. Slowly at first, but certain to pick up speed. You hear a splash as the gangplank is upset and falls to the water below. The witch doctor lurches and catches the rope and begins to climb until he sees and armored helm look over the railing at him. Stuck between the drink and a paladin, he spits a curse at the paladin, then raises his dripping rod for a real curse. His careful aim its upset by the moving boat and the beam of evil splashes harmlessly of the hull of the ship.

    Spoiler
    Show
    Move - swim to rope and hold on
    Standard - Curse of Gruumsh vs Azktor Fort (15) - (1d20+6)[13]
    Damage - Target is blinded (save ends) and secondary attack.

    2nd vs Azktor Ref (13) - (1d20+6)[13]
    Damage - (1d6+4)[10] acid damage and ongoing 2 acid damage (save ends)


    Recharge? - (1d6)[1]


    Finish them!
    Azktor
    Ogun
    Skadi
    Tak
    Wind
    Last edited by WaffleLord; 2014-02-11 at 02:08 AM.
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  23. - Top - End - #233
    Titan in the Playground
     
    Ridai's Avatar

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    Default Re: [IC] Adventures in the Heartlands (4E)

    Hearing the spell go off, Wind suddenly turns around and rushes towards the railing, running up the nearest mast and grabbing a rope to swing on once again. Nonchalantly, she soars through the air, only to suddenly let go, twisting and rotating in the air as if she was weightless for a moment. Then, she plunges past the railing without much fanfare. The platemailed half-orc can certainly see the strange human coming out of her rotation with her feet aimed downwards as her hand moves to soon grab the ladder, swiftly delivering a boot to the head.

    Spoiler: OOC
    Show
    Wait, only the lower rope was undone, right? What happened to the upper rope?

    Move Acrobat's Trick to move from Q13 to T17, gaining a +2 power bonus to the next MBA attack roll this turn.

    Standard Charge at Rod, moving into (above) his square, practically jumping on him to make him splash back into the water while grabbing onto the ladder herself.
    Unarmed MBA (1d20+10)[8](18) vs AC (includes CA because Rod is climbing and charge bonus)
    Hit: (2d6+7)[15] damage (includes Surprising Charge and Acrobat's Trick bonus) + (2d8)[11] Sneak Attack damage

    The witch is seeing stars before the lights go out for good as he falls down, making a big ol' splash. Wind just climbs back up on deck, says "Hi." to the armored half-orc before her in her raspy voice and just jumps over the other railing back onto the pier, moving towards the warehouse she was on before, seemingly effortlessly running up the side of it to sit on the edge of the roof, pulling out a fresh new apple.
    Last edited by Ridai; 2014-02-11 at 03:41 AM.

  24. - Top - End - #234
    Barbarian in the Playground
     
    Kobold

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    Default Re: [IC] Adventures in the Heartlands (4E)

    "First things first," Ogun thought, he grabbed the nearest rope (whether on deck or in his pack) and worked to secure the ship once again.

  25. - Top - End - #235
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    Default Re: [IC] Adventures in the Heartlands (4E)

    Tak, Half-Orc Slayer
    Tak nods and also takes a rope and start lashing the ship back to the dock, keeping it in place before it sails away. He then moves over to Modgrim, protectively, and starts to tie him up as well. He then searches the Orc for the dagger that he stole, securing it.
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  26. - Top - End - #236
    Orc in the Playground
     
    MiketheMountain's Avatar

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    Default Re: [IC] Adventures in the Heartlands (4E)

    Skadi straps her crossbow across her back and helps to hastily secure the ship before hoping on board. She heads up to the aft deck and paces impatiently, waiting to interrogate Modgrim when he regains consciousness.

    The Hunter offers a toothy grin to the other Half-Orcs and the mysterious Human. "Just need a few words with this mucker, then he's all yours." Leaning against the rudder, she says, "Name's Skadi. I'm hunting a Grummsh-Sworn Orc Warlord called Boldog, and supposedly this one used to run with him up in Vaasa." Skadi adds with a shrug, "That's the rumour anyway... Only lead I've got right now."

    "So what'd this one do to get you bad-ass worgs on his scent?"
    Skadi asks as she lightly kicks Modgrim in the foot, trying to shake him awake.

  27. - Top - End - #237
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    Ridai's Avatar

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    Default Re: [IC] Adventures in the Heartlands (4E)

    Wind is about to bite into her apple when she hears the female half-orc speak, puts the apple away again and just hops back onto the deck. "Wind." she says. It is probably her name. Looking at Modgrim and the others, she just shrugs in answer to Skadi's question. And again, those yellow eyes. Maybe she was raised by wolves? That's a thing, right? Maybe cats? House cats can be deadly, after all. The strange human does examine Skadi a bit more, then pokes Modgrim's face with her boot.

  28. - Top - End - #238
    Barbarian in the Playground
     
    Kobold

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    Default Re: [IC] Adventures in the Heartlands (4E)

    "My name is Ogun," he says, keeping out of Skadi's way while she works. "A Gruumsh-sworn orc warlord you say? I may have known a few of those in my youth. What was the name? Boldog, hmm..."

    Spoiler: OOC
    Show
    Ogun is wondering if he ever knew of Boldog, perhaps they belonged to the same Gruumsh-sworn orc warlord club.

  29. - Top - End - #239
    Ogre in the Playground
     
    WaffleLord's Avatar

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    Default Re: [IC] Adventures in the Heartlands (4E)

    The witch doctor floats down the gentle river current as the boat comes to a rest, tied once again to the docks. Tak finds the silver dagger under the fallen orc. It feels warm and heavy in his hand as he slips it away securely.

    The orcish leader, under the attention of several boots, groans and rolls before snapping awake and struggling at his bounds. Seeing an armed crowd around him settles his motions, but his eyes never stop from looking around at the situation, spying for an opening or advantage.
    No longer active in forums.
    Thank you to all who have brought me joy in game and out.
    Praise be to Dakaran for the elf monk avatar! (at rest)

    PCs
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  30. - Top - End - #240
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    Ridai's Avatar

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    Default Re: [IC] Adventures in the Heartlands (4E)

    Wind just watches, standing a little away from Modgrim and the others. Watching, waiting.

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