D&D 4th Edition [4e] drothgery's arcane game - Clash of Steel - Page 26
  1. #251
    OOC: Derp, is there still time to call out an interrupt to the archer's attack? Want to use the Firedeath utility, but I wasn't aware Vanri had it 'til now >.>

  2. #252
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    Quote Originally Posted by Inspiratorium View Post
    OOC: Derp, is there still time to call out an interrupt to the archer's attack? Want to use the Firedeath utility, but I wasn't aware Vanri had it 'til now >.>
    OOC: Yeah, that's okay; he'd take 14 damage instead of 34 then.

  3. #253
    OOC: Oh, also, is the archer still at G12 or did he shift? Because he would have provoked an OA if he hadn't.

  4. #254
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    Quote Originally Posted by Inspiratorium View Post
    OOC: Oh, also, is the archer still at G12 or did he shift? Because he would have provoked an OA if he hadn't.
    OOC: She's at G14; she moved in my head, but not on the map.
    She (the archer and mage are female; the swordsman is male) shifted two squares; she has a few tricks in her bag
    Last edited by drothgery; Thursday, 27th September, 2012 at 06:45 AM.

  5. #255
    Vanri shrugs off the arrows and fills the air around him with a burst of fire. He then backs up a little and charges at the swordsman.

    Actions

    Minor: Place Aegis on the Wizard.
    Standard: Tempest Burst vs the Wizard and the Archer. 14 fire dmg on a hit.
    Free Action: Use the Sword of Arcane Bond's encounter power. The archer is marked (save ends)
    Move: Shift to H10.
    Action Point (Hope that Phaezen doesn't mind): Janissary Charge to F4 at the Swordsman using Arcane Lance. Swordsman takes 14 thunder dmg and is slowed until the end of Vanri's next turn if it hits. Vanri gains 10 temp HP.
    Last edited by Inspiratorium; Friday, 28th September, 2012 at 08:39 PM.

  6. #256
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    I Defended The Walls!

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    Tatterdemalion puts two tiny fingers in her equally tiny mouth, and blows a surprisingly not tiny whistle. It's shrill, and piercing...and a moment later there's a shimmer beside her which coalesces into a glowing ball of light.

    She heaves a sigh and waves a hand at the window. "Hey, Spooky. Get us inside okay? I'm sure at least one of them will be dying soon."

    Who exactly 'them' referred to...the gangsters or her companions was not clear.

    The wisp's glow intensifies...then suddenly winks out. Tatterdemalion is gone as well.

    Just inside the window they both reappear in a flash of sickly green-blue light. Tatter cracks her knuckles and puts her mouse-skull helmet on, now ready to fight!

    (Move to recall Fey Beast. Move from Tatter and the beast to teleport through wall...line of sight through the window. Minor to don Skull Mask from Handy Haversack. Spooky is skinned as a willow wisp, but has the mechanics of a blink dog.)

  7. #257
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    OOC: @Walking Dad , you get to go before the bad guys too...
    Last edited by drothgery; Tuesday, 2nd October, 2012 at 01:50 AM.

  8. #258
    Teclis Stormborn

    Teclis summons forceful winds... at least he tries to do so...

    OOC


    Standard: Howling Zephyr
    AP: Howling Zephyr
    Move: shift 1 diagonal up on the crates (flying)

    rolled a 3 and then a 2 on the AP use

    Quick Sheet

    Teclis Stormborn
    Perception: 23 Insight: 23 Low-light Vision
    AC 27 Fortitude 27 Reflex 24 Will 30
    Initiative: +8
    Hit Points: 92 / 92 Bloodied: 46
    Temporary Hit Points: -
    Resist: Lightning 10
    Saving Throw: +2 vs slowed, immobilized, and restrained; +1 vs death
    Action Points: 0 Second Wind: 1
    Milestones: 0.5
    Healing Surge: 23 Surges per day: 11 / 11
    At-Will Powers: Elemental Bolt, Howling Zephyr, Ignition, Eldritch Strike
    Encounter Powers: Elemental Escalation 4/4, Wind Burst, Lightning Shift, Fog Form, Bracers of Mental Might
    Daily Powers: Zephyr Wings, Robe of Scintillation

    Condition:

    Last edited by Walking Dad; Tuesday, 2nd October, 2012 at 09:53 AM.

  9. #259
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    Vanri shrugs off the arrows and fills the air around him with a burst of fire. He then backs up a little and charges at the swordsman. As he repositions himself, the injury from the arrow flares up a bit (see archer's section).
    Actions
    Minor: Place Aegis on the Wizard.
    Standard: Tempest Burst vs the Wizard and the Archer. 14 fire dmg on a hit.

    MISS wizard; HIT archer (though I was unclear on her position and the map was wrong; you shouldn't have been able to hit her); Archer is BLOODIED though this just appears to have made her angry.

    Free Action: Use the Sword of Arcane Bond's encounter power. The archer is marked (save ends)
    Move: Shift to H10.
    Action Point (Hope that Phaezen doesn't mind): Janissary Charge to F4 at the Swordsman using Arcane Lance. Swordsman takes 14 thunder dmg and is slowed until the end of Vanri's next turn if it hits. Vanri gains 10 temp HP.

    Phaezen has dropped the game; I'll be retiring his character after this encounter.

    HIT swordsman

    Tatterdemalion puts two tiny fingers in her equally tiny mouth, and blows a surprisingly not tiny whistle. It's shrill, and piercing...and a moment later there's a shimmer beside her which coalesces into a glowing ball of light.

    She heaves a sigh and waves a hand at the window. "Hey, Spooky. Get us inside okay? I'm sure at least one of them will be dying soon."

    Who exactly 'them' referred to...the gangsters or her companions was not clear.

    The wisp's glow intensifies...then suddenly winks out. Tatterdemalion is gone as well.

    Just inside the window they both reappear in a flash of sickly green-blue light. Tatter cracks her knuckles and puts her mouse-skull helmet on, now ready to fight!
    actions
    (Move to recall Fey Beast. Move from Tatter and the beast to teleport through wall...line of sight through the window. Minor to don Skull Mask from Handy Haversack. Spooky is skinned as a willow wisp, but has the mechanics of a blink dog.)

    Teclis summons forceful winds... at least he tries to do so...
    actions

    Standard: Howling Zephyr
    AP: Howling Zephyr
    Move: shift 1 diagonal up on the crates (flying)
    rolled a 3 and then a 2 on the AP use

    Not surprisingly, both attacks MISS

    The swordsman makes a quick cut at Vanri, then flips up and back to engage Teclis again.

    actions


    The archer takes another shot at Vanri, and hits him again.


    The wizard, constrained by Vanri's Aegis, fires an empowered bolt of force at him.
    actions
    Empowered magic missile automatically hits for 10 force damage; she declines to push him


    summary
    W - not quite bloodied, Aegis'd
    S - not quite bloodied
    A - bloodied, marked
    Ts 81/92
    Td 73/73
    V 42/106
    Attached Files Attached Files  

  10. #260

    Vanri

    Vanri shifts the target of his arcane magics to the swordsman, before stepping up to the wizard. The swordmage then vanishes, both from sight and from reality, only to reappear, still cloaked, beside the archer.

    Actions

    Minor: Aegis the swordsman
    Move: Move to F10
    Standard: Vanishing Blade vs the Wizard. Teleport Vanri to F14, Vanri is invisible until the end of his next turn. If it hits, swordsman'll take 13 damage and be marked until the end of Vanri's next turn.

    Could use some help cleaning out these two in the center -- you're covered on the swordsman if you just shift one square closer to Vanri, Teclis.
    Last edited by Inspiratorium; Wednesday, 3rd October, 2012 at 01:08 AM.

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