24 4e Style : Day 2

Charwoman Gene

Adventurer
[sblock=rolls]Cometfall Charge vs. knight AC (1d20+18=36, 6d6+18 =35) Cometfall charge hit, Mark, 35 damage
Spend AP;
Brash Strike versus Knight AC (1d20+19=24, 2d6+16=23) Brash strike AC 24 miss; 4 damage (Ham Rythm) Grant CA to knight[/sblock]Dagran, seeing the black knight assaulting the consul, attacks with a thunderous yell, the fury of his movements astounding even his allies. He smashes the knight hard, and follows it up with a blow which nicks the dark armored foe and leaves Dagran's flank open.

Dagran 82 / 119 [7], SW
Triggers: Blood Iron when Bloodied. Immediate Interrupt +17;2d6+12 on first marked enemy to shift or attack anyone else.
[sblock=Powers]Brash Strike Attack: +19/2d6+16 vs.AC; (grant CA to target)
Crushing Surge Attack: +17/2d6+12; Invigorating (+4thp)
Unfailing Resources Free Action Effect: Take 10 damage. Save automatically against an effect that a save can end.
Bell Ringer Attack: +17/ 4 vs. Fortitude Hit: The target is dazed until the end of your next turn. Invigorating (+4thpcon)
Crushing Blow
Come and Get It
Inexorable Advance Attack: +17/2d6+16 vs. AC, two attacks; Hit: Invigorating (+4thpcon); Effect: You can shift 1 square before each attack.
Unbreakable Fighter Immediate Reaction Trigger: You are hit by an attack Effect: Reduce the damage from the attack by 9.
Into the Fray Minor Action, Effect: Move 3 squares, as long as you end adjacent to an enemy.
Cometfall Charge
Shift the Battlefield Close burst 1 Attack: +17/4d6+12 vs. AC; Hit: You slide the target 1 square.; Miss: Half damage.
Unstoppable Minor Action Effect: 2d6+4 thp.
Blood Iron Immediate Reaction Trigger: You become bloodied. Effect: Resist 5 to all damage until the end of the encounter.[/sblock]
 

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Erekose13

Explorer
Mirage moves to the door way and launches an illusionary spear at the sneaky guy on the stairs, but misses.

[sblock=actions]Start of turn: n/a
Move: move up to window
Standard: illusionary ambush vs. sneaky guy (1d20+16=19, 1d6+9=13)
End of Turn: n/a
[/sblock][sblock=stats]Init +13; Perception 16, Insight 21; Vision: Low-Light
HP 65/78; Bloodied 39; Healing Surge 19; Surges/Day 2/8
AC 27; Fort 20, Ref 25, Will 21
Speed 6
Action Points 0/1

Basic Melee +10 vs AC 1d4+1 (Dagger)
Basic Ranged +15 vs AC 1d4+6 (Dagger)

Powers:
Illusory Ambush
Scorching Burst

Infernal Wrath
Wand of Accuracy
Grasping Shadows
Shock Sphere
Fire Burst
Blood Pulse
Shield
Feytouched Drowmesh
Steadfast Boots
Solitaire (Citrine)
Scorching Burst
Second Wind

Phantom Chasm
Fireball
Mordenkainen's Sword
Dimension Door
Feywild Spell Surge
Soul Burn
Headband of Intellect

Potion of Healing
Potion of Regeneration
Deathcap Spores
[/sblock]
 

stonegod

Spawn of Khyber/LEB Judge
Keeping his eyes on the last archer, Kern slowly draws his dagger, then stomps up the roof. With a final charge, he kicks the archer off the ledge. Before the enemy has even hit the ground, the rogue is considering his next options.

Archers clear. Approaching from third floor. Advise.[sblock=Actions]Minor: Draw dagger. Move: Go up pitch of roof. Standard: Charge again: Hit[/sblock][sblock=OOC Question]Are the part on the level 3 map ledges? I.e., can Kern hop down and enter a window? Or just swing through the window the mage left open in his next round?[/sblock][sblock=Kern]Kern—Male Human Death Dealer Rogue 1
Initiative: +18, Danger Sense; Passive Perception: 21, Passive Insight: 21
HP: 74/90, Bloodied: 45, Surge: 22, Surges left: 4/7
AC: 28, Fort: 24, Reflex: 29, Will: 21; Two-Weapon Defense — Speed:7
Action Points: 1, Second Wind: Not Used
Powers -
Disheartening Strike
Piercing Strike
Riposte Strike

Sizing Strike
Spring the Trap
Enforced Threat
Termination Thread

Precise Incision
Deep Cut
Rogue Recovery

Gruesome Kill
Ferret Out Frailty
Reap the Rattled
Executioner's Mien


Full character sheet[/sblock]
 

Mal Malenkirk

First Post
[sblock=Kern]Look at level 3; yes, you can hop down and and enter a window there.[/sblock]

Nathan's sword digs dip in the hound's flesh but he pays the price as flames lick his arm and burn severely.

[sblock]Immediate reaction, when hit in melee while bloodied:
vs Reflex (1d20+18*=29, 1d8+6+5**=16) * and ** screwed up some on the original rolls, forgetting conditions and aura.[/sblock]

The animated armor swing at Dagran but he ducks under the blow.

1d20+19=25, 1d10+5=6

Outside, the dog is more successful and seriously burns Nathan once more.

1d20+20=37, 1d8+6+5=18

After taking stock of the situation, the sneaky man in the stairs hurry back downstair. Why? Nefarious deeds, no doubt.

Freed from the armored statue by Dagran's charge, the Consul charge toward the stairs after the mysterioous stranger.

-''Oh no you don't! You won't get away!'' he shouts furiously.

Status

Hound : 3 (1) / 123 ; Roar of flame, spent, bloodied, acid ongoing 2
Armor : 83/122 Marked (Dagran)

Leyra 71 (81) /81 [4] AP,SW, Vulnerable 5 to fire (Aura), +2 AC, Regenerate 13
Garrick 24 (19) /80 [3] SW, +2 AC, ongoing 5 and -4 to OA (save ends), hidden
Mirage 65 /78 [2] SW, +2 AC
Dagran 82 / 119 [7] AP, SW, Vulnerable 5 to fire (Aura), +2 AC,
Kern 74 / 90 [4] SW, AP, SW,
Nathan 51 (41) /109 [6] SW, Ongoing fire 5 and -4 to OA (Save ends), +2 AC, warding (+3), Vulnerable to fire (aura)

Guardian Armor
Perception 17
HP 122; Bloodied 61
AC 28; Fortitude 28, Reflex 26, Will 24
Immune disease, poison, sleep
Speed 6
Bastard Sword (Standard, at-will)
+19 vs Armor Class; 1d10+5 damage.
 
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The Digger

First Post
Realising the folly of going back into the fray in his current condition Garrick took a few moments out to rest briefly before continuing.

A couple of deep breaths and some stretching soon had him in better shape. He crept silently across the barn, into the alleyway and through the back door into the adjoining building. As he moved he saw Mirage but decided stealth was better than drawing attention to himself.

[sblock=OOC]Standard: Second Wind - recover 20HP
Move - Shadow Stride - move speed and make stealth check - Roll Lookup
Save from effect; 10 SAVE! Roll Lookup
[/sblock]

[sblock=Stats]
Garrick the Grey, Halfling Rogue, Level 12: Master Infiltrator
Initiative +15; Passive Perception 23, Passive Insight 18;
HP 39/80; Bloodied 40; Healing Surge 20; Surges Per Day 6/7


AC 26 (33)*; Fort 27, Ref 21, Will 24 (* vs OA)
+2 AC (untyped) if adjacent to at least two larger enemies
+2 AC (untyped) vs attacks from an enemy I have CA over.
+2 bonus to AC vs OA during Boots’ encounter power move
Speed 7 (8) Action Points 1

Powers:
At Will: Deft Strike Sly Flourish Fleeting Ghost Shadow Stride Chameleon Encounter:Positioning Strike Trickster’s Blade From the Shadows Distracting Wound
Second Chance Impossible to Grab Quickling Boots - Move Elven Armour - move
Daily: Blinding Barrage Staggering Assault Burst Fire [/sblock]
 


stonegod

Spawn of Khyber/LEB Judge
Entering third floor. Will join soon.

Kern jumped down unto the roof of the second floor, smashing the nearby window. He kept to the side and tried to glance in quickly without giving away his position.[sblock=Actions]Move and jump down. Move to open window with a Stealth check after: 30. Minor Perception to glance in: 22[/sblock][sblock=Kern]Kern—Male Human Death Dealer Rogue 1
Initiative: +18, Danger Sense; Passive Perception: 21, Passive Insight: 21
HP: 74/90, Bloodied: 45, Surge: 22, Surges left: 4/7
AC: 28, Fort: 24, Reflex: 29, Will: 21; Two-Weapon Defense — Speed:7
Action Points: 1, Second Wind: Not Used
Powers -
Disheartening Strike
Piercing Strike
Riposte Strike

Sizing Strike
Spring the Trap
Enforced Threat
Termination Thread

Precise Incision
Deep Cut
Rogue Recovery

Gruesome Kill
Ferret Out Frailty
Reap the Rattled
Executioner's Mien


Full character sheet[/sblock]
 


Thanee

First Post
[SBLOCK=Movement...]Can we move through the squares with the small pillars? Do they count as open or difficult terrain? Can we move diagonally "around" the edge of a table, or is that more like a corner or a wall? Basically, how many squares of movement does Leyra need to move to the '13'?

Then... in hindsight... did the consul look wounded? Did they actually look as if they were fighting? Kinda smells like trap, yaknow. ;) Leyra has huge Perception and Insight bonuses, if that helps. :D[/SBLOCK]
 

Erekose13

Explorer
Mirage moves towards the stairs after the Consul. He throws an illusory spear at the armor but is obviously distracted as it misses.

[sblock=actions]Start of turn: n/a
Move: move in further towards the stairs
Standard: illusory atk vs. armor (1d20+16=21, 1d6+9=10) = miss
End of Turn: n/a
[/sblock][sblock=stats]Init +13; Perception 16, Insight 21; Vision: Low-Light
HP 65/78; Bloodied 39; Healing Surge 19; Surges/Day 2/8
AC 27; Fort 20, Ref 25, Will 21
Speed 6
Action Points 0/1

Basic Melee +10 vs AC 1d4+1 (Dagger)
Basic Ranged +15 vs AC 1d4+6 (Dagger)

Powers:
Illusory Ambush
Scorching Burst

Infernal Wrath
Wand of Accuracy
Grasping Shadows
Shock Sphere
Fire Burst
Blood Pulse
Shield
Feytouched Drowmesh
Steadfast Boots
Solitaire (Citrine)
Scorching Burst
Second Wind

Phantom Chasm
Fireball
Mordenkainen's Sword
Dimension Door
Feywild Spell Surge
Soul Burn
Headband of Intellect

Potion of Healing
Potion of Regeneration
Deathcap Spores
[/sblock]
 

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