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24 4e Style : Day 2

Alarm, third floor! Kern whispers into his crystal, voice harsh. But he still had his own job to do. Backing up the roof, he races across and leapt, trying to catch himself on the roof and take cover.[Sblock=Kern's crazy action]Minor to sheathe mace (and shuriken too if he can do it as part of the same action w/ TWF, otherwise just drop it if he needs both hands); Move Action: First, back up two squares for room, move to squares to jump, Jump: Athletics 18. That's 3 squares horizontally (enough to clear the gap) and gains a height of 4.5 feet (18/4); adding his reach (roughly 8ft assuming he's 6' tall), that's a total of 12.5' which should be enough for Kern to reach the top with his arms. That's six squares of movement to be hanging; use the seventh (or his other move action) to pull himself up. If he has more move (i.e., he didn't have to spend it all pulling himself up), he'll try to duck behind the chimney's for (1) cover and (2) Stealth if there is enough cover: 12 (not with that roll). [/sblock]
 

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Leyra

Moving into a position in the middle of their small group, Leyra swings her mace around, creating a halo of divine energy that washes over her allies and the nearby enemy. Her allies feel the power of Melora reinforce them.


OOC: Move (to the spot you chose, Mal. Thanks! :)); Divine Power (attack missed; LOL, I had it written as a burst 5 in my character sheet, it is - of course - just a burst 2; doesn't make a difference, though);
Dagran, Garrick, Mirage, Nathan and Leyra gain a +2 power bonus to AC for the whole encounter;
Leyra also gains Regeneration 13 for the whole encounter.
 


OOC: No worries, you have so many hit points, there surely is no urge to heal you until you are well-bloodied. Besides, I also noticed your trigger-note; makes sense to not delay you getting there. ;)
 

Mirage, surprised by the thug right beside him steps away and launches a hastily prepared illusory spear, but misses.

[sblock=actions]Start of turn: n/a
Move: move back a step
Standard: illusory ambush vs. enemy (1d20+16=18, 1d6+9=10)
Move: n/a
Minor: n/a
End of Turn: n/a
[/sblock][sblock=stats]Init +13; Perception 16, Insight 21; Vision: Low-Light
HP 63/78; Bloodied 39; Healing Surge 19; Surges/Day 3/8
AC 27; Fort 20, Ref 25, Will 21
Speed 6
Action Points 1/1

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]
 

Leyra

After her attack, Leyra drinks the potion she has retrieved from her belt a moment ago.


OOC: Minor: Drink Elixir of Fortitude (almost forgot about that one).
 

Nathan reinforced his shielding power and attack the archer on the roof near him. As he see the human falling down under his sword's magic, he go next to the guard, and staying away from the hellhound aura.

[SBLOCK=OOC] Minor: Impenetrable Warding (+3 to Fort, Refl and Will)
Standard: Farslayer on archer on the roof (1d20+17=31, 1d8+12=13)

Save (1d20=9) Not again :.-( [/SBLOCK]

[SBLOCK=Nathan]
Initiative +6; Senses Perception 17, Insight 22
Vision: Normal Vision
HP 109; Bloodied 54; Healing Surge 27; Surges Per Day 12
AC 28 (33)*; Fort 25 (28), Ref 25 (28)*, Will 25 (28)
*+1 until the end of your next turn after shifting
Speed 6
Action Points 1

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Weapon:
Farslayer's Longsword +1: +17[+14 as Implement] (1d8+12 [+8 as an implement], 4 lbs., Heavy Blade, Versatile)

-----------------------------------------------------------------
Powers:
Aegis of Shielding
Booming Blade
Lightning Lure
Swordburst
Farslayer Sword
Gauntlets of Brillance
Flame Cyclone
Dimensional Warp
Transposing Lounge
Armathor's Step
Electrified Lash
Countering Thunderclap
Boots of Fencing Master
Screaming EarthHide Armor
Frost Backlash
Lingering Ligthning
Be Gone
Impenetrable Warding
Dragon Scales
Gauntlets of Brillance
Caustic Whetstone
Tempest Whetstone
Elixir of Speed
Elixir of Accuracy[/SBLOCK]
 




Into the Woods

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