A Paid Trip to Spellhold [D&D 4e]

Ignoring the poison running through his vein, Cliff step foward and swing at the weakest thief. "Protect my friend, I'll take care of my enemy" he whispers to Illmather. His god hear the paladin and Rudin get heal from the poison before it can make effect.

[SBLOCK=OOC]Move: Shift to D3
Standard: Piercing Smite (vs Refl) on S5 (1d20+9=17, 2d8+4=17) If that hit, both S5 and S6 are marked (but not divine sanction them)
Minor: Divine Mettle on Rudin (1d20+1=19) Sucess![/SBLOCK]
 

log in or register to remove this ad

Izera, Female Githzerai Avenger

Izera took the crossbow bolt from the turret, knowing that she was protecting the others. Still, it didn't feel good, and the githzerai knew that the turret needed to drop quickly. She smiled as the Turret frosted up from her companion's attack, hoping that a solid strike from a solid object might shatter it. With several vicious strikes the turret was destroyed and Izera hooked it will her large blade, pulling it down from the wall with a satisfied yell of triumph.

Glancing at the remaining thieves, Izera muttering her oath, swearing that they would fall, then added. "Unless of course you wish to avoid the fate of your little gun . . . then you should yield," Izera growled.





OOC: Standard Action: Overwhelming Strike on Turret. 1d20+7=14, 1d20+7=19 - hit, for 1d12+6=15 15 points of damage. If the turret hasn't fallen, Izera will spend an action point, with Overwhelming Strike on the Turret. 1d20+7=24, 1d20+7=27 - Crit, doing 1d12=8 8 + 18 [high crit weapon] = 26 damage on this hit (41 total). Once it is destroyed, Izera will use the slide one of Overwhelming Strike [moving to G2], pulling the turret down in the spot she was in. Minor Action: Oath of Enmity on S6
 

The druid sends a shower of spikes towards his enemies, but fails to connect, however, the thieves are more distracted in not stepping on the sharp spines than actually defending themselves.
Rudin takes that at the best of effects, taking a wild swing at the thief chief.
Cliff is also thankful, he cleaves the thief's armor and draws blood from him, at the same time that he saves Rudin from the suffering of the poison.
Daven sends another ranged attack to the turret, this time finding his mark.
Following him, Izera delives a demolishing blow to the artefact, cracking it's mechanisms. Issias gives the final touch with a sphere of frozen magic that freezes the turret in place, before it cracks in several chunks of frost wood and steel.

[sblock=Initiatives, actions and status and important OOC goodies]

I'm assuming Rudin, Mithalor and Daven have lost interest in this, or banish from the boards. As for Thurinar, I'm not sure. Cabana, are you around?

An important messege: I'm taking a few days of vacation from the first time since like 2 years, so I'll be away until the 19 of january.

*ST 6: 9 (-12, -4, 14)
>Thurinar 16 ()
>Taran 14 ()
>Rudin 13 (-4, -5. )
>Daven 13 ()
>Cliff 10 (-11, -5. Ongoing 5, save ends)
>Izera 10 (-11)
>Issia 9 ()
*Turret (Destroyed)
*ST 5: 7 (-24, -4, -17)

*: Acted
>:Next

Traps and obstacles. You should thank Izera and Taran for their perception ;)

Barricade of Crates:
It takes a DC: 15 athletics or acrobatics to stand over the barricade, or you can attack the crates (automatic hit, HP:10) to bash them. If you destroy the crates, you can step normally in the spot, but it becomes difficult terrain.

Pits:
If you step on the false floor, you can fall into the pit. You can try the next countermeasures:
✦ An adjacent character can disable the trap with a DC 25
Thievery check (standard action). The floor becomes safe.
✦ A character who makes an Athletics check (DC 11, or DC
17 without a running start) can jump over the pit.
✦ A character can climb out with a DC 15 Athletics check.

Turret:
It will hit hard, and it's not easy to destroy: AC 16, other defenses 13;
hp 38. You can attemt to reach the leaver, which is next to S6 on the wall.

Current Actions:

[/sblock]
 


[sblock=OOC]

Sorry, lost track, thought Thurinar had gone this turn...

I'll post tomorrow, if that is too long, feel free to NPC, and use any and all resources available.

[/sblock]
 


One of the thieves decides to take a swing at the dwarf, which seems to be the weakest of targets. Cliff attempts to stop the man, but is unable to connect. He strikes true, making the dwarf daze. Seeing the opening, the leader shifts away from his righteous adversary and stabs Rudin barely. The foul blade unable to poison the sturdy dwarf.

[sblock=Initiatives, actions and status]

*ST 6: 9 (-12, -4, 14)
>Thurinar 16 ()
>Taran 14 ()
>Rudin 13 (-4, -5, -10, -15)
>Daven 13 ()
>Cliff 10 (-11, -5. )
>Izera 10 (-11)
>Issia 9 ()
*Turret (Destroyed)
*ST 5: 7 (-24, -4, -17)

*: Acted
>:Next

Traps and obstacles. You should thank Izera and Taran for their perception ;)

Barricade of Crates:
It takes a DC: 15 athletics or acrobatics to stand over the barricade, or you can attack the crates (automatic hit, HP:10) to bash them. If you destroy the crates, you can step normally in the spot, but it becomes difficult terrain.

Pits:
If you step on the false floor, you can fall into the pit. You can try the next countermeasures:
✦ An adjacent character can disable the trap with a DC 25
Thievery check (standard action). The floor becomes safe.
✦ A character who makes an Athletics check (DC 11, or DC
17 without a running start) can jump over the pit.
✦ A character can climb out with a DC 15 Athletics check.

Turret:
It will hit hard, and it's not easy to destroy: AC 16, other defenses 13;
hp 38. You can attemt to reach the leaver, which is next to S6 on the wall.

Current Actions:
ST5 vs Rudin: Roll Lookup
ST6 vs Rudin:
[/sblock]
 

Attachments

  • batalla en la casa de los bandidos.jpg
    batalla en la casa de los bandidos.jpg
    104 KB · Views: 101

Taran

Taran, as the fey panther with the manticore tail, continues his volley of spikes. Still missing it at least hinders the thieves.

[sblock=OOC]
Move: Move to D4. (Didn't you do it last round?)
Standard: http://invisiblecastle.com/roller/view/2369037/Swarming Locusts (1d20+4=9, 1d20+4=8, 1d8+4=8)
vs reflex blast targets up-left

Effect: The blast creates a zone of swarming locusts that lasts until the end of Taran's next turn. While within the zone, enemies grant combat advantage.

More misses :(

[sblock=Mini stat block]
Taran
Perception: 21 Insight: 14 Low-Light Vision
AC 16 Fortitude 12 Reflex 14 Will 15
Hit Points: 26/31 Bloodied: 15
Temporary Hit Points: 0
Action Points: 1 Second Wind: 1
Healing Surge: 7 Surges per day: 9/9
At-Will Powers: Wild Shape, Swarming Locusts, Grasping Claws, Flame Seed
Encounter Powers: Elven Accuracy, Cull the Herd
Daily Powers: Summon Giant Toad
[/sblock][/sblock]
 

Cliff follow the thief who has disengaged him. "Don't dare to turn your back to the one who will punish you. Illamther will show you the pain you have made to others." He then swings at the other with a poor swing and add "You too."

[SBLOCK=OOC]Move: Cliff shift to C2
Minor: Divine Challenge on S5.
Standard: Ardent Strike (1d20+9=17, 1d8+4=5) on S6. If he is hit, he is under my divine sanction.
[/SBLOCK]
 


Remove ads

Top