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

Lochlan, HP 32/32, AC 16, F/R/W 14/14/17

Seeing Kumar jump up and toss Sandy overboard, Lochlan quickly backpedals.

"A little help up here would be appreciated!"

Standard: Escaping Shot
Attack: (1d20+11=26)

If (26 vs AC == HIT)
1) Kumar is Dazed until the end of Lochan's next turn.

2) Instead of dealing damage, Lochlan activates Bola Training to Immobilize Kumar until the end of Lochlan's next turn.

3) Lochlan shifts to G9

Move: Lochlan moves from G9 to G12

Else (26 vs AC != HIT)
3) Lochlan shifts to G9
Move: Lochlan moves from G9 to G12
 

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Round 6

Well, I'll make your respective attacks take place in the order that is more convenient for you.


"A little help up here would be appreciated!" screams Lochlan, and soon his plead is heard.

Asterion raises his massive hammer, full of righteous anger, the momentum making the floor of the ship creak under the weight. The minoatur lets out a furious scream that startles the dwarf, before swinging the gargantuan weapon over him. The hit makes the dwarf coil back.

The elven druid tunes with the inner beast of Kumar, and uttering magical words and performing mystic gestures, he lures the captain over the edge of the higher deck. Kumar grabs his head in pain for the psychic attack. When falling the captain realizes what is happening, and makes an acrobatic tumble, and lands heavily on the lower floor, saving for the worse of the fall.
"Ye salt dog I'll rip yer heads off with me teeth fer this!!!" taunts the pirate, however, Kumar is not ready for Taran in his beast for, who jumps to his throat, lashing with claws and teeth. Seduced by the bloodlust, Taran moves to bite the dwarf, but the nimble pirate moves out of harm's way.

Lochlan sees his chance and shoots from the upper deck. Kumar finds himself pinned on the ground.

Cliff also tries to connect, but misses the captain, like Kaedyn, who joins the fray launching a wide attack at the dwarf.

"Kaedyn ye bastard!" shouts the dwarf, spilling blood from his mouth. "Ye'll go down with them! Derkim! Where are ye elven bastard?!"

The dwarf loses no time, now that Cliff expose his back to him. He shifts his broadsword in his hand and sinks it in Cliff's back. Cliff falls, his vision obscured.
Keadyn has also that keen pirate eye for opportunities and uses the dwarf's attack to sink his blade with incredible accuracy. "Arrg!" screams in pain the dwarf, almost finished.

Kumar attempts to stand up, with no one around but the fallen paladin, dazed.

From the pirate's side, a cloaked figure appears, longbow at hand, and arrow already knocked. He fixes his gaze on Lochlan, and shots an arrow at him. The bolt bites deep into Lochlan's flesh. The wound is more deadly than what it seemed; the seeker soon finds that the arrow is poisoned! However his system rejects the venom quickly.

The dwarf grins at the appearance of the new menace.


The slave next to the ballista winds the weapon and shoots at the newcomer. But the aim proves poor to hit the nimble elf who just moves out of the way easily.

The slaves shoot their arrows. Many of them fail, but two of them hit true on the dwarf, the last, hitting him on the back of the head. But still, the dwarf stands.


[sblock= Battle]
Please move your tokens yourselves on the map.

Conditions:
Cliff: -4/39 Marked by Salashan
Chizz: 18/34, (5 temp hp)
Asterion: 40/40
Lochlan: 22/32
Sandy: --/-- Dead
Taran: 24/41
Kaedyn: 45/45


Salashan de Dwarf: -193, Bloodied, marked by Kaedyn
Kumar: -129. Divine sanction by Cliff. Dazed
Derkim: Unharmed.

Unlocked Enemies Info:
Pirates: HP:25 AC: 17
Attk: +6 for 1d6+2
Dwarf: AC 24 Fort 25
Attk: +15 for 1d10+9
Kumar:
Attk: +18 for 2d6+10

The map is here, use it, move your tokens around, etc. Battle over the Ship MAP
If it gives you an error, try reloading.

Kumar Uses Pirate movement and places behind Sandy. He kills him by throwing him off board in a cinematographic way. No dices were harmed in the making of that IC paragraph.


[sblock= Important Battle Information, please read]
Any nearby PC can command slaves, I’ll do the rolling of the slaves, so just spell out the commands you wish them to perform.

2 more armed slaves will appear each round from the stairs until number 20 slave has appeared.

2 more pirates will appear each round from the stairs until number 12 pirate has appeared.

The big square In the middle is the main post.

Going up the stairs is difficult terrain so each stairs square takes 2 normal move squares.

Characters standing on the edge of high deck gain a +2 to ranged attacks vs characters on lower deck, and gain concealment vs ranged attacks from low deck attackers.

Standing anywere but the edge of the high deck grants superior conealment from attackers from the other deck. This is true for characters on the lower and on the higher deck. (So the dwarf gets sup. Concealment vs Sandy and Taran, and they too have concealment vs him. Lochlan has +2 attack vs the dwarf, and concealment vs his ranged attacks, whereas the dwarf gets no bonus against Lochlan’s attacks.)

I8 is the entrance to the captain’s cabin. It’s currently closed.

To disable the ballista permanently would take a minor action from the three characters around it. Firing it would take a move action from each of them. The ballista has a ranged attack of +10 vs Ref for 4d8 points of dmg. It has an inherent -4 to attack (plus the cover) people in the lower deck, but can target normally people on the higher deck and the stairs.

The borders of the ship can be used like a “trap”. If someone pushes a character to a square of water, the pushed character falls to the freezing waters and takes 10 dmg each round it remains in it. Characters can use the Rope stairs to climb up, but it would require a successful swim check (DC 15 for each move action used to reach the square adjacent) and a successful climb check (DC 10) to climb up. Minor NPC will instantly die, but bosses will use those rules to climb up again.
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Taran tries to seize the oportunity and hit Kumar while he is dazed.

OCC: [sblock]
20 vs Ref 11 damage and he is slowed until the end of the next turn.
[/sblock]

"Salashan is almost dead, someone strike him with a killing blow. And you, if you wish to be free man fight for you lives!!!" Says Taran to the slaves.
 

Chizz, about to shoot the dwarf, suddenly sees a more serious threat. Quickly sliding his bow to his shoulder, he grabs a nearby rope intending to swing into the enemy archer feet first, knocking him into the briny deep!

Unfortunately the swing is poorly aimed and he is forced to drop to the deck and run the rest of the way (acrobatics 14), and his push fails to dislodge the elf. He threatens and blocks the archer against the rail so that he can't shoot or get away without getting hit.

FREE: stow longbow (fast hands)
MINOR: draw Katar.
MOVE: to L10 (swing on rope)
STANDARD: Charge to L12 and bull rush. Use Acrobatics to gain a stunt bonus on the attack roll if possible (oh well...). Bull Rush attack 14 vs Fort (sounds like a fail) roll lookup

OPP/ IMMEDIATE ACTION: if the archer (or anyone else) attacks me in melee, use the Duelist's Prowess interrupt: +9 vs reflex for 1d6+5. If the archer triggers an OA, use a basic melee attack: same numbers but vs AC not reflex. Unfortunately, no quarry or sneak damage in either case, barring an unexpected flank. Note that both attacks could happen, as one is opportunity and the other is immediate.

[sblock='ministats']
Chizz
surges: 7/8. hp 18/34, +8 for Asterion's healing this turn = 26. 5 temp hp.
ac 18
fort 17, ref 17, wil 13
+2 defenses while within 3 squares of Asterion; +1 attack vs foes that are adjacent to Asterion. +2 defenses this turn for second wind.

passive perception 18, insight 13
action point used
second wind used
duelist's prowess daily used - stance active but not usable this round; no light blade in hand
off hand strike encounter used
nasty backswing encounter used
tumble encounter available
vicious assault encounter used
[/sblock]
 
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Kaedyn snarls as he is unable to penetrate Salashan's defenses again with his longsword, "Come back here runt!"

In a voice trained to be heard on a battlefield he yells to the slaves, “Pull the fallen knight to safety and surround these tyrants! And aid us to improve our chances of beating their defenses!"

Inwardly Kaedyn reflects, These two, no three now, are tough. We need to pen them in to keep them from maneuvering. At least the Slaves could help in distracting them and aiding our chances to hit them.

[sblock=Actions]Free Action: Giving orders to the slaves
Move Action: move to J-10, updated grid.
Standard Action: At-will Power at Salashan Resulute Shield Attack (1d20+12=17, 1d8+7=14)
Marking the Dwarf with Combat Challenge. [/sblock]__________________________

Harwick-1.png
Kaedyn Thorngood Char Sheet
 

Lochlan, HP 22/32, AC 16, F/R/W 14/14/17

Seeing that the others have Kumar and Salashan well in hand, Lochlan turns his attention to the man who just shot him and throws his bola.

Standard: Grappling Spirits against E @ L13
Attack: (1d20+13=20)

If (20 vs AC == HIT)
1) Damage: (1d4+7=9)

2) E is Slowed and cannot shift until the end of Lochlan's next turn.
 

After sending Salashan reeling toward the cabin, Asterion saw that his allies were on the cusp of defeat. He stepped to the side, and using his free hand, traced a glowing white rune on the plate of his armor. The rune stung, of course, but he could see the instant effect it had on Chizz and Cliff.

Asterion shouted over the din of battle. "We must stand together! Give no quarter!"

He took a quick swing at Captain Kumar, more as an effort to distract him away from Cliff than any other reason. The bull's eyes seemed to glow white for a moment, reflecting the purity of the righteous anger in his heart.

[sblock=Actions]Move: Shift to L8.

Minor: Shield of Sacrifice
Effect: I spend a healing surge. Cliff & Chizz both heal as if they had spent a healing surge. Cliff, Chizz, and asterion gain a +5 bonus to AC until the end of my next turn.

Standard: Word of Diminishment vs. Kumar (20 -> probably a miss)
Roll Lookup

Free: Rune of Destruction
Effect: Allies gain a +1 to attack rolls against Kumar.[/sblock]

[sblock=Asterion Quick Reference]
HP: 40/40 Surges: 11/12
AC: 21+5 Fort: 16 Ref: 13 Will: 15
[sblock=Powers]
Ferocity
Word of Shielding
Word of Diminishment


Goring Charge
Rune of Mending (0/2)
Flames of Purity
Word of the Blinding Shield
Immunizing Armor (Item)


Rune of the Unreliable Dawn
Shield of Sacrifice
Quick Weapon (Item)
[/sblock][/sblock]
 
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Round 7


Kaedyn Lochlan and Chizz are unable to find their marks, the dwarf is too nimble and the mysterious elven archer’s gaze seems to predict the moves of the half orc and the seeker.

Taran is able to sink his claws in Kumar’s leg, rendering him slow for a while.

The combined effect of the innate shifter recovery power and the magical runes of Asterion bring Cliff up, when the slaves were dragging their hero out of the battlefield. He raises and trashes Kumar with a devastating attack. The old pirate can’t believe his eyes, when his warm blood is drawn by the paladin. The fire from the attak keeps burning the captain, despite his efforts to extinguish it.
The Minoatur’s maul comes down over the wounded captain, further debilitating him.

Feeling weak, the captain takes out a bottle of ron, gulps it’s content in a pinch, and throws it away. With the renewed energies, he takes the offensive. He grabs Cliff with one hand from the neck, lift him over his head, and using the momentum of the lift, he attepts to throw him offboard, as he did with Sandy. Cliff fly north, and crashes with the slaves, who were aiming their bows to the captain. Being clustered as they were, a slave falls off board, to his ultimate resting place among the waves of the freezing sea. And he is not over yet. “Ye’ll sink wit ‘im cow!” and he lashes at Asterion with his huge sword, pushing him aside.

The dwarf is almost done, but attempts to take Kaedyn with him. He mumbles something between gurgles of blood, but still is able to connect a solid hit against Kaedyn, that sends him reeling back.

The archer phases out of existence only to appear on the other side of the stairs down, he aims and let loose an arrow that sinks into Taran. The poison on the arrow is strong and soon the druid finds himself victim of its effects.

The slave atop the ship, operates the ballista aiming at the dying dwarf. The shot is unerring. Salasham was about to attack Kaedyn again, when the bolt of the ballista passes right under his shoulder, through his chest, and came out from the other side, ripping his left arm off. His eyes go wide, he attempts to say something but his lungs were crushed, so he remains open mouthed, tumbles forward, and falls dead to the planks of the Sea Carpet, his blood slowly wetting the floor. This was the end of Salashan “Sally” Ironguts.
The slaves cheer and shout, before letting loose a boley of arrows over the elven archer and the captain.

[sblock= Battle]
Please move your tokens yourselves on the map.

Conditions:
Cliff: 1/39 Prone
Chizz: 18/34, (5 temp hp)
Asterion: 21/40
Lochlan: 22/32
Sandy: --/-- Dead
Taran: 9/41, slowed (save ends)
Kaedyn: 34/45


Salashan de Dwarf: Dead
Kumar: -142 [+25 from Ron bottle, -33 fire dmg from Cliff, -5 from ongoing fire dmg +5 from regeneration -5 from slaves]. Divine sanction by Cliff. Regeneration 5
Derkim: -8 [ from Lucky slave].
Actions: Kumar uses Booze as a move action, Grab and throw as a standard and spends an action point to basic attack Asterion
Salasham hits Kaedyn, pushes him 1
Derkin uses Phase to teleport 6 and attacks Taran with poisoned arrow.
Unlocked Enemies Info:
Pirates: HP:25 AC: 17
Attk: +6 for 1d6+2
Dwarf: AC 24 Fort 25
Attk: +15 for 1d10+9
Kumar:
Base Attk: +18 for 2d6+10 and pushes 1
Grab and throw: Stdr Melee, 1 target. +12 vs ref, if hit, push 4, drop prone and take 2d6 dmg + 1d6 if hits a solid object before the push is done.

Booze: Move, Heal 25 hp and gain regeneration 5 for 3 rounds.


The map is here, use it, move your tokens around, etc. Battle over the Ship MAP
If it gives you an error, try reloading.
[sblock= Important Battle Information, please read]
Any nearby PC can command slaves, I’ll do the rolling of the slaves, so just spell out the commands you wish them to perform.

2 more armed slaves will appear each round from the stairs until number 20 slave has appeared.

2 more pirates will appear each round from the stairs until number 12 pirate has appeared.

The big square In the middle is the main post.

Going up the stairs is difficult terrain so each stairs square takes 2 normal move squares.

Characters standing on the edge of high deck gain a +2 to ranged attacks vs characters on lower deck, and gain concealment vs ranged attacks from low deck attackers.

Standing anywere but the edge of the high deck grants superior conealment from attackers from the other deck. This is true for characters on the lower and on the higher deck. (So the dwarf gets sup. Concealment vs Sandy and Taran, and they too have concealment vs him. Lochlan has +2 attack vs the dwarf, and concealment vs his ranged attacks, whereas the dwarf gets no bonus against Lochlan’s attacks.)

I8 is the entrance to the captain’s cabin. It’s currently closed.

To disable the ballista permanently would take a minor action from the three characters around it. Firing it would take a move action from each of them. The ballista has a ranged attack of +10 vs Ref for 4d8 points of dmg. It has an inherent -4 to attack (plus the cover) people in the lower deck, but can target normally people on the higher deck and the stairs.

The borders of the ship can be used like a “trap”. If someone pushes a character to a square of water, the pushed character falls to the freezing waters and takes 10 dmg each round it remains in it. Characters can use the Rope stairs to climb up, but it would require a successful swim check (DC 15 for each move action used to reach the square adjacent) and a successful climb check (DC 10) to climb up. Minor NPC will instantly die, but bosses will use those rules to climb up again.
[/sblock]
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