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

On Puget Sound

First Post
Chizz presses his opponent back toward the bridge's edge, chopping and splitting its bones. When the skeleton clutches at him, Chizz wriggles out of his burning shirt leaving the skeleton holding it.

Start of turn: take 5 fire damage
Move: shift to B7
Standard: duelist's flurry vs B1. Hit for 19, slide foe to C5, shift to C6.
end of turn: save vs fire, success (20!)



[sblock='Status: feeling OK']
Hp 27/39, surges 7/7
AC 19, fort 18, ref 18, wil 14
Action points: 0/1 Second wind: available
Resist 5 vs swarms, move through swarm squares, no OA from swarms.
Sneak attack: +2d6+4. Nimble blade: +1 attack with CA when using light blade.

twin strike +10, d6+1 vs AC melee, HQ possible. OR:

+9, d10+1 ranged, and target is -2 to ranged and area attacks til EONT (longbow power). HQ possible.

duelist's flurry +10, 4 damage vs AC, slide target 1, shift 1. SA possible. Get sneak damage even without CA.

fast hands free. once per round. draw or stow a weapon.

paired katar minor. turn 1 katar into 2, or vice versa.

hunter's quarry minor. quarry closest visible enemy. quarry takes +1d6 damage once per round when hit by a ranger power.

furious assault free, trigger: you hit an enemy. Add 1(w) or 1d8 to damage.

off hand strike minor, melee. +10 vs AC, 1d6+5. HQ possible.

nasty backswing free, melee. trigger: you miss w a melee attack. +10 vs AC, 1d6+9, shift 1. SA possible.

duelist's prowess minor, stance. Each time an adjacent enemy attacks you, duelist's prowess attack : +10 vs Reflex, 1d6+5. SA possible.

lucky charm free. trigger: you miss. add 1d6 to the attack roll.

breach bracers free. trigger: you hit in melee. target is vulnerable 5 vs the next attack that hits it before EONT.

potion of healing minor. heal 10 points, lose a surge. [/sblock]
 
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Durlak

First Post
Taran moves to attack the burning skeleton in the rearguard and with a loud roar a burst of cold wind tries to freeze his foe and he slides one step closer to the edge!

[sblock=OCC]
Chill Wind at will power
Area burst 1 within 10 squares Each creature in burst
Attack: Wisdom vs. Fortitude
Hit: 1d6 cold damage, and you slide the target 1 square.
Death Fang Totem +1: +8 attack, 1d6+1 damage
[/sblock]
 
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perrinmiller

Adventurer
As the tide of battle begins to flow in their favor, Kaedyn embarks on the task of pushing the other burning skeletons into the water below. He moves towards his next victim and bashes the creature with the flat of his blade knocking it backwards.

"Get ready to go swimming, hellspawn."
[sblock=Actions]Start: Take 5 Damage Fire 17/51HP +HS
Move Action: Move to S-9 (updated map)
Standard Action: Tide of Iron on B3 Tide of Iron (1d20+13=25, 1d10+9=13)
Push him back to U-11 (updated map)
Free Action: Speaking, marking B3 with combat challenge
Minor Action: Retrieve healing potion
End: Save (1d20=3)[/sblock][sblock=Mini Stats]HP: 29/51 Bloodied 25; Healing Surges 12HP, 12/day+20
AC:
24 (22 without Shield)
Fort: 20 Ref: 17 Will: 15
+2 vs. Fear; Resist Poison 5[/sblock]__________________________

Worang4.jpg
Kaedyn Thorngood Char Sheet
 

On Puget Sound

First Post
Taran moves to attack the burning skeleton in the rearguard and with a loud roar a burst of cold wind tries to freeze his foe and he slides one step closer to the edge!

Taran, you need to update the map by moving the skeleton on it. (It's editable by anyone, like an excel doc. ctrl-x, ctrl-v.)
 

Durlak

First Post
Taran moves to attack the burning skeleton in the rearguard and with a loud roar a burst of cold wind tries to freeze his foe and he slides one step closer to the edge!

Taran, you need to update the map by moving the skeleton on it. (It's editable by anyone, like an excel doc. ctrl-x, ctrl-v.)
Yes, I'm aware of that. I didn't do it because I don't know if a 18 is good enough. Probably it is. It has benn moved now.
 
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Voda Vosa

First Post
Round 4

Taran uses the winter's grace to slide the burning menace near the edge.

Cliff fixes one of the skeletons to the ground

Round 5

Chizz pushes the burning undead to the edge, with a flurry of blades.

Lochlan throws a volley of shots, but his aim goes wide.

Kaedyn pushes his foe closer to the edge, and to obliteration.

The skeletons around Cliff slide their swords between the shifter's defences, almost sending him down to the ground.

The blazing skeletons throw their orbs. One hits Chizz, setting him alight in foul flames. The one attaked by Kaedyn tries to bun the warrior, but he covers timely. The remaining skeleton tries to finish off Cliff, but the paladin deflects the orb with a backhanded slash of his sword.

[sblock=Mortal Combat]

Skeleton 1, 4 and burning skeleton 4 are destroyed. S1 and 4 burst!

Asterion takes 10 necrotic damage

Taran takes 12 necrotic damage

Cliff takes 12 necrotic damage, with damage resistance, it drops to 7 damage.

S2 and 3 miss Cliff
BS 3 nd 2 miss
BS1 hits Chizz for 5(3) and gives him ongoing fire damage


Map


->Chizz: AC 19, fort 18, ref 18, wil 14 [24/39,Resist all 2, 5 fire ongoing damage]
->Kaedyn: AC 24-22, fort 20, ref 17, wil 15 [22/51 +HS; +5 ongoing fire damage]
->Lochlan: AC 19, fort 18, ref 18, wil 14[48/37]
Burning Skeleton 1 [-37]
Burning Skeleton 2 [-13]
Burning Skeleton 3 [-13, marked by Kaedyn]
Burning Skeleton 4 [Destroyed]
Skeleton 1 [Destroyed]
Skeleton 2 [-29] Divine Challenge
Skeleton 3 [-60] Divine sanction immobilized
Skeleton 4 [Destroyed]
Asterion: [-10]
->Taran: [45/46 AC:19 Fort:14 Ref:16 Will: 17]
->Cliff: [19/45; AC 23; Fort 18, Ref 16, Will 18]

Skeleton HP: 77, AC 17, fort ??, ref ??, wil ?? Produces Death Burst
Burning Skeleton AC 19, fort ??, ref ??, wil 14

Skeletons: Roll Lookup
Blazing Skeletons Roll Lookup
BS 1: Roll Lookup [/sblock]
 
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Velmont

First Post
[SBLOCK=OOC]Why did you roll a save for Cliff this round. I roll one last round and made it (rolled a 12, look at previous post).[/SBLOCK]
 



Velmont

First Post
Cliff swing and a bolt of acid strike the Skeleton, but it's not enough yet to kill it. "He is almost death, someone kill that skeleton, and from afar, he will explode!"

[SBLOCK=OOC]S3 is almost dead. Kill him with a range attack.

Also, notes that S3 should be at M7, and thus, S3 shouldn't have attacked Cliff, and being immobilized, he would had have not valid target for a melee attack.

Standard: Acid Sword vs AC on S3 (1d20+10=17, 1d8+7=15) Hit.
Minor: Divine Challenge S2[/SBLOCK]
 

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