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A Paid Trip to Spellhold [D&D 4e]
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<blockquote data-quote="Voda Vosa" data-source="post: 5054371" data-attributes="member: 51271"><p>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.</p><p>Rudin takes that at the best of effects, taking a wild swing at the thief chief.</p><p>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.</p><p>Daven sends another ranged attack to the turret, this time finding his mark.</p><p>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.</p><p></p><p>[sblock=Initiatives, actions and status and important OOC goodies]</p><p></p><p>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?</p><p></p><p>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.</p><p></p><p>*ST 6: 9 (-12, -4, 14)</p><p>>Thurinar 16 ()</p><p>>Taran 14 ()</p><p>>Rudin 13 (-4, -5. )</p><p>>Daven 13 ()</p><p>>Cliff 10 (-11, -5. Ongoing 5, save ends)</p><p>>Izera 10 (-11)</p><p>>Issia 9 ()</p><p>*Turret (Destroyed)</p><p>*ST 5: 7 (-24, -4, -17)</p><p></p><p>*: Acted</p><p>>:Next</p><p></p><p>Traps and obstacles. You should thank Izera and Taran for their perception <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Barricade of Crates:</p><p>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. </p><p></p><p>Pits:</p><p>If you step on the false floor, you can fall into the pit. You can try the next countermeasures:</p><p>✦ An adjacent character can disable the trap with a DC 25</p><p>Thievery check (standard action). The floor becomes safe.</p><p>✦ A character who makes an Athletics check (DC 11, or DC</p><p>17 without a running start) can jump over the pit.</p><p>✦ A character can climb out with a DC 15 Athletics check.</p><p></p><p>Turret:</p><p>It will hit hard, and it's not easy to destroy: AC 16, other defenses 13;</p><p>hp 38. You can attemt to reach the leaver, which is next to S6 on the wall. </p><p></p><p>Current Actions:</p><p></p><p> [/sblock]</p></blockquote><p></p>
[QUOTE="Voda Vosa, post: 5054371, member: 51271"] 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] [/QUOTE]
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