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A Paid Trip to Spellhold [D&D 4e]
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<blockquote data-quote="Voda Vosa" data-source="post: 5070236" data-attributes="member: 51271"><p>Thurinar's arrow burries into the man painfully. Yet he manages to avoid Cliff's righteous slash, but is not so lucky with the Githzerai. The druid-manticore Taran misses again with his spike volley. </p><p>Rudin and Daven drop the last thief, now only stands the boss...</p><p>He quickly takes an object out of his belt, and utters a few words. A wave of black magic is expelled from the small object. After this, the small thing collapses into sand. </p><p>Thurinar, Cliff, Rudin and Izera are caught by the magical explosion and feel necrotic energies infiltrating their senses. Suddenly everything turns black to them, speacially to Rudin: The dwarven warrior falls to the ground, lifeless. Cliff also falls, but he is alive at the moment. Izera also sees her strength failing her. </p><p>The man grins at the change of tides. </p><p></p><p>[sblock=Initiatives, actions and status: Still I don't have Theroc's actions]</p><p></p><p>*ST 6: 9 (-57, bloodied.)</p><p>>Thurinar 16 (-15, Blind)</p><p>>Taran 14 ()</p><p>>Rudin 13 (-4, -5, -10, -11,-15, Dead)</p><p>>Daven 13 ()</p><p>>Cliff 10 (At -4, Blind, dying)</p><p>>Izera 10 (At 0 Blind, unconscious)</p><p>>Issia 9 ()</p><p>*Turret (Destroyed)</p><p>*ST 5: 7 (Dead)</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>ST6: <a href="http://invisiblecastle.com/roller/view/2386877/" target="_blank">Roll Lookup</a> hits the four for 15 dmg plus blindness</p><p> [/sblock]</p></blockquote><p></p>
[QUOTE="Voda Vosa, post: 5070236, member: 51271"] Thurinar's arrow burries into the man painfully. Yet he manages to avoid Cliff's righteous slash, but is not so lucky with the Githzerai. The druid-manticore Taran misses again with his spike volley. Rudin and Daven drop the last thief, now only stands the boss... He quickly takes an object out of his belt, and utters a few words. A wave of black magic is expelled from the small object. After this, the small thing collapses into sand. Thurinar, Cliff, Rudin and Izera are caught by the magical explosion and feel necrotic energies infiltrating their senses. Suddenly everything turns black to them, speacially to Rudin: The dwarven warrior falls to the ground, lifeless. Cliff also falls, but he is alive at the moment. Izera also sees her strength failing her. The man grins at the change of tides. [sblock=Initiatives, actions and status: Still I don't have Theroc's actions] *ST 6: 9 (-57, bloodied.) >Thurinar 16 (-15, Blind) >Taran 14 () >Rudin 13 (-4, -5, -10, -11,-15, Dead) >Daven 13 () >Cliff 10 (At -4, Blind, dying) >Izera 10 (At 0 Blind, unconscious) >Issia 9 () *Turret (Destroyed) *ST 5: 7 (Dead) *: 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: ST6: [url=http://invisiblecastle.com/roller/view/2386877/]Roll Lookup[/url] hits the four for 15 dmg plus blindness [/sblock] [/QUOTE]
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