Lost Eberron 4E Style: Combat over, Level up!

[sblock=red]red, may I suggest Stellan attacks the skeleton in Q15? That way Thormir will be able to shift and attack without drawing OAs, and eventually reach Hesh and try a Heal check; or, if you can get there, probably Stellan has a better chance of making that check. Sucks to have the leader down.[/sblock]

[sblock=Ata] I would love to have Stellan do so. Unfortunately, taking my cue from Hesh's rush out at the skeletons, I chased S1 to the deck of the ship, so Stellan is well above the skeletons down on the ground. In order to come to anyone's aid he would have to move away from S1, down the stairs, and then exit the ship in the midst of the skeletons.

I fear we really messed up the tactics on this one. :( [/sblock]
 

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[sblock=ooc]Ah...well I guess my understanding of the map's structure is a bit incomplete then :)
I think my advice of blocking the entrance with readied actions and OAs while staying inside might have produced better results, but no matter, we can still make it. I hope Lorn can clear a few skeletons away. Thormir is quite tough for a ranged caster so I think he can survive while drawing some attention away from Hesh; on the other hand his Heal bonus is 1, so I don't have many chances to succesfully help Hesh.
Future advice for defenders: stick closer to weaker or weakened or surrounded members, 'cause they need you.
I apologize if I'm sounding conceited, I don't mean to... well, you know what I mean :) I just want to organize the action a bit better.[/sblock]
 

[sblock=ooc]

Of course the reverse is also true, stick close to the defender, the life you save may be your own. ><

[/sblock]
 

[sblock=ooc]I don't think you guys are too bad shape right now. Hesh is down and I would think he'd be the priority. The skeleton that Stellan is fighting is near death. The top of the deck is only 10' above the sand, so it's feasible that Stellan could move and jump down if we wanted. Also, difficult terrain, aka the stairs can be avoided with an athletics check to jump down them.

Lorn, yes it's feasible to reach P13, if you make an easy athletics check. DC 7. It is also okay to make the thunder wave in the area you said. It would also include Thormir as you said. I think if you can get Hesh up, this becomes a lot easier. Having fun yet? :DI told you I have a reputation. ;)[/sblock]
 

The skeleton seemingly distracted with the unusual warforged Lorn paused for a moment to maintain his spell just in case and then made a move for the stairs. If he could get up top where he could see he would have a better idea of lay of the battle. In his haste he tried to jump up, skipping the bottom of the staircase, but lost his footing in the process and nearly took a tumble. Righting himself Lorn took a deep breath and tried to regather his wits before attempting to throw himself back into the fray.

[sblock=ooc]

Minor: Maintain Flaming Sphere

Move: Attempt to move to P13
Athletics: DC7 (1d20=5) (Boo)
I'm not sure where that puts me other than not where I wanted to be, so I'll leave the exact positioning now up to you.

Standard: Since I can't get to where I need to be I'll use my Second Wind instead, unless I've ended up prone in which case I'll stand up instead.

BTW I am having fun. :)

Sorry Atanatotatos, you didn't happen to take armour of agathys did you?

[/sblock]

[sblock=ministats]Lorn Spellwright- Male Human Wizard 1
Initiative: +4, Passive Perception: 11, Passive Insight: 11
AC:18, Fort:12, Reflex:16, Will:14 -- Speed:6
HP:14/23, Bloodied:11, Surge Value:5, Surges left:3/7
Action Points: 0
Powers -
Magic Missle
Scorching Blast
Thunderwave

Grasping Shadows
Staff of Defense
Second Wind

Flaming Sphere

Conditions:
Full character sheet[/sblock]
 
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Lorn maintains his concentration on his sphere. He then runs up to the stairs, seeking to leap upon them and continue up. The rain though impedes his his footing. The mage slips and falls, cursing as he goes down. He slams into the sand, flat on his back. It knocks the wind out of the wizard, but Lorn stands up again, ready to race up the stairs again.

The undead of undetermined identity once again reaches inside the guard of Xandren. As the creature reaches out to pull the life from from him, Xandren meets the undead with a forearm, halting it's attack.

[sblock=ooc]The undead attacks Xandren, misses with a 15 to hit.[/sblock]

Once that creature reels back, the other undead does a somersault into place, hacking at Xandren's flank with in a rising blow with it's longsword. The edge of the blade catches the living construct's side as it stands, drawing a thin line of fluid.

[sblock=ooc]Armored skeleton shifts into flanking, hitting with a 20 for 4 damage.[/sblock]

Meanwhile the armored skeleton and Stellan trade parries on the deck of the ship. Finally the skeleton seems to have the advantage and strikes with an overhead slash at the shifter. The blow is much slower than the shifter's reflexes though, and Stellan is easily able to step back to parry the strike.

[sblock=ooc]Skeleton attacks the shifter, 13 to hit. Miss.[/sblock]


Lorn: 22-Acted
W: Creature1: 18-Acted
S: Armoredskels: 13-S1 on deck of ship, S2 on ground outside-Acted
Xandren: 12
Stellan: 11
Hesh: 7
Thormir: 6
M: Unarmored skels: 4

Lorn: 14/23 HS: 3/7(5) 0 AP
Xandren: 19/30 HS: 10/11(7) 0 AP
Stellan: 24/30 HS: 10/10(7) 0 AP
Hesh: -2/26 HS: 6/9(6) 1 AP Unconscious-dying 1 strike
Thormir: 15/32 1 THP HS: 11/12(8) 1 AP -bloodied
S1: -41--bloodied-marked by Stellan
S2: -8--marked by Xandren
W: -8
 

Attachments




Full of concern for those below him, Stellan continues his assault on the skeletal warrior in front of him. You have lasted longer than you have kept my interest, he growls at it. My allies need me, so go ahead and die again, already. He swings his axe again, trying to use the opening to step down the stairs, but his intentions prove just enough of a distraction to spoil his aim.

[sblock=ooc] Mark all enemies adjacent to me (S1)
Earth Shield Strike vs. S1, hits AC 13 for 12 damage
Shift 1 square down the stairs.[/sblock]
[sblock=Stat Block]
Stellan Scarhide
Longtooth Shifter Warden
Initiative: +0 (+2 near Hesh) Passive Insight: 10 Passive Perception: 15
AC: 18 Fort: 15 Ref: 11 Will: 15 --Speed: 6
HP: 24/30 Bloodied: 15 Surge Value: 7 Surges/Day: 10/10
Action Points: 0 Second Wind: 1
Powers:
:melee: Warden's Fury
:close: Warden's Grasp
:melee: Thorn Strike
:melee: Earth Shield Strike

Longtooth Shifting
:melee: Wildblood Fury

Form of the Relentless Panther (and :melee: Panther Attack)
[/sblock]
 

Xandren flails wildly with his sword, completely missing the skeleton. He does manage to shift out from between the two enemies without tripping over his own sword, at least.

[sblock=Mechanics]Standard action - Footwork Lure against S2.

Footwork Lure vs S2 (1d20+8=9, 1d12+4=9)

Natural 1, automatic miss.

Move action - Shift to M12.

I can't hit for anything. I was going to try to make a break for it if I Footwork Lured away from the creature, to go as far as I could to help Hesh next round, too. Dang it.[/sblock]

[sblock=Xandren's Info]Xandren- "Male" Warforged Fighter 1
Initiative: +2, Passive Perception: 12, Passive Insight: 12
AC:17, Fort:16, Reflex:12, Will:13 -- Speed:5
HP:19/30, Bloodied:15, Surge Value:7, Surges left:10/11
Action Points: 0, Second Wind: not used
Powers -
Footwork Lure
Reaping Strike

Covering Attack
Warforged Resolve

Comeback Strike

Full character sheet[/sblock]
 

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