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

Voda Vosa

First Post
Back on track.

The heroes prepare themselves to open the doors of the last room. Coordinately, Cliff and Izera open the doors at the same time, revealing the remaining thieves: The leader and his lackey. They are hidden behind a hasty constructed barricade of crates, already lifting their daggers to attack the intruders. However, they seem to be surprised by the fact that Cliff Taran Issia and Thurinar are on the south door.
The githzerai quickly notes some planks of the wooden floor and odd. Her knee vision spots loose parts, and something underneath. A trap most certainly.
Taran also notes something on the ceiling, right next to the barricade. Another trap perhaps. His conjecture quickly proves true, as a turret emerges from the trapdoor, when the leader pulls a leaver next to him. The thug also tries to hit Izera flipping his dagger at her, but his aim proves poor this time, and the knife sticks on the wooden door.


[sblock=Initiatives, actions and status]

*ST 6: 9 ()
>Thurinar 16 ()
>Taran 14 ()
>Rudin 13 ()
>Daven 13 ()
>Cliff 10 ()
>Izera 10 ()
>Issia 9 ()
*Turrent ()
*ST 5: 7 ()

*: 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:
S6: Activates turret, attacks Izera: Miss
[/sblock]
 

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Walking Dad

First Post
Taran

Taran throws something like seeds at the crates. The seeds burst into flame as he turns into a beast and takes cover from the turret.

[sblock=OOC]
Perception +11

Standard: Flame seed at d3 (auto hit for 1d6 fire damage) and the squares adjacent to the it become a fiery zone that lasts until the end of Taran's next turn. Any enemy that enters the zone or starts its turn there takes 4 fire damage. (Don't know if the crates / trap counts as enemies)
Minor: Wildshape
Move: Shift to D6

[sblock=Mini stat block]
Taran
Perception: 21 Insight: 14 Low-Light Vision
AC 16 Fortitude 12 Reflex 14 Will 15
Hit Points: 26/31 Bloodied: 15
Temporary Hit Points: 0
Action Points: 1 Second Wind: 1
Healing Surge: 7 Surges per day: 9/9
At-Will Powers: Wild Shape, Swarming Locusts, Grasping Claws, Flame Seed
Encounter Powers: Elven Accuracy, Cull the Herd
Daily Powers: Summon Giant Toad
[/sblock][/sblock]
 


Keia

I aim to misbehave
Izera, Female Githzerai Avenger

Izera noted the location of the false floor and made a running start over the area in question, ducking the fire of the turret as she moved. Muttering under her breath, she swung the large balde in her hands, but the blows seemed ineffective against the turret.







OOC: Move action: Running leap over false floors. Check: 1d20+12=18. Moving through M3, L3, K3-jumped over, J3, I2, H2, G2, F2. Minor: Emnity on Turret. Standard action: Overwhelming Strike on turret: 1d20+7-5=10 and 1d20+7-5=5, both misses (-5 to attack because of running).
 

CaBaNa

First Post
ooc: Thurinar move into doorway at E5, minor draw weapon, standard drop daily burst 1 centered on d3, so as to hit crates and turret and both bandits. +7 vs AC, on a hit, 1d12+2d6+5 damage, on a miss half damage.
 
Last edited:

Theroc

First Post
Issia forms a ball of frozen magic in her hands, lifting it before exhaling violently, launching the sphere at the turrent directly before her, hoping to smash it into smithereens before it had a chance to cause much damage.

[sblock=Actions]
Standard: Dragonfrost at turret, 1d20+4=11, 1d8+8=9 11 vs Fort(failure)[/sblock]
 

Velmont

First Post
Cliff moves next to the Turret, but instead decide to tear down the barricade.

[SBLOCK=OOC]Move to E3 and attack barricade at D3[/SBLOCK]
 

Voda Vosa

First Post
The heroes seem lacking precision, but the elven seeker moves ahead and release a mighty strike that catches both shadow thieves and the turret.
Cliff bashes the crate before him, as well as Taran, whose seed spread fire through the battlefield.
Izera can reach the turret, and Daven can't find his mark too.
The counterattack of the evil bandits is hard. The turret targets the githzerai, which proves to be an easy target under the machine, which puts a crossbow bolt in her chest!
The bandit lashes out at the shifter, catching him off guard, and cleaving his sword deep through the armor, leaving a poisonous gift.
The thieves' captain lashes at the dwarf, and poisons him as well.

[sblock=Initiatives, actions and status]

*ST 6: 9 (-12, -4)
>Thurinar 16 ()
>Taran 14 ()
>Rudin 13 (-4, -5. Ongoing 5, save ends)
>Daven 13 ()
>Cliff 10 (-11, -5. Ongoing 5, save ends)
>Izera 10 (-11)
>Issia 9 ()
*Turret (-12)
*ST 5: 7 (-24, -4)

*: 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:
Thu: Roll Lookup Hit both bandits, number 6 with the miss, destroy crates and damages turret with a miss.
Cliff bashes the crate.
The barricade is destroyed.
Rudin uses double move.
Daven jumps over the pit (18), and uses Vicious Mockery vs Bandit 6. and miss
Turret: Hits Izera for 11 dmg
ST5: Critical hit! vs Cliff: takes 11 dmg and ongoing 5 poison dmg
ST6: hits Rudin for 4 dmg and poisons for 5 ongoing dmg.
[/sblock]
 

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Walking Dad

First Post
Taran

Taran, as the fey panther with the manticore tail, advances. His volley of spikes misses, but hinders the thieves.

[sblock=OOC]
Move: Move to D4.
Standard: Swarming Locusts (1d20+4=6, 1d20+4=5, 1d8+4=5)
vs reflex blast targets up-left

Effect: The blast creates a zone of swarming locusts that lasts until the end of Taran's next turn. While within the zone, enemies grant combat advantage.

Worst roll ever!

[sblock=Mini stat block]
Taran
Perception: 21 Insight: 14 Low-Light Vision
AC 16 Fortitude 12 Reflex 14 Will 15
Hit Points: 26/31 Bloodied: 15
Temporary Hit Points: 0
Action Points: 1 Second Wind: 1
Healing Surge: 7 Surges per day: 9/9
At-Will Powers: Wild Shape, Swarming Locusts, Grasping Claws, Flame Seed
Encounter Powers: Elven Accuracy, Cull the Herd
Daily Powers: Summon Giant Toad
[/sblock][/sblock]
 

Theroc

First Post
Issia grumbles at her previous failure, immediately whipping up another icy sphere to blast at the trap, this time striking with wicked force, causing portions to crack and become brittle. She smiled viciously, preparing to 'charge' in after her impromptu comrades.

[sblock=Actions]
Dragonfrost on turret: 1d20+4=22, 1d8+8=10 22 vs fortitude, 10 damage[/sblock]
 

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