ooc: well it looks like things are moving around here again. Look for a post tomorrow. sg has recently purchased his first home so I'll NPC him for the moment.
I'm about to disappear for about a week cus im seeing chickenfoot, Our Lady Peace, finger eleven, sloan, The Answer, Anvil, and ACDC. So I may not be able to post until friday afternoon. Just letting you all know. NPC me as needed please.
Incarnation steps forward and blasts one of the wererats.
[Round 3]
Vashik unleashes a thunderwave on the nearby thugs then moves north west. One of the thugs and the kid both fall to the wave of force.
Riardon attacks and misses the wererat in front of him.
Rurdev hits the wererat in front of him once.
~action paused~
Dane
The kid
The two wererats
The first thug
The second
A third thug
Map:
Building to the North = Glassworks (40' high)
Building to the South = empty warehouse (30' high)
Building to the West = small shed (15' high)
Trees = difficult terrain
Rubble = difficult terrain
Vashik
note that you can only use 1 action point per encounter. So last round you only fired the first magic missile as you had already used 1 action point this encounter. This round you wont be able to move atk move.
Also note that for area effect powers you need to roll to attack 1/target but only need to roll damage once. So I added a generous attack against both thugs and the kid, but missed the furthest thug (who should've been outside the range of the spell anyways).
ooc
Notes: Sorry I would've dropped this in here earlier if I realized that the kid was going to fall before Dane could move over. Does he still want to help Vashik out?
Incarnation HP 32/32[16], HS 10/11[8] SW; D(14|15,13,13); AP 21;
Riardon HP 13/24[12], HS 6/8[6] SW; D(17|15,14,13); AP 2;
Rurdev HP 36/36[18], HS 5/8[9] SW; D(17|16,15,14); AP 3
Vashik HP 18/24[10], HS 6/6[5] SW; D(15|11,16,15); AP 2;
Dane HP 27/31[15], HS 1/12[7] SW; D(19|16,12,12); AP 1;
Note: please update my stat line above, I think I might be missing some changes from the level up.
Status:
kid - 54 damage
wererat 1 - 0 damage
wererat 2 - 9 damage
thug 1 -
thug 2 - dead
thug 3 - dead
thug 4 -
Dane chases after the thug menacing Vashik and cuts him down.
The two wererats attack back, one manages to slide it's sword beneath Rurdev's defenses.
The fourth thug manages to charge Vashik.
A smaller wererat closer in size to a child or a halfing comes sneaking out from behind the mill and runs across the battlefield to attack Dane. It is quickly joined by another one.
Map:
Building to the North = Glassworks (40' high)
Building to the South = empty warehouse (30' high)
Building to the West = small shed (15' high)
Trees = difficult terrain
Rubble = difficult terrain
Nebten
Not sure what you meant by keep your action as the kid was down. Elected to try to help Vashik and chase the last thug.
Incarnation HP 32/32[16], HS 10/11[8] SW; D(14|15,13,13); AP 2;
Riardon HP 13/24[12], HS 6/8[6] SW; D(17|15,14,13); AP 2;
Rurdev HP 27/36[18], HS 5/8[9] SW; D(17|16,15,14); AP 3
Vashik HP 13/24[12], HS 6/6[5] SW; D(15|11,16,15); AP 2;
Dane HP 25/31[15], HS 1/12[7] SW; D(19|16,12,12); AP 1;
Note: please update my stat line above, I think I might be missing some changes from the level up.
Status:
kid - 54 damage
wererat 1 - 16 damage
wererat 2 - 9 damage
thug 1 -
thug 2 - dead
thug 3 - dead
thug 4 -
small wererat 1 -
small wererat 2 -
Note: EDITED a bit to take Nebten's request into better consideration.
Riardon tries another secret technique, this time it at least prepares the enemy for more attacks...
OOC
Standard: Lead the attack (1d20+7=10, 3d8+4=14) Miss: Until the end of the encounter, you and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target.
Bad luck for both my encounter and my daily
Does anyone need healing? The summary seems to not be correct.
Everyone in 20 sq around Riardon gets a +2 to initiative.
When you spend an AP, you get a +3 on attacks.
Mini stat block
Riardon Perception: 16 Insight: 11 Low-light Vision AC 18 Fortitude 15 Reflex 14 Will 13 Hit Points: 24 / 24 Bloodied: 12 Temporary Hit Points: 0 Resist: - Saving Throw: +5 vs Charm Action Points: 1 Second Wind: 1 Healing Surge:6 Surges per day: 4 / 8 Encounter Powers: Inspiring Word 2/2, Scorching Burst, Warlords Favor, Feystep Daily Powers: Lead the Attack
Condition: -
Last edited by Walking Dad; 7th August 2009 at 12:39 PM..
As the wound on his neck continues to bleed, Rurdev shifts and slashes out with both blades once more at the ratman in front of him. As both blades connect, he snarls. In a flurry his blade slash out again. One cuts a deep slash on the creature, his other blade is just a glancing blow. With his movement, the bleeding wound in his neck finally clots.
Actions
Minor action to shift. Twin strike Wererat2. twin strike vs rat2 (1d20+7=21, 1d20+8=25, 1d8+1=3, 1d8+1=6, 1d8=8) Note that I forgot to add in the damage from shifting, so it takes four more damage and the bonus from Riardon(+1), so it should be 22 and 26(if he targted WR2) to hit and a total of 19 damage total if both hit. Save vs ongoing: Success: save vs ongoing (1d20=16)
Annoyed at the scene before him, Incarnation bites of powerful curses at the foes before him and then calls down the fires of hell themselves on the most wounded before him. Pushing on, he blasts the same with more eldritch power.
OOC: 2 minor actions to curse both the nearest wererats. Burn my daily Flames of Phlegethos on the most wounded of the two: Miss (grr!!!!) but still 5 ongoing fire. AP to EB the same target: Ref 17, 16 hp
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
Dane chuckles to himself, Tis a rat smashin' job. Ugh. De comin' from da works.
The dwarf sees that he is surrounded tries to clear the way of his enemies. He performs a spinning attack to chop down the wererats that flank him. Satisfied at his fallen foes, he joins in the defeat of others.
Incarnation misses though the flames catch on the wererat's greasy hide. The eldritch blast that follows it hits however.
[Round 4]
Vashik steps back and blasts the thug with a magic missile.
Riardon misses but grants encouragement to his fellows.
Rurdev lays into the closer wererat spraying diseased blood all over the place. Yet the creature remains standing though it looks like it takes supreme effort to do so.
Dane kills both smaller wererats in one mighty swing.
The two wererats break and run. One is on fire and the other bleeding severly. As both move away from the heroes a few of the more minor cuts begin sealing themselves.
Map:
Building to the North = Glassworks (40' high)
Building to the South = empty warehouse (30' high)
Building to the West = small shed (15' high)
Trees = difficult terrain
Rubble = difficult terrain
ooc
Incarnation HP 32/32[16], HS 10/11[8] SW; D(14|15,13,13); AP 2;
Riardon HP 13/24[12], HS 6/8[6] SW; D(17|15,14,13); AP 2;
Rurdev HP 17/36[18], HS 5/8[9] SW; D(17|16,15,14); AP 2, shifted
Vashik HP 13/24[12], HS 6/6[5] SW; D(15|11,16,15); AP 2;
Dane HP 25/31[15], HS 1/12[7] SW; D(19|16,12,12); AP 1;
Note: please update my stat line above, I think I might be missing some changes from the level up.
Status:
kid - 54 damage - unconscious
wererat 1 - 32 damage [5 ongoing (save ends)]27
wererat 2 - 46 damage - bloodied 36
thug 1 - dead
thug 2 - dead
thug 3 - dead
thug 4 - dead
small wererat 1 - dead
small wererat 2 - dead
Rurdev's wounds begin to heal. After his attacks bite into the wererat's flesh and the creatures flee, the shifter pursues them. Snarling the ranger strikes out with his blades at the wererat.
Actions
I assume the wererats shifted before moving so they don't provoke OAs. Move to AD18. Forgot the +2 damage from shifting so add +2 to each damage roll.twin strike vs W2 + quarry damage. (1d20+7=13, 1d20+8=20, 1d8+1=8, 1d8+1=2, 1d6=6) 13 and 20 to hit. 8 and 2 damage + 6 for quarry. If W2 goes down then I'll quarry the other wererat. If I'm attacked I'll use yield ground to shift to AD18 cut off their escape(and +2 to all defenses).
Stats
Rurdev HP 19/36[18], HS 5/8[9] SW; D(17|16,15,14); AP 2, shifted
Dashing in between the buildings Vashik tries to get off another spell at the fleeing wererats.
ooc
Move Action to move to Z11
Standard action to cast Ray of Frost against AC19 (Should be in range yes?) 1d20+6=15 (Fort) 1d6+5=7 Slowed on hit till EONT
An azure blue beam of light shoots forth from Vashiks wand but he's unsure whether or not it connects with the distant wererat.