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Old 19th October 2009, 05:31 AM   #281 (permalink)
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Mal Malenkirk Goblin Sharpshooter (Lvl 2)
Tsi'Ri & Voda
All right, I think you've both expressed yourself on the issue. Let's not have a fight over this, I am sensing that ego might end up bruised.

Voda decided that his character has developped a phobia of dog based on his recent near death encounter with a huge undead beast. Fair enough. He doesn't have to conform to the DSM-IV or give an oscar worthy performance, this is just D&D after all.

Voda:You need to find the best way to express that phobia without endangering unduly your fellow player's characters. Nobody wants to see their beloved character die because another player was roleplaying his. You have to admit that two rounds of magic missiles on a swarm might be a bit much...

Tsi'Ri:You're almost accusing him of trying to get your character killed and implying that this is poor roleplaying. That's going too far, isn't it? I am sure he doesn't want Tsi'Ri to die and the way Mri'Thas is behaving, rooted in one spot and mechanically shooting magic missiles, is perfectly in line with someone who is panicking.

So let's just focus on the best way to win this fight while acknowledging Mri'Thas newfound phobia, shall we?

1-Mri'Thas should make a clear IC indication (Verbal or description) of his current panicked state. Roleplaying also means interacting. Don't keep it all internal. By not making it clear from the start, you denied your allies a chance to do something about it. One ally might have grabbed you and dragged you inside in round 1 if you had indicated that Mri'Thas was freezing at the sight of the dog.

2-Mri'Thas should open fire with his area encounter on next action or otherwise Callen might do something to snap him out of it (once he realized Mri'Thas is affraid) such as pushing him inside.

EDIT: Ah, good, Mri'Thas has already acted and used an area attack.

Last edited by Mal Malenkirk; 19th October 2009 at 05:44 AM..
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Old 19th October 2009, 05:43 AM   #282 (permalink)
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OOC

I agree. I have already spent my encounter area power while you were typing, so I think I'm cover, so to speak.
Thanks for your comprehension.
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Characters

Mri'Thas: "Useless primates... "
Sheng Zim: "Your existence brings the world out of balance. The chaos I bring shall revert it; unfortunately, your soul will be destroyed in the process."
--------------------------------------
Tuk Heavy Hands Apeldan: "Trolls are afraid to cats. Good to know" (Yttermayn's "Saga of the Dragon Cult")
Cnosos: "I bet there's plenty of wonderful devices in that ship. Let's scavenge them at once!" (Blackrat's "After Earth")
Metliz: Sounds like fun! (Arkandus's "The First")
Thok: "Thok eats a lot, Thok big. Thok not good at first impressions." (MnL's "Valley of the Dead")

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Old 19th October 2009, 05:47 AM   #283 (permalink)
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Soldier shouts from inside the building, "We Could Use Some Help In Here!"
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Last edited by Ozymandias79; 19th October 2009 at 05:52 AM..
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Old 20th October 2009, 07:50 AM   #284 (permalink)
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Mal Malenkirk Goblin Sharpshooter (Lvl 2)
http://virtualbattlemat.com/game/dm_malenkirk-5/

Updated Status and map

The tentacle is a conjuration. It can't be targeted, it can be moved through and will disappear if the Cultist can't sustain it (minor).

Pack of hounds : 28/72 bloodied

South Turret (N13) : 25/38 (PS: When bloodied, it loses one crossbow)

7 Rabbit: 22/40 [10/10], +2 from fate of the void on next attack
Kama'Zer: 10/41 [8/9] Second-Wind Used, Bloodied, prone
*Soldier: 18/50 [13/13) Bloodied, grabbed
Tsi'Ri: 40+9 /40 [10/10]
*Mrithas
*Callen

*Acted

Turrets:
38/38
16 AC 13 fortitude and reflex, immune to will effect, can't be cursed (though you are free to curse at them)

Dwarf Bolter
Perception 18; low-light vision
HP 46; Bloodied 23
AC 17; Fortitude 16, Reflex 16, Will 14
Saving Throws +5 against poison effects
OA Warhammer (Standard, at-will) Weapon (if drawn)
+8 vs Armor Class; 1d10+2 damage.
creatures that don’t have cover.
Stand Your Ground
When an effect forces a dwarf to move—through a push, a pull, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf gains an immediate saving throw to avoid falling prone.

Pack of Hounds
Perception 18
Harry aura 1; while an enemy grants combat advantage to the pack of hounds, any enemy that starts its turn within the aura is slowed until the end of its turn.
HP 72; Bloodied 36
AC 22; Fortitude 19, Reflex 17, Will 18
Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks
OA Bite (Standard, at-will)
+13 vs Armor Class; 1d8+5 damage.

Guards
Perception 10
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 14, Reflex 12, Will 12
OA : Club (Standard, at-will)
+7 vs Armor Class; 4 damage.
Mob Rule
The scurvy dog gains a +2 power bonus to all defenses while at least two other scurvy dogs are within 5 squares of it.

Dark Cultist
Perception 10
HP 52; Bloodied 26
AC 20; Fortitude 14, Reflex 18, Will 16
OA Unarmedd Strike (Standard, at-will)
+10 vs Armor Class; 1d8+3 damage.
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Old 20th October 2009, 11:48 PM   #285 (permalink)
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"I think that Tsi'ri and I can handle the rest of these dogs and guards, Mri'thas. It sounds like Soldier and the others could use help." offers Callen.

ooc: hope its fine to speak out of turn.
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Old 21st October 2009, 12:07 AM   #286 (permalink)
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Mal Malenkirk Goblin Sharpshooter (Lvl 2)
Callen
Speaking is a free action. You can talk all you want out of turn... As long as what you say can reasonably be said in less than 6 seconds!
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Old 21st October 2009, 12:52 AM   #287 (permalink)
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Confused and disoriented, the githyanki decides that now is best to take orders without questioning. His troubled mind will try to move him inside as fast as it can. For now, he only manages to nod.
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Characters

Mri'Thas: "Useless primates... "
Sheng Zim: "Your existence brings the world out of balance. The chaos I bring shall revert it; unfortunately, your soul will be destroyed in the process."
--------------------------------------
Tuk Heavy Hands Apeldan: "Trolls are afraid to cats. Good to know" (Yttermayn's "Saga of the Dragon Cult")
Cnosos: "I bet there's plenty of wonderful devices in that ship. Let's scavenge them at once!" (Blackrat's "After Earth")
Metliz: Sounds like fun! (Arkandus's "The First")
Thok: "Thok eats a lot, Thok big. Thok not good at first impressions." (MnL's "Valley of the Dead")

My sketches and draws and MY SANDWICH?!
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Old 21st October 2009, 07:08 AM   #288 (permalink)
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JoeNotCharles Goblin Sharpshooter (Lvl 2)
OOC

I'll be catching up on this thread tomorrow. Out of time right now. If you're waiting for me, go ahead and NPC me if I don't get a chance to post tomorrow.
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Old 21st October 2009, 12:56 PM   #289 (permalink)
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Phoenix8008 Goblin Sharpshooter (Lvl 2)
Kama'zer pushes herself to her feet while praising Soldier for bringing her back from the darkness. "Good job, Soldier. We can still win this." She says more for her own benefit than his. "Move over here a step and give that mage something to think about." the Gith woman orders the warforged before swinging her sword through the neck of the guard between her and the dwarf. The guards head falls back, nearly severed, as Kama'zer prepares for whatever comes next.

Actions/Stat block
Start= prone, bloodied
Move= Stand up from prone
Minor= Inspiring Word on Kama'zer (1d6+10=15)
Special= Wolf Pack Tactics: Shift Soldier 1 square to G10. (I know this makes him flanked, but I don't figure the Cultist will try much melee-wise.)
Standard= WPT at guard L10 (1d20+8=25, 1d8+4=12)
End= n/a
stat block
Kama'zer Anma'giduu- Female Githyanki Warlord 4
Passive Perception: +13, Passive Insight: +13
AC: 20, Fort: 18, Reflex: 17, Will: 16 -- Speed: 5
HP: 25/41, Bloodied: 20, Surge Value: 10, Surges left: 7/9
Action Points: 1, Second Wind: not used
Powers-
Opening Shove, Wolf Pack Tactics
Warlord's Favor, Inspiring Word x2, Telekinetic Leap, Steel Monsoon
Lead the Attack, Exalted Armor, Cloak of Resistance, Shield of Bashing
Combat notes:-Commanding (Tactical) Presence: When ally who can see warlord spends an action point to make an attack, they gain +1 bonus on attack roll (1/2 Int modifier) and +3 bonus to damage from Tactical Assault feat
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Old 21st October 2009, 04:55 PM   #290 (permalink)
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OOC/Mal/Phoenix
Actually I had Soldier going to G10, I don't know what happened with that. Secondly, Soldier used warforged resolve so he should have 4 more hp, 4 thp and also He shouldn't be grabbed as he escaped the tentacle's grab
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Old 21st October 2009, 08:31 PM   #291 (permalink)
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JoeNotCharles Goblin Sharpshooter (Lvl 2)
7 Rabbit peeks his head around the pillar to get a view of the room. "We've got to kill that cultist quickly, before it summons something else!"

Tactics

We need to take one of these attackers out! I think we should concentrate fire on the cultist (since I can't see the dwarf from here). I'll use Frigid Darkness to give everyone a +5 to hit it for a turn (only +2 if you don't target AC) and you guys can unload. Sound like a plan?
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Old 22nd October 2009, 08:14 AM   #292 (permalink)
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Mal Malenkirk Goblin Sharpshooter (Lvl 2)
OOC
Arg! Lost an entire post because I hit some stupid button on the keyboard. What moronic designer thought it was a good idea to have a button on the keyboard that dragged you back to the previous webpage, thus losing an entire post!?! What good can it do beside getting accidentally pushed and screw up your posts?! If I want to move back, I use the mouse. *****!

Sigh.

So I am doing it again.

I am running TsiRi (It's been 3 days, I think that's fair) and 7 Rabbot (according to the course of action he has formulated.


DM_Malenkirk on Virtual Battlemat

Tsi'ri, hearing the calls for help, disengage from the pack of dogs, dodging their maws, and enters the hall. She spots the weakened turrets and blasts it, destroying one of the two crossbows. 25% less firepower, yeah!

7 Rabbit moves in better position, curses the cultist and then summon the deep cold of the void but the shadowy monk resists the spell.

Outside, the dog and guards closed on the unprotected mages and took their pound of flesh but the arcane duo is still standing strong.

Inside, the turrets both lock on Soldier and focus their fire but all bolts fly wide. Is something affecting the aiming mechanism?!

The cultist is far more successful and in combination with the guard, they severely hurt Soldier.

The Dwarf keeps firing on Kama'Zer, his best open target and again scores a solid hit.

Actions

Tsiri
Move: to N10
Dogs OA
OA vs AC 18 (1d20+13=14, 1d8+5=7) miss
Standard: Eldritch blast
vs ref 13 (1d20+6=21, 1d10+5=9) hit

PS: Yep, I know it opened a line toward MriThas. But there is a 50% chance that Soldier is still standing because of this move as you will see below!

7 Rabbit:
Move: L12
Minor: Curse Cultist
Standard: Frigid Darkness
vs Fortitude 14 (1d20+6=9, 2d8+5+1d6=23) forgot +2 from fate of the void, still a miss, too bad; great damage and it was his weakest defence so it was good idea.

Turrets vs Soldier
vs AC 19 (1d20+8=16, 2d8+3=5, 1d20+8=11, 2d8+3=13, 1d20+8=14, 2d8+3=18) 3 miss!

Cultist and Guard vs Soldier
vs AC 19 (1st attack: cultist 2nd Guard) (1d20+10+2=23, 1d20+7+2=25) Both hit.

The cultist had activated a power that turned his next successful melee attack into a crit. Gloom Fist: 9 damage, ongoing 5 necro save ends
Guard; 4 damage (total 13 + ongoing).

gloom fist recharge: 4+ (1d6=5) recharge

2 guards vs Callen
vs Callen 17 (1d20+7+1=25, 1d20+7+1=28) 2 hits, 8 damage

vs AC 18 (1d20+13=27, 1d8+5=12) hit for 12. There you go dude, time to roleplay that phobia in all that glory (whil sending a thunderwave in its face, most likely!)

The other guard moves next to Mrithas but it took 2 move and he could not charge.

Dwarf vs KAMA
VS Kama AC 20 (1d20+8+2=20, 1d10+2+1d6=11) hit


Status

The tentacle is a conjuration. It can't be targeted, it can be moved through and will disappear if the Cultist can't sustain it (minor).

Pack of hounds : 27/72 bloodied

South Turret (N13) : 16/38 (PS: When bloodied, it loses one crossbow)

7 Rabbit: 22/40 [10/10]
Kama'Zer: 14/41 [7/9] Second-Wind Used, Bloodied
Soldier: 13 (8) /50 [13/13) Bloodied, Ongoing 5 necro (Save ends) (Yes, I have acounted for the use of WFR)
Tsi'Ri: 40+9 /40 [10/10]
Mrithas: 22/34
Callen: 24/32

Turrets:
38/38
16 AC 13 fortitude and reflex, immune to will effect, can't be cursed (though you are free to curse at them)

Dwarf Bolter
Perception 18; low-light vision
HP 46; Bloodied 23
AC 17; Fortitude 16, Reflex 16, Will 14
Saving Throws +5 against poison effects
OA Warhammer (Standard, at-will) Weapon (if drawn)
+8 vs Armor Class; 1d10+2 damage.
creatures that don’t have cover.
Stand Your Ground
When an effect forces a dwarf to move—through a push, a pull, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf gains an immediate saving throw to avoid falling prone.

Pack of Hounds
Perception 18
Harry aura 1; while an enemy grants combat advantage to the pack of hounds, any enemy that starts its turn within the aura is slowed until the end of its turn.
HP 72; Bloodied 36
AC 22; Fortitude 19, Reflex 17, Will 18
Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks
OA Bite (Standard, at-will)
+13 vs Armor Class; 1d8+5 damage.

Guards
Perception 10
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 14, Reflex 12, Will 12
OA : Club (Standard, at-will)
+7 vs Armor Class; 4 damage.
Mob Rule
The scurvy dog gains a +2 power bonus to all defenses while at least two other scurvy dogs are within 5 squares of it.

Dark Cultist
Perception 10
HP 52; Bloodied 26
AC 20; Fortitude 14, Reflex 18, Will 16
OA Unarmedd Strike (Standard, at-will)
+10 vs Armor Class; 1d8+3 damage.

Last edited by Mal Malenkirk; 25th October 2009 at 12:58 AM..
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Old 22nd October 2009, 08:59 AM   #293 (permalink)
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JoeNotCharles Goblin Sharpshooter (Lvl 2)
OOC

I really need to take Sacrifice to Caiphon. I also really need to take Melee Training, Ritual Caster, and Dwarven Weapon Training, though.
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Old 23rd October 2009, 08:18 PM   #294 (permalink)
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OOC
Quote:
Originally Posted by Mal Malenkirk View Post

I am running TsiRi (It's been 3 days, I think that's fair).
Thanks! I was hoping I wasn't holding everyone up too much.

I'd like to appologize to Voda Vosa. I wasn't feeling well last week and I overreacted and took it out on him. Sorry. Ended up in the hospital this week so I couldn't post at all. Feeling MUCH better now.

Quote:
Originally Posted by Mal Malenkirk View Post
What moronic designer thought it was a good idea to have a button on the keyboard that dragged you back to the previous webpage, this losing an entire post!?!
You find him and I'll beat him up for you! I've lost my share of posts the same way!

EDIT: The dogs took 1 damage from attacking me with the OA {pact dagger}
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Old 24th October 2009, 07:32 PM   #295 (permalink)
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Mal Malenkirk Goblin Sharpshooter (Lvl 2)
OOC

Hospital!? Hope it was nothing serious and that you are feeling better ELec.

Game: Huh, guys are you ALL waiting for someone to make the first move?
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Old 24th October 2009, 10:03 PM   #296 (permalink)
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Soldier performs a whirling maneuver with his axe and attacks the guard and the cultist but the pain causes him to miss the cultist while the guard succumbs to the axe blade.

Details

Standard Action:Sweeping blow against Cultist and guard(hits ac 17 and 16. the cultist is marked and Soldier gains 4 Thp)
Move Action:shift to G9
Minor Action:N/A

Save against ongoing damage: 1d20+2=8=FAIL!!


Soldier stat Line
Soldier- Male Warforged Fighter 2
Passive Perception: 13, Passive Insight: 13
AC:19, Fort:17, Reflex:12, Will:14 -- Speed:5
HP:8/50,+4thp Bloodied:25, Surge Value:12, Surges left:12/13
Initiative +2, Action Points: 0, Second Wind: not used
Powers: Crushing Surge, Brash Strike , Steel Serpent Strike,Sweeping Blow(used), Warforged Resolve(used), Lasting Threat, Boundless Endurance, Frost Weapon


OOC
P8, I hope you do that super healing move that you do then I hope you charge the bolter.
Mal, you have forgotten to apply the damage ts'iri did to the turret in the status field
VV, I suggest that Mri'thas use his AP and thunderwave twice the enemies that is that tooclose to you
EGS & JNC, Please deal some damage I beg you
E13, this looks like it needs some FIRE!! so go wild with
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Old 24th October 2009, 10:07 PM   #297 (permalink)
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Callen pounds the end of his staff into the ground sending a burst of flame in every direction. Mri'Thas is unharmed by the burst but one of the guards falls and the dogs are nearly done for.

ooc: the dogs should fall on their turn to the ongoing damage unless their resistance applies.
ooc
Actions:
Start: n/a
Move: n/a
Standard: dogs 1d20+7=25, guardQ10 1d20+7=9, guardQ12 1d20+7=9, guardR12 1d20+7=25, 1d8+6=14 = 2hits = 14 dmg + ongoing 5 as if that mattered
Move: n/a
End: n/a

Conditionals:
1. if damaged by an attack w/in 2 of any 1 defense use Staff of Defense to prevent the damage.
2. if damaged by an attack > 10hp w/in 4 AC/Ref use Shield to prevent damage.
stat block

Callen Stewart - Human Wizard 3
Initiative: +1, Passive Perception: 13, Passive Insight: 18
AC: 17, Fort: 15, Reflex: 17, Will: 17 - Speed: 6
HP: 32/32, Bloodied: 16, Surge Value: 8, Surges left:8/8
Action Points: 1

Powers:
Magic Missile
Scorching Blast
Thunderwave
Ghost Sound
Light
Mage Hand
Prestidigitation

Burning Hands
Fire Shroud
Staff of Defense
Shield*
/Expeditious Retreat
Summon Fire Warrior/Sleep*/Acid Arrow
Healing Word

Gloves of Piercing
Flame Rose


* memorized
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Callen Stewart Human Wizard 3
Beyrk Verkunder Hobgoblin Bard 1

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Old 24th October 2009, 10:16 PM   #298 (permalink)
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Mal Malenkirk Goblin Sharpshooter (Lvl 2)
http://virtualbattlemat.com/game/dm_malenkirk-5/

Updated Status
The tentacle is a conjuration. It can't be targeted, it can be moved through and will disappear if the Cultist can't sustain it (minor).

Pack of hounds : 3 (-2)/72 bloodied

South Turret (N13) : 16/38 (PS: When bloodied, it loses one crossbow)

7 Rabbit: 22/40 [10/10]
Kama'Zer: 14/41 [7/9] Second-Wind Used, Bloodied
*Soldier: 8 +4 (7) /50 [13/13) Bloodied, Ongoing 5 necro (Save ends)
Tsi'Ri: 40+9 /40 [10/10]
Mrithas: 22/34
Callen: 24/32

Turrets:
38/38
16 AC 13 fortitude and reflex, immune to will effect, can't be cursed (though you are free to curse at them)

Dwarf Bolter
Perception 18; low-light vision
HP 46; Bloodied 23
AC 17; Fortitude 16, Reflex 16, Will 14
Saving Throws +5 against poison effects
OA Warhammer (Standard, at-will) Weapon (if drawn)
+8 vs Armor Class; 1d10+2 damage.
creatures that don’t have cover.
Stand Your Ground
When an effect forces a dwarf to move—through a push, a pull, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf gains an immediate saving throw to avoid falling prone.

Pack of Hounds
Perception 18
Harry aura 1; while an enemy grants combat advantage to the pack of hounds, any enemy that starts its turn within the aura is slowed until the end of its turn.
HP 72; Bloodied 36
AC 22; Fortitude 19, Reflex 17, Will 18
Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks
OA Bite (Standard, at-will)
+13 vs Armor Class; 1d8+5 damage.

Guards
Perception 10
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 14, Reflex 12, Will 12
OA : Club (Standard, at-will)
+7 vs Armor Class; 4 damage.
Mob Rule
The scurvy dog gains a +2 power bonus to all defenses while at least two other scurvy dogs are within 5 squares of it.

Dark Cultist
Perception 10
HP 52; Bloodied 26
AC 20; Fortitude 14, Reflex 18, Will 16
OA Unarmedd Strike (Standard, at-will)
+10 vs Armor Class; 1d8+3 damage.
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Old 25th October 2009, 12:49 AM   #299 (permalink)
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Seeing his attack miss, 7 Rabbit changes tactics to target the turrets. He steps out from his cover and fires two quick blasts at the southern turret, turning it into a smoking hole in the ceiling. While he is doing this his cursed stars idly float out to orbit around a nearby guard.

Actions

Move: to N11 (activates Shadow Walk for concealment)
Minor: curse guard at Q10
Standard: Eldritch Blast at south turret: Eldritch Blast at south turret (w/+1 Prime Shot) (1d20+6+1=27, 1d10+5=8) Crit for 15 points; it has 1 hp left
AP: again, taking it out: Eldritch Blast at south turret (w/+1 Prime Shot) (1d20+6+1=18, 1d10+5=12)


7 Rabbit stat block
7 Rabbit- Male Dwarf Warlock 2
Passive Perception: 12, Passive Insight: 17
AC:16 (18 vs. OA), Fort:15, Reflex:15, Will:14 -- Speed:5
Resist 10 force
HP:22/40, Bloodied:20, Surge Value:10, Surges left:10/10
Initiative 0
Action Points: 0, Second Wind: not used
Powers: Dire Radiance, Eldritch Blast, Vampiric Embrace, Fevered Certainty of Caiphon, Frigid Darkness, Armor of Agathys, Brooch of Shielding
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Old 25th October 2009, 01:47 AM   #300 (permalink)
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Location: Argentina
Posts: 4,408
Voda Vosa Goblin Sharpshooter (Lvl 2)
Mri'thas backpedals, getting away from the burning mayhem. Terrified by the proxximity of the hounds, he mimics Callen gesture, and pounds the ground with his own staff, releasing a thunderwave that makes the last houds remaing to fly dead to the ground, and the thunder also cathes the nearby man.
OOC

Move: shift to s9
Standard: Thuderwave on dogs catching the guard as well. Roll
I forgot to put the attack to the guard, here it is: Roll
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