Before the thugs have the chance to react, both Ianward and Sound of Stone dart forward, the battlemind dropping one foe and hurting another while the kreen kicks everybody using what surely is the mantis style. Thugs and thieves fly everywhere. A dagger darts from one of the stands, where Bones is having a hard problem finding anything to hide behind. After they recover from the surprise of being so attacked, they just pile on the brave chargers. Both are beaten with brutal and dirty blows, Ianward almost to death, while Sound of Stone manages to at least avoid some of the slashes. He’s in a bad position as the attackers prepare for a second round of beating he may not survive.
[sblock=status]
Sound of stone: 11 damage, Prone.
Bones: Fine
Ianward: 31 damage, Dazed until the end of guard’s turn, Prone, Bloodied.
Artemis: Fine
Mercurial: Fine
Halberdier 1: 7 damage
Halberdier 2: 23 damage, bloodied
Thug 1: 5 damage, marked
Thug 2: 22 damage, bloodied
Minion 1: Dead
Minion 2: Fine
Minion 3: Dead
Minion 4: Dead
[/sblock]
[sblock=actions]
Ianward moves and drops 1 minion, hurts and marks thug
Bones moves and fails utterly at hiding, hurts halberdier with dagger
Sound of stone moves and kicks everybody
Minion 2 move to flank, misses
Thug uses Dazing Strike, crits, 17 damage and dazes Ianward, shifts (thanks to attack) and moves away. As Ianward is Dazed, can’t take opportunity or immediate actions.
Halberdier 1 attack Ianward with Powerful Strike, hits AC 20, 14 damage and drops Ianward prone.
Soldier 2 shifts in position, uses Powerful Strike against Sound, hits AC 25, 11 damage, drops Sound prone.
Thug 2 attacks with Dazing strike, fails, shifts away
[/sblock]
[sblock=map]
[/sblock]
[sblock=terrain]The various stand, fountains, etc offer cover and count as very difficult terrain (3 squares to enter). Once inside, you have cover against melee and ranged attacks but your own melee attacks have a -2 penalty to hit.
I hope is clear what do each token represent.[/sblock]
[sblock=enemy stats]
Halberdiers:
AC=18, Fort 16, Ref 15, Will 14
MBA: Halberd; +8 Vs AC 1d10+3 damage and marks target.
Thugs:
AC=18, Fort 12, Ref 14, Will 12
MA: Short sword +6 vs AC , 1d8+3 damage
Lesser thugs:
AC=15, Fort 13, Ref 11, Will 11 (+2 if there are at least 2 other lesser thugs within 5 squares)
MA: club +6 vs AC , 5 damage[/sblock]
[sblock=bones]I’ll rule that the stands, fountains, etc are big enough to move completely out of sight and therefore to hide, as per the updated stealth rules, despite granting only cover and not superior cover[/sblock]
OOC:
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halberdier 2 and Thug 2 should be red like Ianward, but I saw late rb's edit. Will correct next round.
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