JoeNotCharles
First Post
As Artemis rounds the corner, he sees the 3 tommyknockers facing him, weapons ready. Immediately the little beasts swarm him. First he is struck by a venom-coated dart. Even as he feels the poison making him drowsy, he automatically retaliates, sending a spiral of darkness closing in to crush the dart thrower. It does little damage, and the other two tiny gremlins run at him and dance around him, hewing with their picks. Again and again he tries to bring his shield in front of their attacks, but he feels as though he is moving through a horrible dream in which his body moves a half speed, and he is always too late. Soon he is bleeding from a multitude of tiny punctures, swaying back and forth on his feet, barely standing.
[sblock=Actions]
Tommyknocker Darter 3 uses its readied action: attack the first enemy it sees with Dream Venom Dart. Dream Venom Dart at Artemis (vs Reflex) (1d20+6=26, 1d4+3=4) Yowza! Critical hit: 7 damage and dazed (save ends).
Then it takes damage from Darkspiral Aura: Darkspiral Aura damage against Tommyknocker Darter 3 (2d6=5)
Tommyknocker 3 uses its readied action: charge the target of Tommyknocker Darter 3's attack. It moves from H7 to F9. Pickaxe at Artemis (vs AC, +1 for charge, +2 for CA) (1d20+6+1+2=26, 1d6+5=7) Hit for 7 damage, bloodying Artemis.
Tommyknocker 3 uses Cunning Step (immediate reaction): when an enemy adjacent to it (Artemis) is hit by an attack, shift 1 square. (Unfortunately I misread the power, and thought I could use this to get to the other side of Artemis, setting up for a flank. Instead it shifts to F10.)
Tommyknocker 2 uses its readied action: charge the target of Tommyknocker 3's attak. It moves from H8 to F9. Pickaxe at Artemis (vs AC, +1 for charge, +2 for CA) (1d20+6+1+2=23, 1d6+5=10) Hits again for 10 damage!
Ok, everyone else has their regular turns now, then the enemies' regular turns.
[/sblock]
[sblock=Unlocked Stats]
Farmer Bob: AC1719, Fort 1315, Reflex 1113, Will 1113
Tommyknocker: AC ??, Fort 12, Reflex ??, Will 13
Tommyknocker Darter: AC ??, Fort 12, Reflex ??, Will 13
Tommyknocker Net Caster: AC 15, Fort 12, Reflex ??, Will 13
[/sblock]
[sblock=Status]
Artemis: 1/29 hp, 4/7 surges, bloodied, dazed (save ends), +2 to all defenses until start of next turn
Lilli: 21/22 hp, 2/7 surges
Gil: 17/26 hp, 1/7 surges, +2 to all defenses until start of next turn
Shale: 31/33 hp, 3/7 surges
Karma: 24/30 hp, 1/5 surges
Farmer Bob: 2/2 hp, 0/1 surges
Tommyknocker 1: 28 damage taken, dead
Tommyknocker 2: 17 damage taken, bloodied
Tommyknocker 3: 0 damage taken
Tommyknocker Darter 1: 29 damage taken, dead, used Dream Venom Dart, 2 regular darts
Tommyknocker Darter 2: 31 damage taken, dead, used Dream Venom Dart, 2 regular darts
Tommyknocker Darter 3: 5 damage taken, used Dream Venom Dart, 2 regular darts
Tommyknocker Net Caster: 29 damage taken, dead.
[/sblock]
External Map Link
[sblock=Map]
The black slime is difficult terrain, and anyone moving through it must make a DC 12 Athletics check or end their movement immediately.
The green circles are clouds of spores which provide concealment.
[/sblock]
[sblock=Actions]
Tommyknocker Darter 3 uses its readied action: attack the first enemy it sees with Dream Venom Dart. Dream Venom Dart at Artemis (vs Reflex) (1d20+6=26, 1d4+3=4) Yowza! Critical hit: 7 damage and dazed (save ends).
Then it takes damage from Darkspiral Aura: Darkspiral Aura damage against Tommyknocker Darter 3 (2d6=5)
Tommyknocker 3 uses its readied action: charge the target of Tommyknocker Darter 3's attack. It moves from H7 to F9. Pickaxe at Artemis (vs AC, +1 for charge, +2 for CA) (1d20+6+1+2=26, 1d6+5=7) Hit for 7 damage, bloodying Artemis.
Tommyknocker 3 uses Cunning Step (immediate reaction): when an enemy adjacent to it (Artemis) is hit by an attack, shift 1 square. (Unfortunately I misread the power, and thought I could use this to get to the other side of Artemis, setting up for a flank. Instead it shifts to F10.)
Tommyknocker 2 uses its readied action: charge the target of Tommyknocker 3's attak. It moves from H8 to F9. Pickaxe at Artemis (vs AC, +1 for charge, +2 for CA) (1d20+6+1+2=23, 1d6+5=10) Hits again for 10 damage!
Ok, everyone else has their regular turns now, then the enemies' regular turns.
[/sblock]
[sblock=Unlocked Stats]
Farmer Bob: AC
Tommyknocker: AC ??, Fort 12, Reflex ??, Will 13
Tommyknocker Darter: AC ??, Fort 12, Reflex ??, Will 13
Tommyknocker Net Caster: AC 15, Fort 12, Reflex ??, Will 13
[/sblock]
[sblock=Status]
Artemis: 1/29 hp, 4/7 surges, bloodied, dazed (save ends), +2 to all defenses until start of next turn
Lilli: 21/22 hp, 2/7 surges
Gil: 17/26 hp, 1/7 surges, +2 to all defenses until start of next turn
Shale: 31/33 hp, 3/7 surges
Karma: 24/30 hp, 1/5 surges
Farmer Bob: 2/2 hp, 0/1 surges
Tommyknocker 2: 17 damage taken, bloodied
Tommyknocker 3: 0 damage taken
Tommyknocker Darter 3: 5 damage taken, used Dream Venom Dart, 2 regular darts
[/sblock]
External Map Link
[sblock=Map]
The black slime is difficult terrain, and anyone moving through it must make a DC 12 Athletics check or end their movement immediately.
The green circles are clouds of spores which provide concealment.
[/sblock]
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