GM: | I will roll for Andras to keep things moving (init=13).
Also, I forgot the Hag's aura, I edited it in. | |
Kill him! Jean shouts, pulling out another knife and rushing over to his brother. Dorn shields Luc from harm however, but both knifes tear into the sorcerer's flesh, causing a bleeding wound. Next, both skirmishers attack Luc, which is blocked again by Dorn. One tries to fade away into the corn. Finally a Hag attacks Luc, her claws slicing into Dorn, its toxins taking over his mind causing him to rush over and attack Andras with his dagger.
[sblock=actions]
Jean:
Move: Dark Step: K20, Jean gets CA against Luc.
Standard Double Strike
rolls. 26 vs AC, hit Dorn takes 13 damage, 30 vs AC, hit Dorn takes 13 damage, Dorn takes 5 ongoing damage (save ends) .
Jean takes
15 damage from Dorn's shield.
Skirmisher 1:
Standard: Charge Luc.
crit miss
Skirmisher 2:
Standard: Charge Luc,
19 vs AC hit Dorn takes 9 damage. it takes
12 damage.
Move: moves off into the corn and hides (minor). [sblock=Perception passive/roll=13, it is at]
H20
[/sblock]
Ghoul Hag 2:
Move:I21
Standard: Push over the Edge:
crit, Dorn takes 15 psychic damage and moves to J16 (OA from Jean
27 vs AC, hit 13 damage Jean takes
11) MBA Andras
20 VS AC, hit for 3 damage.
Hag takes
7 damage.
Ghoul Hag 1:
Move: I22
[/sblock]
[sblock=Luc]
The madman
Jean Tarascon is out to murder his brother as well as the rest of the party. Luc is frozen with fear and cannot make any actions. It is up to the party to defeat the madman and his minions while protecting the boy. Protecting Luc sucessfully will net you bonus XP.
Luc will not take actions on his own. Any player adjacent to Luc may take him by the hand and move him with them as a move action, both move 3 squares. A adjacent PC may also choose to protect Luc (no action), taking any damage in his stead if Luc is hit. The player takes all the damage, even if the attack would hit Luc but not the player. Damage can be reduced by powers, etc.
[/sblock]
[sblock=combatants]
Jean Tarascon
HP 98/124; Bloodied 62
AC 23; Fortitude 20; Reflex 20; Will 22; Passive Perception 21
Ghoul Skirmisher
HP 45; Bloodied 23
AC 17; Fortitude 15; Reflex 17; Will 14; Passive Perception 17
Immune disease, poison; Resist 10 necrotic; Vulnerability 5 radiant
Ghoul Skirmisher 1: HP 25/45 (slowed EONT)
Ghoul Skirmisher 2: HP 33/45 [sblock=Perception passive/roll=13, it is at]
H20
[/sblock]
Ghoul Hag
HP 68; Bloodied 34
AC 20; Fortitude 17; Reflex 18; Will 19; Passive Perception 18
Aura 2: At the start of their turn, each PC in the aura takes 5 psychic damage, -2 all checks and attack rolls until the start of their next turn.
Ghoul Hag 1:HP 61/68
Ghoul Hag 2:HP 68/68
Luc:30/30 AC:15, Fortitude 13; Reflex 13; Will 16, Healing Surges: 2/2
Sir ExSixTen:
8+41/50
Jax: 38/53
Brenn: 40/40 (Stealth=19)
Dorn: 17/52
(+2 defenses till end of encounter, anyone who attacks Dorn takes 2d6 damage till end of encounter.) 5 ongoing damage (save ends)
Andras: 39/41
[/sblock]
[sblock=Terrain]
The water is impassible.
The cornstalks (north on the map), provide concealment (-2 to melee and ranged attacks) and is difficult terrain. Any character in them may take a minor action to take make a stealth check to become hidden (invisible to anyone with passive perception < stealth roll) EOTN or next attack action. You can take a minor action to make a perception check to increase your perception roll for that turn. Note: This supersedes normal stealth rules.
The walls are impassible. The trees provide no bonuses or penalties.
[/sblock]
OOC:
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The entire party if up!
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