GM: | Dragon is 6 square high (30 feet). That's what the green number means, for future reference. | |
[sblock=Dante]Try to put your actions in distinct block, either OOC or sblock. I almost missed your move.
OA from hob (1d20+6=12)
[/sblock]
The wyrmling takes flight and lay down a punishing blast of lightning that shocks almost the entire group! Mercurial is especially hard hit but Dante and Owen are rewarde for their daring as their push forward allows them to escape unharmed.
The Hobgoblin comes crashing into the heroes. One gets moved down by Owen as he tries to get cute with a flanking maneuver and the other put the hurt on Sound of Stone and Halcyon.
The vicious dogs joins in the fun, haws slobbering in anticipation. Owen is the main source of protein for them, with Aedan taking a scratch.
The swordman are more tactical and few feel like wading pointlessly into a full front, most opt to take cover with the exception of one who charges Mikara and he gets her undivided attention.
The fire elemental skitter all over the field and one even penetrates the heroes front. The water elemental are less agile and have yet to reach the heroes. Several try moving around the buildings.
The chief gang leader approaches cautiously but the worst surprise comes from the archer who launch a devastating volley, almost bringing down Halcyon and Sound of Stone.
GM: | General advice; If you know you have triggered an Opportunity attack, roll it yourself. They are included in the passive block stats for a reason. | |
GM: | If you check my IC rolls, you may notice that I sometime tweak the result on the link posted. That's because I do bulk roll to save time and will tweak details like who was marked and who wasn't charging afterward. It's faster. The die roll itself doesn't change, of course. The 4 attacks of the hobgoblins is a good example of this. | |
GM: | Status High light: Mikara is marked. Also remember that when 2 hobgoblin (including the boss) are adjacent, they gain the phalanx bonus | |
[sblock=Actions]
Dragon Wyrm
Move: Flies TPL (To Present Location on the map)
Standard: Enlarged Lightning burst on N25, area burst 2
Enlarged Lightning burst (area burst 2) vs Reflex (1d20+8=13, 1d20+8=9, 1d20+8=16, 1d20+8=19, 1d20+8=23, 1d20+8=25, 1d20+8=28, 1d20+8=14, 1d20+8=23, 1d20+8=16, 1d20+8=15, 2d6+4-2=8)
Everyone is in the area except Owen who shifted forward into the throng of enemies because of mysterious intuition!
Tweaked a bit the presentation; if you follow the link, I made 11 rolls of attack and damage; the first damage roll applies to everyone.
For such massive rolls that targets several PCs, I always target in alphebtical order.
In this case, miss is half damage
Aedan, 13 miss, 4dmg
Artemis Hark, 9 miss, 4dmg
Dante, 16 hit, 8dmg
Gilgamesh, 19 hit, 8dmg
Halcyon, 23 hit 8dmg
Lenard, 25 hit (despite +2 cover), 8dmg
Mercurial, 28 crit, 14dmg
Mikara, 14 miss, 4dmg
Queen, 23 hit, 8dmg
Sound of Stone, 16 hit, 8dmg
Vishim, 15 miss, 4dmg
Edit: I initially missed Dante's move. He wasn't in the area either
Hobgoblins:
Move: TPL (Several were charging)
The one marked by Owen tries to shift in flanking position to help an ally and triggers the interrupt
Owen Immediate innterupt vs marked hobgoblin (1d20+8=19) killed
Those who attacks this turn
1:Halcyon 2:Owen 3&4:Sound of stone (1d20+6+1=27, 1d20+6+1-2=7, 1d20+6+1=12, 1d20+6=24)
Halcyon and Sound of stone hit once each, 5dmg
Vicious dogs
Move: TPL (several were charging)
Standard:
Vicious dogs 1ante 2&3:Owen 4:Sound of Stone 5:Aedan (1d20+7+1=11, 1d20+7+1=20, 1d20+7+1=23, 1d20+7=15, 1d20+7+1=25)
Miss Dante (who is having a great early fihgt!), hist Owen twice (8dmg) and Aedan once (4dmg)
Swordmen
Move: TPL
1 attacks
Charging Swordman vs Mikara AC (1d20+7+1=15) miss
The one at L17 takes a full defense action.
Fire Elemental
Move: TPL
The one at O23 moved to O22 (through P21) and then shifted as a minor action to O23 (creature power, at will)
The one at AA23 ran (they move at 8)
The one on the roof flew (they have fly 4) and is currently moving on the roof.
Standard
vs Halcyon Reflex (1d20+4=5) miss
The one At Q18 takes a full defense action.
Water Elemental
Move TPL, those moving south are running, the one at 018 is taking full defenses
The Boss
Move TPL and take a full defense
Archers:
They all attack then move TPL
Archers vs AC 1:Halcyon 2:Mikara 3:Owen 4:Sound of Stone, (1d20+7=25, 1d10+4=14, 1d20+7=17, 1d10+4=11, 1d20+7=14, 1d10+4=8, 1d20+7=22, 1d10+4=8)
Halcyon; 25 hit, dmg 14 ouch
Mikara; 17 Miss
Owen; 22 hit, dmg 8
Sound of Stone; 22 hit, dmg 8
[/sblock]
[sblock=S&S]
Big Boss: Full defense
Hobogoblin N21: Marked (Dante)
Swordman L17: Full defense
Fire Elemantal Q18: Full defense
Water ELemental 018: Full defense
Aedan: 19/24
Artemis Hark: 20/24
Dante: 27/27
Gilgamesh: 18/26
Halcyon: 2/29
Lenard: 20/28
Mercurial: 10/24
Mikara: 35/39, AP spent, marked by swordman
Owen: 12+5/28 resilience spent
Queen: 22/30
Sound of Stone: 3/24
Yishim: 24/25
Gang Leader (Sinruth, Hobgoblin)
Perception 13
HP 185; Bloodied 92
AC 22 (24 with phalanx soldier); Fortitude 16, Reflex 16, Will 12
OA: Chain Trip (standard; requires spiked chain, at-will) Weapon
reach 2; +6 vs Reflex; 1d6+4 damage, and the target is knocked prone.
Phalanx Soldier
Sinruth gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Vicious Dogs
HP 1; a missed attack never damages a minion.
Perception 17
AC 16; Fortitude 14, Reflex 14, Will 13
OA: Bite (standard, at-will)
+7 vs AC; 4 damage (5 damage against a prone target). If the dog has combat advantage against the target, the target falls prone.
Wyrmling
Perception 14
HP 96; Bloodied 48
AC 18; Fortitude 17, Reflex 17, Will 16
Resist 5 lightning
OA: Claw (standard, at-will)
+10 vs AC; 1d4+5 damage.
Hobgoblin toadies
Perception 11
HP 1; a missed attack never damages a minion.
AC 17 (19 with phalanx soldier); Fortitude 15, Reflex 13, Will 12
OA: Longsword (standard, at-will) Weapon
+6 vs AC; 5 damage.
Phalanx Soldier:
The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Archers
Perception 21
HP 32; Bloodied 16
AC 15; Fortitude 11, Reflex 13, Will 12
OA: Short Sword (if drawn)
+5 vs AC; 1d6+4 damage.
Lesser Fire ElementalHP 27; Bloodied 13 Initiative +6
Perception 11
AC 14, Fortitude 12, Reflex 14, Will 13
Frozen in Place
Whenever the lesser fire elemental takes cold damage, it cannot shift until the end of its next turn.
OA: Slam (Fire)
Attack: Melee 1 (one creature); +4 vs. Reflex
Hit: Ongoing 5 fire damage (save ends).
Lesser Water Elemental
Perception 10
HP 29; Bloodied 14 Initiative +2
AC 15, Fortitude 14, Reflex 13, Will 12
Sensitive to Cold
Whenever the lesser water elemental takes cold damage, it gains vulnerable 5against the next attack that hits it before the end of its next turn.
OA: Slam
Attack: Melee 1 (one creature); +4 vs. Reflex
Hit: 1d6 damage, and ongoing 5 damage (save ends).
Swordmen
Perception 12
HP 40; Bloodied 20
AC 18; Fortitude 18, Reflex 14, Will 14
OA: Short sword
+7 vs AC; 1d6+5 damage. Effect: The watchman marks the target until the end of the watchman’s next turn
[/sblock]