[sblock=Artemis]Hybrid curse; the curse damage is only applied if you hit with a warlock power and that was one of your warlord power.[/sblock]
[sblock=Owen]There is no enemy to mark at N22 (that was your own spot before the shift) so I expect you meant N21. That guy is already marked by Dante so you would cancel his mark...
Since you are shifting away from that guy at N23 and couldn't cancel his attacks on an ally, it's obvious that Dante's Mark is better in the circumstances so I maintained it.
There is a thin line between player freedom and overcoming the limitations of the medium (in a live game, Dante's player would have hollered as soon as you would have been tempted to cancel his mark!) and I hope I didn't overstep my bounds.
[/sblock]
[sblock=Aedan]When climbing, you move at half speed (3 square). The roof are at height '4', you start at '1'. In other words, you had just enough speed to reach the ledge and are still currently hanging to the wall. You can't be hidding just yet.
That being said, between deft strike and the cunning sneak rogue feature, it'll be a snap finding a CA opportunity every round from now on. PM me if need tips; one of my character in L4W is level 6 rogue sniper. I have played her from level 3 to 6 on this board and I'm not sure she ever went a single round with sneak attack!
PS: You haven't selected a background. I suggest you pick one that grants +2 to stealth!
[/sblock]
[sblock=Gilgamesh]Sadly, the swordman isn't down, he's at 1hp. Artemis couldn't add his curse damage in his previous attack.
I'll spare you the OA he would have done during your second attack, it'd be a pain to retcon, but that means he still has it available if you move. Still want to do it?[/sblock]
[sblock=S&S]
Big Boss: Full defense
Hobogoblin N21: Marked (Owen)
Swordman L17: Full defense
Swordman R18: slowed (Save ends)
Swordman K26: 1/40 Quarry (Mik.), Cursed (Art.)
Swordman Q31: 33/40
Fire Elemantal Q18: 26/27 Full defense, Slowed (Save ends), No OA TENT
Fire Elemental O23: 5/27 Marked (Halcyon)
Vicious Dog N18: Slowed (save ends)
Vicious Dog P20: Slowed (Save ends)
Water ELemental 018: 24/29 Full defense
Water Elemental K19: 8/29 Oath (dante)
Aedan: 19/24
Artemis Hark: 20/24
Dante: 27/27 adjacent enemies -2 TENT
Gilgamesh: 18/26 +1 AC TENT, -1H
Halcyon: 9/29 +2 defenses TENT, AP&SW spent,
Lenard: 13/28 Ap spent
Mercurial: 17/24 -1H
Mikara: 35/39, AP spent, marked by swordman
Owen: 12+5/28 resilience spent, AP spent
Queen: 22/30
Sound of Stone: 17/24 +2 defenses TENT, AP&SW spent
Yishim: 25/29 AP spent
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
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