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Adventure: Protection (Mal Malenkirk)
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<blockquote data-quote="Mal Malenkirk" data-source="post: 5385063" data-attributes="member: 834"><p>[GM]Gilgamesh is up. I'll run him when I come back from the movies if he hasn't acted.</p><p></p><p>[/GM]</p><p>[sblock=Aedan]There is really is no way to reach U22 (which is the first place you have cover from the archer and thus can hide) whitout getting an Opportunity attack. There is just no way to avoid moving onto an adjacent square to the archer with just 6 square to move.</p><p></p><p>The good news is that he has no melee weapon drawn so his OA is an impressive +2 1d4+1.</p><p></p><p><a href="http://invisiblecastle.com/roller/view/2777455/" target="_blank">OA vs Aedan (1d20+2=6, 1d4+1=2)</a> miss</p><p>[/sblock]</p><p></p><p>[sblock=S&S]</p><p>Big Boss: 118/185 marked (Dante)</p><p>Swordman Q25: 9/40 cursed (Art)</p><p>Archer H19: 14/32 cursed (Art.)</p><p>Archer H20: 9/32 </p><p>Archer South: 6/32</p><p></p><p>Aedan: 5/27 AP spent</p><p>Artemis Hark: 9/24 -1H</p><p>Dante: 9/27 +2 def SW&AP used</p><p>Gilgamesh: 22/26 -1H +2 defenses TENT, SW spent</p><p>Halcyon: 4 /29 AP&SW spent</p><p>Lenard: 13/28 Ap spent</p><p>Mercurial: 12/24 -2H, AP&SW spent</p><p>Mikara: 3/39, AP spent, Hidden </p><p>Owen: 7/28 AP&SW spent, +2 def</p><p>Queen: 20/30 WS</p><p>Sound of Stone: 5/24 AP&SW spent </p><p></p><p>Gang Leader (Sinruth, Hobgoblin)</p><p>Perception 13</p><p>HP 185; Bloodied 92</p><p>AC 22 (24 with phalanx soldier); Fortitude 16, Reflex 16, Will 12</p><p>OA: Chain Trip (standard; requires spiked chain, at-will) Weapon</p><p>reach 2; +6 vs Reflex; 1d6+4 damage, and the target is knocked prone. </p><p>Phalanx Soldier</p><p>Sinruth gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.</p><p></p><p>Wyrmling</p><p>Perception 14</p><p>HP 96; Bloodied 48</p><p>AC 18; Fortitude 17, Reflex 17, Will 16</p><p>Resist 5 lightning</p><p>OA: Claw (standard, at-will) </p><p>+10 vs AC; 1d4+5 damage. </p><p></p><p>Hobgoblin toadies</p><p>Perception 11</p><p>HP 1; a missed attack never damages a minion.</p><p>AC 17 (19 with phalanx soldier); Fortitude 15, Reflex 13, Will 12</p><p>OA: Longsword (standard, at-will) Weapon</p><p>+6 vs AC; 5 damage. </p><p>Phalanx Soldier:</p><p>The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.</p><p></p><p>Archers</p><p>Perception 21</p><p>HP 32; Bloodied 16</p><p>AC 15; Fortitude 11, Reflex 13, Will 12</p><p>OA: Short Sword (if drawn) </p><p>+5 vs AC; 1d6+4 damage. </p><p></p><p>Lesser Fire ElementalHP 27; Bloodied 13 Initiative +6</p><p>Perception 11</p><p>AC 14, Fortitude 12, Reflex 14, Will 13 </p><p>Frozen in Place </p><p>Whenever the lesser fire elemental takes cold damage, it cannot shift until the end of its next turn.</p><p>OA: Slam (Fire) </p><p>Attack: Melee 1 (one creature); +4 vs. Reflex</p><p>Hit: Ongoing 5 fire damage (save ends).</p><p></p><p>Lesser Water Elemental</p><p>Perception 10</p><p>HP 29; Bloodied 14 Initiative +2</p><p>AC 15, Fortitude 14, Reflex 13, Will 12 </p><p>Sensitive to Cold </p><p>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.</p><p>OA: Slam</p><p>Attack: Melee 1 (one creature); +4 vs. Reflex</p><p>Hit: 1d6 damage, and ongoing 5 damage (save ends).</p><p></p><p>Swordmen</p><p>Perception 12</p><p>HP 40; Bloodied 20</p><p>AC 18; Fortitude 18, Reflex 14, Will 14</p><p>OA: Short sword </p><p>+7 vs AC; 1d6+5 damage. Effect: The watchman marks the target until the end of the watchman’s next turn</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 5385063, member: 834"] [GM]Gilgamesh is up. I'll run him when I come back from the movies if he hasn't acted. [/GM] [sblock=Aedan]There is really is no way to reach U22 (which is the first place you have cover from the archer and thus can hide) whitout getting an Opportunity attack. There is just no way to avoid moving onto an adjacent square to the archer with just 6 square to move. The good news is that he has no melee weapon drawn so his OA is an impressive +2 1d4+1. [url=http://invisiblecastle.com/roller/view/2777455/]OA vs Aedan (1d20+2=6, 1d4+1=2)[/url] miss [/sblock] [sblock=S&S] Big Boss: 118/185 marked (Dante) Swordman Q25: 9/40 cursed (Art) Archer H19: 14/32 cursed (Art.) Archer H20: 9/32 Archer South: 6/32 Aedan: 5/27 AP spent Artemis Hark: 9/24 -1H Dante: 9/27 +2 def SW&AP used Gilgamesh: 22/26 -1H +2 defenses TENT, SW spent Halcyon: 4 /29 AP&SW spent Lenard: 13/28 Ap spent Mercurial: 12/24 -2H, AP&SW spent Mikara: 3/39, AP spent, Hidden Owen: 7/28 AP&SW spent, +2 def Queen: 20/30 WS Sound of Stone: 5/24 AP&SW 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. 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] [/QUOTE]
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