[sblock=OOC Change Shape]You got me there. I didn't think about them copying a small creature like Kauldron. We'll say its as small of a medium size copy of Kauldron as it can be without going down to small size. After all, he looks pretty bulky for a goblin in all that plate armor! I'll make the Insight DC for noticing K' isn't right 5 lower than the other one to make up for this error.[/sblock][sblock=Downstairs (Beyrk, Hrav, Quagmire, and Kauldron)]Mutt moves into position to flank the guard and nearly gets sliced by its halberd for his trouble. Hrav charges up behind the guard and slashes him while Mutt hits him from the other side. Between the two of them, they manage to drop the guard to the ground, dead or dying.
Quagmire's words fill Kauldron with renewed confidence, but the hobgoblin is unable to hit the guard in front of him after shifting to a better position. Kauldron gets back on his feet and keeps his eyes on the 'Quagmire' in front of him, ready to swing his weapon at the first sign of aggression.
The guard in front of Quagmire shifts back another step before stabbing out with his halberd at the hobgoblin. Quagmire almost gets out of the way, but not quite. The blade of the halberd leaves him with a small cut that doesn't even bleed. (5 damage to Quagmire)
The other Quagmire shimmers suddenly and somehow becomes Hrav instead. Kauldron is so shocked by the sight that even though he just saw the change, he still wants to believe that it's really Hrav especially because he no longer sees the bugbear behind him (Bluff check 42 on the change shape!). When it raises its shortsword again though, Kauldron still swings at it inself defense, wounding it slightly but not stopping its attack. Kauldron barely manages to block its thrust though as 'Hrav' snarls in defiance at the armored goblin.[/sblock][sblock=Upstairs(Dang't and Girth)]Dang't tries to attack the mage, but 'Kauldron' stabs him as he tries it, causing him to miss and nearly making him black out. He puts all his energy into staying awake and alive then. The pain does manage to clear his head though.
Girth makes his way up the stairs to the top, where he sees a slightly large looking Kauldron with a bloody short sword in its hand standing over a fearful looking Dang't with nasty looking wounds. They are in a corner behind a pair of comfortable looking reading chairs flanking a small table. The wall behind the chairs and table is a large stained glass picture of a dragon with 5 heads, each a different color. Across the open space in the center of the room, Girth sees what looks like a mage watching the battle in the corner.
'Kauldron' raises its short sword again, before stabbing downward at the goblin sorcerer. The sword pierces Dang'ts belly and might have nicked a lung. The poor gob spits up blood as he feels the darkness coming closer again.
The mage points its wand down at Beyrk on the first floor before launching a glowing missile of force which impacts on the bookshelf near the hobgoblin.[/sblock][sblock=stonegod]You didn't mark off your second wind as used in your mini-stats. Also, if you did a standard action for the attack at the mage, and an AP to second wind, what do you have left to ready an action with? Also didn't change your surges left down to 5/8 it looks like.[/sblock]
Your turn...
[sblock=Attacks/Rolls]
recharge Powerful Strike on 5 or 6. (1d6=3)
Halberd attack at Quagmire AC20 (1d20+10=24, 1d10+3=5)
Bluff check vs. Kauldron (1d20+10+20=42)
Shapeshifter Feint vs. Kauldron Reflex 16 (1d20+6=24)
Short Sword attack at Kauldron AC20 w/ CA and -3 to hit (1d20+8+2-3=17, 1d6+3+1d6=12)
Short Sword attack at Dang't AC15+2=17(from second wind) but w/CA due to Dang't being prone. (1d20+8+2=26, 1d6+3+1d6=9)
Magic missile at Beyrk Reflex 14 (1d20+7=8, 2d4+4=11)[/sblock][sblock=Status]
Party current/total HP's, [current/total HS's], conditions (* if already acted)
Hrav: 35/46, [5/8]; Dazed(save ends)
Quagmire: 25/41, [7/9];
Girth: 45/45, [9/10]; +2 to all defenses TEONT, Concealment
Dang't: 2/32, [5/8];
bloodied, prone, +2 bonus to all defenses
Beyrk: 35/35, [9/11]
Kauldron: 29/29, [6/12];
Milestones: 2 today (2 AP's awarded)
Enemy current(future)/total HP's/conditions:
Human Rabble 1: 0/1;
dead
Human Rabble 2: 0/1;
dead
Human Rabble 3: 0/1;
dead
Human Guard 1: -1/47;
dead
Human Guard 2: -33/47;
dead
Human Guard 3: 38/47; used Powerful Strike, marked by Girth
Human Mage: 35/42; used Thunder Burst, marked by Kauldron
H': 39/45;
K': 45/45;[/sblock][sblock=Enemy Stats]
Human Rabble
Perception 10
HP 1; a missed attack never damages a minion
AC 15; Fortitude 13, Reflex 11, Will 11; see also
mob rule
Club (Standard, at-will) Weapon
+6 vs Armor Class; 4 damage.
Mob Rule - The human rabble gains a +2 power bonus to all defenses while at least two other human rabble are within 5 squares of it.
Human Guard
Perception 16
HP 47; Bloodied 23
AC 18; Fortitude 16, Reflex 15, Will 14
Halberd (standard;
at-will) Weapon: Reach 2; +10 vs. AC; 1d10 + 3 damage, and the target is marked until the end of the human guard’s next turn.
Powerful Strike (standard; recharge
) Weapon: Requires halberd; reach 2; +10 vs. AC; 1d10 + 7 damage, and the target is knocked prone.
Crossbow (standard;
at-will) Weapon
Ranged 15/30; +9 vs. AC; 1d8 + 2 damage.
Human Mage
Perception +5
HP 42; Bloodied 21
AC 17; Fortitude 13, Refl ex 14, Will 15
Quarterstaff (standard;
at-will) ✦ Weapon
+4 vs. AC; 1d8 damage.
Magic Missile (standard;
at-will) ✦ Force
Ranged 20; +7 vs. Refl ex; 2d4 + 4 force damage.
Dancing Lightning (standard;
encounter) ✦ Lightning
The mage makes a separate attack against 3 diff erent targets:
ranged 10; +7 vs. Refl ex; 1d6 + 4 lightning damage.
Thunder Burst (standard; encounter) ✦ Thunder
Area burst 1 within 10; +7 vs. Fortitude; 1d8 + 4 thunder
damage, and the target is dazed (save ends).
Str 10 (+2)
Dex 14 (+4)
Wis 17 (+5)
Con 12 (+3)
Int 18 (+6)
Cha 12 (+3)
Doppelganger Sneak
HP 45; Bloodied 22
AC 18; Fortitude 14, Refl ex 16, Will 16
Short Sword (standard; at-will) ✦ Weapon
+8 vs. AC; 1d6 + 3 damage.
Shapeshifter Feint (minor; at-will)
+6 vs. Reflex; the doppelganger gains combat advantage against
the target until the end of the doppelganger’s next turn.
Combat Advantage
The doppelganger sneak deals an extra 1d6 damage against any
target it has combat advantage against.
Change Shape (minor; at-will) ✦ Polymorph
A doppelganger can alter its physical form to take on the
appearance of any Medium humanoid, including a unique
individual (see Change Shape, page 280).
Str 11 (+1)
Dex 16 (+4)
Wis 12 (+2)
Con 13 (+2)
Int 10 (+1)
Cha 15 (+3)[/sblock]