[sblock=OOC]
Darksteed said:
Also "Girth" would of hit Kauldron (me). Rolled a 12 + 8 (Base Attack) + 2 (Combat Advantage) = 20 vs. AC. Cover does not effect an adjacent creature in this case (Can draw a clear line of sight to all four couners of Kauldron's square), as well as Kauldron's mark doesn't help save his own rear, sadly.
Okay, even not counting the -3 I had put in there from Kauldron's Mark, I do believe the cover of the bookshelf counts to give Kauldron that -2 which prevents the hit. The bookshelf sticks out a foot I'm estimating from the edge of the square that Kauldron was standing in. So as I see it 'Girth' can't draw an unobstructed line from either of its right corners to Kauldron's lower left corner. So I'm not changing that miss to a hit.[/sblock]
Kauldron moves away from 'Girth', taking a hit in the back as he does so. But the goblin moves around the bookshelves and charges the guard near the door, hitting him hard.
Hrav shifts to a better spot and stabs the guard, releasing a gush of blood out of the man.
Quagmire runs back around the balcony and down the stairs to the lower landing. (Counting 10 squares I only see him getting to AE/W)
Beyrk follows Quagmire down the stairs. (Actually, with Quagmire only able to reach AE/W, Beyrk can go to AF/W)
Dang't and Girth move around the balcony to look for targets downstairs.
The embattled guard reacts with adrenalin fueled speed, stepping back out of the doorway before leveling a powerful strike at Kauldron. The goblin is hit hard, causing blood to flow again as well as being knocked prone to the floor.
'Girth' moves into position behind Hrav, dodging an eldritch blast from Girth on the balcony above as he gets there. He feints, seeming to move in one direction as the attack suddenly comes from the other side, giving him the advantage to hit Hrav a little harder if it connects. But the bugbear is able to block the attack from landing.
[sblock=Attacks/Rolls]As I'm reading it, Kauldron takes an OA from 'Girth' for 16 damage on his way to charge the Guard. This leaves him at 13 hp before he uses his healing surge to regain 7 hp up to a new total of 20 hp.
G3 recharge powerful strike on 5 or 6 (1d6=5) Recharged.
G3 Powerful Strike vs. Kauldron AC20 (1d20+10=26, 1d10+7=13)Hit AC 26 for 13 damage, bloodying and knocking Kauldron prone.
Girth Eldritch Blast vs. 'Girth' Reflex 16 (with -2 on attack for cover) (1d20+7-2=12, 1d10+5=7) Miss with Readied action attack
'Girth' Shapeshifter feint vs. Hrav Reflex 19 (1d20+6=24) Gained CA over Hrav till end of next turn
'Girth' Short Sword attack w/ CA vs. Hrav AC19 (1d20+8+2=16, 1d6+3+1d6=10) Miss[/sblock][sblock=Status]
Party current/total HP's, [current/total HS's], conditions (* if already acted)
Hrav: 30/46, [5/8];
Quagmire: 19/41, [7/9];
Bloodied
Girth: 38/45+5hp, [9/10];
Dang't: 26/32, [4/8];
Beyrk: 35/35, [9/11]
Kauldron: 7/29, [5/12]; +2 bonus to saves until SONT
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: 6/47;
bloodied
Human Mage: -4/42; dead
G': 32/45;
K': -14/45; Bloodied, prone, slowed TENT, dead[/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]