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[sblock=Rocco]
1. I was told in a previous game that a character can't use two dailies in a round. You used a weapon power and Dancing defense. I am assuming you want the weapon power so that you can hit. Save the defense for a later turn.
2. Brash strike grants CA to the foe you attack until the beginning of next turn.
Please let me know if that is what you'd like me to do. If you decide to do something else then I'll recon
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[sblock=Vimac]
You have all of your gear. The were just about ready to steal it from you before they were interupted by the party
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Lerrick looks at Halleck Hello sir. My name is Lerrick. I headed you. The bad guys are the ones with the funny design on their backs. They're trying to rob us and the one right there...pointing to the leader who is now dying...oh, nevermind about him. Can you help us with the others, ...please? Lerrick gives her best smile.
Mean while, the party slays two more and seriously damages others. There leader is dead, but they continue on as if their life depends on it.
The counter attack begins with another burst of arrows hit their mark on the heros who don't wear armor. A mob gathers around Raijin scoring minor wounds. Meanwhile, the street thugs move closer to the battle, a little apprehensive after seeing the brutal display of power, dropping members of the gain left and right. Two throw hand axes at the paladin that bounce harmlessly off the dragonborn's heavy armor.
[sblock=Mechanics]
Nementah: Miss
Primera: all adjancent allies gain + NAD's
Nementah: Miss
Jailin: BA3 29 damage, BK1 10 damage, BA4 19 points Damage: AP Used,
Damage from previous attack negated.
Quan: AP used: BA5 19 points damage and falls prone -2 to ranged and area attacks, hits BB4 for 11 and kills B5, Hits BK1 for 22, BB4 and BK1 are -2 to ranged and area attacks: AP Used
Skalisss: Hit BK1 for 24
Rocco: -5 (on-going damage) Hit BK1 for 18 HP, +2 to AC and Ref, saved vs. ongoing damage, Daily Power: Flesh Grinder Axe Property, saved vs on going damage.
Halleck: Get up and total defense
Vimac: Get up and total defense
Total Damage Tally:
BK1: Dead
BA3: 29 damage
BA4: 19 damage and -2 to range attack
BA5: Dead
BB4: 11 damage
Baddies turn:
Archer random attacks: 1, 5, 3, 1, 5, 2, 7, 7, 8, 4 (Numbers correspond to the order of Heros listed above under mechanics)
BA1: Bolt 1 Primera: miss, Bolt 2 Rocco: Hit for 10
BA2: Bolt 1 Raijin: Hit for 12, Bolt 2 Primera: Hit for 11
BA3: Bolt 1 Skalisss: miss, Bolt 2 Nementah: Hit for 11
BA4: Bolt 1 Halleck: miss, Bolt 2 Halleck: miss
BA6: Bolt 1 Vimac: miss, Bolt to Quan: miss
BB2: Attack Raijin: 1d20+7+2(flank) vs AC: Hit for 7
BB3: Ranged attack: Handaxe vs Skalisss AC: 1d20+5 = miss
BB4: Ranged attack: Handaxe vs Skalisss AC: 1d20+5 = miss
B4: move action
B8: move action
B7: shift 1 square to flank Attack Raijin 1d20+12+2: miss
B6: Attack Raijin: 1d20+12 vs AC: Hit for 6
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[sblock=Stats]
Quan: 32/50 HS 7/7 AP 0:
Rocco: 35/61 HS 11/12 AP 0:
Nementah: 45/56 HS 11/11 AP 1
Raijin: 25/48 HS 6/6 AP 0:
Skalisss: 61/68 HS 11/11 AP 0
Primera: 2/13 for one round
Vimac:
Halleck:
Enemies:
Bandit Minions B1:1//1 DEAD
Bandit Minions B2:1//1 DEAD
Bandit Minions B3:1//1 DEAD
Bandit Minions B4:1//1
Bandit Minions B5:1//1 DEAD
Bandit Minions B6:1//1
Bandit Minions B7:1//1
Bandit Minions B8:1//1
Bandit Berserker BB1:66/66 DEAD
Bandit Berserker BB2:66/66
Bandit Berserker BB3:66/66
Bandit Berserker BB4:55/66
Bandit Knife Fighter B1:62/162 DEAD
Bandit Archers BA1 43/43
Bandit Archers BA2 43/43
Bandit Archers BA3 14/43 BLOODIED
Bandit Archers BA4 24/43
Bandit Archers BA5 24/43
Bandit Archers BA6 43/43
[/sblock]
[sblock=Enemies]
Enemies:
Bandit Minion
HP 1; a missed attack never damages a minion.
AC 19; Fortitude 17, Ref 14, Will 15; see also mob rule
Speed 6
Club (standard; at-will) ✦ Weapon
+12 vs. AC; 6 damage.
Mob Rule
The human lackey gains a +2 power bonus to all defenses while
at least two other human lackeys are within 5 squares of it.
Bandit Berskerers:
HP 66; Bloodied 33; see also battle fury
AC 15; Fortitude 15, Refl ex 14, Will 14
Speed 7
Greataxe (standard; at-will) ✦ Weapon
+7 vs. AC; 1d12 + 4 damage (crit 1d12 + 16).
Battle Fury (free, when first bloodied; encounter)
The human berserker makes a melee basic attack with a +4
bonus to the attack roll and deals an extra 1d6 damage on a hit.
Handaxe (standard; at-will) ✦ Weapon
Ranged 5/10; +5 vs. AC; 1d6 + 3 damage.
Knife Fighter
HP 162; Bloodied 81
AC 21; Fortitude 19, Reflex 19, Will 19
Saving Throws +2
Speed 7
Action Points 1
© Wounding Dagger (standard; at-will) 4 Weapon
+12 vs. AC (crit 19-20); 1d6 + 6 damage (crit 1d6 + 12) and
ongoing 5 damage (save ends).
+ Dance of the Knife (standard; at-will) 4 Weapon
+12 vs. AC (crit 19-20); 1d6 + 6 damage (crit 1d6 + 12). Effect:
The human knife fighter shifts 2 squares after the attack and
makes one more attack against the same target or a different
one. The knife fighter then shifts 2 squares.
Peerless Tumbler (move; recharge :X ji)
The human knife fighter shifts 4 squares, ignoring difficult
terrain.
Combat Advantage '
A human knife fighter deals 2d6 extra damage
Bandit Archer
Initiative +6 Senses Perception +9; darkvision
HP 33; Bloodied 21
AC 14; Fortitude 15, Reflex 17, Will 15
Immune disease, poison
Speed 6 ______
© Slam (standard; at-will)
+11 vs. AC; 1 d6 + 4 damage.
© Bolt (standard; at-will)
Ranged 20/40; +11 vs. AC; 1d10 + 4 damage.
•Y Double Shot (standard; recharge : : X fl))
The arbalester makes two bolt attacks, each against a different
target. The targets must be within 5 squares of each other.
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[sblock=Map]
https://spreadsheets.google.com/spr...FST28wUnQ2S3c&hl=en_US&authkey=CO_tw-UD#gid=0
Note: Archers have cover -2 for hero attack rolls
[/sblock]
[sblock=Adventure Summary]
Motives
Summary of Events
Prevented a flesh golem from killing the Weinfurter family. Body guard turned bad.
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