Fragsie
Explorer
[sblock=OOC]Sorry about missing the move last round, Shane did move, and the bandit would have followed him, so still dazed and the bandit would have shifted to the same square (H13). But the rabble would have directed his attack against Skalisss instead, which would have been a miss, so 4 less damage for Shane.
Haven't got time for a map update now, I'm about to go out for a Wii-vening at a friends.[/sblock]
[sblock=Status]
26 - Human Bandit 1 (31/37)Dazing Strike weakened
- Human Bandit 2 (16/37) BloodiedDazing Strike
- Human Bandit 3 (29/37)Dazing Strike
- Tomas (19/86) Bloodied Stonebreaker
- Human Rabble 1
- Human Rabble 2 DEAD
- Human Rabble 3
- Human Rabble 4 DEAD
- Human Rabble 5 DEAD
- Human Rabble 6 DEAD
- Human Guard 1 (7 Damage) weakened
- Human Guard 2 (7 Damage) weakened
22 - Brother Shane (HP-24/24 Temp-7 S-8/8) Dazed, healing powers restore +5 hp
19 - Growl (HP-20/35 temp-7 S-11/11) Prone
12 - Ceryx (HP-21/28 temp-7 S-9/9) Argent Mantle (reroll damage),
11 - Skalisss (HP-39/39 temp-7 S-11/11)
8 - Mikara (HP-20/20 temp-7 S-6/6)
Features of the Area
(skill checks may reveal more information on some of these features.)
Tomas - AC 17 / Fort 17 / Ref ? / Will 16 / HP 86
Stone Breaker (recharge 4 5 6) One square of ruins within 2 becomes the origin of a burst 1 or blast 3; +6 vs. Reflex; 1d6 + 1 damage and the target is dazed until the end of Tomas’ next turn.
Bandits - AC ? / Fort 12 / Ref 14 / Will 12 / HP 37
Dagger: 5/10; +6 vs. AC; 1d4+3 damage.
Dazing Strike: (enc) +4 vs. AC; 1d8+1 damage, the target is dazed until the end of bandits next turn and bandit may shift 1 square.
Rabble - AC ? / Fort 13 / Ref 11 / Will 11 / HP 1
Club: +6 vs. AC; 4 damage.
Mob Rule - Rabble gain +2 P bonus to defences while at least two other rabble are within 5 squares.
Guard - AC ? / Fort ? / Ref 15 / Will 14 / HP ?
Halberd: Reach 2; +10 vs. AC; 1d10+3 damage and the target is marked until the end of the guards next turn.
Powerful Strike: Reach 2; +10 vs. AC; 1d10+7 damage and the target is knocked prone.
[/sblock][/sblock]
Haven't got time for a map update now, I'm about to go out for a Wii-vening at a friends.[/sblock]
[sblock=Status]
26 - Human Bandit 1 (31/37)
- Human Bandit 2 (16/37) Bloodied
- Human Bandit 3 (29/37)
- Tomas (19/86) Bloodied Stonebreaker
- Human Rabble 1
- Human Rabble 2 DEAD
- Human Rabble 3
- Human Rabble 4 DEAD
- Human Rabble 5 DEAD
- Human Rabble 6 DEAD
- Human Guard 1 (7 Damage) weakened
- Human Guard 2 (7 Damage) weakened
22 - Brother Shane (HP-24/24 Temp-7 S-8/8) Dazed, healing powers restore +5 hp
19 - Growl (HP-20/35 temp-7 S-11/11) Prone
12 - Ceryx (HP-21/28 temp-7 S-9/9) Argent Mantle (reroll damage),
11 - Skalisss (HP-39/39 temp-7 S-11/11)
8 - Mikara (HP-20/20 temp-7 S-6/6)
Features of the Area
(skill checks may reveal more information on some of these features.)
- Alter
- Illumination: Dim light
- Pillars
- Ruins: These crumbled statues are difficult terrain
- Statues: The three remaining large statues are beginning to crumble with age.
- Cencers: These braziers cast normal light on the dais.
Tomas - AC 17 / Fort 17 / Ref ? / Will 16 / HP 86
Stone Breaker (recharge 4 5 6) One square of ruins within 2 becomes the origin of a burst 1 or blast 3; +6 vs. Reflex; 1d6 + 1 damage and the target is dazed until the end of Tomas’ next turn.
Bandits - AC ? / Fort 12 / Ref 14 / Will 12 / HP 37
Dagger: 5/10; +6 vs. AC; 1d4+3 damage.
Dazing Strike: (enc) +4 vs. AC; 1d8+1 damage, the target is dazed until the end of bandits next turn and bandit may shift 1 square.
Rabble - AC ? / Fort 13 / Ref 11 / Will 11 / HP 1
Club: +6 vs. AC; 4 damage.
Mob Rule - Rabble gain +2 P bonus to defences while at least two other rabble are within 5 squares.
Guard - AC ? / Fort ? / Ref 15 / Will 14 / HP ?
Halberd: Reach 2; +10 vs. AC; 1d10+3 damage and the target is marked until the end of the guards next turn.
Powerful Strike: Reach 2; +10 vs. AC; 1d10+7 damage and the target is knocked prone.
[/sblock][/sblock]
Last edited: