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6 Eagle Down (Judge : Garyh)
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<blockquote data-quote="Mal Malenkirk" data-source="post: 4964615" data-attributes="member: 834"><p><a href="http://virtualbattlemat.com/game/dm_malenkirk-5/" target="_blank">http://virtualbattlemat.com/game/dm_malenkirk-5/</a></p><p></p><p>[sblock=7 Rabbit]You can't move diagonnally across squares occupied by an obstacle (such as the pillar) Therefore your move was impossible since it required you to be able to move 6 square.</p><p></p><p>Since the idea was to move behind a pillar for cover, I moved you the nearest one instead.[/sblock]</p><p></p><p>Mri'Thas magic missiles fly wide.</p><p></p><p>-''Damn those Giths, I knew they would send a strike team. What was he thinking?!'' snarls the dwarf.</p><p></p><p>He hits a switch near him and then points his crossbow at Kama'Zer. His aim is true. He then steps out of sight toward the east.</p><p></p><p>Suddenly, two automated dual-crossbows pops down from the ceiling , on near the entrance and the other right over Kama'Zer. They open up on 7 Rabbit and Soldier.</p><p></p><p>Appearing in to the left of the door vacated by the dwarf, a sinister looking human in dark robes takes cover and shoots and immaterial shuriken at Kama'Zer but his aim his way off. He grimaces and make a signal. Two more gaurds charge in the hallway but there are just as clumsy.</p><p></p><p>Meanwhile, outside, Tsi'Ri has her hands full with the dogs and one nearly tear her throat off but her enchanted armor shadowfell energies shift just in time to avoid the worst. </p><p></p><p>[sblock=Actions]</p><p>Mrithas vs Hounds</p><p><a href="http://invisiblecastle.com/roller/view/2287299/" target="_blank">vs ref 17 (1d20+7=9, 2d4+6=12)</a></p><p></p><p>Dwarf bolter vs KamaZer</p><p>Standard</p><p><a href="http://invisiblecastle.com/roller/view/2287301/" target="_blank">vs AC 20 Kama'Zer (1d20+10+2=31, 1d8+3+1d6=9)</a></p><p>Moves Back</p><p></p><p>Turrets</p><p><a href="http://invisiblecastle.com/roller/view/2287308/" target="_blank">1 and 2 vs Soldier 19, 3 and 4 vs 7 Rabbit 16 (-2 to attack) (1d20+8=17, 2d8+3=19, 1d20+8=10, 2d8+3=13, 1d20+8=25, 2d8+3=15, 1d20+8=22, 2d8+3=13)</a> miss soldier twice, hit 7 Rabbit twice. Wow. 28 hp </p><p></p><p>Dark cultist</p><p><a href="http://invisiblecastle.com/roller/view/2287316/" target="_blank">vs Reflex : 17 (1d20+8=9)</a></p><p></p><p>Guards</p><p><a href="http://invisiblecastle.com/roller/view/2287313/" target="_blank">vs AC 20 (1d20+7=9, 1d20+7=16)</a> two miss</p><p></p><p>Dogs vs Tsi'Ri</p><p><a href="http://invisiblecastle.com/roller/view/2287321/" target="_blank">vs Tsi'Ri (1d20+13-2-2=18, 1d8+5=7)</a> miss becasue of Darkleaf bumping AC to 20</p><p>[/sblock]</p><p></p><p>[sblock=Status]</p><p>Turrets are based at N10 and G10, hanging from the ceiling, 4 squares from the ground. The were DC 25 to spot so no one had a chance. They can move on a rail that follow exactly a rectangle with the pillars at each corner.</p><p></p><p></p><p>Pak of hounds : 71/72 Marked (Soldier)</p><p></p><p>7 Rabbit: 12/40 [10/10] Bloodied</p><p>Kama'Zer: 32/41 [9/9]</p><p></p><p>Turrets: </p><p>38/38</p><p>16 AC 13 fortitude and reflex, immune to will effect, can't be cursed (though you are free to curse <em>at</em> them)</p><p></p><p>Dwarf Bolter</p><p>Perception 18; low-light vision</p><p>HP 46; Bloodied 23</p><p>AC 17; Fortitude 16, Reflex 16, Will 14</p><p>Saving Throws +5 against poison effects</p><p>OA Warhammer (Standard, at-will) Weapon (if drawn)</p><p>+8 vs Armor Class; 1d10+2 damage.</p><p>creatures that don’t have cover.</p><p>Stand Your Ground</p><p>When an effect forces a dwarf to move—through a push, a pull, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf gains an immediate saving throw to avoid falling prone.</p><p></p><p>Pack of Hounds</p><p>Perception 18</p><p>Harry aura 1; while an enemy grants combat advantage to the pack of hounds, any enemy that starts its turn within the aura is slowed until the end of its turn.</p><p>HP 72; Bloodied 36</p><p>AC 22; Fortitude 19, Reflex 17, Will 18</p><p>Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks</p><p>OA Bite (Standard, at-will) </p><p>+13 vs Armor Class; 1d8+5 damage.</p><p></p><p>Guards</p><p>Perception 10</p><p>HP 1; a missed attack never damages a minion.</p><p>AC 16; Fortitude 14, Reflex 12, Will 12</p><p>OA : Club (Standard, at-will) </p><p>+7 vs Armor Class; 4 damage.</p><p>Mob Rule</p><p>The scurvy dog gains a +2 power bonus to all defenses while at least two other scurvy dogs are within 5 squares of it.</p><p></p><p>Dark Cultist</p><p>Perception 10</p><p>HP 52; Bloodied 26</p><p>AC 20; Fortitude 14, Reflex 18, Will 16</p><p>OA Unarmedd Strike (Standard, at-will) </p><p>+10 vs Armor Class; 1d8+3 damage.</p><p></p><p>These should bring fond memories to Erekose</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 4964615, member: 834"] [url]http://virtualbattlemat.com/game/dm_malenkirk-5/[/url] [sblock=7 Rabbit]You can't move diagonnally across squares occupied by an obstacle (such as the pillar) Therefore your move was impossible since it required you to be able to move 6 square. Since the idea was to move behind a pillar for cover, I moved you the nearest one instead.[/sblock] Mri'Thas magic missiles fly wide. -''Damn those Giths, I knew they would send a strike team. What was he thinking?!'' snarls the dwarf. He hits a switch near him and then points his crossbow at Kama'Zer. His aim is true. He then steps out of sight toward the east. Suddenly, two automated dual-crossbows pops down from the ceiling , on near the entrance and the other right over Kama'Zer. They open up on 7 Rabbit and Soldier. Appearing in to the left of the door vacated by the dwarf, a sinister looking human in dark robes takes cover and shoots and immaterial shuriken at Kama'Zer but his aim his way off. He grimaces and make a signal. Two more gaurds charge in the hallway but there are just as clumsy. Meanwhile, outside, Tsi'Ri has her hands full with the dogs and one nearly tear her throat off but her enchanted armor shadowfell energies shift just in time to avoid the worst. [sblock=Actions] Mrithas vs Hounds [url=http://invisiblecastle.com/roller/view/2287299/]vs ref 17 (1d20+7=9, 2d4+6=12)[/url] Dwarf bolter vs KamaZer Standard [url=http://invisiblecastle.com/roller/view/2287301/]vs AC 20 Kama'Zer (1d20+10+2=31, 1d8+3+1d6=9)[/url] Moves Back Turrets [url=http://invisiblecastle.com/roller/view/2287308/]1 and 2 vs Soldier 19, 3 and 4 vs 7 Rabbit 16 (-2 to attack) (1d20+8=17, 2d8+3=19, 1d20+8=10, 2d8+3=13, 1d20+8=25, 2d8+3=15, 1d20+8=22, 2d8+3=13)[/url] miss soldier twice, hit 7 Rabbit twice. Wow. 28 hp Dark cultist [url=http://invisiblecastle.com/roller/view/2287316/]vs Reflex : 17 (1d20+8=9)[/url] Guards [url=http://invisiblecastle.com/roller/view/2287313/]vs AC 20 (1d20+7=9, 1d20+7=16)[/url] two miss Dogs vs Tsi'Ri [url=http://invisiblecastle.com/roller/view/2287321/]vs Tsi'Ri (1d20+13-2-2=18, 1d8+5=7)[/url] miss becasue of Darkleaf bumping AC to 20 [/sblock] [sblock=Status] Turrets are based at N10 and G10, hanging from the ceiling, 4 squares from the ground. The were DC 25 to spot so no one had a chance. They can move on a rail that follow exactly a rectangle with the pillars at each corner. Pak of hounds : 71/72 Marked (Soldier) 7 Rabbit: 12/40 [10/10] Bloodied Kama'Zer: 32/41 [9/9] Turrets: 38/38 16 AC 13 fortitude and reflex, immune to will effect, can't be cursed (though you are free to curse [I]at[/I] them) Dwarf Bolter Perception 18; low-light vision HP 46; Bloodied 23 AC 17; Fortitude 16, Reflex 16, Will 14 Saving Throws +5 against poison effects OA Warhammer (Standard, at-will) Weapon (if drawn) +8 vs Armor Class; 1d10+2 damage. creatures that don’t have cover. Stand Your Ground When an effect forces a dwarf to move—through a push, a pull, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf gains an immediate saving throw to avoid falling prone. Pack of Hounds Perception 18 Harry aura 1; while an enemy grants combat advantage to the pack of hounds, any enemy that starts its turn within the aura is slowed until the end of its turn. HP 72; Bloodied 36 AC 22; Fortitude 19, Reflex 17, Will 18 Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks OA Bite (Standard, at-will) +13 vs Armor Class; 1d8+5 damage. Guards Perception 10 HP 1; a missed attack never damages a minion. AC 16; Fortitude 14, Reflex 12, Will 12 OA : Club (Standard, at-will) +7 vs Armor Class; 4 damage. Mob Rule The scurvy dog gains a +2 power bonus to all defenses while at least two other scurvy dogs are within 5 squares of it. Dark Cultist Perception 10 HP 52; Bloodied 26 AC 20; Fortitude 14, Reflex 18, Will 16 OA Unarmedd Strike (Standard, at-will) +10 vs Armor Class; 1d8+3 damage. These should bring fond memories to Erekose [/sblock] [/QUOTE]
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