ScorpiusRisk
First Post
[sblock=Stand Your Ground] Stand your Ground (1d20=14) Save vs Prone
**Tricksy dwarveses . . . .**[/sblock]
Dane goes down to one knee and immediatly regains his battle stance. He attempts an uppercut swing against the stone hobgoblin to try to regain the advantage.
[sblock=Actions]
Comeback Strike vs AC (1d20+15, 2d12+7=[6, 15], [7, 12, 7])
AC 21 (thank god), for 26 pod. Dane will use Amulet of Life to spend 2 healing surges for 24 hps. Still Marking[/sblock]
After Dane cracks into the statue's thigh, he wipes the blood away from his nose, "Bah, just allergies!"
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Initiative!
Round 6
17 - Rurdev - @Q11, 1st Floor - 22/46 - Bloodied - Acted
15 - Qynn - S16, 1st Floor - 23/35 - Acted
13 - Incarnation - @V6, 3rd Floor - 11/47 +7 thp - Bloodied, dazed (save ends), Prone - Acted
9 - Enemies -
Statue of Mauros - @)P8/Q9, 1st/2nd Floor - 137/170 hp - Cursed, Marked
Statue of Coppernail - @R8/S9, 1st/2nd Floor - 57/170 hp - -7 to damage rolls TEHNT, Marked, Quarry, Bloodied
Cherub 1 - @U8, 5 ft up -
Cherub 2 - @Q7, 2nd Floor -
Red Energy Mote 3 - @Q11, 1st Floor - 30/37 -
6 - Hadrak - @U10, 1st Floor - 40/47 hp - +1 to all defenses TENT, dazed (Save ends) -
5 - Dane - @S7, 1st Floor - 45/48 hp - Acted
1 - Patrons, Guards, and everyone else
Statues: AC 21, R18
Red Mote: AC 16, R 15, W 15
MAPS!
Note: That statues are large and tall. When on the stage, they can be adjacent to creatures on the 2nd floor. They are not adjacent to the 3rd floor.
The blue highlight represent fleeing masses. They are difficult terrain.
The stage is about 2 1/2 feet above the rest of the ground floor. The pit in front of the stage is 2 1/2 feet lower than the ground floor. The long hallway that Sheng and Hadrak are emerging from is at a very slight incline. The two statues on stage take up a 10 by 10 space each. The curtains are tall enough to exist on the first and second floors. The second floor is about ten feet above the ground floor.
There is no guard fail on the stairs or between H7 and I7.
Squares with with lights in them do not block line of effect but do provide cover. The walkways have metal railings.
[sblock=1st Floor]
[/sblock]
[sblock=2nd Floor]
[/sblock]
[sblock=3rd Floor]
[/sblock]
**Tricksy dwarveses . . . .**[/sblock]
Dane goes down to one knee and immediatly regains his battle stance. He attempts an uppercut swing against the stone hobgoblin to try to regain the advantage.
[sblock=Actions]
Comeback Strike vs AC (1d20+15, 2d12+7=[6, 15], [7, 12, 7])
AC 21 (thank god), for 26 pod. Dane will use Amulet of Life to spend 2 healing surges for 24 hps. Still Marking[/sblock]
After Dane cracks into the statue's thigh, he wipes the blood away from his nose, "Bah, just allergies!"
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Initiative!
Round 6
17 - Rurdev - @Q11, 1st Floor - 22/46 - Bloodied - Acted
15 - Qynn - S16, 1st Floor - 23/35 - Acted
13 - Incarnation - @V6, 3rd Floor - 11/47 +7 thp - Bloodied, dazed (save ends), Prone - Acted
9 - Enemies -
Statue of Mauros - @)P8/Q9, 1st/2nd Floor - 137/170 hp - Cursed, Marked
Statue of Coppernail - @R8/S9, 1st/2nd Floor - 57/170 hp - -7 to damage rolls TEHNT, Marked, Quarry, Bloodied
Cherub 1 - @U8, 5 ft up -
Cherub 2 - @Q7, 2nd Floor -
Red Energy Mote 3 - @Q11, 1st Floor - 30/37 -
6 - Hadrak - @U10, 1st Floor - 40/47 hp - +1 to all defenses TENT, dazed (Save ends) -
5 - Dane - @S7, 1st Floor - 45/48 hp - Acted
1 - Patrons, Guards, and everyone else
Statues: AC 21, R18
Red Mote: AC 16, R 15, W 15
MAPS!
Note: That statues are large and tall. When on the stage, they can be adjacent to creatures on the 2nd floor. They are not adjacent to the 3rd floor.
The blue highlight represent fleeing masses. They are difficult terrain.
The stage is about 2 1/2 feet above the rest of the ground floor. The pit in front of the stage is 2 1/2 feet lower than the ground floor. The long hallway that Sheng and Hadrak are emerging from is at a very slight incline. The two statues on stage take up a 10 by 10 space each. The curtains are tall enough to exist on the first and second floors. The second floor is about ten feet above the ground floor.
There is no guard fail on the stairs or between H7 and I7.
Squares with with lights in them do not block line of effect but do provide cover. The walkways have metal railings.
[sblock=1st Floor]

[sblock=2nd Floor]

[sblock=3rd Floor]
