"Live together? Together with WHO? WHO ARE YOU PEOPLE?" Mervin yells, exasperated.
"Why would you want me to suddenly fight with you? Where is this? None of this makes any sense!"
Mervin again steels himself against attack and then makes a dash off to the east, toward some stairs. As he runs, the nearby archer takes a swing at him with his club, blowing past Mervin's best defenses and drawing blood.
[sblock=ooc]standard: total defense (+2)
move: move to M8
I'm going to assume the rogue archer takes an OA on me; I will go ahead and roll it if that's ok or HMG if you'd rather feel free to re-roll. Or, if he doesn't take the OA, feel free to disregard the attack. I haven't included any in-game text for it.
archer OA:
25 vs. AC (of course now I roll decently) for 6 damage.
Jees these guys have high attacks - even total defense + my shield spell couldn't stop this one, and Mervin's AC isn't too shabby! All I rolled was a 13, too![/sblock]
Listening to the ronin's speech, Mervin adds,
"Sorry, but picking the wrong side does indeed serve a purpose, and that is to get me killed. You honor is all well and decent but I'm sorry to say it doesn't really do me much good. Besides, you seem to be doing well enough without me," Mervin adds as the ronin slices into the knife fighter.
[sblock=ooc]It still seems completely against any reasonable character decision for Mervin to just jump right into this fight. There just isn't any reason for him to do so. Anything I do just seems like yelling "You look trustworthy!" and jumping into line.
Also, and this might be a bit much for OOC information, but I will just flat out tell you that one thing that is not going to work is telling Mervin one side is more good or right than the other (anyone could be lying about that). I do have some ideas on what might work, but I think I'm pushing the reasonable bounds of OOC information already. (Although at the moment I honestly do think you guys are ok; once you focus fire a little you should be able to bring down two guys quickly and then the other two are just big bags of HP that need to be chewed through, and 5 on 2 are good odds for that.)[/sblock]
[sblock=Mervin ministats]
Mervin Male Human Wizard 3
Initiative: +7, Passive Perception: 12, Passive Insight: 17, Senses: Normal
AC:19 (21), Fort:13 (15), Reflex:17 (19), Will:15 (17)
HP:
25/31 (assuming OA), Bloodied:15, Surge Value:7, Surges left:
7/7
Action Points/Daily Item Uses/Milestones:
1/1/0
Powers:
Phantom Bolt
Winged Horde
Thunderwave
(Wizard cantrips)
Orbmaster's Incendiary Detonation
Color Spray
Shield
Staff of Defense
Second Wind
Orb of Nimble Thoughts
Flaming Sphere
Important Stuff:
Conditions:
Full sheet:
L4W:CS:Mervin (evilbob) - L4W Wiki[/sblock]