Tessa moved towards the Doorway. Grasping her orb in one hand, she focused her power and manifested a cloud of daggers on the Drake. The blades spun around, cutting the creature.
Meanwhile, her orb glowed with a fire inside, and the magical fire expanded to engulf the entire room. The Drake and Dragonshield cried out as the flames burned their skin.
The drake started to move toward Stanng, but the creature finally succumbed to the attack, dropping to the ground.
The dragonshield stepped back into the corner, bringing it's shield up.
"Ssstay back!"
* * *
[sblock=Wil Rando]I am assuming your move has triggered, but you didn't say where you were moving, so post an action for the triggered move before you post your turn.[/sblock]Outside, The slingers continued their attack.
The slinger still in sight fired a bullet at Tessa. The missile hit Tessa, but went harmlessly through her robes, causing no damage other than a hole. Thinking it scored a hit, the creature Jumped up and down before darting into concealment behind the center building.
The second slinger behind the building leaned out next to the edge and fired a shot, but the creatures aim was off. It crept back behind the building.
The third slinger jumped out from the west building doorway, screaming as it fired.
"Ahhhhhhhh!" The tactic seemed to work, as the the bullet hit Tessa squarely in face, causing blood to gush from a gash on her nose. The kobold yipped in cheer and darted back into the building.
The fourth slinger followed suit, jumping out and screaming. The tactic did not help its aim, however, as the bullet sailed well over the Wizard's head. It muttered something before retreating inside the building.
[sblock=Mechanics]
Drake
OA on Hergunna:
1D20 + 2 => 14 Miss
Tessa
Move: to J7
Standard: Cloud of Daggers on Drake
Attack:
1D20 + 4 => 22 Hit
Damage:
1D6 + 4 => 5
Free: Extend Orbmaster's Incendiary Detonation, dealing 2 damage to Drake and Dragonshield.
Drake
Takes 2 fire and 2 force damage. It dies.
Dragonshield
Takes 2 fire damage.
Readies its actions
Minor: Shift to H15
Slinger B9
Standard: Attack Tessa
Attack:
1D20 + 6 => 12 Miss
Move: B9 to C10 to D11 to ??? (in concealment of central building)
Slinger #2 (using central building for concealment)
Move: ??? to G9
Standard: Attack Tessa
Attack:
1D20 + 6 => 7 Miss
Shift: to ??? (in concealment of central building)
Slinger #3 (Using doorway to west building for concealment)
Shift: ??? to D8
Standard: Attack Tessa
Attack:
1D20 + 6 => 19 Hit
Damage:
1D6 + 3 => 9
Move: ??? (in concealment to west building doorway)
Slinger #4 (Using doorway to west building for concealment)
Shift: ??? to G9
Standard: Attack Tessa
Attack:
1D20 + 6 => 7 Miss
Move: ??? (in concealment to west building doorway)
[/sblock][sblock=Status]
Wil Rando (20): J8
4/28 HS 8/10 AP 0
Majestic Word used twice. SW Used. Bloodied
Tessa Tressd'n (20): J7
11/23 THP
0/3 HS 6/7 AP 2
Bloodied
Hergunna (20): M10
31/31 HS 6/9 AP 1
Kane (20): K10
11/35 THP
3/3 HS 5/10 AP 0
Second Wind Used Bloodied
Stanng (20): J9
13/25 HS 7/10 AP 0
Kobold Dragonshield (6) - H15
13/36 THP
0/5 Bloodied
Kobold Slinger (2) - ?F10?
24/24
Kobold Slinger (2) - ?B7?
24/24
Kobold Slinger (2) - ?C7?
24/24
Kobold Slinger (2) - ?G10?
24/24
Kobold Skirmisher (2) - ?F18?
25/27
Guard Drake (6) - L9 -3/48
Guard Drake (6) - J10 -1/48 Dead
Kobold Dragonshield (6) - H10 -13/36 THP
0/5 DEAD
Kobold Dragonshield (6) - J11 -20/36 THP
0/5 DEAD (now pulp)
Kobold Wyrmpriest (6) - K12 -6/36 DEAD (and burning)
[/sblock][sblock=map]
[/sblock][sblock=Enemies]
Kobold Dragonshield
HP 36; Bloodied 18
AC 18; Fortitude 14, Reflex 13, Will 13
Resist 5 Cold
Speed 5
Short Sword (standard, at-will) Weapon
+7 vs AC; 1d6+3 damage, and the target is marked until the end of the kobold dragonshield's next turn.
Dragonshield Tactics (immediate reaction, when an adjacent enemy shifts away or an enemy moves adjacent; at-will)
The kobold dragonshield shifts 1 square.
Mob Attack
+1 to hit and damage for each other identical creatures attacking the same opponent
Shifty (minor; at-will)
The kobold shifts 1 square as a minor action.
Kobold Wyrmpriest
HP 36; Bloodied 18
AC 17; Fortitude 13, Reflex 15, Will 15
Speed 6
Spear (standard, at-will) Weapon
+7 vs AC; 1d8 damage.
Energy Orb (standard, at-will) cold
Ranged 10; +6 vs Reflex; 1d10+3 cold damage.
Incite Faith (minor, encounter)
Close burst 10; kobold allies in the burst gain 5 temporary hit points and shift 1 square..
Dragon Breath (standard, encounter)
Close blast 3; +6 vs Fortitude; 1d10+3 cold damage. Miss: Half damage.
Shifty (minor; at-will)
Shift 1 square.
Guard Drake
HP 48; Bloodied 24
AC 15; Fortitude 15, Reflex 13, Will 12
Immune fear (while within 2 squares of an ally)
Speed 6
Bite (standard, at-will)
+6 vs AC; 1d10+3 damage, or 1d10 + 9 damage while within 2 squares of an ally.
Kobold Slinger
HP 24; Bloodied 12
AC 13; Fortitude 12, Reflex 14, Will 12;
Speed 6
Dagger (standard; at-will) Weapon
+5 vs. AC; 1d4 + 3 damage.
Sling (standard; at-will) Weapon
Ranged 10/20; +6 vs. AC; 1d6 + 3 damage; see also special shot.
Special Shot
The kobold slinger can fi re special ammunition from its sling. It typically carries 3 rounds of special shot, chosen from the types listed below. A special shot attack that hits deals normal damage and has an additional eff ect depending on its type:
Stinkpot: The target takes a –2 penalty to attack rolls (save ends).
Firepot (Fire): The target takes ongoing 2 fi re damage (save ends).
Gluepot: The target is immobilized (save ends).
Shifty (minor; at-will)
The kobold shifts 1 square.
Kobold Skirmisher
HP 27; Bloodied 13
AC 15; Fortitude 11, Reflex 14, Will 13
Speed 6
Spear (standard, at-will) Weapon
+6 vs AC; 1d8 damage.
Combat Advantage
The kobold skirmisher deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.
Mob Attack
The kobold skirmisher gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
Shifty (minor; at-will)
The kobold shifts 1 square as a minor action.
[/sblock][sblock=So, what happened?]
1. All enemies in the main house are dead except 1 dragonshield, who has a readied action.
2. Slingers continue to use hit and run tactics, with two hiding behind the central building and two hiding inside the west building.
3. Tessa, who I hope comes back, still has an action point and dailys, but I didn't see a good opportunity to use either. If the player doesn't return for this round, feel free to tell me how to use those, since the group is running low on other options.
[/sblock][sblock=Map/movement]You can still move outside the range I am zoomed to on the map. Ex., Tessa could move straight west to L1 if she wanted to. I've just zoomed in to make it easier to read the map.
Also, keep in mind, as you move, you may make map areas more visible, and there may be other obsticles there.
[/sblock]