-''All right, that's it. You've asked for it.''
-''He sure did, boss!'' croaks a small winged blue reptile that had been standing out of sight and takes flight over a house.
The boss strokes a tiny chalice on his belt and suddenly fire and water elementals start popping all over the place. Meanwhile his forces are tightnening a noose around the heroes. Hobgoblins, swordmen, archers, vicious war dogs...
Well, that's that, then. Suddenly everyone reach for their weapon.
GM: | I have decided to lower the initiative of the bad guys to 16. I basically take an eyeball average of their Initiative bonuses and add 10 when deciding on the intiative of the whole group and 17 was a bit excessive since +7 was the best score and not the average.
Dante, Mikara and Owen beat the initiative of the bad guys so they go first. | |
GM: |
In the interest of speeding up gameplay, Initiative is meaningless except for the first turn. Dante, Mikara and Owen can post their action as soon as they get the chance and they will be resolved in the order that they post.
Then ALL of the bad guys will act.
Then all of you, again in whatever order you happen to post. It may mean that Mikara, Dante and Owen might post early after I ran the bad guys and in effect they will have acted twice before other PCs. That's okay. As long as you just post once by 'turn', it's all good. For the intent of this fight, we change turn when the bad guys act so people who won initiative basically got one free turn.
In that context, powers that cause an effect to allied targets 'Until the end of your next turn' are usually interpreted to mean 'On the ally's next turn'. If a leader acts early in a phase and grants a +2 to hit to an ally 'Until the end of his next turn', his ally only gets a +2 to hit on his next turn. If that ally then acts before the leader early in the next phase, he doesn't get two turns worth of bonus! In the same way, If the leader grants bonus late in the turn to someone who has already acted and then he takes his action early in the next turn before the target of his bonus takes his action, the bonus is not voided.
| |
GM: | Dragon wyrmling is currently out of sight on the roof (that's what the tiny R means)
Roofs are 20 feet high (4 squares) and DC 16 to climb. | |
GM: | Yishim is currently the Magic 8 ball because he is an orb mage! A gentle prod to urge him to provide me with a more dignified token of his choice. | |
GM: | Finally, I would point out that there are 50 tokens on the field. That has to be a record. | |
[sblock=S&S]
Small dragon is not withinb LOS
Gang Leader (Sinruth, Hobgoblin)
Perception 13
HP 185; Bloodied 92
AC 22 (24 with phalanx soldier); Fortitude 16, Reflex 16, Will 12
OA: Chain Trip (standard; requires spiked chain, at-will) Weapon
reach 2; +6 vs Reflex; 1d6+4 damage, and the target is knocked prone.
Phalanx Soldier
Sinruth gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Vicious Dogs
HP 1; a missed attack never damages a minion.
Perception 17
AC 16; Fortitude 14, Reflex 14, Will 13
OA: Bite (standard, at-will)
+7 vs AC; 4 damage (5 damage against a prone target). If the dog has combat advantage against the target, the target falls prone.
Wyrmling
Perception 14
HP 96; Bloodied 48
AC 18; Fortitude 17, Reflex 17, Will 16
Resist 5 lightning
OA: Claw (standard, at-will)
+10 vs AC; 1d4+5 damage.
Hobgoblin toadies
Perception 11
HP 1; a missed attack never damages a minion.
AC 17 (19 with phalanx soldier); Fortitude 15, Reflex 13, Will 12
OA: Longsword (standard, at-will) Weapon
+6 vs AC; 5 damage.
Phalanx Soldier:
The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Archers
Perception 21
HP 32; Bloodied 16
AC 15; Fortitude 11, Reflex 13, Will 12
OA: Short Sword (if drawn)
+5 vs AC; 1d6+4 damage.
Lesser Fire ElementalHP 27; Bloodied 13 Initiative +6
Perception 11
AC 14, Fortitude 12, Reflex 14, Will 13
Frozen in Place
Whenever the lesser fire elemental takes cold damage, it cannot shift until the end of its next turn.
OA: Slam (Fire)
Attack: Melee 1 (one creature); +4 vs. Reflex
Hit: Ongoing 5 fire damage (save ends).
Lesser Water Elemental
Perception 10
HP 29; Bloodied 14 Initiative +2
AC 15, Fortitude 14, Reflex 13, Will 12
Sensitive to Cold
Whenever the lesser water elemental takes cold damage, it gains vulnerable 5against the next attack that hits it before the end of its next turn.
OA: Slam
Attack: Melee 1 (one creature); +4 vs. Reflex
Hit: 1d6 damage, and ongoing 5 damage (save ends).
Swordmen
Perception 12
HP 40; Bloodied 20
AC 18; Fortitude 18, Reflex 14, Will 14
OA: Short sword
+7 vs AC; 1d6+5 damage. Effect: The watchman marks the target until the end of the watchman’s next turn
[/sblock]