OOC:
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Hope I didn't make too many screws up. Long day, long post.
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The heroes can hear the archers out of sight struggling to climb the walls and gain height advantage on them.
The swordsmen boldy move against the heroes and cause much mayhem, one successfully knocking out Sound of Stone. Another advance menacingly on teh vulnerable Halcyon... but falls unconscious before reaching him. Some kind of magic, it seems.
Mikara gets burned by a fire elemental flying down from the roof
The dragon flies down the middle of the spellcaster, threatening to make their job harder causing mayhem.
OOC:
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Status Highlight
1-The two arhers with a green 4 on them but still located over a street square are in the process of climbing and are conceding combat advantage. This is of particular interest to Aedan once he moves upon the roof since he will get LOS of the archer who almost completed the climb to the south (note that he has cover)
PS:Technically, once you are ON the roof you are level 5, not 4, but I didn't feel like multiplying token just for fun.
2-Sound of Stone is Dying. If someone heal him before he 'acts' this turn (make his save!), he doesn't lose his turn.
3-Mikara is burning. If she can get a free save before she takes her turn, she avoids the damage.
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[sblock=Actions]
Archers:
Move: Climb walls
Clockwork starting NW (1d20+3=21, 1d20+3=15, 1d20+3=10, 1d20+3=22)
Move: Two who failed try again
1d20+3=16, 1d20+3=22
Swordmen
They all attempt their Brutal Cut encounter Power. Someone is going to bleed!
Move:TPL
Standard: Brutal Cut
vs AC 1ante 2:Mikara 3:Sound of Stone 4:Halcyon (1d20+7-2=24, 3d6+5=12, 1d20+7=18, 3d6+5=15, 1d20+7=22, 3d6+5=19, 1d20+7=22, 3d6+5=12)
Huh... More than one person, actually. That's a wee bit above the average of 17.5 one would expect. One has to hope that probabilties be your friend and balance with a few sucky rolls.
Dante: 24 hit for 12
Mikara: 18 miss
Sound of stone: 22 hit for 19(!)
Halcyon: 22 hit for 12
EDIT:News flash! The guy who I used to attack Halcyon was the slowed (sleep) swordman and therefore incapable of reaching him after all. On the downside, it means he still has his brutal cut power available. Same is be true of the fire elemental next to him who can just move 4 square and waste his turn. So while I'm at it:
1: save of Swordmen 2:save of fire elemental (1d20=9, 1d20=20) Swordman is unconscious now
Fire Elemental:
Move: TPL (The one on Vishim used special power to shift as minor)
Only two are able to attack
vs reflex 1:Mikara 2:Yishim (1d20+4=19, 1d20+4=9) Hit Mikara, Gains Ongoing damage 5 (fire)
Water Elemental
Move:TPL, 2 can attack
vs Fortitude 1:Halcyon 2ante (1d20+4=8) miss Halcyon, forgot to ask that second roll vs Dante...
vs Fortitude, Dante (1d20+4-2=9) miss
Wyrmling
1:Yishim 2:Artemis Hark (1d20+10=11, 1d4+5=8, 1d20+10=20, 1d4+5=6)
Boss and Hobgoblin; Move and Full Defense
[/sblock]
[sblock=Actions]
Big Boss: Full defense
Swordman L19:
Swordman P20: Unconscious (Save ends)
Swordman J25: 1/40 Quarry (Mik.), Cursed (Art.)
Swordman P26: 33/40
Fire Elemantal O21: 26/27 No OA TENT
Fire Elemental O23: 5/27 Marked (Halcyon)
Water ELemental P22: 24/29
Water Elemental K19: 8/29 Oath (dante)
Aedan: 19/24
Artemis Hark: 14/24
Dante: 15/27 adjacent enemies -2 TENT
Gilgamesh: 18/26 +1 AC TENT, -1H
Halcyon: 9/29 +2 defenses TENT, AP&SW spent,
Lenard: 13/28 Ap spent
Mercurial: 17/24 -1H
Mikara: 35 (30) /39, AP spent, marked by swordman
Owen: 12+5/28 resilience spent, AP spent
Queen: 22/30 WS
Sound of Stone: -2/24 +2 defenses TENT, AP&SW spent
Yishim: 25/29 AP spent
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.
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
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