[sblock=Aedan]Yes, the archer has cover too. But he isn't hidden. PS; you have a dagger in your other hand, right?[/sblock]
[sblock=Artemis]Nope, hadn't included the dark spiral effect. Done.[/sblock]
GM: | Status High Light:
Yishim, Mikara and Owen have Combat Advantage on the Dragon for their next attack (Lead by Example)
Everyone has CA against the Boss, The adjacent Fire elemental and the sleeping guard (well, technically you had anyway because he was sleeping, but still) (Swarm of Locust)
Queen is adjcent to the caustic wall... (will take 1d6+5 at the start of next turn if wall is still up)
| |
GM: | Owen, Sound of Stone, Dante, Mikara, Mercurial, Artemis Hark, Gilgamesh and Vishim are up.
| |
[sblock=S&S]
Flame Shepre damage FROM THE FUTURE! (woooo...) (1d4+5=8)
Wyrmling: 41/96, cursed (Art.), grants CA on everyone except Artemis' next turn (just once)
Big Boss: 149 (141)/185
Swordman P20: 8 (0)/40 Unconscious (Save ends)
Swordman Q25: 23/40
Fire Elemantal O22: 16/27 Marked (Halcyon)
Fire Elemental L25: 9/27 Quarry (Mikara)
Fire Elemental Q27: 14/27
Aedan: 17/27 AP spent, hidden 27
Artemis Hark: 3/24 -1H
Dante: 15/27 adjacent enemies -2 TENT
Gilgamesh: 13/26 -1H
Halcyon: 8/29 AP&SW spent
Lenard: 13/28 Ap spent
Mercurial: 6/24 -2H, AP spent
Mikara: 16/39, AP spent
Owen: 12+5/28 AP spent
Queen: 22/30 WS
Sound of Stone: 2/24 AP&SW spent
Yishim: 25 (20)/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
[/sblock]