[sblock=Sound of Stone]You can't slide the Swordman to O24 with your flurry of blow damage; the target must be slid to an adjacent square. You are only dispensed from that restriction if the target of the flurry of blow wasn't the target of the triggering attack.
Given that restriction, the only logical square to slide the target is P25[/sblock]
[sblock=Lenard]Lenard is far too close to the building to see any archer not on the edge of the building. Target was the boss.[/sblock]
GM: |
Dante, Mercurial, Artemis Hark, Gilgamesh and Aedan are up.
| |
[sblock=S&S]
Big Boss: 133/185 marked (Halcyon)
Swordman Q25: 9/40
Archer H19: 14/32 cursed (Art.)
Archer H20: 9/32
Archer South: 12/32
Aedan: 5/27 AP spent
Artemis Hark: 3/24 -1H
Dante: 9/27 +2 def SW&AP used
Gilgamesh: 22/26 -1H +2 defenses TENT, SW spent
Halcyon: 4 /29 AP&SW spent
Lenard: 13/28 Ap spent
Mercurial: 12/24 -2H, AP&SW spent
Mikara: 3/39, AP spent, Hidden
Owen: 7/28 AP&SW spent, +2 def
Queen: 20/30 WS
Sound of Stone: 5/24 AP&SW 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]