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Adventure: Protection (Mal Malenkirk)
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<blockquote data-quote="Mal Malenkirk" data-source="post: 5368331" data-attributes="member: 834"><p>[OOC]Starting prep for the encounter. You can see the passive stat blocks below. </p><p></p><p>I am almost done but I just remembered that friday night I am playing at a charity poker tournament organized by my bank. I'll be home late. If not too tired, I hope to be able to kick this off.</p><p>[/OOC]</p><p></p><p>[OOC]We'll be using Invisiblecastle. </p><p></p><p>It is important to me that you log in invisible castle and <u>always use the same character name</u>. I had issues with this before and it's a pet peeve of mine. Using a character name allows me to review roll history, which I sometime do. I don't like discovering irregularities... Using no names automatically makes me wonder if you don't keep re-rolling until you like the result since I have no way to verify. I don't tolerate that very long. </p><p></p><p>For the same reason, always use the same character name. If I were to post under: ''Mal, Mall, Mal Malenkirk, Malenkirk etc.'' I am sure you would wonder what I am up to because the only things this accomplish is make roll history hard to verify. Well, I always roll under Mal Malenkirk so you can review my whole roll history. Check if you want; I don't fudge. I expect the same from everyone. </p><p></p><p>Also, put details in the roll. Minimally, include the power you are using and the target. That way you are not tempted to make a roll, see a natural 1 and decide this was an at-will instead of your daily after all. Or to roll a 17 against an AC of 18 and decide that in fact you were targeting the nearby goon who has an AC of 16. And even more importantly, your fellow players are not tempted to think you might have done that.</p><p></p><p>In resumé; Always use (the same) name, identify power and target.</p><p></p><p><a href="http://invisiblecastle.com/roller/view/2752913/" target="_blank">Holy Hand Grenade of Antioch VS Thug in chief (1d20+89=100, 5d17+23=59)</a></p><p></p><p>This is simple and unequivocal.[/OOC]</p><p></p><p>[OOC]Initiative of the bad guys will be 17 and there won't be any surprise round. Go ahead and roll initiative while I am putting the finishing touches. Anyone who hasn't rolled by the time I am ready, I will roll for them.</p><p></p><p>It should look like that or I am making you re-roll! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p><a href="http://invisiblecastle.com/roller/view/2752917/" target="_blank">Initiative (1d20+7=9)</a></p><p>[/OOC]</p><p></p><p>[sblock=S&S]</p><p>Gang Leader (Sinruth, Hobgoblin)</p><p>HP 185; Bloodied 92</p><p>AC 22 (24 with phalanx soldier); Fortitude 16, Reflex 16, Will 12</p><p>OA: Chain Trip (standard; requires spiked chain, at-will) Weapon</p><p>reach 2; +6 vs Reflex; 1d6+4 damage, and the target is knocked prone. </p><p>Phalanx Soldier</p><p>Sinruth gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.</p><p></p><p>Vicious Dogs</p><p>HP 1; a missed attack never damages a minion.</p><p>AC 16; Fortitude 14, Reflex 14, Will 13</p><p>OA: Bite (standard, at-will) </p><p>+7 vs AC; 4 damage (5 damage against a prone target). If the dog has combat advantage against the target, the target falls prone. </p><p></p><p>Pet Wyrmling</p><p>HP 96; Bloodied 48</p><p>AC 18; Fortitude 17, Reflex 17, Will 16</p><p>Resist 5 lightning</p><p>OA: Claw (standard, at-will) </p><p>+10 vs AC; 1d4+5 damage. </p><p></p><p>Hobgoblin toadies</p><p>HP 1; a missed attack never damages a minion.</p><p>AC 17 (19 with phalanx soldier); Fortitude 15, Reflex 13, Will 12</p><p>OA: Longsword (standard, at-will) Weapon</p><p>+6 vs AC; 5 damage. </p><p>Phalanx Soldier:</p><p>The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.</p><p></p><p>Thug Archers</p><p>HP 32; Bloodied 16</p><p>AC 15; Fortitude 11, Reflex 13, Will 12</p><p>OA: Short Sword (if drawn) </p><p>+5 vs AC; 1d6+4 damage. </p><p></p><p>Lesser Fire Elemental</p><p>HP 27; Bloodied 13 Initiative +6</p><p>AC 14, Fortitude 12, Reflex 14, Will 13 </p><p>Frozen in Place </p><p>Whenever the lesser fire elemental takes cold damage, it cannot shift until the end of its next turn.</p><p>OA: Slam (Fire) </p><p>Attack: Melee 1 (one creature); +4 vs. Reflex</p><p>Hit: Ongoing 5 fire damage (save ends).</p><p></p><p>Lesser Water Elemental</p><p>HP 29; Bloodied 14 Initiative +2</p><p>AC 15, Fortitude 14, Reflex 13, Will 12 </p><p>Sensitive to Cold </p><p>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.</p><p>OA: Slam</p><p>Attack: Melee 1 (one creature); +4 vs. Reflex</p><p>Hit: 1d6 damage, and ongoing 5 damage (save ends).</p><p> </p><p>Thugs</p><p>HP 40; Bloodied 20</p><p>AC 18; Fortitude 18, Reflex 14, Will 14</p><p>OA: Short sword </p><p>+7 vs AC; 1d6+5 damage. Effect: The watchman marks the target until the end of the watchman’s next turn. </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 5368331, member: 834"] [OOC]Starting prep for the encounter. You can see the passive stat blocks below. I am almost done but I just remembered that friday night I am playing at a charity poker tournament organized by my bank. I'll be home late. If not too tired, I hope to be able to kick this off. [/OOC] [OOC]We'll be using Invisiblecastle. It is important to me that you log in invisible castle and [U]always use the same character name[/U]. I had issues with this before and it's a pet peeve of mine. Using a character name allows me to review roll history, which I sometime do. I don't like discovering irregularities... Using no names automatically makes me wonder if you don't keep re-rolling until you like the result since I have no way to verify. I don't tolerate that very long. For the same reason, always use the same character name. If I were to post under: ''Mal, Mall, Mal Malenkirk, Malenkirk etc.'' I am sure you would wonder what I am up to because the only things this accomplish is make roll history hard to verify. Well, I always roll under Mal Malenkirk so you can review my whole roll history. Check if you want; I don't fudge. I expect the same from everyone. Also, put details in the roll. Minimally, include the power you are using and the target. That way you are not tempted to make a roll, see a natural 1 and decide this was an at-will instead of your daily after all. Or to roll a 17 against an AC of 18 and decide that in fact you were targeting the nearby goon who has an AC of 16. And even more importantly, your fellow players are not tempted to think you might have done that. In resumé; Always use (the same) name, identify power and target. [url=http://invisiblecastle.com/roller/view/2752913/]Holy Hand Grenade of Antioch VS Thug in chief (1d20+89=100, 5d17+23=59)[/url] This is simple and unequivocal.[/OOC] [OOC]Initiative of the bad guys will be 17 and there won't be any surprise round. Go ahead and roll initiative while I am putting the finishing touches. Anyone who hasn't rolled by the time I am ready, I will roll for them. It should look like that or I am making you re-roll! ;) [url=http://invisiblecastle.com/roller/view/2752917/]Initiative (1d20+7=9)[/url] [/OOC] [sblock=S&S] Gang Leader (Sinruth, Hobgoblin) 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. 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. Pet Wyrmling 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 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. Thug Archers 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 Elemental HP 27; Bloodied 13 Initiative +6 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 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). Thugs 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] [/QUOTE]
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