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Adventure: Protection (Mal Malenkirk)
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<blockquote data-quote="Mal Malenkirk" data-source="post: 5369751" data-attributes="member: 834"><p>-''All right, that's it. You've asked for it.''</p><p></p><p>-''He sure did, boss!'' croaks a small winged blue reptile that had been standing out of sight and takes flight over a house.</p><p></p><p>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...</p><p></p><p>Well, that's that, then. Suddenly everyone reach for their weapon.</p><p></p><p>[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.</p><p></p><p>Dante, Mikara and Owen beat the initiative of the bad guys so they go first.[/GM]</p><p></p><p>[GM]</p><p>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.</p><p></p><p>Then ALL of the bad guys will act.</p><p></p><p>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.</p><p></p><p>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 <u>his</u> 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.</p><p>[/GM]</p><p></p><p>[GM]Dragon wyrmling is currently out of sight on the roof (that's what the tiny R means)</p><p></p><p>Roofs are 20 feet high (4 squares) and DC 16 to climb.[/GM]</p><p></p><p>[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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />[/gm] </p><p></p><p>[gm]Finally, I would point out that there are 50 tokens on the field. That has to be a record.[/gm]</p><p></p><p>[sblock=S&S]</p><p></p><p>Small dragon is not withinb LOS</p><p></p><p><u>Gang Leader (Sinruth, Hobgoblin)</u></p><p>Perception 13</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><u>Vicious Dogs</u></p><p>HP 1; a missed attack never damages a minion.</p><p>Perception 17</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><u>Wyrmling</u></p><p>Perception 14</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><u>Hobgoblin toadies</u></p><p>Perception 11</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><u>Archers</u></p><p>Perception 21</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><u>Lesser Fire Elemental</u>HP 27; Bloodied 13 Initiative +6</p><p>Perception 11</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><u>Lesser Water Elemental</u></p><p>Perception 10</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><u>Swordmen</u></p><p>Perception 12</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: 5369751, member: 834"] -''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] [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 [U]his[/U] 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] [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] [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] [gm]Finally, I would point out that there are 50 tokens on the field. That has to be a record.[/gm] [sblock=S&S] Small dragon is not withinb LOS [U]Gang Leader (Sinruth, Hobgoblin)[/U] 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. [U]Vicious Dogs[/U] 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. [U]Wyrmling[/U] 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. [U]Hobgoblin toadies[/U] 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. [U]Archers[/U] 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. [U]Lesser Fire Elemental[/U]HP 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). [U]Lesser Water Elemental[/U] 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). [U]Swordmen[/U] 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] [/QUOTE]
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