[sblock=Downstairs (all but Dang't)]Girth blasts the guard in the southern hallway, leaving him rooted to the spot as he reels with the pain. Dang't feels his pain ease as Beyrk soothes the gob with a few well placed words. The sorcerer summons a wind that lifts him up to the second floor and into the corner beside a chair. Then Beyrk shouts at the guard, drawing Girth's attention to it although they can't see each other through all the bookshelves from their opposite corners. Kauldron steps up and wails on the nearest guard twice, leaving him hanging on to life by a very thin thread. A thread which Hrav cuts after he is blown down the aisle to the southern hallway to find himself behind the same guard. Only Quagmire was able to shake of the daze after charging the guard in the northeastern corner, although he failed to injure the guard with his attack.[sblock=Darksteed]
Darksteed said:
Action Point: Enfeebling Strike on G2
* Attack: 1d20+7 → [20,7] = (27) (CRIT!)
* Damage: 1d6+4 → [6,4] = (10)
* Effect: G1 takes a -3 penalty to attack until the end of next turn. This is on top of the -2 penalty to attack from Kauldron marking him. So, -3 to attack Kauldron, -5 to attack anyone else.
You hit G2 with the enfeebling strike but G1 gets the -3 to attack? Just checking here. Guessing that it was supposed to be G2 who was hit that takes the -3 extra to attack. Is this correct? If it was actually against G2, it's a moot point thanks to Hrav, but if it somehow did affect G1 instead, let me know so I can apply it.[/sblock]
The guard nearest Hrav slashes its halberd at him, but misses badly while triggering a flash of painful light for ignoring Kauldron. The same goes for the guard attacking Quagmire. The one attacking Hrav then backs up while the one beside Quagmire shifts around the corner to try and give himself some space.
Quagmire suddenly appears from behind Kauldron and nods past him towards Hrav like he's pointing something out for the goblin to look at but right at the last instant, Kauldron sees the short sword held in Quagmires hand stabbing towards his back. Shifting his weight slightly, the sword is deflected off Kauldron's armor which finally proves useful.[/sblock][sblock=Upstairs(Dang't only)]The mage turns toward Dang't and conjures a glowing missile which streaks towards the prone goblin and pierces his chest, causing another bleeding wound on the mascot. The mage yelps though as a flash of light burns him for ignoring the Paladin below. Dang't smiles though as he sees Kauldron tromp up the stairs and into the room where he comes to stand over Dang't. Instead of turning to defend the sorcerer though, the plate clad teammate stabs down at Dang't for some reason. The wily sorcerer twists his body out of the way though, barely avoiding the strike as he tries to figure out what is going on with his newest teammate.[/sblock][sblock=OOC]Yes, you are dealing with shapeshifters now also. This is strictly OOC though until somebody can beat their Bluff checks (with Insight checks) which are currently at 40 for the upstairs one (K'), and 31 for the downstairs one (Q'). Although Kauldron can see the Quagmire attacking him and the original Quagmire down at the end of the row, so he might have some clue why one is attacking him, even if he can't pierce their disguise.[/sblock]
Your turn...
[sblock=Attacks]
DC 5-6 check for Powerful Strike recharge for G1 and G3. (1d6=2, 1d6=1)Neither Guard recharges his Powerful Strike power.
Halberd basic attack at Hrav AC19 and Quagmire AC20. (1d20+10=11, 1d10+3=6, 1d20+10=11, 1d10+3=6)
Bluff checks vs Kauldron and Dang't (1d20+10+20=40, 1d20+10+20=31) Succeed to gain CA vs. Kauldron and Dang't
Kauldron and Dang't Insight checks (1d20+0=2, 1d20+1=5) Fail
versus Reflex 16 of Kauldron and Dang't (1d20+6=20, 1d20+6=21) Shapeshifter faint succeded vs both Kauldron and Dang't.
Short Sword attacks vs. Kauldron AC20 and Dang't AC15 with extra d6 dmg for CA. (1d20+8=9, 1d6+3+1d6=11, 1d20+8=10, 1d6+3+1d6=6)Both missed even without the +2 to attack for CA which I forgot to add! Damn lucky!
Magic Missile vs. Dang't Reflex 16 (1d20+7=19, 2d4+4=7) Hit Dang't for 7 force damage and the mage takes 7 radiant damage from Kauldron's mark.[/sblock][sblock=Status]
Party current/total HP's, [current/total HS's], conditions (* if already acted)
Hrav: 35/46, [5/8]; Dazed(save ends)
Quagmire: 30/41, [7/9];
Girth: 45/45, [9/10]
Dang't: 10/32 +5 temp, [6/8];
bloodied, prone, dazed(save ends)
Beyrk: 35/35, [9/11]
Kauldron: 14/29, [7/12];
Bloodied, prone
Milestones: 2 today (2 AP's awarded)
Enemy current(future)/total HP's/conditions:
Human Rabble 1: 0/1;
dead
Human Rabble 2: 0/1;
dead
Human Rabble 3: 0/1;
dead
Human Guard 1: 40/47; used Powerful Strike, marked by Kauldron
Human Guard 2: -33/47;
dead
Human Guard 3: 38/47; used Powerful Strike, marked by Girth
Human Mage: 35/42; used Thunder Burst, marked by Kauldron
Q': 45/45;
K': 45/45;[/sblock][sblock=Enemy Stats]
Human Rabble
Perception 10
HP 1; a missed attack never damages a minion
AC 15; Fortitude 13, Reflex 11, Will 11; see also
mob rule
Club (Standard, at-will) Weapon
+6 vs Armor Class; 4 damage.
Mob Rule - The human rabble gains a +2 power bonus to all defenses while at least two other human rabble are within 5 squares of it.
Human Guard
Perception 16
HP 47; Bloodied 23
AC 18; Fortitude 16, Reflex 15, Will 14
Halberd (standard;
at-will) Weapon: Reach 2; +10 vs. AC; 1d10 + 3 damage, and the target is marked until the end of the human guard’s next turn.
Powerful Strike (standard; recharge
) Weapon: Requires halberd; reach 2; +10 vs. AC; 1d10 + 7 damage, and the target is knocked prone.
Crossbow (standard;
at-will) Weapon
Ranged 15/30; +9 vs. AC; 1d8 + 2 damage.
Human Mage
Perception +5
HP 42; Bloodied 21
AC 17; Fortitude 13, Refl ex 14, Will 15
Quarterstaff (standard;
at-will) ✦ Weapon
+4 vs. AC; 1d8 damage.
Magic Missile (standard;
at-will) ✦ Force
Ranged 20; +7 vs. Refl ex; 2d4 + 4 force damage.
Dancing Lightning (standard;
encounter) ✦ Lightning
The mage makes a separate attack against 3 diff erent targets:
ranged 10; +7 vs. Refl ex; 1d6 + 4 lightning damage.
Thunder Burst (standard; encounter) ✦ Thunder
Area burst 1 within 10; +7 vs. Fortitude; 1d8 + 4 thunder
damage, and the target is dazed (save ends).
Str 10 (+2)
Dex 14 (+4)
Wis 17 (+5)
Con 12 (+3)
Int 18 (+6)
Cha 12 (+3)
Doppelganger Sneak
HP 45; Bloodied 22
AC 18; Fortitude 14, Refl ex 16, Will 16
Short Sword (standard; at-will) ✦ Weapon
+8 vs. AC; 1d6 + 3 damage.
Shapeshifter Feint (minor; at-will)
+6 vs. Reflex; the doppelganger gains combat advantage against
the target until the end of the doppelganger’s next turn.
Combat Advantage
The doppelganger sneak deals an extra 1d6 damage against any
target it has combat advantage against.
Change Shape (minor; at-will) ✦ Polymorph
A doppelganger can alter its physical form to take on the
appearance of any Medium humanoid, including a unique
individual (see Change Shape, page 280).
Str 11 (+1)
Dex 16 (+4)
Wis 12 (+2)
Con 13 (+2)
Int 10 (+1)
Cha 15 (+3)[/sblock]