[sblock=OOC]Big apology again.
I ended up having to work Thursday and Friday both shifts to cover the person that was supposed to only be out of town Tuesday and Wednesday. Saturday was a catch up day and dealing with being laid off/getting back onto unemployment. So on the bright side, I'll have more time to stay up to date with my posting here.
Between job hunting that is. Anyway, on to the important part: getting this game rolling again.[/sblock][sblock=Downstairs]Hrav points his rapier at the mage by the balcony upstairs. The spray of acid shoots up and totally covers the upper half of the mage, leaving him screaming as his flesh melts away and the blood starts to flow like a river down him. Quagmire climbs the bookshelf out of sight to the upper floor. Beyrk also climbs up the bookshelves to the upper floor. Kauldron holds his weapon at the ready to defend against any attack.[/sblock][sblock=Upstairs]Girth blasts the mage with a cloud of Frigid Darkness, covering him in a frosty coating which appears painful. Dang't tries to bluff 'Kauldron' in front of him before standing up, but its obvious that Dang'ts foe doesn't buy it for a second. Quagmire appears and hops over the balcony from below and moves towards 'Kauldron' while giving Dang't some hope that he's not alone. Beyrk climbs into sight and flips over the balcony right beside Quagmire. He also bolsters Dang't with an encouraging word, but is too winded from the climb to attack the enemy mage.[/sblock][sblock=Enemies turn]The halberd weilding guard moves around the shelves and stabs at Hrav, but the bugbear just manages to dodge the attack.
'Hrav' goes to attack Kauldron again, but the goblin smacks him in the arm just as he goes to move. When 'Hrav' swings again, the arm that was hit just flops around as if numb, totally missing Kauldron.
'Kauldron' stabs again at the revivified Dang't, damaging him slightly, but not much. (Storm Soul wouldn't have helped.)
The mage blasts lightning across the balcony to hit Girth and Quagmire, but missing Beyrk. He then steps to the door beside him and pulls out a key which he begins unlocking the door with.[/sblock]Your turn...
[sblock=Attacks/Rolls]
HG3 recharge Powerful Strike if 5 or 6 (1d6=3)
HG3 Halberd attack at Hrav AC19 (1d20+10=17, 1d10+3=6)
'Hrav' attacks Kauldron AC20 w/+2 CA, -3 Marked (1d20+8+2-3=8, 1d6+3+1d6=13)
'Kauldron' vs. Dang't AC15(19 w/Storm Soul if it helps) w/CA (1d20+8+2=21, 1d6+3+1d6=10)
Dancing Lightning vs. Girth Ref 16, Quagmire Ref 15, and Beyrk Ref 14 (1d20+7=24, 1d6+4=7, 1d20+7=25, 1d6+4=6, 1d20+7=9, 1d6+4=6)[/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: 19/41, [7/9];
Bloodied
Girth: 38/45, [9/10];
Dang't: 26/32, [4/8];
Beyrk: 35/35, [9/11]
Kauldron: 29/29, [6/12];
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: -1/47;
dead
Human Guard 2: -33/47;
dead
Human Guard 3: 38/47; used Powerful Strike, marked by Girth
Human Mage: 3/42; used Thunder Burst, used Dancing Lightning, marked by Kauldron, grants CA till after Girth's next turn, -2 AC,
Bloodied
H': 32/45; marked by Kauldron
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]