OOC:
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Vimak attacked a foe that was already killed by Nementah. Instead of waisting a crit, i moved his attack to BB3 for 19 points damage. Since his weapon had reach capability I kept Vimak two squares away from his new target. I hope you're okay with that. I couldn't see another target he could have hit.
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The battle rages on...
The heroes, especially the sorcerer, thin the ranks of the gang with their lethal attacks, including one of the archers. Other members of the party take the time to heal their comrades. Quan vanishes into darkness, much to the surprise of an archer who had him in his sights. However, remaining archers continue with yet another successful counter attacks, this time hitting some of the heavy armored ones. The remaining land foes swarm Rocco, but his heavy armor deflects most of the blows. Lerrick, observers all of this from a great hidding place...under the wagon.
OOC:
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1. Although not mentioned in the mechanics, I did take into account the AC bonus for members of the party within Skalisss's Sacred Circle shown on the map and included cover to allies who where given cover due to the wagon being in the way of the view of archers firing their arrows from the other side.
2. Please continue to keep your statblocks updated for each round. Vimak and Halleck have hitpoint damage and healing surge info from previous adventures I think. If you want to keep it that way that is fine with me . JK
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[sblock=Mechanics]
Skalisss: Sacred Circle and healing word on Rocco: HS and 1d6
Halleck: Majestic word on Raijin, vicious mockery on B7 Dead
Jailin: Dragon Mantle: kills B6 and B8, teleport bash BB2 for 25 hp damage, 2 thunder damage to BA3
Quan: miss, stealth check success
MetaVoid: kills BA3, +4 thp to Nementah and Vimak
Rocco: Kills B9 and marks BB3, +3 AC and Reflex
Walking Dad: Crit on BB3 for 19 damage
Total Damage Tally:
B6 Dead
B7 Dead
B8 Dead
B9 Dead
BA3: Dead
BB2: 25 damage
BB3: 19 damage and marked by Rocco
Baddies turn:
BA1:
Bolt 1: Skalisss Miss Bolt 2: Vimak Hit for 6
BA2:
Bolt 1: Skalisss Miss Bolt 2: Hallack Hit 14
BA4: Bolt 1:
Rocco (Crit for 14) Bolt 2: Raijin Miss
BA5:
Bolt 1: Vimak Hit for 7 Bolt 2: Nementah Miss
BB2 attacks Halleck:
Miss
BB4: Flanks Rocco and attacks:
Miss
BB3: Attack Rocco (flanked):
Hits for 7 even with Rocco +3 bonus to AC
B4: Attack Halleck:
Miss
[/sblock]
[sblock=Stats]
Quan:
32/50 HS 7/7 AP 0:
Rocco:
35/61 HS 10/12 AP 0:
Nementah:
45/56 +4 THP HS 11/11 AP 1
Raijin:
43/48 HS 6/6 AP 0:
Skalisss:
61/68 HS 11/11 AP 0
Primera:
2/13 for one round
Vimak:
45/54 +0 THP HS 10/10 AP 1
Halleck:
41/55 HS 8/8 AP 1
Enemies:
Bandit Minions B1:
1//1 DEAD
Bandit Minions B2:
1//1 DEAD
Bandit Minions B3:
1//1 DEAD
Bandit Minions B4:
1//1
Bandit Minions B5:
1//1 DEAD
Bandit Minions B6:
1//1 DEAD
Bandit Minions B7:
1//1 DEAD
Bandit Minions B8:
1//1 DEAD
Bandit Minions B9:
1//1 DEAD
Bandit Berserker BB1:
66/66 DEAD
Bandit Berserker BB2:
41/66
Bandit Berserker BB3:
45/66
Bandit Berserker BB4:55/66
Bandit Knife Fighter B1:
62/162 DEAD
Bandit Archers BA1
43/43
Bandit Archers BA2
43/43
Bandit Archers BA3
DEAD
Bandit Archers BA4
24/43
Bandit Archers BA5
24/43
[/sblock]
[sblock=Enemies]
Enemies:
Bandit Minion
HP 1; a missed attack never damages a minion.
AC 19; Fortitude 17, Ref 14, Will 15; see also mob rule
Speed 6
Club (standard; at-will) ✦ Weapon
+12 vs. AC; 6 damage.
Mob Rule
The human lackey gains a +2 power bonus to all defenses while
at least two other human lackeys are within 5 squares of it.
Bandit Berskerers:
HP 66; Bloodied 33; see also battle fury
AC 15; Fortitude 15, Refl ex 14, Will 14
Speed 7
Greataxe (standard; at-will) ✦ Weapon
+7 vs. AC; 1d12 + 4 damage (crit 1d12 + 16).
Battle Fury (free, when first bloodied; encounter)
The human berserker makes a melee basic attack with a +4
bonus to the attack roll and deals an extra 1d6 damage on a hit.
Handaxe (standard; at-will) ✦ Weapon
Ranged 5/10; +5 vs. AC; 1d6 + 3 damage.
Knife Fighter
HP 162; Bloodied 81
AC 21; Fortitude 19, Reflex 19, Will 19
Saving Throws +2
Speed 7
Action Points 1
© Wounding Dagger (standard; at-will) 4 Weapon
+12 vs. AC (crit 19-20); 1d6 + 6 damage (crit 1d6 + 12) and
ongoing 5 damage (save ends).
+ Dance of the Knife (standard; at-will) 4 Weapon
+12 vs. AC (crit 19-20); 1d6 + 6 damage (crit 1d6 + 12). Effect:
The human knife fighter shifts 2 squares after the attack and
makes one more attack against the same target or a different
one. The knife fighter then shifts 2 squares.
Peerless Tumbler (move; recharge :X ji
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
)
The human knife fighter shifts 4 squares, ignoring difficult
terrain.
Combat Advantage '
A human knife fighter deals 2d6 extra damage
Bandit Archer
Initiative +6 Senses Perception +9; darkvision
HP 33; Bloodied 21
AC 14; Fortitude 15, Reflex 17, Will 15
Immune disease, poison
Speed 6 ______
© Slam (standard; at-will)
+11 vs. AC; 1 d6 + 4 damage.
© Bolt (standard; at-will)
Ranged 20/40; +11 vs. AC; 1d10 + 4 damage.
•Y Double Shot (standard; recharge : : X fl))
The arbalester makes two bolt attacks, each against a different
target. The targets must be within 5 squares of each other.
[/sblock]
[sblock=Map]
map
Note: Archers have cover -2 for hero attack rolls
[/sblock]
[sblock=Adventure Summary]
Motives
Summary of Events
Prevented a flesh golem from killing the Weinfurter family. Body guard turned bad.
[/sblock]
[/sblock]