OOC:
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Has anyone else healing left for Raijin? If not, shall I still use Rune of mending on my character (Vimak)? The sorcerer saved vs the ongoing and Vimak is a melee character.
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OOC:
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Lerrick revived Halleck and Vimak. Maybe she can help.
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[sblock=DM Eye's Only Please ignore]
The attacks of the hunter cause Hank to lose it.
ArrrrgggghHHHH! Get the archer! he roars to the knife fighter.
Yes sir! the loyal thug states, immediately rushing towards Quan.
[sblock=Mechanics]
Halleck: attack against Hank: Miss, switch +2 to Vimak
Jailin: attack against Hank: Miss, saved vs on-going
Skalisss: attack against Hank: Miss
Quan: Hits Hank for 24 and Hank is dazed save ends, gains 5 hp
Primera: Hits Hank for 8 and causes Hank to hit for 13 against BK2, Hank takes 7 more damage from Skalisss
Nementah: Hits Hank for 19, gains 5 hp
Rocco: Hit BK2 for 11 and Mark him, misses Hank no mark, fails save vs dazed...for the third time
Vimak: Hit BK2 for 17, heals for 10
Total Damage Tally:
BK2: 41 damage
Hank: 34 and dazed
Baddies turn:
BK2:
Hank: Dance of the Knife (recharged when Hank became bloodied) 1d20+15 for 2d4+7 for everyone except Rocco and Quan.
Order of attack:
Skalisss: Attack roll 31 Hit for 13
Vimak: Attack roll 28-2(Halleck power)=26 Hit for 15
Primera: Miss
Raijin: Miss
Lerrick: Miss
Nementah: Attack roll 24-1(skalisss power) 23 Hit for 15
roll look up for Hank's attack against Skalisss, Vimak and Primera
roll look up for attacks against Raijin, Lerrick and Nementah
save vs Dazed: 1d20+2=14 saved
Total Damage to Allies:
[/sblock]
[sblock=Stats]
Quan:
50/50 HS 6/7 AP 0:
Rocco:
61/61+3THP : Dazed (save ends)HS 9/12 AP 0:
Dancing Defense, Flesh Grinder Gauntlet Axe Power
Nementah:
48/56 HS 11/11 AP 0:
Protective Roots
Raijin:
31 and 5 on-going/48 HS 6/6 AP 0:
Brooch of Shielding
Skalisss:
60/68+7THP +2 all defenses TENT HS 11/11 AP 0:
Paladin's Judgement, Sacred Circle, Martyr's Retribution, Healing Word
Primera:
Gone
Vimak:
34/54HS 9/10 AP 1:
Halleck:
45/55+7THP (resist all 6) HS 8/8 AP 0:
Conon of Avoidance, Stirring Shout
Enemies:
Bandit Minions B1:
1//1 DEAD
Bandit Minions B2:
1//1 DEAD
Bandit Minions B3:
1//1 DEAD
Bandit Minions B4:
1//1 DEAD
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 DEAD
Bandit Berserker BB3:
DEAD
Bandit Berserker BB4:55/66 DEAD
Bandit Knife Fighter BK1:
62/162 DEAD
Bandit Archers BA1
25/43 RAN AWAY
Bandit Archers BA2
24/43 RAN AWAY
Bandit Archers BA3
DEAD
Bandit Archers BA4
DEAD
Bandit Archers BA5
DEAD
Bandit Mage: BM1:
DEAD
Bandit Knife Fighter BK2:
74/162 BLOODIED
Hank the Tank H:
126/200 Saved vs Dazed
[/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
)
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
The arbalester makes two bolt attacks, each against a different
target. The targets must be within 5 squares of each other.
Bandit Mage
HP 42; Bloodied 21
AC 17; Fortitude 13, Ref 14, Will 15
Speed 6
Powers: ???
Full Stats on Hank: Bandit Leader (Human)
HP 200; Bloodied 100
AC 24; Fortitude 21, Reflex 23, Will 22
Saving Throws +2
Speed 6
Action Points 0
Dagger (standard, at-will)  Weapon
+15 vs AC; 2d4+7 damage.
Dagger (standard, at-will)  Weapon
Ranged 6/12; +15 vs AC; 2d4+7 damage.
Shapechanger's Flurry (standard, at-will)  Weapon
Melee or ranged; Hank makes two basic attacks. He can shift 1 square as a free action after each hit
Dull Minds (minor, recharge )  Psychic
Close burst 5; +12 vs Will; the target takes a –2 penalty to attack rolls against Hank, or –4 if the attack occurs when it is not the target’s turn (save ends). If Hank hits a creature that is marking him with this attack, the mark ends and the target cannot mark Kreelo until the target saves.
Steel Slipstream (standard, recharges when first bloodied)  Weapon
Close blast 5; +15 vs AC; 2d4+7 damage and slide 1. After all attacks are complete, Hank shifts to any square in the blast.
Skirmish
If Hank ends his move at least 4 squares from the square where he started the move, his attacks deal 1d8 extra damage until the start of his next turn.
Change Shape (minor; at-will)  Polymorph
Hank can alter his physical form to take on the appearance of any Medium humanoid, including a unique individual.
Alignment Evil
Languages Common, Dwarven, Elven
[/sblock]
[sblock=Map]
map
Note: If you hit a foe, please subtract damage from total hp as shown on map
[/sblock]
[sblock=Adventure Summary]
Motives
Summary of Events
Prevented a flesh golem from killing the Weinfurter family. Body guard turned bad.
[/sblock]
OOC:
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if I missed something please let me know
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[/sblock]