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<blockquote data-quote="Phoenix8008" data-source="post: 4495167" data-attributes="member: 211"><p>-Quagmire charges and draws first blood against the creatures.</p><p>-Hrav follows that up with a strike of his own to the same scorpion which Quagmire injured.</p><p>-Girth dissapears and then reappears next to a bush where he launches his own attack against another scorpion. The dark energy hurts the creature even further as it moves closer to the source of its pain.</p><p></p><p>-The scorpions move forward and mostly surround Quagmire. The one he injured grabs him in its claws and squeezes hard (5 dmg and grabbed by S1) while the one from furthest away stings him with its stinger (6 poison damage, immobilized and 5 ongoing poison damage)</p><p></p><p>-The other two scorpions attack Hrav, but can't catch ahold of the bugbear.</p><p>[sblock=combat details]<strong><u>Initiatives</u></strong></p><p>24 - Quagmire: 11 dmg, grabbed, ongoing 5 poison damage and immobilized (save ends), will take 5 lightning damage if still grabbed at start of S1's next turn.</p><p>21 - Hrav</p><p>20 - Girth</p><p>15 - Stormclaw Scorpions</p><p>12 - Alexander</p><p>07 - Brudd</p><p></p><p>S1 - 21 damage</p><p>S2 - 20 damage</p><p>S3 - undamaged</p><p>S4 - undamaged</p><p>S5 - undamaged</p><p>S6 - undamaged</p><p></p><p>OOC: Quagmire can attempt escape from the scorpions claws with a move action(Athletics or Acrobatics check) but will still be immobilized until he makes a save against the poison. He can still attack, just not move from that spot by his own choice. He can also use his Hobgoblin power to make an immediate save against the poison and immobilization before his next turn starts.</p><p></p><p>Also, the green spikey things are trees and bushes which provide cover. The palm tree on the ground takes one extra square of movement to cross over.</p><p></p><p><a href="http://invisiblecastle.com/roller/view/1756555/" target="_blank">S1, S3, S4, and S6 attacking Quagmire(2 claws, 2 stings) (1d20+8=26, 1d6+3=5, 1d20+8=10, 1d6+3=6, 1d20+6=11, 1d4+3=7, 1d20+6=15, 1d4+3=6)</a></p><p><a href="http://invisiblecastle.com/roller/view/1756572/" target="_blank">S2 and S5 clawing at Hrav. (1d20+8=13, 1d6+3=5, 1d20+8=11, 1d6+3=5)</a>[/sblock]</p></blockquote><p></p>
[QUOTE="Phoenix8008, post: 4495167, member: 211"] -Quagmire charges and draws first blood against the creatures. -Hrav follows that up with a strike of his own to the same scorpion which Quagmire injured. -Girth dissapears and then reappears next to a bush where he launches his own attack against another scorpion. The dark energy hurts the creature even further as it moves closer to the source of its pain. -The scorpions move forward and mostly surround Quagmire. The one he injured grabs him in its claws and squeezes hard (5 dmg and grabbed by S1) while the one from furthest away stings him with its stinger (6 poison damage, immobilized and 5 ongoing poison damage) -The other two scorpions attack Hrav, but can't catch ahold of the bugbear. [sblock=combat details][B][U]Initiatives[/U][/B] 24 - Quagmire: 11 dmg, grabbed, ongoing 5 poison damage and immobilized (save ends), will take 5 lightning damage if still grabbed at start of S1's next turn. 21 - Hrav 20 - Girth 15 - Stormclaw Scorpions 12 - Alexander 07 - Brudd S1 - 21 damage S2 - 20 damage S3 - undamaged S4 - undamaged S5 - undamaged S6 - undamaged OOC: Quagmire can attempt escape from the scorpions claws with a move action(Athletics or Acrobatics check) but will still be immobilized until he makes a save against the poison. He can still attack, just not move from that spot by his own choice. He can also use his Hobgoblin power to make an immediate save against the poison and immobilization before his next turn starts. Also, the green spikey things are trees and bushes which provide cover. The palm tree on the ground takes one extra square of movement to cross over. [url=http://invisiblecastle.com/roller/view/1756555/]S1, S3, S4, and S6 attacking Quagmire(2 claws, 2 stings) (1d20+8=26, 1d6+3=5, 1d20+8=10, 1d6+3=6, 1d20+6=11, 1d4+3=7, 1d20+6=15, 1d4+3=6)[/url] [url=http://invisiblecastle.com/roller/view/1756572/]S2 and S5 clawing at Hrav. (1d20+8=13, 1d6+3=5, 1d20+8=11, 1d6+3=5)[/url][/sblock] [/QUOTE]
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