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Kelzanarr (cooneypete)
11/3/2011 11:57:35 AM
PostID: 413849
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Kelzanarr deals a bit more damage to the lead thug in counter-attack for the thug's hostility!
[Hit AC 17 for 6 hp.]
Secure Rolls: Bond of retribution 1d20(10)+7 = 17 Bond of retribution damage 1d12(1)+5 = 6
This post last edited on 11/3/2011 12:50:31 PM
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Aelonn (dwightm)
11/3/2011 12:34:12 PM
PostID: 413859
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Jessica Darkwood (onlie2005)
11/3/2011 4:06:26 PM
PostID: 413884
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Sighing and realizing that a fight was in the cards, Jessica points her wand at the thug directly in front of her and unleashes a silvery bolt of energy that strikes him unerringly.
OOC: Cast Magic Missile on T1. Automatically hits. 7 damage. Secure Rolls: Initiative 1d20(18)+1 = 19
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Game Master (Smash)
11/3/2011 8:34:36 PM
PostID: 413896
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Will Round 2 ever end!
Kel in fact does hit with his mighty axe even through the pain of the Thugs crushing blow to his knee. Tit-for-tat they go. T1 takes 6 more
Aelonn disregards all the running up the stairs lets loose with a flurry of arrows guided by Sehanine to find the marks.
T5 is hit. I need to check on T4
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Game Master (Smash)
11/3/2011 8:35:24 PM
PostID: 413897
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Jessica. Holding on your action for intiative order.
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Game Master (Smash)
11/3/2011 8:49:36 PM
PostID: 413899
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Finally. Round 3 begins!
Thug6 Whereabouts still unknown. Hmmm. I think that's low enough for you to roll perceptions if you dare.
Thug2 Damn good spell the mage cast. He's still Sleeping..
.... The rest will have to wait.... Secure Rolls: Stealth. bonus added in later 1d20(7) = 7 Thug2 save 1d20(4) = 4
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Game Master (Smash)
11/3/2011 10:39:44 PM
PostID: 413906
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Aelonn, You indeed hit T4, and that just ticks him off. And instead of doing a slam down on Pitch. And now that your front line is gone. He's going to charge you!.. Just proves you can't rely on kobolds...
Thug 4 Damn..those stairs are slippery. The shifter flys down the stairs but can't find his footing on the last step and has to use the building to keep from falling over. He still taunts Aelonn.. "What'cha going to do, pretty boy? Hit me with that bow again?"
Jessica Focused on her tormentor, T1, she unleashes yet more magic. A seed of power impacts the brute. -7 more hp on T1 Jessica's attack enrages T1. (he's bloodied) Secure Rolls: T4 Charge 1d20(3)+9 = 12
This post last edited on 11/3/2011 10:42:40 PM
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Game Master (Smash)
11/3/2011 10:59:32 PM
PostID: 413908
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Thug3 Sustains his grapple (minor) and tries to drag Ruphus away (standard), but alas he proves to be too much trouble so he decides his efforts are better served helping out his friends. (Move) He shifts (3 sq. south) to support the other thugs. In doing so, he takes advantage of cover and concealment.
Ruphus Free of the choke hold. Ruphus has to decide to help or run. Instead he prays for strength and healing and his God answers (Standard: Healing surge) (Move) he crawls over to T2 (minor) to retrieve his mace from the prone thug.
Kelzanarr it appears you're up in the new initiative scheme Secure Rolls: strength check 1d20(4)-1 = 3
This post last edited on 11/3/2011 11:00:04 PM
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Game Master (Smash)
11/3/2011 11:19:49 PM
PostID: 413909
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Middle of Round 3
Combat map is updated. Combat Map (LP)
This post last edited on 11/3/2011 11:23:34 PM
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Aelonn (dwightm)
11/4/2011 12:24:08 AM
PostID: 413911
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Aelonn's next turn (ROUND 3):
Aelonn replies grimly, "Packin' more than a bow, Fuzzy."
Aelonn drops his bow, pulls his father's battered longsword from its scabbard and takes a mighty swing at the shifter's leg, hoping to slow him down.
Too close to the building and preoccupied, so not even going to try Perception on T6.
Free: banter & drop bow Minor: draw longsword Minor (no move action): Hunter's Quarry on T4 (+1d8 damage)
Standard: Hunter's Bear Trap (daily) (19 vs AC on T4 for 13 (inc. HQ)) On hit, target is slowed and ongoing 5 (save ends both). On miss, half damage and slowed til end of next turn. Secure Rolls: Hunter's Bear Trap (lsword) 1d20(14)+5 = 19 HBT damage with HQ 2d8{(4)(1)}+2+1d8(6) = 13
This post last edited on 11/8/2011 10:46:57 AM
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Kelzanarr (cooneypete)
11/4/2011 5:55:29 AM
PostID: 413918
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[Disregard this note.]
This post last edited on 11/4/2011 7:40:07 AM
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Kelzanarr (cooneypete)
11/4/2011 7:48:15 AM
PostID: 413932
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Kelzanarr cries aloud, "Tempus! Aid us in felling this cretin!" He then shouts aloud in some gutteral tongue, and a wave of light and thunder booms out from him, which despite their ducking still causes both nearby foes some pain.
He then
[Minor: Oath of Enmity on T1. Standard: Daily power Argent Mantle. Hits Fort defense of 13 on T5 and misses T1; damage is 17 hp on a hit, 8 on a miss. Kel can now re-roll any damage roll until the end of the encounter.
Then Action Point: Relentless Attack (encounter power) on T1, hits for 17 hp damage. Also pushes T1 back 2 squares to the north then shifts 2 squares after him.
If, perchance T1 is dropped by the Argent Mantle, Kel will use his second Minor to Oath T5 and do the Relentless attack on T5, but won't push him. If T1 is dropped by Relentless Attack, use other Minor to Oath on T5.
Let me know if you have questions about all that :-)] Secure Rolls: Attack on T5 vs. Fort 1d20(8)+5 = 13 Attack on T1 vs. Fort 1d20(2)+5 = 7 damage 2d10{(2)(10)}+5 = 17 Relentless Attack 1d20(9)+7 = 16 Relentless Attack damage 2d12{(7)(5)}+5 = 17
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Ditch (sammichweasel)
11/4/2011 8:10:28 AM
PostID: 413933
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[Guess I should wait for T1 to go, seeing as he's the most likely to potentially spoil my turn ^.^]
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Game Master (Smash)
11/4/2011 2:33:03 PM
PostID: 413956
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Kel, careful with the Oath. It's only Melee attacks and only if no other adjacent enemies.
Your divine burst of Tempus' power radiates from your body as you call it forth, but the rays of light are diffused by the rain that falls and the thugs own laughing god must protect them too. (I'm pretty sure you'll miss both. I'll revise if I'm wrong)
Seeing that Tempus' hand had called upon Kelzanarr to test his own mettle than rely on his power.. Kel follows up with yet another physical attack. Axe head that would normally fell an ordanary man, just makes the Thug madder..although visibly very hurt. -17 more hp
This post last edited on 11/4/2011 2:35:25 PM
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Game Master (Smash)
11/4/2011 2:39:08 PM
PostID: 413957
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Thug1 Ok. need to check the books... Reserve the right to modify the Kel story... as a special power may come into play. Please hold on.... Secure Rolls: recharge 1d6(5) = 5
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Game Master (Smash)
11/4/2011 7:48:23 PM
PostID: 413964
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Rewind.. Kel
You actually hit T5, but he uses a special ability to dodge out of the way of beam of light. Another ray from your Ardent Mantle may still do him in. Re-Roll Ardent attack and damage
The Mantle does miss T1, but your relentless attack still hits.
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Game Master (Smash)
11/4/2011 7:55:25 PM
PostID: 413965
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Thug 1 (Standard:Gambit attack) Blood trickles into Thug1's eyes and his wild swing goes wide and the club richocets off of the stone stairs and the reverb induces more pain into his already shattered body.
Damn! T1 hits himself otherwise you were looking at 4d6+7 damage.. -5 Hp and he looks really bad
(Move)T1 attempts to move back north behind T3. He probably won't get there but hey... Secure Rolls: Gambit attack 1d20(2)+8 = 10 damage 1d6(5) = 5
This post last edited on 11/4/2011 8:02:55 PM
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Game Master (Smash)
11/4/2011 8:04:34 PM
PostID: 413966
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Ditch Attack of Opty,
And then your regular actions
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Ditch (sammichweasel)
11/4/2011 11:30:29 PM
PostID: 413976
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A bit surprised at the thug's movement, Ditch is unprepared. However, he quickly recovers, moving just a bit closer to the leader. A second wave of shadows darts out to the bastard, only this time, Ditch grins maniacally as they proceed up the thug's leg, around his back, and wrap around his throat! He yanks his hand back, frowning as only a mere fraction of the shadows actually tear through his skin.
Free :: Second Shroud on T1 Move :: Move within 5 Standard :: Executioner's Noose with both shrouds. Miss, so he takes 1d6... and I didn't roll into even the range of a non-prime number. Secure Rolls: OA - basic 1d20(3)+3+2 = 8 Executioner's Noose (Fort) - T1 1d20(2)+4+2 = 8 Invoked Shroud 1d6(1) = 1
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Game Master (Smash)
11/5/2011 11:15:47 AM
PostID: 413986
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Ditches shadows crawl up the thug leader's legs, but the tendrils peter out before they can coalesce around his neck. The Last Laughers are friends of the shadows and the power that drives this power if fickle.. Ditch's noose is ineffective... this time around...
(Ok I feel better.. I'm not the only one rolling crap'o'taskic.)
It would be shameful to die, but it would be more shameful to be seen being chased down the alley by a little Kobold and live.. so.. against better judgement, Thug1 turns to face down this new nemesis.
Waiting on Kelzanarr's reroll on T5 It most likely will affect his action. Secure Rolls: T1 Morale 1d20(14) = 14
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