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Game Master (Smash)
5/21/2012 5:17:00 PM
PostID: 422764
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Dug, You may get an AoO attack. May as well roll that too.
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Aelonn (dwightm)
5/21/2012 5:55:54 PM
PostID: 422768
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Aelonn moves around to get the best vantage point of the field of battle and lets another pair of arrows loose.
Move: North 3, should put me SW of the NE pillar. Standard: Twin Strike against HK1 Arrow 1: 17 vs AC for 12 dmg Arrow 2: 16 vs AC for 13 dmg Quarry: 1 damage Smash: Let me know if either or both of these miss and I will re-roll one with elven accuracy. Everyone's atk rolls have been too good to pin down these guys' AC. :) Secure Rolls: Twin Strike 1 against HK1 1d20(11)+6 = 17 Twin Strike 2 against HK1 1d20(10)+6 = 16 Twin Strike Dmg1 against HK1 1d10(8)+4 = 12 Twin Strike Dmg2 against HK1 1d10(9)+4 = 13 HQ damage against HK1 1d8(1) = 1
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Game Master (Smash)
5/22/2012 11:40:54 AM
PostID: 422786
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Go ahead and re-roll one. If I'll have to look it up. (got busy last night) If not needed, I won't count it.
This post last edited on 5/22/2012 11:41:13 AM
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Aelonn (dwightm)
5/22/2012 12:04:02 PM
PostID: 422789
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14. Pffft... OK - I hope it wasn't needed. Secure Rolls: Elven Accuracy reroll for TS2 1d20(8)+6 = 14
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Game Master (Smash)
5/22/2012 11:28:13 PM
PostID: 422817
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Flustred by the charging Knight Creepers, Both of Aelonn's arrows miss their target. Even the noted aim of the Elven kind can't anticipate the bobs and weaves of the on coming creature. He feints as if charging the elf, but changes direction to go after the Titan... throwing off his aim.
HK1 & HK2 The pair of creepers work in concert with each other to work on the biggest foe, Dug.
HK1: & HK2: Both Drops Xbow (Free) Draws Two Short Swords (Minor)
HK2 moves around the pillar. NW, N, E, E. As he moves, swirls of shadow mask his steps. As Dug tries to strike the wispy target with his makeshift pole, he only strikes the pillar. As Dug twists to track the moving shadow, he leaves himself open to attack Dug is CA until end of turn
HK2 strikes as he rounds the pillar and as the Dug's Iron rod is entangled behind the Gnome statue. The Hex Knight takes advantage and cuts the titan's leg twice. -17 hp and slowed to end of HK2 next turn (Yikes critical hit. Ignore 2nd dam roll as it's max damage)
HK1 after dodging Aelonn's arrows. Jinks toward Dug's exposed rear. As he closes in, he exudes the same dark step as he phases in and out of shadows Not that he needed to as he now flanks Dug. (Yikes ANOTHER critical hit. )
Another - 10 hp on Dug. Dug is Bloodied
The last attack misses.
(OOC: well that made up for earlier rolls.) Secure Rolls: Dug AoO 1d20(15)+7-4 = 18 HK2 Att 1 1d20(17)+9+2 = 28 HK2 Att 2 1d20(20)+9+2 = 31 HK2 Dam 1 1d6(3)+4 = 7 HK2 Dam 2 1d6(3)+4 = 7 HK1 att 1d20(20)+9+2 = 31 HK1 att 2 1d20(3)+9+2 = 14
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Game Master (Smash)
5/23/2012 12:05:15 AM
PostID: 422818
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Dug is hurting bad after two critical hits.... 1 HP left. (he was still down a few HP from the last encounter.)
I rolled for Dub's AoO since he's on work shift. if anyone can see an extra plus 1, his AoO will hit. The funky 'Dark Step' power causes -4 to any AoO attack and CAs anyone adjacent after the movement.
The Hex Knights have better armor then their SB bolter cousins and are @ AC19.
After this round, I may need to play my contingency card.... We'll see...
Catra, Dug's actions.
Dug's Action My thoughts for Dug's action if Dubs doesn't chime in due to work.. I don't want to be the cause of his death...but to move things along....
(Standard)Daily: Swift Panther. Allows him to attack and Shift 2 - This will allow him to get out of being flanked (but he'll still be CA )
(Free) Action point, to do a Second Wind to get back some HP.
(Move) can move 2Sq more.
(Minor) stones endurance: resist 5 damage
Anyone else have a better plan?..
Combat Map (LP) is updated
This post last edited on 5/23/2012 12:24:14 AM
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Catra Rosewood (LadyMer)
5/23/2012 12:30:48 AM
PostID: 422822
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Catra sends a pair of bullets arcing toward one of the knights.
[Move Action: Ambush trick again! Standard: Ranged basic attack against HK2. 18 vs AC, so a miss. Action point for another try. 26 vs AC, 16 Damage.] Secure Rolls: Ranged Attack 1d20(9)+9 = 18 Ranged Attack #2 1d20(17)+9 = 26 Damage 1d6(6)+6+2d6{(3)(1)} = 16
This post last edited on 5/23/2012 1:24:57 AM
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Game Master (Smash)
5/23/2012 12:53:25 AM
PostID: 422827
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Catra's stone flies true once again. With his attention on the hulking barbarian, He can't avoid the smooth spinning rock which cracks through his veil of shadows and more than bloodies the Hex Knight.
-16 hp (-37HP total) Bloodied
A Wry smile comes across Catra's face as she knows by the sound of the 'thwack' that someone's skull was fractured.
This post last edited on 5/23/2012 1:03:47 AM
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Catra Rosewood (LadyMer)
5/23/2012 1:22:45 AM
PostID: 422833
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"Ha! Take that! You leave him alone!" Catra crows.
Free Action: Taunting the Hex Knight, which will in no way backfire.
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Game Master (Smash)
5/23/2012 1:40:02 AM
PostID: 422835
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Bottom Round 3 Dug's action -- On hold for now
Top of Round 4
SB1: Still tries to avoid Kell and to continue to use his Xbow. He desperately wants to get out of the corner and like the Knights in the south also moves with ribbons of shadow maskng his steps. He moves directly south 4 squares. Then fire his Xbow at (Kel or Aelon?).. He targets his nemesis...
Kel, gets an AoO As the Shadow Bolter passes, Kelzannar strikes out with his bond of Retribution. His axe cleaves through the shadow deceptions and strikes true.
However the expected resistance of the Axe hitting bone was not there and he is unable to recover his weapon speed leaving him at a disadvantage. As Kel makes his AoO attack, the black bolts in his armor glows and his wound glows a sickly yellow color then fades.
SB1 is -15 HP
Another black bolt strikes Kelzannar.
(Kell takes -12 hp from another bolt and another 5 necrotic damage from the bolt already sticking out of him. He is also CA until end of SB1 turn. Saved against black bolt effects. )
Secure Rolls: Kel or Aelonn 1d2(1) = 1 SB1 att. 1d20(9) = 9 SB1 dam 1d8(7)+5 = 12 Kelzannar AoO? yes/no 1d2(2) = 2 Kelzannar AoO att 1d20(16)+3 = 19 Kelzannar AoO dam 1d12(10)+5 = 15 Kel Save from Black Bolt effects 1d20(11) = 11
This post last edited on 5/23/2012 1:41:48 AM
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Game Master (Smash)
5/23/2012 2:04:44 AM
PostID: 422836
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For the second time in this encounter, Kelzannar is bloodied as well. (@ 10 HP left)
SB2: Through the baricade SB2 see's the titan and the battle outside the barricade. He wants to help, but there's a darn Gnome in the way! He backs up as if to charge but instead he too uses the swirling ribbons of the shadow plane to move and leaps upon the baricade to get a height advantage over the Gnome. (MOVE NW,E, E[difficult terrain] you are CA as you are also distracted by the flowing, shadowy movement and the charge feint.
A flurry of daggar blades lashes out stabbing determined to get through.. (Standard Basic Melee)
Warryn, you also get an AoO on SB2 and your action. (don't forget your save roll)
SB2's combat results after your AoO if you take it. Secure Rolls: sb2 att 1d20(19) = 19 sb2 dam 1d4(4)+5+5 = 14 sb2 Jump 1d20(10)+4 = 14
This post last edited on 5/23/2012 2:20:52 AM
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Warryn Starsong (Shadowsmith)
5/23/2012 1:42:05 PM
PostID: 422849
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As the creature makes its move, Warryn lashes out with his rapier. The arcane power of his Bladesong gives his strike speed and power.
AoO: Still under Bladesong and the creature is still granting Combat Advantage. 23 vs. AC, 14 damage Reminder: Warryn is still under Bladesong and so has a +2 to all his defenses Secure Rolls: Attack (Rapier) 1d20(12)+7+2+2 = 23 Damage (Rapier) 1d8(5)+4+5 = 14
This post last edited on 5/23/2012 1:47:59 PM
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Warryn Starsong (Shadowsmith)
5/23/2012 2:09:32 PM
PostID: 422850
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With the Bladesong starting to fade, Warryn strikes again at the shadowy creature.
Move: Close with the creature if needed. Standard: Basic melee attack 30 vs. AC, 13 damage No Action: If he hits with the melee attack, Unseen Hand, auto hit, 2 points of force damage and slide him three squares to the other side of Warryn. End of Turn: Bladesong ends, Save roll 9 failed again
Secure Rolls: Attack (Rapier) 1d20(19)+7+2+2 = 30 Damage (Rapier) 1d8(4)+4+5 = 13 Save 1d20(9) = 9
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Aelonn (dwightm)
5/23/2012 3:40:32 PM
PostID: 422854
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Holy feisty little people, Batman! Warryn you're on fire! In a good way, not the ongoing damage kind of way.
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Warryn Starsong (Shadowsmith)
5/23/2012 4:08:43 PM
PostID: 422855
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Yeah, but if I'm reading things right, Warryn has 4 hit points right now.
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Aelonn (dwightm)
5/23/2012 5:39:08 PM
PostID: 422859
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We'll have to wait and see what Smash has in store, but your target was bloodied at -28HP before your AOO and main attack which did a total of 29 damage. So hopefully you dropped it and that will give some time to Second Wind.
This post last edited on 5/23/2012 5:40:00 PM
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Game Master (Smash)
5/23/2012 10:47:42 PM
PostID: 422870
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Luckyly all the buffs each of the combatants brought to the knife fight offsets each other and Warryn's Bladesong is countered by the Dark Step of the creeper.
SB2 is unable to completely utilize the shadows as cover The bladesong cuts deeply. Although striking true, the rapier feels like its striking air and the unexpected effect leaves Warryn vulnerable for a second. The daggar of his adversary is able to strike back. Not only that, but the Black Bolts embedded in him also glows with the sickly yellow ichor. A cold, numbing cramp clenches at his spleen (5 Necrotic damage on the AoO) Flinching in pain allows the dagger strike to find its mark next. It slices Warryn's arms. -9 hp
However the Duel ends in Warryn's favor. Although hovering near death himself, Warryn delivers the final blow that ends the creeper's life. The Shadow Bolter slumps on the pile of rubble, dead.
HUZZAH! Solo Mano-o-Mano kill!
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Game Master (Smash)
5/23/2012 11:08:00 PM
PostID: 422871
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Going to give Dubonic a couple of days to post. I'll NPC his turn on Sat night if we don't hear from him.
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Aelonn (dwightm)
5/24/2012 12:12:06 PM
PostID: 422887
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Ok - just let us know when you want us to chime in. I'm hoping that Dug and HK1/2 will end up in a situation where Aelonn, and maybe Catra as well can flank with Dug, assuming they don't double-crit him again and he is still standing.
Also, I think I miscalc'd an earlier damage roll and added too many modifiers. HK1 should only be at -12 and not -20 hp. :(
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Dug (Dubonic)
5/25/2012 3:21:31 AM
PostID: 422901
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"Rhhhaaaah!" Dug busted up bad will take the sugested action but He will move a full 8 not 2 to get him out of combat and set him up toi charge next round and should put him far enough away not to be attacked.
This post last edited on 5/25/2012 3:24:22 AM
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