[4E] Gith Raiding party vs The Underdark Yakuza! [Lvl1]

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This is a seperate thread fight between Gith Raiding Party and The Unnderdark Yakuza. If you are not Erithmu, Salratol or myself please dont post here.

Gith Raiding party

Gith Raiding Party
VP: 0 (Record: 0/0)




Ixton
Ixton Dreamwalker
Male Githyanki Wizard (MM 277)
Hit Points....26......Bloodied....13
Healing Surge.06......Surges/day..09
Initiative....+2......Speed.......6

AC....Fort....Ref.....Will
16.....13......14......15

Attacks:
Melee ... +1 Quarter Staff 1d6-1

At-Will Powers:
Ray of Frost
Standard: Arcane, Cold, Implement
Range 10....+4 vs. Fort
Hit: 1d6+4 damage and Slow target till end of next turn

Scorching Burst
Standard: Arcane, Fire, Implement
Area Burst 1 (range 10)....+4 vs. Rflx
Hit: 1d6+4 damage

Ghost Sound
Mage Hand
Light
Presidigitation

Encounter Powers:
Icy Terrain
Standard: Arcane, Cold, Implement
Area Burst 1 (range 10)....+4 vs. Rflx
Hit: 1d6+4 damage and knock target prone
Effect: Area is difficult terrain till end of next turn

Telekentic Leap (Racial)
Move: You or one Ally
Effect: Target can fly 5 squares

Staff of Defense (Class)
Immediate Interrupt: Damage announced
Ixton gains +3 to his defenses vs the attack

Daily Powers:
Freezing Cloud
Standard: Arcane, Cold, Implement
Area Burst 2 (range 10)....+4 vs. Fort
Hit: 1d8+4
Miss: Half Damage
Effect: Cloud lasts till end of next turn. Any creature that moves into the cloud or starts it's turn in the cloud is subject to another attack.

Spellbook
Lvl 1 Attack:
Sleep
Standard: Arcane, Sleep, Implement
Area Burst 2 (range 20)....+4 vs. Will
Hit: Slow (save ends) Failed save -> Unconscious (save ends)
Miss: Slow (save ends)
Item Powers:
N/A

Ability Scores
STR 08 (-1) [0 pts] [08 base]
CON 16 (+3) [5 pts] [10 base, +2 racial]
DEX 10 (+0) [0 pts] [10 base]
INT 18 (+4) [9 pts] [10 base, +2 racial]
WIS 14 (+2) [5 pts] [10 base]
CHA 12 (+1) [2 pts] [10 base]

Feats
Armor Proficiency (Leather)

Race/Class Features
Wizard
Implement: Staff of Defense
Cantrips:
Ritual Casting
+2 Will

Githyanki
Telekentic Leap - Encounter
+2 Int, +2 Con
+2 Init
+2 History
+1 to Will +2 on Saves VS Charm
Skills
Acrobatics.......+0
Arcana.*.........+9
Athletics.......-1
Bluff............+1
Diplomacy........+1
Dungeoneering.*..+7
Endurance........+3
Heal.............+2
History..........+6
Insight.*.......+7
Intimidate.......+1
Nature...........+2
Perception.......+2
Religion.*.......+9
Stealth..........+0
Streetwise.......+1
Thievery.........+0

Equipment:
Staff Implement [5 gp][4 lb]
Leather Armor [25 gp][15 lb]

Total: 30/100 gp, 19/80 lb

Vaxlu
Vaxlu
Female Githyanki Warlock (Star Pact)
Hit Points....31......Bloodied....15
Healing Surge.7......Surges/day..10
Initiative....+2......Speed.......6

AC....Fort....Ref.....Will
15.....14......14......13

Attacks:
Melee Basic... (none)
Ranged Basic..(see Eldrich Blast)

At-Will Powers:
Dire Radiance
Standard: Arcane, Fear, Radiant, Implement
Range 10....+4 vs. Fort
Hit: 1d6+4 damage
Effect: If Target moves closer on next turn, it takes 1d6+4

Eldritch Blast
Standard: Arcane, Implement
Range 10....+4 vs. Rflx
Hit: 1d10+4 damage

Encounter Powers:
Diabolic Grasp
Standard: Arcane, Implement
Range 5....+4 vs. Fort
Hit: 2d8+4 damage and slide the target 2 Squares

Telekentic Leap (Racial)
Move: You or one Ally
Effect: Target can fly 5 squares

Daily Powers:
Armor of Agathys
Standard: Arcane, Cold
Effect: Gain 13 Temporary hp, Till the end of the encounter an enemy that starts its turn adjacent takes 1d6+4 dmg

Item Powers:
N/A

Ability Scores
STR 08 (-1) [00 pts] [08 base]
CON 19 (+4) [12 pts] [10 base, +2 racial]
DEX 10 (+0) [00 pts] [10 base]
INT 16 (+3) [05 pts] [10 base, +2 racial]
WIS 10 (+0) [00 pts] [10 base]
CHA 14 (+2) [05 pts] [10 base]

Feats
Improved Fate of the Void

Racial/Class Features
Warlock
Star Pact
- +2 to any d20 roll when a cursed target is reduced to 0
Prime shot (+1 if closest to target)
Shadow Walk (move 3 squares gain concealment)
Warlocks Curse (+1d6)
Eldritch Blast (Con based)
+1 Rflx, +1 Will

Githyanki
Telekentic Leap - Encounter
+2 Int, +2 Con
+2 Init
+2 History
+1 to Will +2 on Saves VS Charm
Skills
Acrobatics.......+0
Arcana...........+3
Athletics........-1
Bluff.*..........+7
Diplomacy........+2
Dungeoneering....+0
Endurance........+4
Heal.............+0
History..........+5
Insight.*........+5
Intimidate.*.....+7
Nature...........+0
Perception.......+0
Religion.........+3
Stealth..........+0
Streetwise.*.....+7
Thievery.........+0

Equipment:
Leather armor [25 gp][15 lb]
Rod Implement [12 gp][2 lb]


Total: 37/100 gp, 17/80 lb

Fight Summary
Current Fight Cycle:
Fight 1:


Results




The Underdark Yakuza
Ready for April 22, 2009 [Fight 3]

The Underdark Yakuza!

Hrrokh
Hrrokh
Male Bugbear Ranger
Hit Points: 25 [12 Ranger + 13 Con] Bloodied: 12
Healing Surge: 6 Surges/day: 75 [6 Ranger +1 Con]
Initiative: +4 [+4 Dex] Speed: 6 [6 Bugbear]
Action Points: 1

AC: 17 [10 +0 Level +4 Dex +3 Hide]
Fort: 14 [10 +0 Level +3 Str +1 Ranger]
Ref: 15 [10 +0 Level +4 Dex +1 Ranger]
Will: 12 [10 +0 Level +2 Wis]

Attacks:
Melee Basic: Large Longsword +6 (1d10+3) [+0 Level +3 Str +3 Prof]
Melee Basic (Off-Hand): Large Short Sword +6 (1d8+3) [+0 Level +3 Str +3 Prof]
Ranged Basic: Large Longbow +6 (1d12+4) Range 20/40
[+0 Level, +4 Dex, +2 Prof]

At-Will Powers:
Nimble Strike
Ranger Attack 1
Special: Shift 1 square before or after you attack
Ranged Weapon +6 vs. AC
Standard Action Target: One creature
Hit: 1d12+4 damage.

Twin Strike
Ranger Attack 1
Ranged Weapon +6/+6 vs. AC or Melee Weapon +6/+6 vs. AC
Standard Action Targets: One or two creatures
Hit: 1d12/1d12 damage ranged or 1d10/1d8 damage melee

Encounter Powers:
Predatory Eye
Bugbear Racial Power
Minor Action Personal
Effect: If Hrrokh has combat advantage against a target, he deals +1d6 damage on the next attack he makes against that target. He must apply this bonus before the end of his next turn.

Fox's Cunning
Ranger Attack 1
Melee or Ranged Weapon
Immediate Reaction
Trigger: An enemy makes a melee attack against Hrrokh.
Attack: Hrrokh can shift 1 square, then make a basic attack against the enemy, with a power bonus of +2.

Daily Powers:
Hunter's Bear Trap
Ranger Attack 1
Melee Weapon +6 vs. AC or Ranged Weapon +6 vs. AC
Standard Action Target: One creature
Hit: 2d12+4 damage (ranged) or 2d8+3 damage (melee), and the target is slowed and takes ongoing 5 damage (save ends both).
Miss: Half damage, no ongoing damage, and the target is slowed until the end of your next turn.

Healing Word [Used]
Initiate of the Faith Feat
Close burst 5
Minor Action Target: Hrrokh or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.

Ability Scores
STR 16 (+3) [5 pts] [14 Base, +2 Bugbear]
CON 13 (+1) [3 pts] [13 Base]
DEX 18 (+4) [9 pts] [16 Base, +2 Bugbear]
INT 10 (+0) [0 pts] [10 Base]
WIS 14 (+2) [5 pts] [14 Base]
CHA 8 (-1) [0 pts] [8 Base]


Feats
Initiate of the Faith [Torog] [Lvl 1]
Defensive Mobility [Ranger 1]

Class Features
Archer Fighting Style
Hunter's Quarry +1d6 1/round
Prime Shot +1

Racial Features
Oversized [can use Large weapons]
Low-Light Vision

Skills
Acrobatics: +8 [+5 Trained +4 Dex +0 Level -1 Armor]
Arcana: +0 [+0 Int +0 Level]
Athletics: +2 [+3 Str +0 Level -1 Armor]
Bluff: -1 [-1 Cha +0 Level]
Diplomacy: -1 [-1 Cha +0 Level]
Dungeoneering: +7 [+5 Trained +2 Wis +0 Level]
Endurance: +0 [+1 Con +0 Level -1 Armor]
Heal: +2 [+2 Wis +0 Level]
History: +0 [+0 Int +0 Level]
Insight: +2 [+2 Wis +0 Level]
Intimidate: +1 [-1 Cha +0 Level +2 Bugbear]
Nature: +7 [+5 Trained +2 Wis +0 Level]
Perception: +7 [+5 Trained +2 Wis +0 Level]
Religion: +5 [+5 Trained +0 Int +0 Level]
Stealth: +10 [+5 Trained +4 Dex +0 Level +2 Bugbear -1 Armor]
Streetwise: -1 [-1 Cha +0 Level]
Thievery: +3 [+4 Dex +0 Level -1 Armor]

Languages: Common, Goblin

Equipment:
hide armor [30 gp][25 lb]
Large longsword [15 gp][4 lb]
Large short sword [10 gp][2 lb]
Large longbow [30 gp][3 lb]
450 arrows [15 gp][45 lbs]

Total: 100/100 gp, 80/160 lb
Syalith
Syalith
Male Drow Rogue
Hit Points: 25 [12 Rogue + 13 Con] Bloodied: 12
Healing Surge: 6 Surges/day: 76 [6 Rogue +1 Con]
Initiative: +6 [+0 Level +4 Dex +2 Feat] Speed: 6 [6 Drow]
Action Points: 1

AC: 16 [10 +0 Level +4 Dex +2 Leather]
Fort: 11 [10 +0 Level +1 Con]
Ref: 16 [10 +0 Level +4 Dex +2 Rogue]
Will: 14 [10 +0 Level +4 Cha]

Attacks:
Melee Basic: Dagger +4 (1d4) [+0 Level +0 Str +3 Prof +1 Rogue]
Melee Basic: Short Sword +3 (1d6) [+0 Level +0 Str +3 Prof]
Ranged Basic: Dagger +8 (1d4+4) 5/10 [+0 Level +4 Dex +3 Prof +1 Rogue]
Ranged Basic: Hand Crossbow + 6 (1d6+4) 10/20 [+0 Level, +4 Dex, +2 Prof]

At-Will Powers:
Sly Flourish
Rogue Attack 1
Melee Weapon +8 vs. AC (dagger) or +7 vs. AC (short sword) or Ranged Weapon +8 vs. AC (dagger) or Ranged Weapon +6 vs. AC (hand crossbow)
Standard Action Target: One creature
Hit: 1d4+8 damage (dagger) or 1d6+8 (hand crossbow or short sword).

Piercing Strike
Rogue Attack 1
Melee Weapon +8 vs. Reflex (dagger) or Melee Weapon +7 vs. Reflex (short sword)
Standard Action Target: One creature
Hit: 1d4+4 damage (dagger) or 1d6+4 damage (shortsword).

Encounter Powers:
Positioning Strike
Rogue Attack 1
Melee Weapon +8 vs. Will (dagger) or Melee Weapon +7 vs. Will (short sword)
Standard Action Target: One creature
Hit: 1d4+4 damage (dagger) or 1d6+4 damage (short sword) and slide target 4 squares.

Cloud of Darkness
Drow Racial Power
Close burst 1
Minor Action
Effect: Cloud of darkness blocks line of sight and blinds all inside until end of Syalith's next turn. Syalith is unaffected.
Special: Once per encounter, Syalith can use either Cloud of Darkness or Darkfire.

Darkfire
Drow Racial Power
Ranged 10 +6 vs. Reflex
Minor Action Target: One creature
Hit: Until the end of Syalith's next turn, target gets no benefit from invisibility or concealment, and grants combat advantage to all attacks.
Special: Once per encounter, Syalith can use either Cloud of Darkness or Darkfire.

Daily Powers:
Easy Target
Rogue Attack 1
Melee Weapon +8 vs. AC (dagger) or Melee Weapon +7 vs. AC (short sword) or Ranged Weapon +8 vs. AC (dagger) or Ranged Weapon +6 vs. AC (hand crossbow)
Standard Action Target: One creature
Hit: 2d4+4 damage (dagger) or 2d6+4 damage (short sword or hand crossbow) and target is slowed and grants combat advantage to Syalith (save ends both).
Miss: Half damage, and the target grants combat advantage to Syalith until the end of Syalith's next turn.

Item Powers:

Ability Scores
STR 10 (+0) [0 pts] [10 Base]
CON 13 (+1) [3 pts] [13 Base]
DEX 18 (+4) [9 pts] [16 Base +2 Drow]
INT 8 (-1) [0 pts] [8 Base]
WIS 11 (+0) [1 pt] [11 Base]
CHA 18 (+4) [9 pts] [16 base +2 Drow]

Feats
Quick Draw

Class Features
First Strike (combat advantage against creatures that have not yet acted this encounter)
Artful Dodger (+4 AC vs. opportunity attacks)
Rogue Weapon Talent
Sneak Attack +2d6 1/round

Racial Features
Trance
Darkvision

Skills
Acrobatics: +9 [+0 Level +4 Dex +5 Trained]
Arcana: -1 [+0 Level -1 Int]
Athletics: +0 [+0 Level +0 Str]
Bluff: +9 [+0 Level +4 Cha +5 Trained]
Diplomacy: +4 [+0 Level +4 Cha]
Dungeoneering: +0 [+0 Level +0 Wis]
Endurance: +1 [+0 Level +1 Con]
Heal: +0 [+0 Level +0 Wis]
History: -1 [+0 Level -1 Int]
Insight: +0 [+0 Level +0 Wis]
Intimidate: +11 [+0 Level +4 Cha +5 Trained +2 Drow]
Nature: +0 [+0 Level +0 Wis]
Perception: +5 [+0 Level +0 Wis +5 Trained]
Religion: -1 [+0 Level -1 Int]
Stealth: +11 [+0 Level +4 Dex +5 Trained +2 Drow]
Streetwise: +4 [+0 Level +4 Cha]
Thievery: +9 [+0 Level +4 Cha +5 Trained]

Languages: Common, Elven

Equipment:
leather armor [25 gp][15 lb]
short sword [10 gp][2 lb]
hand crossbow [25 gp][2 lb]
10 daggers [10 gp][10 lb]
thieves' tools [20 gp][1 lb]
200 crossbow bolts [10 gp][20 lbs]

Total: 100/100 gp, 50/100 lb
Fight Summary
Current Fight Cycle:
Fight 1
-- Hrrokh used [Daily] Healing Word and 2 healing surges
-- Syalith used 1 healing surge
Fight 2
Hrokkh used Hunter's Bear Trap.
Results
1: [post=18268213]Loss[/post] vs. The Reapers (Rauul)
2: [post=18375311]Loss[/post] vs. Eagle Eye Twins (lonewolf)
Total: 0 wins, 2 losses = 2 victory points

Your team starts in the...


... box.
please give me starting positions within the box and items in hand.
Yakuza!
Hrrokh is holding his longbow, Syalith is holding nothing.
IMAGE(http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,16,28,Hrrokh;b=Name,M,17,28,Syalith)
Gith
IMAGE(http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,31,17,Ixton;b=Name,M,31,16,Vaxlu)

I'm expecting they might find me before I move
The COre COliseum - Home of a few of my Gladiators
Initiative:
18+ Hrrokh
18- Ixton
12 Sylath
3 Vaxlu

Salratol
No LOS


Hrrokhs turn
Yakuza!
IMAGE(http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,16,28,16,22,Hrrokh;b=Name,M,17,28,17,22,Syalith)
Walk as shown, and ready to use Twin Strike on any foe that shows up.
If there's still no LoS (for either of them) when Syalith's action comes up, Syalith will walk as shown and ready to use Sly Flourish with dagger on any foe who appears within range.
Remember to make Stealth checks for both.
Salratol
IMAGE(http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,16,28,16,22,Hrrokh;b=Name,M,17,28,Sylath;d=Name,M,31,16,Vaxlu;los=16,22,31,16,1)

Hrrokh finds Vaxlu and remains hidden. Standard and minor action?
Yakuza!
Is that normal cover or superior cover? Either way, Hrrokh will declare him his quarry. If it's just normal cover (which it looks like, looks like the southernmost line just touches the corner near the center of the map, which doesn't count as blocking the line), then Hrrokh will use Twin Strike on the warlock. If it's superior cover, then Hrrokh will move as shown below.
IMAGE(http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,16,22,17,19,19,18,Hrrokh)
Round 1:
Hrrokh moves out, finds Vaxlu, declares her as his quarry and sends two arrows into the Githyanki.
Eritmu
14 damage


IMAGE(http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,16,28,16,22,Hrrok;d=Name,M,31,16,Vaxlu)

Ixtons turn
Ixton
Making an assumption here.

IMAGE(http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,16,22,Hrrok;b=Name,M,31,17,25,17,Ixton;c=Name,M,17,28,Sylath;d=Name,M,31,16,Vaxlu;e=Name,H,16,28,Icy Terrain)

Let me know if Sylath's position is not where I assume it is
Move: Move as shown
Std: Icy Terrain
The COre COliseum - Home of a few of my Gladiators
Ixton moves out and catches Sylath in an Icy Terrain and knocking him prone.


Salratol
10 damage


IMAGE(http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,16,22,Hrrok;b=Name,M,17,28,Sylath;c=Name,M,31,17,25,17,Ixton;d=Name,M,31,16,Vaxlu;e=Name,H,16,28,Icy Terrain;style=s)

Sylaths turn
Syalith
Stand up [move], Cloud of Darkness [minor], Sly Flourish with hand crossbow [standard]. If he misses, AP for another Sly Flourish.
Syalith stands up, clouds himself in a shroud of darkness and fires a bolt into Ixton. Ixton becomes bloodied.

Erithmu
15 damage


IMAGE(http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,16,22,Hrrok;b=Name,M,17,28,Sylath;c=Name,M,31,17,25,17,Ixton;d=Name,M,31,16,Vaxlu;e=Name,H,16,28,Icy Terrain;f=Name,H,16,29,darkness;style=s)

Vaxlus turn
Vaxlu
Minor: Curse Hrrok
Move: 2NE
Move: Telekenetic Leap on Ixton moving him 4W 3S
The COre COliseum - Home of a few of my Gladiators
Vaxlu curses Hrrokh, moves into cover and uses telekinetic leap on Ixton to move him into cover as well.

IMAGE(http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,16,22,Hrrok;b=Name,M,17,28,Sylath;c=Name,M,31,17,25,17,21,14,Ixton;d=Name,M,31,16,29,18,Vaxlu;e=Name,H,16,28,Icy Terrain;f=Name,H,16,29,darkness;style=s)

Hrrokhs turn
Hrrokh
IMAGE(http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,16,22,19,21,20,21,Hrrokh;b=Name,M,21,14,Ixton)
Walk to second dot [move], use Predator's Eye [minor], and use Nimble Strike on Ixton [standard], shifting before the attack to the third dot. If it misses, action point for Twin Strike.

Lest I be accused of metagaming, this is exactly what Hrrokh was going to do before Ixton hopped, after seeing where Syalith's shot disappeared.
Round 2:
Hrrokh moves towards the corner and sends 3 arrows in rapid succession at Ixton, but hits only with the last one, which is nonetheless enough to drop him.

Erithmu
11 damage =>Ixton is at 0hp
Ixton succeeds his death save


IMAGE(http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,16,22,20,21,Hrrok;b=Name,M,17,28,Sylath;c=Name,M,21,14,Ixton;d=Name,M,29,18,Vaxlu;e=Name,H,16,28,Icy Terrain;f=Name,H,16,29,darkness;style=s)

Sylaths turn
Yakuza!
For clarification, the Icy Terrain is now gone, correct?
IMAGE(http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,17,28,22,25,Syalith)
Assuming the Icy Terrain is gone, Syalith will walk as shown and Sly Flourish Ixton with hand crossbow. Keep him down. Remember Sneak Attack (unconscious makes helpless which gives combat advantage) and -5 to all defenses (from unconsciousness, somewhat offset by +2 vs. ranged attacks from prone) and Stealth roll vs. Vaxlu.
A crossbow bolt from Sylath comes flying from the north and kills Ixton for good.

Erithmu
23 damage, Ixton is dead


Vaxlus turn
Vaxlu
Move 3 S and Dire Radiance Hrrokh
The COre COliseum - Home of a few of my Gladiators
Vaxlu moves south and misses Hrrokh with a dire radiance.

IMAGE(http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,20,21,Hrrok;c=Name,M,21,14;d=Name,M,29,18,29,15,Vaxlu;style=s)

Hrrokhs and Sylaths turn
Yakuza!
Hrrokh will point to Vaxlu and call out his position for Syalith's benefit and use Twin Strike on Vaxlu. Note that Vaxlu is Hrrokh's quarry.
Syalith will move as shown. Note that he still has cover from Vaxlu, so he can remain hidden (Stealth +11 -5 vs. Perception 10), but Vaxlu does not have cover from him (check from NE corner if you don't believe me). Sly Flourish with light crossbow.
IMAGE(http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,20,21,Hrrokh;b=Name,M,22,25,23,26,25,26,28,23,Syalith;c=Name,M,29,18,29,15,Vaxlu,Vaxlu;los=29,15,28,23,1;style=s)
Hrrokh sends two arrows at vaxlu, missing itwice.

Sylath sneaks around the corner trying to catch Vaxlu by suprise, but the Githyanki notices him and dodges the crossbow bolt.


IMAGE(http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,20,21,Hrrokh;b=Name,M,22,25,23,26,25,26,28,23,Syalith;c=Name,M,29,18,29,15,Vaxlu;style=s)

Vaxlus turn
Is Vaxlu bloodied?
no
@lonewolf
Really? He was hit in post #9 for 14 damage and in post #23 for 9 damage (damage numbers from roller), which is 23 of his 31 HP. Did I miss him using his Second Wind? He acted in post #15 with 2 move actions and a minor action and in post #21 with a move action and a standard action. Was there an action point involved somewhere?
sorry, I missed the damage from the first round.
Yes, Vaxlu is bloodied.
Vaxlu?
Hrrokh misses both times ... AC 15+2(concealment - shadow walk) +2 cover?

Move 3 N ... Curse the rogue, Diabolic Grasp ... (slide 2SW if hits)

If it hits I may action point.
The COre COliseum - Home of a few of my Gladiators
I forgot to include Vaxlus concealment from shadow walk, so both arrows missed and Vaxlu is not bloodied.

Vaxlu moves north, curses Syalith and hits with a diabolic grasp, sliding the rogue away and bloodying him.

Salratol
14 damage do Syalith


IMAGE(http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,20,21,Hrrokh;b=Name,M,28,23,26,21,Syalith;c=Name,M,29,15,29,18,Vaxlu;style=s)

Erithmu
spend action point now?


waiting on confirm from Erithmu
Vaxlu
Yes: Second Wind

I should have concealment again

HP = 24/31?
The COre COliseum - Home of a few of my Gladiators
Erithmu
done and correct


Salratol
no noticable change


Hrrokhs and Sylaths turn
Yakuza!
Assuming Vaxlu's where he's shown on the map, Hrrokh will move as shown and use Twin Strike on him. Then Syalith will move as shown and use Positioning Strike to pin Vaxlu down in the corner.
IMAGE(http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,20,21,21,21,26,16,Hrrokh;b=Name,M,28,23,26,21,30,20,30,19,Syalith;c=Name,M,29,15,29,18,31,18,31,20,Vaxlu;style=s)
Hrrokh moves out, shoots two arrows at Vaxlu but misses both times.

Syalith bases Vaxlu and tries to use positioning strike on him but also misses.

IMAGE(http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,20,21,21,21,26,16,Hrrokh;b=Name,M,28,23,26,21,30,20,30,19,Syalith;c=Name,M,29,15,29,18,Vaxlu;style=s)

Vaxlus turn
Vaxlu
Vaxlu moves 4S (take the OA)
Dire Radiance the Rogue

Do I have both cursed or just the rogue?
The COre COliseum - Home of a few of my Gladiators
Vaxlu moves away, dodging a Opportunity Attack and hits Sylaith with a Dire Radiance, downing him.

Salratol
11 damage to Sylaith


IMAGE(http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,26,16,Hrrokh;b=Name,M,30,19,Syalith;c=Name,M,29,18,29,14,Vaxlu;style=s)

Hrrokhs turn
Salratol
Sylaith fails his death save
Yakuza!
Small thing (not really), but I just looked at the roller, and saw that you were rolling all of Hrrokh's attacks at +5, but they should be at +6.
IMAGE(http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,26,16,29,16,Hrrokh;b=Name,M,30,19,Syalith;c=Name,M,29,18,29,14,Vaxlu;style=s)
Terribly unexpected, I'm sure: Move to clear LoS and use Twin Strike. Remember quarry damage.
And I love this:
Syalith
d20: 8 rolls, 5.9 average

@Salratol: +5 for the attacks was correct: +6 base -2 cover +1 Prime shot

Hrrokh moves around the corner, shoots two arrows at Vaxlu, hits once and bloodies her.

IMAGE(http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,26,16,29,16,Hrrokh;b=Name,M,30,19,Syalith;c=Name,M,29,18,29,14,Vaxlu;style=s)

Vaxlu is up
Vaxlu
Curse and Attack w/ Dire Radiance at +2 (Improved Fate of the Void)
Move basically 2 West around the corner ... so if he moves to see me he takes the extra damage.
The COre COliseum - Home of a few of my Gladiators
Vaxlu curses Hrrokh and hits him with Dire Radiance. Then he moves around the corner. last known position is 28/13.

Salratol
8 damage to Hrrokh. Dont miss the potential for extra damage if Hrrokh moves closer towards Vaxlu


Hrrokhs turn
Hrrokh
IMAGE(http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,29,16,27,17,25,16,25,14,Hrrokh;b=Name,M,30,19,Syalith;c=Name,M,29,14,Vaxlu;style=s)
Move as far along the path as shown without moving nearer to Vaxlu (i.e. if Vaxlu is in 27, 13, stop at third dot; if in 27, 14, follow whole path). The path should give me unblocked LoS to every space Vaxlu could reach with a walk action before I might inadvertently move closer. Hit Vaxlu with a Twin Strike.
Hrrokh also moves around the corner while keeping his distance to Vaxlu and sends two arrows at him, hitting once.

Erithmu
3 damage


IMAGE(http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,29,16,27,17,Hrrokh;b=Name,M,30,19,Syalith;c=Name,M,29,14,27,14,Vaxlu;style=s)

Vaxlus turn