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Locked: [IC] A Tyrian Intrigue [4e Dark Sun]
10 months ago  ::  Aug 22, 2012 - 9:39AM #161
MightyManrock
Date Joined: Aug 17, 2010
Posts: 827
Lothi draws another of his daggers, but before he starts to move in, he stops himself. He looks across the room and nods to the half-giant as he stands against the wall and surveys the battlefield.

Mechanics Show
No Action: Delay until after Sand's turn.
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10 months ago  ::  Aug 23, 2012 - 4:03PM #162
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861
[Next: Lothi, Sand, T'Chai, Aldalec]

Seeing Lothi hesitate, the Half-Elf aims between the pillar and the wall and throws the dagger he pulled out of his thigh back at his owner. He, too, finds his target and draws blood.

The other Half-Elf starts spinning the fire globe on its strings while he moves to your right, against the wall. Then he releases it towards Bharhas with a big "WOOSH". It blows up at the warrior's feets, brutally illuminating the small room, causing everyone to wince. Some flames catch Bharhas and he has to put them away quickly before getting too burn. Nearby, Aldalec was well hidden behind the pillar and avoids any trouble.
 
Mechanics Show
Lothi: Delays (whut? Give up the benefit of 1st strike? Okay...)

Half-Elf 1's turn:
Move: to A30
Standard: Bomb on [-E,30] Burst 1, for 7 Fire Damage
on Aldalec: 10 vs Ref, Miss!
on Bharhas: 18 vs Ref, Hit!
 
  
Half-Elf 1's turn: 
Standard: Dagger on Lothi: 29 vs AC, Hit! For 12 Damage

Map Show


Larger Version

Map:
Lighting: Darkness. Since the room is small, with reflection & diffusion, as long as there is at least one torch lit, the areas not covered by the torch are Dim Light (-2).
Debris: Difficult Terrain
Throne & stairs: Difficult Terrain
Stairs below throne: Difficult terrain, someone standing in [B,35] & [C,35] will below 1/2 square below ground and benefit from partial cover vs range (-2) but grant CA to adjacent opponents in melee Statues: Impassable Terrain. They occupy a full square & block LOS
Dried fountain: Difficult Terrain
Doors: [-F:-E, 30] from which you are coming
Doors: [-F:-E, 37]

Status Show

Half-Elf Grenadier 1 [A,30] ??/??
Half-Elf Grenadier 2 [A,37] -11/??
 
>>>Lothi [-I,36] 22/34
>>>Sand
[-C,34] 42/42
>>>T'Chai [-J,37] 35/42 Standing in Dim Light
>>>Aldalec [-F,33] 36/36 
Half-Giant Thug 1 [A,33] ??/??
Half-Giant Thug 2 [-A,36] ??/??
Bharhas
[-E,30] 25/40
Phase of the Sun: SoT: each enemy adjacent takes 4 fire & radiant damage. Resist 5 cold.
Halfling Leader [C,35] ??/?? Partial Cover
 
Special:  
Torches: [C,33], Held by Sand, Thug 1, Thug 2
 
Used powers:

Aldalec: HS: 4/9, AP: 0/1
Bharhas: HS: 2/6, AP: 0/1
Lothi: HS: 0/8, AP: 0/1
Sand: HS: 6/11, AP: 0/1 Exsiccating Short Sword
T'Chai: HS: 2/7, AP: 0/2

Enemy Knowledge Show
Half-Giant Thug
Speed 6
Highest NAC Def: Fort

Half-Elf Grenadier
Speed 6
HP = [23 to ..]
Highest NAC Def: Ref
AC = [.. to 17]
 
Halfling
Small size
Speed 6
Highest NAC Def: Ref
Special: +2 AC vs OA
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9 months ago  ::  Sep 09, 2012 - 2:22PM #163
Brys
Date Joined: Jan 10, 2008
Posts: 4,528
T'Chai steps from the shadows long enough to send an arrow that causes the giant thug to duck.  He's not smart enough to avoid his head on his own club as he dodges the arrow, causing him to see stars for the moment.  T'Chai clicks angrily, hoping Sand will take the opportunity to gain the upper hand on the halfling.  "Cut the head from the snake!"
Mechanics Show

@Scyner: It didn't seem sporting to try and kill the enemies without you looking out for them.

Move: Walk to -I,36

Standard: Escaping Shot vs Thug 1: 28 vs Will (forgot CA from Cunning Stalker); 8 damage and target is dazed until the end of T'Chai's next turn
16(1d20) +10 = 26; 1(1d10) +6 +1 = 8
Effect: Shift to -K,37

Note to Sand: Thug 1 Dazed, no OAs; Fetch the halfling.

Question for Scyner: With B/C,35 being a 1/2 square down, does that mean that they are also difficult to climb out of?


Combat Statblock Show

AC: 16 Fort: 11 Reflex: 15 Will: 17
HP: 35/42
Healing Surges Remaining: 5/7 (10)
Init +4, Speed: 7
Status:
Action Points: 2/2 [ ]
Other combat related info:
- Can shift as a minor action.
- Once per turn, can stow or retrieve an item or weapon as a free action.
Powers Show

Melee Basic Attack Show

Standard Action Melee Weapon (Widow's Knife)
Target: One Creature
Attack: +5 vs AC
Hit: 1d4+1 damage

Range Basic Attack/Biting Swarm Show

Standard Action  Ranged Weapon (20/40)
Target: One Creature
Attack: +10 vs AC
Hit: 1d10+6 damage and the target and each enemy adjacent to it take a -2 penalty to attack rolls until the start of your next turn.
Note: +1 to damage rolls against a single creature that is not adjacent to any other creature.

Elemental Spirits Show

Standard Action  Ranged Weapon (20/40)
Target: One Creature
Special: Choose cold, fire, lightning, or thunder whenever you use this power.  Your choice determines the power's damage type.
Attack: +10 vs AC
Hit: 1d10+6 damage of the chosen type.  Until the end of your next turn, any creature that starts adjacent to the target takes 3 (DEX mod) damage of the chosen type.
Note: +1 to damage rolls against a single creature that is not adjacent to any other creature.

[ ]Flickering Arrow Show

Standard Action  Ranged Weapon (20/40)
Target: One Creature
Attack: +10 vs AC
Hit: 1d10+1d6+6 damage and the target can't benefit from cover, concealment, or total concealment, and enemies take a -2 penalty to attack rolls while within 5 squares of the target.
Note: +1 to damage rolls against a single creature that is not adjacent to any other creature.

[ ]Wasteland Fury Show

Starndard Action Melee or Ranged Weapon
Target: One creature
Attack: +10 vs AC
Effect: If you use this power while you are not adjacent to any of your allies, you can shift 1 square before or after the attack.
Hit: 1d10+6.  If you have combat advantage against the target, you deal extra damage equal to you highest ability modifier (+5).

[ ]Thri-Kreen Claws Show

Minor Action  Melee 1
Target: One, two or three creatures
Attack: +10 vs AC
Hit: 1d8+6.  You gain a bonus to the attack roll equal to the number of targets.

[ ]Encaging Spirits Show

Minor Action Close Burst 1
Target: Each enemy in burst
Effect: You push each target 1 square, and each target is slowed until the end of your next turn.

[ ]Inevitable Shot Show

Free Action Personal
Trigger: You miss a creature with a ranged attack.
Effect: You make a ranged basic attack against an enemy within 5 squares of the creature you missed, using that creature's space as the attack's origin square.
Special: You regain the use of this power when you spend an action point.

[X]Escaping Shot Show

Standard Action Ranged Weapon
Target: One creature
Attack: +10 vs Will
Hit: 1d10+6 psychic damage, and the target is dazed until the end of your next turn.
Effect: You shift 3 squares.
Special: Making this attack does not provoke an opportunity attack from the target.

[ ]Scrambling Climb Show

Move Action Personal
Effect: You make an Athletics check to climb with a +5 power bonus.  If the check succeeds, you climb a number of squares equal to your speed + 2.

[ ]Storm of Spirit Shards Show

Minor Action Close Burst 1
Target: Each enemy in burst
Effect: You push each target 1 square, and each target is slowed until the end of your next turn.


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9 months ago  ::  Sep 10, 2012 - 12:45PM #164
Orbin
Date Joined: Feb 9, 2007
Posts: 3,269

Sand moves forward, past the dazed thug, and up to the halfling in the hole.  He smiles down at the hafling with a wicked grin and then swings his swords.  One sword impales the halfling and flings him out of the hole.  The other goes after the nearby thug.  Sand then sets himself preparing for the retaliation to come.

Mechanics Show

Move Action: Move to B,34

Standard Action: Funneling Flurry vs Halfling Leader and Thug 1
  Attack: Funneling Flurry vs Halfling Leader and Thug 1 (AC attack, CA) (1d20+11+2=29, 1d20+11+2=22) HIT, HIT?
  Damage: Funneling Flury damage vs Leader; Thug 1 (1d6+7=11, 1d6+7=9)
  Effect: Mark both Leader and Thug 1
  On Hit Effect: Slide leader to C,34; Slide Thug 1 to B,33

Minor Action: Stone's Endurance
  Effect: Gain resist 5 all EonT (Sand)


Combat Stat Block Show
AC: 19 Fort: 17 Reflex: 14 Will: 14
HP: 42/42
Bloodied Value: 21
Healing Surges Used: 3/11
Surge Value: 11
Initiative Modifier: +3 
Status:
*resist 5 all EonT (Sand)
Other Relevant Information:
Action Points Used: 1/1

[] Second Wind
[X] Stone's Endurance
[X] 
Wasteland Fury
[] 
Funneling Fury
[] Minor Resurgence
[] Advanced Lunge
[] Tempest Dance 
[X] Exsiccating Short Sword

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9 months ago  ::  Sep 10, 2012 - 5:27PM #165
MightyManrock
Date Joined: Aug 17, 2010
Posts: 827
Lothi bolts forward when he sees the half-giant charge. Seeing Sand move in one direction, the elf tumbles the other way, trying to slip in behind one the thugs without being noticed. Either way, his dagger finds flesh.

Mechanics Show
Move: Walk to (A,32).
Standard: Deft Strike to move to (B,32) and take OA, then attack with CA on Thug 1: 1d20+11+3=28, 1d4+2d6+6=16
No Action: Surprise Strike on Thug 1, dazing him UEO Lothi's NT.


Combat Statblock Show
AC 18 (20 vs. OAs), Fort 13, Ref 18, Will 14; Speed 7
HP 22/34
Healing Surges 7/7 (8)
Init +5
Status Resist Psychic 5, +1 to Thievery (Open Locks)
Action Points 1 [ ]

[]Minor Action
[]Move Action
[]Standard Action
[]Immediate Action

Skills Show
Acrobatics +10, Stealth +10, Streetwise +10, Thievery +10, Perception +9, Bluff +8, Nature +4, Diplomacy +3, Intimidate +3, Dungeoneering +2, Endurance +2, Heal +2, Insight +2, Arcana +1, Athletics +1, History +1, Religion +1


Powers Show
Melee Basic Attack Show
Standard Action, Dagger
+7 vs. AC
Target One creature
Hit 1d4+1 damage
Critical +1d6 damage
Combat Advantage +2+1 to hit & +1 to damage; 2d6 additional Sneak Attack damage once per turn.

[x][][][]Ranged Basic Attack Show
Standard Action, Dagger
+11 vs. AC
Target One creature
Hit 1d4+5 damage
Combat Advantage +2+1 to hit & +1 to damage; 2d6 additional Sneak Attack damage once per turn.

Body Equilibrium Show
Move Action
Effect
Lothi moves his speed. During the move, he gains a +5 power bonus to Acrobatics checks to balance and does not sink when moving over soft or brittle terrain, such as dust, silt, mud, snow or thin ice.

Deft Strike Show
Melee Show
Standard Action, Dagger
+11 vs. AC
Target One creature
Hit 1d4+5 damage
Special Lothi can move 2 squares before this attack.
Critical +1d6 damage
Combat Advantage +2+1 to hit & +1 to damage; 2d6 additional Sneak Attack damage once per turn.

Ranged Show
Standard Action, Dagger
+11 vs. AC
Target One creature
Hit 1d4+5 damage
Special Lothi can move 2 squares before this attack.
Combat Advantage +2+1 to hit & +1 to damage; 2d6 additional Sneak Attack damage once per turn.

Fleeting Ghost Show
Move Action
Effect
Lothi can move up to his speed and can make a Stealth check to hide. He takes no penalty to the Stealth check for the movement, though he must still meet the normal requirements to hide.

Sly Flourish Show
Melee Show
Standard Action, Dagger
+11 vs. AC
Target One creature
Hit 1d4+7 damage
Critical +1d6 damage
Combat Advantage +2+1 to hit & +1 to damage; 2d6 additional Sneak Attack damage once per turn.

Ranged Show
Standard Action, Dagger
+11 vs. AC
Target One creature
Hit 1d4+7 damage
Combat Advantage +2+1 to hit & +1 to damage; 2d6 additional Sneak Attack damage once per turn.

[]Elven Accuracy Show
Free Action
Effect
Lothi may reroll an attack roll he has just made. The second roll must be used, even if it is lower.

[]Item Power Show
[]Necklace of Keys Show
Minor Action
Effect
If Lothi is grabbed or restrained, he teleports 3 squares.

[]Low Slash Show
Minor Action, Dagger, Melee
+11 vs. Reflex
Target One creature
Hit 1d4+5 damage; Lothi slides the target 1 square, and the target is slowed until the end of Lothi's next turn. If he is flanking the target, the attack deals 2 extra damage.
Critical +1d6 damage
Combat Advantage +2+1 to hit & +1 to damage; 2d6 additional Sneak Attack damage once per turn.

[]Opening Move Show
Standard Action, Dagger, Melee
+11 vs. AC
Target One creature
Hit 2d4+5 damage
Effect Lothi gains a +4 bonus to AC and Reflex until the end of his next turn.
Critical +1d6 damage
Combat Advantage +2+1 to hit & +1 to damage; 2d6 additional Sneak Attack damage once per turn.

[]Second Wind Show
Standard Action, Personal
Effect Lothi spends a healing surge to regain hit points and gains a +2 bonus to all defenses until the start of his next turn.

[x]Surprise Strike Show
No Action
Trigger
When using a basic attack or an at-will weapon attack power, Lothi hits an enemy that is granting combat advantage to him.
Effect The enemy is dazed until the end of Lothi's next turn.

[]Spinning Blade Leap Show
Standard Action, Dagger, Melee
+11 vs. AC
Target One creature
Effect Before and after the attack, Lothi shifts his speed.
Hit 2d4+5 damage
Miss Half damage
Critical +1d6 damage
Combat Advantage +2+1 to hit & +1 to damage; 2d6 additional Sneak Attack damage once per turn.


Equipment Show
Belt Pouch (x3), Caltrops (x2), Dagger (x5), Desert Clothing, Filter Mask, Giant Hair Rope, Leather Armor of Psychic Resistance +1, Necklace of Keys +1, Survival Day (x3), Thieves' Tools, Waterskin; 440gp
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9 months ago  ::  Sep 10, 2012 - 6:06PM #166
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861
[Next: Aldalec]

Map & Status Update 

Mechanics Show
T'Chai: Hits
Note: You had to be in [-I,35] to have LOS... but that does not affect your final position

Sand: Hits twice

Lothi: Since the Thug is Dazed, you did not have to take an OA (actually you did not even need to move to [B,32] to get OA, but I moved you there anyway.
Lothis hits.
Thug 1 is Bloodied. Lothi gains 4THP from Virtue of Valor.

Map Show


Larger Version

Map:
Lighting: Darkness. Since the room is small, with reflection & diffusion, as long as there is at least one torch lit, the areas not covered by the torch are Dim Light (-2).
Debris: Difficult Terrain
Throne & stairs: Difficult Terrain
Stairs below throne: Difficult terrain, someone standing in [B,35] & [C,35] will be 1/2 square below ground and benefit from partial cover vs range (-2) but grant CA to adjacent opponents in melee Statues: Impassable Terrain. They occupy a full square & block LOS
Dried fountain: Difficult Terrain
Doors: [-F:-E, 30] from which you are coming
Doors: [-F:-E, 37]

Status Show

Half-Elf Grenadier 1 [A,30] ??/??
Half-Elf Grenadier 2 [A,37] -11/??
 
T'Chai [-J,37] 35/42 Standing in Dim Light
Sand
[B,34] 42/42 5 Resist All UEONT
Lothi [-I,36] 22+4/34  
>>>
Aldalec
[-F,33] 36/36 
Half-Giant Thug 1

Half-Giant Thug 2 [-A,36] ??/??
Bharhas
[-E,30] 25/40
Phase of the Sun: SoT: each enemy adjacent takes 4 fire & radiant damage. Resist 5 cold.
Halfling Leader [C,34] -9/?? Marked UEONT (Sand)
 
Special:  
Torches: [C,33], Held by Sand, Thug 1, Thug 2
 
Used powers:

Aldalec: HS: 4/9, AP: 0/1
Bharhas: HS: 2/6, AP: 0/1
Lothi: HS: 0/8, AP: 0/1 Surprise Strike
Sand: HS: 6/11, AP: 0/1 Exsiccating Short Sword, Funneling Fury, Stone's Endurance
T'Chai: HS: 2/7, AP: 0/2 Escaping Shot

Enemy Knowledge Show
Half-Giant Thug
Speed 6
HP = [38 to 70]
Highest NAC Def: Fort
AC = [.. to 28]
Will = [.. to 28]

Half-Elf Grenadier
Speed 6
HP = [23 to ..]
Highest NAC Def: Ref
AC = [.. to 17]
 
Halfling
Small size
Speed 6
HP = [18 to ..]
Highest NAC Def: Ref
AC = [.. to 22]
Special: +2 AC vs OA
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9 months ago  ::  Sep 11, 2012 - 12:42AM #167
Harn_Winterfell
Date Joined: Jul 11, 2008
Posts: 3,801
The strikingly good-looking bard of Raam, beloved of the female masses and the Queen of Raam herself, moved to stand before Bharhas. 
"A brief moment before you set to decorating the walls with their blood my new friend." 

Aldalec released a piercing whistle as he leveled his blade toward the beleagured half-giant thug with the intent to cause further damage and insult.

The bard laughed at the halfling's cry about madness and then he howled with mirth as Sand flung the little man from his hiding place.  "Crazy you say? Mad you say? Ha ha, nay to you I say!  Surrender now and you and yours may yet again enjoy the sweet perfumed embraces of..oh who am I kidding? You are all far to ugly to even bed a dead gith."

Mechanics Show
Move: to -D30; Staggering Note vs B33: Staggering Note vs Will of B33 (1d20+8=16) if hit push 2 squares into C33: Prior to move Lothi may make MBA vs Thug (believe this should allow another sneak attack as the power is per turn and will still have CA as power allows for attack either before, during or after move).  Will Let Lothi roll attack and damage if Staggering Note hit.   4pts of thunder damage from attack.  

OOC Show
Keep in mind Virtue of Valor for bloodying opponents.

Expended Powers Show

DM note! Show
see OOC 

Combat Stat Block Show

Aldalec Rynthorium of Raam
Male Human Valorous Bard Level 3
Languages: Common, Giant
Athasian Minstrel
Vitals: Medium, 5'7" tall, 145 lbs Age: 22 Senses:
Insight: 15 Perception: 15
Powers and Stats:
Encounter Powers
[_] Second Wind
[_] Poisoned Strike
[_] Words of Friendship
[_] Majestic Word
[_] Majestic Word
[_] Focused Sound
[_] Song of the New Dawn


Wild Talent(s)
Object Projection

At-Wills
Arcane Defiling
Cutting Words
Vicious Mockery
Staggering Note

Daily Powers
[_] Action Point
[_]Stirring Shout
[_]Canon of Avoidance


HP:
HS:
AC:

Fort: Ref: Will:
Core 36
9

16
15
17 18
Cur
36
5

0 hp Temp
Surge: 9 hp Init: +3 Speed: 6
Resist: Poison 2
Saves: none
MBA:
Longsword +7 1d8+2
RBA:
Widow's Knife +7 1d4+3

RBA: Longbow +6 1d10+3

Carried: 97 lbs
Daggers (9):
Longbow and 20 arrows
Amulet of Health
+1 Bard's Songblade +2
Things of note
Bardic Powers: See Virtue of Valor, Song of Rest, Rousing Voice
FEAT: Versatile Expertise: +1 w/heavy blades and instruments
Combat Round x Notes


Virtue of Valor/Song of Rest/Rousing Voice Show

Virtue of Valor
Once per round, when any ally within 5 squares of you reduces an enemy to 0 hit points or bloodies an enemy, you can grant temporary hit points to that ally as a free action. The number of temporary hit points equals 1 + your Constitution modifier (+4) at 1st level

SONG OF REST

When you play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+5) with each healing surge. A character can be affected by only one Song of Rest at a time.

ROUSING VOICE
Heroic Tier

Prerequisite: Human, bard
Benefit: When an ally within 10 squares of you uses second wind, he or she gains also temporary hit points equal to your Charisma modifier. (+5)

Current Bank Show


Bank amounts as of 6.28.2012
Party Fund:
02.2
Sand: 680
T'Chai: 680
Lothi: 200
Bharas: 200
Aldalec: 680


*200 owed to us upon completion of assignment by Thiel Dakhar.
Weapons & gear:

Spellbook x2 -Aldalec
Coins & valuables:
Art pieces:
Coins:
Gems:
Non-assigned magical items:

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9 months ago  ::  Sep 11, 2012 - 7:18PM #168
MightyManrock
Date Joined: Aug 17, 2010
Posts: 827
As the bard's strange music wisks the thug away, Lothi makes another dig into him with his knives.

Mechanics Show
No Action: Melee Basic Attack (CA) vs. Thug 1 (B33): 1d20+10+3=27, 1d4+2d6+2=12
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9 months ago  ::  Sep 12, 2012 - 7:09PM #169
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861
[Next: Bharhas]

In trouble, and with one of the Half-Giants almost dead, the Halfling shouts at the other one "Come to me you Oaf! Get him! Get him!" he adds, pointing at Sand.

The Thug obeys his leader and rushes Sand, knocking him prone and landing a quick blow with his Greatclub.

Mechanics Show
Aldalec & Lothi Hit

Corrected the fact that Sand had to drop his torch

HG Thug 2's turn:
Move: to [A,35]
Minor: Push Through on Sand (+2 CA): 21 vs Fort, Hit! Sand is pushed to [B,33], knocked prone and Thug Shifts in [B,34]
Standard: Greatclub on Sand (+2 CA): 26 vs AC, Hit! 13-5=8 Damage

HG Thug 1's turn:
Minor: Stone's Endurance

Map Show


Larger Version

Map:
Lighting: Darkness. Since the room is small, with reflection & diffusion, as long as there is at least one torch lit, the areas not covered by the torch are Dim Light (-2).
Debris: Difficult Terrain
Throne & stairs: Difficult Terrain
Stairs below throne: Difficult terrain, someone standing in [B,35] & [C,35] will be 1/2 square below ground and benefit from partial cover vs range (-2) but grant CA to adjacent opponents in melee Statues: Impassable Terrain. They occupy a full square & block LOS
Dried fountain: Difficult Terrain
Doors: [-F:-E, 30] from which you are coming
Doors: [-F:-E, 37]

Status Show

Half-Elf Grenadier 1 [A,30] ??/??
Half-Elf Grenadier 2 [A,37] -11/??
 
T'Chai [-J,37] 35/42 Standing in Dim Light
Sand
[B,33] 34/42 5 Resist All UEONT, Prone
Lothi [-I,36] 22+4/34  
Aldalec
[-F,33] 36/36 
Half-Giant Thug 2 [B,34] ??/??
Half-Giant Thug 1 [B,33] -51/??
5 Resist All UEONT, Bloodied, Dazed UEONT (Lothi), Marked UEONT (Sand)
>>>Bharhas
[-E,30] 25/40
Phase of the Sun: SoT: each enemy adjacent takes 4 fire & radiant damage. Resist 5 cold.
Halfling Leader [C,34] -9/?? Marked UEONT (Sand)
 
Special:  
Torches: [C,33], [-C,34], Thug 1, Thug 2
 
Used powers:

Aldalec: HS: 4/9, AP: 0/1
Bharhas: HS: 2/6, AP: 0/1
Lothi: HS: 0/8, AP: 0/1 Surprise Strike
Sand: HS: 6/11, AP: 0/1 Exsiccating Short Sword, Funneling Fury, Stone's Endurance
T'Chai: HS: 2/7, AP: 0/2 Escaping Shot

Enemy Knowledge Show
Half-Giant Thug
Speed 6
HP = [52 to 70]
Highest NAC Def: Fort
AC = [.. to 28]
Will = [.. to 16]

Half-Elf Grenadier
Speed 6
HP = [23 to ..]
Highest NAC Def: Ref
AC = [.. to 17]
 
Halfling
Small size
Speed 6
HP = [18 to ..]
Highest NAC Def: Ref
AC = [.. to 22]
Special: +2 AC vs OA
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9 months ago  ::  Sep 15, 2012 - 8:33AM #170
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861
[Next: T'Chai, Sand, Lothi, Aldalec]

Everyone feels a tingle in their stomachs as Bharhas daws energy for a spell. He moves from the left pillar's cover to the right one's, with each of his steps sounding like thunder. Suddenly, a loud "boom" shakes the Halfling to the core and Bharhas has already disappeared behind the pillar before his target can react.

Apparently not comfortable in melee, the Halfling tries to move away. He fails to do so when, from the ground, Sand hits him in the knees with the flat of one of his short swords. This stops the Halfling in his tracks. Raging, the Halfling grabs two flasks from his belt and throws them in Lothi's general direction. One bursts on the floor right behind the Elf and sprays Lothi and Sand with white goo that sticks to thier clothes, weapons and shoes.
The second flask hits Lothi in the chest, releasing white acrid smoke as the liquid eats his armor. The Elf starts panicking as he realises this is acid. He scrapes his armor with his daggers frenetically to avoid the worst.

It gets worse, as the two Half-Elves focus fire and blow up two fire bombs seeting Lothi and Sand's clothes on fire. Quickly, they seek cover behind pillars.

Mechanics Show
Bharhas's turn:
Move: to [-E,35]
Standard: Storm Walk on Thug 1 (+2 CA): 19 vs Fort, Hit! 16-5=11 Damage.
Then Shift to [-E,36]

Halfling's turn:
Move: to [C,36]
Immediate Interrupt: Combat ChallengeOA
Sand uses MBA on Halfling (-2ATK + 1OA): 27 vs (AC+2), Hit! 12 Damage
Movement is stopped

Standard: Alchemical Barrage granting two attacks:

Caustic Glue:
Burst 1 centered on [A,32], vs Ref
Lothi: 28 vs Ref, Hit!
Sand: 13 vs Ref, Hit!
Both take 4 Damage and are Slowed (save ends). Lothi's THP are gone and Sand absorbs the 4 with Stone's Endurance.

Use of Acid Jar triggers Combat Challenge from Sand: MBA on Halfling: 18 vs AC, Miss!
I guess that because CC is not an OA then the Halfling does not get his bonus.


Acid Jar
on Lothi (-2 Marked): 21 vs Ref, Hit! 10 Acid Damage on Lothi, and 2 Damage to nearby creatures (Sand and Thug 1 both absorb it)
Lothi is Bloodied

Grenadier 1's turn:
Move: to [-D,32]
Standard: Fire Bomb, Burst 1 centered on [A,32]
Lothi: 16 vs Ref, Hit!
Sand: 22 vs Ref, Hit!
For 7 Fire Damage (only 2 on Sand)

Grenadier 2's turn:
Move: to [-C,36]
Standard: Fire Bomb, Burst 1 centered on [A,32]
Lothi: 14 vs Ref, Miss!
Sand: 15 vs Ref, Hit!
For 11-5=6 Fire Damage on Sand


Map Show


Larger Version

Map:
Lighting: Darkness. Since the room is small, with reflection & diffusion, as long as there is at least one torch lit, the areas not covered by the torch are Dim Light (-2).
Debris: Difficult Terrain
Throne & stairs: Difficult Terrain
Stairs below throne: Difficult terrain, someone standing in [B,35] & [C,35] will be 1/2 square below ground and benefit from partial cover vs range (-2) but grant CA to adjacent opponents in melee Statues: Impassable Terrain. They occupy a full square & block LOS
Dried fountain: Difficult Terrain
Doors: [-F:-E, 30] from which you are coming
Doors: [-F:-E, 37]

Status Show

Half-Elf Grenadier 1 [-D,32] ??/??
Half-Elf Grenadier 2 [-C,36] -11/??
 
>>>T'Chai [-J,37] 35/42
>>>Sand
[B,33] 26/42 5 Resist All UEONT, Prone, Slowed (save ends)
>>>Lothi [-I,36] 5/34 Slowed (save ends), Bloodied
>>>Aldalec
[-F,33] 36/36 
Half-Giant Thug 2 [B,34] ??/??
Half-Giant Thug 1 [B,33] -62/??
5 Resist All UEONT, Bloodied, Dazed UEONT (Lothi), Marked UEONT (Sand)
Bharhas
[-E,30] 25/40
Phase of the Sun: SoT: each enemy adjacent takes 4 fire & radiant damage. Resist 5 cold.
Halfling Leader [C,34] -21/?? Marked UEONT (Sand)
 
Special:  
Torches: [C,33], [-C,34], Thug 1, Thug 2
 
Used powers:

Aldalec: HS: 4/9, AP: 0/1
Bharhas: HS: 2/6, AP: 0/1
Lothi: HS: 0/8, AP: 0/1 Surprise Strike
Sand: HS: 6/11, AP: 0/1 Exsiccating Short Sword, Funneling Fury, Stone's Endurance
T'Chai: HS: 2/7, AP: 0/2 Escaping Shot

Enemy Knowledge Show
Half-Giant Thug
Speed 6
HP = [62 to 70]
Highest NAD: Fort
AC = [.. to 28]
Fort = [.. to 19]
Will = [.. to 16]

Half-Elf Grenadier
Speed 6
HP = [23 to ..]
Highest NAD: Ref
AC = [.. to 17]
 
Halfling
Small size
Speed 6
HP = [42 to ..]
Highest NAD: Ref
AC = [19 to 22]
Special: +2 AC vs OA
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The Haven General [IC] A Tyrian Intrigue [4e Dark Sun]
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