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.
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.
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]
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!" MechanicsShow
@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?
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. PowersShow
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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: 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]
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."
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.
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
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)
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:
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.
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
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]
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.
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 MBAon 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 Jartriggers Combat Challengefrom Sand: MBAon Halfling: 18 vs AC, Miss! I guess that because CC is not an OA then the Halfling does not get his bonus. Acid Jaron 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: 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]