The Guard to Jamie's left quickly crosses to back up the second guard who shifts a step back to avoid the blades of Prince William and Jamie. The cut left by William told the guard to stay out of reach. The two guards swung their long Halberds, the first Guard attempting to knock down Jamie and the second merely attempting to repay the blow he had taken.
"I'm going to take that sword from you and sell it, too bad you won't be alive to see it." The guard sneers as he wounds William exactly as William had wounded him.
The guard attempting to knock down Jamie is not nearly as successful. His blow, though powerful, is fairly easily dodged by Jamie. Perhaps he should have taken a step closer.
(Correction on the map, it was Guard 2 not 1 that was injured.)
William falls back next to Zellan and his battle hymn reaches a crescendo, :whistle:they said it was madness, he replied THIS IS SOUTH KINGDOM:whistle:
Move to M7
Standard: Inspiring Refrain vs Bezerker's AC : 1d20+817 Hit!2d8+412 Damage and party (except me) gets +1 to attack rolls until EOMNT.
Jamie should be able to flank with me on his next turn. Lets focus on K, he's easy to hit and can do a lot of damage if we let him live too long. I hope the guards don't have threatening reach so I don't provoke an OA.
Stats:
HP 18/29 17AC 14Fort 15Ref 16Will
Commander's Strike
[strike]Inspiring Refrain[/strike]
Majestic Word
Majestic Word Slayer's Song
The injured bandit did not look back, he needed to get away from the the elf with those piercing eyes. He couldn't hide from him and those arrows were painful. His wounds throbbed as he rushed towards the safety of the more dense forest to the west. The other bandit however did not play coward. The wizard may laugh at his throwing arm, but he wouldn't be laughing with a blade through his heart.
"I'm coming for yah Shorty!" he yelled and rushed headlong at Otter. Unable to get flank anyone he'd settle for cutting up the weakest looking guy of the lot. He swung hoping to daze the gnome, but his blow is easily dodged by the agile gnome.
Erdan stands his ground, quickly removing the tips from two of his arrows he launches both of them at the wounded bandit. one of them bounces off of a tree mere inches behind him. The other slams into his temple with full force, the thick arrow knocks the bandit over and his head hits a rock as he falls to the ground knocking him unconscious!
Yea, I'm ok with that. Although I do think that if we do this if someone has a plan that needs certian things done they gotta speak up so we can work together.
Well I like the idea, as soon as this turn finishes we'll switch to that, I just want to give Kilroy and Mightyjongyo a chance to comment and agree before we switch to blocks.
bratr on
0
Options
mightyjongyoSour CrrmEast Bay, CaliforniaRegistered Userregular
edited August 2010
Yea, initiative blocks sounds like a great idea to me.
Otter quickly steps to the side and begins focusing power through the polished orb in his hands. The air grows warm as streams of fire streak toward the two guards, exploding as they hit the ground.
Move: Shift to L7
Free: Orb of Imposition
Standard: Orbmaster's Incendiary Detonation* centered at P9
The dark green zone on the map is now on fire. Enemies that move into it or start their turn there take 2 fire damage. It lasts until the end of my next turn.
*
Encounter Arcane, Fire, Force, Implement, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier force damage, and you knock the target prone.
Effect: The burst creates a zone of licking flames that lasts until the end of your next turn. Each enemy that enters the zone or starts its turn there takes 2 fire damage.
Orb of Imposition: You can extend the duration of this effect, even though it is not an at-will power. If you do so, the area expands to burst 3 and doesn’t affect you or your allies.
The two guards, realizing that the leader of the group has become surrounded and is badly injured, quickly move in to help. The guard that arrived form the north flanks Jamie, hoping to persuade him from attacking the boss again. The second guard however cannot chase down William because he is lying face down, knocked down from the wizards fiery blast.
"Don't move away from me, fight fair, who do you think you are ignoring me? A Prince?!" The guard yells as he runs forward.
EDIT WILLIAM DOES NOT TAKE DAMAGE!
The guard flanking Jamie swings, certain that he will hit, instead his halbered swings wide of the rogue.
"WH-A-?" he exclaims, green eyes going wide as dinner plates.
Guard 1's amazing miss I forgot to add the +2 for flanking/CA but it doesn't matter it would still miss.
William feeling weary from battle steels himself and summons a reserve of stamina, shouting "HUZZAH!" majestically. Then he attacks striking through a gap in the Bandit leader's armor cutting deep and slicing through a strap holding his armor in place. Exposing his side to further attacks.
Guiding Strike vs K's AC: 1d20+828 Crit!12 Damage and K's AC is reduced by 2 until EOMNT
Majestic word on myself and I choose not to slide. I gain 11hp and am no longer bloodied.
Ok He's flanked, bloodied, and -2, pull that sucker down! Maybe the rest will run, or be closer to running once their leader drops.
Stats:
HP 22/29 17AC 14Fort 15Ref 16Will
Commander's Strike
[strike]Inspiring Refrain
Majestic Word[/strike]
Majestic Word Slayer's Song
The bandit that still remains standing senses an advantage and flanks the Paladin swinging to daze the Paladin. Yet despite catching the Paladin off guard he swings wide, missing Zellan completely
Bandit attack
The Beserker, bloodied, tastes blood dripping from his nose. His skin feels burnt and he can barely stand. The taste of blood fills his mouth and the smell of blood fills his nose. Adrenaline gives him a burst of energy, with yell he attacks Zellan twice, threatening to fell him completely.
((Free action: Basic Melee +4 and +1d6 damage when first bloodied.))
Zellan took the blows like a man, but the two attacks were too much, in addition the beserker had the strength of two men as a result of his rage. Zellan slips into unconsciousness. As the world dims he sends a desperate prayer to his God.
Zellan takes 28 damage. and drops to -8
Sorry Zellan.
Bandit: AC 16, Fort 12, Ref 14, Will 12
Beserker: AC 15, Fort 15, Ref 14, Will 14
Guard: AC 18, Fort 16, Ref 15, Will 14
Up next: everyone but William, in any order.
I believe that 15 or better will stabilize, and 10 or better lets him do a second wind. So a standard action heal check will allow Zellen to get back in the fight fairly quickly.
Edit: So this means it's our groups time to go, just post as you can right?
Hey bratr, can we keep the enemies stats in your posts when you play them. It helps so we don't have to go back and forth trying to figure out if we hit or not.
Hey bratr, can we keep the enemies stats in your posts when you play them. It helps so we don't have to go back and forth trying to figure out if we hit or not.
Sure sorry, keep reminding me to things like that.
Erdan runs closer to the bandit but stops when he sees him fell Zellen so quickly. Stopping Erdan launches an arrow at the berserker and curses as it flies past him and buries itself in a tree. "Don't forget the prince wants them alive" he mutters to himself as he removes the tip of his next arrow, sighting down he takes a second before letting the arrow fly. It lands right between the berserker's eyes knocking him out.
By all appearances the guards still wish to defend their fallen leader and are still hostile.
bratr on
0
Options
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
edited August 2010
Jamie makes a lunge at the guard nearest him, hitting him soundly. He immediately returns to a guarded position, prepared to defend himself, and takes a step back.
Standard: Guarded Attack on G1: 1d20+9 vs. AC = 21 assume that's a hit!, 16 damage
If the target makes a melee attack against me before the start of my next turn, I can make a secondary attack against it as an immediate interrupt: 1d20+7 vs. AC, 1d8+3 damage, and the target takes a -2 penalty to the triggering attack roll.
Move: shift to O6
3cl1ps3 on
0
Options
mightyjongyoSour CrrmEast Bay, CaliforniaRegistered Userregular
edited August 2010
Ooouch. Do I need to make a death save or something like that?
Ok, going to retcon using majestic word on myself. Current HP is 18/29
Zellan you will have to do a death save, but I can bring you back with a minor action on my turn. No worries. You will loose a turn but with Erdan one-shotting things and the zerker down I think we are doing ok. Also if anybody is good at intimidate you can try to bully the last one or two into surrendering if they seem like they have lost thier resolve to fight.
Bad Guys:
Bandit1: AC 16, Fort 12, Ref 14, Will 12 0 damage Bandit2: AC 16, Fort 12, Ref 14, Will 12 Unconscious
Beserker: AC 15, Fort 15, Ref 14, Will 14 Unconscious
Guard1: AC 18, Fort 16, Ref 15, Will 14 18 damage
Guard2: AC 18, Fort 16, Ref 15, Will 14 7 damage
Stats:
HP 18/29 17AC 14Fort 15Ref 16Will
Commander's Strike
[strike]Inspiring Refrain[/strike]
Majestic Word
Majestic Word Slayer's Song
psst..O6 is the corpse and considered difficult terrain, so Jamie can't shift there unless shifting more than one square or some other special ability, or acrobatics check.
Posts
Move: Move to Q8
Standard: Clever Strike vs. G2: 1d20+10 vs. AC = 12
Ugh, thanks a lot Orokos.
Steam | Twitter
I just got home, NPC actions coming up soon.
"I'm going to take that sword from you and sell it, too bad you won't be alive to see it." The guard sneers as he wounds William exactly as William had wounded him.
William takes 5 damage.
The guard attempting to knock down Jamie is not nearly as successful. His blow, though powerful, is fairly easily dodged by Jamie. Perhaps he should have taken a step closer.
(Correction on the map, it was Guard 2 not 1 that was injured.)
Map
Update: Map now shows bloodied status as well, I'm really liking what I can do with excel.
Initiative order:
Guard 1
Guard 2
William
Bandit 1
Bandit 2
Beserker
Erdan
Otter
Jamie
Zellan
Move to M7
Standard: Inspiring Refrain vs Bezerker's AC : 1d20+8 17 Hit! 2d8+4 12 Damage and party (except me) gets +1 to attack rolls until EOMNT.
Jamie should be able to flank with me on his next turn. Lets focus on K, he's easy to hit and can do a lot of damage if we let him live too long. I hope the guards don't have threatening reach so I don't provoke an OA.
Stats:
Commander's Strike
[strike]Inspiring Refrain[/strike]
Majestic Word
Majestic Word
Slayer's Song
"I'm coming for yah Shorty!" he yelled and rushed headlong at Otter. Unable to get flank anyone he'd settle for cutting up the weakest looking guy of the lot. He swung hoping to daze the gnome, but his blow is easily dodged by the agile gnome.
Bandit 1 to K5
Bandit 2 to B7
Attack by Bandit 1
The Beserker now starting to get surrounded welcomes the arrival of the Bandit.
"Come On, help me finish them off."
The huge brute of a man swings his greataxe at Zellan, who catches the blow on his shield, which absorbs the terrifying blow.
"Aargh" the beserker lets out a yell of dismay.
Beserker roll
Map
Initiative order:
Guard 1
Guard 2
William
Bandit 1
Bandit 2
Beserker
Erdan
Otter
Jamie
Zellan
Standard: Twin Strike 1d20+9 = 19; 1d20+9 = 10. Hit, Miss 3 damage.
Hunters Querry: 1d8 = 7 damage
Bandit be dea---unconscious!
also for this fight I'm wondering whether just not sticking all the NPC's together or something, but for now its
Initiative order:
Guard 1
Guard 2
William
Bandit 1
Bandit 2
Beserker
Erdan
Otter
Jamie
Zellan
Otter quickly steps to the side and begins focusing power through the polished orb in his hands. The air grows warm as streams of fire streak toward the two guards, exploding as they hit the ground.
Move: Shift to L7
Free: Orb of Imposition
Standard: Orbmaster's Incendiary Detonation* centered at P9
vs Guard 1's reflex: 1d20+4=9 Miss!
vs Guard 2's reflex: 1d20+4=24 Crit! 10 force damage and he is knocked prone
vs Berserker's reflex: 1d20+4=12 Miss!
The dark green zone on the map is now on fire. Enemies that move into it or start their turn there take 2 fire damage. It lasts until the end of my next turn.
*
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier force damage, and you knock the target prone.
Effect: The burst creates a zone of licking flames that lasts until the end of your next turn. Each enemy that enters the zone or starts its turn there takes 2 fire damage.
Orb of Imposition: You can extend the duration of this effect, even though it is not an at-will power. If you do so, the area expands to burst 3 and doesn’t affect you or your allies.
Published in Arcane Power, page(s) 102.
Steam | Twitter
Jamie moves to flank the Berserker, maneuvering behind him. He stabs viciously at him, scoring a devastating hit.
Move: move to O5
Standard: Sly Flourish on Berserker: 1d20+8=16+2 = 18 I assume that's a hit? 23 damage
Zellan takes a mighty swing at the berserker and connects. A hit! His elation at finally hitting gives him renewed strength.
Bolstering strike vs. Berserker AC: 1d20+4+1 = 19, hit! 1d10+2 = 8, Zellan gains 2 THP.
Updated the map with movement/damage
Zellan's stats:
HP: 18/29, 2 THP
AC: 20, Fort 15, Ref 14, Will 14
"Don't move away from me, fight fair, who do you think you are ignoring me? A Prince?!" The guard yells as he runs forward.
EDIT WILLIAM DOES NOT TAKE DAMAGE!
The guard flanking Jamie swings, certain that he will hit, instead his halbered swings wide of the rogue.
"WH-A-?" he exclaims, green eyes going wide as dinner plates.
Guard 1's amazing miss I forgot to add the +2 for flanking/CA but it doesn't matter it would still miss.
The guards have incredible attacking ability
Map
Initiative order:
Guard 1
Guard 2
William
Bandit 1
Bandit 2
Beserker
Erdan
Otter
Jamie
Zellan
Guiding Strike vs K's AC: 1d20+8 28 Crit! 12 Damage and K's AC is reduced by 2 until EOMNT
Majestic word on myself and I choose not to slide. I gain 11hp and am no longer bloodied.
Ok He's flanked, bloodied, and -2, pull that sucker down! Maybe the rest will run, or be closer to running once their leader drops.
Stats:
Commander's Strike
[strike]Inspiring Refrain
Majestic Word[/strike]
Majestic Word
Slayer's Song
Bandit attack
The Beserker, bloodied, tastes blood dripping from his nose. His skin feels burnt and he can barely stand. The taste of blood fills his mouth and the smell of blood fills his nose. Adrenaline gives him a burst of energy, with yell he attacks Zellan twice, threatening to fell him completely.
((Free action: Basic Melee +4 and +1d6 damage when first bloodied.))
Roll I hope someone checks my roll the attack says to use a basic melee with a +4 bonus to the attack.
Zellan took the blows like a man, but the two attacks were too much, in addition the beserker had the strength of two men as a result of his rage. Zellan slips into unconsciousness. As the world dims he sends a desperate prayer to his God.
Zellan takes 28 damage. and drops to -8
Sorry Zellan.
Bandit: AC 16, Fort 12, Ref 14, Will 12
Beserker: AC 15, Fort 15, Ref 14, Will 14
Guard: AC 18, Fort 16, Ref 15, Will 14
Up next: everyone but William, in any order.
Can a heal check raise his hitpoints or only stabilize him?
Edit: So this means it's our groups time to go, just post as you can right?
He will be in the same initiative block as them in other words.
Sure sorry, keep reminding me to things like that.
Move: Move to (J,10)
Standard: Twin Strike: 1d20+8 = 15; 1d20+8 = 11 vs Berserker's AC Hit, Miss. 5 Damage
Hunters Querry: B1, G2, K are all same distance, choose K. 1d8 = 8
"Don't kill me, don't turn me in. I can tell you about the dragon, I swear."
The Berserker sinks into unconsciousness.
Damn right they did. 8-)
I'll post my turn in the morning. I am way too tired tonight.
Steam | Twitter
If the target makes a melee attack against me before the start of my next turn, I can make a secondary attack against it as an immediate interrupt: 1d20+7 vs. AC, 1d8+3 damage, and the target takes a -2 penalty to the triggering attack roll.
Move: shift to O6
Zellan you will have to do a death save, but I can bring you back with a minor action on my turn. No worries. You will loose a turn but with Erdan one-shotting things and the zerker down I think we are doing ok. Also if anybody is good at intimidate you can try to bully the last one or two into surrendering if they seem like they have lost thier resolve to fight.
Map
Bad Guys:
Bandit1: AC 16, Fort 12, Ref 14, Will 12 0 damage
Bandit2: AC 16, Fort 12, Ref 14, Will 12 Unconscious
Beserker: AC 15, Fort 15, Ref 14, Will 14 Unconscious
Guard1: AC 18, Fort 16, Ref 15, Will 14 18 damage
Guard2: AC 18, Fort 16, Ref 15, Will 14 7 damage
Stats:
Commander's Strike
[strike]Inspiring Refrain[/strike]
Majestic Word
Majestic Word
Slayer's Song
psst..O6 is the corpse and considered difficult terrain, so Jamie can't shift there unless shifting more than one square or some other special ability, or acrobatics check.