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[D&D 4E] King of the Trollhaunt Warrens - Game Thread
Posts
Siali gains 12 HP back
Aziz takes the 12 HP Damage
Dragonborn Gladiator B Takes 19 Damage from your attack
Siali may shift 2 squares, consistent with Retaliating Smite
Siali and Aziz gain an action point which can be used any time before you rest (even in an encounter you spent another action point) for suffering this fool of a DM.
Sound good? Good. Chances are there's only going to be one or none of them left by their next turn anyhow.
Aziz - Status: Bloodied HP 34/76, AC 29; F 24, R 23, W 22
Siali - Status: Bloodied - HP 23/75 - AC 23; F 18, R 22, W 20, PP 15
Dardek - Status: None - HP: 64/86 AC 29 F 19 R 19
Dragonborn Gladiator A - Status: Bloodied, Dardek's Divine Challenge, +2 to Attack (Dragonborn Gladiator B's Turn Ends) - HP 31/106 - AC 24; F 23, R 20, W 21, PP 16
Dragonborn Gladiator B - Status: Bloodied, Lone Fighter (Ends when Adjacent to more than one enemy), Marked by Aziz, cannot recharge powers or use action points (save ends) - HP 15/106 - AC 24; F 23, R 20, W 21, PP 16
Dragonborn Gladiator D - Status: Lone Fighter (Ends when Adjacent to more than one enemy). Treated as an ally for flanking (end of Edgil's next turn), +2 to Attack (Dragonborn Gladiator B's Turn Ends) - HP 77/106 - AC 24; F 23, R 20, W 21, PP 16
Edgil - Status: +4 AC until end of Dardek's next turn - HP Current HP-54/64 AC 23; F 20, R 24, W 21, W 20
:arrow: Jack - Status: 8 Temporary Hitpoints - HP: Current HP-48/93 - AC 25; F 25; R 19; W 19
Jack's enemies get a +4 to hit him for one round.
:arrow:Aziz - Status: Bloodied HP 34/76, AC 29; F 24, R 23, W 22
Siali - Status: Bloodied - HP 23/75 - AC 23; F 18, R 22, W 20, PP 15
Dardek - Status: None - HP: 64/86 AC 29 F 19 R 19
Dragonborn Gladiator A - Status: Dead!, Dardek's Divine Challenge, +2 to Attack (Dragonborn Gladiator B's Turn Ends) - HP -2/106 - AC 24; F 23, R 20, W 21, PP 16
Dragonborn Gladiator B - Status: Bloodied, Lone Fighter (Ends when Adjacent to more than one enemy), Marked by Aziz, cannot recharge powers or use action points (save ends) - HP 15/106 - AC 24; F 23, R 20, W 21, PP 16
Dragonborn Gladiator D - Status: Lone Fighter (Ends when Adjacent to more than one enemy). Treated as an ally for flanking (end of Edgil's next turn), +2 to Attack (Dragonborn Gladiator B's Turn Ends) - HP 77/106 - AC 24; F 23, R 20, W 21, PP 16
Edgil - Status: +4 AC until end of Dardek's next turn - HP Current HP-54/64 AC 23; F 20, R 24, W 21, W 20
Jack - Status: 8 Temporary Hitpoints, -4 AC until the end of his next turn - HP: Current HP-48/93 - AC 25; F 25; R 19; W 19
Unless you are referring to something else.
edit: look at the past 3 posts. 5:27, 6:27, 7:27. Hopefully this isn't some foreshadowing for when we fight 27 trolls or something. :P
Move: Aziz shifts to D7
Minor: Rousing Words to himself -- Aziz gains (21+21+9)=51 hp and is at FULL, baby.
Standard: Aziz uses Provoke Overextension on Dragonborn B -- attack (1d20 17=31), hit -- damage (2d10 9=24). Dragonborn D is finished according to the last HP tally.
ACTION POINT Villain's Nightmare (which attacks reflex) on Gladiator D -- attack (1d20 17=24), hit, damage (3d10 9=29)
Effect: Until the end of the encounter, when Aziz is adjacent to the target and it walks or runs, Aziz may cancel that movement as an immediate interrupt.
Thus ends the turn of Aziz
Aziz - Status: Bloodied HP 76/76, AC 29; F 24, R 23, W 22
:arrow:Siali - Status: Bloodied - HP 23/75 - AC 23; F 18, R 22, W 20, PP 15
Dardek - Status: None - HP: 64/86 AC 29 F 19 R 19
Dragonborn Gladiator A - Dead!
Dragonborn Gladiator B - Dead!
Dragonborn Gladiator D - Status: Bloodied, Lone Fighter (Ends when Adjacent to more than one enemy).Until the end of the encounter, when Aziz is adjacent to the target and it walks or runs, Aziz may cancel that movement as an immediate interrupt. - HP 48/106 - AC 24; F 23, R 20, W 21, PP 16
Edgil - Status: +4 AC until end of Dardek's next turn - HP Current HP-54/64 AC 23; F 20, R 24, W 21, W 20
Jack - Status: 8 Temporary Hitpoints, -4 AC until the end of his next turn - HP: Current HP-48/93 - AC 25; F 25; R 19; W 19
She runs behind the last gladiator and spins her dagger in her hand before slicing his shoulder, deep.
minor: draw and drink potion! (with quick draw) at 51 hp
move: should be able to move to F7 without OA (in a roundabout way)
action point: Sly Flourish vs Gladiator (1d20+20=29, 1d4+11=15, 3d8=17, 3d12=13) - hit for 32 damage!
again, ill ready my counterstrike guards if he attacks me (im at +2 to AC against him)
Siali - Status: Bloodied - HP 51/75 - AC 23; F 18, R 22, W 20, PP 15
:arrow:Dardek - Status: None - HP: 64/86 AC 29 F 19 R 19
Dragonborn Gladiator A - Dead!
Dragonborn Gladiator B - Dead!
Dragonborn Gladiator D - Status: Bloodied, Lone Fighter (Ends when Adjacent to more than one enemy).Until the end of the encounter, when Aziz is adjacent to the target and it walks or runs, Aziz may cancel that movement as an immediate interrupt. - HP 16/106 - AC 24; F 23, R 20, W 21, PP 16
Edgil - Status: +4 AC until end of Dardek's next turn - HP Current HP-54/64 AC 23; F 20, R 24, W 21, W 20
Jack - Status: 8 Temporary Hitpoints, -4 AC until the end of his next turn - HP: Current HP-48/93 - AC 25; F 25; R 19; W 19
up next: Dardek! (FINISH HIM!)
I won't do anything fancy since it looks like Myth Weavers is down. So, Holy Strike on Gladiator D.
1d20+12 = 30
Hit!
Damage 1d10+7 = 13
Siali - Status: Bloodied - HP 51/75 - AC 23; F 18, R 22, W 20, PP 15
Dardek - Status: None - HP: 64/86 AC 29 F 19 R 19
Dragonborn Gladiator A - Dead!
Dragonborn Gladiator B - Dead!
:arrow:Dragonborn Gladiator D - Status: Bloodied, Lone Fighter (Ends when Adjacent to more than one enemy).Until the end of the encounter, when Aziz is adjacent to the target and it walks or runs, Aziz may cancel that movement as an immediate interrupt. - HP 3/106 - AC 24; F 23, R 20, W 21, PP 16
Edgil - Status: +4 AC until end of Dardek's next turn - HP Current HP-54/64 AC 23; F 20, R 24, W 21, W 20
Jack - Status: 8 Temporary Hitpoints, -4 AC until the end of his next turn - HP: Current HP-48/93 - AC 25; F 25; R 19; W 19
Short rest or press on? The mayor, you believe, is one level up the stairs.
As the headless body of the Gladiator fell to the floor, the Warlord wasted no time in shouting to his companions.
"We must press on! With every moment that passes, the Mayor is in greater danger! What say you?"
You emerge in a small 10x15' room with doors to the north and east, and a female voice calling out from beyond shouting "Unhand me, knave, unhand me!"
Peering through the doorway you see a small undead contingent lead by a red-gloved rogue holding a simple dagger holding the mayor by her hair.
Roll for Initiative.
Map!
Note, you are all in the small central room, if you are straddling a wall, that's just the way the map worked out. You need to go through one of the doors to do much of anything.
Also, though the human is the one advancing on the mayor, you get the impression the three-headed skeleton is really running the show today.
Initiative (1d20+11=21)
Initiative: 1d20+5 = 13
They rolled in the Table Talk thread
1d20+6 = 19
Map!
Encounter Information
Kindly replace with your current HP/other statistics when your turn comes up
Dardek - Status: None - HP: 64/86 AC 29 F 19 R 19
Edgil - Status: None - HP Current HP-54/64 AC 23; F 20, R 24, W 21, W 20
Aziz - Status: None HP 34/76, AC 29; F 24, R 23, W 22
Skull Lord Status: None - HP 40/40 - AC 24; F 21, R 22, W 23, PP 17; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Jack - Status: Non - HP: Current HP-48/93 - AC 25; F 25; R 19; W 19
Skeletal Tomb Guardian Status: None - HP 126/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian Status: None - HP 126/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian Status: None - HP 126/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian Status: None - HP 126/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Note, you are all in the small central room, if you are straddling a wall, that's just the way the map worked out. You need to go through one of the doors to do much of anything.
Also, though the human is the one advancing on the mayor, you get the impression the three-headed skeleton is really running the show today.
Next Up: Siali!
quick draw: draw short sword into main hand
standard: Walking Wounded vs Skeleton A (1d20+17=20, 2d6+4=15) - hit! 15 damage + sneak attack damage (3d8=11) = 26 damage and skeleton A is knocked prone. Until the end of the encounter, if the target moves more than half its speed in a single action, it falls prone at the end of its movement.
move: move to G4 (unless its a wall.. its hard to tell what is just decorating and what is functional...) (also, i shouldnt provoke OA's cause the skeleton is prone and im going to just walk over him, but if i do, im +4 to OAs)
Encounter Information
Kindly replace with your current HP/other statistics when your turn comes up
:arrow:Dardek - Status: None - HP: 64/86 AC 29 F 19 R 19
Edgil - Status: None - HP Current HP-54/64 AC 23; F 20, R 24, W 21, W 20
Aziz - Status: None HP 34/76, AC 29; F 24, R 23, W 22
Skull Lord Status: None - HP 40/40 - AC 24; F 21, R 22, W 23, PP 17; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Jack - Status: Non - HP: Current HP-48/93 - AC 25; F 25; R 19; W 19
Skeletal Tomb Guardian A Status: Prone, Walking Wounded - HP 100/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian Status: None - HP 126/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian Status: None - HP 126/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian Status: None - HP 126/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Next Up: Dardek!
"PELOR! LEND ME YOUR WRATH ONCE MORE!"
Once again, Dardek was engulfed in a burst of bright light that devoured their undead foes. However, when the light died down, they all still stood - the three headed skeleton certainly looked a bit worse for wear.
Tomb Guardian D gets an opportunity attack! i THINK I'm doing this right...
1d20+14 = 27 Miss!
Dardek uses Pelor's Radiance. Burst 3 engulfs all five undead.
Rolling all five at once, in the order of Skull Lord, Guard A, B, C, D.
5 x 1d20 + 9 =25, 16, 13, 15, 23
All hit except for Guard B
Skull Lord, and Guards A, C, and D are all Stunned until the end of my next turn.
Damage I'll do the same way. I'm adding the +5 from vulnerability.
5 x 3d12+5 = 31, 17, 22, 23
Dardek chooses Guard D as his Divine Challenge target.
Dardek - Status: None - HP: 64/86 AC 29 F 19 R 19
:arrow:Edgil - Status: None - HP Current HP-54/64 AC 23; F 20, R 24, W 21, W 20
Aziz - Status: None HP 34/76, AC 29; F 24, R 23, W 22
Skull Lord Status: Stunned until end of Dardek's turn, Bloodied - HP 9/40 - AC 24; F 21, R 22, W 23, PP 17; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Jack - Status: None - HP: Current HP-48/93 - AC 25; F 25; R 19; W 19
Skeletal Tomb Guardian A Status: Prone, Walking Wounded, stunned until end of Dardek's turn - HP 83/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian B Status: None - HP 126/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian C Status: Stunned until end of Dardek's turn - HP 104/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian D Status: Stunned until end of Dardek's turn - HP 103/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Next Up: Edgil![/QUOTE]
Dardek - Status: None - HP 64/86 AC 29 F 19 R 19
Edgil - Status: None - HP 54/64 AC 23; F 20, R 24, W 21, W 20
:arrow:Aziz - Status: None HP 34/76, AC 29; F 24, R 23, W 22
Skull Lord Status: Stunned until end of Dardek's turn, Bloodied - HP -2/40 - AC 24; F 21, R 22, W 23, PP 17; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Jack - Status: None - HP: Current HP-48/93 - AC 25; F 25; R 19; W 19
Skeletal Tomb Guardian A Status: Prone, Walking Wounded, stunned until end of Dardek's turn - HP 66/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian B Status: None - HP 126/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian C Status: Stunned until end of Dardek's turn - HP 104/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian D Status: Stunned until end of Dardek's turn - HP 92/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
"You! Get away from that mayor and come pick on somebody my size!"
As the human approached, he and the two nearest skeletons were enveloped in flames.
Standard: attack Skelly A (with combat advantage)
Luring Focus (1d20 19=38), damage (1d10 9=10) pfeh. me and my damage rolling.
BUT... the whole point was to lure that pesky human advancing the mayor over to me! Nobody advances on a mayor when Aziz is around, buddy! NOBODY! Advancing-On-Mayor-Human is pulled to square F5
Minor: From left to right on Skelly B, Advancing Guy, and Skelly A
Dragon's Breath (1d10 10=20, 1d10 10=17, 1d10 10=15)
I think that hits both Skeletal guys because the prone one should be granting me CA. So damage (2d6 2=10) to the Skeletal Guards and maybe Advancing Guy if his Reflex is 17 or less.
Siali - Status: None - HP 69/75 - AC 23; F 18, R 22, W 20, PP 15
Dardek - Status: None - HP 64/86 AC 29 F 19 R 19
Edgil - Status: None - HP 54/64 AC 23; F 20, R 24, W 21, W 20
Aziz - Status: None HP 34/76, AC 29; F 24, R 23, W 22
:arrow:Skull Lord Status: Stunned until end of Dardek's turn, Bloodied - HP -2/40 - AC 24; F 21, R 22, W 23, PP 17; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Jack - Status: None - HP: Current HP-48/93 - AC 25; F 25; R 19; W 19
Skeletal Tomb Guardian A Status: Prone, Walking Wounded, stunned until end of Dardek's turn - HP 46/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian B Status: None - HP 116/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian C Status: Stunned until end of Dardek's turn - HP 104/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian D Status: Stunned until end of Dardek's turn - HP 92/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
The brigand is a minion with straight 19s for defenses, should any of you desire to kill him.
Skull Lord is stunned and gets no actions.
Map!
Encounter Information!
Dardek - Status: None - HP 64/86 AC 29 F 19 R 19
Edgil - Status: None - HP 54/64 AC 23; F 20, R 24, W 21, W 20
Aziz - Status: None HP 34/76, AC 29; F 24, R 23, W 22
Skull Lord Status: Stunned until end of Dardek's turn, Bloodied - HP -2/40 - AC 24; F 21, R 22, W 23, PP 17; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
:arrow: Jack - Status: None - HP: Current HP-48/93 - AC 25; F 25; R 19; W 19
Skeletal Tomb Guardian A Status: Prone, Walking Wounded, stunned until end of Dardek's turn - HP 46/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian B Status: None - HP 116/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian C Status: Stunned until end of Dardek's turn - HP 104/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian D Status: Stunned until end of Dardek's turn - HP 92/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Red Hand Brigand Status: None - HP 1/1 - AC 19; F 19 R 19, W 19, PP 10;
Jack bursts through the southern door a little too late, and is distraught to see the mayor on the floor.
Flying into a rage, he swings down at the skeleton blocking his path.
Standard: Bloodhunt Rage on Skeleton D : 1d20+16 (power attack) = 32 Hit! Damage: 3d10+17 = 44 (Damn!)
Encounter Information!
Dardek - Status: None - HP 64/86 AC 29 F 19 R 19
Edgil - Status: None - HP 54/64 AC 23; F 20, R 24, W 21, W 20
Aziz - Status: None HP 34/76, AC 29; F 24, R 23, W 22
Skull Lord Status: Stunned until end of Dardek's turn, Bloodied - HP -2/40 - AC 24; F 21, R 22, W 23, PP 17; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Jack - Status: None - HP: Current HP-93/93 - AC 25; F 25; R 19; W 19
:arrow:Skeletal Tomb Guardian A Status: Prone, Walking Wounded, stunned until end of Dardek's turn - HP 46/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian B Status: None - HP 116/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian C Status: Stunned until end of Dardek's turn - HP 104/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian D Status: Stunned until end of Dardek's turn, Bloodied - HP 48/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Red Hand Brigand Status: None - HP 1/1 - AC 19; F 19 R 19, W 19, PP 10;
One of the Skull Lord's three skulls bursts, leaving him as a two-headed Skeleton with, again, 40/40 HP.
Skeletal Tomb Guardian's turns incoming.
The Red Hand Brigand hurls insults, all the while, though does not make an attack of his own. "Oh best run away, while you can. You'll be joining the dear mayor and these boney horrors soon, I can promise you."
Insight DC 25
Skeletal Tomb Guardian B uses Cascade of Steel.
Attack: 1d20+13 → [9,13] = (22)
Attack: 1d20+13 → [19,13] = (32)
Damage: 1d8+4 → [2,4] = (6)
Attack: 1d20+13 → [14,13] = (27)
Damage: 1d8+4 → [5,4] = (9)
Attack: 1d20+13 → [3,13] = (16)
Two hits for a total of 15 Damage.
Map!
Encounter Information!
Dardek - Status: None - HP 64/86 AC 29 F 19 R 19
Edgil - Status: None - HP 39/64 AC 23; F 20, R 24, W 21, W 20
Aziz - Status: None HP 34/76, AC 29; F 24, R 23, W 22
Skull Lord Status: Stunned until end of Dardek's turn, Bloodied - HP 40/40 - AC 24; F 21, R 22, W 23, PP 17; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Jack - Status: None - HP: Current HP-93/93 - AC 25; F 25; R 19; W 19
Skeletal Tomb Guardian A Status: Prone, Walking Wounded, stunned until end of Dardek's turn - HP 46/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian B Status: None - HP 116/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian C Status: Stunned until end of Dardek's turn - HP 104/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian D Status: Stunned until end of Dardek's turn, Bloodied - HP 48/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Red Hand Brigand Status: None - HP 1/1 - AC 19; F 19 R 19, W 19, PP 10;
minor: sheathe short sword
move: move to C2 - i am also +4 vs OA's... total of AC 31 for OAs right now.
Encounter Information!
:arrow:Dardek - Status: None - HP 64/86 AC 29 F 19 R 19
Edgil - Status: None - HP 39/64 AC 23; F 20, R 24, W 21, W 20
Aziz - Status: None HP 34/76, AC 29; F 24, R 23, W 22
Skull Lord Status: Stunned until end of Dardek's turn, Bloodied - HP 40/40 - AC 24; F 21, R 22, W 23, PP 17; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Jack - Status: None - HP: Current HP-93/93 - AC 25; F 25; R 19; W 19
Skeletal Tomb Guardian A Status: Prone, Walking Wounded, stunned until end of Dardek's turn - HP 21/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian B Status: None - HP 116/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian C Status: Stunned until end of Dardek's turn - HP 104/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian D Status: Stunned until end of Dardek's turn, Bloodied - HP 48/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Red Hand Brigand Status: None - HP 1/1 - AC 19; F 19 R 19, W 19, PP 10;
1d20+12=26 HIT
Damage 2d10+7 = 18
Edgil gets +4 bonus to AC until the end of Dardek's next turn.
Encounter Information!
Dardek - Status: None - HP 64/86 AC 29 F 19 R 19
:arrow:Edgil - Status: +4 AC until end of Dardek's turn - HP 39/64 AC 23; F 20, R 24, W 21, W 20
Aziz - Status: None HP 34/76, AC 29; F 24, R 23, W 22
Skull Lord Status: Stunned until end of Dardek's turn, Bloodied - HP 40/40 - AC 24; F 21, R 22, W 23, PP 17; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Jack - Status: None - HP: Current HP-93/93 - AC 25; F 25; R 19; W 19
Skeletal Tomb Guardian A Status: Prone, Walking Wounded - HP 21/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian B Status: None - HP 116/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian C Status: None - HP 104/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian D Status: Bloodied - HP 30/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Red Hand Brigand Status: None - HP 1/1 - AC 19; F 19 R 19, W 19, PP 10;
Move: Expeditious Retreat to G3.
Encounter Information!
Dardek - Status: None - HP 64/86 AC 29 F 19 R 19
Edgil - Status: +4 AC until end of Dardek's turn - HP 39/64 AC 23; F 20, R 24, W 21, W 20
:arrow:Aziz - Status: None HP 34/76, AC 29; F 24, R 23, W 22
Skull Lord Status: Stunned until end of Dardek's turn, Bloodied - HP 40/40 - AC 24; F 21, R 22, W 23, PP 17; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Jack - Status: None - HP: Current HP-93/93 - AC 25; F 25; R 19; W 19
Skeletal Tomb Guardian A Status: DEAD - HP -10/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian B Status: Can be treated as an ally for flanking (end of Edgil's next turn) - HP 99/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian C Status: None - HP 104/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian D Status: Bloodied - HP 30/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Red Hand Brigand Status: None - HP 1/1 - AC 19; F 19 R 19, W 19, PP 10;
Aziz positioned himself where the wizard had left, and hewed down one of the skeletal guards with a relentless barrage from his blade.
"Ha! How's that, y'bastard! Jack! Get to Siali, and quick!"
Minor: Inspiring Word on Edgil. Edgil regains Inspiring Word (16 2d6 4=24) hp.
Move: Shift to G7
Standard: Blade Flurry vs. : Blade Flurry (1d20 17=32, 1d20 17=35), both hits, damage (2d10 9 1d10 9=39)
Siali - Status: None - HP 69/75 - AC 23; F 18, R 22, W 20, PP 15 +4 AC untill the beginning of her next turn.
Dardek - Status: None - HP 64/86 AC 29 F 19 R 19
Edgil - Status: +4 AC until end of Dardek's turn - HP 63/64 AC 23; F 20, R 24, W 21, W 20
Aziz - Status: None HP 76/76, AC 29; F 24, R 23, W 22
:arrow: Skull Lord Bloodied - HP 40/40 - AC 24; F 21, R 22, W 23, PP 17; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Jack - Status: None - HP: Current HP-93/93 - AC 25; F 25; R 19; W 19
Skeletal Tomb Guardian A Status: DEAD - HP -10/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian B Status: Can be treated as an ally for flanking (end of Edgil's next turn) - HP 99/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian C Status: None - HP 104/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Skeletal Tomb Guardian D Status: DEAD - HP -9/126 - AC 17; F 16 R 16, W 15, PP 22; Immune Disease Poison, Resist 10 Necrotic, Vunerable 5 Radiant
Red Hand Brigand Status: None - HP 1/1 - AC 19; F 19 R 19, W 19, PP 10;