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Book One: Chapter Four: "Plots Unearthed"

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Post  Malazek Mon Aug 17, 2009 12:18 pm

The Witch-King wrote:HP:78/67 (68) AC:28/27(bloodied) Fort:20 Ref:18 Will:16 Healing Surges:11/7 Action Points: 1

Standard: Reaping Strike (half damage on a miss): 1d20+12=13
Dmg: 1d10+6=14

FYI, Jackal Strike Free Reliable Trigger: Marked enemy becomes bloodied
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Post  Malazek Mon Aug 17, 2009 12:18 pm

151prooftattoos wrote:OOC: Had it in yellow for sending it telepathically, but shout is just as good.


Vangg moves the spell to D-19.
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Post  Malazek Mon Aug 17, 2009 12:18 pm

Swifthand wrote:Davin: HP 36(7)/66; AC 21 Fort 19 Ref 22 Will 21; Healing Surges=7/8, SV:16, Action Points=1
-----------------------------------------------------------------------------------
Hound: HP 65/105; AC 20 Fort 17 Ref 17 Will 15; Healing Surges=5/8 SV:26, Action Points=2

Round 7
Davin - Initiative=5
Move - Move to E16 (3 Athletics checks required)
Standard -Twin Strike Orc Captain
Minor - Stow potion
Note - Hemingr's Precision & see invisible are both still active.
-----------------------------------------------------------------------------------
Hound - Initiative=5 (right before Davin)
Move - Shift to B20
Minor - Designate C21 Captain as my Hunter's Quarry
Standard - Hit and Run Orc Captain

Athletics check check=15
Athletics check check=17
Athletics check check=16
Twin Strike 1=19
Twin Strike 2=32 (natch)
TS1 Damage=miss
TS2 Damage=16
HQ Damage=16
Crit Damage=3
-----------------------------------------------------------------------------------
Hit and Run=29 (natch)
HR Damage=9
HQ Damage=6

-Swift
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Post  Malazek Mon Aug 17, 2009 12:18 pm

macksgarageusa wrote:Straegis II: HP:69/69 AC:27 Fort:21 Ref:21 Will:18 Healing Surges:6/8 Action Points:2

Straegis sees hound shifting for an attack on the orc captain and gives him the opportunity to better his position. He then immediately slashes into the bloodrager again hoping to end his misery.

Standard: Wolf Pack Tactics on Bloodrager at C18.

Attack: 1d20=6+13(s)+2(prone)+2(flank?)=23
Damage: 1d8=8+8(s)=16

O.O.C.: Hound can shift 1 sq. for Free right now (Warlord- Wolf Pack Tactics).
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Post  Malazek Mon Aug 17, 2009 12:19 pm

Malazek wrote:Round 7 Recap & Resolution ...

Init 26
Juugug tries to Sacred Flame again. And again, he misses.

Init 19
Straegis hacks away at the Bloodrager, allowing Hound to shift from Harm's away; this angers the Orcs even further. The infuriated Orc buries his axe in Straegis side.

BR's Attack: 27 vs Straegis's AC. 17 Damage

Init 13
After invoking the might of the Queen, Verity finally makes it over the busted marble sculpture, and flies down upon the Bloodrager with his sword.

The BR is -2 to Attack until Verity's next turn.

Init 9
Vangg stays the course, moving the holy ground around the battlefield.

Init 6
Curious, Azzy leaves Snorri with Vangg, and wanders out onto the battlefield.

Init 5
Standing safely back, Alex hits the Captain with a dizzying bolt of water.
The Captain in Bloodied and -2 to Attack until Alex's next turn.

Mordax capitalizes on the situation, slamming the Captain with his hammer.
Jackal Strike: 26 to Hit; 24 Damage.

The Captian tries to return the favor, but Mordax's armor protects him.
20 vs. Mordax's AC; Miss.

Kersh swings and misses; his heavy flail cracks the stone floor.

Mordax slides to a better position, and lands a glancing blow against the Orc leader.
Figured you'd shift for the Flank if you knew Hound would be there.

Hound hamstrings the Captain, and yanks the Orc to the floor.

Changins his mind about the potion, Davin puts it away. Then, he runs over the rotting crates, back toward safety. He fires two arrows into the Captain as he runs.

Init 4
Hurting from Vangg's spell, the Bloodrager takes out his frustration on Straegis's armor.
19 vs Straegis's AC; Miss.

Eager for retribution, the Captain swings his mighty Axe into Mordax. The captain seems invigourated by the success.

28 vs. Mordax's AX; 12 Damage
Save vs. Immobilization: 13 (Success)
.

Book One: Chapter Four: "Plots Unearthed" - Page 33 GxdbFoA

Onto Round 8 ...
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Post  Malazek Mon Aug 17, 2009 12:19 pm

151prooftattoos wrote:WoeVangg: HP: 71/71 AC:20 Fort:18 Ref:16 Will:23 Healing Surges:11/11 AP:2

Move: Grab Snorri and pull him and self to E-11 (get closer to Davin)
Standard: If in range by initiative - Cure Serious Wounds on Davin
Minor: Sustain CG
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Post  Malazek Mon Aug 17, 2009 12:19 pm

macksgarageusa wrote:Straegis II: HP:52/69 AC:27 Fort:21 Ref:21 Will:18 Healing Surges:6/8 Action Points:2

Straegis makes a tactical move then lets loose on the bloodrager again. He tells Verity telepathically to follow him when he shifts so they can both benefit from flanking with Kersh.

Move: Shift to C19.
Free: Tell Verity to shift also.
Standard: Wolf Pack Tactics on Orc Bloodrager at C18.

Attack: 1d20=4+13(s)+5(Lead the Attack)+2(flank)=24
Damage: 1d8=3+8(s)=11

O.O.C.: Just a reminder cuz i noticed i forgot myself last round, +5 to attack bloodrager til end of encounter.
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Post  Malazek Mon Aug 17, 2009 12:20 pm

The Witch-King wrote:HP:78/56 AC:28/27(bloodied) Fort:20 Ref:18 Will:16 Healing Surges:11/7 Action Points: 1

Standard: Reaping Strike (half damage on a miss) 1d20+12=16
Dmg: 1d10+6=14
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Post  Malazek Mon Aug 17, 2009 12:20 pm

Halcyon wrote:Verity: HP:75/75 AC:27 Fort:21 Ref:21 Will:24 Healing Surges:10/11 Action Points:1 Initiative: 13 Lay on Hands: 1 Healing Word: 1

With the warlord's aid, Verity's sword strikes true.

Free: "Azzie, why aren't you guarding Snorri?"
Move: Shift to B19
Minor: Challenge Bloodrager
Standard: Enfeebling strike Bloodrager, 25 to hit, 6 damage. Bloodrager is -2 to hit until the end of Verity's next action.
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Post  Malazek Mon Aug 17, 2009 12:20 pm

magicspellz12 wrote:HP: 40/44; AP 1; HS 3/6

Smiling a small grin of satisfaction as Alex see's his aquamancy pay off - the orcs frustrated swipes at Mordax hindered by the flashes of water that spin around his head. Alex once again shifts his arms to command the water to dance in front of the orcs eyes.

----------------------
Standard: Distracting Hydrology on the Orc Captain.
Attack vs. Will: 18
Hit: 13 psychic damage and -2 to attack rolls until the end of my next turn.
Rolls
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Post  Malazek Mon Aug 17, 2009 12:20 pm

Swifthand wrote:Davin: HP 36(7)/66; AC 21 Fort 19 Ref 22 Will 21; Healing Surges=7/8, SV:16, Action Points=1
-----------------------------------------------------------------------------------
Hound: HP 65/105; AC 20 Fort 17 Ref 17 Will 15; Healing Surges=5/8 SV:26, Action Points=2

With his first target now prone, Davin switches to the Bloodrager.

Round 8
Davin - Initiative=5
Move - Move to E10
Standard -Twin Strike Bloodrager
Minor - Designate Bloodrager as my Hunter's Quarry
Note - Hemingr's Precision & see invisible are both still active.
-----------------------------------------------------------------------------------
Hound - Initiative=5 (right before Davin)
Move - None
Minor - None
Standard - Hit and Run Orc Captain


Twin Strike 1=19
Twin Strike 2=16
TS1 Damage=miss
TS2 Damage=miss
HQ Damage=miss
-----------------------------------------------------------------------------------
Hit and Run=12
HR Damage=miss
HQ Damage=miss

-Swift
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Post  Malazek Mon Aug 17, 2009 12:21 pm

Malazek wrote:Round 8 Resolution & Recap ...

Init 26
Juugug moves forward, his Lance of Faith striking again!
BR is damaged, Alex gains +2 to attack.

Init 19
After sliding across the box tops, Straegis swings at the Bloodrager, hoping to provide an opening for Verity ... in a fury, the berserk Orc continues to attack with blinding speed.

Straegis hits. Verity shifts for free.
BR's Attack: 18 vs Straegis's AC; Miss
.

Init 13
While thinking a question to Azzie, Verity steps from one box to another. Then, he turns to the Bloodrager and issues a Divine Challange that is immediately answered by th Orc's axe! Finally, he slices his blade deep into the musle mass of his berserk foe.

Divine Challenge invokes an OA: 26 vs Verity's AC: Miss.
Enfebbeling Strike hits; BR is -2 to hit, again


Init 9
Still sustaining the holy ground, and looking to heal Davin, Vangg grabs the bound Snorri and drags him a few steps onto the Battlefield.

Davin is not in range for CSW by your initiative.

Init 8
Davin hears the distant thunder of many, many heavy boots.
Far in the distance (to the south) he sees a distant light approaching
.

Init 6
Azzie answers Verity's question with one thought: Souls. Then, the angel of death moves around the battlefield, travelling from one dead orc to another, pulling some sticky, airy material from their bodies.

Init 5
Still shielded behind marble shoulders, Alex continues to beat the minds of the Orcs with his watery brain magic.

Orc Captain is damaged and -2 to Attacks, again.

Like a drummer, Mordax beats the same repetitive tune on the Orc Captains brow. Like his berserker subordinate, the Captain returns blow for blow, if not blood for blood.

Captain's Attack: 15 vs Mordax's AC: Miss.

Again, Kersh's heavy flail connects, knocking the BR to the ground.

Still working in tandem with Mordax, Hound bites ferociously at the Orc Captain's armor. Grrrar.

Davin bolts to where Vangg is standing, and fires two wayward arrows into the darkness.

Init 4
Struggling to his feet, the Orc Captain makes a run for it; Mordax and Hound stop him.

I rolled your OAs ...
... Mordax: 25 to hit, 13 Damage and the OC's movement is cancelled (Combat Superiority)
... Hound: 18 vs AC: Miss.


Stung by the power of da Queen, but willing to die if his Captain can get away, the BR clamors to a less dangerous position; sidestepping out of the flank.

CG does does 6 damage to the BR.
Move: Stand.
Standard: Shift to D19
.

Book One: Chapter Four: "Plots Unearthed" - Page 33 AVwYBHJ

Onto Round 9 ...
... and the flood grows deeper
.
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Post  Malazek Mon Aug 17, 2009 12:21 pm

151prooftattoos wrote:WoeVangg: HP: 71/71 AC:20 Fort:18 Ref:16 Will:23 Healing Surges:11/11 AP:2

Standard: Cast Cure Serious Wounds on Davin (Regain Hps as if spent 2 Healing surges and add +5 to it)
Minor: Sustain CG
Move: Move spell to C-21

"Ye nots dieth if'n da Queen 'as sumthin' ta do's 'bout its . . ."
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Post  Malazek Mon Aug 17, 2009 12:21 pm

Swifthand wrote:Davin: HP 66(7)/66; AC 21 Fort 19 Ref 22 Will 21; Healing Surges=7/8, SV:16, Action Points=1
-----------------------------------------------------------------------------------
Hound: HP 65/105; AC 20 Fort 17 Ref 17 Will 15; Healing Surges=5/8 SV:26, Action Points=2


Round 9
Davin - Initiative=5
Move - None
Standard -Twin Strike Bloodrager
Minor - None
Note - Hemingr's Precision & see invisible are both still active.
-----------------------------------------------------------------------------------
Hound - Initiative=5 (right before Davin)
Move - None
Minor - None
Standard - Hit and Run Orc Captain


Twin Strike 1=29
Twin Strike 2=24
TS1 Damage=13
TS2 Damage=7
HQ Damage=13
-----------------------------------------------------------------------------------
Hit and Run=26
HR Damage=7
HQ Damage=5

Once again, the Orc Captain is knocked Prone by Hound.


-Swift
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Post  Malazek Mon Aug 17, 2009 12:21 pm

magicspellz12 wrote:HP: 40/44; AP 1; HS 3/6

Seeing the captain attempting a fun but blocked in by Mordax's strike, Alex sucks the water that swirls around his eyes back to his hands. Reforming the long lash that it began with, he aims for the feet, the tip of his waterwhip turning to ice as it unfurls towards his foe.

---------------------
Attack vs. Fortitude 20
Hit: 11 Cold damage and slowed until the end of my next turn.
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Post  Malazek Mon Aug 17, 2009 12:22 pm

Halcyon wrote:Verity: HP:75(7)/75 AC:27 Fort:21 Ref:21 Will:24 Healing Surges:10/11 Action Points:1 Initiative: 13 Lay on Hands: 1 Healing Word: 1

Verity replies to the angel of Death, "It is souls you seek? Then souls you shall have."

Move: shift to C20
Standard: Enfeebling strike Bloodrager, 30 to hit, 12 damage. Bloodrager is -2 to hit until the end of Verity's next action. (Also -2 to any attack that does not target Verity from Divine Challenge).
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Post  Malazek Mon Aug 17, 2009 12:22 pm

The Witch-King wrote:HP:78/56 AC:28/27(bloodied) Fort:20 Ref:18 Will:16 Healing Surges:11/7 Action Points: 1

"This position i' untenable, lads! Finish 'em quickly, an' let's be aboot oor business!"

Standard: Reaping Strike (half damage on a miss) 1d20+12=27 +flank?
Dmg: 1d10+6=8
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Post  Malazek Mon Aug 17, 2009 12:22 pm

Malazek wrote:Round 9!! Recap & Resolution ...

Init 26
Becoming anxious, Juugug moves closer to the stairs before unleashing his holy radiance on the Captain.

Captain is damaged; Alex is +2 to hit.

Init 19
Straegis moves to re-establish the flank; his tactical strike aiding Verity's attempt to do the same.

29 ot hit; 12 Damage. Verity can shift for free.
It's not been 24 hours, but Straegis has been using WPT to set up flanks pretty consistently the last few rounds. Plus, Verity seemed to be moving that way already. So, with the combat lasting 9 friggin' rounds, and nearly everyone reduced to at-wills, I figured I'd go ahead and move this round along.

Verity shifts to C20
.

Init 13
Verity slides opposite the harried berserker, and does what he can to deliver on his promise: his sword cuts deeply into the frenzied Orc ... but again, the berserker returns Verity's attack with attack of his own (albiet, a futile one).

Verity shifts beyond D20 (Athletics check 11). That was the plan, right?
Verity's attack hits. The BR attacks back: 19 vs AC; Miss.


Init 9
After fully healing Davin, Vangg resumes moving the Consecrated Ground.

Init 8
Now everyone can hear the approaching thunder, and see the distant torches.

Init 6
Azzie moves around the battlefield, collecting his precious charge.

Init 5
Alex switches up tactics, and whips the Captain with watery trendils.
Waterwhip hits due to Juugug's +2. The Captain is Slowed.

While sharing a bit of wisdom, Mordax delivers a crushing blow to Orc Captain.

The long chains of Kersh's flail stretch out toward the Bloodrager, and knock him back down to the floor.
Bloodrager is prone.

Hound does the same, with his teeth, to the Captain.
Captain is Prone.

Davin stands back, and fires two well-placed arrow into the raging Orc.
The Bloodrager is now Bloodied.

Init 4
Sensing his inevitable demise, the Captain staggers to his feet, and makes a desperate attempt to harm the hero of Shadow Pass. Mordax's armor is amused.
Captain is no longer prone. His attack: 12 vs AC; Miss.
The Captain also takes damage from Consecrated Ground
.

Surrendering completely to rage, the Berserker doesn't even bother to stand up. Thrashing wildy with his axe, he intends to end all from his back.
28 vs. Verity's AC; 6 Damage.
The Bloodrager is no longer Bloodied!!!


Book One: Chapter Four: "Plots Unearthed" - Page 33 AVzWVnA

Onto Round Friggin' 10!
And the storm draws closer ...
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Post  Malazek Mon Aug 17, 2009 12:22 pm

Halcyon wrote:Verity: HP:75(1)/75 AC:27 Fort:21 Ref:21 Will:24 Healing Surges:10/11 Action Points:1 Initiative: 13 Lay on Hands: 1 Healing Word: 1

Mordax wrote:"This position i' untenable, lads! Finish 'em quickly, an' let's be aboot oor business!"

"Agreed! Back up the stairs as soon as we're able." the Death Knight remarks glancing at the distant pinpoints of torchlight. He continues hacking away at the foaming-mad Bloodrager.

Standard: Enfeebling strike Bloodrager, 33 to hit, 11 damage. Challenged Bloodrager is -2 to hit.
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Post  Malazek Mon Aug 17, 2009 12:23 pm

Swifthand wrote:Davin: HP 66(7)/66; AC 21 Fort 19 Ref 22 Will 21; Healing Surges=7/8, SV:16, Action Points=1
-----------------------------------------------------------------------------------
Hound: HP 65/105; AC 20 Fort 17 Ref 17 Will 15; Healing Surges=5/8 SV:26, Action Points=1


Round 10
Davin - Initiative=5
Move - None
Standard -Twin Strike Bloodrager
Minor - None
Note - Hemingr's Precision & see invisible are both still active.
-----------------------------------------------------------------------------------
Hound - Initiative=5 (right before Davin)
Standard - Hit and Run Orc Captain
Action Point - Hit and Run Orc Captain
Move - If Captain dies, move to E20
Minor - Designate Bloodrager as Hunter's Quarry


Twin Strike 1=35
Twin Strike 2=36
TS1 Damage=8
TS2 Damage=5
HQ Damage=8
-----------------------------------------------------------------------------------
Hit and Run=13
HR Damage=miss
AP Hit and Run=29
AP HR Damage=8
HQ Damage=5


-Swift
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Post  Malazek Mon Aug 17, 2009 12:23 pm

macksgarageusa wrote:Straegis II: HP:52/69 AC:27 Fort:21 Ref:21 Will:18 Healing Surges:6/8 Action Points:1

Sensing the eminent danger, Straegis lashes out at the bloodrager with two consecutive attacks. As the first of his attacks hit, he sees an opening and tells Kersh to attack the downed orc again. Catching everyone off guard with his second attack, he sends Mordax a message to use the opportunity to put the captain in his grave.

Standard: Warlord's Favor on Bloodrager at C19.
Free: Tell Kersh to Attack.
Free: Spend AP.

Attack: 1d20=5+13(s)+2(flank)+2(prone)=22
Damage: 2d8=9+8(s)=17

Standard: Surprise Attack on Bloodrager at C19.
Free: Tell Mordax to Attack Captain.

Attack: 1d20=10+13(s)+2(prone)+2(flank)=27
Damage: 1d8=7+8(s)=15

O.O.C.: On Hit from the first attack, Kersh will be +5 to Attack the Bloodrager (Warlord- Warlord's Favor) until the end of my next turn. On Hit from the second attack, as a Free Action Mordax can make a Basic Attack +4 (Warlord- Surprise Attack) on the Orc Captain.
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Post  Malazek Mon Aug 17, 2009 12:23 pm

magicspellz12 wrote:HP: 40/44; AP 1; HS 3/6

Seeing the many distant torches Alex's heart sinks.

In a calm and controlled voice, his mind pearls out.

"I can give us five minutes."

If Davin thinks the odds are insurmountable. Alex closes his eyes and feels the water around him. Infused with mana, he lifts his hands and feels his toes leave the floor. Breathing deeply, he opens his eyes. Time slows for him.

Tuned in to the mana spectrum, he see the magic that infuses everyones bodies, the holy radiance that surrounds Verity, the strands of mana dancing around Straegis's sword, the crackling blue bolts shot through with yellow as Davin fires arrows. He ignores these distractions and summons the water from his waterskin. Spinning it into a glowing ball of blue energy, he sends it faster and faster, sucking in water from the air, the puddles he has left in many places during the battle. His globe is even shot through with red as he adds the spilt blood to the mixture until his globe has swollen with energy.

Faster and faster he spins the globe, until it finally bursts into flames with concentrated magic. The blue fire licks at the roof, He sends the globe spinning over the battle and flattens it out to a long wall barring the hallway. The undulating film of water shot is through with blood red like marble, and the blue flames of pure magical energy dance from the film. Passing through that is going to burn.

Feeling exhausted, he falls from his position floating a few inches above the ground, and slumps on the floor in a heap. Blood trickles from his nose. He is exhausted, but exhilirated. Every fibre of his body burns with magical energy. Sparks dance around his fingertips and crackle from his eyes. Feeling completely drained, he gives in and faints. Fortunately his well trained mind maintains the partition of concentratin and awareness, his subconscious doesn't stop focusing on maintaining the wall of energy that keeps them from the orcs.

--------------------------
EnergyWall Wizard Attack 9-Daily ✦ Arcane, Conjuration, Fire, Implement
Standard Action Area wall 8 within 10 squares
Effect: You conjure a wall that consists of contiguous squares filled with arcane fire. It can be up to 8 squares long and up to 4 squares high. The wall lasts until the end of your next turn. Any creature that starts its turn adjacent to the wall takes 1d6 +8 fire damage.
If a creature moves into the wall’s space or starts its turn there, the creature takes 3d6 +8 fire damage. Entering a square occupied by the wall costs 3 extra squares of movement. The wall blocks line of sight.
Sustain Minor: The wall persists.

Stretch it across the hall in row 7. Doubling up at either end (in row 6) and an extra block in the middle.

XX
X
XX
X
XX

Consider all minor actions for the next 5 minutes to be sustaining the wall.
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Book One: Chapter Four: "Plots Unearthed" - Page 33 Empty Re: Book One: Chapter Four: "Plots Unearthed"

Post  Malazek Mon Aug 17, 2009 12:23 pm

Halcyon wrote:
Malazek wrote:Davin hears the distant thunder of many, many heavy boots.
Far in the distance (to the south) he sees a distant light approaching.
OCC:

Magicspellz - It would be readily apparent to Alex that the orc battalion is coming from the South, not the North.
You will want to edit your last post to block the passage at the opposite end of the stairs. Row 23 is not between us and them. The orcs are coming from well beyond row 1.

Malazek - If it's not too much trouble, a directional arrow showing North would be helpful on the maps.

DM EDIT: You think North is probably to the right on this map.
The "orcs" are coming from the left
.
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Post  Malazek Mon Aug 17, 2009 12:24 pm

The Witch-King wrote:HP:78/56 AC:28/27(bloodied) Fort:20 Ref:18 Will:16 Healing Surges:11/7 Action Points: 1

Standard: Basic Melee +4 = 1d20+12=26+2(flank)+4 = 32
Dmg: 1d10+6=15
If that kills the Captain, then:
Move up one square and Reaping Strike (half damage on a miss) the 'Rager:
1d20+12=31
Dmg: 1d10+6=12
If the first attack doesn't kill the Captain, then I'll direct the second attack his way.
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Book One: Chapter Four: "Plots Unearthed" - Page 33 Empty Re: Book One: Chapter Four: "Plots Unearthed"

Post  Malazek Mon Aug 17, 2009 12:24 pm

151prooftattoos wrote:WoeVangg: HP: 71/71 AC:20 Fort:18 Ref:16 Will:23 Healing Surges:11/11 AP:2

Standard: Cast Searing Light on the Rager
Attack=22(+any bonuses forgotten)
Damage=11

Minor: Sustain CG
Move: Move spell to D-20

Free: If Rager is killed . . . Feather Power on Captain

(Power (Daily ✦ Cold): Free Action. Use this power when you reduce a target to 0 hit points or fewer with an attack using this holy symbol. One creature within 5 squares of the target takes cold damage equal to your
Charisma modifier and is immobilized (save ends).)
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