Arakan |
Arno and Brinka follow the charge toward the enemy, both of them approaching Pacha and swinging. Arno levels a decent swing against the Silt runner, but Brinka is a little more reserved.
Arno:
Move to I15
Crushing Surge on Pacha 1d20 + 7 ⇒ (13) + 7 = 20, damage 1d10 + 5 ⇒ (3) + 5 = 8 and gains 8 temps
Brinka:
Move to J14
Crushing Surge on Pacha 1d20 + 7 ⇒ (4) + 7 = 11, JIC damage 1d10 + 5 ⇒ (5) + 5 = 10 and gains 8 temps.
Aubrey the Demented/Malformed |
Elemental's save: 1d20 + 5 ⇒ (3) + 5 = 8
Initiatives and conditions:
Calla 23+ (blinded, 5 ongoing thunder damage, s/e both, has a free melee basic at +3 to take)
Brogh A 23-
Pacha 22
Brogh B 19
The pyreen 17
Tek 16+
Irivis 16- (prone, bloodied)
Chem 14+
Grak 14-
Arakan 12+
Arno 12
Brinka 12
Jareen 12-
Earth Elemental 11 (bloodied, granting combat advantage)
Gorad 3
The siltrunner army 0
Everyone hits except Brinka.
Jareen.
Jareen |
Seeing no point in covering his magic any more, Jareen rises, and takes a couple of steps forward to K10 casting yet another spell at the Earth elemental.
Phantom Chasm centered on L18 (burst 1), 1d20 + 5 ⇒ (5) + 5 = 10 vs will for 2d6 + 4 ⇒ (4, 4) + 4 = 12 damage target is immobilised, and falls prone (just prone and half damage on a miss. Burst remains until the end of the encounter, and anything entering it falls prone.....
Aubrey the Demented/Malformed |
Blinded, Calla's blow is wide. The elemental flails out, its stony fists aimed at Calla, Arakan and Arno.
Calla: 1d20 + 8 ⇒ (2) + 8 = 10 v AC, damage 1d8 + 6 ⇒ (5) + 6 = 11 and the target cannot shift until the end of the elemantal's next turn.
Arakan: 1d20 + 8 ⇒ (4) + 8 = 12 v AC, damage 1d8 + 6 ⇒ (1) + 6 = 7 and the target cannot shift until the end of the elemantal's next turn.
Arno: 1d20 + 8 ⇒ (1) + 8 = 9 v AC, damage 1d8 + 6 ⇒ (3) + 6 = 9 and the target cannot shift until the end of the elemantal's next turn.
Gorad.
Arakan |
Irivis, did you record the Surge+4 I gave you on my last turn?
1d20 + 8 ⇒ (9) + 8 = 17
1d10 + 4 ⇒ (1) + 4 = 5
A few of the fired missles nick Arakan, but between the protection given by Sandswimmer and his distance from the outer ring, he feels very little of the weapons.
Calla the Quick |
Attack from the crowd: 1d20 + 8 ⇒ (5) + 8 = 13; damage 1d10 + 4 ⇒ (7) + 4 = 11.
Still blind, Calla feels crowd-flung missiles spatter across her armor, but takes no harm. She hears Irivis gasp in pain, and hopes someone can help the older woman. Because Calla surely can't. Frustrated, she whirls her bone-edged flail in a defensive pattern.
Whirling defense (CA, blind): 1d20 + 10 + 2 - 5 ⇒ (3) + 10 + 2 - 5 = 10; damage 1d8 + 5 ⇒ (3) + 5 = 8.
Save: 1d20 ⇒ 11
Aubrey the Demented/Malformed |
Did Calla take her 5 ongoing against which (along with the blindness) she has just saved?
Calla swings her flail wildly and although she doesn't hit anything he manages to clear her eyes.
One of the brogh's chucks a boulder at Arakan. The other makes a grab for Grak.
Brogh A throws a boulder at Arakan: 1d20 + 10 ⇒ (18) + 10 = 28 v AC, damage 2d10 + 6 ⇒ (8, 9) + 6 = 23 and the target is pushed 2 and falls prone.
Brogh B makes a slam attempt on Grak: 1d20 + 8 ⇒ (5) + 8 = 13 v AC, damage 1d8 + 6 ⇒ (7) + 6 = 13 and the target is grabbed.
That'll be a miss, so he'll blow his AP and have another go: 1d20 + 8 ⇒ (1) + 8 = 9 v AC, damage 1d8 + 6 ⇒ (1) + 6 = 7 and the target is grabbed.
Stupid brogh.
Pacha stabs at Brinka and Arno before backing out of range.
Attack v Arno: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24 to hit, damage 1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Attack v Brinka: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12 to hit, damage 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9
He then shifts his speed.
The pyreen implores the spirits to aid his elemental champion and the earth elemental's crumbling form begins to heal. The pyreen then calls down fire and thunder to batter his foes.
Tek continues to watch.
Minor: heals the elemental.
Standard: Attacks Grak at range: 1d20 + 6 ⇒ (1) + 6 = 7 v Fort, damage 1d10 + 6 ⇒ (2) + 6 = 8 and the target is blinded and takes 5 ongoing thunder damage (save ends both).
Moves up next to the elemental, then spends an AP for another Standard. Close blast 3, catching Calla, Arno, Brika and Chem.
2d10 + 8 ⇒ (2, 3) + 8 = 13 damage and the target is dazed, slowed and takes 5 ongoing fire damage (save ends all).
Calla: 1d20 + 6 ⇒ (11) + 6 = 17 v Reflex
Arno: 1d20 + 6 ⇒ (18) + 6 = 24 v Reflex
Brinka: 1d20 + 6 ⇒ (5) + 6 = 11 v Reflex
Chem: 1d20 + 6 ⇒ (19) + 6 = 25 v Reflex
Initiatives and conditions:
Calla 23+ (dazed, slowed, 5 fire ongoing s/e all)
Brogh A 23-
Pacha 22
Brogh B 19
The pyreen 17
Tek 16+
Irivis 16- (prone, bloodied)
Chem 14+ (dazed, slowed, 5 fire ongoing s/e all)
Grak 14-
Arakan 12+ (prone, bloodied)
Arno 12 (dazed, slowed, 5 fire ongoing s/e all)
Brinka 12
Jareen 12-
Earth Elemental 11 (bloodied, granting combat advantage)
Gorad 3
The siltrunner army 0
Irivis.
Irivis |
Curse Brogh A.
Crawl to Q11 and gain concealment.
Use second wind.
Still bloodied, but +2 all defs to start next turn.
Astonished to be still alive, Irivis crawls a little further away and takes a deep breath.
The Elemental should still be taking 5 ongoing fire from Irivis unless it saved.
Aubrey the Demented/Malformed |
Will Cooper RPG Superstar 2012 Top 16 |
Am I right that Chem can take either a move action OR a standard action, due to the dazed condition? Do the ABCs have action points?
Chem, eyes blurred and steps slow, moves to threaten the Pyreen, and tries to summon the energy to strike at the stilt-runner theurge.
Move to I16. If Chem has an action point available he attacks the Pyreen with Brutal Cut.
Will Cooper RPG Superstar 2012 Top 16 |
Aubrey the Malformed |
Chem's wild swing connects, and he takes heart from his lucky strike.
Grak, then Arakan.
Calla 23+ (dazed, slowed, 5 fire ongoing s/e all)
Brogh A 23-
Pacha 22
Brogh B 19
The pyreen 17 (marked by Chem)
Tek 16+
Irivis 16- (prone, bloodied)
Chem 14+
Grak 14-
Arakan 12+ (prone, bloodied)
Arno 12 (dazed, slowed, 5 fire ongoing s/e all)
Brinka 12
Jareen 12-
Earth Elemental 11 (bloodied, granting combat advantage)
Gorad 3
The siltrunner army 0
Arakan |
Unfazed by the Brogh's big clumsy swings, Grak agrees with Calla's assessment. He steps closer to the 'Pyreen' and coordinates a swing against it with Chem's help. The strikes are clean and fast. He then orders Arakan to do more than lay there like sun-baked inix dung.
Move, Shift to I17
Standard, Hammer and Anvil on the Pyreen 1d20 + 8 ⇒ (15) + 8 = 23 vs REF, damage 1d10 + 5 ⇒ (9) + 5 = 14 and Chem gets a free melee basic against the Pyreen with a +3 to the attack.
Minor, Inspiring Word on Arakan (the only bloodied in range) surge+1d6 ⇒ 3
Chem's MBA 1d20 + 10 ⇒ (18) + 10 = 28 vs AC, damage 1d10 + 5 ⇒ (9) + 5 = 14
Arakan |
Arakan groans, as he turns and gets to his feet, determined to not let them keep him down. He quickly loads his hand crossbow, and laughs loudly as if the whole stone was just a trifle, before he darts the crossbow up to shoot at the elemental again. His aim weak from the blow he just took from the giant.
Move, stand up
Free, load hand crossbow
Standard, Sly Flourish on Elemental 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14 vs AC (ugh, doubt that hits) damage 1d6 + 8 + 2d6 ⇒ (6) + 8 + (5, 6) = 25 and the Elem provides CA until EOMNT (from daily power).
Yup, used my good rolls for the NPC's.
Arakan |
Arno pushes the advantage, seeing the fear in the the one backing away. He musters enough to charge.
Arno charges Pacha 1d20 + 8 ⇒ (5) + 8 = 13 vs AC, damage 1d10 + 5 ⇒ (7) + 5 = 12 and Pacha marked. save 1d20 ⇒ 16
Brinka tries to keep the attentions of the Brogh off of Grak.
Move to H17, Crushing Surge the Brogh 1d20 + 7 ⇒ (8) + 7 = 15 vs AC, damage 1d10 + 5 ⇒ (6) + 5 = 11 and gains 8 temps. Marks Brogh B.
Aubrey the Demented/Malformed |
The allies form up a fighting line to contain the threat from the silt-runners.
Calla 23+ (dazed, slowed, 5 fire ongoing s/e all)
Brogh A 23-
Pacha 22 (marked by Arno)
Brogh B 19 (marked by Brinka)
The pyreen 17 (marked by Chem)
Tek 16+
Irivis 16- (prone, bloodied)
Chem 14+
Grak 14-
Arakan 12+ (prone, bloodied)
Arno 12 (dazed, slowed, 5 fire ongoing s/e all)
Brinka 12
Jareen 12-
Earth Elemental 11 (bloodied, granting combat advantage)
Gorad 3
The siltrunner army 0
Jareen.
Aubrey the Demented/Malformed |
Magic Missile is auto-hit (like in thje good old days) so there's no need to roll to hit.
The elemental lashes out with stony fists again.
Fist attacks on Calla, Chem and Grak.
Calla: 1d20 + 8 ⇒ (15) + 8 = 23 v AC, damage 1d8 + 6 ⇒ (4) + 6 = 10
Chem: 1d20 + 8 ⇒ (5) + 8 = 13 v AC, damage 1d8 + 6 ⇒ (1) + 6 = 7
Grak: 1d20 + 8 ⇒ (12) + 8 = 20 v AC, damage 1d8 + 6 ⇒ (5) + 6 = 11
Also, remember the elemental's earthquake aura 2 - make a DC 13 Acrobatics check at the start of your turn or fall prone.
Gorad, then the army.
Gorad Bender |
Sandswimmer should still be in m16
Gorad shifts to H16 and Sandswimmer shifts to L16 and attacks the elemental
1d20 + 7 ⇒ (4) + 7 = 11vs Will
1d8 + 6 ⇒ (6) + 6 = 12if hits Calla gains 3 temp hps
Gorad summons the spirits to heal himself. At the same time the magic flows through Sandswimmer into Calla and she gains 1d6 ⇒ 4 hps
Gorad 27/33 hps sorry Irvis you were too far away without completely disengaging and getting the benefits to Calla too:(
Aubrey the Demented/Malformed |
Arakan |
Army attack 1d20 + 8 ⇒ (15) + 8 = 23, damage 1d10 + 4 ⇒ (5) + 4 = 9
Arakan tries to avoid as many of the missles as he can, but ends up moving away from only to move into others, and ends with the cuts to show for it.
Bloodied again
Aubrey the Demented/Malformed |
OK, Calla's go. To speed things up, these are the army's attacks on Calla, Arno, Brinka, Chem and Grak.
Calla: 1d20 + 8 ⇒ (6) + 8 = 14 v AC, 1d10 + 4 ⇒ (6) + 4 = 10 damage
Arno: 1d20 + 8 ⇒ (18) + 8 = 26 v AC, 1d10 + 4 ⇒ (9) + 4 = 13 damage
Brinka: 1d20 + 8 ⇒ (16) + 8 = 24 v AC, 1d10 + 4 ⇒ (7) + 4 = 11 damage
Chem: 1d20 + 8 ⇒ (20) + 8 = 28 v AC, 1d10 + 4 ⇒ (9) + 4 = 13 damage, crit = max damage of 14
Grak: 1d20 + 8 ⇒ (19) + 8 = 27 v AC, 1d10 + 4 ⇒ (7) + 4 = 11 damage
I'll give Calla another day or so and then I'll get things going.
Calla the Quick |
HP 11/41 -> 6/41 with ongoing damage.
Fortunately the crowd's missiles do not further injure Calla, and she takes a moment to summon her reserves of energy. Second wind, regain 10 HP an gain +2 to all defenses.
Feeling a little better, Calla strikes at the elemental to give her time to recover her feet. Spend action point to use Renewed Focus at will power. Attack vs AC: 1d20 + 10 ⇒ (8) + 10 = 18, damage 1d8 + 5 ⇒ (2) + 5 = 7. Calla is no longer marked or slowed and cannot be marked or slowed until EONT.
Save 1d20 ⇒ 14