Re: Chapter 02b: Ascension of Heroes
While he was not flanked yet, Matt figured it would be best to act upon preventing that from happening in the first place as he shifts away from the Drover and to the Lasher's side. In order to help ensure the Lasher doesn't put it's reach advantage to use again any time soon, it is once more time to play "Break the Kneecap With the Hammmer"... It is a very bluntly named ga-oh that was just terrible... Wordplay. We're fine with the physical carnage end of things.
Save Throw: Fail, 2.
Shift: To G7. 80% sure slide would not trigger AoO from Lasher, but I'm only using shift because It would get me where I want to be anyway with 100% certainty.
Standard: Steel Serpent Strike. Hits (22 AC), Not even counting potential +1 From Mittens or it's defense penalty. (Vertical distance figuring! :fistshake:). High AND Low dice (8 and 1), 14 DMG.
Effects: Lasher2 is Slowed and Can Not Shift Until End Of Matt's Next Turn.
Matt Marks: Lasher 2. Fair is Fair I guess.
On Deck: Open reminder about Parry and Riposte, intentions to use next opening for Lasher.
Rolled a two 2's and an 11 tonight. Guess Terdisas wore out my dice. Though with these guys, I guess they'd just reapply Ongoing Necro Damage to Matt anyways.
Lasher 2 HP: 56-14= 42/63
Matt HP: 33-2= 31/46 S 8/10 V 11. AP 1.
As a side note, after I rolled Damage for Matt, taking a cue from Barrel Roll's Star Wars game, I set "Record Each Dice Number" to default setting.