[sblock=OOC]
Well, objectively, I probably should have run Sheng quicker since he had no one to attack and only needed to be moved. I am notoriously reluctant to running PCs, though.
Eh. In the nick of time.
[/sblock]
Temple
Patrin stumbles south, still unable to clear his thoughts from the ringing blow inflicted by the fallen trooper. He tries to hustle forward to meet a new threat; a warfoged bearing the cult's colors is striding into the hall.
The drake and the archers focus on Haruka who deftly avoid all attacks. But how long can she hold the tide as more reinforcement surge from the temple?
Entrance
The heroes move deeper into the keep. Meanwhile one of the elite trooper moves away from the fight with the tentacled monsters. Things are going well and he investigate the carnages behind. He spots the retreating heroes and a determined look appears on his face.
Sheng is leading the way and he meets a handful of guard barring his way. More combat awaits.
How can the heroes face such odds? The enemies come in never ending waves! But no, they refuse to surrender to despair and with grim detrmination face the mounting odds.
[sblock=Adrenaline Surge!]
Digging deep in their reserve, the heroes have amassed 1 adrenaline points. Redeem it by spending a minor action. When you do, you can choose betweem the following effects:
Regain an AP (and the right to use it)
Regain Second Wind
Spend a healing Surge +WIS or CHA
Regain an encounter power
Reagin an healing surge (not spend it, regain it)
No matter what, Max regains the use of 1 inspiring word for free on any adrenaline surge.
You can never have more than one adrenaline point in reserve so use it freely before I give another one.
[/sblock]
[sblock=Actions]
Patrin
save (1d20=9)
fail
Archer vs Haruka
vs AC (1d20+9-2=14)
miss
Drake vs Haruka
vs AC (1d20+6+1-2=14, 1d10+3+6=11) miss
[/sblock]
[sblock=Status]
Haruka: 39/40 +6 [10/10]
Max: 12/22 [6/7]
Raiko: 19/25 [9/10]
Patrin: 31/52 dazed (save ends)
Sheng 31/36
[/sblock]
[sblock=Stats]
Warforged Cultist
Perception 13
HP 56; Bloodied 28
AC 20; Fortitude 17, Reflex 15, Will 14
Saving Throws +2 against ongoing damage
Speed 5
OA Longsword (standard, at-will)
+9 vs AC; 1d8+4 damage, and the target is marked until the end of the warforged soldier’s next turn.
Battlefield Tactics:
The warforged soldier gains a +1 bonus to melee attacks if it has an ally adjacent to the target.
Guard Drake
Perception 17
HP 48; Bloodied 24
AC 15; Fortitude 15, Reflex 13, Will 12
Immune fear (while within 2 squares of an ally)
OA: Bite (standard, at-will)
+6 vs AC; 1d10+3 damage, or 1d10 + 9 damage while within 2 squares of an ally.
Guards (G)
Perception 11
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 16, Reflex 14, Will 13
Morningstar (standard, at-will) Weapon
OA +7 vs AC; 5 damage. If another Guard is adjacent to the target, the target also falls prone.
Combat Advantage
The tough’s attack deals 1 extra damage to any target granting combat advantage to it.
Archers (A)
Perception 16
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 13, Reflex 14, Will 11 ; see also mob rule
Crossbow (standard, at-will) Weapon
Ranged 15/30; +9 vs AC; 3 damage.
OA none unless they dropped the crossbow and drew a spear
Then; +7 vs AC; 2 damage.
Mob Rule:
The archer gains a +2 power bonus to all defenses while at least two other human archers or guards are within 5 squares of it.
Elite Troopers
Perception 16
HP 47; Bloodied 23
AC 18; Fortitude 16, Reflex 15, Will 14
OA Longsword (standard, at-will) Weapon
+10 vs AC; 1d10+3 damage, and the target is marked until the end of the next turn.
Dretch
Perception 11; darkvision
Sickening Miasma aura 1; each enemy within the aura takes 1 damage whenever it takes a standard action or a move action. Multiple sickening miasma auras deal cumulative damage, up to 5 damage.
HP 44; Bloodied 22
AC 14; Fortitude 14, Reflex 13, Will 11
+5 vs AC; 2d6+2 damage.
[/sblock]