The battle rages. The remaining thug trapped with the main group is quickly dispatched while Sound of Stone makes one of the soldiers fly over the manger with an impossibly hard punch. Encouraged by the words of his companions, Ianward struggles to get on his feet, but now feels able to face anything after consuming the potion Mercurial threw at him.
Enraged by the loss of his comrades, the two thugs gang on and slash at the isolated Sound of Stone, who swiftly falls to the ground, bleeding insect fluids. Grimly stepping over his prone figure, the remaining soldier approaches Mercurial and hits her (?) on the knee with the haft of his weapon, making the artificer fall to the ground in pain.
[sblock=status]
Sound of stone: 32 damage (now at -8 hp), Dying. Ethereal Chill
Bones: Fine
Ianward: 17 damage, 1 HS spent, 11 temp HP.
Artemis: 1 Dark Spiral charge
Mercurial: 10 damage, Prone, 1 Healing Infusion spent
Halberdier 1: 7 damage
Halberdier 2: Dead
Thug 1: 7 damage
Thug 2: 24 damage, bloodied
Minion 1: Dead
Minion 2: Dead
Minion 3: Dead
Minion 4: Dead
[/sblock]
[sblock=actions]
Sound of stone gets up and kills halberdier 2
Bones moves and fails to hit minion (notice that since Ianward was Dazed, he couldn’t offer flanking. You rolled too low even with that, though)
Artemis heals Ianward for 14 hp, curses and kills minion with Spiteful Glamor, gains one charge.
Mercurial moves, heals Ianward, protects Sound with Ethereal chill.
Ianward stands up and gains 11 temp HP, mark on thug ends
Thug 1 moves, attacks Sound, hits AC 18 for 9 damage and shifts 1 square, Daze on Ianward ends
Thug 2 flanks Sound, attacks, hits AC 24, 12 damage, shifts away.
(Both thugs suffer 2 points of damage each for Ethereal chill)
Halberdier 1 recharges Powerful Strike, moves, attacks Mercurial with Powerful Strike, hits AC 25 (dice are hot today) for 10 damage, drops Mercurial prone.
[/sblock]
[sblock=map]
[/sblock]
[sblock=terrain]The various stand, fountains, etc offer cover and count as very difficult terrain (3 squares to enter). Once inside, you have cover against melee and ranged attacks but your own melee attacks have a -2 penalty to hit.
I hope is clear what do each token represent.[/sblock]
[sblock=enemy stats]
Halberdiers:
AC=18, Fort 16, Ref 15, Will 14
MBA: Halberd; +8 Vs AC 1d10+3 damage and marks target.
Thugs:
AC=18, Fort 12, Ref 14, Will 12
MA: Short sword +6 vs AC , 1d8+3 damage
[/sblock]