[sblock=OOC]Okay. Holiday break is wrapped up and I can start moving again. Hope you all had a good holiday season and are as ready to get rolling again on this as I am. If things are slow for a bit, I understand as not everyone gets done with the holidays at the same time. I'm going to get this post started, but its a big one to start off this fight so please wait till I give the all clear to start posting actions.[/sblock]
***Warning! Work in Progress! Please wait to post till after this warning is removed!***
OOC: Okay, this should all be ready to roll. Go for it you guys! As usual, I'll give everybody a few days to post an action before stepping in to NPC. Maybe even an extra day or so since we're around the holidays.
[sblock=Map]
[/sblock]
The doors are pulled open from the outside to reveal a force of sweat and soot stained dwarves, one of which rides atop a large dire wolf big as any horse you've ever seen or imagined. On either side of the monstrous wolf and rider is a dwarf wielding a hammer and shield. Further back, two female dwarves hold large crossbows pointed at the doorway.
[sblock=Initiatives]
Initiatives for Quagmire(+8), Hrav(+8), Girth(+9), Dang't(+7), Beyrk(+5), Kauldron(+4) and Bad Guys(+5 averaged) with Quagmire's Combat Leader bonus already added in. (1d20+8=27, 1d20+8=20, 1d20+9=20, 1d20+7=25, 1d20+5=11, 1d20+4=15, 1d20+5=10)
Quagmire 27
Dang't 25
Hrav 20
Girth 20
Kauldron 15
Beyrk 11
Bad Guys 10
Holy Moly! You all totally beat them on initiative!! Well, once I've got everything ready to go, you all will be able to post in whatever order you want before the bad guys get to go.[/sblock][sblock=Status]
Party current/total HP's, [current/total HS's], conditions (* if already acted)
Hrav: 40/46, [6/8]
Quagmire: 41/41, [7/9]
Girth: 45/45, [9/10]
Dang't: 32/32, [7/8]
Beyrk: 35/35, [9/11]
Kauldron: 29/29, [10/12]
Milestones: 1.5 today (1 AP awarded)
Enemy current(future)/total HP's/conditions:
Dwarf Hammerer 1: 64/64
Dwarf Hammerer 2: 64/64
Dwarf Hammerer 3: 64/64
Dwarf Bolter 1: 46/46
Dwarf Bolter 2: 46/46
Dire Wolf: 67/67[/sblock][sblock=Enemy Stats]
Dwarf Hammerer Level 5 Soldier
Medium natural humanoid XP 200
Initiative +4
Senses Perception +4; low-light vision
HP 64;
Bloodied 32
AC 23;
Fortitude 18,
Reflex 15,
Will 17
Saving Throws +5 against poison effects
Speed 5
Warhammer (standard; at-will) ✦ Weapon
+11 vs. AC; 1d10 + 3 damage.
Shield Bash (minor; recharge
![Five :5: :5:](http://www.enworld.org/forum/images/smilies/5.gif)
![Six :6: :6:](http://www.enworld.org/forum/images/smilies/6.gif)
)
+9 vs. Fortitude; 2d6 + 3 damage, and the target is knocked
prone or pushed 1 square (dwarf hammerer’s choice).
Throwing Hammer (standard; at-will) ✦ Weapon
Ranged 5/10; +10 vs. AC; 1d6 + 3 damage.
Stubborn (immediate interrupt, when an enemy tries to push the
dwarf hammerer or knock it prone;
at-will)
The hammerer makes a melee basic attack against the enemy.
Stand Your Ground
When an effect forces a dwarf to move—through a pull, a push, or
a slide—the dwarf moves 1 square less than the effect specifies.
When an attack would knock the dwarf prone, the dwarf can roll
a saving throw to avoid falling prone.
Alignment Any
Languages Common, Dwarven
Skills Dungeoneering +11, Endurance +5
Str 17 (+5)
Dex 10 (+2)
Wis 14 (+4)
Con 16 (+5)
Int 11 (+2)
Cha 12 (+3)
Equipment plate armor, heavy shield, warhammer, 3 throwing
hammers
Dwarf Bolter Level 4 Artillery
Medium natural humanoid XP 175
Initiative +5
Senses Perception +8; low-light vision
HP 46;
Bloodied 23
AC 17;
Fortitude 16,
Reflex 16,
Will 14
Saving Throws +5 against poison eff ects
Speed 5
Warhammer (standard; at-will) ✦ Weapon
+8 vs. AC; 1d10 + 2 damage.
Crossbow (standard; at-will) ✦ Weapon
Ranged 15/30; +10 vs. AC; 1d8 + 3 damage.
Aimed Shot
The dwarf bolter gains a +2 bonus to attack rolls and deals an
extra 1d6 damage with ranged attacks against creatures that
don’t have cover.
Stand Your Ground
When an eff ect forces a dwarf to move—through a pull, a
push, or a slide—the dwarf moves 1 square less than the eff ect
specifi es. When an attack would knock the dwarf prone, the
dwarf can roll a saving throw to avoid falling prone.
Alignment Unaligned
Languages Common, Dwarven
Skills Dungeoneering +10, Endurance +7
Str 14 (+4)
Dex 16 (+5)
Wis 12 (+3)
Con 16 (+5)
Int 11 (+2) Cha 10 (+2)
Equipment chainmail, warhammer, crossbow with 20 bolts
Dire Wolf Level 5 Skirmisher
Large natural beast (mount) XP 200
Initiative +7
Senses Perception +9; low-light vision
HP 67;
Bloodied 33
AC 19;
Fortitude 18,
Reflex 17,
Will 16
Speed 8
Bite (standard; at-will)
+10 vs. AC; 1d8 + 4 damage, or 2d8 + 4 damage against a prone
target.
Combat Advantage
The dire wolf gains combat advantage against a target that has
one or more of the dire wolf’s allies adjacent to it. If the dire
wolf has combat advantage against the target, the target is also
knocked prone on a hit.
Pack Hunter (while mounted by a friendly rider of 5th level or
higher;
at-will) ✦
Mount
The dire wolf’s rider gains combat advantage against an enemy if
it has at least one ally other than its mount adjacent to the target.
Alignment Unaligned
Languages —
Str 19 (+6)
Dex 16 (+5)
Wis 14 (+4)
Con 19 (+6)
Int 5 (–1)
Cha 11 (+2)[/sblock]