[sblock=OOC]Stonegod, Dang't did 21 damage to D2, but it had 28 hps, leaving it with 7. Which means the 4 damage from the storm at the start of its turn wouldn't kill it. Unless I'm missing something here? Which is entirely possible of course. Also, since Kauldron got shifted into the tempest, he takes 4 damage at the start of his turn as well. Unless Dang't posts first and ends or moves the zone so that his turn ends before Kauldron starts his I suppose. I also question whether Kauldron would be deafened by entering the howling tempest when it is just being sustained. The deafness is only listed in the 'Hit' section which wouldn't apply to Kauldron because he wasn't targeted when it was cast. There is no deafness listed in the 'Effect' section where the persisting zone effects are spelled out.[/sblock]
[sblock=Map]
[/sblock]
The party continues their hyper-destructive rampage as the dire wolf and the northern bolter fall to the power of Dang'ts storm after being weakened by the attacks of the group. The northern hammerer barely hangs on to its life, though it is bleeding severely. The hammerer next to Quagmire is bleeding also, though the bolter behind him is untouched so far.
The remaining hammerer dwarves look at each other with a grim sense of finality in their eyes. The dwarf near Hrav and Quagmire looks back at the female dwarf behind him and says a gruff "Go!" to her with a choked up voice. He shifts to the right and smashes his shield at Quagmire, but
misses. The other hammerer tries the same tactic against Kauldron and
hits the goblin for 13 damage, knocking him prone again. The famale dwarf moves to the doors east of her and opens them up before sprinting down the hallway as fast as her short legs can carry her. (Move to L20, Minor to open doors, Standard to use another move action to run 7 squares to L27. (D2
made save to end deafness.)
Your turn...[sblock=Status]
Party current/total HP's, [current/total HS's], conditions (* if already acted)
Hrav: 28/46, [6/8]
Quagmire: 41/41, [7/9]
Girth: 45/45, [9/10]
Dang't: 32/32, [7/8]
Beyrk: 35/35, [9/11]
Kauldron:
12/29, [9/12] bloodied, prone, deafened?
Milestones: 1.5 today (1 AP awarded)
Enemy current(future)/total HP's \ conditions:
Dwarf Hammerer 1: -2/64 \ dead
Dwarf Hammerer 2:
3/64 \ bloodied
Dwarf Hammerer 3:
20/64 \ bloodied, grants +5 to damage on any attacks next turn
Dwarf Bolter 1: -2/46 \ dead
Dwarf Bolter 2: 46/46
Dire Wolf: -1/67 \ dead
[/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
)
+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]