[sblock=OOC Darksteed] I can't get to your character sheet anymore and I don't have whatever book Divine Sanction is in. Can you tell me how it affects the enemies adjacent to Kauldron? Thanks. If whatever it does would undo any of the hits I made this round, I can retcon if I have to.
Also, in your description, it sounded like Kauldron totally destroyed the Turret 2 that he attacked, but from the damages you listed it would still have 1 hp. Again, unless the Divine Sanction gives it some damage at the start of its turn or something.[/sblock]
The metallic snake writhes in displeasure at Beyrk's taunt while Kauldron wades into the room. The snake sinks its fangs into the goblin, but he ignores its poison The nearest clay scout tries, but fails to hit him. Ignoring them both, he moves up and nearly obliterates the turret on the eastern corner with two powerful blows. He can also see a table and chairs over the railing on the floor below.
Hrav moves into the room stabbing at the Cobra with Black Death. He hits it hard, but the canine automaton uses the moment to bite at the bugbear. It gets ahold of him, but its metal teeth barely do any damage. Girth unleashes a burst of flame that scorches the dog, the snake, and two of the flying creatures.
The iron dog lunges at Hrav again, clamping its metal teeth around Hrav's knee for a moment with a more powerful bite than before. The cobra focuses on Kauldron, shifting away from Hrav to better attack the goblin. It darts forward, once more sinking its fangs into the paladin's exposed neck. Again he feels the venom coursing through his veins.
The turrets swivel and fire a bolt at Kauldron and Hrav each. Kauldron's turret is so broken that he is easily able to avoid the shot, but Hrav catches the bolt right in his chest. The blood that he coughs up is ample proof of how damaging the attack was, and the whistling sound he hears as he breathes hard might mean a punctured lung.
The clay scouts attack as well, hurling mental bolts at Hrav. One of them hits, confusing the bugbears mind and causing him to lose track of where all the Clay Scouts in the room are. The others attack Kauldron with a ferocity borne of their protective spirit, one of them hitting him with a mental jolt that dazes him while the other bites him and injects some other venom that cramps his muscles and slows him down. The flying creatures disappear from his view as the plate armored goblin starts seeing darkness creep into the edges of his vision as his heart beats slowly and loudly in his ears...
[sblock=Die rolls]
Bite attack vs. Hrav AC19 (1d20+8=19, 1d8+3=4) Immediate reaction for attacking guarded Iron Cobra. Hits Hrav's AC 19 for 4 dmg.
Bite attack vs. Hrav AC19 (1d20+8=19, 1d8+3=9) Hits Hrav's AC19 for 9 dmg.
IC Bite attack vs. Kauldron AC20 w/+2 for CA from flanking (1d20+11+2=21, 1d8+3=7) Hits AC21 for 7 damage plus 5 ongoing poison.
Crossbow attack at Hrav AC 19 and Kauldron AC20 (1d20+8=28, 2d8+3=6)Crits Hrav for 19 damage and misses Kauldron.
Clay Scout 1&2 Mind Touch attack vs Hrav Reflex 19 (1d20+5=9, 1d6+3=9, 1d20+5=19, 1d6+3=8)Miss Hrav and hit Reflex 19 for 8 psychic damage and Hrav is Dazed (save ends).
Clay Scout 3 Mind Touch attack vs Kauldron Reflex 16, Clay Scout 4 Bite vs Kauldron AC20 (1d20+5+4=17, 1d6+3=5, 1d20+3+4=26, 1d6=2) CS3 hits Kauldron for 5 psychic dmg and he is dazed(save ends), CS4 hits Kauldron for 2 damage and gets to make a
secondary attack vs Kauldron Fort 14 (1d20+2+4=17) which hits Fort 17 to make Kauldron slowed(save ends).[/sblock][sblock=Status]
Party current/total HP's (future/total hp's), [current/total HS's]; conditions
Hrav: 6/46, [4/8];
Bloodied, dazed (save ends), Clay Scouts are invisible to him while dazed
Quagmire: 41/41, [5/9];
Girth: 45/45, [8/10];
Dang't: 32/32, [3/8];
Beyrk: 35/35, [9/11];
Kauldron: 4/29
(-1/29), [3/12];
Bloodied, 5 ongoing poison dmg, +2 to saves TSoNT, Dazed(save ends), Slowed(save ends), Clay Scouts are invisible to him while dazed
Milestones: 2.5 (2 AP's awarded today)
Enemy current(future)/total HP's/conditions:
Iron Cobra: 24/75;
bloodied,
marked by Kauldron, subject to Divine Sanction
Iron Defender: 40/47;
Clay Scout 1: 31/31;
Clay Scout 2: 24/31;
Clay Scout 3: 24/31; subject to Divine Sanction
Clay Scout 4: 31/31; subject to Divine Sanction
Turret 1: 38/38;
Turret 2: 1/38;
bloodied , subject to Divine Sanction[/sblock][sblock=Enemy Stats]
Iron Cobra
Medium natural animate (construct, homunculus)
HP 75; Bloodied 37
AC 20; Fortitude 20, Reflex 18, Will 17
Immune disease, poison
Speed 7;
see also slithering shift
Bite(standard; at-will) ✦ Poison
+11 vs. AC; 1d8 + 3 damage, and ongoing 5 poison damage (save
ends).
Poison the Mind (standard; recharge ) ✦ Psychic
Ranged 10; aff ects only creatures taking ongoing poison damage;
+8 vs. Will; the target is dazed and slowed (save ends both); see
also guard area.
Guard Area
An iron cobra can use its poison the mind power against any
creature in its guarded area (see the “Guard” sidebar), even if
the power hasn’t recharged and even if the target isn’t taking
ongoing poison damage.
Slithering Shift (move; at-will)
The iron cobra shifts 3 squares as a move action.
Alignment Unaligned; Languages —
Skills: Stealth +10
Str 17 (+6) Dex 15 (+5) Wis 13 (+4)
Con 19 (+7) Int 5 (+0) Cha 12 (+4)
Iron Defender
Medium natural animate (construct, homunculus)
Initiative +5 Senses Perception +6; darkvision
HP 47; Bloodied 23
AC 18; Fortitude 16, Reflex 15, Will 13
Immune disease, poison
Speed 6
Bite (standard; at-will)
+8 vs. AC; 1d8 + 3 damage.
Guard Creature (immediate reaction, when an adjacent enemy
attacks the creature guarded by the iron defender; at-will)
The iron defender makes a bite attack against the enemy (see the
“Guard” sidebar).
Pursue and Attack
When the iron defender makes an opportunity attack, it shifts 1
square before or after the attack.
Alignment: Unaligned; Languages —
Str 16 (+4) Dex 15 (+3) Wis 11 (+1)
Con 15 (+3) Int 5 (–2) Cha 8 (+0)
Clay Scout
Small natural animate (construct, homunculus)
Initiative +7 Senses: Perception +6; darkvision
HP 31; Bloodied 15
AC 16; Fortitude 13, Reflex 14, Will 15
Immune disease, poison
Speed 6, fl y 3 (clumsy)
Bite (standard; at-will) ✦ Poison
+3 vs. AC; 1d6 damage, and the homunculus makes a secondary
attack against the same target. Secondary Attack: +2 vs. Fortitude;
the target is slowed (save ends). See also guard object.
Mind Touch (standard; at-will) ✦ Psychic
Ranged 10; +5 vs. Refl ex; 1d6 + 3 psychic damage, and the target
is dazed (save ends); see also guard object.
Guard Object
The clay scout gains a +4 bonus to attack rolls against targets
adjacent to or carrying its guarded object (see the “Guard”
sidebar).
Limited Invisibility ✦ Illusion
The clay scout is invisible to dazed creatures.
Redirect (immediate interrupt, when targeted by a melee or a
ranged attack; at-will)
The clay scout makes an attack against the attacker: +4 vs. Will;
the triggering attack targets a creature adjacent to the clay scout
instead (as chosen by the clay scout).
Alignment Unaligned Languages —
Skills Stealth +8
Str 10 (+1) Dex 15 (+3) Wis 10 (+1)
Con 13 (+2) Int 10 (+1) Cha 16 (+4)
Magic Crossbow Turrets
HP 38; Bloodied 19
AC16, Fort 13, Reflex 13, Will 13
Attack: Each crossbow attacks one intruder. It magically distinguishes intruders from natives of the dungeon.
+8 vs. AC (2d8+3 damage)[/sblock]