Dang't tries an attack, but fails. After looking for a control panel and not finding it, he hides himself from the enemies sights. Quagmire charges forward and hits the remaining turret, but he gets bitten by the clay scout as he passes it. It's venom flows through his veins and tightens his muscles uncomfortably. (5 damage from bite, secondary atk vs Fort hit: Slowed, save ends)
Beyrk emboldens Kauldron to a better defense before moving forward to attack and miss the clay scout which just hurt Quagmire. Girth attacks the Iron Cobra, hitting it and hopefully rooting it to the spot. The clay scout beside him uses the distraction to attack the warlock though, sinking its fangs into him but it doesn't manage to inject its slowing poison into the half elf. (5 damage from bite OA, but secondary atk missed.)
Kauldron wades back in, smacking the injured flyer hard enough to make it leak fluids. His divine light marks him as the primary target for all the remaining enemies. Hrav takes a moment to steady himself and make ready for further battle.
The Cobra launches a mental volley at Kauldron, dazing the goblin and slowing him down. The nearby fliers take advantage of his dazed state as they disappear from Kauldron's sight before attacking him. None of them can pierce his thick armor though. The remaining turret fires its bolt at Kauldron, but it misses the goblin as well. Quagmire takes advantage of the turret making a ranged attack to chop at it some more.
Your turns...
[sblock=Die rolls]
Bite OA at Quagmire AC20 (1d20+3+4=22, 1d6=5) Hit, 5 damage to Quagmrie
Bite secondary atk vs. Quagmire Fort16 (1d20+2+4=26) Hit, Quagmire slowed(save ends)
OA Bite atk at Girth AC16 (1d20+3=16, 1d6=5) Hit, 5 damage to Girth
Secondary atk vs. Girth's Fort17 (1d20+2=5) Missed
Redirect action from C2 vs. Kauldron Will 15+2 (1d20+4=15) Missed only due to Beyrk's added bonus to Kauldrons defenses.
IC Poison the Mind attack vs Kauldron Will 15+2 (1d20+8=25) Kauldron Dazed and slowed(save ends both)
C1 and C2 Bite attacks w/CA vs. Kauldron AC20+2 (1d20+3+2=14, 1d6=6, 1d20+3+2=12, 1d6=5)
C4 bite attack at Kauldron AC20+2 (1d20+3+2=11, 1d6=2)
Turret attack w/CA vs. Kauldron AC20 (1d20+8+2=11, 2d8+3=11)
Quagmire OA at Turret (1d20+9=22, 1d8+4=8) OA hits turrret for 8 damage.[/sblock][sblock=Status]
Party current/total HP's (future/total hp's), [current/total HS's]; conditions
Hrav: 35/46, [3/8];
Bloodied, +2 to all defenses till start of next turn.
Quagmire: 30/41, [5/9];
Girth: 40/45, [8/10];
Dang't: 32/32, [3/8];
Beyrk: 35/35, [9/11];
Kauldron: 17/29, [2/12]; +2 on all defenses(till end of Beyrks next turn), Dazed and slowed(save ends both)
Milestones: 2.5 (2 AP's awarded today)
Enemy current(future)/total HP's/conditions:
Iron Cobra: 4/75;
bloodied, 11 damage if it moves toward Girth,
Kauldron: Divine Sanction
Iron Defender: 0/47; dying
Clay Scout 1: 31/31;
Kauldron: Divine Sanction
Clay Scout 2: 12/31;
Bloodied,
Kauldron: Divine Sanction
Clay Scout 3:-8/31;
destroyed
Clay Scout 4: 31/31;
Kauldron: Divine Sanction
Turret 1: 19/38;
Bloodied,
Kauldron: Divine Sanction
Turret 2: -8/38; destroyed[/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]