[sblock=Upstairs]Girth blasts the mage as he tries to escape through the door. A moment later, the mages dead body lies bleeding in front of the door while the key remains in the lock.
Quagmire moves past Beyrk, attacking and distracting 'Kauldron' from his attacks on Dang't and letting the goblin slip away. Sadly, the attack fails to pierce the defenses of the foe.
Beyrk shouts loudly, knocking 'Kauldron' back into the corner and shattering the stained glass windows in the eastern wall. Quagmire and Dang't take advantage of the opportunity to move to better positions, while Beyrk moves up to corner 'Kauldron'.
Safe finally, Dang't uses his magic to knock the crazy 'Kauldron' off it's feet and injure it enough to slow it down for a bit. On the floor, 'Kauldron' writhes in agony as it tries to rise, but slumps down and stops breathing as a bloody pool grows around it on the floor. As it stills, the form changes from a plate clad goblin into a humanoid with white skin, white hair, and blank white eyes which stare lifelessly at the floor.[/sblock][sblock=Downstairs]Hrav moves forward to the guard before his head finally clears and he makes ready to dish out some pain soon.
Kauldron shifts away from the attacking 'Hrav' and readies himself to attack anyone threatening him once more. From the next aisle over Kauldron hears someone walking. From around the corner of the bookshelf, 'Girth' appears and attacks the goblin causing him further confusion but no harm as the corner of the bookshelf helps block the strike from landing. Kauldron unleashes his own attack in defense but misses the target as well.
The guard in front of Hrav slashes the bugbear across the chest with its halberd, but does not draw blood yet. The guard then shifts back a step towards the door leading to the garden. A loud scream from upstairs followed by the sound of shattering glass makes you wonder how the battle is faring for the others.[/sblock]
[sblock=Attacks/Rolls]
OA for Kauldron moving away from 'Hrav' w/ cover and divine challenge vs AC20. (1d20+8-3-2=4, 1d6+3=6)
Bluff check vs. Kauldron (1d20+10+20=34)
Short Sword vs. AC20 w/mark and cover (1d20+8-3-2=15, 1d6+3=6)
G3 Powerful Strike recharge on 5 or 6 (1d6=4)
G3 Halberd attack at Hrav AC19 (1d20+10=27, 1d10+3=5) Hit Hrav for 5 damage.[/sblock][sblock=Status]
Party current/total HP's, [current/total HS's], conditions (* if already acted)
Hrav: 30/46, [5/8];
Quagmire: 19/41, [7/9];
Bloodied
Girth: 38/45+5hp, [9/10]; +2 damage till end of Beyrk's next turn
Dang't: 26/32, [4/8];
Beyrk: 35/35, [9/11]
Kauldron: 29/29, [6/12];
Milestones: 2 today (2 AP's awarded)
Enemy current(future)/total HP's/conditions:
Human Rabble 1: 0/1;
dead
Human Rabble 2: 0/1;
dead
Human Rabble 3: 0/1;
dead
Human Guard 1: -1/47;
dead
Human Guard 2: -33/47;
dead
Human Guard 3: 38/47; used Powerful Strike, marked by Girth
Human Mage: -4/42; dead
G': 32/45; marked by Kauldron
K': -14/45; Bloodied, prone, slowed TENT, dead[/sblock][sblock=Enemy Stats]
Human Rabble
Perception 10
HP 1; a missed attack never damages a minion
AC 15; Fortitude 13, Reflex 11, Will 11; see also
mob rule
Club (Standard, at-will) Weapon
+6 vs Armor Class; 4 damage.
Mob Rule - The human rabble gains a +2 power bonus to all defenses while at least two other human rabble are within 5 squares of it.
Human Guard
Perception 16
HP 47; Bloodied 23
AC 18; Fortitude 16, Reflex 15, Will 14
Halberd (standard;
at-will) Weapon: Reach 2; +10 vs. AC; 1d10 + 3 damage, and the target is marked until the end of the human guard’s next turn.
Powerful Strike (standard; recharge
) Weapon: Requires halberd; reach 2; +10 vs. AC; 1d10 + 7 damage, and the target is knocked prone.
Crossbow (standard;
at-will) Weapon
Ranged 15/30; +9 vs. AC; 1d8 + 2 damage.
Human Mage
Perception +5
HP 42; Bloodied 21
AC 17; Fortitude 13, Refl ex 14, Will 15
Quarterstaff (standard;
at-will) ✦ Weapon
+4 vs. AC; 1d8 damage.
Magic Missile (standard;
at-will) ✦ Force
Ranged 20; +7 vs. Refl ex; 2d4 + 4 force damage.
Dancing Lightning (standard; encounter) ✦ Lightning
The mage makes a separate attack against 3 diff erent targets:
ranged 10; +7 vs. Refl ex; 1d6 + 4 lightning damage.
Thunder Burst (standard; encounter) ✦ Thunder
Area burst 1 within 10; +7 vs. Fortitude; 1d8 + 4 thunder
damage, and the target is dazed (save ends).
Str 10 (+2)
Dex 14 (+4)
Wis 17 (+5)
Con 12 (+3)
Int 18 (+6)
Cha 12 (+3)
Doppelganger Sneak
HP 45; Bloodied 22
AC 18; Fortitude 14, Refl ex 16, Will 16
Short Sword (standard; at-will) ✦ Weapon
+8 vs. AC; 1d6 + 3 damage.
Shapeshifter Feint (minor; at-will)
+6 vs. Reflex; the doppelganger gains combat advantage against
the target until the end of the doppelganger’s next turn.
Combat Advantage
The doppelganger sneak deals an extra 1d6 damage against any
target it has combat advantage against.
Change Shape (minor; at-will) ✦ Polymorph
A doppelganger can alter its physical form to take on the
appearance of any Medium humanoid, including a unique
individual (see Change Shape, page 280).
Str 11 (+1)
Dex 16 (+4)
Wis 12 (+2)
Con 13 (+2)
Int 10 (+1)
Cha 15 (+3)[/sblock]