[sblock=ooc]
Just a note for [MENTION=62300]raion[/MENTION]. I typically don't do mid-round map updates. If you need to see where someone moved an enemy, my best suggestion is to copy the picture into Paint (or something else) and move the enemies on your own. It would easily double the work on me to update multiple times a round. Sorry.
Also, [MENTION=79628]twilsemail[/MENTION] - Mal was prone at start of his turn. You can adjust your move action. I'm assuming you'd want to stand?
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Deimos' spell sends the enemies flying, dropping one of the hobgoblins.
Braddock keeps his footing and returns the punishment to the bugbear.
Gark catches his breath.
Tock slips away, but the hobgoblins continue to parry his attacks.
Haltor does his best to help the injured White Eye, to no avail.
Mal's words inspire Tock, but as he charges the female, she bats aside his blade easily.
"You'll need to do better than that human" she spats
Talos gores one of the hobgoblin's, it falls to his assault.
Valsath calls out
"Get the mage!" pointing her blade to Deimos.
The hobgoblin regulars acknowledge their leader's words and move into position surrounding Deimos. The tiefling has little chance against a quartet of hardened warriors at such close range and the group drops Deimos.
She then points to Tock,
"This one!" she calls out.
The bugbear steps next to her, his flail slamming into Tock, knocking the human off his feet.
The remaining hobgoblin begins singing a fell tune that affects Tock, Haltor, and even the unconscious Deimos. He then runs behind some of the equipment.
"Just you and me now" Valsath hisses, stabbing her blade into the prone Tock and twists the blade. The thief falls unconscious with the brutal assault.
"Just me" she whispers
[sblock=Enemy Actions]
h3 - moves to N11 (triggers OA from Deimos) and readies attack
h5 - moves to M10, attacks Deimos -
vs ac on Deimos (h5) (1d20+12+2=19) hits for 7 & marked TENT (can use Shield if you want here)
h6 - moves plus charges Deimos -
vs ac on Deimos (h6) (1d20+12+2+1=29) hits for 7, triggers h3's readied attack -
vs ac on Deimos (h3) (1d20+12+2=33) hits for 7 more
B1: attacks Deimos -
vs fort o nDeimos; dmg (1d20+9+2=30, 2d6+4+1d6=11) hits for 11. This will knock Deimos unconscious regardless of using Shield or not.
B2: shifts to J11, Flail Dance on Tock -
vs fort on tock ; dmg (1d20+9=26, 2d6+4=15) & knocks prone (triggers [MENTION=9789]evilbob[/MENTION]'s Warden's something mark (the slide one)
D1:Minor: Slip-up on Gark -
vs will on Gark (1d20+8=9) miss. Standard: Befuddling Burst -
vs will on Gark, haltor, white-eye, Braddock, Deimos, tock (1d20+8=10, 1d20+8=26, 1d20+8=10, 1d20+8=11, 1d20+8=24, 1d20+8=18) hits Haltor, Deimos, & Tock
damage (1d8+5=10) & cannot shift or stand up (save ends). Then moves to E15.
V1: Minor: Inspire bravery - h3 attacks Braddock -
h3 on braddock (1d20+12=27) hits for 7. Scimitar Rend on Tock -
scimitar rend on Tock (1d20+12+2=34, 1d8+7=14) ouch... ok crits for 16 damage + 10 ongoing damage & target takes –2 to AC(save ends both)
crit (1d8=1)
[/sblock]
[sblock=Unlocked Stats]
V: 23 AC (25 if adjacent to another hob); ??/??/20 F/R/W
h: 23 AC (25 if adjacent to another hob); 20/??/18 F/R/W
B: 20 AC; ??/??/18 F/R/W
D: ?? AC; ??/18/17 F/R/W
[/sblock]
[sblock=OOC]
V1: -6hp, cursed (Braddock)
B1: -18hp, cursed
B2: uninjured, used Flail Assault, marked (Gark)
D1: -17 hp
h1-6: uninjured
Gark: 46/48; 2/9 surges, bloodied, prone, . Shifting (regen 2, +2 damage), +2 defenses TSNT
Haltor: 24/42; 1/7 surges, cannot shift or stand up (save ends).
White-Eye: 20/46; 1 HS used, prone,
Braddock: 25/37, cannot shift or stand up (save ends). +2 defenses TSNT
Deimos: -17 (or -10)/36, bloodied, used Flaming Sphere, marked h3 TENT, unconscious, dying, prone, 0/3 death saves, cannot shift or stand up (save ends).
Mal: 27/37, prone (TBD)
Tock: -3/42, prone, cannot shift or stand up (save ends), unconscious, 0/3 death saves, dying, ongoing damage & target takes –2 to AC(save ends both)
Talos: 39/49,
[/sblock]
[sblock=Features of Area]
Pits: These pits were once used to dispose of refuse. They are 20 feet deep (DC 20 Athletics to climb)
Steel Drums: These drums are low (4-foot) obstacles that hold old alchemical reagents and hinder ground movement. A creature can hop atop one as part of a move action with a successful DC 10 Athletics check, treating the square as difficult terrain. A creature can instead use an entire move action to clamber atop one without a check. Otherwise, a steel drum blocks movement into its square.
Arcane Machinery: The machinery is blocking terrain. Each piece of machinery is about 10 feet high
[/sblock]