The sound of metal and fire fill the odd battlefield in the sewers.
After the furious assault by the heroes, several foes lie wounded or dead. However, with otherworldly perseverance, they press on, as if the casualties and wounds would matter little. For those who have fought undead, these mercenaries are acting much like that.
The mercenaries around Jarel Karn focus on him, as puppets who's strings are pulled beyond the boundaries of their physical capabilities. Only two land hits, but it's enough to draw blood from the genasi.
The dwarves move deftly on the battlefield, seeking to bring Mikara down. One of them bash her with his shield, but the dodgy Mikara moves out of harm's way. However, the other dwarf sees the chance and smashes her down with his shield.
Behind the line, the Sorcerer chants in deep speech... Jarel and Morvannon feel how their bodies are being pulled appart, one extremity in each direction! Jarel is able to fight back, but the half elf tumbles forward by the power of the spell, leaving himself open for the vicious weapons of the mercenaries, which strike him true.
*I guess that answers your question...*
Finally, the Sorceror hexes Bell and Soldier as well.
The Leader barks another order from behind the crates, and the dwarf next to Mikara tries to burst her head with his hammer, but he's unable to connect.
[sblock=Final Battle!]
MAP of course.
Code:
Character Contition/HP
Mercenary 1 Dead
Mercenary 2 Dead
Mercenary 3 Dead
Mercenary 4 Dead
Mercenary 5 Dead
Mercenary 6
Mercenary fighter 1 66/66
Mercenary fighter 2 36/66 -2 to attack rolls
Mercenary fighter 3 Dead
Dwarf Mercenary 1 38/64
Dwarf Mercenary 2 26/64 -5 to attack rolls
Mercenary Leader 74/77
Mercenary Sorceror -33/??
Slime Slave 1 ??/??
Slime Slave 2 ??/??
Slime Slave 3 ??/??
Morvannon HEXED (Save ends) 24/42 AC: 19, Fort:15, Reflex:17, Will:18
Garkk 26/52 AC: 20, Fort:20, Reflex:14, Will:14
Jarel-Karn HEXED (Save ends) 28/62 AC: 24, Fort:19, Reflex:19, Will 18
Mikara DAZED (Save ends) PRONE 23/39 AC: 20, Fort:14, Reflex: 18, Will: 15
Soldier HEXED (Save ends) 8 THP 53/69 AC: 26, Fort:19, Reflex:16, Will:16
Bell HEXED (Save ends) 40/40 AC 21, F 15, R 19, W 18
Mercenary:
Minion
AC 19; Fortitude 17, Refl ex 14, Will 15
Club (standard; at-will) ✦ Weapon
+12 vs. AC; 6 damage.
Mercenary fighter:
HP 66; Bloodied 33;
AC 15; Fortitude 15, Reflex 14, Will 14
Greataxe (standard; at-will) ✦ Weapon
+7 vs. AC; 1d12 + 4 damage (crit 1d12 + 16).
HP 60; Bloodied 30
AC 19; Fortitude 17, Reflex 17, Wil l 18
Dwarf Mercenary
HP 64; Bloodied 32
AC 23; Fortitude 18, Refl ex 15, Will 17
Warhammer (standard; at-will) ✦ Weapon
+11 vs. AC; 1d10 + 3 damage.
M Shield Bash (minor; recharge ⚄ ⚅ )
+9 vs. Fortitude; 2d6 + 3 damage, and the target is knocked
prone or pushed 1 square.
Mercenary Sorccerer:
Hex:
Capricious Earth: Targets Hexed creatures in area burst 3: +11 vs will for 1d10+3 dmg and moves 3 squares
Slime Slave
????
Mercenary Leader:
Longsword (standard; at-will) • Weapon
+10; 1d8+3
<- Appoint Champion (standard; at-will)
Close burst 10; targets one ally; the target makes a basic attack
as a free action and shifts 1 square before or after the attack.
«< • Inspirational Authority (standard; encounter)
Close burst 10; targets one ally; the target uses an at-will,
encounter, or recharge attack power as a free action.
•< * Urge Hesitation (standard; encounter) • Charm
Close burst 5; targets enemies; +9 vs. Will ; the target cannot
use a standard action during its next turn.
Rolls
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[/sblock]