"Run you fool!" schouts the leader of the mercenaries, as he rushes through the upper deck. The sorceror quickly follows him. From their vantage point, they both assault the heroes below! The sorceror lunches a ball of magical force that hits Soldier, and makes him reel.
"Great, do it again, now!" encourages the leader, but the second attempt fails.
"Idiot! You made me waste my power!"
One of the fighters turns to face Soldier, but his backflip swing misses completely. The other one approaches Bell menacingly, but his swings is off, and she evades it with a simple step back.
The predatory-like slime creatures don't seem to care much about Jarel, as the genasi goes to the stairs. Instead, they surround Grakk, one of them lashing at the barbarian successfully, opening a nasty gash on his forearm with it's claws. The remaining slime creature follows the swordmage to the stairs, trying to catch him offguard, but misses the attack by far.
The dwarf tryies to pommel Grakk with his hammer, bringing it up and down, crushing on the barbarian.
[sblock=Final Battle!]
MAP of course.
MF1 attacks Soldier; miss
MF2 attacks Bell; miss
DM1 attacks Grakk; hits for 11
Mercenary Sorcerer uses magic missiles on Soldier, hitting for 10
Mercenary Leader moves and uses appoint champion on Sorcerer, he misses though
S1 and S2 leap out and attack Grakk; S2 hits for 8
S3 attacks Jarel, misses
Code:
Character Contition/HP
Mercenary 1 Dead
Mercenary 2 Dead
Mercenary 3 Dead
Mercenary 4 Dead
Mercenary 5 Dead
Mercenary 6 Dead
Mercenary fighter 1 4/66 gives 4 thp to whoever hits him.
Mercenary fighter 2 36/66 -2 to attack rolls
Mercenary fighter 3 Dead
Dwarf Mercenary 1 8/64
Dwarf Mercenary 2 Dead
Mercenary Leader 74/77
Mercenary Sorceror 13/80
Slime Slave 1 ??/??
Slime Slave 2 ??/??
Slime Slave 3 ??/??
Morvannon 9/42 AC: 19, Fort:15, Reflex:17, Will:18
Garkk 21/52 AC: 20, Fort:20, Reflex:14, Will:14
Jarel-Karn 10/62 AC: 24, Fort:19, Reflex:19, Will 18
Mikara 15/39 AC: 20, Fort:14, Reflex: 18, Will: 15
Soldier 43/69 AC: 26, Fort:19, Reflex:16, Will:16
Bell 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
Roll Lookup
Roll Lookup
Roll Lookup
Roll Lookup
Roll Lookup
Roll Lookup
Roll Lookup
[/sblock]