The allies rebound, almost killing on of the soldiers attempting to plow through the heroes' line of defense. The dwarf finds a way to whack the mage, delivering a massive blow. Rocco, by collecting his wits and moving into a defensive stance manage to divert a brutal attack which, if hit, would have put him near death. Skalisss takes minor wounds from both the hound and one of the soldiers. The leader suddenly stops his attack against Halleck, and sprints to the opening of the cave. The sudden move is a mystery at the moment.
All of the sudden, from the ritual room there is a brilliant flash of light followed by a clapping sound of thunder, followed by a blast which rushes into the cave entrance. All within the shockwaves path fall prone and take damage. All light sources are blown out in the room. Only the light from the cave entrance manages to light the room, though the lighting is dim.
As the dust settles, Lerrick lays calmly on the platform with Brother Buchta standing over her.
It is done. The mark has been removed.
OOC:
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All heroes and enemies with in the blast zone (which extends 7 squares past the entrance from the room to the cave) take 1d20 damage and are knocked prone.
Here are the damage results for each character in the blast zone.
Vimak: 16
Raijin: 19
Skalisss: 5
Quan: 16
Nementah: 17
damage rolls are shown here
Assume that all enemies within the blast zone take 20 points damage. This kills the soldier S9 and the hound. S8 is knocked prone.
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[sblock=Mechanics]
Heroes turn:
Quan: Hits leader for 19, assassin shroud on leader
Nementah: Hit s9 for 11
Primera:
Halleck: Rocco hit leader for 15, +1 ac and ref
Skalisss: Hits s9 for 22 and Raijin spends surge, divine challenge on s9
Raijin: interrupt hit 9 on Hound, Hit hound for 15
Rocco: Hit mage for 21 and second wind for 21 +2 all def tent
Vimak: Hit s9 for 22, Hound for 11 and S8 for 11, all grant CA to allies
Total Damage to Enemies:
Acid Hound: -35
Leader: -34 and prone
S9: -44
S8: -11
mage: -21
Baddies turn:
Gladiator:
Attack: Finishing blow on bloodied Rocco: 1d20+15 vs Rocco AC for 2d10+5 =
24 for 22 miss due to the dwarf taking a second wind.
Leader:
Attack: None
Movement: stand up
movement: move 5 squares
Mage:
Attack: Magic missile 1d20+7 vs Rocco Ref for 2d4+4 = Hit Rocco for 11
Minor: Dragon breath 1d20+12 (dragonborn is bloodied) vs Rocco Ref for 2d6+4 =
miss
Hound:
recharge breath weapon:
3 nope 
attack: Bite vs Skalisss AC for 1d20+10 for 1d8+2 + 1d8 acid damage =
Hit for 10
S9:
BMA vs Vimak AC: 1d20+11 (bloodied) for 1d8+3 =
miss
free: Marshall Recovery: repeat attack vs Vimak =
miss
S9 takes 7 damage from Skalisss divine challenge
S8:
BMA vs Skalisss AC 1d20+10 for 1d8+3 =
Hit for 5
Total Damage to Allies:
Rocco: -11
Skalisss: -15 (resist 2) so -13
[/sblock]
[sblock=Stats]
Party:
Nementah:
Defenses: AC 19 Fortitude 19 Reflex 18 Will 19
HP 44/61 THP: Bloodied 30 Surge Value 14; Surges Used 11/11 AP 1/1
Primera:
Defenses: AC 19 Fortitude 19 Reflex 18 Will 19
HP 13/13
Vimak:
Defenses: AC 22 Fortitude 19 Reflex 18 Will 20
HP: 43/59 THP: 4: Bloodied 29, Surge value: 14, Surges left 8/10 AP 1/1
Rocco:
Defenses: AC 23; Fortitude 20, Reflex 18, Will 19
HP 19/61, Bloodied 30, Surge Value 15+1, Surges left 10/12: AP 1/1
Skalisss:
Defenses: AC:26 Fortitude:21 Reflex 18 Will 21
HP: 37/74 THP: 0 Bloodied 37, Surge Value: 19 Surges left: 10/11 AP 0/1
Halleck: Marked
Defenses: AC 23, Fortitude 17, Reflex 17 Will: 20
HP: 40/55 THP: Bloodied: 25, Surge Value: 12 Surges left: 6/9 AP: 1/1
Raijin:
Defenses: AC 19 Fortitiude 19 Reflex 14 Will 20
HP: 31/56 THP: Resist 1 Bloodied 26, Surge Value 13, Surges left 5/6 AP: 1/1
Resist Force 10, Resist Lightning 5, Resist Thunder 5
Quan:
Defenses: AC 21, Fortitude 16 Reference 20, Will 17
HP: 34/50 THP: Bloodied 25, Surge value: 12 Surges left 7/7 AP: 1/1
Enemies:
Dragonborn Soldier S1:
DEAD
Dragonborn Soldier S2:
DEAD
Dragonborn Soldier S3:
DEAD
Dragonborn Soldier S4:
DEAD
Dragonborn Soldier S5:
UNCONSCIOUS
Dragonborn Soldier S6:
DEAD
Dragonborn Soldier S7:
UNCONSCIOUS
Dragonborn Soldier S8:
26/63
Dragonborn Soldier S9:
DEAD
Dragonborn Gladiator G1:
UNCONSCIOUS
Dragonborn Gladiator G2:
106/106
Dragonborn Mage M:
DEAD
Dragonborn Mage M:
22/43
Acid Hound H1:[
DEAD
Acid Hound H2:
DEAD
Acid Hound H3:
DEAD
Dragonborn Leader:
109/158
[/sblock]
[sblock=Enemies]
Dragonborn Gladiator
HP 106; Bloodied 53; see also dragonborn fury
AC 24; Fortitude 23, Refl ex 20, Will 21
Speed 5
m Bastard Sword (standard; at-will) ✦ Weapon
+15 vs. AC (+16 while bloodied); see also lone fi ghter; 1d10 + 5
damage.
M Finishing Blow (standard; at-will) ✦ Weapon
Target must be bloodied; +15 vs. AC (+16 while bloodied); 2d10 +
5 damage, and the dragonborn gladiator’s allies gain a +2 bonus to
attack rolls until the end of the dragonborn gladiator’s next turn.
C Dragon Breath (minor; encounter) ✦ Fire
Close blast 3; +12 vs. Refl ex (+13 while bloodied); 1d6 + 4 fi re
damage.
Dragonborn Fury (only while bloodied)
A dragonborn gains a +1 racial bonus to attack rolls.
Gladiator’s Strike
When the dragonborn gladiator hits an enemy with an
opportunity attack, the target is knocked prone.
Lone Fighter
The dragonborn gladiator gains a +2 bonus to melee attack rolls
when adjacent to only one enemy.
Dragonborn Soldier
HP 63; Bloodied 31; see also dragonborn fury
AC 20; Fortitude 18, Refl ex 16, Will 15
Speed 5
mLongsword (standard; at-will) ✦ Weapon
+10 vs. AC (+11 while bloodied); 1d8 + 3 damage.
C Dragon Breath (minor; encounter) ✦ Cold
Close blast 3; +6 vs. Refl ex (+7 while bloodied); 1d6 + 2 cold
damage.
Dragonborn Fury (only while bloodied)
A dragonborn gains a +1 racial bonus to attack rolls.
Impetuous Spirit (immediate reaction, when an enemy leaves an
adjacent square; at-will) ✦ Weapon
The dragonborn soldier makes a melee basic attack against the
enemy, even if the enemy is shifting.
Martial Recovery (free, when the dragonborn soldier misses with
a melee attack; recharges when the soldier uses impetuous spirit)
✦ Weapon
The dragonborn soldier makes another melee attack against the
same target.
Dragonborn Mage
HP 42; Bloodied 21
AC 17; Fortitude 13, Refl ex 14, Will 15
Speed 6
mQuarterstaff (standard; at-will) ✦ Weapon
+4 vs. AC; 1d8 damage.
Dragon Breath (minor; encounter) ✦ Cold
Close blast 3; +11 vs. Reflex (+12 while bloodied); 2d6 + 4 cold
damage.
rMagic Missile (standard; at-will) ✦ Force
Ranged 20; +7 vs. Refl ex; 2d4 + 4 force damage.
R Dancing Lightning (standard; encounter) ✦ Lightning
The mage makes a separate attack against three diff erent targets:
ranged 10; +7 vs. Refl ex; 1d6 + 4 lightning damage.
A Thunder Burst (standard; encounter) ✦ Thunder
Area burst 1 within 10; +7 vs. Fortitude; 1d8 + 4 thunder
damage, and the target is dazed (save ends).
Acid Hounds
Initiative +5 Senses Perception +11
Acid Shield (Acid) aura 1; any creature that enters or begins its turn
in the aura takes 1d6 acid damage.
HP 96; Bloodied 48
AC 20; Fortitude 18, Refl ex 17, Will 18
Resist 20 acid
Speed 7
m Bite (standard; at-will) ✦ Acid
+10 vs. AC; 1d8 + 2 plus 1d8 acid damage.
C Acid Breath (standard; recharge ⚃ ⚄ ⚅ ) ✦ Acid
Close blast 3; +9 vs. Reflex; 2d6 + 3 acid damage
Leader:
HP 158; Bloodied 79
AC 24; Fortitude 22, Reflex 18, Will 21
Saving Throws +2
Speed 5
Action Points 0
Fullblade (standard, at-will)  Weapon
+13 vs AC; 1d12+5 damage and marked until the end of the commandant's next turn.
Arching Slice (standard, at-will)  Weapon
+12 vs ; 2d6+5 damage.. The dragonborn commandant makes two fullblade attacks, each against a different target within reach.
Designating Smite (standard, recharge 11)  Weapon
+14 vs AC; 1d12+9 damage, and the target is marked until the end of the commandant’s next turn and slowed (save ends). In addition, while the creature is slowed due to this attack, the dragonborn commandant and all his allies gain a +1 power bonus to attack rolls and a +4 power bonus to damage rolls against that target.
Termination Order (immediate reaction, when an adjacent enemy becomes bloodied, encounter)  Weapon
The dragonborn commandant immediately recharges designating smite (if necessary), and uses that power against the triggering enemy.
Dragon Breath (minor, encounter)  Acid
Close blast 3; +12 vs Reflex; (+13 while bloodied)1d6+5 acid damage.
Dragonborn Frenzy (only while bloodied)
A dragonborn gains a +1 racial bonus to attack rolls and a +2 bonus to damage rolls.
[/sblock]
[sblock=map]
map
[/sblock]
[sblock=Adventure Summary]
Motives
Deliver Lerrick to Brother Buchta
Deliver a strange metalic sphere to Brother Buchta
Summary of Events
Prevented a flesh golem from killing the Weinfurter family. Body guard turned bad.
Dismantled the Crossed Sword and Skull Gang by killing Leader Hank the Tank
Prevented a possible encounter with a pack of wolves...for the moment
[/sblock]