[sblock=Map]
[/sblock]
Hrav dispatches the hammerer between him and Quagmire. Kauldron tries to finish off the other hammerer, but its armor protects it. Dang't blasts the dwarf in front of Kauldron with lightning, dropping it dead to the ground. Beyrk helps Kauldron with some well timed words before charging at the fleeing bolter but missing the strike at her back. Girth's dark energy causes the first harm to the bolter, and her legs lock in place as if frozen by the cold light. Quagmire runs into the hallway and charges up to the dwarf woman before hitting her in the back.
Her downcast eyes glisten with tears as she drops her weapons and drops to her knees. Blood trickles down her back from the wounds she has sustained. The loudest sound you hear is her quiet sobbing.
Your turn...what do you do?
Battle is essentially over. 2nd milestone today, and 2nd AP awarded to each party member.[sblock=Status]
Party current/total HP's, [current/total HS's], conditions (* if already acted)
Hrav: 28/46, [6/8] +5 temp hps, +2 to next damage roll before Beyrk's next turn
Quagmire: 41/41, [7/9]
Girth: 45/45, [9/10]
Dang't: 32/32, [7/8]
Beyrk: 35/35, [9/11]
Kauldron: 20/29, [8/12] +5 temp hps
Milestones: 2 today (2nd AP awarded)
Enemy current(future)/total HP's \ conditions:
Dwarf Hammerer 1: -2/64 \ dead
Dwarf Hammerer 2: -15/64 \ dead
Dwarf Hammerer 3: -15/64 \ dead
Dwarf Bolter 1: -2/46 \ dead
Dwarf Bolter 2:
20/46 \ immobilized, bloodied
Dire Wolf: -1/67 \ dead
[/sblock][sblock=Enemy Stats]
Dwarf Hammerer Level 5 Soldier
Medium natural humanoid XP 200
Initiative +4
Senses Perception +4; low-light vision
HP 64;
Bloodied 32
AC 23;
Fortitude 18,
Reflex 15,
Will 17
Saving Throws +5 against poison effects
Speed 5
Warhammer (standard; at-will) ✦ Weapon
+11 vs. AC; 1d10 + 3 damage.
Shield Bash (minor; recharge
)
+9 vs. Fortitude; 2d6 + 3 damage, and the target is knocked
prone or pushed 1 square (dwarf hammerer’s choice).
Throwing Hammer (standard; at-will) ✦ Weapon
Ranged 5/10; +10 vs. AC; 1d6 + 3 damage.
Stubborn (immediate interrupt, when an enemy tries to push the
dwarf hammerer or knock it prone;
at-will)
The hammerer makes a melee basic attack against the enemy.
Stand Your Ground
When an effect forces a dwarf to move—through a pull, a push, or
a slide—the dwarf moves 1 square less than the effect specifies.
When an attack would knock the dwarf prone, the dwarf can roll
a saving throw to avoid falling prone.
Alignment Any
Languages Common, Dwarven
Skills Dungeoneering +11, Endurance +5
Str 17 (+5)
Dex 10 (+2)
Wis 14 (+4)
Con 16 (+5)
Int 11 (+2)
Cha 12 (+3)
Equipment plate armor, heavy shield, warhammer, 3 throwing
hammers
Dwarf Bolter Level 4 Artillery
Medium natural humanoid XP 175
Initiative +5
Senses Perception +8; low-light vision
HP 46;
Bloodied 23
AC 17;
Fortitude 16,
Reflex 16,
Will 14
Saving Throws +5 against poison eff ects
Speed 5
Warhammer (standard; at-will) ✦ Weapon
+8 vs. AC; 1d10 + 2 damage.
Crossbow (standard; at-will) ✦ Weapon
Ranged 15/30; +10 vs. AC; 1d8 + 3 damage.
Aimed Shot
The dwarf bolter gains a +2 bonus to attack rolls and deals an
extra 1d6 damage with ranged attacks against creatures that
don’t have cover.
Stand Your Ground
When an eff ect forces a dwarf to move—through a pull, a
push, or a slide—the dwarf moves 1 square less than the eff ect
specifi es. When an attack would knock the dwarf prone, the
dwarf can roll a saving throw to avoid falling prone.
Alignment Unaligned
Languages Common, Dwarven
Skills Dungeoneering +10, Endurance +7
Str 14 (+4)
Dex 16 (+5)
Wis 12 (+3)
Con 16 (+5)
Int 11 (+2) Cha 10 (+2)
Equipment chainmail, warhammer, crossbow with 20 bolts
Dire Wolf Level 5 Skirmisher
Large natural beast (mount) XP 200
Initiative +7
Senses Perception +9; low-light vision
HP 67;
Bloodied 33
AC 19;
Fortitude 18,
Reflex 17,
Will 16
Speed 8
Bite (standard; at-will)
+10 vs. AC; 1d8 + 4 damage, or 2d8 + 4 damage against a prone
target.
Combat Advantage
The dire wolf gains combat advantage against a target that has
one or more of the dire wolf’s allies adjacent to it. If the dire
wolf has combat advantage against the target, the target is also
knocked prone on a hit.
Pack Hunter (while mounted by a friendly rider of 5th level or
higher;
at-will) ✦
Mount
The dire wolf’s rider gains combat advantage against an enemy if
it has at least one ally other than its mount adjacent to the target.
Alignment Unaligned
Languages —
Str 19 (+6)
Dex 16 (+5)
Wis 14 (+4)
Con 19 (+6)
Int 5 (–1)
Cha 11 (+2)[/sblock]