[sblock=Garrick]Garrick forgot the -2 range penalty, still a hit[/sblock]
The Golem lumbers forward and slams into Dagran with the strenght of an avalanche and the dwarf is reeling from the onslaught. A brief instant the agents see a chilling ressemblance between the golem's face and Lars Kinnar's...
The bearded devil joins the fray and engage Kendrick. The bounty hunter isnn't impress, deflect the attack and viciously counter-attacks.
The halfling steps forward to get in range to unleash a powerful storm of poisoned quills through hellish magic and most agents feel the poison burn in their veins.
Meanwhile the door to the left opens and the agents are suprised to see the missing guard Eleonore. But something is wrong... she extends her arm pleadingly toward Garrick.
-''Please help me, this evil dwarf is trying to kill my faitful guards and kidnap me. Stop him!''
-''Yes.'' says Garrick in a daze, realizing he is surrounded by evil doers. ''I must stop the dwarf...''
To add to their woes, a sudden buzzing sound from outside attract Mirage's attention. He riases his hand in time to protect himself from a tiny imp who obviously tried to poison the wizard.
[sblock]
Golem has two attacks :
vs Dagran AC 30 (1d20+15=34, 2d8+5=20, 1d20+15=30, 2d8+5=13) 2 hits, dazed
Bearded Devil
Kendrick uses Disruptive Stikre :
Disruptive strike VS AC 29 (1d20+17+1=29, 1d8+11+3=15) hit
Glaive vs Kendrick AC 30 (1d20+18=32, 2d4+5=11) forgot to include the -6 to hit from DS, so it's a miss
Quill Storm from the Caster
vs Reflex, Kendrick 24, Garrick 27, Dagran 21, Leyra 24, Mirage 25 (1d20+17=27, 1d20+17=19, 1d20+17=36, 1d20+17=35, 1d20+17=36) hits everyone except Garrick
quill storm damage (1d8=3) + ongoing 10 poison and -2 to attack roll (save ends both)
Succubus
-2 cover, dominate vs Garrick's will 24 (1d20+14-2=26) Garrick is Dominated. It means he is dazed and the succubus choose his next action. The effect last until the end of the succubus next turn (For yes, that's what she is).
I'll let the agents act before Garrick takes his dominated actions; it occurs on his turns, not the Succubus'
Assassin Imp
vs Mirage AC 27 (1d20+17+2=22) miss
[/sblock]
---
The most fearsome looking of the zealots rush out of sight toward the west. His companion tries to hold the front. Soon thereafter the agents hear a crashing sound from inside the buildings.
Suddenly, unseen from the inside the crowd, a small bolt flies toward Kern but the aim isn't true. He spots a small halfling between panicked bystanders.
[sblock]
vs AC 31 (1d20+16=29) Miss Nathan
stealth vs Perception 17 (1d20+14=29) halfling assassin succeeds
+2 CA, Sneak attack, vs Nathan AC 31 (1d20+15+2=25, 1d6+4=6, 2d6=4) miss
Status
Golem : 195 / 228
Hell caster : Quill Storm Spent
Bearded Devil : 114 / 129
Leyra 75 (65) /81 [9] [2] AP,SW, ongoing 10 poison and -2 to attack roll (save ends both)
Garrick 69/80 [5] [2] AP,SW, Dominated (succubus)
Mirage 61 (51) /78 [5] [2] SW, ongoing 10 poison and -2 to attack roll (save ends both)
Dagran 61 (46) /119 [13] [2] AP,SW, Dazed (Till end of golem's next turn), ongoing 10 poison and -2 to attack roll (save ends both)
Kendrick 89 (74) / 92 ongoing 10 poison and -2 to attack roll (save ends both)
Kern 81/90 [6] [2] AP,SW
Nathan 107/109 [10] [2] AP,SW
I had Mirage spend 2 surge and Dagran 1, you can retcon that if you want.
Vs. Kern and Nathan :
They are facing what they soon recognize (thanks to their knowledge of SCU files) to be Bearers of Light. They are a weird cult that is not above doing mercenary work as long as they perceive it to be advantageous to their cause; Bringing the Age of Gold to a close and hushering the Age of Freedom. Basically they are wacky anarchist and despite their name there is nothing holy about them; they tend to use alchemy instead.
Zealot (Ze) : Minions
Perception : 17
HP 1; a missed attack never damages a minion.
AC 25; Fortitude 23, Reflex 22, Will 22
Short Sword (Standard, at-will) Poison, Weapon
+16 vs Armor Class; 6 damage, and the zealot makes a secondary attack.
Secondary Attack
+14 vs Fortitude; ongoing 3 poison damage (save ends).
Zealot Warrior (Wa)
Perception. 16
HP 136; Bloodied 68
AC 23; Fortitude 21, Reflex 20, Will 20
Resist 10 poison
Greatsword (Standard, at-will) Poison, Weapon
+16 vs Armor Class; 1d10+4 damage (1d10 + 6 damage while bloodied) and a secondary attack.
Secondary Attack
+14 vs Fortitude; ongoing 5 poison damage (save ends).
Halfling Prowler
Perception 20
HP 82; Bloodied 41
AC 23; Fortitude 19, Reflex 22, Will 20
Short Sword (Standard, at-will) Poison, Weapon
+15 vs Armor Class; 1d6+6 damage, and the halfling prowler makes a secondary attack.
Secondary Attack
+12 vs Fortitude; the target takes ongoing 3 poison damage and is slowed (save ends both).
Crowd Shield
The halfling prowler gains a +2 bonus to its AC and Reflex defense if it has one creature adjacent to it, or a +4 bonus if two or more creatures are adjacent to it. (Being IN the crowd qualifies for 2 or more)
vs the rest
Halfling (Ha)
Perception 23
HP 96; Bloodied 48
AC 25; Fortitude 22, Reflex 24, Will 25
Short swod (Standard, at-will) Weapon
Melee 1; +20 vs Armor Class; 1d6+5 damage.
Bearded Devil (Be)
Perception 24
Beard Tendrils aura 1; enemies that begin their turns adjacent to the bearded devil take 5 damage.
HP 129; Bloodied 64
AC 29; Fortitude 25, Reflex 22, Will 23
Resist 20 fire
Glaive (Standard, at-will) Weapon
Reach 2; +18 vs Armor Class; 2d4+5 damage, and the target is marked until the end of the bearded devil’s next turn and takes ongoing 5 damage (save ends)
Flesh Golem (Go)
Perception 15
HP 228; Bloodied 114
AC 26 (28 currently because of the devil); Fortitude 27, Reflex 22, Will 25
Immune disease, poison, sleep
Saving Throws +2
Slam (Standard, at-will)
Reach 2; +15 vs Armor Class; 2d8+5 damage, and the target is dazed (save ends)
Succubus
Perception 19
HP 106; Bloodied 53
AC 25; Fortitude 19, Reflex 23, Will 25
Resist 20 fire
Corrupting Touch (Standard, at-will)
+16 vs Armor Class; 1d6+7 damage.
Assassin Imp
Perception 26
HP 96; Bloodied 48
AC 25; Fortitude 23, Reflex 25, Will 24
Resist 20 fire
Speed 4, fly 7 (hover)
Razor (Standard, at-will)
+17 vs Armor Class; 2d6+4 damage.