[sblock=Garrick]I removed the sneak attack damage from the attack on the beraded devil; as a rule of thumb sneak attack is always delivered on the first attack to avoid wasting it.
I didn't note the invisible status on the report because it last until the beginning of your turn. But you'll note that no one targeted you with a melee or ranged attack. It didn't protect against the blast.[/sblock]
The halfling hellcaster suffers the radiant powers of Melora. He blinks a moment and then snarls. Rushing forward he tries his best to return the favor and unleashes a wave of psychic energy that creates fear and horror in the agents.
Everyone caught in the blast feels an overwhelming but short lived urge to flee from the source of the psychic anguish. Kendrick and Garrick almost throw themselve through the nearby doors while Dagran and Leyra are pushed outside.
They all back away in disorganized fashion and many get mauled by their enemies as a result. As the bearded devil scores blood on Dagran, a tendril flares from the Golem to disgustingly suck it in along with some flesh around the wound. Dagran staggers back while the Golem appears stronger.
As the agents scaterred, the flesh Golem can't help but follow the blood and lumbers after Dagran and hits him with his meaty fist again. The Bearded devil follows in order to maintain the close ranks but instead attacks Leyra with his glaive, smelling that she is vulnerable. His weapon pierces her flank and again the Golem's horrifyingly absorbs some flesh and now seems as intact as he was at the beginning of the fight!
To make matters worse, the imp suddenly reappears out of thin air as he stabs Mirage with his tails. He feels poisons coursing through his veins and making his reaction sluggish. Having succeeded, the Imp dissapears in a flash, having apparently teleported elsewhere.
[sblock]
close blast 5, vs will, Kendrick 23; Dagran 21; Garrick 24; Leyra 26 (1d20+14=26, 1d20+16=28, 1d20+16=24, 1d20+16=33) hits everyone
damage (3d8+5=18)
Effect: Target are slid to the nearest square outside the blast area. There is no ongoing effect. This movement provokes Opportunity attack.
Kendrick is pushed through the square J31; OA from the Golem and Beardy
vs AC 30 (1d20+16=26, 2d8+5=11, 1d20+18=31, 2d4+5=10) Beardy hits, ongoing 5
Dagran is also the target of both OA
VS AC 30 (1d20+16=33, 2d8+5=11, 1d20+18=36, 2d4+5=13) 2 hit, 24 hp total
Ps : the daze from the Golem is (Save ends), last time I forgot and just treated it as "Till the end of next turn".
As Dagran becomes bloodied; The Golem uses his Assimilate flesh power :
Golem vs Dagran's fortitude 26 (1d20+13=29, 2d12+5=10) hit, 10 hp, the Golem heals 57 hp
This attacks occurs whenever you become bloodied or fall to 0 adjacent to the Golem. I may have forgotten one such occurence earlier, if so, good for you.
If you were wondering, the odds of all three of my attacks hitting were 6%...
Garrick only provokes an OA from the Golem
vs 33 (1d20+16-5=27, 2d8+5=11) miss
With the -5 penalty from insisibility, he pretty much needed a 20.
Leyra suffers no OA.
The golem follows Dagran to L34
+2 CA dazed, vs AC 30 (1d20+16+2=26, 2d8+5=16, 1d20+16+2=36, 2d8+5=7) hit, 7hp
The bearded devil moves to K34 and attacks vs Leyra
vs AC 30 (1d20+18=35, 2d4+5=10) hit, marked, 10 hp
She becomes bloodied, Golem uses assimilate flesh:
Golem VS Leyra's fortitude 20 (1d20+13=20, 2d12+5=17) hit, Golem is fresh again, 17hp
The Imp vs Mirage
vs Mirage AC 27; vs Fortitude 20 (1d20+17+2=33, 1d8+6=13, 1d20+10=22) 1st hit, 13 hp, then secondary also hits, poisoned and slowed
[/sblock]
Kendrick clears his thought and is embarassed at having showed even a second of weakness. He exit the west room and re-enters the main room. He sees the halfling alone and is really tempted to mount his head on a spike but he sees that the other agents are having trouble with the infernal duo. After a second of hesitation he rushes outside to scatter the enemies.
-''I killed your twin brother beardy, I want me a matching set of heads, now!"
A violent outburst of blow sends them both stumbling away.
[sblock]
Minor: Beardy is the quarry
Move : to a flanking position vs Beardy
Sweeping Blade, Bearded, Golem (1d20+20=35, 1d20+17=32, 1d8+13=18) +2 for flanking and +1 for bloodied vs Beardy, he also takes an additional 6 points of damage because he is bloodied and an humanoid.
quarry (2d8=6)
total; Beardy 30, Golem 18.
Golem and Beardy are pushed 3 square and fall prone.
I figured that Leyra and Dagran had enough trouble as it is without having to start in the bearded evil's aura.

.
save (1d20=6)
Also, I realize after the fact that Kendrick also had become bloodied while adjacent to the Golem during the OA;
1d20+13=24, 2d12+5=12 miss (Fortitude 26)
[/sblock]
The warrior circles back again through the appartments. It is faster now that he has already made a hole through the adjoining wall. He charges Nathan but misses, so does the halfling.
[sblock]
Charge vs AC 31 (1d20+17=24, 1d10+4=13)
vs AC 31 (1d20+15=28)
This is turning into a damn cake walk! I was too cautious of not overhwleming a small party.[/sblock]
Status
Golem : 210 / 228, prone
Hell caster : 71 / 96 ; Quill Storm Spent
Bearded Devil : 18 / 129, bloodied, prone
Succubus : Dead
Imp : 71 / 96
Hafling : 33 / 82 ; Marked (Nathan), bloodied
Warrior: 105 / 136; Marked (Nathan),
Leyra 20 (15) /81 [9] [2] AP,SW, ongoing 5 (save ends), bloodied, Marked (Beardyl)
Garrick 51 /80 [5] [2] SW,
Mirage 38 (28) /78 [5] [2] SW. Ongoing 10 + Slowed (save ends both), bloodied
Dagran 37 (32) /119 [12] [2] SW, ongoing 5 (save ends), Dazed (save ends), bloodied
Kendrick 41 (36) / 92, ongoing 5 (save ends), Bloodied
Kern 77 (73) /90 [6] [2] AP,SW, slowed + ongoing 4 (save ends both)
Nathan 107 +14 /109 [10] [2] AP,SW
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; +16 vs Armor Class; 2d8+5 damage, and the target is dazed (save ends)
Succubus
Perception 19
HP 106; Bloodied 53
AC 25 (currently 27 because of the devil); 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.