[sblock=OOC]IC is down so I will have to trust that Voda's fluff description is accurate! Try using the link that shows the roll and modifier, please.
KamaZer:
1st Extra healingg 1d10+1=4
Healing word: 1d6+1d10+1=7
Charge:1d20+9=16 miss
Well, sorry for those rolls. Pretty crappy.
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http://virtualbattlemat.com/game/dm_malenkirk-5/
The last guards fanatically swarms the mage but they are fairly clumsy. Only one gets close to slicing into Callen but the wizards deftly deflect by summoning a quick force field.
Inside, the last automated turret relies on its programming and keeps engaging the closest enemy engaged with an ally. The results are devastating and the valiant Soldier drops to the floor with two bolts in his chest. The machine then whirls ominously toward Tsi'Ri.
The Dwarf steps quickly back and fires another bolt at Kamazer but she deflects it with her shield.
-''Damn you! Damn you all!''
The monks sends the tentacle toward 7 Rabbit with a wave of his hands. The shadowy snake lashes around the warlock and immobilize him. Then the shadow monk engages Tsi'ri with, a sadistic grin on his lips.
[sblock=Actions]
Guards vs the Mages (1:vs Mrithas 2&3 vs Callen).
I stay continue on my pitiful streak and roll: 8+8, 9+8 and 6+8. 17 vs Callen hits for 4 but he uses his staff power to negate
Turret vs Soldier
Rolled 17+8 and 12+8 = 25 and 20, 2 hits.
2*2d8+3= 15 + 16 = 31
Ah, now I am rolling strong again. VERY strong. That's exactly what it takes to drop Soldier to precisely 0. 8 + 4 temp (since last status) + 19 (Inspiring word) -31 = 0
Dwarf vs Kama:
Shifts back
1d20+8+2= 13 miss
Cultist:
Standard : Moves the tentacle toward 7 Rabbit. It attacks; 1d20+8=26 vs reflex, 4 damage (1d6+2), grabbed
Move: adjacent to Tsi'ri.
http://virtualbattlemat.com/game/dm_malenkirk-5/
[/sblock]
[sblock=Updated Status]
The tentacle is a conjuration. It can't be targeted, it can be moved through and will disappear if the Cultist can't sustain it (minor).
7 Rabbit: 18/40 [10/10] +2 fate of the void, shadow walk, bloodied, grabbed
Kama'Zer: 28/41 [6/9] Second-Wind Used
Soldier: 0 (-5) /50 [12/13) Ongoing 5 necro (Save ends), dying
Tsi'Ri: 40+9 /40 [10/10] shadow walk
Mrithas: 22/34
Callen: 24/32
Turrets:
38/38
16 AC 13 fortitude and reflex, immune to will effect, can't be cursed (though you are free to curse at them)
Dwarf Bolter
Perception 18; low-light vision
HP 46; Bloodied 23
AC 17; Fortitude 16, Reflex 16, Will 14
Saving Throws +5 against poison effects
OA Warhammer (Standard, at-will) Weapon (if drawn)
+8 vs Armor Class; 1d10+2 damage.
creatures that don’t have cover.
Stand Your Ground
When an effect forces a dwarf to move—through a push, a pull, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf gains an immediate saving throw to avoid falling prone.
Guards
Perception 10
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 14, Reflex 12, Will 12
OA : Club (Standard, at-will)
+7 vs Armor Class; 4 damage.
Mob Rule
The scurvy dog gains a +2 power bonus to all defenses while at least two other scurvy dogs are within 5 squares of it.
Dark Cultist
Perception 10
HP 52; Bloodied 26
AC 20; Fortitude 14, Reflex 18, Will 16
OA Unarmedd Strike (Standard, at-will)
+10 vs Armor Class; 1d8+3 damage.
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