No attack, just the teleport (since both teleport and combat challenge attack are immediates). Unless there is some reward for being crazy dwarf?
[/COLOR]
ooc: [MENTION=24380]Neurotic[/MENTION] Permission granted

...you guys are going to need all of the help you can get. It's about time I challenged you.
The party's initial attacks prove ineffective and the beholders laugh mockingly at them.
Druid, is this the help that you thought would defeat us? Ha ha! Is this the best you can do?
Just then, voices are heard from one of the tunnels that the beholders originally exited from.
Mug...it looks like our food source our captives are getting a little too bold. Why not go back there and tame them a bit. Slug and I will take care of these pests.
Oh...alright. I'm a little hungry anyway. Save the dwarf for me when I get back.
The beholder in the back drifts away, laughing loudly as he enters a tunnel, which results in terrifying screams from the druid captives.
The druid brushes off the last bit of flame, then glares at the beholder in front of him.
Did you think I would just stand here and let you punish me! It's time for your to feel the wrath of my powers! The druid raises his hands in the air, then clenches his fist:
Freeze dreaded eye of the deep! The behold roars loudly as he feels pain from the spell causing it to temporarily loose control of flight, sending it downward, crashing to the ground, teetering on the edge of a large pool of water.
What have you done!
The druid laughs at the behold, then shouts.
Hit him now while he's down!
The other behoider facial expression changes from joy to anger, then attacks with reckless abandon. Firing a ray from one of his small eyes creating a burst of fire at Vimak. With that attack, the dwarf suddenly disappears, then reappears just above the beholder that shot the ray. He drops on top of the great eye and attacks.
The dwarf's axe sinks deep into the top of the beholder, with the eye roaring in pain. This triggers a brutal counter attack by both of the beholders. The beholder, currently ridden by the dwarf blasts a massive burst of fire at the dragonborn, then pushes the druid 30 feet into the air, making him land into one of the pools of water. The other beholder rebounds from the attack by the druid, by blasting the paladin and the warlord with fire. One of its other eyes tries to fill Skalisss with fear, but the paladin resists.
[sblock=Mechanics]
Heroes turn:
Halleck: Miss
Raijin: Miss
Quan: Miss
Rocco: triggered attack, lands on b1, hit for 31
Skalisss: No attack
Vimak: No attack resist all 5
Nementah:
Primera: Hit B1 for 10
NPC Druid: Hits with B2 for 20 damage and immoblized (save ends)
Total Damage to Enemies:
B1 -41
B2: -20 immobilized save ends
Baddies turn:
Beholder B1:
Free aura Attack
vs Vimak reflex: 1d20+17 for 2d6+8 fire damage:
Hit for 18
minor:
Center eye makes Skalisss vulnerable to fire 10 and if a fire attack hits Skalisss, he receives 5 on going fire damage (save ends)
At will attack
Small Eye attack 1: Fire attack vs Skalisss Reflex 1d20+17 for 2d6+8 fire damage =
Hit for 15 +10 (vulnerable to fire 10) 25 and 5 ongoing fire damage (save ends both vulnerability and ongoing damage)
Small Eye attack 2: Telekinesis Ray: Ranged 8; +17 vs. Druid Fortitude = Hit: Druid thrown 4 squares (see map)
B2:
Beholder B1:
Free aura Attack
vs Skalisss reflex: 1d20+17 for 2d6+8 fire damage:
hit for 18
minor:
Center eye makes Halleck vulnerable to fire 10 and if a fire attack hits Halleck, he receives 5 on going fire damage (save ends)
At will attack
Small Eye attack 1: Fire attack vs Halleck's Reflex 1d20+17 for 2d6+8 fire damage =
hits for 20 +10 vulnerable = 30 and ongoing fire +5 (save ends both)
Small Eye attack 2: fear Ray: Ranged 8; +17 vs. Skalisss Fortitude =
miss
save vs immobilized +2 =
saves
B3: Moves away
Total Damage to Allies:
Vimak: 18 fire damage
Skalisss: 43 fire damage: vulnerable 10 and 5 ongoing (save ends)
Halleck: 30 fire damage: vulnerable 10 and 5 ongoing (save ends)
[/sblock]
[sblock=Stats]
Note: Party stats will be updated once I see everyone's stat blocks from the first round of attacks.
Party:
Nementah:
HP 61/61, Bloodied 30, Surge Value 15, Surges 11/11
AC 19; Fortitude 19, Reflex 18, Will 19
Primera:
HP 15/15 AC 24; Fortitude 24, Reflex 22, Will 24
Vimak:
AC 25 Fortitude 21 Reflex 19 Will 21
Hit Points: 52 / 70 Bloodied: 35
Rocco:
HP 80/80, Bloodied 40, Surge Value 20+1, Surges 12/12
AC 24; Fortitude 22, Reflex 20, Will 21
1/1 AP
Skalisss: 10 fire vulnerability and 5 ongoing (save ends both)
HP: 44/86 SurgeValue: 22 Surges: 11/11
AC:27 Fort:23 Reflex:20 Will:23 Resist 1 ALL
Halleck: 10 fire vulnerability and 5 ongoing (save ends both)
AC: 27, Fort: 22, Reflex: 19, Will: 24 -- Speed: 5 (-1 Pen from armor)
HP: 40/70, THP: Bloodied: 35, Surge Value: 17, Surges left: 9/9
Action Points: 1/1,
Raijin:
AC 20, Fort 21, Reflex 15, Will 22
HP: 67/67, Bloodied 33, Surge Value 16, Surges 6/6
Resist Force 10, Resist Lightning 5, Resist Thunder 5
Quan:
AC: 22, For: 19, Ref: 23, Will: 22
HP: 65/65, Bloodied: 32, Surge value: 16, Surges/day: 7/7
Druid: -45
Enemies:
Mug Wump: Beholder B1: HP 163:204; Bloodied 102; see also fiery burst
AC 26; Fortitude 26, Refl ex 27, Will 28
Slug Wump: Beholder B2: HP 184:204; Bloodied 102; see also fi ery burst
AC 26; Fortitude 26, Refl ex 27, Will 28
Glug Wump: Beholder B3: HP 204; Bloodied 102; see also fi ery burst
AC 26; Fortitude 26, Refl ex 27, Will 28
[/sblock]
[sblock=map]
updated map
[/sblock]
[sblock=Enemy Information]
monster notes: Each beholder is hovering 20 feet above the ground.
Beholder Eye of Flame
Eyes of the Beholder aura 5; at the start of each enemy’s turn, if
that creature is within the aura and in the eye of flame’s line of
sight, the eye of flame uses one random eye ray power against
that creature.
HP 204; Bloodied 102; see also fi ery burst
AC 26; Fortitude 26, Refl ex 27, Will 28
Saving Throws +2
Speed fl y 6 (hover)
Action Points 1
m Bite (standard; at-will)
+18 vs. AC; 2d6 damage.
R Central Eye (minor; at-will)
Ranged 8; the target gains vulnerable 10 fire, and any attack that
deals fi re damage to the target also deals ongoing 5 fi re damage
(save ends both).
R Eye Rays (standard; at-will) ✦ see text
The eye of fl ame can use up to two eye ray powers (chosen from
the list below), at least one of which must be a fire ray. Each
power must target a diff erent creature. Using eye rays does not
provoke opportunity attacks.
1—Fire Ray (Fire): Ranged 8; +17 vs. Refl ex; 2d8 + 6 fi re damage.
2—Telekinesis Ray: Ranged 8; +17 vs. Fortitude; the target slides
4 squares.
3—Fear Ray (Fear): Ranged 8; +17 vs. Will; the target moves its
speed away from the eye of fl ame by the safest route possible
and takes a –2 penalty to attack rolls (save ends).
C Fiery Burst (when first bloodied and again when the eye of
flame is reduced to 0 hit points) ✦ Fire
Close burst 2; +17 vs. Refl ex; 2d8 + 6 fi re damage.
[/sblock]
[sblock=Adventure Summary]
Summary of Events
1. Prevented a flesh golem from killing the Weinfurter family. Body guard turned bad.
2. Dismantled the Crossed Sword and Skull Gang by killing Leader Hank the Tank
3. Prevented a possible encounter with a pack of wolves...for the moment
4. Alpha wolf presents orb of nature to Lerrick who gives it to Nementah.
5. Halleck finds orb of elements after party defeats band of ogres and a hill giant. He gives it to Raijin.
6. Defeated Bosch's dragonborn minions who tried to disrupt the ritual for removing the mark of Lerrick.
7. Mark is successfully removed from Lerrick by brother Buchta.
8. Encounter the great dragon Bosch for the first time. Dragon leaves but swears revenge.
9. Party returns Lerrick to mother in Daunton, but the father was not there as he was on an urgent task for brother Navio, something related to the shield.
10. Rocco tested for invoking a god. The party as well as other patrons at the tavern help defend Rocco from her wrath.
11. Party helps Druid retrieve artifact: The Branch of Life
[/sblock]
ooc: it's the partys' turn