Scarm's conjured inferno lights up the center of the room as it sets the guard ablaze and sears his comrades. But when the kenku pulls Vahl next to her allies, the effect isn't entirely as he hoped. The Commandant loudly clangs her dark sword against her shield.
"Ronen, Gili! Let us give these peasants the taste of our steel! Stay at my side, and we will hold the line!" The two guards at Vahl's back take great heart in her words: Gili raises his sword to the air and roars, and Ronen merely screams in a high-pitched tone (possibly in pain from being
set on fire).
Although the guards have rallied, the heroes' attacks continue relentlessly. Gili is felled only moments later by Damen's flurry of crossbow bolts. Ronen is left woozy, but still standing.
Vahl begins the counterattack by maneuvering next to Damen. She unleashes her own flurry of attacks, striking the goliath twice and narrowly missing the drow. Her black blade flashes with dark energy each time it hits flesh, and Eithal immediately feels a dark presence weighing on her mind, sapping her fighting spirit.
Ronen the Guard slashes widely at Scarm, but the kenku nimbly jumps over the blade.
"Foul bird!" he cries in frustration. Commandant Vahl, seeing this, turns her head to the archers and calls
"Some fire support on that kenku - now!"
The archers flee from the heroes pursuing them, and then each turns to loose an arrow at Scarm. He is hit in the shoulder by the first missile and is sent twirling in a 360 degree circle. The second arrow slams into his chest with enough force to throw him several feet off the table.
OOC:
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The guards and archers deal significantly more damage to enemies adjacent to the Commandant.
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[sblock=actions]Jarel-karn's turn: When Jarel-karn uses Battlefront Shift, Guard 1 does use his immediate interrupt.
Squad Tactics misses AC 17.
Scarm's turn: Scarm can only get to M11 with his bravura movement, so I put him there instead. He has CA against Vahl because she's dazed, so the attack still hits. (1 square to O10 + 3 squares to N12 + 2 squares to M11 = 6 squares)
Also, Guard 2 uses his immediate interrupt when Scarm uses Low Slash against Vahl.
Squad Tactics is likewise interrupted by Eithal's Warden's Fury.
Warden's Fury vs Guard 2 misses Fort 20. (
1d20+15=20)
Squad Tactics vs Scarm hits AC 28 for 33 damage, bloodying him. This, too, is interrupted (geez) by Jarel-karn's
Channeling Shield. (I know you'd prefer the aegis interrupt on Vahl, Velmont, but this attack came first, and I'm not sure who Vahl will attack yet.) The damage is reduced to 23, and Scarm deals 5 more damage on his next successful attack before the end of his next turn.
Damen's turn: Beatrice is within the close blast 3, so I'll roll an attack against her too. It hits AC 27 for 18 damage, bloodying her. (
1d20+17=27)
Vahl: Regenerate 5, up to 140/238. Takes 16 fire damage from the explosive pyre, down to 126/238. Move: Shift to N10 (no fire damage because of the "once per turn" errata). Standard:
Dual Attack.
*
Plagued Longsword vs Eithal hits AC 26 for 10 damage, 5 ongoing psychic damage, and Eithal is marked (save ends both).
*
Plagued Longsword vs Damen misses AC 22.
Captain of the Guard reroll turns that into a 21, still a miss.
AP-standard:
Disruptive Smite vs Eithal hits AC 23 for 21 damage, bloodying her, and whenever Eithal is the target of a power that has the healing keyword, she takes 10 necrotic damage (save ends). Vahl takes 12 damage from the two hits against Eithal, bloodying her.
Guard 2: Takes 5 damage from Scarm's lightning, dropping down to 21/106.
Longsword vs Scarm misses AC 17. No movement.
Archer 1: Walk to D6.
Longbow vs Scarm hits AC 30 for 21 damage.
Archer 2: Shift to J8.
Longbow vs Scarm hits AC 35 for 27 damage, pushes him to O13, and drops him. At 5 hp, a crit would have killed him outright.
EDIT: I forgot about your teleport effect Scarm. You can teleport 2 when Guard 2 misses you if you'd like. However, the archers still target you and still do enough damage to knock you unconscious. If you would have teleported to somewhere not adjacent to Vahl, you'd be at -10 instead of -22. I'll assume you did that.[/sblock][sblock=combatants]
Commandant Aliya Vahl
AC 30, Fortitude 27, Reflex 25, Will 26, Saving throws: +2, Regeneration 5
Vahl: 112/238 HP, aegis'd by Jarel-karn, slowed TENT Scarm, bloodied
[sblock=If you are marked by Vahl and start your turn adjacent to her (Eithal)]Commandant Vahl has an aura 1. You take 5 psychic damage and are slowed until the start of your next turn.[/sblock]
Guards
AC 26, Fortitude 24, Reflex 22, Will 21*, Immune: Fear
Devoted to Vahl: Any time the guard is hit by an attack against its Will, the guard takes damage as normal, but ignores all other effects of the attack.
If you are adjacent to a Guard and shift or use an attack that does not include either of the Guards:
[sblock=Immediate Interrupt: Squad Tactics]The guard makes a melee basic attack against the triggering enemy. +15 vs AC. Hit: 2d8+9 damage, or 4d8+9 damage if the target is adjacent to Vahl.[/sblock]Guard 1: dead
Guard 2: 21/106 HP, marked by Eithal TENT Eithal, explosive pyre TSNT Scarm
Archers
AC 24, Fortitude 22, Reflex 24, Will 21*, Immune: Fear
Devoted to Vahl: Any time the archer is hit by an attack against its Will, the archer takes damage as normal, but ignores all other effects of the attack.
If you end your turn adjacent to an Archer:
[sblock=Immediate Reaction: Fleeing Shot]The archer shifts up to 3 squares, then makes the following attack: +17 vs AC. Hit: 2d8+9 damage, and the target falls prone.[/sblock]Archer 1: 85/85 HP
Archer 2: 72/85 HP
Beatrice: 28/64, bloodied
--Killer: 32/32
Damen: 69/69, grants CA TENT Damen
Eithal: 44/93, form of the oak sentinel, bloodied, 5 ongoing psychic and marked by Vahl (save ends both), takes 10 necrotic damage if targeted by a healing power (save ends), see Vahl's sblock
Jarel-karn: 2+96/96
Scarmiglione: -10/64, bloodied, prone, unconscious, dying, +5 damage on next hit TENT Scarm[/sblock][sblock=terrain]It takes 2 extra squares of movement to get onto one of the tables. After getting on one, the tables are difficult terrain to move around on. While on a table, you gain a +1 bonus to melee attacks against adjacent enemies not on the table.
You can fit underneath a table while prone. You both gain and grant cover to enemies not also underneath one of the tables.
It is possible to leave the room; I just haven't drawn the rest of the fortress the map. Let me know if you want to exit the room.[/sblock][sblock=map]
[/sblock]