Dang't sneaks up to the side of the doorframe, hoping Beryk's larger frame and the sound of combat would keep him hidden. But he trips on his way in, making it impossible not have been heard. Peaking his head around, he stabs at the air and sends a bolt of lightning at the serpentine construct, but it slithers out of the way at the last moment. The flash, however, dazzles him, making it impossible to see if the turrets have a control panel.
Beyrk moves a bit closer to the action laughing at the silly toys arrayed against them.
"Come on guys we can do this! Pick yourself up Kauldron." His shout forces the cobra back and over the edge of the floor. Kauldron is brought back from the edge, moving behind Beyrk.
Quagmire's armor flares with a soft white glow as he reaches out and touches Kauldron's shoulder. A sickly green miasma seems to flow away from Kauldron and into Quagmire, causing the hobgoblin to shudder briefly.
"Not bad, snake. When you're dead, I'll be sure to get a flask of that stuff to put in my drinks. Interesting flavor. Hey Hrav; you gonna let these overgrown pocketwatches do that to ya? You've chased a dragon off; pull yerself together and do what ye do best! Haaaaurgh!" He yells, brandishing his sword and charging recklessly forward, looking for a wounded target to finish off. He hits one of the clay scouts, which starts leaking a gooey fluid.
Hrav is cheered by Quag's reminiscing over good times, and is able to focus enough to use Mutt's presence as a distraction to the mechanical canine to hit it solidly. He can't seem to totally get back into the action, however.
“Attack again I must. Friends have need of Girth.”
The warlock looked and sounded shocked at the way the fight was going but needs must! Picking up the hem of his robe he skipped nimbly through the doorway and over towards the bed, almost disappearing into the shadows as he did so. Then with a casual wave of his hand he started to draw upon his Mistresses power.
“Strange beings these, my Lady but hopes this one that they will be to your satisfaction".
A bolt of eldritch light shot from his rod to strike one of the clay beasts which itself seemed to react strangely although still it took damage and dropped motionless to the ground.
Then with a deep breath Girth delved within himself once more and once more drew upon the darkness of his Mistress. A dark shadow shot out to envelop the iron dog, limning it in a dark nimbus and rendering it inert as it drops to the floor.
The remaining 3 clay figures fly forward to attack. Two of them try to bite at Hrav while he is unable to see them, but even with that advantage they are unable to sink their fangs into him. The third flings a mental bolt at Quagmire, hoping to daze the hobgoblin, but it fails to connect as well.
The iron cobra slithers back up the steps to the top floor and launches a bolt of mental venom at Quagmire, striking true and poisoning the hobgoblins mind with confusion.
The remaining turret reloads and fires its bolt at Quagmire, making it past his defenses but barely scratching him.
Your turn...
[sblock=Die rolls]
C1 and C2 biting at Hrav AC19 w/CA due to being invisible to him and C3 atttacking Quagmire Ref15 w/Mind Touch attack (1d20+3+2=11, 1d6=4, 1d20+3+2=12, 1d6=2, 1d20+5=12, 1d6+3=5)
All 3 clay scouts miss.
Poison the mind vs Quagmire Will 17. (1d20+8=23)
Quagmire hit. He is dazed and slowed(save ends both)
Turret 1 w/ CA firing at Quagmire AC20 (1d20+8+2=28, 2d8+3=6)
Hits Quagmire for 6 damage.[/sblock][sblock=Status]
Party current/total HP's (future/total hp's), [current/total HS's]; conditions
Hrav: 23/46, [4/8];
Bloodied, dazed (save ends), Clay Scouts are invisible to him while dazed
Quagmire: 35/41, [5/9]; ongoing 5 poison dmg(save ends), Dazed and slowed(save ends both)
Girth: 45/45, [8/10]; gain Concealment TeoNT,
Dang't: 32/32, [3/8];
Beyrk: 35/35, [9/11];
Kauldron: 17/29
(-1/29), [2/12]; Slowed(save ends)
Milestones: 2.5 (2 AP's awarded today)
Enemy current(future)/total HP's/conditions:
Iron Cobra: 10/75;
bloodied,
marked by Kauldron, subject to Divine Sanction
Iron Defender: 0/47; dying
Clay Scout 1: 31/31;
Clay Scout 2: 24/31;
Clay Scout 3:-8/31;
destroyed
Clay Scout 4: 31/31;
Turret 1: 38/38;
Turret 2: -8/38; destroyed[/sblock][sblock=Enemy Stats]
Iron Cobra
Medium natural animate (construct, homunculus)
HP 75; Bloodied 37
AC 20; Fortitude 20, Reflex 18, Will 17
Immune disease, poison
Speed 7;
see also slithering shift
Bite(standard; at-will) ✦ Poison
+11 vs. AC; 1d8 + 3 damage, and ongoing 5 poison damage (save
ends).
Poison the Mind (standard; recharge ) ✦ Psychic
Ranged 10; aff ects only creatures taking ongoing poison damage;
+8 vs. Will; the target is dazed and slowed (save ends both); see
also guard area.
Guard Area
An iron cobra can use its poison the mind power against any
creature in its guarded area (see the “Guard” sidebar), even if
the power hasn’t recharged and even if the target isn’t taking
ongoing poison damage.
Slithering Shift (move; at-will)
The iron cobra shifts 3 squares as a move action.
Alignment Unaligned; Languages —
Skills: Stealth +10
Str 17 (+6) Dex 15 (+5) Wis 13 (+4)
Con 19 (+7) Int 5 (+0) Cha 12 (+4)
Iron Defender
Medium natural animate (construct, homunculus)
Initiative +5 Senses Perception +6; darkvision
HP 47; Bloodied 23
AC 18; Fortitude 16, Reflex 15, Will 13
Immune disease, poison
Speed 6
Bite (standard; at-will)
+8 vs. AC; 1d8 + 3 damage.
Guard Creature (immediate reaction, when an adjacent enemy
attacks the creature guarded by the iron defender; at-will)
The iron defender makes a bite attack against the enemy (see the
“Guard” sidebar).
Pursue and Attack
When the iron defender makes an opportunity attack, it shifts 1
square before or after the attack.
Alignment: Unaligned; Languages —
Str 16 (+4) Dex 15 (+3) Wis 11 (+1)
Con 15 (+3) Int 5 (–2) Cha 8 (+0)
Clay Scout
Small natural animate (construct, homunculus)
Initiative +7 Senses: Perception +6; darkvision
HP 31; Bloodied 15
AC 16; Fortitude 13, Reflex 14, Will 15
Immune disease, poison
Speed 6, fl y 3 (clumsy)
Bite (standard; at-will) ✦ Poison
+3 vs. AC; 1d6 damage, and the homunculus makes a secondary
attack against the same target. Secondary Attack: +2 vs. Fortitude;
the target is slowed (save ends). See also guard object.
Mind Touch (standard; at-will) ✦ Psychic
Ranged 10; +5 vs. Refl ex; 1d6 + 3 psychic damage, and the target
is dazed (save ends); see also guard object.
Guard Object
The clay scout gains a +4 bonus to attack rolls against targets
adjacent to or carrying its guarded object (see the “Guard”
sidebar).
Limited Invisibility ✦ Illusion
The clay scout is invisible to dazed creatures.
Redirect (immediate interrupt, when targeted by a melee or a
ranged attack; at-will)
The clay scout makes an attack against the attacker: +4 vs. Will;
the triggering attack targets a creature adjacent to the clay scout
instead (as chosen by the clay scout).
Alignment Unaligned Languages —
Skills Stealth +8
Str 10 (+1) Dex 15 (+3) Wis 10 (+1)
Con 13 (+2) Int 10 (+1) Cha 16 (+4)
Magic Crossbow Turrets
HP 38; Bloodied 19
AC16, Fort 13, Reflex 13, Will 13
Attack: Each crossbow attacks one intruder. It magically distinguishes intruders from natives of the dungeon.
+8 vs. AC (2d8+3 damage)[/sblock]