The heroes continue their attacks on both of the foes. The monk knocks the four-armed skeleton backwards. The mage's magic causes it to fail to the ground. Prime, blocking the golem's last attack, misses with one of its own. Sharpe scores a minor hit on the tomb guardian and the mage misses with his attack. The tomb guardian stands and moves foward towards Zharne. The bone golem hits Prime again. Although the construct was able to absorb the damage, the effects of the hit still cause the construct confusion.
[sblock=Mechanics]
Heroes
Drew: Hits TG for 10, TG prone and takes 8 ongoing damage) if TG fails save...Drew gaines 5 THP
Prime: blocks golem's last hit with shield, misses with counter attack
Vermitrax: Miss
Sharpe: hit TG for 7, failed save
Pet Dragon: failed save
Zharne: hits BG for 15 and BG is slowed TENT
Total Damage to Enemy
TG:
-17 (-25)
BG:
-15 and slowed
Baddies turn:
Bone Golem:
Double attack: 1d20+18 vs Prime and Drew: AC for 2d8+5
Attack 1:
Prime: Hit (Roll 34) for 11 and dazed (save ends) -16 (+1) = -11 (10 hp absorbed by Prime temp hp and 1 absorbed from armor) so no damage
Attack 2: Drew: Miss (Roll 21)
Roll Lookup
recharge power:
Nope
Note: Berserker power is activated since BG is bloodied. Can't use this round
TG
movement: stand
movement: move to current location
recharge power:
yes
This was from last round. TG didn't have a chance to use the power this round
save vs ongoing damage:
saved: no temp hp for drew
Total Damage to Allies:
Prime: dazed (save ends) [/COLOR]
[/sblock]
[sblock=Stats]
Palyers
Prime: Dazed (save ends)
Defenses: AC: 27, Fort: 22, Ref: 19, Will: 20 AP 1
HP:
43/77 THP: 0 Bloodied: 38, Surge value:19, Surges left: 14/14
Sharpe: Dazed (save ends)
AC 20, Fort: 17, Ref: 15, Will: 19 AP 1
HP
41/56, THP 0: Bloodied 28 Surge Value 14; Surges left 11/11
Malifixindalaunt: Dragon Mount Dazed (save ends)
AC 20; Fort: 20; Ref: 17; Will: 17 Speed 4, fly 8 (clumsy)
HP
12/60 THP 0; Bloodied 30
Vermitrax: Not Updated Stats
AC 20; Fort: 18, Ref: 20, Will 20
HP 38/38 THP 14 Bloodied 19 Surge Value 9; Surges left 8/9
Resist 5 Cold 10 Force
Zharne: Not Updated Stats
AC 20 Fort: 15, Ref: 18, Will 18 AP 0
HP
43/51 THP 7 Bloodied 25 Surge Value 12(14 in Beastform); Surges left 8/9
Resist 5 Cold
Drew
AC: 23 Fort: 19 Reflex: 22 Will: 20 STATUS: +1 AC & Ref TENT
NOTE: each time SM2 fails his saving throw, Drew gets 5thp
HP:
48+9thp/49 Surges: 6/8 Surge Value: 12
Enemies:
BG1
31/250
Bloodied
SW1 1/1
Dead
SW2 1/1
Dead
SW3 1/1
Dead
SW4 1/1
Dead
SW5 1/1
Dead
SW6 1/1
Dead
SW7 1/1
Dead
SW8 1/1
Dead
SW9 1/1
Dead
SW10 1/1
Dead
SW11 1/1
Dead
SW12 1/1
Dead
SW13 1/1
Dead
SW14 1/1
Dead
SW15 1/1
Dead
SW16 1/1
Dead
SW17 1/1
Dead
SW18 1/1
Dead
SA1 30/30
Dead
SA2
Dead
SA3
Dead
TG
19/126
Bloodied
SM1
Dead
SM2
Dead
[/sblock]
[sblock=map]
map
[/sblock]
[sblock=Enemies]
Skeleton Warrior Minions
HP 1; a missed attack never damages a minion.
AC 21; Fortitude 18, Reflex 19, Will 18
Immune disease, poison
Speed 6
Longsword (standard, at-will) Weapon
+11 vs AC; 5 damage.
Skeleton Archers
HP 30/39
AC 16; Fortitude 13, Refl ex 14, Will 13
Immune disease, poison
Speed 6
rShortbow (standard; at-will) ✦ Weapon
Ranged 15/30; +8 vs. AC; 6 damage.
Bone Golem
HP 250; Bloodied 125; see also berserk attack
AC 24; Fortitude 29, Refl ex 21, Will 22
Saving Throws +2
Speed 6; can’t shift
Action Points 1
m Slam (standard; at-will)
Reach 2; +16 vs. AC (+18 while bloodied); 2d8 + 5 damage, and
the target is dazed (save ends).
M Double Attack (standard; at-will)
The bone golem makes two slam attacks.
M Berserk Attack (immediate reaction, when damaged by an attack
while bloodied; at-will)
The bone golem makes a slam attack against a random target
within its reach.
M Golem Rampage (standard; recharge 5,6 )
The bone golem moves up to its speed plus 2 and can move
through enemies’ spaces, provoking opportunity attacks as
normal. When it enters a creature’s space (ally or enemy), the
golem makes a slam attack against that creature. The creature
remains in its space, and the golem must leave the space after
it attacks. The golem must end its rampage in an unoccupied space.
Tomb Guardian
HP 126; Bloodied 63
AC 23; Fortitude 22, Refl ex 23, Will 20
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 8
mTwin Scimitar Strike (standard; at-will) ✦ Weapon
The skeletal tomb guardian makes two scimitar attacks against
the same target: +13 vs. AC; 1d8 + 4 damage. This
also holds true for opportunity attacks.
M Cascade of Steel (standard; at-will) ✦ Weapon (recharge: 5, 6)
The skeletal tomb guardian makes two twin scimitar strike attacks
(four scimitar attacks total).
M Sudden Strike (immediate reaction, when an adjacent enemy
shifts; at-will) ✦ Weapon
The skeletal tomb guardian makes a melee basic attack against
the enemy.
Skeleton Mage
HP 42; Bloodied 21
AC 17; Fortitude 13, Refl ex 14, Will 15
Speed 6
mQuarterstaff (standard; at-will) ✦ Weapon
+4 vs. AC; 1d8 damage.
rMagic Missile (standard; at-will) ✦ Force
Ranged 20; +7 vs. Refl ex; 2d4 + 4 force damage.
R Dancing Lightning (standard; encounter) ✦ Lightning
The mage makes a separate attack against three diff erent targets:
ranged 10; +7 vs. Refl ex; 1d6 + 4 lightning damage.
A Thunder Burst (standard; encounter) ✦ Thunder
Area burst 1 within 10; +7 vs. Fortitude; 1d8 + 4
[/sblock]