The adventurers pay back the punishment in kind and drop another handful of the hobgoblins.
The remaining hobgoblin slashes Gark before stepping next to the prone wizard.
The bugbears flails slam out and knock aside the adventurers.
The bardic hobgoblin's tune continues to assault the mind's of the adventurers, Haltor succumbing to the music and entering the darkness of unconsciousness.
The female shakes her head at the carnage, stepping over the fallen halfling and next to the prone dwarf and stabs him with her curved blade, leaving him with a wicked wound.
[sblock=Gark]
Move to N11, mark adjacent foes, Tempest Assault on B2
vs ac; dgm (1d20+11=31, 2d4+7=15) crit for 15 +
crit (2d6=9) so 24.[/sblock]
[sblock=Enemy Actions]
h5 - attacks Gark -
vs ac(gark) (1d20+12=27) hits for 7 + marked TENT. Shifts to L9
B1: Attacks Gark -
vs fort (gark); dmg (1d20+9=19, 2d6+4=14) hits for 14 and knocks prone. Shifts to N9.
B2: Flail Assault -
vs ref (talos, tock, haltor, braddock, white-eye) (1d20+9=18, 1d20+9=27, 1d20+9=29, 1d20+9=20, 1d20+9=14) hits Talos, Tock, and Braddock for
dmg (2d6=8)+ push (up to) 2 & knock prone Crits Haltor for 12, + push (up to) 2 & knock prone. Only push Talos, but everyone knocked prone. [MENTION=88601]FourMonos[/MENTION] -
(1d20=1) failed save
D1:Move to current spot. Befuddling Burst -
vs will (talos, haltor, tock, braddock, white-eye, Gark, deimos) (1d20+8=15, 1d20+8=16, 1d20+8=13, 1d20+8=23, 1d20+8=13, 1d20+8=21, 1d20+8=24) Hits Haltor, Braddock, Gark, and Deimos for
psychich (1d8+5=9) This drops Haltor. Also all hit cannot shift or stand up (save ends)
V1: Move: to k12. Scimitar Rend on Braddock -
vs ac on Braddock (incl CA & mark); dmg (1d20+12+2-2=30, 1d8+7=12) hits for 12 damage + 10 ongoing damage & target takes –2 to AC(save ends both).
Talos will take the 12 damage from the flaming sphere at teh start of the round. Noted in his hp below.
[/sblock]
[sblock=Unlocked Stats]
V: 23 AC (25 if adjacent to another hob); 21/??/20 F/R/W
h: 23 AC (25 if adjacent to another hob); 20/??/18 F/R/W
B: 20 AC; 18/??/18 F/R/W
D: ?? AC; ??/18/17 F/R/W
[/sblock]
[sblock=OOC]
V1: -34hp, cursed (Braddock), marked (Talos)
B1: -62hp, cursed , bloodied, used Flail Assault
B2: -35hp, used Flail Assault, marked (Gark), bloodied
D1: -17 hp
h's: minions
Gark: 16/48; 2/9 surges, Shifting (regen 2, +2 damage), cannot shift or stand up (save ends)
Haltor: -4/42; 1/7 surges, bloodied, prone, cannot shift or stand up (save ends), unconscious, dying, death saves 0/3
White-Eye: 20/46; 1 HS used, prone,
Braddock: 13/47, , 9/11 surges, prone, cannot shift or stand up (save ends), 10 ongoing damage & target takes –2 to AC(save ends both)
Deimos: 10/36, bloodied, used Flaming Sphere, prone, cannot shift or stand up (save ends), 6/8 surges
Mal: 37/37, 7/8 surges
Tock: 17/42, prone, cannot shift or stand up (save ends), 4/6 surges
Talos: 19/49, 10 ongoing damage & target takes –2 to AC(save ends both), prone
[/sblock]
[sblock=Features of Area]
Pits: These pits were once used to dispose of refuse. They are 20 feet deep (DC 20 Athletics to climb)
Steel Drums: These drums are low (4-foot) obstacles that hold old alchemical reagents and hinder ground movement. A creature can hop atop one as part of a move action with a successful DC 10 Athletics check, treating the square as difficult terrain. A creature can instead use an entire move action to clamber atop one without a check. Otherwise, a steel drum blocks movement into its square.
Arcane Machinery: The machinery is blocking terrain. Each piece of machinery is about 10 feet high
[/sblock]