The heroes valiantly attack, leaving the female hobgoblin a bloody mess, but she still stubbornly stands.
One of the bugbears ignores Deimos, walking past him close to Tock, slamming his flail into the human and sending him next to the flaming sphere.
The other bugbear smashes Talos and sends the minotaur spinning to the ground.
Valsath appears more panicked, finding herself surrounded. She stabs at Braddock, her scimitar dropping the dwarf, and she steps onto his prone form. She then slashes repeatedly at Mal, his surprise at her fury leaves him open and she scores to vicious wounds.
[sblock=Enemy Actions]
B1: move to L10 (draws OA from Deimos) - Flail Dance on Tock -
vs ac (Tock); dmg (1d20+9=26, 2d6+4=7) hits for 7 and pushed to I12 and knocked prone.
B2: Flail dance on Talos -
vs ac (talos); dmg (1d20+9=27, 2d6+4=13) hits for 13 & pushed to L9
D1: double Move to current spot.
V1: Scimitar rend on Braddock -
vs ac; dmg on braddock (1d20+14=34, 1d8+7=15) crits for
crit dmg (2d8=10) 25. Shift to L11. AP: Attack Mal - double attack -
double attack on Mal (incl marked) (1d20+10=27, 1d8+7=9, 1d20+10=21, 1d8+7=14) two hits for 23 damage
save (1d20+2=10)
[/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]
*Braddock forgot save vs the prone -
save for Braddock (1d20=1) still prone.
V1: 38/178, cursed (Braddock), marked (Talos), CA vs V1 ENT (only Mal & Haltor benefit, everyone else already had theirs), marked TENT (Haltor), bloodied, used AP, -2 to AC (TENT - Braddock)
B1: -62hp, cursed , bloodied, used Flail Assault - Dead
B2: 24/70hp, used Flail Assault, marked (Talos), bloodied
D1: -28 hp
h's: minions
Gark: 18/48; 2/9 surges, Shifting (regen 2, +2 damage), prone
Haltor: 15+8thp/42; 0/7 surges, bloodied, prone, grants CA to V1 tenT
White-Eye: 20/46; 1 HS used, prone,
Braddock: -5/47, , 9/11 surges, prone, unconscious, helpless, death save 0/3, ongoing 10 & -2 AC (save ends)
Deimos: 19/36, bloodied, prone, cannot shift or stand up (save ends), 6/8 surges, +2 all defenses TSNT
Mal: 14/37, 7/8 surges, bloodied
Tock: 17/42, 4/6 surges, bloodied
Talos: 8/49, 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]