[sblock=OOC]My gods! I don't think you guys needed those extra action points (I'll not take them away because that would be self-serving), some good teamwork and well aimed use of your 'glass cannon' more than made up for lacking a team member![/sblock]
There is a distant roll of thunder like the crashing of waves as water erupts from beneath the paladin's feet, it flows outward across the flagstones and forms a glowing circle, filling the adventurers that stand on it with a renewed willingness to fight.
Tomas grunts in pain from Ceryx's attack, then screams in agony under Mikara's assault.
"You have been a bad boy, Thomas, and now the shadows have sent me to kill you."
"
You ain't killed me just yet b*$@*!" he forces out through gritted teeth as he backs out of the cloud of darkness with one hand clutching his head, the other holding a seeping wound on his chest, once he can see clearly he retreats to the other end of the chamber; "
Get them, kill them all, 'specially the @*%$^ in the cloud! The lord would definitely be displeased if any of 'em survive." he yells before grabbing a potion from his belt and swigging it down.
Under Tomas' command, many of the gang members rush in swarming the members of the party that they can see, Skalisss' heavy armour deflects all the blows that are thrown at him, but Brother Shane is not so lucky as a club winds him and one of the bandit's mace knocks him solidly over the head; it's his turn to fight off the dizziness.
[sblock=OOC]Looking back, Skalisss' save from last round was pointless as the effect is 'until the end of the bandits next turn' not 'save ends'.[/sblock]
Meanwhile at the shrine's entrance; the guards are not phased by the sudden change in their foe, obviously they are well trained at fighting all manner of enemies. They dive out of the swarm of locusts and with precise timing they both swing at the bear's legs with their halberds causing some vicious wounds and knocking the beast to the floor.
Two of the humans stand between Tomas and the cloud of darkness, their weapons at the ready for any movement within.
[sblock=Results]
Both of Growl's attacks hit. creating the green zone until the end opf his next turn which makes all enimies within grant CA.
Ceryx's argent mantle misses, but his avenging echo hits. Using Memory of a Thousand Lifetimes makes it hit (I didn't bother rolling because you only needed a 1).
Mikara hits with all of her powers, bloodying Tomas. Creates grey zone until the end of her next turn which blinds all those within (unless they have darkvision).
Shane hits with his attack, granting Skalisss an extra save.
Skalisss creates the yellow zone that grants all allies a +1 to attacks until the end of the encounter.[/sblock]
[sblock=Actions]
Tomas shifts to K9, substitutes his standard for a move to D5 and swigs a potion.

Rabble 2 charges Skalisss, misses (your AC in the summary of your wiki character sheet needs updating)

Rabble 4 moves into the fray and attacks Brother Shane, hits for 4 damage
Rabble 3 readies a charge against anything that moves out of the darkness.

Bandit 1 moves in and dazing strikes Brother Shane, hits for 8 damage bloodying him, dazed until the end of bandits next turn and bandit shifts to H13.

Bandit 2 moves in and dazing strikes Skalisss, misses.
Bandit 3 moves back and readies a dagger to attack anything that comes out of the darkness
Guards 1&2 shift out of the swarm to flanking positions and attack growl with CA, both hit dealing a total of 18 damage and knocking him prone and bloodying him.
Tomas' Stonebreaker ability recharges.
Rolls
[/sblock]
[sblock=Status]
26 - Human Bandit 1 ()
Dazing Strike
- Human Bandit 2 ()
Dazing Strike
- Human Bandit 3 (8 Damage)
Dazing Strike
- Tomas (19/86)
Bloodied Stonebreaker
- Human Rabble 1
- Human Rabble 2
- Human Rabble 3
- Human Rabble 4
- Human Rabble 5 DEAD
- Human Rabble 6 DEAD
- Human Guard 1 (7 Damage)
- Human Guard 2 (7 Damage)
22 - Brother Shane (HP-12/24 S-8/8)
Bloodied Dazed
19 - Growl (HP-11/35 S-11/11)
Bloodied,
Prone
12 - Ceryx (HP-21/28 S-9/9) Argent Mantle (reroll damage), Avenging Echo,
Blinded
11 - Skalisss (HP-30/39 S-11/11)
8 - Mikara (HP-20/20 S-6/6)
Features of the Area
(skill checks may reveal more information on some of these features.)
- Alter
- Illumination: Dim light
- Pillars
- Ruins: These crumbled statues are difficult terrain
- Statues: The three remaining large statues are beginning to crumble with age.
- Cencers: These braziers cast normal light on the dais.
[sblock=Monster Stats]
Tomas - AC 17 / Fort 17 / Ref ? / Will 16 / HP 86

Stone Breaker (recharge 4 5 6) One square of ruins within 2 becomes the origin of a burst 1 or blast 3; +6 vs. Reflex; 1d6 + 1 damage and the target is dazed until the end of Tomas’ next turn.
Bandits - AC ? / Fort 12 / Ref 14 / Will ? / HP ?
Dagger: 5/10; +6 vs. AC; 1d4+3 damage.
Dazing Strike: (enc) +4 vs. AC; 1d8+1 damage, the target is dazed until the end of bandits next turn and bandit may shift 1 square.
Rabble - AC ? / Fort 13 / Ref ? / Will ? / HP 1
Club: +6 vs. AC; 4 damage.
Mob Rule - Rabble gain +2 P bonus to defences while at least two other rabble are within 5 squares.
Guard - AC ? / Fort ? / Ref 15 / Will ? / HP ?
Halberd: Reach 2; +10 vs. AC; 1d10+3 damage and the target is marked until the end of the guards next turn.
Powerful Strike: Reach 2; +10 vs. AC; 1d10+7 damage and the target is knocked prone.
[/sblock][/sblock]
[sblock=Map]
[/sblock]