The heroes press the advantage, killing a dwarf. Jarel appears next to the sorcerer and slashes at him, but suddenly, from the murky waters, the slimy humanoids that seemingly escaped, jump out, onto the platform, and attack Jarel with their wicked looking claws. The genasi is able to deflect one blow, but the other connects painfully. The mercenary leader moves out of the crates and utters chaotic orders, that Jarel feels compelled to obey! He finds himself hesitating, not knowing what thoughts are his and what the mercenary's. In this moment of doubt, the sorcerer steps back, triggering the electric effect of the swordmage. Rising his staff in the air, the mage cast again, and a wave of psychic energy hits Jarel-Karn, blowing him off the platform, in a bloody mess, to fall in the water below. The two slime slaves look down, ready to jump at the fallen swordmage.
The mercenaries switch targets, two of them pursing Bell, and the other hacking at Morvannon. The heroes feel the sting of steel in their flesh.
Another slime slave jumps out of the water, to attack the elven archer, lashing at her with it's claws. It's face resembles that of an elvish woman, twisted and broken, green pupil less eyes staring at it's now bloodied claws with stoical spookyness.
Finally the dwarf attempts a weak attack on the barbarian, but fails completly, his wounds are too severe.
[sblock=Final Battle!]
MAP of course.
M6 attacks Bell; hits for 6
MF1 attacks Morvannon; hits for 7
MF2 attacks Bell; miss
DM1 attacks Grakk; miss
Mercenary Leader delays
Mercenary Sorcererdelays
S1 and S2 leap out and attack Jarel; S2 hits for 8
Mercenary leader uses Urge hesitation on Jarel Karn; hits, Jarel can't use standard actions next round.
Mercenary Sorcerer uses Caprichous Earth on Jarel, hits for 11, slide Jarel out of the platform.
S3 attacks Mikara, hits for 8
Code:
Character Contition/HP
Mercenary 1 Dead
Mercenary 2 Dead
Mercenary 3 Dead
Mercenary 4 Dead
Mercenary 5 Dead
Mercenary 6
Mercenary fighter 1 56/66 gives 4 thp to whoever hits him.
Mercenary fighter 2 36/66 -2 to attack rolls
Mercenary fighter 3 Dead
Dwarf Mercenary 1 8/64
Dwarf Mercenary 2 Dead
Mercenary Leader 74/77
Mercenary Sorceror 26/80
Slime Slave 1 ??/??
Slime Slave 2 ??/??
Slime Slave 3 ??/??
Morvannon 9/42 AC: 19, Fort:15, Reflex:17, Will:18
Garkk 26/52 AC: 20, Fort:20, Reflex:14, Will:14
Jarel-Karn HEXED (Save ends) 10/62 AC: 24, Fort:19, Reflex:19, Will 18
Mikara 15/39 AC: 20, Fort:14, Reflex: 18, Will: 15
Soldier 53/69 AC: 26, Fort:19, Reflex:16, Will:16
Bell HEXED (Save ends) 40/40 AC 21, F 15, R 19, W 18
Mercenary:
Minion
AC 19; Fortitude 17, Refl ex 14, Will 15
Club (standard; at-will) ✦ Weapon
+12 vs. AC; 6 damage.
Mercenary fighter:
HP 66; Bloodied 33;
AC 15; Fortitude 15, Reflex 14, Will 14
Greataxe (standard; at-will) ✦ Weapon
+7 vs. AC; 1d12 + 4 damage (crit 1d12 + 16).
HP 60; Bloodied 30
AC 19; Fortitude 17, Reflex 17, Wil l 18
Dwarf Mercenary
HP 64; Bloodied 32
AC 23; Fortitude 18, Refl ex 15, Will 17
Warhammer (standard; at-will) ✦ Weapon
+11 vs. AC; 1d10 + 3 damage.
M Shield Bash (minor; recharge ⚄ ⚅ )
+9 vs. Fortitude; 2d6 + 3 damage, and the target is knocked
prone or pushed 1 square.
Mercenary Sorccerer:
Hex:
Capricious Earth: Targets Hexed creatures in area burst 3: +11 vs will for 1d10+3 dmg and moves 3 squares
Slime Slave
????
Mercenary Leader:
Longsword (standard; at-will) • Weapon
+10; 1d8+3
<- Appoint Champion (standard; at-will)
Close burst 10; targets one ally; the target makes a basic attack
as a free action and shifts 1 square before or after the attack.
«< • Inspirational Authority (standard; encounter)
Close burst 10; targets one ally; the target uses an at-will,
encounter, or recharge attack power as a free action.
•< * Urge Hesitation (standard; encounter) • Charm
Close burst 5; targets enemies; +9 vs. Will ; the target cannot
use a standard action during its next turn.
Rolls
Roll Lookup
Roll Lookup
Roll Lookup
Roll Lookup
Roll Lookup
Roll Lookup
Roll Lookup
[/sblock]