The vicious counterattack from the heroes, particularly the drow, sends the dwarves back on their heels.
The enemies attempt to return the assault in kind, but the heroes are able to fend off the attacks.
A wild-eyed orc moves from behind the wall, but its mental assault is ineffective against River and Feall.
[sblock=Aura]
Aura 1: if you start in it, you're slowed TSNT
[/sblock]
[sblock=Enemy Actions]
dwarf 2: Attack Rumbum - misses
dwarf1: Attacks Rumbum - misses
tiefling: moves to I20 - Soul Fire centered on N20 - misses (rolled a 1 & 3) River & Feall still takes 5 ongoing fire (save ends).
Human: move to current spot, minor: Curse of Khyber on Feall (see your status for details); Spectral Jaws miss River (WTF! rolled a 4 second time for this guy)
Orc c: moves to current spot; Stare into the Abyss -
vs will (river, feall) (1d20+10=11, 1d20+10=14) wow...just wow... I think these guys are trying to die.
[/sblock]
[sblock=Unlocked Stats]
Dwarf: 25 AC 25/18/21 F/R/W
Tiefling: ?? AC ??/20/?? F/R/W
Human: ?? AC ??/??/?? F/R/W
Orc c: ?? AC ??/??/?? F/R/W
[/sblock]
[sblock=ooc]
*pok hits, River hits dwarf 1, Feall crits and bloodies dwarf 1 , Sheeva hits both and pushes, Rumbum misses (but draws OA from dwarf 1, which misses)
dwarf 1 saved against both hits from Feall and Sheeva so not prone.
[/sblock]
[sblock=Status]
Rumbum: 54/69; used 1 AP, used 7 surges, used Comeback Strike, marked by dwarf 2 TENT.
Feall: 45/45; used 1 surge, When the human deals damage with a melee or a ranged attack to a target other than the cursed creature, the cursed creature takes an equal amount of damage.
River: 51/69+2thp; used 1 AP, used 5 surges, used Virtue's Touch, marked by dwarf 1 TENT. 5 ongoing fire (save ends),
Pok: 38/40 - used 4 surges, used Visions of Avarice, Used Horrid Whispers
Sheeva: 48/48+5thp - used 1 surge, used 1 AP, used Howling Tempest
Enemies
Dwarf 1: -92hp, -2 to defenses, and fall prone if hit by an ally, UEoNT (only River and Pok benefit in this round), bloodied,
Dwarf 2:
Human:
Tiefling:
Illumination: Everburning torches (bright 5) along all walls.
Rubble: Loose rock and gravel spreading from the south is difficult terrain. (Q14 - 22, P15 - 19, O15 - 19)
Fissure: The floor of this chamber collapses into a fissure 10 feet deep. It can be jumped with a DC 20 Athletics check (DC 10 with a 2-square running
start). Characters who enter the fissure take 1d6 damage and must make a DC 18 Acrobatics or Athletics check to clamber up its crumbling walls.
Bedrolls and Fire Pit: These are difficult terrain.
Ruined Shrine: This shrine is 10 feet high. It provides superior cover to anyone behind it and can be scaled with a DC 10 Athletics check.
Stairs: The oversized staircases in this chamber are difficult terrain (costs 1 extra square).
Fountain Pool: The pool of water and the wet floor around it are difficult terrain.
init (1d20+7=10)
init (feall, river, rumbum, sheeva, pok_ (1d20+8=26, 1d20+4=22, 1d20+3, 1d20+6, =[16, 3], [20, 6])pok (1d20+5=6) Everyone but Pok goes first....
[/sblock]