as the fight breaks loose Greil smiles. Noting the location of the boxes he flies in the fight. Hammer appearing in hand he charges in For Justice! he cries and swinging his weapon looking to strike down one of the offending Hobgolins. Afterwards he raises his shield assuming a defensive stance.
Finally able to truly incinerate some hobgoblins, Rune takes a step forward and unleashes the stars from the skies to be brought forth in an incendiary form. These hobgoblins shall perish for attempting to start trouble before our exploits have ended in this town.
Spoiling for a fight after spending so much time among drunks and stool pigeons, when the brawl breaks out in front of them Orion and Griel rush forward without hesitation. The monks fist slams into one of the Hobgoblins', breaking his jaw and sending him sprawling. The Hobgoblins head strikes the ground just seconds before Griel's hammer strikes the Hobgoblins skull, shattering the remaining bones in the Hobgoblins head.
Behind them, Rune calls down a cluster of stars which pelts a three of the other Hobgoblins jagged shards of flaming celestial magic.
Quickly regaining his composure as the first hobgoblin falls at his feet, Orion lightly steps away, putting his back against the wall. He then delivers another open handed strike to the hobgoblin beside him. He does not even touch him but the mercenary feels the wave of concussion in his stomach, which reverberates to his comrade next to him.
Phase of the Moon; HP: 78/78 AC 26 Fort 21 Ref 22 Will 25 AP 0 Surges 1/9 used
Seeing Orion line up his enemies exactly how he likes it to be done, Rune cannot help but pat Greil on the back and say Sorry friend, but these guys are mine for right now...perhaps you can take the last one or join in the fray with their burned bodies? Rune focuses his power and calls upon the skies once more to bring down the stars to incinerate his enemies.
Move: Move to E-12
Standard: Blazing Starfall (+13 vs. Reflex) vs. Hobgoblin 1, 3, 4, and 6 focused on E-9
*On a hit, Rune gains concealment until the end of his next turn. Also, it creates a zone of burning fire that if any enemy leaves the area it will take 4 fire damage (Str. modifier).*
Gritting his teeth, Greil holds back while the parties ranged force attacks. As the flare from Rune's spell dies Greil is already moving. Mentally and physically preparing himself he dives into the combat. Raising his hammer he calls upon the primal spirits issueing a challenge to the Hobgoblins before him. Feel the Wrath of the Trail-Blazer! Bringing his hammer down he bellows as he feels the spirits prepare to defend his allies
Minor: Stone's Endurance: Resist 10 to all Damage
Move: Walk to E-10 drawing an Attack of Oppurtunity from Hobgoblin 6
Free: Nature's Wrath Marking Hobgoblin's 6, 3, and 1
Free: Lawbreaker's Doom in Hobgoblin 6
Standard: Warden's Strike vs. Hobgoblin 6's AC
On a hit Greil will gain +1 bonus to all Defenses, And whenever an enemy hits Greil an Ally within 3 squares gains 5 temp hit points, and Hobgoblin 6 is slowed until the end of my next turn
Greil Silex, Goliath Warden, Son of Mercy Init +5 HP 108/108 Bloodied 54 Healing Surge 27 (2 used /14) AC 29 Fort 25 Reflex 20 Will 22 Speed 6 Str 21 (+5) Con 21 (+5) Dex 11 (0) Int 11 (0) Wis 14 (+2) Cha 10 (0)
Warden's Fury
At-Will Immediate Interrupt Melee Weapon
Target: The Triggering Enemy
Attack: Strength vs. Fortitude
Trigger: An enemy marked by you makes and attack that does not include you as a target
Hit: 1(W) + Str Mod damage and the target grants combat advantage to you and your allies until the end of your next turn
Warden's Grasp
At-Will Immediate Reaction Close Burst 5
Target: The triggering enemy in burst
Trigger: An enemy marked by you makes and attack that does not include you as the target.
Effect: You slide the target 1 square. The target is slowed until the end of it's turn.
Earth Shield Strike
At-will Weapon
Target: One Creature
Attack: Strength vs. AC
Hit: 1(W) + Strength Mod damage and you gain a +1 power bonus to AC Until the end of your next turn
Warden's Sacrifice
Encounter Weapon
Target: One Creature
Attack: Strength vs. AC
Hit: 2(W) + Strength Mod damage. Until the end of your next turn, when any enemy hits you an ally within 3 squares of you gains 5 temporary hit points
Earthgrasp Strike
Encounter Weapon
Target: One Creature
Attack: Strength vs. AC
Hit: 1(W) + Strength Mod damage and you knock the target prone. The target can't stand until the end of your next turn and the first time the target stands up before the end of the encounter it takes 1D10 + Strength Modifier
Mountain Hammer
Encounter Weapon
Target: One Creature
Attack: Strength vs. Fortitude
Hit: 2(W) + Strength Mod damage, and the target takes a penalty to melee attack rolls equal to 1 + Con mod until end of your next turn
Shared Font of Life
Encounter Close Burst 5
Target: One ally in Burst
Trigger: You start your turn
Effect: The target can make a saving throw and you can't use your font of life class feature this turn
Lawbreaker's Doom
Encounter: Special
Free Action
Target: One enemy you just marked
Effect: Until the end of the encounter, whenever you hit the target with an attack you deal extra damage equal to your wisdom modifier and the target is slowed until the end of your next turn
Special: When the target is reduced to 0 hit points, you regain the use of this power
Dispensed Justice
Encounter Fear Weapon Special
Target: One Creature
Attack: Strength vs. AC
Hit: 2(W) + Strength Md damage and the target takes a -2 penalty to attack rolls until the end of your next turn.
Special: You can instead use this power as an immediate interrupt with the following tigger.
Trigger: The target of your Lawbreaker's doom power is adjacent to you and makes an attack that does not include you.
Target: The triggering creature
Nature's Abundance
Daily Primal, Zone
Standard Action Close burst 3
Effect: The burst creates a zone of plants that lasts until the end of the encounter. You and your allies have cover while within the zone.
Form of The Relentless Panther
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the relentless panther until the end of the encounter. While you are in this form, you gain a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked by you. In addition, you can shift 2 squares as a move action.
Special: Once during this encounter, you can use the Form of the Relentless Panther Attack power while you are in this form.
Form of The Relentless Panther Attack
Encounter Polymorph, Primal, Weapon
Standard Action Melee weapon
Requirement: The Form of the Relentless Panther power must be active to use this power.
Effect: Before the attack, you shift your speed.
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage, and ongoing 5 damage (save ends).
Miss: Half damage, and ongoing 2 damage (save ends).
Form of The Swamp Hunter
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the swamp hunter until the end of the encounter. While you are in this form, you gain swamp walk, a swim speed equal to your speed, and a +2 bonus to attack rolls against immobilized creatures. In addition, when you reduce any enemy marked by you to 0 hit points with an attack, you mark one enemy within 5 squares of you until the end of your next turn.
Once during this encounter, you can use the Form of the Swamp Hunter Attack power while you are in this form.
Form of The Swamp Hunter Attack
Encounter Polymorph, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage, and you grab the target. If the target is dazed, immobilized, slowed, or stunned, the attack deals 1[W] extra damage.
Miss: Half damage.
Requirement: The power Form of the Swamp Hunter must be active in order to use this power.
Form of the Sirocco
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the sirocco until the end of the encounter. While you are in this form, you gain resist 5 to all damage, and you can shift 2 squares as a move action. In addition, whenever you shift, you can move through enemies’ spaces.
Once during this encounter, you can use the Form of the Sirocco Attack power while you are in this form.
Form of The Sirocco Attack
Encounter Polymorph, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage, and the target is blinded (save ends).
Miss: Half damage, and the target is blinded until the end of your next turn.
Requirement: The Form of the Sirocco power must be active in order to use this power.
Rousing Hammer +2
Weapon: Hammer
Enhancement: +2 attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: When you hit an enemy with this weapon, each ally you can see can stand up as a free action.
Property: You automatically save against ongoing necrotic damage.
Power (Daily • Necrotic): Minor action. Until the end of your next turn, any creature that hits you with a melee attack takes 2d8 + Constitution modifier necrotic damage.
Potion of Clarity
Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, once during this encounter as a free action, you can reroll a d20 roll you just made, gaining a +2 bonus on the reroll. You must use the result of the reroll.
Hammer Shield
Property: When you hit an enemy with an attack power using a hammer while wielding this shield, you gain a +1 bonus to all defenses until the start of your next turn.
"Whoa there! What is going on? Why are these hobgoblins suddenly causing a riot? Sir, are you alright? Look out, he's headed right for you!" Irimus yells out, trying to make it seem like his groups involvement in the melee is fleeting at best. As he does so, behind his back he pulls his wand and with a flick of his wrist, he tries to send the hobgoblin sailing towards one of the guardsmen. "Gentlemen, back away and let the guards do their work," Irimus calls out, moving over towards Greil, grabbing the large goliath and looking him in the face, whispering in hushed tones but with a sternness that will not be ignored. "We have more pressing matter, let it go. After we do what is needed, you can slaughter the green skins by the boat load, but we need to leave no. Move!"
Standard:
Encounter * Arcane, Charm, Implement
Standard Action, Ranged 5
Target: One creature
Attack: Charisma vs Will
Hit: 1d6+Charisma mod damage, and you slide the target 2 squares. During the slide, you or one of your allies can make a melee basic attack against the target as a free action with a +2 power bonus to the attack roll.
Virtue of Cunning: The power bonus to the attack roll is 1+your intelligence modifier
Blunder vs Hobgoblin 3, sending it to B9 if it hits, granting guard 2 an AoO.
With hardly a pause Orion and Griel continue to wade deeper into the fight, Orion's thunderous attack sends two Hobgoblins reeling, one is quickly impaled by a burning shard of some heavenly body summoned to earth by Rune, the other falls to Griel's already bloody hammer. Not content with those he has already slain, the warden calls out another Hobgoblin. Behind them Irimus shouts and his melodic words cause one of the remaining Hobgoblins to stumble, creating an opening for one of the Guards, whose halberd slides through his hands as he attemps to jab at the Hobgoblin. The haft is wet with the splattered blood of Rune and Griel's victims. The Guards being busy with the Hobgoblins in front of them dont really seem to be listening to Irimus's words, but were you to ask them you doubt if they could tell you whom was fighting and whom wasn't. The Hobgoblins on the other hand have noticed that they have lost a few of their comrades to your arms.
The Guards continue their fight with the Hobgoblins and two of them manage to land blows, taking one of the Hobgoblins an inch closer to death and wounding another for the first time. The Hobgoblins respond in kind, one swinging a flail wide in Griel's general direction and the other two landing glancing blows on two of the three human guards.
Orion Shifts to E-11 and Hits Hobgoblin 1 with Twin Thunders; Hobgoblin 1 takes 28 Damage and Slides to E-9, Hobgoblin 6 takes 14 Damage and Slides to D-10, Orion gains Resist 4 Damage. Rune Walks to E-12 and casts Blazing Starfall at E-9; Hitting and Killing Hobgoblin 1 and Hitting and Bloodying Hobgoblins 4 and 6. Griel gains Resist 10 Damage and Walks to E-10. Hobgoblin 6 makes an Attack of Opportunity with his Flail and Misses. Griel Marks Hogoblins 1, 3 & 6 with Natures Wrath and Hobgoblin 6 with Lawbreaker's Doom. Griel uses Warden's Strike against Hobgoblin 6, Hitting and Killing him. Irimus uses Blunder against Hobgoblin 3, Hitting him and Sliding him to B-9. Human Guard 2 makes an Attack of Opportunity with his Halberd and Misses with a Critical Failure. Irimus's attempts to Bluff the Human Guards & Hobgoblin Soldiers appears to work on the Human Guards, though the Hobgoblins do not appear to be convinced. Guard II attacks Hobgoblin 4 with his Halberd and Misses. Guard III Walks to C-10 and attacks Hobgoblin 3 with his Halberd and Hits. Guard IV attacks Hobgoblin 5 with his Halberd and Hits. Hobgoblin 3 attacks Griel with his Flail and Misses. Hobgoblin 4 attacks Guard 2 with his Flail and Hits. Hobgoblin 5 attacks Guard 4 with his Flail and Hits.
Orion<---
Griel
Rune
Irimus
Human Guards
Hobgoblin Soldiers
I know there has been a lot of movement, but I'm not at the computer with my Map file, so I dont have one for you.
Phase of the Moon; HP: 78/78 AC 26(28/30) Fort 21 Ref 22 Will 25 AP 0 Surges 1/9 used
Seeing the carnage surrounding him, Rune cannot help but revel in it and attempt to create even more chaos through the cosmos. I shall put myself into a tight spot but for a moment, and then we shall see the carnage begin anew. Smirking as well as he possibly can with his "facial" muscles, Rune steps forward into the fray and attacks their ally that has yet to be hit provoking a couple of attacks in the meantime.
Move: Walk to D-9
Standard: Celestial Sigil (+13 vs. Will) vs. Hobgoblin 5
AC is currently 30, +2 for the two concious enemies adjacent to Rune, as well as having concealment until the end of his next turn. So after the AoO it will drop down to an AC of 28.
*On a hit, both Hobgoblins 3 and 4 will take 4 radiant damage for being adjacent to Rune as well as a -2 penalty to saving throws.*
Darting forward into the road Orion lurches as if tripping, almost throwing himself on the guard in front of him. He reaches his hands out and strikes the hobgoblins beside him as if trying to catch his balance.