Temple
-''Sure glad I hired you...'' mumbles Patrin.
''Get back to safety!''
Patrin i still reeling from the last attack but surprise the trooper with a savant thrust, inflicting a serious wound. This gives Ashir the opportunity to safely move back.
The trooper retaliates viciously, fighting with fanaticism.
-''I hate him...''
A new archer shows up and taims for the nearest target, grazing Haruka
Entrance
The two dretches charges Raiko and put the paladin on the defensive, withering his defenses. Behind, the guard readies his crossbow.
[sblock=Actions]
Patrin
covering attack vs AC (1d20+11=24, 2d10+6=19)
save (1d20=8)
Archer 0 vs Haruka
1d20+9=28
hit for 3
Trooper vs Patrin
+2 dazed, vs AC, recharge 5-6 (1d20+10+2=31, 1d10+3=7, 1d6=3)
Two Dretches
+1 for charge, vs AC 20 Raiko (1d20+5+1=26, 2d6+2=8, 1d20+5+1=9, 2d6+2=11) 1 hit for 8. 1 miss
The Guard moves, draws and load a crossbow. That's it for the round.
[/sblock]
[sblock=Status]
Elite Trooper 0 : 18/47, press the advantage recharging
Dretch 1: 36/44
Haruka: 39/40 +3 [10/10]
Raiko: 14/25 [10/10] (In miasma aura, 2 poi
Patrin: 31/52 dazed (save ends)
Sheng 31/36
[/sblock]
[sblock=Stats]
Guards (G)
Perception 11
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 16, Reflex 14, Will 13
Morningstar (standard, at-will) Weapon
OA +7 vs AC; 5 damage. If another Guard is adjacent to the target, the target also falls prone.
Combat Advantage
The tough’s attack deals 1 extra damage to any target granting combat advantage to it.
Archers (A)
Perception 16
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 13, Reflex 14, Will 11 ; see also mob rule
Crossbow (standard, at-will) Weapon
Ranged 15/30; +9 vs AC; 3 damage.
OA none unless they dropped the crossbow and drew a spear
Then; +7 vs AC; 2 damage.
Mob Rule:
The archer gains a +2 power bonus to all defenses while at least two other human archers or guards are within 5 squares of it.
Elite Troopers
Perception 16
HP 47; Bloodied 23
AC 18; Fortitude 16, Reflex 15, Will 14
OA Longsword (standard, at-will) Weapon
+10 vs AC; 1d10+3 damage, and the target is marked until the end of the next turn.
Dretch
Perception 11; darkvision
Sickening Miasma aura 1; each enemy within the aura takes 1 damage whenever it takes a standard action or a move action. Multiple sickening miasma auras deal cumulative damage, up to 5 damage.
HP 44; Bloodied 22
AC 14; Fortitude 14, Reflex 13, Will 11
+5 vs AC; 2d6+2 damage.
[/sblock]
Hell's Basement 1 on Virtual Battlemat
Hell's Basement 2 on Virtual Battlemat