Trapped in Hell's Basement (DM: Mal Malenkirk Judge:Covaithe)


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renau1g

First Post
Ashir moves forward quickly, deftly picking up the potion as he followed Haruka. He makes it just behind Patrin and sees the enemies coming against them. Haruka blasts someone or something out of his vision, so he focuses on the other foes. He points his staff and another blast of flame explodes, causing the enemies to curl up into balls to try and protect themselves from the heat, but they fail miserably.

"Who or what are you blasting Haruka?" he asks

[sblock=ooc]
Move: to current spot - acrobatics (1d20=17)
Free: Pick up Potion
Standard: Scorching Burst centered 1 square E of G - vs Ref (G, A); fire (1d20 4=20, 1d20 4=17, 1d6 8=12) hits both for 12 damage (removed from map)
Minor: look for sniper - perception (1d20 2=11) nope.
[/sblock]

[sblock=L4W Ashir]
Init: +0 Speed: 6 Perception:12 Insight: 12
AC: 14 NAD:15/14/14
HP: 20/22 Surges: 5/7 Surge Value: 5 AP: 0
Languages: Common, Primordial
Str:18 Dex:10 Wis:14 Con:12 Int:18 Cha:8

Powers:
Cantrips
Scorching Burst
Thunderwave
Burning Hands
Chill Strike

Promise of Storms
Second Wind
Tome of Readiness
Flaming Sphere
Rolling Thunder

Full Character Sheet
[/sblock]
 

ScorpiusRisk

First Post
Raiko bends down to grab the potion, and when he looks back over his should his allies had already sped off. He ran after them, though his plate mail delayed him.

"Why are we heading toward the screeching instead of our allies?"

[sblock=Actions]Minor: Pick up healing potion.
Double Move
[/sblock]

[sblock=Stat Block]Raiko, Male Dragonborn Paladin 1 ()
Init: +0; P.Insight: 18; P.Perception: 13
AC: 20; Fort: 16; Reflex: 13; Will: 14
HP: 22/25; Surges: 6 hp, 6/10
AcP: 0
AdP: 2
Potions: 1

Skills: History +6, Insight +8, Intimidate +8, Religion +4
Languages: Common, Draconic
Str: 20, Con: 10, Dex: 10, Int: 8, Wis: 16, Cha: 12

Sling Bullets: 20/20

Divine Challenge, Holy Strike, Valiant Strike, Lay on Hands (1/3 per day)
Dragon Breath, Piercing Smite, Second Wind, Chanel Divinity (Divine Mettle/Divine Strength)
Paladin's Judgement[/sblock]
 
Last edited:

Voda Vosa

First Post
"I think having a slight clue about the location of said allies would help greatly in the choices of directions. However, we have not. This direction seemed as good as any other." comments Sheng with a smirk on his face. "Although the spreading of chaos is quite amusing."
 



Mal Malenkirk

First Post
Patrin boldy charges the wizard to put pressure on him.

The elite guard quickly engages the dragonborn and slams his hilt right on his snout, dazing him and pushing him back.

-''Not again...''

The Evil wizards promply uses the space to sends a wicked bolt of energy toward Haruka that barely misses. He then moves out of sight, but the noise, he didn't go far, just ducked for cover. Suddenly, a bolt out of nowhere catch Haruka in the shoulder. She sees the sniper nearly, looking at her with a sh*t eating grin. Curiously, everyone hears a yelp of pain from the adjoining room simulteneously to Haruka's own. A moment later, the two guards rush into the room, one attacking the vulnerable Patrin and the other locking in on Haruka.

The archer that has been hounding them from the north for a while now shoots at Ashir.

Near the entrance, the blood hawks erupt in frenzy, clawing at Sheng and Max but they both manage to shoo them away.

The guard charges Max and misses. He whistles up his faithful guard drake whose powerful jaw fall short of Sheng's throat.


[sblock=Hawks]The hawks have a fly-by power that prevents their target from performing an OA against them as they fly away. The ceiling isn't quite high enough to pu them out of reach, but it is difficult; you take -2 to melee attack against them if you are the one moving up to them since they'd have climbed up.

You can negate that by succeeding an athletic check 15 to make an elegant and accurate jumping attack. You need to be under them for that.

Moving through their square does no provoke an OA.
[/sblock]

Hell's Basement 1 on Virtual Battlemat

[sblock=Actions]
Patrin charges
vs AC 18 (1d20+11+1=17, 1d10+6=14) miss

Elite Guard, Press the advantage
vs Patrin AC 22 (1d20+10=28, 1d10+7=12)

Wizard
vs ref 16 Haruka (1d20+6-2=15, 3d4+4=9) miss

Sniper
vs AC 17 Haruka (1d20+9+2-2=20, 1d8+4+1d6=15)

Guards
1: vs Haruka AC 17, 2:vs
Patrin AC 22 (dazed) (1d20+7+1-2=8, 1d20+7+1+2=28)
miss, hit

Archer
1d20+9=11 miss

Blood Hawks
1: vs MAx AC 18, 2:Vs Sheng AC 16 (1d20+6=9, 1d6+5=7, 1d20+6=7, 1d6+5=9) miss, miss

Guard
vs AC 18 max (1d20+7+1=15)

Guard Drake
vs Sheng AC 16 (1d20+6+1=13, 1d10+9=12) miss

Huh, you southern guys are pretty damn lucky this round!
[/sblock]

[sblock=Stats and Status]
Evil Wizard: 63/88

Haruka: 28/40 [10/10] AS 1
Max: 18 +1 /22 [5/7] AS 1
Raiko: 22/25 [6/10] AS 2
Patrin: 29 /52 [10/11] AS 1, Dazed (save ends), marked by Elite guard
Sheng 26 +4 /36 AS 2
Ashir: 17/22 [5/7] AS 1

Blood Hawk
Small
Perception 16
HP 27; Bloodied 13
AC 15; Fortitude 12, Reflex 14, Will 12
Speed 2 (clumsy), fly 6
OA Claw Rake (standard, at-will)
+6 vs AC; 1d6+5 damage, and the target takes ongoing 2 damage, or ongoing 5 damage if the blood hawk is bloodied (save ends).

Evil Wizard (Not Sheng; the Skull and Book token]
Perception 10;
HP 88; Bloodied 44
AC 18; Fortitude 14, Reflex 14, Will 14
OA Dagger (standard, at-will) Weapon
+8 vs AC; 1d4+1 damage.

Sniper
Perception 12;
HP 31; Bloodied 15
AC 16; Fortitude 13, Reflex 15, Will 12 ; see also goblin tactics
OA: none, unless short sword drawn.
Short Sword (standard, at-will) Weapon
+7 vs AC; 1d6 + 2 damage.

Guard Drake
Perception 17
HP 48; Bloodied 24
AC 15; Fortitude 15, Reflex 13, Will 12
Immune fear (while within 2 squares of an ally)
OA: Bite (standard, at-will)
+6 vs AC; 1d10+3 damage, or 1d10 + 9 damage while within 2 squares of an ally.

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.

Warforged Cultist
Perception 13
HP 56; Bloodied 28
AC 20; Fortitude 17, Reflex 15, Will 14
Saving Throws +2 against ongoing damage
Speed 5
OA Longsword (standard, at-will)
+9 vs AC; 1d8+4 damage, and the target is marked until the end of the warforged soldier’s next turn.
Battlefield Tactics:
The warforged soldier gains a +1 bonus to melee attacks if it has an ally adjacent to the target.

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]

[sblock=Adrenaline Rules]

You get an adrenaline surge point when:

1 - You see a new 'wave' of opponent.

A wave being:
  1. Any numbers of new monsters including a monsters of at least the same level as the highest level PC.
  2. a number of new non-minions monsters at least equal to the number of PCs in the group
  3. twice as many minions as there are PCs in the group.

2 - An ally enters the dying condition.

3 - You recover from the dying condition.

You can amass several adrenaline points. This is a modification from the previous rules and it started with Sheng who currently holds 2 points.

Spending Adrenaline Points

It requires a minor action.

You immediately gain as temp HP the highest stat modifier from the following list : STR, CON, WIS, CHA (fortitude or will).

A leader reagain a healing word / inspiring word / majestic word etc.

Then you can choose from the following:

  1. Spend a healing surge + the higher of STR, CON, WIS or CHA modifier
  2. Regain an AP an dthe right to use it
  3. Regain an encounter power
  4. Regain a healing surge (do not spend it)

[/sblock]
 

dimsdale

First Post
Max shoves his sword into the eye socket of the guard, dropping him instantly, he then turns and steps foward against the drake and unleahes powerful attack, but misses.

[sblock=actions]
minor: none
attack: basic 1d20+8=19 kills the guard
movement: see map

AS: gain AP

AP: Concentrated attack (daily) against the drake: 1d20+8 vs AC: 12: urrgggg
[/sblock]


ooc: Using an AP in the presence of Max

Bravura Presence

When an ally I see spends an action point to take another action to use it as an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hit, the ally can choose to make a basic attack or a move action as a free action after the AP action. If the AP attack misses, the ally grants CA to all enemies TENT.
 
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ScorpiusRisk

First Post
"They went west wizard. This is south!" Chaos indeed. The ends of his words turns into a growl, even as his feet smash against the ground in a charge. His glare lands on the guard drake, threatening. It is a feint though and he moves past toward the blood hawk.

The drake snaps its jaws, which seems to affect Raiko's leap, but the force of the blow injures the bird regardless. Spurred on by Max's own fervent battle lust, Raiko strikes again, then a third time, till the bird is a bloody heap on the floor.

[sblock=Actions]Minor: Spend AdP. Gain +5 thp and 1 AcP.
Move/Minor: Divine Challenge on the guard drake.
Standard: Charge the closest Blood hawk, provoking OA from Guard Drake.
OA: 11 vs AC, Misses Raiko
Athletics for charge: 4, Fail
Charge: 24* vs AC, 7 damage. *Forgot to put in negative 2

Action Point (with Bravura Presence): Valiant Strike
Athletics: 6, Fail
Valiant Strike: 21 vs AC, 15 damage.

Free Basic Attack:
Athletics: 13, Fail
Attack: 17 vs AC, 15 additional damage, and the blood hawk is dead.
[/sblock]

[sblock=Stat Block]Raiko, Male Dragonborn Paladin 1 ()
Init: +0; P.Insight: 18; P.Perception: 13
AC: 20; Fort: 16; Reflex: 13; Will: 14
HP: 22/25 +5 thp; Surges: 6 hp, 6/10
AcP: 0
AdP: 1
Potions: 1

Skills: History +6, Insight +8, Intimidate +8, Religion +4
Languages: Common, Draconic
Str: 20, Con: 10, Dex: 10, Int: 8, Wis: 16, Cha: 12

Sling Bullets: 20/20

Divine Challenge, Holy Strike, Valiant Strike, Lay on Hands (1/3 per day)
Dragon Breath, Piercing Smite, Second Wind, Chanel Divinity (Divine Mettle/Divine Strength)
Paladin's Judgement[/sblock]
 

renau1g

First Post
"Haruka, where's that accursed archer at, I can't see him." Ashir calls out, hoping to have a second target for his blast.

Stepping behind the female Jadite, the genasi points his staff and a small explosion appears behind the guard, but Ashir miscalculated the trajectory and the blast goes well short. Trying to shake it off, Ashir tries to aid Patrin as the enemies try and swarm him. Another blast of fire, and another miscalculation.

[sblock=ooc]
Move: to current spot
Standard: Scorching Burst centered 1 where I can maybe hit both the sniper and guard once Haruka points him out. - vs ref (Guard, Sniper); Fire damage (1d20 4=7, 1d20 4=14, 1d6 8=14) both misses ah doesn't matter
Minor: Use AS - gain +4thp (Str) & 1 AP
AP: Scorching Burst centered one square south of guard attacking Patrin - vs ref (Guard, Elite guard); Fire damage (1d20 4=11, 1d20 4=12, 1d6 8=9) alright so 4 attacks, 4 misses. Now that's more like my luck on IC.
[/sblock]

[sblock=L4W Ashir]
Init: +0 Speed: 6 Perception:12 Insight: 12
AC: 14 NAD:15/14/14
HP: 17/22+4thp Surges: 5/7 Surge Value: 5 AP: 0
Languages: Common, Primordial
Str:18 Dex:10 Wis:14 Con:12 Int:18 Cha:8

Powers:
Cantrips
Scorching Burst
Thunderwave
Burning Hands
Chill Strike

Promise of Storms
Second Wind
Tome of Readiness
Flaming Sphere
Rolling Thunder

Full Character Sheet
[/sblock]
 

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