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:
- Any numbers of new monsters including a monsters of at least the same level as the highest level PC.
- a number of new non-minions monsters at least equal to the number of PCs in the group
- 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:
- Spend a healing surge + the higher of STR, CON, WIS or CHA modifier
- Regain an AP an dthe right to use it
- Regain an encounter power
- Regain a healing surge (do not spend it)
[/sblock]