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

dimsdale

First Post
Max rushes by his two comrades "No time for cuddling boys!" He laughs at his own joke as he rushes foward with sword out, ready to take a swipe at anything that moves.

[sblock=action]

double move

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renau1g

First Post
"Ha! You sure showed them Haruka. Nice work. I'll take the wizard" Ashir declares as he moves past Patrin, opens the door and throws a wave of thunder into the room. This is easily ignored by the wizard.

[sblock=ooc]
Move: to current spot
Minor: open door
Standard: thunderwave - vs Fort; thunder (1d20+4=9, 1d6+8=9) ahhh... that's 8 in a row

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[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
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Mal Malenkirk

First Post
The wizard dances back and then throws a ball of fire in the middle of the room, singing Ashir and Haruka.

Patrin, having shaken off the effect of his blow to the head, gleefully engage the wizard and stays on his heel.

[sblock=action]
Patrin: Second Wind
save (1d20=11)

1: Patrin 2:Haruka 3:Ashir (1d20+6=11, 1d20+6=19, 1d20+6=21, 1d8+4=9) Miss Patrin, Hit Haruka and Ashir

Patrin (acted last in previous turn, acts first now)
1d20+11=20, 1d10+6=14
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[sblock=Stats and Status]
Evil Wizard: 49/88
Elite Guard: 7/47

Haruka: 29 /40 [9/10] AS 1
Max: 18 +4 /22 [5/7] AS 0
Raiko: 12 +5 /25 [6/10] AS 0
Patrin: 38 +5 /52 [9/11] AS 0
Sheng 24 /36 [6/7] AS 0
Ashir: 14 /22 [5/7] AS 0

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.
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Voda Vosa

First Post
Sheng keeps his peace of movement, peeking around the corners before venturing farther.



Virtual map is not working for me anymore...
 


renau1g

First Post
The end of the streak

With Patrin engaging the wizard, Ashir steps into a position to get a clear shot and causes another blast of flame at the enemy's back. This time it actually does cause a minor burn.

[sblock=ooc]
Move: ?
Minor: n/a
Standard: Scorching Burst (should be able to get to a spot to hit only enemy) - vs ref; fire (1d20+4=22, 1d6+8=9)at least I hit even if it's for minimum damage.

[/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
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Mal Malenkirk

First Post
[sblock=Virtual battlemat]
Yeah, it sometimes does that. That's one drawback. Since a memorable several week long black out that caused me to cancel a game, it has become more reliable so it should come back on soon.

Thankfully you are almost regrouped. Haruka can finish her turn with the current info (the Wizard is engaged by Patrin and has no cover).

I'm pretty sure we can kill the wizard without needing the map and then you have a bit of chatting up to do once regrouped. If the map isn't back up by then, I advise. I'm not too good with GIMP but I can manage.

I probably won't be able to update as promptly, though. It's just plain faster on VB and sometime I was updating from my lunch break at work which I just can't do with anything else.
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