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Trapped in Hell's Basement (DM: Mal Malenkirk Judge:Covaithe)
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<blockquote data-quote="Mal Malenkirk" data-source="post: 5122393" data-attributes="member: 834"><p>[sblock=OOC]Yes, the archer is still alive. He wasn't adjacent, he was one square away (Ashir had it right with his blast, aiming in the free square between them).[/sblock]</p><p></p><p>Patrin can't quite recovers from the beating he took from the dead troopers but still manage to get the better of the warfoged when they clash.</p><p></p><p>Archers and a guard are harrying Haruka.</p><p></p><p>A would be sniper tries to get in position and surprise the heroes but trips on a bucket and swears loudly, ruining the surprise. He jumps back on his feet and loose and and arrow toward Ashir. The arrow flys true and the wizard is wounded.</p><p></p><p>Back at the entrance, the guards are proving an apt challenge while the elite trooper is closing.</p><p></p><p></p><p>[sblock=OOC]I don't have a little token for it (yet!) but the guard who charged Haruka had to run on his move to be in charge range. He concedes CA.[/sblock]</p><p></p><p>[sblock=Actions]</p><p>Readies action</p><p><a href="http://invisiblecastle.com/roller/view/2444366/" target="_blank">save (1d20=7)</a></p><p></p><p>Hey, I might be nearing a record. How many save failed is that? </p><p></p><p>Warforged charge</p><p>Readied attack of Patrin</p><p><a href="http://invisiblecastle.com/roller/view/2444375/" target="_blank">readied attack vs 20 (1d20+11=30, 1d10+6=12)</a></p><p>Charge</p><p><a href="http://invisiblecastle.com/roller/view/2444386/" target="_blank">charge vs Patrin AC 22 (1d10+9+1+2=21, 1d8+4=10)</a> miss</p><p></p><p>2 Archers shoots Haruka</p><p><a href="http://invisiblecastle.com/roller/view/2444399/" target="_blank">1d20+9=16, 1d20+9=18</a> 1 hit, 3 dmg</p><p></p><p>1 Guard runs then charges </p><p><a href="http://invisiblecastle.com/roller/view/2444406/" target="_blank">vs AC 17 (1d20+7+1=15)</a> miss</p><p></p><p>Hum, I think you are pretty lucky so far.</p><p></p><p>Sniper stealth</p><p><a href="http://invisiblecastle.com/roller/view/2444424/" target="_blank">stealth (1d20+10=11)</a></p><p>Wow. </p><p></p><p>Sniper attack</p><p><a href="http://invisiblecastle.com/roller/view/2444429/" target="_blank">vs AC 14 +2 cover (patrin) (1d20+9=29, 1d8+4=10)</a> crit, 12 dmg</p><p></p><p>Archer and Guard</p><p><a href="http://invisiblecastle.com/roller/view/2444440/" target="_blank">1: archer vs AC 20 (Raiko) 2:Guard vs AC 14 (Sheng) (1d20+9=20, 1d20+7=14)</a> 3 and 5 dmg respectively</p><p></p><p>Eh. No wasted effort here.</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Status]</p><p>Warforged: 44/56</p><p></p><p>Haruka: 39/40 +3 [10/10] AS 1</p><p>Max: 18/22 [6/7] AS 0</p><p>Raiko: 16/25 [9/10] AS 0</p><p>Patrin: 31/52 dazed (save ends) AS 1</p><p>Sheng 26/36 AS 1</p><p>Ashir: AS 0</p><p>[/sblock]</p><p></p><p><a href="http://virtualbattlemat.com/game/hells_basement_1/" target="_blank">Hell's Basement 1 on Virtual Battlemat</a></p><p></p><p>[sblock=Stats]</p><p>Bladebearer Sharpshooter</p><p>Perception 12;</p><p>HP 31; Bloodied 15</p><p>AC 16; Fortitude 13, Reflex 15, Will 12 ; see also goblin tactics</p><p>OA: none, unless short sword drawn.</p><p>Short Sword (standard, at-will) Weapon</p><p>+7 vs AC; 1d6 + 2 damage.</p><p></p><p>Warforged Cultist</p><p>Perception 13</p><p>HP 56; Bloodied 28</p><p>AC 20; Fortitude 17, Reflex 15, Will 14</p><p>Saving Throws +2 against ongoing damage</p><p>Speed 5</p><p>OA Longsword (standard, at-will) </p><p>+9 vs AC; 1d8+4 damage, and the target is marked until the end of the warforged soldier’s next turn.</p><p>Battlefield Tactics:</p><p>The warforged soldier gains a +1 bonus to melee attacks if it has an ally adjacent to the target.</p><p></p><p>Guard Drake </p><p>Perception 17</p><p>HP 48; Bloodied 24</p><p>AC 15; Fortitude 15, Reflex 13, Will 12</p><p>Immune fear (while within 2 squares of an ally)</p><p>OA: Bite (standard, at-will) </p><p>+6 vs AC; 1d10+3 damage, or 1d10 + 9 damage while within 2 squares of an ally.</p><p></p><p>Guards (G)</p><p>Perception 11</p><p>HP 1; a missed attack never damages a minion.</p><p>AC 16; Fortitude 16, Reflex 14, Will 13</p><p>Morningstar (standard, at-will) Weapon</p><p>OA +7 vs AC; 5 damage. If another Guard is adjacent to the target, the target also falls prone.</p><p>Combat Advantage</p><p>The tough’s attack deals 1 extra damage to any target granting combat advantage to it.</p><p></p><p>Archers (A)</p><p>Perception 16</p><p>HP 1; a missed attack never damages a minion.</p><p>AC 16; Fortitude 13, Reflex 14, Will 11 ; see also mob rule</p><p>Crossbow (standard, at-will) Weapon</p><p>Ranged 15/30; +9 vs AC; 3 damage.</p><p>OA none unless they dropped the crossbow and drew a spear</p><p>Then; +7 vs AC; 2 damage.</p><p>Mob Rule: </p><p>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.</p><p></p><p>Elite Troopers</p><p>Perception 16</p><p>HP 47; Bloodied 23</p><p>AC 18; Fortitude 16, Reflex 15, Will 14</p><p>OA Longsword (standard, at-will) Weapon</p><p>+10 vs AC; 1d10+3 damage, and the target is marked until the end of the next turn.</p><p></p><p>Dretch</p><p>Perception 11; darkvision</p><p>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.</p><p>HP 44; Bloodied 22</p><p>AC 14; Fortitude 14, Reflex 13, Will 11</p><p>+5 vs AC; 2d6+2 damage.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 5122393, member: 834"] [sblock=OOC]Yes, the archer is still alive. He wasn't adjacent, he was one square away (Ashir had it right with his blast, aiming in the free square between them).[/sblock] Patrin can't quite recovers from the beating he took from the dead troopers but still manage to get the better of the warfoged when they clash. Archers and a guard are harrying Haruka. A would be sniper tries to get in position and surprise the heroes but trips on a bucket and swears loudly, ruining the surprise. He jumps back on his feet and loose and and arrow toward Ashir. The arrow flys true and the wizard is wounded. Back at the entrance, the guards are proving an apt challenge while the elite trooper is closing. [sblock=OOC]I don't have a little token for it (yet!) but the guard who charged Haruka had to run on his move to be in charge range. He concedes CA.[/sblock] [sblock=Actions] Readies action [url=http://invisiblecastle.com/roller/view/2444366/]save (1d20=7)[/url] Hey, I might be nearing a record. How many save failed is that? Warforged charge Readied attack of Patrin [url=http://invisiblecastle.com/roller/view/2444375/]readied attack vs 20 (1d20+11=30, 1d10+6=12)[/url] Charge [url=http://invisiblecastle.com/roller/view/2444386/]charge vs Patrin AC 22 (1d10+9+1+2=21, 1d8+4=10)[/url] miss 2 Archers shoots Haruka [url=http://invisiblecastle.com/roller/view/2444399/]1d20+9=16, 1d20+9=18[/url] 1 hit, 3 dmg 1 Guard runs then charges [url=http://invisiblecastle.com/roller/view/2444406/]vs AC 17 (1d20+7+1=15)[/url] miss Hum, I think you are pretty lucky so far. Sniper stealth [url=http://invisiblecastle.com/roller/view/2444424/]stealth (1d20+10=11)[/url] Wow. Sniper attack [url=http://invisiblecastle.com/roller/view/2444429/]vs AC 14 +2 cover (patrin) (1d20+9=29, 1d8+4=10)[/url] crit, 12 dmg Archer and Guard [url=http://invisiblecastle.com/roller/view/2444440/]1: archer vs AC 20 (Raiko) 2:Guard vs AC 14 (Sheng) (1d20+9=20, 1d20+7=14)[/url] 3 and 5 dmg respectively Eh. No wasted effort here. [/sblock] [sblock=Status] Warforged: 44/56 Haruka: 39/40 +3 [10/10] AS 1 Max: 18/22 [6/7] AS 0 Raiko: 16/25 [9/10] AS 0 Patrin: 31/52 dazed (save ends) AS 1 Sheng 26/36 AS 1 Ashir: AS 0 [/sblock] [url=http://virtualbattlemat.com/game/hells_basement_1/]Hell's Basement 1 on Virtual Battlemat[/url] [sblock=Stats] Bladebearer Sharpshooter 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. 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. 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. 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] [/QUOTE]
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