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


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renau1g

First Post
Ashir stands up, dusts his robes off and as the dwarf is ducking under Haruka's eldritch blast, another fireball explodes around him and there's nowhere for the dwarf to escape to this time.

"Nice work Haruka! Next time I'll distract him for you" Ashir shouts jovially, as he again drops down low. "I'm really getting the hang of this now" the genasi thinks to himself, a wide grin on his face.

[sblock=Haruka]
Yeah.... IC doesn't like warlocks... I don't know why :( I even tried to change Murphy's class to get that taint off of him, but it was to no avail.

After this adventure is done I'm thinking to retrain one of my Daily spells to Summon Dretch and was wondering if maybe we could do an RP thing at the end of this? Haruka's got the connection to the infernal side that Ashir would need to be able to complete the summons and it makes more IC sense than just ok I got rid of Rolling Thunder and now can summon an Oni. [/sblock]

[sblock=ooc]
Move: stand up
Standard: Scorching Burst on D1 bolter - vs ref; fire (1d20+6=25, 1d6+9=13) hits for 13 fire damage
Minor: Drop prone

Immediate Reaction: If enemy moves adjacent, activate Moonstride utility power (insubstantial TENT and no shift)
[/sblock]

[sblock=L4W Ashir]
Init: +1 Speed: 6 Perception:13 Insight: 13
AC: 18 NAD:16/15/15
HP: 15/26 Surges: 4/7 Surge Value: 6 AP: 1
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
Moonstride (Shield)
Fey Step (from Tome)
Flaming Sphere
Rolling Thunder

Full Character Sheet
[/sblock]
 

TwoHeadsBarking

First Post
Haruka can't help but smile, not unkindly, at the genasi's enthusiasm.

[sblock=ren]Hah! That should be interesting. Sounds like a plan. You know, assuming we make it out of here.[/sblock]
 

ScorpiusRisk

First Post
Raiko pushes back down the hall feeding off of Max's enthusiasm. Catching the wizard in the door way he steadied his blade before slicing fiercely.

[sblock=actions]
Move: Move to E16
Minor:Divine Challenge vs Wizard
Standard: Holy Strike vs Wizard 17 vs AC, 14 radiant damage.[/sblock]

[sblock=Stat Block]Raiko, Male Dragonborn Paladin 1 ()
Init: +1; P.Insight: 20; P.Perception: 14
AC: 21; Fort: 16; Reflex: 14; Will: 15
HP: 31/41; Surges: 12 hp, 7/12
AcP: 1
AdP: 0
Potions: 2

Magic Oil: +1 to hit and dame with bastard sword attacks.

Skills: History +7, Insight +10, Intimidate +9, Religion +5
Languages: Common, Draconic
Str: 18, Con: 15, 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, Virtue, Second Wind, Chanel Divinity (Divine Mettle/Divine Strength)
Paladin's Judgement[/sblock][/QUOTE]
 

Voda Vosa

First Post
Sheng turns and smiles to the intact dwarf crossbowman. With a couple of movements, spinning his arms around and crouching backwards, gathering the foul magical vapours and then sprinting forward to let lose the green skull of gas.
The dwarf attempts to shoot a bolt to the gaseous creature, but the arrow goes right through, and then lunches forward, into the dwarf. In the eyes of the dwarf he sees as his clan and family are tear apart by Onis and other demons; he sees their entrails being taking out by the demonic creatures, and can't help but to scream in terror.
The illusion subsides just in time, a miscalculation from the monk.

Chaos Bolt vs healthy Bolter: 15 vs will for 15 dmg
 

Mal Malenkirk

First Post
[sblock=Max]You also forgot the +1 from lend might.[/sblock]

[sblock=Sheng]It's twice now that I forget some part of your action; can you make it in a sblock box like the others. I seem to miss your tiny dark note on a regular basis!
[/sblock]

[sblock=Haruka]Added +5 hp to bolter.[/sblock]

[sblock=Actions]
Bolters
vs Haruka AC 18 (1d20+8+2-2=18, 1d8+3+1d6=10, 1d20+8+2-2=16, 1d8+3+1d6=9)

Wizard
vs ref Raiko (1d20+7=17, 2d4+4=12)

Patrin's forgotten last round save
save (1d20=3)
Move: To present location
This round's save
save (1d20=10) saved
[/sblock]

The wizardress ducks away and throws a powerful bolt right at Raiko's head.

The bolters are more efficient this time in their focused fire against Haruka.

[sblock=Stats & Status]
Elite Trooper Left: dead/47

Bolter D1: 8/46
Bolter East: 31/46

Wizard: 25/42

Haruka: 41 /46 [8/10]
Max: 18/32 [2/7]
Raiko: 19/41 [7/12]
Patrin: 41/52 [7/11]
Sheng 17/42 [5/8]
Ashir: 15/26 [4/7]

Human Mage
Perception 15
HP 42; Bloodied 21
AC 17; Fortitude 13, Reflex 14, Will 15
OA Quarterstaff (standard, at-will) Weapon
+4 vs AC; 1d8 damage.

Dwarf Bolter
Perception 18; low-light vision
HP 46; Bloodied 23
AC 17; Fortitude 16, Reflex 16, Will 14
OA: Warhammer (standard, at-will) Weapon
+8 vs AC; 1d10+2 damage. (If drawn, right now they are wielding crossbows)
Stand Your Ground
When an effect forces a dwarf to move—through a push, a pull, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf gains an immediate saving throw to avoid falling prone.

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.

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.

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.

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]
 

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renau1g

First Post
Ashir stands up and tries to finish off the wounded dwarven archer, but his blast barely causes the enemy to sweat.

"There we go Haruka, he's all yours" Ashir jokes as he again drops down low

[sblock=ooc]
Move: stand up
Standard: Scorching Burst on D1 bolter - vs ref; fire (1d20+6=10, 1d6+9=13) not this time
Minor: Drop prone

Immediate Reaction: If enemy moves adjacent, activate Moonstride utility power (insubstantial TENT and no shift)
[/sblock]

[sblock=L4W Ashir]
Init: +1 Speed: 6 Perception:13 Insight: 13
AC: 18 NAD:16/15/15
HP: 15/26 Surges: 4/7 Surge Value: 6 AP: 1
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
Moonstride (Shield)
Fey Step (from Tome)
Flaming Sphere
Rolling Thunder

Full Character Sheet
[/sblock]
 

dimsdale

First Post
"Raiko, let's finish him off!" Max charges the wizard striking down hard with his sword, putting a hug divit in the mage's forearm, much to his dismay. "That's for hitting me in the back!" says Max as he grins menacingly at the wizard.

[sblock=actions]
minor: none
movement: move to C18
action: charge to f17: 1d20+9+1 vs AC=18 for 1d8+5=8
[/sblock]

[sblock=stat block]
Max - Human Bravura Warlord 2
*Adverse Condition: BLOODIED
*Initiative: +4
*Human Feat (Action Surge): +3 on attack rolls when using AP
*Passive Insight 13
*Passive Perception 12
*Senses Normal
*HP 32 18
*Bloodied 16 Surge Value 8; Surges Per-Day 7 2 LEFT
*AC =19
*Fortitude 17 Reflex 16 Will 14 Speed 5
*action surges: 0
*action Points: USED
*Second Wind: 1
*Basic Attack: +9 to hit: 1d8+5 Damage
(+1) to hit and damage for this adventure
Powers
*At will:
Commander's Strike
Brash Assault
Opening Shove
*Encounter:
Inspiring Word (BOTH USED)
Hammer and Anvil
Knight's Move
*Daily
Concentrated Attack USED

[/sblock]

[sblock=AP Bravura Presence]

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.
[/sblock]
 
Last edited:

Voda Vosa

First Post
Sheng continues his assult on the dwarves. He calls forth the green vapor skull again, with zealous moves and strict discipline. His hands waving the enthrophy as they move in the air, like encompassing the harmonic move of wind. He outstreches his arms towards the dwarf he had recently attacked. The horrible visions returned to the young dwarf. Terrorized, he shots his crossbow, just to fin that he had shot his partner dead. Sheng smiled at the outcome, but in that moment, something went wrong. The veins of his head puffed strongly, an intense pain stroke the sorceror. He began to screan, holding his head. The green vapor came out from his mouth ears and eyes, until a blast of unsean energy from his head pushed everything and everyone surrounding him away. The extensive use of the chaos had take it's toll on the monk. Gasping, he allows his body to drop prone.

[sblock=Actions]
Chaos Bolt vs healthy bolter: 14 vs will, hits for 18 - jumps to the other, killing it- rolled a 1 so unffetered power takes effect, pushing everything within 5 squares 1 square away.[/sblock]

[sblock=Sheng Zim]Sheng Zim

—Male Human Wild Sorcerer 4
Initiative: +4, Passive Perception: 11, Passive Insight: 11
AC: 17, Fort: 15, Reflex: 16, Will: 19 — Speed: 6
HP: 41/41, Bloodied: 20, Surge: 10, Surges left: 8/8
Action Points: 1, Second Wind: Not Used
Powers -
Acid Orb
Chaos Bolt
Burning spray

Bedeviling Burst, Spectral Claw
Chromatic Orb, Deep Shroud[/sblock]
 

TwoHeadsBarking

First Post
[sblock=Chaos Bolt]Uh, Voda, I don't think that's quite right. First of all, Chaos Bolt's followup attacks only have a range of 5. The dwarves are more than 5 squares apart, so Chaos Bolt couldn't jump from one to the other. Second, the way you rolled on IC was attack attack attack damage damage damage, not attack damage attack damage attack damage. So the uncursed dwarf only took 13 damage. Finally, Chaos Bolt's secondary attacks don't add your Cha modifier to damage, so I think they'd just be 1d6+4.[/sblock]

Haruka looks around in bemusement as her allies willingly fall to the floor. "What, tired already? But I'm just getting started!" she jests, her eyes sparkling with both merriment and cruelty, her voice that of a child. She grins wickedly at the burnt dwarf, who suddenly convulses violently and collapses. Haruka's eyes go wide. "No, not you too!" she laments with what sounds like genuine disappointment. "Well, maybe your friend will be a better sport." She giggles manically and starts moving towards the other dwarf.

[sblock=Actions]Standard: Eyes of the Vestige the cursed dwarf. Crit #3. Man, what is this? Some times IC rolls high, other times it rolls low! It's like it's some type of random number generator. Anyway, the D1 dwarf takes 11 + 8 + d10 damage which I'm not going to roll because he's dead. I gain 7 thp.
Move: Move to J6, retain concealment.
Minor: Curse the remaining Bolter.

Also, if Haruka was hit for 10 damage last round, then she would be at 37/46 at the start of her turn, not 41/46. Sheesh, whose side am I on, anyway?[/sblock]

[sblock=Haruka's mini-stats]Haruka Sato human warlock 4
Initiative: +3 | Passive perception: 11 | Passive Insight: 17
AC: 18 (20) | For: 18
(20) | Ref: 18 (20) | Will: 17 (19)
HP: 37/46+7 | Bloodied: 23 | Surge value: 11 | Surges: 8/10
Resist: 5 Necrotic, 5 Poison
Speed: 6 | Languages: Allarian, Tsugo
AP: 1 | Second Wind: not used
Basic Attack/Opportunity attack: +4 vs AC, 1d6
Powers: Eldritch Blast, Hellish Rebuke, Eyes of the Vestige
Vampiric Embrace
Fiery Bolt

Flames of Phlegethos

Ethereal Stride

Deathcut Armor
Prison of Salzacas[/sblock]
 

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