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


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Mal Malenkirk

First Post
[sblock=OOC]Yes, now you catch your breath and take the fight to the temple.

Need a bit of time to prep then we have a tough fight on our hands with no a whole lot of ressources left (But at least, most if not all of your dailies). It's gonna be interesting.

It was a milestone.
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ScorpiusRisk

First Post
"That sounds about right." He snears a little bit. Perhaps some more oni as well." He moves slowly toward the next chamber.

[sblock=ooc]
Raiko spends 1 surge to get up to 39 hp.
[/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: 39/41; Surges: 12 hp, 3/12
AcP: 2
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]
 


dimsdale

First Post
[sblock=ooc]
Max spends a surge...wait...he doesn't have any :p
[/sblock]

[sblock=Max: CB Character Summary]
Max: Level 2
Human, Bravura Warlord


FINAL ABILITY SCORES
Str 19, Con 10, Dex 13, Int 15, Wis 13, Cha 8.


AC: 19 Fort: 17 Reflex: 16 Will: 14
HP: 32 Surges: 7 Surge Value: 8

TRAINED SKILLS


UNTRAINED SKILLS


FEATS
Human Bonus Feat: Lend Might
Level 1: Action Surge (was Battle Awareness. I changed it)
Level 2: Toughness

POWERS

*At will:
Commander's Strike
Brash Assault
Opening Shove
*Encounter:
Inspiring Word 2
Hammer and Anvil
Knight's Move
*Daily
Concentrated Attack
[/sblock]

[sblock=stat block]
Max - Human Bravura Warlord 2
*Adverse Condition: none
*Initiative: +2
*Human Feat (Action Surge): +3 on attack rolls when using AP
*Passive Insight 13
*Passive Perception 12
*Senses Normal
*HP 32
*Bloodied 16 Surge Value 8; Surges Per-Day 7 0 Left
*AC =19
*Fortitude 17 Reflex 16 Will 14 Speed 5
*action surges: 0
*action Points: 1
*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 2
Hammer and Anvil
Knight's Move
*Daily
Concentrated Attack

[/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.
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Mal Malenkirk

First Post
-''All right. All right. Damn smoke. *cough* Wish I was of red dragon stock... We need to move. We need to storm the temple right now. When that bearded devil gets back from whupping the ass of whatever you saw at the gate, we will be done for. I hope you can figure out that ritual stuff on the fly.''


[sblock=OOC]Well, almost ready. I've been busy with a marathon of boardgames this weekend so I am running behind ('Warhammer: Chaos in the Old World' rocks! Amongst many other games over 16 hours) but I have almost put the finishing touch to the encounter.[/sblock]

[sblock=Status]
By my count, Raiko was down to 26 hp so a surge puts him at 38, not 39.

Haruka: 45/46 [7/10]
Max: 26/32 [0/7]
Raiko: 38/41 [3/12]
Patrin: 52/52 [5/11]
Sheng 25/42 [3/8] (Want to spend a surge?)
Ashir: 26/26 [1/7]
[/sblock]
 


ScorpiusRisk

First Post
[sblock=ooc]I actually commented on that on the last page. After we both rolled fire damage against Raiko, we ended up with a 1 point discrepancy. I believe my number is correct, but it's not a huge deal.[/sblock]
 

Mal Malenkirk

First Post
[sblock=Initiative]
Good news, everybody!

initiative (1d20+5=7)

If you beat 7, go ahead and act.

AS always, remember that Max can shift himself or one of his allies half their speed at the very beginning of the fight. Like right now.
[/sblock]

The group runs to the temple. The lair is suspiciously quiet; they suspect that everyone is either holed in the temple or fighting at the gate. They have very little time left before they are caught in a pincer.

-''Ready? Well, who cares if we're ready or not at this point. It's do or die. Let's kill them all and teleport out of here.''

With Raiko at his side, the dragonborns lead the charge, rushing all the way to the temple and kick the door open, spilling in. They quickly see Gelname and Lana. They are supported by a wicked looking devils sporting wings and hundreds of spines. Two archers and a guard are also ready for the fight.

The sudden assault seems to surprise

[sblock=OOC]
Lana is wearing the amulet you need. The teleportation circle is obviously the giant star.

The Balcony is 10 feet above the ground. There is no railings so you can cut corners and move diagonally from J13 to I 14, for example. Also, people can freely be pushed over the side, though you are allowed a save as usual and if your charater is causing the move, make the save.

Franlky, these lines in the middle make no sense to me. I think these were supposed to be railings with chains to hold prisoners. Instead, these are going to be chairs. So just treat these black lines as difficult terrain. Sadly it only provides cover from someone attacking on the same level, not from people benefiting from the high ground.
[/sblock]

[sblock=Stats & Status]
Haruka: 45/46 [7/10]
Max: 26/32 [0/7]
Raiko: 38/41 [3/12]
Patrin: 52/52 [5/11]
Sheng 35/42 [2/8]
Ashir: 26/26 [1/7]


Elite Guard

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 human mercenary's next turn.

Lana
Perception 20
HP 102; Bloodied 51
AC 19; Fortitude 17, Reflex 19, Will 20
OA (standard, at-will)
+12 vs AC; 1d4+2 damage.

Gelname
Perception 17
HP 106; Bloodied 53 ; see also true fanatic
AC 22; Fortitude 18, Reflex 17, Will 18
OA Halberd (standard, at-will) Weapon
+11 vs AC; 1d10 + 5 damage, and the target is marked until the end of Gelname’s next turn.
True Fanatic (when captain warrik drops to 0 hit points; requires a halberd, )
Targets enemies; Close blast 2; +9 vs AC; 2d10 + 5 damage, and the target is pushed 1 square.

Spined Devil (Spinagon)
Perception 20; darkvision
HP 70; Bloodied 35
AC 20; Fortitude 18, Reflex 16, Will 16
Resist 20 fire
OA Claws (standard, at-will)
+11 vs AC; 2d6+4 damage.

Human Cultist Archer
Perception 18
HP 38; Bloodied 19
AC 17; Fortitude 13, Reflex 15, Will 13
Speed 6
OA Longsword (If drawn, standard, at-will) Weapon
+6 vs AC; 1d8+2 damage.
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