[sblock=OOC]Well, that was... unexpected.[/sblock]
[sblock=Max]Sheng had already spent a HS on his turn with his Adrenaline Surge . Did you notice that when you spent an inspiring word on him? He was at 25 + 4 /36 at that point. Take a look at his current level and confirm me whether you really intended to do that.
Also:
Athletic (1d20+1=7)
Raiko had -2 to his attack against the Blood HAwk and missed.
[/sblock]
The evil wizard and the elite trooper unleash hell on the beleaguered Patrin but can't make him fall. Disgruntled, the wizard closes the door for cover while the trooper maneuvers to take advantage of Patrin's confused state and avoid his assault. Even dizzy, he packs a punch!
The Blood hawk, who had in fact managed to just stay out of reach of Raiko's blade, goes for some revenge but fails to breach the paladin's defense. It then flies in the corridor. A guard who had stayed out of the melee so far finally finds his courage and runs screaming through the corridor, causing Sheng some grief.
Hell's Basement 1 on Virtual Battlemat
[sblock=Action]
Patrin
vs AC 18, resolute shield (1d20+11=22, 1d10+6=16) hit
save (1d20=5)
Wizard:
vs Ref 17 Patrin (1d20+6+2=14, 3d4+4=14)
spends AP
vs Patrin reflex (1d20+6+2=21, 3d4+4=10) hit
Move then closes the door
Elite Guard:
vs AC 22 (1d20+10+2=16, 1d8+3=7, 1d6=3) miss
Moves to current location without getting OAed (Patrin is still dazed, and looking at a wasted turn by the current setup).
Damn it, my attempt to ratchet the tension by felling the defender has been thwarted by IC's viciousness.
Blood Hawk
vs Ac 20 (1d20+6=16, 1d6+5=6)
Guard
charge (1d20+7+1=22)hit for 5
[/sblock]
[sblock=Stats and Status]
Evil Wizard: 63/88
Elite Guard: 31/47
Blood Hawk: 4/27
Haruka: 22 +6 /40 [10/10] AS 1
Max: 18 +4 /22 [5/7] AS 0
Raiko: 12 /25 [6/10] AS 1
Patrin: 3 /52 [10/11] AS 1, Dazed (save ends), marked by Elite guard
Sheng 24 /36 [6/7] AS 0
Ashir: 17 +4 /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.
[/sblock]