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

"Very well Raiko, would you care to lead?" Ashir adds, not looking up from his new tome, devouring the knowledge that it contained, "Ah, of course, if one only knows where to look for the fey lines, one can grab hold of them to use for ones advantage. It all makes sense." the genasi mutters under his breath.
 

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[sblock=OOC]
ugh. Wiki is down. Can you post updated CB files of your character, or a CB summary, or at least the feats and powers chosen (Ashir and Max would need to be more thorough; give me stats and all powers because I didn't manually enter you in my CB library and now I don't have access to your complete stats at all!)
[/sblock]



Patrin nods eagerly at Raiko's proposition. The dragonborns take the lead and kick the door open.

They find that most of the rable have cleared and well trained troops are facing them, ready to rumble.

[sblock=Initiative]
There was a majority in favor of rushing north. so there it is.

Initiative (1d20+5=18)

That was the bad guys initiative. Roll yours, If you beat 18, go right ahead and act.
[/sblock]

[sblock=Status]
That's based on the last status. I know you guys have been updating that, but let's face it, I wasn't taking note on that subject at the time and now I don't want to scour the posts to gather it!

On your first post, tell me your new HP amount and the amount of surge spent during the short rest. Note that Max might have been 1 or 2 inspiring word left that might be of use.

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

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]
 

[sblock=initiative roll]
1d20+4=7 wooh...nice job warlord
[/sblock]

[sblock=max status]
Max: 32 /32 [5/7]
AS: 0
Used one inspiring word on himself. If the short rest gets it back
then he has 2, if not he has 1 left.

[/sblock]

[sblock=Initiative Bonus]
Don't forget to add the +2 initiative bonus from Combat Leader: +2 initiative roll for being in the presence of a warlord
[/sblock]


[sblock=stat block]
Max - Human Bravura Warlord 2
*Adverse Condition: none
*Initiative: +4
*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 5 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 (1 Left)
Hammer and Anvil
Knight's Move
*Daily
Concentrated Attack USED

[sblock=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]


[/sblock]
 

[sblock=Initiative Bonus]
Don't forget to add the +2 initiative bonus from Combat Leader: +2 initiative roll for being in the presence of a warlord
[/sblock]

[sblock=Nope! Don't do that!]
Max doesn't have that class feature anymore. It went out when the big shield came in.

On the other hand you can use the Battlefront Shift encounter power...
[/sblock]

[sblock=Difficult Terrain]
This isn't a ruin so when you see rubbles, picture training equipment instead.

Anything that isn't clear ground is difficult ground but you can move through it. The tables provide a bit of cover, the 'rubble' doesn't.
[/sblock]
 

[sblock=Initiative and ooc]17, so close.

Leveling up got me +1 Con, +1 Int, training out of Intimidate for Thievery, and then picking up the Bravo feat. Offering to the Prisoner will have to wait.[/sblock]

[sblock=Haruka's mini-stats]Haruka Sato- human warlock 4
Initiative: +3 | Passive perception: 11 | Passive Insight: 17
AC: 18 | For: 17
(18) | Ref: 17 (18) | Will: 16 (17)
HP: 45/46 | 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]
 

[sblock=ooc]
init (1d20+1=6) nope..ahhh good to see IC stays consistent with Ashir ;)

Note: My AC's one higher than the CB I sent you because of the magical ointment you gave us.

Oh, and I'll be slow/not online this weekend
[/sblock]

[sblock=L4W Ashir]
Init: +1 Speed: 6 Perception:13 Insight: 13
AC: 18 NAD:15/14/14
HP: 27/29 Surges: 4/7 Surge Value: 7 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]
 

[sblock=Nope! Don't do that!]
Max doesn't have that class feature anymore. It went out when the big shield came in.

On the other hand you can use the Battlefront Shift encounter power...
[/sblock]


[sblock=ooc]
Aggrh...sorry everyone. :p Ya know. Mal has told me that about 3 times now. What the hell is my problem?
[/sblock]
 

[sblock=Actions]Initiative 3
[/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: 40/41; Surges: 12 hp, 7/12
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]

[sblock=CB Character Summary] ====== Created Using Wizards of the Coast D&D Character Builder ======
Raiko, level 2
Dragonborn, Paladin
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Poison

FINAL ABILITY SCORES
Str 18, Con 15, Dex 10, Int 8, Wis 16, Cha 12.

STARTING ABILITY SCORES
Str 16, Con 15, Dex 10, Int 8, Wis 16, Cha 10.


AC: 21 Fort: 16 Reflex: 14 Will: 15
HP: 41 Surges: 12 Surge Value: 12

TRAINED SKILLS
Religion +5, Insight +9, History +7, Intimidate +9

UNTRAINED SKILLS
Acrobatics -3, Arcana, Bluff +2, Diplomacy +2, Dungeoneering +4, Endurance -1, Heal +4, Nature +4, Perception +4, Stealth -3, Streetwise +2, Thievery -3, Athletics +1

FEATS
Level 1: Weapon Proficiency (Bastard sword)
Level 2: Toughness

POWERS
Lay on Hands: Lay on Hands
Paladin at-will 1: Valiant Strike
Paladin at-will 1: Holy Strike
Paladin encounter 1: Piercing Smite
Paladin daily 1: Paladin's Judgment
Paladin utility 2: Virtue

ITEMS
Plate Armor, Heavy Shield, Backpack (empty), Hempen Rope (50 ft.), Torch (4), Belt Pouch (empty), Bastard sword, Sling, Sling Bullets (20)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
[/sblock]
 

Sheng moves forward, and as he enters the room his cold green eyes surveys the area quickly and decides the best course of action.
He waves his arms and with calculated movements, the sorceror produces a cloud of green gas that takes the shape of a skull. The horrific vapor creature floats towards the warforged cultist, and sinks into the creature.
The enchantment makes the forged to hold it's extremities, as if they were detaching. In the forged's mind, his pieces set lose, falling from his body, the metal parts melting away. The warforged screams, and the vapor emanates from his mouth, and pours into one of the elite guards near him.
The man sees as his comrades turn against him, and stab him frantically. He swings his weapon uselessly against the imaginary foes, as his psyche is being crushed by the force of the spell.


[sblock=Sheng Zim]
Initiative: 22

Chaos bolt (+7 vs will) vs Warforged: 14 for 13 dmg, jumps to the elite trooper, 26 for 8 dmg.

====== Created Using Wizards of the Coast D&D Character Builder ======
Sheng Zim, level 4
Human, Sorcerer
Build: Chaos Sorcerer
Spell Source: Wild Magic

FINAL ABILITY SCORES
Str 8, Con 15, Dex 16, Int 12, Wis 10, Cha 19.

STARTING ABILITY SCORES
Str 8, Con 14, Dex 16, Int 12, Wis 10, Cha 16.


AC: 15 Fort: 15 Reflex: 16 Will: 19
HP: 42 Surges: 8 Surge Value: 10

TRAINED SKILLS
History +8, Arcana +8, Endurance +9, Bluff +11, Intimidate +11

UNTRAINED SKILLS
Acrobatics +5, Diplomacy +6, Dungeoneering +2, Heal +2, Insight +2, Nature +2, Perception +2, Religion +3, Stealth +5, Streetwise +6, Thievery +5, Athletics +1

FEATS
Human: Arcane Spellfury
Level 1: Disciplined Wild Soul
Level 2: Armor Proficiency (Leather)
Level 4: Arcane Reserves

POWERS
Bonus At-Will Power: Chaos Bolt
Sorcerer at-will 1: Burning Spray
Sorcerer at-will 1: Acid Orb
Sorcerer encounter 1: Bedeviling Burst
Sorcerer daily 1: Chromatic Orb
Sorcerer utility 2: Deep Shroud
Sorcerer encounter 3: Spectral Claw

ITEMS
Adventurer's Kit, Cloth Armor (Basic Clothing), Dagger, Tooth of Chaos Dagger +1, Boots of Spider Climbing (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
[/sblock]
 

Attachments


[sblock=Questions]What does: 'Sheng Moves Forward' translates to, location wise?

And does Max use his battlefront shift power?

It's kind of important before I unleash the bad guys on you!
[/sblock]
 

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