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

[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!
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[sblock=ooc]

Yes, I'd like to use this feature.

if anyone wants this power on their attack, please feel free to use it as part of your attack, otherwise I'll use it in my attack next turn.

Battlefront leader: at the start of a fight, you or one ally within close burst 3 can shift half speed.
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[sblock=Max]I am still missing your stats.

By your mini block I can deduce many choices but as best as I can tell you still haven't invested the missing 3 CP (unless it was in dex or wis, which would be plain bizarre).

I see you have picked toughness and remember Action surge but I can't remember the last feat. I don't know your skills either.

I am pretty sure you had one inspiring word left at the end of last encounter so you have both inspiring words availavle here. That being said, using that inspiring word drops you to 4/7 surges, you were already at 5/7
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[sblock=Raiko]I am pretty sure that 'half your speed' is rounded down (as per p.11 of PHB) so you shift 2 square. Since difficult ground takes 2 square, I shifted you to E10[/sblock]

One of the guard circles the dumbells and other training parapharnelia, lines himself with the wall and charges Sheng. He hits the sorcerer brutally and then with trained coordination steps on the side just ine time for his dwarven sniper support to get a clear shot. In short order, Sheng is coughing blood.

Smiling with glee, the east flank of the cultists set up to do the same to Raiko. The warforge draws his attenting and swings for the dragonborn's head but he dodges. This was just a diversion for the other elite trooper, though, who rushes on Raiko's blindiside, launches a powerful blow... blocked deftly at the last moment. The sniper takes his chance and shoot betwen his allies... only to see the bolt hit indirectly and be deflected away harmlessly.

Patrin smiles as he see that Raiko held up flawlessly and turns his attention to the guard cornering Sheng.

-''Hey, you! Stop stabbing my employee!''

He rushes the man and slam him with his shield, pushing him away and slashing with his sword at the same time. Now the guard too is bleeding.

[sblock=Actions]
Guard: Move to A7, then charges Sheng
Charge vs Sheng AC 15 (16?) (1d20+10+1=26, 1d10+3=13) hit

Dwarf Bolter North:
BBCodeAimed Shot vs Sheng AC 15(16?) (1d20+8+2=24, 1d8+3+1d6=8)

Warforged:
Moves to current location
vs Raiko AC 21 (1d20+9=19, 1d8+4=5), miss

Guard vs Raiko:
Moves to H11, then charges to a flanking position
Charge vs Raiko AC 21 (1d20+10+2+1=16, 1d10+3=12) miss

Dwarf Bolter West:
vs Raiko AC 21 (1d20+10+2=20, 1d8+3+1d6=5) miss

+10 is the correct basic bonus to attack for the bolter, not +8 as I mistakenly used against Sheng.

Patrin:
Moves to current location
Tide of Iron vs Guard AC 18 (1d20+11=28, 1d10+6=16) hit, pushes 1 square and mark
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[sblock=Stats and Status]
Warforged: 43/56

Elite Trooper West: 23/47

Haruka: 45 /46 [8/10]
Max: 32/32 [4/7]
Raiko: 40/41 [7/12]
Patrin: 52/52 [7/11]
Sheng 19/42 [6/8]
Ashir: 18 /26 [5/7]

I asumed Sheng used a healing surge, since his HS are worth the same as a healing potion (and since he boldly advanced in the room!)

I didn't make the same assumption for Ashir for the same reasons.

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.
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[sblock=ooc]That's perfect Mal. I forgot my speed for a moment there. Not used to there heavy armor types.
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"Is that all you've got?" Raiko looses a challenge through the room. "Come and get me!"

He gives the warforged a sick grin from under his helm, and quickly steps to the side before plunging his blade into the adjacent soldier. He pulls the katana out of the human's side, and quickly slashes across his chest.

[sblock=actions]Minor:Divine Challenge vs Warforged Cultists.
Move: Shift to F10
Standard: Piercing Smite vs Elite. 21 vs AC, 17 damage.
AcP: Melee Basic. 27 vs AC, 9 damage.

He's bloodied.[/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: 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]
 

Ashir grabs his newfound tome and is determined to demoonstrate to Haruka the power of the knowledge contained in its pages. The genasi strides past her and through the doorway, and onto the rubble, the tome open in his right hand. The wizard focuses his energy through the words of power in the book, drawing additional strength from its enchantments.

Ashir sweeps his free hand from right to left and a wave of flame bursts forth from his open palm. It slams into the warforged and the guard, the fires burning them both.

[sblock=ooc]
*Mal - Ashir would've used 1 surge at the end of the rest, gaining 6 hp and being at 24/26 & 4/7 surges

Move: to C10
Free: Swap Chill Strike for Burning Hands (from Tome of Readiness)
Standard: Burning Hands - vs ref (warforged, guard); fire damage (1d20+6=23, 1d20+6=16, 2d6+9=16) hits both for 16 fire damage

Immediate Reaction: If enemy moves adjacent, activate Moonstride utility power (insubstantial TENT and shift to C11)
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[sblock=L4W Ashir]
Init: +1 Speed: 6 Perception:13 Insight: 13
AC: 18 NAD:16/15/15
HP: 24/26 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
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[sblock=Max: CB Character Summary]
That three stat points were a typo. The original dex was a 13, not a 10. I forgot to write the 13 dex into the summary page.

==Created Using Wizards of the Coast D&D Character Builder ==

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
Coming Soon

UNTRAINED SKILLS
Coming Soon

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

ITEMS
Coming Soon
[/sblock]

Max rushes foward to take out the guard to the southeast of Raiko. With a battle cry he strikes his sword into a soft spot in the guard's armor for minor damage.

Max attacks again, striking the guard in the shoulder this time and moving in such a way to lure the guard into an attack. The guard attacks, but misses Max, as he ducks out of the way from a sweeping blow. "Now Raiko! Hit him!" The paladin strikes a mighty blow, digging his sword deep into the back of the elite guard, who falls lifeless to the floor with a sickening thud. "One down!" Max calls out, already looking for another to attack.


[sblock=actions]
minor: none
movement: charge to square e11 and basic attack against guard at f11: 1d20+9+1=19 for 1d8+5 = 9

Use AP here

Brash attack against f11: 1d20+9= 19 for another 1d8+5 = 12 Guard attacks Max: 1d20+10 vs AC = 16 misses: Raiko gets a free attack against guard: 1d20+9 vs AC = 27 for 1d10+5 = 11

[/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 4 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 2
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.
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ooc: Correct me if I'm wrong, but the elite guard to Raiko's south took 26 damage from Raiko and another 16 from Ashir for a total of 42 points damage. This means that the guard would have been killed by Max's first charge attack. If that is the case, then Max will save his AP for another round.
 

Haruka moves into the room, wrapping herself in shadows as she goes. She whips a crackling lash at one of the guards, but he easily dodges the arcane attack.

[sblock=Actions]Move: Move to B11, gain concealment.
Minor: Curse Trooper in A9.
Standard: Eldritch Blast said Trooper. No deal.[/sblock]

[sblock=Haruka's mini-stats]Haruka Sato- human warlock 4
Initiative: +3 | Passive perception: 11 | Passive Insight: 17
AC: 18 (20) | For: 17
(20) | Ref: 17 (20) | Will: 16 (19)
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]My standards are to NPC someone after roughly 48h but we know Voda seems to have a hard time posting on the weekend so I'll wait until monday evening.[/sblock]
 

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