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


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[sblock=Max]Ashir didn't use burning hand on the same target as you, so the guard was alive after your charge and you did use your AP to kill it.

Ashir burned the warforge and the guard west, as is obvious by his location.
[/sblock]

The enemies are taken aback by the ferocity of the heroes' assault but are reinvigorated when they see some reinforcement coming from the south.

A wizardress suddenly makes her presence known, taking cover from the library's door and thundering spell that

The dwarven bolters are cheered but not improved by this display so they celebrate by missing twice. A new guard comes from the library and interpose himself between his charge but he is also clumsy as hell.

-''Get your act together!'' roar the warforge, giving the example by beating back Raiko.

[sblock=Actions]
Thunderburst vs For
Blast 1 on B10, 1:Patrin 2:Sheng 3:Haruka 4:Ashir (1d20+7=20, 1d20+7=17, 1d20+7=16, 1d20+7=16) hits Patrin, Sheng and Ashir, miss Haruka

Hit=thunder (1d8+4=11) +Daze

Two bolters
1: vs Patrin 2:vs Max (1d20+8+2=17, 1d8+3+1d6=7)

Guard
Press the advantage vs Haruka AC (1d10+10-2=9, 1d10+9=19)
recharge 1d6=5+ (1d6=3)

vs Raiko AC 21 (1d20+9=27, 1d8+4=9) marked[/sblock]




[sblock=Stats and Status]
Warforged: 27 + 14 /56

Elite Trooper West: Dead/47
Elite Trooper East: Dead/47

Haruka: 45 +7 /46 [8/10]
Max: 32/32 [4/7]
Raiko: 31/41 [7/12] marked (warforged)
Patrin: 41/52 [7/11] Dazed (Save end)
Sheng 7/42 [6/8] Dazed (Save end)
Ashir: 15/26 [4/7] Dazed (Save end)

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]
 

Max surveys the new foes who have entered the mix. Max shifts back towards to the south to aide the Haruka. Using his luring attack as he did before in his previous attack, he strikes the guard in the back, blood oozing from the wound. The guard give a back hand swing with his weapon, connecting for minor damage. Max yells "Now Patrin! Get over here and hit him!" However, Max failed to realize until after his attack that the Patrin was in no condition to attack. "Damn, what was I thinking!"

[sblock=actions]
minor: none

movement: move to d13 in order to flank the guard with Haruka.

attack: brash strike against elite guard: 1d20+9+2 vs AC = 25 for 1d8+5 = 10 hp damage

elite attacks max: 1d20+10+2= 22 for 1d10+3 = 5

Patrin attacks, moving to C11, elite guard as a free action with CA: 1d20+11+2= 17 and misses. Wouldn't have counted if it was a hit anyway because I reread that Patrin was dazed. I'm an idiot.
[/sblock]
 


[sblock=ooc]Dimsdale, wouldn't you draw two AoOs by moving to D13? Also, how does Brash Assault (not Brash Strike) allow Patrin to move? It looks like the only person who can capitalize on Brash Assault is Haruka, which isn't as bad as it sounds, since Brash Assault grants allies a basic attack, rather than a melee basic attack. Haruka's Eldritch Blast (a RBA) is +7 vs Reflex, 1d10+5 damage, if you're curious. In general, I'd prefer that you not make me use it when I'm adjacent to an enemy, but if you're moving to D13 then the guard will have already used his opportunity action this round. So blast away.

On the plus side, since Brash Assault's granted attack is a free action, a dazed Patrin would be able to attack with it. If he were in range.

Scorpius, the "M" is Max.[/sblock]
 

Raiko changes his attention to the warforged. With a low growls he moved to one side and cuts him deep with a burst of radiant light.

[sblock=actions]Minor:Divine Challenge vs Warforged Cultist. **since I didn't engage**
Move: Shift to F9
Standard: Holy Strike vs warforged Crit. 18 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]
 

Ashir's head was swimming as the thunder slammed into him, but the wizard drew the remaining bits of that power and found the appropriate page in the book. He threw his hand out and a blast of thunder rocked the warforged, pushing it back a step.

The thunderclap shook Ashir out of the daze.

[sblock=ooc]

Standard: thunderwave - vs fort; thunder (1d20+6=18, 1d6+9=10) hits, pushes to E9
End of Turn: save (1d20=17) not dazed

Immediate Reaction: If enemy moves adjacent, activate Moonstride utility power (insubstantial TENT and shift to F11)
[/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]
 

"Hmmmmm!" hums Sheng as he elevates his chi energy revitalizing himself in a bust of energy! After that, he channels the remaining energy into a clawed hand shaped with the green gas that characterizes the sorceror. The claw ensnares the warforged, and pins it to the spot where he's standing.

Stdr: Second wind regain +10 hp and +2 to defenses
AP: Spectral claw: 27 vs ref for 17 dmg and immobilizes.
 
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"It's a little crowded here. I need my space."

Haruka's form becomes black and watery, as though she were made entirely of ink. She splashes down to the ground, becoming nothing but a puddle. The liquid flows across the room, streaming around obstacles and through grooves in the floor. It then gathers up into a puddle again, and Haruka rises out of it. She then sends a jet of red flames at the cultist, missing badly. Haruka swears.

[sblock=Actions]Minor: Curse the Trooper in D12.
Move: Using Ethereal Stride, teleport to B8, gaining a +2 bonus to defenses until the end of my next turn. This also triggers Shadow Walk, so I have concealment too.
Standard: Hellish Rebuke the cursed Trooper. No. Just, just no.[/sblock]

[sblock=Haruka's mini-stats]Haruka Sato human warlock 4
Initiative: +3 | Passive perception: 11 | Passive Insight: 17
AC: 18 (22) | For: 17
(22) | Ref: 17 (22) | Will: 16 (21)
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]
 

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