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

[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]


[sblock=THB]
Ahhhh...I thought it was just a basic melee attack. Got it. Thanks.

It says in the description of the power that anyone within 5 squares can attack. Am I reading that wrong? I assumed that since Patrin was within 5 squares that he could do it. I didn't think your character wanted to be directly involved in melee, otherwise I would have chosen her.

If Max would have chosen Haruka for the free basic attack, Haruka would have missed because the attack roll was only a 4. 4+7+2 = 13 vs reflex, which is still less than the 16 or 15 needed to hit the elite guard. Booo to IC.
[/sblock]
 
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[sblock=Max - Brash Assault]Brash assault only grants a basic attack, either melee or ranged. It doesn't grant the ability to move in order to make it.

If the ally you grant the basic attack to only has a melee basic attack available (like Patrin), he needs to already be in range. He doesn't get a free move or charge to reach the target.

The '5 square' from the target clause is for allies with a basic ranged attack available. So if you have Sheng or Haruka within 5 square of the target, you can pick them for the free attack.

The best ranged basic attack available to you is Sheng's Acid Orb, btw.

+7 vs Ref, 1d10+8 (striker damage without having to worry about curse damage applying or not).
[/sblock]

[sblock=Max]You provoked an OA by moving to D13 (which isn't cancelled by the free attack granted by brash assault)

OA vs AC 19 (1d20+10=19, 1d10+3=11)
[/sblock]

[sblock=Sheng]
Forgot to save for Daze:
save (1d20=10)
[/sblock]

[sblock=Raiko]The M next to Raiko? Please don't hit Max![/sblock]

Max is taking a severe beating at the hand of the trooper. The Wizards cast a lightning chains that dances over several heroes.

The Bolters are inept as ever.




[sblock=Actions]
Patrin:
Move
save (1d20=4)

trooper:
vs Max AC 19, recharge 5 (1d20+10=23, 1d10+3=6, 1d6=6)

Lightning Dance
vs Ref 1:Max 2:Ashir 3:Haruka ; Lightning Damage (1d20+7=17, 1d20+7=12, 1d20+7-2=24, 1d6+4=5)

Ironically, I only miss Ashir. You know, the dude with lightning resistance 5...

Bolters
Bolters vs Haruka AC 18+2 (1d20+8+2-2=19, 1d8+3+1d6=9, 1d20+8+2-2=16, 1d8+3+1d6=9)

How'd you like that, Max? Jealous?
[/sblock]

[sblock=Stats & Status]
Warforged: Dead /56

Elite Trooper Left: 37/47

Haruka: 45 +2 /46 [8/10] +2 defenses TENT
Max: 5/32 [4/7]
Raiko: 31/41 [7/12]
Patrin: 41/52 [7/11] Dazed (Save end)
Sheng 7/42 [6/8]
Ashir: 15/26 [4/7]

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]
 
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[sblock=ooc]
taking toughness as the second level feat was a good idea after all ;)
[/sblock]

Max, staggered by the repeated blows, fights back. After taking a moment to focus, Max unleashes a blow that catches the foe of guard, which creates an opening for Patrin, who...misses. "Come'n Patrin! You're killing me here."

[sblock=actions]
minor: inspiring word: healing surge +1d6 = 11 bringing hp up to 16 and surges down to 3
movement: none
attack: hammer and anvil: 1d20+9+2 vs reflex: 19 for 1d8+5=10 and Patrin gets a basic melee attack: 1d20+11+2 vs AC = 17 misses
[/sblock]
 
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"Think you arcane types can get those dwarves off our backs?" Raiko says as he rushes the Elite trooper. He slashes the human, with another flash of radiant light, and his blood begins to dye the floor.

[sblock=actions]Minor:Divine Challenge vs Elite.
Move: Move to D11
Standard: Holy Strike vs Elite 18 vs AC, 16 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]
 

"Yes. Yes I think I'll come up with something to do about these dwarves."

Haruka practically glides to the edge of the empty pool across from one of the dwarves. She cups her hands and breathes into them, and black smoke pours from between her fingers. Her hands open and are now holding a glowing cinder. She tosses the ember from one hand to the other as though it were uncomfortably hot before flinging it at the dwarf. The cinder hits home, burrowing into flesh for just a moment before erupting outward in a wave of black fire.

"Well, it's a start."

[sblock=Actions]Move: Move to E8, retain concealment.
Minor: Curse the Bolter in D1.
Standard: Fiery Bolt the cursed Bolter. Hits Reflex 26 for 12 fire damage and 5 untyped. If there are any invisible dwarves, or really, invisible anythings, adjacent to him, they also take 12 fire damage.[/sblock]

[sblock=Haruka's mini-stats]Haruka Sato human warlock 4
Initiative: +3 | Passive perception: 11 | Passive Insight: 17
AC: 18 (20) | For: 18
(20) | Ref: 18 (20) | Will: 17 (19)
HP: 45/46+2 | 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]
 

Ashir sees Haruka move past him and blast the dwarf with a blast of fires and so the genasi, eager to impress, move against the wall near the warlock and finds another page detailing elemental attacks in the book. Ashir points at the dwarf and another mini fireball engulfs him, burning him badly. Ashir then drops prone to make himself a smaller target against the bolters.

"We almost got him Haruka!" Ashir calls out

[sblock=ooc]
Move: to A6
Standard: Scorching Burst on D1 bolter - vs ref; fire (1d20+6=17, 1d6+9=13) hits for 13, this bloodies it combined with Haruka
Minor: Drop prone

Immediate Reaction: If enemy moves adjacent, activate Moonstride utility power (insubstantial TENT and no shift)
[/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]
 

" 'Arcane types'...How very amusing; your intellectual processes are most impressive." mocks the monk before executing another set of complicated moves, that takes him between Ashir and Hakura. At the end of the display, and with the hands outstretched towards the elite guard, Sheng releases a torrent of acid that catches the man in the chest. The corrosive liquid begins to eat away armor skin and flesh, producing a "shhhh" effervescent noise.


Move to C 9. Note that I used a second wind last round so I should have 10 more hp and +2 to defenses.
Acid orb:17 vs ref for 10 dmg leaving the guard at 1
 

[sblock=Haruka]The bolter at D1 is not the closest enemy that you can see. You did not curse him.[/sblock]

The fights rages on but the dwarves really ought to drop their crossbow and charge with their hammer because they are nearly useless.

Ony Max is feeling the pain as the wizard spells are taking their toll.






[sblock=action]
Trooper
vs Raiko Ac 21 (1d20+10=18, 1d10+9=18, 1d6=2)

Bolters:
vs AC 18 (1d20+8+2-2=16, 1d8+3+1d6=16)
vs AC 18 (1d20+8+2-2=12, 1d8+3+1d6=6)

Mage magic missile (+2 defense for cover to max)
vs Max Ref (1d20+7=26, 2d4+4=9)
[/sblock]

[sblock=Stats & Status]
Elite Trooper Left: 1/47

Bolter D1: 16/46

Haruka: 45 +2 /46 [8/10] +2 defenses TENT
Max: 7/32 [3/7]
Raiko: 31/41 [7/12]
Patrin: 41/52 [7/11] Dazed (Save end)
Sheng 17/42 [5/8]
Ashir: 15/26 [4/7]

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 grmmaces in pain as the missle strikes his back, but still keeps his focus on the bloodied foe in front of him. Realizing that Patrin has a better chance to hit, Max yells to him. "Finish him Patrin!" Patrin attack drops him quickly.

Pointing towards the wizard "You're next!" He then moves quickly south to get in position to assist others in the assault against the spell caster.

[sblock=actions]
attack: Commander's strike Patrin basic attack on guard: 1d20+9+2=16 plus two more because I forgot that Patrin has a +11 to hit, not a +9 = 18. Since the guard only had 1 hp left there is no need for the damage roll

movement: move to d19

minor: sorry guys...got to use my second inspiring word: 1d6+surge = 11 brings him to 18 hp, but only 2 surges left.
[/sblock]
 

[sblock=huh?]
The bolter at D1 is not the closest enemy that you can see. You did not curse him.

Oh hells, I meant to move to E6. Well, let's try and fix this.

Also, shouldn't he be at 21/46? He only took 25 damage from us. I mean, if you want to give me the curse damage anyways, that's fine.[/sblock]

Haruka advances across the room, releasing more eldritch lashes at her chosen foe. They cause the dwarf to duck, but that's it.

[sblock=Actions]Move: Move to G5, retain concealment.
Minor: Curse the Bolter in D1, this time for reals.
Standard: Eldritch Blast the cursed Bolter. No, no, a thousand times no.

Man ren, this is shaping up to be just like that battle with the satyr and his pets.[/sblock]

[sblock=Haruka's mini-stats]Haruka Sato human warlock 4
Initiative: +3 | Passive perception: 11 | Passive Insight: 17
AC: 18 (20) | For: 18
(20) | Ref: 18 (20) | Will: 17 (19)
HP: 45/46+2 | 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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