[sblock=OOC]Yes, the archer is still alive. He wasn't adjacent, he was one square away (Ashir had it right with his blast, aiming in the free square between them).[/sblock]
Patrin can't quite recovers from the beating he took from the dead troopers but still manage to get the better of the warfoged when they clash.
Archers and a guard are harrying Haruka.
A would be sniper tries to get in position and surprise the heroes but trips on a bucket and swears loudly, ruining the surprise. He jumps back on his feet and loose and and arrow toward Ashir. The arrow flys true and the wizard is wounded.
Back at the entrance, the guards are proving an apt challenge while the elite trooper is closing.
[sblock=OOC]I don't have a little token for it (yet!) but the guard who charged Haruka had to run on his move to be in charge range. He concedes CA.[/sblock]
[sblock=Actions]
Readies action
save (1d20=7)
Hey, I might be nearing a record. How many save failed is that?
Warforged charge
Readied attack of Patrin
readied attack vs 20 (1d20+11=30, 1d10+6=12)
Charge
charge vs Patrin AC 22 (1d10+9+1+2=21, 1d8+4=10) miss
2 Archers shoots Haruka
1d20+9=16, 1d20+9=18 1 hit, 3 dmg
1 Guard runs then charges
vs AC 17 (1d20+7+1=15) miss
Hum, I think you are pretty lucky so far.
Sniper stealth
stealth (1d20+10=11)
Wow.
Sniper attack
vs AC 14 +2 cover (patrin) (1d20+9=29, 1d8+4=10) crit, 12 dmg
Archer and Guard
1: archer vs AC 20 (Raiko) 2:Guard vs AC 14 (Sheng) (1d20+9=20, 1d20+7=14) 3 and 5 dmg respectively
Eh. No wasted effort here.
[/sblock]
[sblock=Status]
Warforged: 44/56
Haruka: 39/40 +3 [10/10] AS 1
Max: 18/22 [6/7] AS 0
Raiko: 16/25 [9/10] AS 0
Patrin: 31/52 dazed (save ends) AS 1
Sheng 26/36 AS 1
Ashir: AS 0
[/sblock]
Hell's Basement 1 on Virtual Battlemat
[sblock=Stats]
Bladebearer Sharpshooter
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.
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.
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.
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]