[sblock=Haruka]Why was your curse 1d8 instead of 1d6?[/sblock]
[sblock=Healing Potions]The elite guard and the warforged have a healing potion on their belt, it can be picked as a minor action or as a free action by moving above it with an acrobatic 15 check and a free hand.
Right now the little red P used for Patrin's Marks also stand for a potion when it's on the ground. I am soooo lazy.
[/sblock]
Patrin takes advantge of the flanking Haruka do deliver a solid blow. A savage grin on his face as the wind turn in their favor.
The warforged, seeing Haruka as a softer target turns on her to but gets decapitated by Patrin as soon as he takes his eyes of him.
-''And that's how it's done! It almost feels like a high five moments, but I got no time to sheath my sword.''
Proving his points, an arrow from nowhere nearly takes out Haruka's head. Ah, yes, the sniper, still lurking in the other room.
The archer from the temple keeps harassing the heroes, focusing this time on Ashir.
From the room south comes an irate and commanding voice furious at the recents disturbance. He calls for a rally and by the sound of it, many are heeding the call.
Patrin doesn't hesitate and runs inside, pushing the battle line as far as he can.
Back near the entrance, the remaining archers hits Raiko to minor damages. He then retreats to the kitchen. The heroes hear a growls and screech coming from that direction that annunces nothing good. By the sound of it, there is a menageries in there.
[sblock=Adrenaline Surge]Everyone gets AS. The slaying of the evil mage represented by a skull and a book will also generate an AS[/sblock]
[sblock=Actions]
Patrin
Standard:
vs AC (1d20+11+2=31, 1d10+6=15)
Minor: Adrenaline surge, healing surge.
Warforged vs Haruka
vs AC 17 (1d20+9-2=17, 1d8+4=7) forgot -2 for mark so miss
Patrin CC Interrupt (technically happens before the interrupted attack, I know
):
vs AC (1d20+11+2=26, 1d10+6=15) Right, so the previous attack was wasted IC time for me because Patrin would have killed him before it landed anyway. Haruka gains 6thp
Sniper
vs AC 17 (1d20+9+2-2=15, 1d8+4+1d6=14) miss, stays hidden on a miss (sniper power)
Archer
vs Ashir (1d20+9=18) hit
Archer vs Raiko
vs AC 20 (1d20+9=21) hit
[/sblock]
[sblock=Status]
Haruka: 37 +6/40 [10/10] AS 1
Max: 18 +1 /22 [5/7] AS 1
Raiko: 22/25 [6/10] AS 2
Patrin: 41 + 5 /52 [10/11] AS 1
Sheng 26 +4 /36 AS 2
Ashir: 17/22 [5/7] AS 1
[/sblock]
http://virtualbattlemat.com/game/hells_basement_1/
[sblock=Stats]
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.
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.
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]