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Trapped in Hell's Basement (DM: Mal Malenkirk Judge:Covaithe)
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<blockquote data-quote="Mal Malenkirk" data-source="post: 5139138" data-attributes="member: 834"><p>[sblock=OOC]</p><p>ugh. Wiki is down. Can you post updated CB files of your character, or a CB summary, or at least the feats and powers chosen (Ashir and Max would need to be more thorough; give me stats and all powers because I didn't manually enter you in my CB library and now I don't have access to your complete stats at all!)</p><p>[/sblock]</p><p></p><p><a href="http://www.4shared.com/file/254180976/146332f8/HB1cut2.html" target="_blank"><img src="http://dc196.4shared.com/img/254180976/146332f8/HB1cut2.jpg?rnd=0.6204712236584156" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></a></p><p></p><p>Patrin nods eagerly at Raiko's proposition. The dragonborns take the lead and kick the door open.</p><p></p><p>They find that most of the rable have cleared and well trained troops are facing them, ready to rumble. </p><p></p><p>[sblock=Initiative]</p><p>There was a majority in favor of rushing north. so there it is.</p><p></p><p><a href="http://invisiblecastle.com/roller/view/2463152/" target="_blank">Initiative (1d20+5=18)</a></p><p></p><p>That was the bad guys initiative. Roll yours, If you beat 18, go right ahead and act.</p><p>[/sblock]</p><p></p><p>[sblock=Status]</p><p>That's based on the last status. I know you guys have been updating that, but let's face it, I wasn't taking note on that subject at the time and now I don't want to scour the posts to gather it!</p><p></p><p>On your first post, tell me your new HP amount and the amount of surge spent during the short rest. Note that Max might have been 1 or 2 inspiring word left that might be of use.</p><p></p><p>Haruka: 29 /40 [9/10] </p><p>Max: 18 /22 [5/7] </p><p>Raiko: 12 /25 [6/10] </p><p>Patrin: 52/52 [7/11] </p><p>Sheng 24 /36 [6/7] </p><p>Ashir: 14 /22 [5/7] </p><p></p><p>Dwarf Bolter</p><p>Perception 18; low-light vision</p><p>HP 46; Bloodied 23</p><p>AC 17; Fortitude 16, Reflex 16, Will 14</p><p>OA: Warhammer (standard, at-will) Weapon</p><p>+8 vs AC; 1d10+2 damage. (If drawn, right now they are wielding crossbows)</p><p>Stand Your Ground</p><p>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.</p><p></p><p>Elite Troopers</p><p>Perception 16</p><p>HP 47; Bloodied 23</p><p>AC 18; Fortitude 16, Reflex 15, Will 14</p><p>OA Longsword (standard, at-will) Weapon</p><p>+10 vs AC; 1d10+3 damage, and the target is marked until the end of the next turn.</p><p></p><p>Warforged Cultist</p><p>Perception 13</p><p>HP 56; Bloodied 28</p><p>AC 20; Fortitude 17, Reflex 15, Will 14</p><p>Saving Throws +2 against ongoing damage</p><p>Speed 5</p><p>OA Longsword (standard, at-will) </p><p>+9 vs AC; 1d8+4 damage, and the target is marked until the end of the warforged soldier’s next turn.</p><p>Battlefield Tactics:</p><p>The warforged soldier gains a +1 bonus to melee attacks if it has an ally adjacent to the target.</p><p></p><p>Blood Hawk</p><p>Small </p><p>Perception 16</p><p>HP 27; Bloodied 13</p><p>AC 15; Fortitude 12, Reflex 14, Will 12</p><p>Speed 2 (clumsy), fly 6</p><p>OA Claw Rake (standard, at-will) </p><p>+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).</p><p></p><p>Evil Wizard (Not Sheng; the Skull and Book token]</p><p>Perception 10;</p><p>HP 88; Bloodied 44</p><p>AC 18; Fortitude 14, Reflex 14, Will 14</p><p>OA Dagger (standard, at-will) Weapon</p><p>+8 vs AC; 1d4+1 damage.</p><p></p><p>Sniper</p><p>Perception 12;</p><p>HP 31; Bloodied 15</p><p>AC 16; Fortitude 13, Reflex 15, Will 12 ; see also goblin tactics</p><p>OA: none, unless short sword drawn.</p><p>Short Sword (standard, at-will) Weapon</p><p>+7 vs AC; 1d6 + 2 damage.</p><p></p><p>Guard Drake </p><p>Perception 17</p><p>HP 48; Bloodied 24</p><p>AC 15; Fortitude 15, Reflex 13, Will 12</p><p>Immune fear (while within 2 squares of an ally)</p><p>OA: Bite (standard, at-will) </p><p>+6 vs AC; 1d10+3 damage, or 1d10 + 9 damage while within 2 squares of an ally.</p><p></p><p>Guards (G)</p><p>Perception 11</p><p>HP 1; a missed attack never damages a minion.</p><p>AC 16; Fortitude 16, Reflex 14, Will 13</p><p>Morningstar (standard, at-will) Weapon</p><p>OA +7 vs AC; 5 damage. If another Guard is adjacent to the target, the target also falls prone.</p><p>Combat Advantage</p><p>The tough’s attack deals 1 extra damage to any target granting combat advantage to it.</p><p></p><p>Archers (A)</p><p>Perception 16</p><p>HP 1; a missed attack never damages a minion.</p><p>AC 16; Fortitude 13, Reflex 14, Will 11 ; see also mob rule</p><p>Crossbow (standard, at-will) Weapon</p><p>Ranged 15/30; +9 vs AC; 3 damage.</p><p>OA none unless they dropped the crossbow and drew a spear</p><p>Then; +7 vs AC; 2 damage.</p><p>Mob Rule: </p><p>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.</p><p></p><p>Dretch</p><p>Perception 11; darkvision</p><p>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.</p><p>HP 44; Bloodied 22</p><p>AC 14; Fortitude 14, Reflex 13, Will 11</p><p>+5 vs AC; 2d6+2 damage.[/sblock]</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 5139138, member: 834"] [sblock=OOC] ugh. Wiki is down. Can you post updated CB files of your character, or a CB summary, or at least the feats and powers chosen (Ashir and Max would need to be more thorough; give me stats and all powers because I didn't manually enter you in my CB library and now I don't have access to your complete stats at all!) [/sblock] [URL=http://www.4shared.com/file/254180976/146332f8/HB1cut2.html][IMG]http://dc196.4shared.com/img/254180976/146332f8/HB1cut2.jpg?rnd=0.6204712236584156[/IMG][/URL] Patrin nods eagerly at Raiko's proposition. The dragonborns take the lead and kick the door open. They find that most of the rable have cleared and well trained troops are facing them, ready to rumble. [sblock=Initiative] There was a majority in favor of rushing north. so there it is. [url=http://invisiblecastle.com/roller/view/2463152/]Initiative (1d20+5=18)[/url] That was the bad guys initiative. Roll yours, If you beat 18, go right ahead and act. [/sblock] [sblock=Status] That's based on the last status. I know you guys have been updating that, but let's face it, I wasn't taking note on that subject at the time and now I don't want to scour the posts to gather it! On your first post, tell me your new HP amount and the amount of surge spent during the short rest. Note that Max might have been 1 or 2 inspiring word left that might be of use. Haruka: 29 /40 [9/10] Max: 18 /22 [5/7] Raiko: 12 /25 [6/10] Patrin: 52/52 [7/11] Sheng 24 /36 [6/7] Ashir: 14 /22 [5/7] 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] [/QUOTE]
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