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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: 5164877" data-attributes="member: 834"><p>[sblock=Initiative]</p><p>Good news, everybody!</p><p></p><p><a href="http://invisiblecastle.com/roller/view/2495145/" target="_blank">initiative (1d20+5=7)</a></p><p></p><p>If you beat 7, go ahead and act.</p><p></p><p>AS always, remember that Max can shift himself or one of his allies half their speed at the very beginning of the fight. Like right now.</p><p>[/sblock]</p><p></p><p>The group runs to the temple. The lair is suspiciously quiet; they suspect that everyone is either holed in the temple or fighting at the gate. They have very little time left before they are caught in a pincer.</p><p></p><p><span style="color: DarkGreen">-''Ready? Well, who cares if we're ready or not at this point. It's do or die. Let's kill them all and teleport out of here.''</span></p><p></p><p>With Raiko at his side, the dragonborns lead the charge, rushing all the way to the temple and kick the door open, spilling in. They quickly see Gelname and Lana. They are supported by a wicked looking devils sporting wings and hundreds of spines. Two archers and a guard are also ready for the fight.</p><p></p><p>The sudden assault seems to surprise </p><p></p><p>[sblock=OOC]</p><p>Lana is wearing the amulet you need. The teleportation circle is obviously the giant star.</p><p></p><p>The Balcony is 10 feet above the ground. There is no railings so you can cut corners and move diagonally from J13 to I 14, for example. Also, people can freely be pushed over the side, though you are allowed a save as usual and if your charater is causing the move, make the save.</p><p></p><p>Franlky, these lines in the middle make no sense to me. I <em>think</em> these were supposed to be railings with chains to hold prisoners. Instead, these are going to be chairs. So just treat these black lines as difficult terrain. Sadly it only provides cover from someone attacking on the same level, not from people benefiting from the high ground.</p><p>[/sblock] </p><p></p><p>[sblock=Stats & Status]</p><p>Haruka: 45/46 [7/10]</p><p>Max: 26/32 [0/7] </p><p>Raiko: 38/41 [3/12] </p><p>Patrin: 52/52 [5/11] </p><p>Sheng 35/42 [2/8] </p><p>Ashir: 26/26 [1/7] </p><p></p><p></p><p>Elite Guard</p><p></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 human mercenary's next turn.</p><p> </p><p>Lana</p><p>Perception 20 </p><p>HP 102; Bloodied 51</p><p>AC 19; Fortitude 17, Reflex 19, Will 20</p><p>OA (standard, at-will) </p><p>+12 vs AC; 1d4+2 damage.</p><p> </p><p>Gelname</p><p>Perception 17</p><p>HP 106; Bloodied 53 ; see also true fanatic</p><p>AC 22; Fortitude 18, Reflex 17, Will 18</p><p>OA Halberd (standard, at-will) Weapon</p><p>+11 vs AC; 1d10 + 5 damage, and the target is marked until the end of Gelname’s next turn.</p><p>True Fanatic (when captain warrik drops to 0 hit points; requires a halberd, ) </p><p>Targets enemies; Close blast 2; +9 vs AC; 2d10 + 5 damage, and the target is pushed 1 square.</p><p></p><p>Spined Devil (Spinagon)</p><p>Perception 20; darkvision</p><p>HP 70; Bloodied 35</p><p>AC 20; Fortitude 18, Reflex 16, Will 16</p><p>Resist 20 fire</p><p>OA Claws (standard, at-will) </p><p>+11 vs AC; 2d6+4 damage.</p><p> </p><p>Human Cultist Archer</p><p>Perception 18</p><p>HP 38; Bloodied 19</p><p>AC 17; Fortitude 13, Reflex 15, Will 13</p><p>Speed 6</p><p>OA Longsword (If drawn, standard, at-will) Weapon</p><p>+6 vs AC; 1d8+2 damage.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 5164877, member: 834"] [sblock=Initiative] Good news, everybody! [url=http://invisiblecastle.com/roller/view/2495145/]initiative (1d20+5=7)[/url] If you beat 7, go ahead and act. AS always, remember that Max can shift himself or one of his allies half their speed at the very beginning of the fight. Like right now. [/sblock] The group runs to the temple. The lair is suspiciously quiet; they suspect that everyone is either holed in the temple or fighting at the gate. They have very little time left before they are caught in a pincer. [COLOR="DarkGreen"]-''Ready? Well, who cares if we're ready or not at this point. It's do or die. Let's kill them all and teleport out of here.''[/COLOR] With Raiko at his side, the dragonborns lead the charge, rushing all the way to the temple and kick the door open, spilling in. They quickly see Gelname and Lana. They are supported by a wicked looking devils sporting wings and hundreds of spines. Two archers and a guard are also ready for the fight. The sudden assault seems to surprise [sblock=OOC] Lana is wearing the amulet you need. The teleportation circle is obviously the giant star. The Balcony is 10 feet above the ground. There is no railings so you can cut corners and move diagonally from J13 to I 14, for example. Also, people can freely be pushed over the side, though you are allowed a save as usual and if your charater is causing the move, make the save. Franlky, these lines in the middle make no sense to me. I [I]think[/I] these were supposed to be railings with chains to hold prisoners. Instead, these are going to be chairs. So just treat these black lines as difficult terrain. Sadly it only provides cover from someone attacking on the same level, not from people benefiting from the high ground. [/sblock] [sblock=Stats & Status] Haruka: 45/46 [7/10] Max: 26/32 [0/7] Raiko: 38/41 [3/12] Patrin: 52/52 [5/11] Sheng 35/42 [2/8] Ashir: 26/26 [1/7] Elite Guard 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 human mercenary's next turn. Lana Perception 20 HP 102; Bloodied 51 AC 19; Fortitude 17, Reflex 19, Will 20 OA (standard, at-will) +12 vs AC; 1d4+2 damage. Gelname Perception 17 HP 106; Bloodied 53 ; see also true fanatic AC 22; Fortitude 18, Reflex 17, Will 18 OA Halberd (standard, at-will) Weapon +11 vs AC; 1d10 + 5 damage, and the target is marked until the end of Gelname’s next turn. True Fanatic (when captain warrik drops to 0 hit points; requires a halberd, ) Targets enemies; Close blast 2; +9 vs AC; 2d10 + 5 damage, and the target is pushed 1 square. Spined Devil (Spinagon) Perception 20; darkvision HP 70; Bloodied 35 AC 20; Fortitude 18, Reflex 16, Will 16 Resist 20 fire OA Claws (standard, at-will) +11 vs AC; 2d6+4 damage. Human Cultist Archer Perception 18 HP 38; Bloodied 19 AC 17; Fortitude 13, Reflex 15, Will 13 Speed 6 OA Longsword (If drawn, standard, at-will) Weapon +6 vs AC; 1d8+2 damage. [/sblock] [/QUOTE]
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