The wind is chilling the heroes to the bone!
As the bold half orc charges the remaining lich, Roderic and Asterion brand against the undead as well. Taran joins the fray, but is blocked by the bulk of the other heroes, as is Cliff's acidic attack. The lich is cut, sliced and smashed, but battered, it stands. Anguish Asterion Taran and Cliff try to understand and disrupt the ritual. The druid fails to get the essentials of what's going on, and his intervention fuels the Lich King with more arcane power.
The lich screeches a horrid sound, the waves charged with magical power send the heroes stumbing back, to be caught by the winds! Taran Cliff and Chizz stand their ground against the battering winds, but Asterion and Roderic are almost blown away! Anguish manages to compensate the effects of the wind, by moving against it. His tactic proves it's worth when unsuspectingly, a lightning bolt from the crystal almost fries him. The other bolt of blue energy ends up in the far end of the chamber.
As Roderic is pushed on the edge, his metal clad boots stomp the scorched ground. Arcs of lighning start to lazily crawl up his body. The cube resonates glowing in blue... Roderic covers his face, awaiting for the fulminating bolt of pure energy to send him crashing against the cursed island ground. But nothing bad happens...actually, Roderic feels empowered by the blue energy that spreads though his body!
[sblock=Final showdown]
MAP
[sblock=Skill challenge]
Interfere with the ritual while fighting of the lichs: You must stop the Ritual. Be creative in the use of skills, but know that physical skills can’t be used to break the spell. I'll give you the actual DC's after the first round of attempts.
Wins: 8/10
Loses: 1/3
Arcana, Bluff, Intimidate and Inisght DC: 20
You are 2 away from either failure or success.
[/sblock]
[sblock=Special features]
Blue Crystal: The blue crystal is shooting lightningbolts from it’s position to any square determined at random at the end of each round. The impact place creates a scorched area. Determining the properties of the crystal will need a history or arcane check (as if identifying a monster) If the lightning bolt hits squares occupied by characters, it will make an attack. Trust me when I say you don’t want to end in those squares.
Properties: This massive cube stores magical energy. Any creature that touches it as a free action rolls a 1d20 1-5 regains the use of an encounter, 6-10 regains the use of daily power, 11-15 suffers 3d12+8 force damage and is pushed 3 away, 16-20 looses the use of a random unspent encounter or daily power. The lightning blots that the cube shoots deal 3d12+8 force damage, knock prone and push 3 from the center point. The attack is made with a +15 vs reflex.
Scorched areas: The remaining energy of the lightning bolt swirl about from these areas. Determining the properties of the scorched areas will need an arcane or insight check (as if identifying a monster).
Properties: Any creature that enters a scorched area rolls a 1d10, on 1-5 the remnant energy fuels your magical items or special abilities, you regain the use of an encounter power or the use of an item power of your choice. On 6-10 the remnant energy acts like a beacon creating an arc of lightning from the blue crystal, you are struck by the harmful effects of the lightning bolt.
Winds: The winds will push anyone outside K14 to M 14 towards the hole at the left of the screen. An arrow in the map indicates the direction of the wind. If you don’t succeed an Athletics or Endurance check DC 17 (+1 each lightning bolt that hits a wall), you are pushed 3 towards the edge. If your roll exceed the DC, you can add 1 to anyone else’s roll for each 5 points you exceeded the DC you can distribute those points as you see fit, assuming you have more than 1 to spare.
Blue auras: Lich King and archmage and invulnerable for now, as they are surrounded by pure arcane energy.
[/sblock]
Code:
Character Contition/HP
Lich1 57/?? AC: 24 Fort: 21 Ref: 22 Will: 23
Lich2 Dead AC: 24 Fort: 21 Ref: 22 Will: 23 Flew out of the window.
Lich King Invulnerable
Mage Leader Invulnerable
Chizz 33/44 AC: 19 Fort: 18 Ref: 18 Will: 14 HS:
Anguish 31/43 AC: 18 Fort: 12 Ref: 16 Will: 18 HS:
Asterion 29/49 AC: 21 Fort: 15 Ref: 19 Will: 18 HS:
Roderic 36/47 AC: 24 Fort: 17 Ref: 18 Will: 19 HS:
Taran 40/51 AC: 19 Fort: 14 Ref: 16 Will: 17 HS:
Cliff 51/51 AC: 23 Fort: 18 Ref: 16 Will: 17 HS:
Group: Bless (+1 to attacks)
Rolls:
Blue lightning 1st attack:
(1d11)[9]
(1d16)[2]
Blue lightning 2nd attack:
(1d11)[7]
(1d16)[9]
Anguish: Rolled himself (a 5) Pushed
Asterion (1d20+9)[12] Pushed
Roderic (1d20+2)[4] Pushed
Cliff Rolled himself (a 24) Resists
Chizz (1d20+14)[22] Resists
Taran (1d20+4)[24] Resists
Lich 1:
A
1d20+15)[25]
R
1d20+15)[27]
T
1d20+15)[24]
Ch
1d20+15)[21] hits the four of you
(2d6+3)[11] dmg, pushes 2
Chizz reaction
(1d20+11)[18] miss
(1d6+5)[7]
Roderic on scorched areas:
(1d10)[3] Phew! -> Instead of being blasted away, you regain the use of an encounter power or the use of an item power of your choice.
I've rolled on GITP:
Apts - Giant in the Playground Forums
[/sblock]