The heroes pound one of the golems. It attempts to hit Rocco, but misses. Rocco then scores a massive hit to bring the bone brute down. Quan subdues the one of the four-armed skeletons, dropping it to its knees with a well-placed arrow. Other allies take the time to rejuvenate themselves they see that the battle is far from over. The other bone giant whips one of its club fist at Vimak. Only the rune priest's magic keeps the fist from hitting. The golem spins around and thrusts his other fist towards the hunters head, but misses badly. One of the four-armed skeletons attacks Primera, missing with both attacks. The skeleton Quan knocked down stands and moves towards the paladin. So do the other two, only they attack him. All four attacks to the dragonborn bounce harmlessly off the paladin's heavy armor.
Meanwhile...
Fire red orbs burn deep within the sockets of the skull that was once the evil wizard Vlastoes. The once prone skeletal body now stands, cloaked in ripped robes. The skull turns ever slowly as the new undead scans the area with its evil intelligent eyes. Neurotic energy radiates from the foe. It laughs menacingly.
My power has grown. The transformation from Vastoes the wizard to Vlastoes the lich is now complete.
OOC: It's the party's turnd...
[sblock=Mechanics]
Heroes turn:
[SIZE=4[COLOR="Cyan"]]Halleck[/COLOR]:[/SIZE] hits bg1 for 18, heals rocco for HS+12, grants rocco a BMA, heals for 8 (Nementah Power)
Quan: hits TW2 for 23, TW2 is prone and slowed tent
Rocco: saved vs dazed, hit Bg1 for 25, CA granted to BG2, triggers golem berserker, power since golem is bloodied (rolled in monster actions), BM1 hit for 19, Kills BG1
Skalisss: Heals self with 27 hp, fail save vs Dazed
Vimak: hits bg1 for 25, heals for 25 and +5 to all defenses, forces BG1 to hit TW1 for 14., heals for 8 (Nementah power)
Nementah: intermediate action negates TW attack, resist 5 tent, OA hits nementah which negatis resist 5, hits bg1 for 8 (DT zone and heals 8 hp to allies who hit enemies in the zoon)
Baddies turn:
BG1:
DEAD
but not before a berserker attack against a random target
How about rocco
: 1d20+18 (bloodied) vs Rocco AC for 2d8+5 = miss
Roll Lookup
BG2:
Double Slam Attack vs Quan and Vimak: 1d20+16 vs Rocco AC and 1d20+16 vs Rocco again AC for 2d8+5
Quan: Miss
Vimak: Miss
Roll Lookup
rampage recharge (Damn! forgot to roll these in previous rounds) = nope
Roll Lookup
TG1:
+13 vs. AC; 1d8 + 4 damage (crit 1d8 + 12) vs Primera AC=
attack 1: miss
attack 2: miss
Roll Lookup
TG2:
Movement: Stand
Movement: Move to new location
TG3:
Two Scimitar attacks
+13 vs. AC; 1d8 + 4 damage (crit 1d8 + 12) vs Skalisss AC=
Attack 1: miss
Attack 2: miss
Roll Lookup
TG4:
Two Scimitar attacks
+13 vs. AC; 1d8 + 4 damage (crit 1d8 + 12) vs Skalisss AC=
Attack 1: miss
Attack 2: miss
Roll Lookup
recharge Cascade of Steel power for TW1, TW2, TW3 and TW4: no, no, yes, no
Roll Lookup
[/sblock]
[sblock=Damage to Foes and Allies for this round]
Total Damage to Enemies:
BG1:
DEAD
BG2: No Damage
TW1: -14
TW2: -23, prone, slowed (save ends)
Total Damage to allies:
Halleck: -50 (beginning damage), heals for 8 (Nementah),
End of Round:
-42
Skalisss: -43 (beginning damage), self heals for 27, use HS, fails save,
End of Round:
-16
Rocco: -49 (beginning damage), heals for 36 (Halleck), save vs dazed, use HS,
End of Round:
-13
Vimak: -26 (beginning damage), heals for 8 (Nementah), self heals for 25
End of Round:
Max HP
Quan: -36 (beginning damage)
End of Round:
-36
Nementah: -20 +19 temp (beginning damage)
End of Round:
-20 +19 temp, damage
Primera:
Xerzuzu: +19 thp
[/sblock]
[sblock=Stats]
Party:
Nementah:
HP:
57/77 TEMP 19: 13 SurgeValue: 19 Surges: 12/12
AC:22 Fort:23 Reflex21 Will:23
Primera:
HP: 15/15 TEMP: 0
AC:24 Fort:25 Reflex23 Will:25
Xerzuzu:
HP: 15/15 TEMP: 19
AC:24 Fort:25 Reflex23 Will:25
Vimak:
HP:
75/75 TEMP: 0 SurgeValue: 18 Surges:
10/11
AC:26 Fort:22 Reflex:20 Will:22
Rocco:
HP:
80/93 TEMP: 0 SurgeValue: 24 Surges:
12/13
AC:26 Fort:26 Reflex:23 Will:22
Skalisss: :
Dazed Save Ends
HP:
70/86 TEMP 0 SurgeValue: 22 Surges:
5/11
AC:27 TENT Fort:23 TENT Reflex:20 TENT Will:23 TENT Resist 1 ALL
Halleck:
HP:
70/76 TEMP: 0 SurgeValue: 19 Surges: 9/10
AC:28 Fort:23 Reflex:19 Will:26
Quan:
HP:
34/70 TEMP: 0 SurgeValue: 17 Surges: 7/7
AC:23 Fort:20 Reflex:24 Will:23
Enemies:
Krorg:
DEAD
BG1:
DEAD/250
BG2:
147/250
Vlastoes the Lich: ??? heh heh heh
TG1:
112/126
TG2:
103/126
TG3:
126/126
TG4:
126/126
[/sblock]
[sblock=map]
map
[/sblock]
[sblock=Enemy Information]
Bone Golem
HP 250; Bloodied 125; see also berserk attack
AC 26; Fortitude 29, Refl ex 21, Will 22
Saving Throws +2
Speed 6; can’t shift
Action Points 1
m Slam (standard; at-will)
Reach 2; +16 vs. AC (+18 while bloodied); 2d8 + 5 damage, and
the target is dazed (save ends).
M Double Attack (standard; at-will)
The bone golem makes two slam attacks.
M Berserk Attack (immediate reaction, when damaged by an attack
while bloodied; at-will)
The bone golem makes a slam attack against a random target
within its reach.
M Golem Rampage (standard; recharge 5,6 )
The bone golem moves up to its speed plus 2 and can move
through enemies’ spaces, provoking opportunity attacks as
normal. When it enters a creature’s space (ally or enemy), the
golem makes a slam attack against that creature. The creature
remains in its space, and the golem must leave the space after
it attacks. The golem must end its rampage in an unoccupied
Krong: Collasal Bone Creature
HP 400;
Bloodied 200
AC 25;
Fortitude 25,
Reflex 23,
Will 24
Immune disease, fear, poison;
Resist 30 necrotic;
Vulnerable 5 all
Saving Throws +5
Speed 6,
Action Points 0
Bite (standard, at-will)
Reach 2; +18 vs AC; 2d6+6 damage, and the target is marked until the end of the stoneborn Krorg next turn.
Stone Fury (standard, at-will)
+18 vs AC; 2d6+5 damage.. Krorg makes a bite attack and a tail sweep attack.
Bone Shard Splinters (immediate reaction, when the Krorg takes damage, at-will)
Close burst 3; +15vs AC; 2d6+6 damage.
Breath Weapon (standard, recharge
)
Necrotic
Close blast 5; +17 vs Reflex; 2d8+4 necrotic damage, and the target is slowed (save ends). Each Failed Saving Throw: The target takes 5 damage.
Bloodied Breath (free, when first bloodied, encounter)
Necrotic
Krorg breath weapon recharges, and uses it immediately.
Tail Sweep (standard, at-will)
Close burst 2; +18 vs AC; 1d8+6 damage, and the target is knocked prone.
Tomb Guardian
HP 126; Bloodied 63
AC 23; Fortitude 22, Refl ex 23, Will 20
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 8
mTwin Scimitar Strike (standard; at-will) ✦ Weapon
The skeletal tomb guardian makes two scimitar attacks against
the same target: +13 vs. AC; 1d8 + 4 damage (crit 1d8 + 12). This
also holds true for opportunity attacks.
M Cascade of Steel (standard; at-will) ✦ Weapon (recharge: 5, 6)
The skeletal tomb guardian makes two twin scimitar strike attacks
(four scimitar attacks total).
M Sudden Strike (immediate reaction, when an adjacent enemy
shifts; at-will) ✦ Weapon
The skeletal tomb guardian makes a melee basic attack against
the enemy.
Vlastoes the Lich
Initiative +8 Senses Perception +8; darkvision
Necromantic Aura (Necrotic) aura 5; any living creature that enters
or starts its turn in the aura takes 5 necrotic damage.
HP 218; Bloodied 109
Regeneration 10 (if the lich takes radiant damage, regeneration
doesn’t function on its next turn)
AC 28; Fortitude 24, Refl ex 28, Will 26
Immune disease, poison; Resist 10 necrotic
Saving Throws +2
Speed 6
Action Points 1
r Shadow Ray (standard; at-will) ✦ Necrotic
Ranged 20; +18 vs. Reflex; 2d8 + 6 necrotic damage.
A Frostburn (standard; sustain minor; recharge ⚄ ⚅ ) ✦ Cold,
Necrotic, Zone
Area burst 2 within 20; +18 vs. Fortitude; 3d8 + 6 cold and
necrotic damage. The burst creates a zone that lasts until the end
of the lich’s next turn. The zone is considered diffi cult terrain.
Any creature that starts its turn within the zone takes 10 cold
and necrotic damage. The lich can sustain or dismiss the zone as
a minor action.
Indestructible
When a lich is reduced to 0 hit points, its body and possessions
crumble into dust, but it is not destroyed. It reappears (along with
its possessions) in 1d10 days within 1 square of its phylactery,
unless the phylactery is also found and destroyed.
Second Wind (standard; encounter) ✦ Healing
The lich spends a healing surge and regains 54 hit points. The
lich gains a +2 bonus to all defenses until the start of its next
turn.
[/sblock]
[sblock=Adventure Summary]
Summary of Events
1. Prevented a flesh golem from killing the Weinfurter family. Body guard turned bad.
2. Dismantled the Crossed Sword and Skull Gang by killing Leader Hank the Tank
3. Prevented a possible encounter with a pack of wolves...for the moment
4. Alpha wolf presents orb of nature to Lerrick who gives it to Nementah.
5. Halleck finds orb of elements after party defeats band of ogres and a hill giant. He gives it to Raijin.
6. Defeated Bosch's dragonborn minions who tried to disrupt the ritual for removing the mark of Lerrick.
7. Mark is successfully removed from Lerrick by brother Buchta.
8. Encounter the great dragon Bosch for the first time. Dragon leaves but swears revenge.
9. Party returns Lerrick to mother in Daunton, but the father was not there as he was on an urgent task for brother Navio, something related to the shield.
10. Rocco tested for invoking a god. The party as well as other patrons at the tavern help defend Rocco from her wrath.
11. Party helps Druid retrieve artifact: The Branch of Life
12. Killed beholders that were feasting on druids
13. Destroyed gate portal to hell
14. Moved to room that contained a tomb with a shield impression exact like the shield Halleck possess. A wizard named Vlastoes tries in vain to open it. He unleashes undead minions to slay the heroes.
15. The spells prove too powerful for the wizard and he is killed, temporarily...as his body is consumed by some unknown power which strips the wizard of his flesh and takes his soul stone, thus converting the wizard into a lich.
[/sblock]