[Adventure]: Bosch's Revenge (DM: Dimsdale, Judge ??)


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dimsdale

First Post
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
S2.gif
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.
Z2a.gif
Stone Fury (standard, at-will)
+18 vs AC; 2d6+5 damage.. Krorg makes a bite attack and a tail sweep attack.
Z1a.gif
Bone Shard Splinters (immediate reaction, when the Krorg takes damage, at-will)
Close burst 3; +15vs AC; 2d6+6 damage.
Z1a.gif
Breath Weapon (standard, recharge
5a.gif
6a.gif
)
x.gif
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.
Z1a.gif
Bloodied Breath (free, when first bloodied, encounter)
x.gif
Necrotic
Krorg breath weapon recharges, and uses it immediately.
Z1a.gif
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]
 
Last edited:

dimsdale

First Post
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 of what was once the wizard Vlastoes. Without The once prone skeletal body now stands, cloaked in ripped robes. The skull turns ever so slowly with its evil intelligent eyes surveying the scene in front of it. Evil 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.

[sblock=Mechanics]
Heroes turn:
Halleck: 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: 216/216
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
S2.gif
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.
Z2a.gif
Stone Fury (standard, at-will)
+18 vs AC; 2d6+5 damage.. Krorg makes a bite attack and a tail sweep attack.
Z1a.gif
Bone Shard Splinters (immediate reaction, when the Krorg takes damage, at-will)
Close burst 3; +15vs AC; 2d6+6 damage.
Z1a.gif
Breath Weapon (standard, recharge
5a.gif
6a.gif
)
x.gif
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.
Z1a.gif
Bloodied Breath (free, when first bloodied, encounter)
x.gif
Necrotic
Krorg breath weapon recharges, and uses it immediately.
Z1a.gif
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 5 (if the lich takes radiant damage, regeneration
doesn’t function on its next turn)
AC 26; Fortitude 24, Reflex 26, 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. Refl ex; 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 difficult terrain.
Any creature that starts its turn within the zone takes 5 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]
 
Last edited:

Walking Dad

First Post
Vimak Stonecarver, Goliath Runepriest 10

Battle Wrath
Vimak deals 4 extra damage to enemies who hit him in the previous round.

Rune of Mending (Destruction):
Vimak and all allies in 5 sqs get a +4 bonus on damage


RUNESTATE: DESTRUCTION
- allies gain +1 to attacks vs enemies adjacent to Vimak (BG2, TW1)


Vimak strikes at the nearby skeleton, his radiant halberd biting deep into its bones. Healing runes come to life above him, Nementah and Quan, draining the runesmith's life to regain theirs.

OOC: dimsdale, please read the first two ooc sentences regarding Vimak's number of healing surges.


[sblock=ooc]
Also, Vimak Converted 3 HS to Runes of Healing. His healing surges were 8/11 at the start of the encounter.


Standard: Word of Diminishment (protection) vs TW1
- hits for 21 damage (including vulnerability), TW1 has a -6 penalty on damage
minor: Shield of Sacrifice, looses 1 HS, but Quan and Nementah regain HP worth of their HS surgeless. All three gain a +5 bonus to AC.
move to minor: Rune of Mending (Destruction) on Quan (can spend a HS and regains 7 HP extra)


save vs slow: miss, take 5 damage

[sblock=Mini stat block]
Vimak Stonecarver
Perception: 17 Insight: 22 Normal Vision
AC 26 Fortitude 22 Reflex 20 Will 22
Initiative: +7
Hit Points: 70 / 75 Bloodied: 37
Temporary Hit Points: 0
Resist: -
Saving Throw:
Action Points: 0 Second Wind: 1
Milestones: 0.0
Healing Surge:18 Surges per day: 8 / 11
At-Will Powers: Word of Diminishment, Word of Binding
Encounter Powers: Rune of Mending 1/2, Stone’s Endurance, Wrathful Warrior, Stone Panoply, Walk it Off, Flames of Purity, Symbol of Wrath Reversed, Word of Befuddlement, Protective Scroll
Daily Powers: Rune of Endless Fire, Shield of Sacrifice, Cage of Light, Rune of Shielding, Dread Halberd, Protective Runes 2/3

Condition: defenses +5 (ends with his next turn), RoEF effects, slowed (save ends)

The two marks are temporary.
Mark number 1 is a rune of destruction enhancer: +2 bonus added to benefit of rune of destruction power used in an attack
Mark number 2 is a rune of protection enhancer: +2 bonus added to benefit of rune of protection power used in an action.
[sblock=Non active]
WoD (Destruction)
W3 gains vulnerability all 2 (but 5 vs OAs) until next round


RUNESTATE: DESTRUCTION
- allies gain +1 to attacks vs enemies adjacent to Vimak (B1)

Battle Wrath
Vimak deals 4 extra damage to enemies who hit him in the previous round.


Rune of Mending (Destruction):

Vimak and all allies in 5 sqs get a +4 bonus on damage

Runestate (Protection)
adjacent allies have resist all 2

[/sblock]
[/sblock][/sblock]
 
Last edited:

Neurotic

I plan on living forever. Or die trying.
"Woo hoo! The mage is up!" comes jubilant cry among the rain of falling bones.

Rocco moves in his usual circling pattern, weapons flailing about. He comes next to Skaliss and attacks two guardians. Unfortunately, piece of Krorg's ribcage got stuck on his boots and just before the attack Rocco pitches forward and crashes among the bones, snapping them to splinters. Immediately he comes in a roll and stands up next to the skeletons, but his attack is ruined.



[sblock=Actions]
Move: I9 ->I8->J7->L7
Standard: Dual strike vs TW2 AC; damage; TW3 AC; dagger damage (1d20+17=19, 1d8.minroll(2)+6+1d6=18, 1d20+15=16, 1d4+3+1d6=10) 1 and 2, what kind of attack was that?! - MARK TW2 and TW3

Immediates in priority order:
If MARKED enemy attacks an ally and Rocco is not the target of the attack:
Combat Challenge: Interrupt: +20 vs AC; 1d8.minroll(2)+14+1d6+3, Rocco shifts 1 (toward Vlastoes, has to remain adjacent to the target)

If an enemy attacks an ally and the ally is within 2, that ally and Rocco exchange places and Rocco becomes a target. After the attack resolves, Rocco makes MBA vs attacker
Guardian Counter: Interrupt: +17 vs AC; 1d8.minroll(2)+11+1d6+3
Mithral Chainmail - daily, immediate reaction, halve the damage of melee or ranged attack - on Vlastoes crit hit or if the attack would drop Rocco

[/sblock]

[sblock=Rocco Stats]
STATUS: +1 AC & Ref against L or larger opponents
MARKED: TW2, TW3

Initiative +7; Senses Passive Insight 20, Passive Perception 25
HP: 80/93 TEMP: 0 SurgeValue: 24 Surges: 12/13
AC:26 Fort:26 Reflex:23 Will:22

1/1 AP
Speed 5
MBA: +17/1d8.minroll(2)+11
CC: +20/1d8.minroll(2)+14
OA: +20/1d8.minroll(2)+10

Dual Strike
Brash Strike
Combat Challenge
Combat Superiority
Pass Forward


Funneling Fury
Sweeping Blow
Kirre's Roar
Second Wind
Echoing Assault
Guardian's Counter
Shadow Step


Villain's Menace
Dancing Defense


Foe Maker Hand Axe - daily, standard, everyone within 5 squares are marked by Rocco
Mithral Chainmail - daily, immediate reaction, halve the damage of melee or ranged attack
Foe chaser boots - Daily immediate reaction: Trigger: Marked enemy makes an attack that doesn't include Rocco. Effect: Rocco teleports adjacent to the marked enemy.
Flesh Grinder Gauntlet Axe +2 - Daily free: Trigger: make an attack that attacks AC; Effect: Attack targets Fort and deals extra 1d6 damage
Counterstrike Guards - Daily immediate reaction: Trigger: enemy misses Rocco with melee attack; Effect: Rocco makes MBA vs the enemy
Dual-Threat Gauntlets - Daily minor: flanking with Rocco grants +3 bonus instead of +2 for the encounter

[/sblock]
 
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"Quan, get next to Rocco! Halleck, wait for Primera! Skaliss, you stay too!" calls out shamaness

OOC: I intended to do Protective Roots over Vimak and Halleck and call Rocco and Skaliss over, but neurotic beat me to it. Now count on burst 1 from over EA spirit to get the protection.

REMINDER: Those who hit enemies and are within 2 of EA can heal 8 (only one heal per round) - either Rocco or Vimak could claim it now.
 


FourMonos

First Post
Quan looks at the wilden shaman like she has gone crazy. He looses an arrow at the newly arisen lich, but the arrow flies right through the tattered robs and misses anything vital.

"Get closer? To that?" He doesn't mean the bone golem, but despite his concern of standing too close to the twirling dwarf, he dances closer, avoiding the reach of the bone golem.

[sblock=actions]
Before turn: Heal 41 hit points (nice WD!)

Start of Turn: Take 5 damage from aura.

Free: Assassin's shroud: Vlastoes

Standard: Disruptive Shot (with onslaught arrow) vs. Vlastoes: miss.

Movement: Move M-3, M-4, M-5, L-6.
[/sblock]

[sblock=mini-stats]"Quan" Thatcher- Male Human Hunter 10
Status: +2 defenses against large enemies, +4 damage TENT, +5 AC TENT, assassin's shroud on vlastoes

[sblock=Aspect of the Regal Lion]
1. When making a basic attack against an enemy that is large or larger, Quan gains a +2 power bonus to the attack roll.
2. Quan gains a +2 power bonus to all defenses against such enemies. [/sblock]

Initiative: +10, Passive perception: 23, Passive Insight: 18
AC: 23 (28/30), For: 20, Ref: 24, Will: 23
HP: 65/70, Bloodied: 35, Surge value: 17, Surges/day: 6/7
Speed: 6 squares, Languages: Allarian, Goblin
AP: 1, Second Wind: unused

Powers: Aimed Shot, Clever Shot, Rapid Shot
Disruptive Shot 1 2 3, Heroic Effort, Reactive Shift, Takedown Strike, Hunter's Thorn Trap, Assassin's Shroud 1 2
Healing Lore, Entangling Roots, Shielding Girdle

Used: Onslaught Arrow: 3, Freezing Arrow: 6[/sblock]
 

Nementah hesitantly moves into the potential blast area, but trusts into her fey protections, her guardian's shield still twinkling around her.

Primera gallops over her head, spirits swirling. She neighs something above earth spirit. It rumbles in response and ripples around it, hindering the enemies get more pronounced. Waves of earth lap around Nementah allies and herself as stone starts to climb over their bodies.

"Do not resist the spirit, the stone will protect you similar to the vines we called before!" She doesn't consider that not all her current allies have seen what she can do.

After several seconds on stillness, the group looks like statue garden. The floor heaves once more and returns to its normal look. Slight tremors can still be felt and the floor is still moving under the enemies.

Shamaness says one long and deep rumbling word and the spirit of the earth remains in this realm for the moment more.

OOC: [MENTION=24380]Neurotic[/MENTION], [MENTION=45437]JRYoung[/MENTION], maybe skaliss should take the healing, she's lower on surges and hit points both. I know it's kind of stupid to get into fireball formation after lich is ready, but we didn't really get to it before and we may need the protection. I was kind a hoping to save it for the big bad dragon, but all these enemies have over 100 hp and we may need extra resistance. I'll keep track of how much damage was prevented this way :)

[sblock=Actions]
Move: Nementah to J8; Primera to K7; Xerzuzu to K8
Minor: Protective Roots in burst 1 around K7, everyone but Vimak (sorry Walking Dad) gets resist all 5 to the end of the encounter
Minor: Sustain Earth Arisen
[/sblock]
 

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