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


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ooc: Hey, that's not very nice. I'll wait until tomorrow for anyone else to make a slide before the enemies make their moves.

It must be magic envy :) What started as good tactical attack for one encounter is turning into quite a quirk. It even resonates with his background especially with undead casters.
 


The strong attack of the warlord effects all four four-armed skeletons, causing damage and pushing them back. Both Rocco's and Quan's miss the skeletons and lich respectively. The dragonborn pummels one of the skeletons. The rune priest hits a skeleton and provides much needed healing to Quan and Nementah, who in return sets up magic aura of healing for all who were close by.

The enemies fight back. The bone golem clubs the warlord with a sickening blow to the head. It's other fist punches Primera in the side, but not with enough force to vanquish it. The tomb guardians continue their attack against the paladin, perhaps drawn to the dragonborn due to his aura of goodness. Six attacks strike at the paladin, two of them hitting him for minor wounds. One other tomb guardian moves toward Xezuzu, striking it with one attack for a minor wound. The lich now at full strength moves forward to attack position. It's shear presence has adverse affects on those nearby, which include Quan, Rocco, Halleck and Vimak. The lich raise's it's bonely hands upward, then clenches them into a fist. Feel the wrath of my power!. In an instant, a wave of cold, necrotic energy that engulfs the fighter, rune priest, warlord and hunter. All but the fighter are affected by the magic. Heh heh heh! The lich then shifts its attention to the fighter, point a boney finger at him and shooting a ray of necrotic energy in the form of shadows that engulfs the dwarf, who feels as life and vitality are being suck out of him. It seems I've overestimated you...heh heh heh. The lich's sinister laugh echos throughout the room as it scans the battlefield, obviously pleased with what it sees.

[sblock=Mechanics]
Heroes turn:
Halleck:: TW1, TW2, TW3, TW4 are hit for 12, +1 AC/Ref
Quan: Heals for 41 hp, miss Vlastoes
Rocco: miss, miss, mark TW2 and TW3
Skalisss:: Hit TW3 for 20 (TW is a Tomb Guardian: sorry for the confusion: fails save vs dazed)
Vimak: Hits TW1 for 21, TW1 has -6 to damage TENT, lose HS (now down to 4/11), Quan and Nementah get hp = to HS, Vimak, Quan and Nementah +5 To AC, fail save vs slow, take 5 damage for failed SA
Nementah: everyone except Vimak gets resist 5 the rest of the encounter.

Baddies turn:
BG2:
Double Slam Attack vs Quan and Vimak: 1d20+16 vs Rocco AC and 1d20+16 vs Rocco again AC for 2d8+5
Halleck: Hit (roll 34) for 16 and dazed (save ends)
Primera: Hit (26) for 11 (not enough to make Primera disappear)
Roll Lookup

rampage recharge (Damn! forgot to roll these in previous rounds) = yes
Roll Lookup

TG1:
+13 vs. AC; 1d8 + 4 damage (crit 1d8 + 12) vs Vimak AC=
attack 1: Vimak: Miss (because of Vimak magic)
attack 2: Vimak: Miss
Roll Lookup

TG2:
+13 vs. AC; 1d8 + 4 damage (crit 1d8 + 12) vs Skalisss AC=
attack 1: Skalisss: Hit (Roll 32) for 9
attack 2: Skalisss: Miss (Roll 28) for 9
Roll Lookup

TG3:
Cascade of steel attack vs Skaliss
+13 vs. AC; 1d8 + 4 damage (crit 1d8 + 12) vs Skalisss AC=
Attack 1: Skalisss: Miss
Attack 2: Skalisss: Miss
Roll Lookup

+13 vs. AC; 1d8 + 4 damage (crit 1d8 + 12) vs Skalisss AC=
Attack 3: Skalisss: Miss
Attack 4: Skalisss: Miss
Roll Lookup

TG4:
Two Scimitar attacks
+13 vs. AC; 1d8 + 4 damage (crit 1d8 + 12) vs XeruruAC=
Attack 1: miss
Attack 2: Xeruru (Roll 23) Hit for 11: Not enough to make it disappear
Roll Lookup

recharge Cascade of Steel power for TW1, TW2, TW3 and TW4: no, no, no and no
Roll Lookup

Vlastoes the Lich
Necromantic Aura (Necrotic) aura 5; any living creature that enters
or starts its turn in the aura takes 5 necrotic damage. (I forgot to put this on the map but you
could have read it in Vlastoes's description so to bad :) )
so...
Quan, Rocco, Halleck and Vimak: -5 necrotic damage

Movement: move to new location on map
Attack: Frostburn:
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.

Attack target square K4: attack includes Rocco and Quan
Vimak: Hit (Roll 34) for 19 cold/necrotic damage
Rocco: Miss (Roll 25)
Quan: Hit (Roll 27) for 19 cold/necrotic damage
Roll Lookup

Power recharge: nope

AP attack:
Attack: Shadow Ray: 1d20+18 vs Rocco's Reflex for 2d8+6 necrotic damage
Rocco: Hit (Roll 37) for 14 necrotic damage
Roll Lookup

Oh! Not look'n good for the home team!
[/sblock]

[sblock=Damage to Foes and Allies for this round]
Total Damage to Enemies:
BG2: No Damage
Lich: No Damage
TW1: -33
TW2: -12 marked by Rocco
TW3: -32 marked by Rocco
TW4: -12

Total Damage to allies:
Halleck: -42 (beginning damage), hit for 16 and dazed (save ends) (BG2), resist 5 (Nementah power), -5 lich aura, resist 5 (Nementah power), +8 (healing Nementah power)
End of Round: -45

Skalisss: -16 (beginning damage), fails save vs dazed, hit for 9 (TW2 attacks), resist 5 (Nementah power), hit for 9 (TW2 attacks), resist 5 (Nementah power)
End of Round: -24

Rocco: -13 (beginning damage), -5 (lich aura), resist 5 (Nementah power), -14 (Lich shadow ray), resist 5 (Nementah power)
End of Round: -22

Vimak: -0 (beginning damage), -5 failed save vs slowed, -5 (lich aura)
End of Round: -10

Quan: -36 (beginning damage), heals for 41 (Vimak power), -19 (Lich frostburn attack), resist 5 (Nementah power), -5 (lich aura), resist 5 (Nementah power)
End of Round: -14

Nementah: -20 +19 temp (beginning damage), +19 (Vimak Power)
End of Round: -1 +19 temp

Primera: Hit for 11, resist 5 (Nementah power)

Xerzuzu: +19 thp, hit for 11, resist 5 (Nementah power)
End of Round: -1 +13 temp
[/sblock]

[sblock=Stats]
Party:
Nementah:
HP: 76/77 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: 13
AC:24 Fort:25 Reflex23 Will:25

Vimak: Slowed (save ends)
HP: 65/75 TEMP: 0 SurgeValue: 18 Surges: 4/11
AC:26 Fort:22 Reflex:20 Will:22

Rocco:
HP:71/93 TEMP: 0 SurgeValue: 24 Surges: 12/13
AC:26 Fort:26 Reflex:23 Will:22

Skalisss: : Dazed Save Ends
HP: 72/86 TEMP 0 SurgeValue: 22 Surges: 5/11
AC:27 TENT Fort:23 TENT Reflex:20 TENT Will:23 TENT Resist 1 ALL

Halleck: : Dazed (save ends)
HP:31/76 TEMP: 0 SurgeValue: 19 Surges: 9/10
AC:28 Fort:23 Reflex:19 Will:26

Quan
HP: 56/70 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: 79/126
TG2: 91/126
TG3: 94/126
TG4: 114/126
[/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]

[sblock=Halleck]
You sense that the golem is about ready to go on the rampage...again.
[/sblock]
ooc: Question: Are you able to move zones that are sustained by minor actions?
 
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@dimsdale, resist all applies to all attacks not once per round so essentially the party is immune to lich aura and ongoing damage and remove 5 damage from all attacks. That means that Skaliss takes 4+4 not 9+9, Same with Rocco, X(whatever) Quan and Nementah


Rocco spins out toward the lich, going around the golem, but ending right next to it.
His attack nearly misses the lich, but grazes it hard enough to make the mark. Rocco's weapons make circles much closer to his body, pushing potential attacks aside.

[sblock=Actions]
Minor: Dancing defense - Until the stance ends, once per round when Rocco hits with his main weapon, he can make MBA against different target OR shift 1 square and gain +2 bonus to AC and Reflex until start of his next turn

Move: N5->M4->L3->K2->J3

Standard: Villains Menace vs Vlastoes AC; damage (1d20+17=21, 2d8.minroll(2)+11+1d6=24) - Vlastoes is MARKED takes half damage (12), Rocco gains +1 to hit, +2 to damage until the end of the encounter (agianst Vlastoes only)
[/sblock]

SUMMARY: Vlasotes is marked, takes 12 damage, Rocco has +1 all defenses, +1 to attack and +2 to damage against him, Rocco in Dancing defense stance
 

@dimsdale, resist all applies to all attacks not once per round so essentially the party is immune to lich aura and ongoing damage and remove 5 damage from all attacks. That means that Skaliss takes 4+4 not 9+9, Same with Rocco, X(whatever) Quan and Nementah

ooc: thank you. :) Corrections have been made.
 
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Reeling, Skalisss says another prayer to Netari and once again the enemies around him are smote with a burst of radiant energy. "Have at thee!"
[SBLOCK=Actions]
Standard Action: Divine Reverence, close burst 1 attack on TW2, TW3, TW4, Radiant.
Only TW3 is hit, it takes 15 points and is DAZED TENT.

Skalisss fails his save again, takes 5 points and is still Dazed.
[/SBLOCK]

[SBLOCK=Skalisss' Stat Block]
Skalisss- Male Dragonborn Paladin (Natural Humanoid) 10 CharacterSheet
Initiative: +9 Senses: Normal P-Perception: 17 P-Insight: 22
HP: 60/86 SurgeValue: 22 Surges: 5/11
AC:26 Fort:22 Reflex:19Will:22 Resist 1 ALL

Action Points: used Second Wind: used Resist: none Speed:5 Conditions: none BasicAttack: - "Inescapable Longsword", +17 to Hit vs AC, 1d8+12 damage BasicRangedAttack: - Javelin, +13 to Hit vs AC, 1d6+7 damage, range 10/20

[SBLOCK=Powers]
Valiant Strike
Bolstering Strike
Divine Challenge
Piercing Smite USED
Righteous Smite USED
Divine Reverence USED
Dragon Breath
Channel Divinity: Divine Mettle
Channel Divinity: Divine Strength
USED
Winter's Arrival
Lay on Hands x2 2 USED
Healing Word
Paladin's Judgement USED
Sacred Circle
Healing Surge from Dwarven Plate Armor USEC
Martyr's Retribution USED
Wrath of the Gods
Crown of Glory USED
[/SBLOCK]

PC:Skalisss (jryoung) - L4W Wiki
[/SBLOCK]
 
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@JRYoung, feel free to mark when Rocco is not around.

Not sure if you have multimark powers, but now would be good time to use them since a) you're fighting undead, b) fighter is not around and c) you have resist all to soak up some damage if they decide to target you.
 

[sblock=Moving Zones and Conjurations]
[MENTION=79956]dimsdale[/MENTION], in general zones can be moved if they specify that they can be moved. Earth Spirit can be moved as move action which means Nementah cannot move if she moves it. Primera and Xerzuzu can move because it's taking move action that allows them to move - which allows Nementah and her companions to move in the same action, but if I take different move action, then Nementah stays put.

There is paragon path that allows such movement, but I'm not sure I'll be taking it.


Also, could you please check Sidhe lord house guard online? It feels strange not to have shift or OA and I don't have subscription to check it. Thanks.

I'll be on the cruise for the next 10 days, neurotic will take over for the moment, I already asked.
[/sblock]


Nementah retreats from the enemy next to her and it flails uselessly trying to hit her, while at the same time fending off annoying bat-creature.

Mists gather around the shamaness as she speaks in clipped tones. Frozen Winds of highest mountain peaks roar through the room, freezing undead and bringing freshness to her companions.


[sblock=Actions]
Move: H9
OA TW4 vs AC (Nementah); damage (1d20+13=19, 1d20+13=14, 1d8+4=7) - miss, miss

Standard: blast I5-I9; M5-M9 Cleansing wind of the North vs Fort (BG2; TW2; TW3; TW4); cold damage (1d20+13=26, 1d20+13=18, 1d20+13=21, 1d20+13=32, 1d10+6=13) - hit BG2 and TW4 for 13, TW2 and TW3 for 6
[MENTION=88601]FourMonos[/MENTION], [MENTION=45437]JRYoung[/MENTION], [MENTION=85539]Tenchuu[/MENTION], @WalkingDad can make saving throws at +5
Halleck will be healed next round for plenty so feel free to act risky. One other character within 2 from Halleck will be healed for 2d6+3 surgeless so Quan or Vimak may consider hanging around :)

Minor: Sustain Earth Arisen
[/sblock]
 
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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 (Protection)
adjacent allies have resist all 2


Vimak attacks again under the protection of his runes. The glowing halberd pushes the skeletal creature away and Vimak retreats, preparing to leave the lich's deadly aura.

OOC: dimsdale, why do you have Vimak at 4 HS? I have him at 7. Was their a HS drain attack I missed?.


[sblock=ooc]
I added the damage together and I think you missed 19 damage on Vimak. I subtracted it to a starting total for this round of 46


Standard: Word of Diminishment (protection) vs TW1
16 damage +5 vulnerability, until the end of your next turn, the target takes a 4 penalty to damage rolls.
slide TW1 to G5
minor: spend protection rune, regain 18+4 HP
move: shift to I7

take Halleck's surgeless healing (5 HP)

takes 5 damage from the aura.
save vs slow: success!

[sblock=Mini stat block]
Vimak Stonecarver
Perception: 17 Insight: 22 Normal Vision
AC 26 Fortitude 22 Reflex 20 Will 22
Initiative: +7
Hit Points: 68 / 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: 7 / 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 1/3

Condition: all 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]
 
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