ooc: I will rp Halleck this turn.
Hey ya bag of bones! shouts the warlord as bone shards splinter away from the golem due to his longsword attack. The lunges at Halleck, with is fist narrowly missing the warlord's head.
Now Rocco! Hit him!
[sblock=Halleck's actions]
Movement: none
Minor: none
Attack: Brash Assault vs BG1 attack: 1d20+16 vs BG AC: Hit for 14
Roll Lookup
Effect: Against the target of this exploit, you gain a bonus to defenses equal to your Charisma modifier (+6) until the start of your next turn (due to Feat). The target can make a melee basic attack against you as a free action and has combat advantage for the attack. If the target makes this attack, an ally of your choice within 5 squares of the target can make a basic attack against the target as a free action and has combat advantage for the attack.
BG1 BMA with CA vs Halleck AC+6: 1d20+18+2-6 = miss
Roll Lookup
Rocco granted bma vs BG1 with CA
[/sblock]
[MENTION=24380]Neurotic[/MENTION] Rocco gets a bma against BG1 Go for it!
ooc: I'll update after Rocco's attack
[sblock=DM notes: Please ignore]
The party unloads massive amounts of damage on the foes, with the lich taking the brunt of it, especially from the hunter. Vlastoes takes the damage without a sound. He points to the dwarf, then to the bone golem.
Kill him. The bone golem attacks with both fist, connecting with one of them, leaving the dwarf confused. Vlastoes then moves his shadow of death on top of the dwarf as well, laughing sinisterly in the process. Turning to the archer,
I'll deal with you now. He lifts a finger and blasts cold and necrotic energy at the hunter, which misses of the intended target (No OA for Rocco since he's dazed).
The lich then gazes at the tomb warriors giving them a silent command. Two attack Skalisss, each connecting once a piece for minor wounds, then move away from the paladin and head toward the door, standing with weapons at the ready, as if guarding the door from what is behind. (Skalisss gets an OA on both TW3 and TW4). One of the other tomb warriors moves towards Rocco and hit with one of its attacks. The remaining one attacks Xerzuru, hitting it as well
[sblock=Mechanics]
Heroes turn:
Halleck:: hits bg for 14, grants bma to rocco
Quan:: hits lich for 72, lich -2 for area and ranged attack tent, hit bg2 for 16
Rocco:: hits lich for 12, +1 to attacks against lich, +2 damage vs lich rest of encounter, hits with bma for 19 against bg2
Skalisss:: hits TW3 for 15 and fails save, takes 5 damage, saves vs dazed
Vimak:: Hits TW1 for 21, -4 to attack rolls for tw1, regain 22 hp, take 5 surgeless healing from halleck, -5 damage for slowed, save ends
Nementah:: Hits BG2 and TW4 for 13 and TW2, TW3 for 6, Skalisss granted saving throw +5
Baddies turn:
BG2:
Berserker Slam: Immediate Interrupt (when bloodied, golem makes a slam attack against a ramdom target within reach)
Possible targets:
1. Lich
2. Vimak
3. Rocco
4. Halleck
Slam attack: 1d20+18 for 2d8+5
Vimak: Hit: (Roll 28) for 15 and Vimak dazed (save ends)
Roll Lookup
TW1 was not at it's current location during the attack.
Double Slam Attack vs Quan and Vimak: 1d20+16 vs Rocco AC and 1d20+18 (bloodied) vs Rocco again AC for 2d8+5:
Rocco Hit (roll 30) for 11 dazed (save ends)
: Rocco Miss (25)
Roll Lookup
rampage recharge = yes (from previous round)
Roll Lookup
TG1:
+13 vs. AC; 1d8 + 4 damage (crit 1d8 + 12) vs Rocco AC=
attack 1: Rocco: miss
attack 2: Rocco: Hit (31-4=27) for 11
Roll Lookup
TG2:
+13 vs. AC; 1d8 + 4 damage (crit 1d8 + 12) vs Xerzuru AC=
attack 1: Xerzuru: Hit (Roll 32) for 10
attack 2: Xerzuru: Miss
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: Hit (32) for 10
Roll Lookup
TG4:
Two Scimitar attacks
+13 vs. AC; 1d8 + 4 damage (crit 1d8 + 12) vs Skalisss AC=
Attack 1: miss
Attack 2: Skalisss (Roll 29) Hit for 11:
Roll Lookup
recharge Cascade of Steel power for TW1, TW2, TW3 and TW4: no, no, yes, 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. No effect on anyone except Vimak due to Nementah magic.
Minor: Sustain Frostburn (move to current location on map.
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.
recharge Frostburn attack: no
roll lookup
Rocco starts turn inside zone so he'll take 5 cold and necrotic damage
Attack: Shadow Ray: 1d20+18 vs Quan Reflex for 2d8+6 necrotic damage
Quan: Miss
Roll Lookup
[/sblock]
[sblock=Damage to Foes and Allies for this round]
Total Damage to Enemies:
BG2: -62
Lich: -84
TW1: -21
TW2: -6
TW3: -21
TW4: -13
Total Damage to allies:
Halleck: -45 (beginning damage)
End of Round: -45
Skalisss: -24 (beginning damage), -5 (failed save), -10 (TG3 attack), -11 (TG4 attack)
End of Round: -50
Rocco: -22 (beginning damage), -11 dazed (save ends) (golem attack), -11 (TG attack),
End of Round: -44
Vimak: -29 (beginning damage), -15 and dazed (save ends) (golem attack), -5 (lich aura), +22 (healed self), +5 surgeless healing (Halleck power)
End of Round: -22
Quan: -14 (beginning damage),
End of Round: -14
Nementah: -1 +19 temp (beginning damage),
End of Round: -1 +19 temp
Primera:
Xerzuzu: -1 +13 temp (beginning damage), -10 (TG2 attack)
End of Round: -1 +3 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: 7
AC:24 Fort:25 Reflex23 Will:25
Vimak: Dazed (save ends)
HP: 53/75 TEMP: 0 SurgeValue: 18 Surges: 4/11
AC:26 Fort:22 Reflex:20 Will:22
Rocco: : Dazed (save ends)
HP:59/93 TEMP: 0 SurgeValue: 24 Surges: 12/13
AC:26 Fort:26 Reflex:23 Will:22
Skalisss: : Dazed Save Ends
HP: 36/86 TEMP 0 SurgeValue: 22 Surges: 5/11
AC:27 TENT Fort:23 TENT Reflex:20 TENT Will:23 TENT Resist 1 ALL
Halleck: :
HP: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: 85/250
Vlastoes the Lich: 120/216
TG1: 58/126
TG2: 85/126
TG3: 73/126
TG4: 101/126
[/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 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]