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


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Quan backs up from the skeletons guarding the entrance. Since it worked well last time, he draws three arrows in rapid succession and fires them at the lich and his guards.

[sblock=actions]
Start of Turn: Take 5 - 5 = 0 damage from aura and frostburn zone.

Movement: Move to M-9.

Standard: Rapid Shot at H-3, which attacks at TW1, Vlastoes, and BG2 (+2 to hit from stance not included): TW1:1d20+14 → [11,14] = (25), vlastoes: 1d20+14 → [17,14] = (31), BG2: 1d20+14 → [16,14] = (30) Roll.


Damage vs. TW1 and BG2: 1d12+10 → [5,10] = (15), 1d12+10 → [3,10] = (13) Roll. Invoke my assassin's shroud on vlastoes: 1d12+10+1d6 → [2,10,2] = (14) Roll.



Summary: TW1 takes 15 damage, BG2 takes 13 damage and vlastoes takes 14 damage. All are -2 for range and area attacks TENT. [/sblock]

[sblock=Quan's mini-stats]"Quan" Thatcher- Male Human Hunter 10
Status: +2 defenses against large enemies

[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, For: 20, Ref: 24, Will: 23
HP: 49/70, 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]
 
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Quan and Roccos attacks bloody the lich. Skalisss makes two four tomb guardians pay for disengaging from the fight. Nementah and Quan keep chipping away at the bone golem, which now is in a dire state. The bone gone, as a reflex from being hit, turns and smashes its fist into one of the tomb guardians. It then turns a pummels the dwarf with two punches, each not causing the pain they should have due to Nementah's magic. The dwarf is in a state of confusion. Another tomb guarding attacks the dwarf as well but misses. Two other tomb guardians stand guard, motionless at the door. The remaining skeleton attacks the dragonborn, but like many attacks before, the scimitar blows seem to just bounce off the dragonborn's heavy armor. Sparks fly through contact of metal on metal. Now moves by the steps along with the other two guardians. It fires a bolt of necrotic filth, hitting Nementah. It then turns to the warlord. Shield bearer, feel the wrath of my power. Vlastoes points a boney finger towards Halleck. Shadows form around him suck vitality and life from the warlord, who screams in agony. All the while the lich seems to grow stronger. Its evil laugh echoes through the room. Finally, the warlord, with his life drained from him, collapses onto the ground in a deep, magically induced state of unconsciousness.

OOC: all witnessing this horrific event (which is everyone) must save vs fear:
success: proceed as usual with next attack
failure: frozen in terror: grant CA to all foes: no attacks or movements until end of Lich's next turn


[sblock=Halleck's condition Perception 20]
Halleck is now in a magically induced comma. You have seen this state of unconsciousness before. The only way that he can be revived is by killing the lich
[/sblock]


[sblock=Mechanics]
Heroes turn:
Quan:: Hit TW1 for 15, BG2 for 13 and Vlastoes for 14
Rocco:: Hits Vlastoes for 30, save vs dazed, +2 defense
Skalisss:: OA against TW3: hit for 14, OA against TW4: hit for 20, heals self for 27
Vimak:: Miss
Nementah:: hit for 16 and Vimak gains 5 thp

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. Primera
3. Rocco
4. Halleck
5. TW1

Random attack: 1d5 = 5
Targets TW1
Slam attack: 1d20+18 for 2d8+5
Hit TW1 for 15 and dazed (save ends)
Roll Lookup

Double Slam Attack vs Rooco: 1d20+18 vs Rocco AC and 1d20+18 (bloodied) vs Rocco again AC for 2d8+5:
Rocco Hit (roll 34) for 13 -5 = 8 dazed (save ends)
Rocco Hit (roll 33) for 17 - 5 = 12 already dazed
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: Miss
Roll Lookup

TG2:
no attack: Guarding door

TG3:
No attack: Guarding door
Note: Cascade of Steel Recharged for TG3

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, TW4: no, yes, yes
Roll Lookup
So...TW2 and TW4 as well as TW3 have recharged cascade of steel.

Vlastoes the Lich
Regenerate 5

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. No affect on Vimak since he's outside the aura range

Minor: Sustain Frostburn (keep at same 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.

Rocco starts turn inside zone so he'll take 5 cold and necrotic damage

recharge Frostburn attack: no
Roll Lookup

Attack: Shadow Ray: 1d20+18 vs Nementah Reflex for 2d8+6 necrotic damage
Nementah hit for 11-5 = 6
Roll Lookup

STORY LINE ATTACK
Free: When bloodied, Vlastoes can do a life transference: Target Halleck.
45 hp from Halleck transfers to Vlastoes leaving Halleck in a state of unconsciousness.
Halleck cannot be revived unless Vlastoes is killed.

Everyone: save vs fear:
Success: Proceed with next attack
Failure: Frozen in terror TENT

[/sblock]

[sblock=Damage to Foes and Allies for this round]
Total Damage to Enemies:
BG2: -29
Lich: -44+5 (regen) + 45 (Life transfer Power) = +6
TW1: -30 and dazed (save ends)
TW2: -
TW3: -15
TW4: -20

Total Damage to allies:
Halleck: -45 (beginning damage) -31 (life transference Lich power)
End of Round: -76 and unconscious

Skalisss: -35 (beginning damage), +27 (heals self)
End of Round: -8

Rocco: -34 (beginning damage), -8 and dazed (save ends) (golem hit 1), -12 (golem hit 2),
End of Round: -54

Vimak: -7 (beginning damage) +5 THP
End of Round: -7

Quan: -14 (beginning damage),
End of Round: -14

Nementah: -1 +19 temp (beginning damage) -6 (lich)
End of Round: -1 +13 temp

Primera:

Xerzuzu: -1 +8 temp (beginning damage)
End of Round: -1 +8 temp
[/sblock]

[sblock=Stats]
Party:
Nementah:
HP: 76/77 TEMP 13: 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: 12
AC:24 Fort:25 Reflex23 Will:25

Vimak:
HP: 68/75 TEMP: 0 SurgeValue: 18 Surges: 7/11
AC:26 Fort:22 Reflex:20 Will:22

Rocco: : Bloodied Dazed (save ends)
HP:39/93 TEMP: 0 SurgeValue: 24 Surges: 12/13
AC:26 Fort:26 Reflex:23 Will:22

Skalisss: :
HP: 78/86 TEMP 0 SurgeValue: 22 Surges: 5/11
AC:27 TENT Fort:23 TENT Reflex:20 TENT Will:23 TENT Resist 1 ALL

Halleck: : unconscious
HP:0/76 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: 56/250 Bloodied
Vlastoes the Lich: 126/216
TG1: 30/126 Bloodied (Dazed (save ends))
TG2: 85/126
TG3: 58/126 Bloodied
TG4: 81/126
[/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 0
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.
***special power: Life Transference: Transfers life from
target to himself. (fear: save ends): success: no affect on
failure: frozen in terror (no movement or attack) until end
of Lich's 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=Rules Question]
Rocco is in a zone which causes 5 necrotic and cold damage when he starts his turn with in the zone. Does nementah's resist 5 negate both the necrotic and cold damage? I'm going on the assumption that it does.
[/sblock]

[sblock=Spoiler]
Tenchuu e-mailed me that he had to quit the adventure. This is how I'm Halleck will make his departure. He may have a few things to say to the party before he departs, if and when the lich is killed and he is revived. Hint hint
[/sblock]
 
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"Oh, old bones, you'll get what's coming to you. Just to get rid of this *other* bag of bones first."

Rocco's blow doesn't quite destroy the skeleton and it seems for a moment it will stand. But at the last moment, pulse from his axe blasts the bones apart.


Rocco gapes at the sudden death of Halleck, stunned that such valiant companion can be slain so off-handedly.
Courtesy of our good DM :)

[sblock=Rules question] [MENTION=79956]dimsdale[/MENTION], every damage has it's keywords and type. Damage can be multiple types, but it doesn't mean those are separate damage - if something did ongoing 5 cold and necrotic damage it means it's 5 damage with two types, not 5 from cold and 5 from necrotic. It only means it's harder to resist as you have to have resist to all it's types - so skeleton which has resist necrotic, but not cold would still take this damage. Unfortunately for you, we have resist all :)

Also, stunning the party over one member leaving/dying is horrible :) Just a way for sneaky DM to recover loosing encounter...and what's with those rolls? Everything over 30!? Poor Rocco gets million bonuses to defenses and gets pummeled harder then when he didn't have them !? ;)
[/sblock]

[sblock=Actions]
Save vs Fear; Save vs Dazed (1d20=4, 1d20=12) - BAH! Forget this nice rolls, Rocco is frozen in terror :(

Standard: Brash Strike vs TW1 AC; damage (1d20+19+2=25, 1d8.minroll(2)+15+1d6+3=27) - not quite
Free: Fleshgrinder Extra damage (1d6=5) - HA!

Free: shift to K3, gain +3 AC & Ref

End of turn: no longer dazed
NOTE: Rocco can shift on combat challenge attack hit - assuming BG starts with Primera and Rocco hits, he will shift to K4 to block more of the path
[/sblock]
 
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OOC: dimsdale, are you sure this is the mechanic you are looking for? Save vs fear means not taking account will defense or anything. 4e uses saving throws usually only against ongoing effect and has the initial "avoid" effect of older editions changed to an attack vs the appropriate defense. Just wondering, you are the DM, do I'm fine whatever you want.
 

OOC: dimsdale, are you sure this is the mechanic you are looking for? Save vs fear means not taking account will defense or anything. 4e uses saving throws usually only against ongoing effect and has the initial "avoid" effect of older editions changed to an attack vs the appropriate defense. Just wondering, you are the DM, do I'm fine whatever you want.

ooc: Guys, I'm going to make a small change. Forget the fear roll. Let's just say that if you fail the save that you are -2 to attack rolls for one round. The stun was a little too much. Rocco, can redo actions. [MENTION=24380]Neurotic[/MENTION] Sorry about the rolls...hee hee It's about time the dwarf feels some pain. :) BTW...the golem is going to rampage next round :)
 

ooc: Guys, I'm going to make a small change. Forget the fear roll. Let's just say that if you fail the save that you are -2 to attack rolls for one round. The stun was a little too much. Rocco, can redo actions. [MENTION=24380]Neurotic[/MENTION] Sorry about the rolls...hee hee It's about time the dwarf feels some pain. :) BTW...the golem is going to rampage next round :)


Why can't I just uncomment the rolls then, it would still hit with -2 (just barely)? Besides, stun would mean your Rampage might succeed. Now, it won't :)
 


Why can't I just uncomment the rolls then, it would still hit with -2 (just barely)? Besides, stun would mean your Rampage might succeed. Now, it won't :)

ooc: Foiled again by the pesky dwarf. I predict that you'll dwarf, after taking a beating last round will roll a nat 1. :). As a result, the rampage will succeed...Unless everyone decides to kill him this round...only 56 hp left...<gulp>
 

OOC: Yeah, he's irritating, just the itch you want to scratch by piling all attacks on him, right?! And those guarding the door just NEED to charge him with flank from the golem so he cannot as much as shift toward Vlastoes, right! And put them all in nice fireball formation, for us...

Nementahs sap freezes on sudden death. She saw plenty of nasty deaths, but this was everything she thought of when she thought against nature.

She tries to call on the spirits, but the sight of comatose body distracts her. She focuses again, calling restorative spirits rather then destructive ones and they respond eagerly.

Save vs Fear (1d20=2)
[sblock=Actions]
Standard: Haunting spirits vs Will (BG); psychic damage (1d20+13+1=20, 1d6+8=12) - miss

Move: Primera to L9
Minor: Healing spirit on Rocco healing surge +8 and Rocco can shift 1 or gain +2 AC & Ref
All allies adjacent to Primera gain 5thp and Quan recovers Healing spirit extra (2d6+5=16) surgeless
[/sblock]
 


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