ooc: Waiting on Halleck, then badguys
[sblock=DM Notes: Please Ignore]
[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 Vimak, Halleck, Rocco and Quan
Vimak: Hit (Roll 34) for 19 cold/necrotic damage
Halleck: Hit (Roll 25) 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 rampage), -5 lich aura, resist 5 (Nementah power), -19 (lich frostburn attack)
End of Round:
-77
Skalisss: -16 (beginning damage), fails save vs dazed, hit for 18 (TW2 attacks), resist 5 (Nementah power)
End of Round:
-29
Rocco: -13 (beginning damage), -5 (lich aura), resist 5 (Nementah power), -14 (Lich shadow ray)
End of Round:
-27
Vimak: -0 (beginning damage), -5 failed save vs slowed, -5 lich aura, -19 (lich frostburn attack)
End of Round:
-29
Quan: -36 (beginning damage), heals for 41 (Vimak power), -19 (Lich frostburn attack), 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
Xerzuzu: +19 thp, hit for 11, thp now at 8
[/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: 19
AC:24 Fort:25 Reflex23 Will:25
Vimak:
HP:
46/75 TEMP: 0 SurgeValue: 18 Surges:
4/11
AC:26 Fort:22 Reflex:20 Will:22
Rocco:
HP:
66/93 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:
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
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]