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


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dimsdale

First Post
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.

ooc: Oops...I gave everyone within the two square zone 8 hp when they hit. DM's mistake. They can keep the hp. They're going to need it. MMMuuuaawhahahahahahaha!!
 


JRYoung

First Post
Still dazed, Skalisss prays to his god and a burst of radiant light erupts from his sword, smiting nearby enemies.

[SBLOCK=Actions]
Standard Action: Crown of Glory, close burst 1 attack on TW2, TW3, TW4, and TG(K9), Radiant.
The TG(K9) is hit and has vulnerability5 Radiant, so takes 20 damage. TW3 is hit for 15 points.

Skalisss fails his save again so remains DAZED and takes 5 points of damage! HOWEVER he heals 8 since he damaged enemies this round and is within 2 of EA.

[/SBLOCK]

[SBLOCK=Skalisss' Stat Block]
Skalisss- Male Dragonborn Paladin (Natural Humanoid) 10 CharacterSheet
Initiative: +9 Senses: Normal P-Perception: 17 P-Insight: 22
HP: 73/86 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
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]
 
Last edited:

dimsdale

First Post
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
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]
 
Last edited:

Tenchuu

First Post
Surrounded by enemies, Halleck moved to the middle of the group and shouted:

"ALL OF YOU, BACK!"


The Golem did not listen, but the Guardians backed away. "Now is you chance. Move!"

OOC:
@Neurotic
@Walking Dad
@JRYoung
@MetaVoid
@FourMonos
Everyone (in a burst 3 from halleck) gets a free Slide 1

if you are adjacent to Halleck, you get +2 to attack from my Knight Commander PP.



[sblock=Note to other Players: Knight Commander Powers]
Halleck has the PP Powers:
1. All adjacent allies get +2 to attacks
2. When I spend an AP, all allies who can see/hear me get +1 to defenses TENT-Halleck

[/sblock][sblock=Note to other Players: Bravura]
Halleck has the Bravura Presence:
When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.

Melee characters might also want to save their AP until I hit with Withering Courage, so they can double dip on the +5 damage bonus.
[/sblock][sblock=Note to other Players: If you miss on something REALLY important]
Halleck has daily power Unintended Feint:
If you miss an attack, and you are within five squares of Halleck, you can use my daily power to reroll the attack with CA.

But, since it's a daily, please use wisely. Also, please throw up a big OOC message so I don't miss the fact that you used it.
[/sblock][sblock=Action Block, Mini-Stats]
[sblock=Action Block]
Free: Resist All: 2
Move: Shift to K6 (+1 to AC / Ref)

Minor: NA

Standard: Shout of Triumph

  • Target: burst 3 vs fort
  • Attack BG2: 1d20+15=25 miss
  • Attack TW1: 1d20+15=33 hit
  • Attack TW2: 1d20+15=33 hit
  • Attack TW3: 1d20+15=28 hit
  • Attack TW4: 1d20+15=32 hit
  • Damage: 1d6+8=10 (+2 shield) = 12 damage, and push 1 sqaure
  • Effect: All allies in burst 3 can slide 1 square
[sblock=ignore]Standard: Brash Assault

  • Target: BG1
  • Attack: 1d20+16=30 +2(CA)=32 vs AC hit
  • Damage: 1d8+8=16 (+2 shield) = 18 damage
  • 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.


  • Rocco MBA: he can roll.
REMOVE WITH NEXT BRASH ASSAULT[/sblock]
[/sblock][sblock=Halleck Stat block]Viscount Ambrose Halleck - Male Half-Elf Hybrid Warlord/Bard Knight Commander 11
Initiative: +5, Passive Perception: 18, Passive Insight: 20

Defenses:

AC: 28*, Fort: 23, Reflex: 19, Will: 26 -- Speed: 5 (-1 Pen from armor)

Vitality:
HP: 70/76, THP: 0/14 Bloodied: 38, Surge Value: 19, Surges left: 9/10
Action Points: 1/1, Second Wind: not used
Languages:
Common, Elven, Goblin

Basic Attacks
:
:bmelee: Basic Melee Attack: +16 vs AC - Harmonic Spellblade Longsword 1d8+8 (+2 shield)
:ranged: Ranged Basic Attack: N/A

Properties:
All Adjacent Allies: +2 to attack
On Shift: +1 to AC/REF
On Second Wind: If bloodied, you can spend 2 healing surges
Superior Fortitude Feat: resist 3 to ongoing damage
Superior Will Feat: If dazed or stunned, you make a saving throw at the start of your turn to end the effect, even if it does not normally end with a saving through (IE, TENT)
On AP: +1 to all allies defenses, TENT-Halleck
Orb Shield Powers:
+2 to damage
+2 resist all
+2 to all saving throws
+1 to AC
+1 Inspiring Word / Encounter
+2 hp with inspiring word


Powers:
At-Will:
Brash Assault, Vicious Mockery, Cloak of the Walking Wounded Second Wind, Boot of the Fencing Master shift,
Encounter: Righteous Brand, Inspiring Word 1 (+2 hp), Inspiring Word 2 (+2 hp), Majestic Word, Shout of Triumph, Diabolic Stratagem, Slash & Press, Withering Courage, Divine Challenge, Battlefront Shift, Boots of the Fencing Master Enc, Benefactor Armor Enc, Recoil Shield Knockdown Immediate Reaction
Daily: Stirring Shout, Stand the Fallen, Heroic Effort, Song of Discord, Canon of Avoidance, Unintended Feint, Harmonic Spellblade Boon, Benefactor Armor Daily,

Weapons:
Harmonic Spellblade Longsword +1

Skills:
Acrobatics +4, Arcana +5, Athletics +12, Bluff +12, Diplomacy +20, Dungeoneering +8, Endurance +12, Heal +12, History +5, Insight +10, Intimidate +16, Nature +8, Perception +8, Religion +5, Stealth +4, Streetwise +12, Thievery +4

[/sblock][sblock=Halleck's Log][sblock=Mark of Trogdor]
1. Thorkelson, a bald, tattooed man, entered the hangman's tavern and recruits Halleck and Vimak for a job. Thorkelson, needed some protection at the docks, but apparently had some sinister other motive, since he used drinks from the bar to drug Halleck and Vimak.

2. Wake up in the middle of a fight, being helped by strangers. Give the bandits a beating,

3. Get approached by the bandit leaders, who have two girls that look exactly like that one we want. The real girl is revealed, and natural, a fight breaks out. After we smash the goons, their leader, Hank the Tank comes out. And, eventually, Hank gets killed.

4. Get the real mission: deliver Lerrick to brother Buchta, so he can remove the mark of Trogdor from her forehead. The mark is in indicator to all that Lerrick has been chosen to be sacrificed to the dragon Bosch. Your quest as of now is to provide safe passage for Lerrick to brother Buchta so that he can perform the ritual. This includes taking her to the portal, traveling thought it, and then taking her from the portal to brother Buchta's place of residence.

5. Delivered Lerrick, performed the ritual, saved the day. However, discovered an evil dragon named Bosch who wears a necklace which makes him a juggernaut. Halleck carries a shield which should counter this effect. Adventurers now must stop the dragon.
[/sblock][sblock=Trogdor 1.5]1. Wait at Tavern.
2. Fight in tavern vs statues.
3. Kick Statue butt.
[/sblock]1. Wait at Tavern.
2. Get attacked by some shadow things, at tavern.
3. Get on the road
4. Run in to some people enslaved by demons. Agree to rescue them / free them from masters
5. Encounter Beholders (really hard!)
[/sblock]
[/sblock]
 

Neurotic

I plan on living forever. Or die trying.
Cool, thanks! Rocco slides diagonally right-up toward the lich.

"I'll take care of old bones there, you get the others."
 



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