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


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The archer draws a bead on the newcomers as they burst through the door. The arrow draws back further and lingers on the one eyed, loud new member of the group. At the last moment, Quan turns the bow and two more arrows ring down upon the lich and temple guardian. Only the bone guardian, slowed by the icy grasp, is hit.

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

Minor: Aspect of the Lurking Spider

Standard: Rapid Shot at K-11, which attacks at Vlastoes and TW2: Missed Vlastoes and hit TW2 for 21 damage. Roll.

Summary: 21 damage vs. TW-2

[/sblock]

[sblock=Quan's mini-stats]"Quan" Thatcher- Male Human Hunter 10
Status:

[sblock=Aspect of the Lurking Spider]
1. Gain +2 to stealth checks.
2. Gains +5 power bonus to Athletics checks made to climb.
3. While he has combat advantage against an enemy, he gains +2 power bonus to damage rolls against it.[/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]
 


OOC: @Voda Vosa , you forgot to roll the crit damage (23+ your staff crit damage dice)
@dimsdale @JRYoung how about moving Skaliss also? I doubt he has reach 4 for that attack

ooc: map fix. I moved Skalisss.

Update coming soon

[sblock=MetaVoid]
[MENTION=87106]MetaVoid[/MENTION] When Primera takes 15 or more damage for a single round, the spirit vanishes and Nementah talkes damage. Xerzuzu has 19 hp. Do the same rules apply with the Xerzuzu too
[/sblock]
 


MetaVoid When Primera takes 15 or more damage for a single round, the spirit vanishes and Nementah talkes damage. Xerzuzu has 19 hp. Do the same rules apply with the Xerzuzu too

no, it's worse. When Xerzuzu is killed Nementah looses a surge (or hp equal to surge if she has none) - Primera is conjuration with special rules, Xerzuzu is summoned creature
 

[sblock=DM Notes Please Ignore]

[sblock=Mechanics]
Heroes turn:
Quan:: TW2 21
Rocco:: OA hit golem for 20, OA hit lich for 20, marks both, Hits lich for 24, CA granted to lich, hit BG for 12
Skalisss:: kills the bone golem
Vimak:: moved to current location
Nementah:: Miss
Prime:: Hit lich with OA and CC for 29, hits TG3 for 10, marked, 10 THP for prime
Vermitrax:: TW2 12, crits TW2 for 25 Killing TW2, lich takes 17
Sharpe:: Miss
Zharne:: misses TG2 and Lich, hits BG for 13, heals for 18

Baddies turn:
BG2:
attack: berserker attack: I took the token off the map so I can't remember where it was...soooo
no berserker attack.

TG3:
Two attacks 1d20+13 vs Prime AC for 1d8+4 (+12 crit):
Prime: Roll (33) Crit for 20-1 and Hit (27) for 9-1 = 27
Roll Lookup

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

Prime, Zharne, Sharpe take 5 damage from aura

Attack: Frost Burst:Area burst 2 within 20; +18 vs. Fortitude; 3d8 + 6 cold and
necrotic damage Rocco Hit (37) for 19
Roll Lookup

Rocco gets an OA since it was a ranged attack

recharge Frostburn attack: no
Roll Lookup

[sblock=Damage to Foes and Allies for this round]
Total Damage to Enemies:
BG -45
Lich -92
TG3 -10
TG2 -35

Total Damage to allies:
Skalisss: -8 (beginning damage), +5 thp (primera healing)
End of Round: -8+5 thp

Rocco: -36 (beginning damage), -19 (lich attack) +5 (nementah healing power)
End of Round: -50

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

Quan: -0 (beginning damage)
End of Round: -0

Nementah: -1 +13 thp (beginning damage)
End of Round: -1 + 13 thp

Primera: -0

Xerzuzu: -1 +8 temp (beginning damage)
End of Round: -1+8 temp

Prime: -17 (beginning damage)+10 THP -27-1 = 26 (negate 10) =16 (TW3 attack) -5 (lich aura)
End of Round: -38

Vermitrax: -0 (beginning damage)
End of Round: -0

Sharpe: -0 (beginning damage) -5 (lich aura)
End of Round: -5

Zhanre: --36 (beginning damage), -5 (lich aura), heals for 18
End of Round: -23
[/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: 18+8 thp/19 TEMP: 0
AC:24Fort:25 Reflex23 Will:25

Vimak:
HP: 68/75 TEMP: 5 SurgeValue: 18 Surges: 7/11
AC:26 Fort:22 Reflex:20 Will:22

Rocco: : HP:43/93 TEMP: 0 SurgeValue: 24 Surges: 11/13 AC:26 Fort:26 Reflex:23 Will:22

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

Quan
HP: 70/70 TEMP: 0 SurgeValue: 17 Surges: 7/7
AC:23 Fort:20 Reflex:24 Will:23

Prime:
Defenses: AC: 27, Fort: 22, Ref: 19, Will: 20 AP 1
HP: 39/77 THP: 0 Bloodied: 38, Surge value:19, Surges left: 14/14

Sharpe:
AC 20, Fort: 17, Ref: 15, Will: 19 AP 1
HP 56/61, THP 0: Bloodied 30 Surge Value 15; Surges left 11/11

Vermitrax:
AC 20; Fort: 18, Ref: 20, Will 20
HP 38/38 THP 14 Bloodied 19 Surge Value 9; Surges left 8/9
Resist 5 Cold 10 Force

Zharne:
AC:23, Fort:17, Reflex:21, Will:21, Resist 5 Cold, Speed:8
HP:43/66 Bloodied:33, Surge Value:16(18 in Beastform), Surges left:7/9
Resist 5 Cold

Enemies:
Krorg: DEAD
BG1: DEAD
BG2: DEAD
Vlastoes the Lich: 24/216
TG1: Dead
TG2: Dead
TG3: 38/126 Bloodied
TG4: DEAD
[/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]
 
Last edited:


Two of the guardians and the bone golem crumble under the brutal ally attack. The lich then reaches over and touches the Rocco. Negative energy engulfs the dwarf, causing great him great pain. Dwarf, I feed off your living essence. . An instant later, the remaining guardian slashes away at the construct.

[sblock=Mechanics]
Heroes turn:
Quan:: TW2 21
Rocco:: OA hit golem for 20, OA hit lich for 20, marks both, Hits lich for 24, CA granted to lich, hit BG for 12
Skalisss:: kills the bone golem
Vimak:: moved to current location
Nementah:: Miss
Prime:: Hit lich with OA and CC for 29, hits TG3 for 10, marked, 10 THP for prime
Vermitrax:: TW2 12, crits TW2 for 25 Killing TW2, lich takes 17
Sharpe:: Miss
Zharne:: misses TG2 and Lich, hits BG for 13, heals for 18

Baddies turn:
BG2:
attack: berserker attack: I took the token off the map so I can't remember where it was...soooo
no berserker attack.

TG3:
Two attacks 1d20+13 vs Prime AC for 1d8+4 (+12 crit):
Prime: Roll (33) Crit for 20-1 and Hit (27) for 9-1 = 27
Roll Lookup

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

Prime, Zharne, Sharpe take 5 damage from aura

Attack: Frost Burst:Area burst 2 within 20; +18 vs. Fortitude; 3d8 + 6 cold and
necrotic damage Rocco Hit (37) for 19
Roll Lookup

Rocco gets an OA since it was a ranged attack

recharge Frostburn attack: no
Roll Lookup
[/sblock]

[sblock=Damage to Foes and Allies for this round]
Total Damage to Enemies:
BG -45
Lich -92
TG3 -10
TG2 -35

Total Damage to allies:
Skalisss: -8 (beginning damage), +5 thp (primera healing)
End of Round: -8+5 thp

Rocco: -36 (beginning damage), -19 (lich attack) +5 (nementah healing power)
End of Round: -50

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

Quan: -0 (beginning damage)
End of Round: -0

Nementah: -1 +13 thp (beginning damage)
End of Round: -1 + 13 thp

Primera: -0

Xerzuzu: -1 +8 temp (beginning damage)
End of Round: -1+8 temp

Prime: -17 (beginning damage)+10 THP 20-1 = 19 (attack 1) (negate 10) =9 , 5-1 (lich aura) =13
End of Round: -30

Vermitrax: -0 (beginning damage)
End of Round: -0

Sharpe: -0 (beginning damage) -5 (lich aura)
End of Round: -5

Zhanre: --36 (beginning damage), -5 (lich aura), heals for 18
End of Round: -23
[/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: 18+8 thp/19 TEMP: 0
AC:24Fort:25 Reflex23 Will:25

Vimak:
HP: 68/75 TEMP: 5 SurgeValue: 18 Surges: 7/11
AC:26 Fort:22 Reflex:20 Will:22

Rocco: :
HP:43/93 TEMP: 0 SurgeValue: 24 Surges: 11/13 AC:26 Fort:26 Reflex:23 Will:22

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

Quan
HP: 70/70 TEMP: 0 SurgeValue: 17 Surges: 7/7
AC:23 Fort:20 Reflex:24 Will:23

Prime:
Defenses: AC: 27, Fort: 22, Ref: 19, Will: 20 AP 1
HP: 36/77 THP: 0 Bloodied: 38, Surge value:19, Surges left: 14/14

Sharpe:
AC 20, Fort: 17, Ref: 15, Will: 19 AP 1
HP 56/61, THP 0: Bloodied 30 Surge Value 15; Surges left 11/11

Vermitrax:
AC 20; Fort: 18, Ref: 20, Will 20
HP 38/38 THP 14 Bloodied 19 Surge Value 9; Surges left 8/9
Resist 5 Cold 10 Force

Zharne:
AC:23, Fort:17, Reflex:21, Will:21, Resist 5 Cold, Speed:8
HP:43/66 Bloodied:33, Surge Value:16(18 in Beastform), Surges left:7/9
Resist 5 Cold

Enemies:
Krorg: DEAD
BG1: DEAD
BG2: DEAD
Vlastoes the Lich: 24/216
TG1: Dead
TG2: Dead
TG3: 38/126 Bloodied
TG4: DEAD
[/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]

ooc: If I made a mistake it was because I was watching the olympic at the same time I was posting this. Hurry up and finish off Vlastoes :) There's a dragon to kill
 
Last edited:

Prime's caught off-guard by the first blow, which finds a space between his armor plates and actually damage some of his internal mechanisms. Barely able deflecting the following flurry of strikes, he doesn't see any opportunity to strike back.

[sblock=actions]
Immediate interrupt: Shield edge block when struck by the second attack, giving the tomb guardian a -4 penalty to the attack so it fails. Shield edge block attack is an auto fail.
Notice that this makes damage taken by prime 19 (critical hit) plus 4 (aura, damage reduction applies to that too), which negate his 10 temporary hit points and deal 13 real damage. Prime's at 47 hit points now.
Standard action: Crushing surge on TW3, fails to hit. Prime gets 5 temporary hit points.
Minor action: Battlemind's demand on TW3, just for the sake of being thorough. TW3 is Marked.[/color][/sblock]

[sblock=mini-stats] Prime Warforged Fighter|Battlemind 8

Status:
Initiative: +5, Passive perception: 23, Passive Insight: 18
Defenses: AC: 27/27, Fort: 22/22, Ref: 19/19, Will: 20/20
Damage resistance 1
HP:47/77 THP: 5 Bloodied: 38, Surge value:19, Surges/day: 13/14 Speed: 5 squares
Languages: Common
AP: 0, Power points 4/4
Powers:
Bull's Strength, Crushing Surge, Lightning Rush, Battlemind's Demand, Blurred Step, Combat Challenge
Shield Edge Block, Warforged Resolve, Unbreakable, Guardian’s Counter, Boots of the fencing master, Second Wind
Living Fortress, Rain of Steel, Endure Pain, Moradin't blessing of Iron , Knockback Warhammer[/sblock]

[sblock=A guide to Prime's out of turn actions]
With all the immediate action Prime is gathering, he’s becoming a complex character to have in pbp. In order to reduce the amount of retconning, do not hesitate to use one of these actions at the first chance it could be reasonably useful, in the following order of priority. Notice that many though not all are immediate actions and are mutually exclusive (you can take only one immediate action per round):

  • Blurred Step (Battlemind feature, at will). Prime can, once per turn as a free action, shift 1 when an adjacent marked enemy shifts. Use this along with Combat Challenge for maximum benefit.
  • Combat Challenge (fighter feature, at will, immediate interrupt), a MBA he can make against a Marked enemy who shifts or makes an attack that doesn’t include Prime. Notice that he can push enemies up to 3 squares with this attack: since combat challenge is an interrupt, this has the potential to completely negate an attack if it pushes the enemy beyond melee range. Otherwise use the push to disrupt the enemy strategy as much as possible.
  • Guardian’s counter (Encounter power, immediate interrupt), If an ally within 2 is being hit but the attack wouldn’t hit Prime or the damage to the ally would be severe. Prime exchanges positions with an ally within 2 squares, becomes the target of the attack and can retaliate with a MBA.
  • Fully augmented Lightning Rush (using 2 power points, immediate interrupt): Same case as guardian's counter, when guardian's Counter can't be used. Prime can move 5 squares, becomes the target of the attack, and deals a +13 VS AC, 2d10+8 damage attack.
  • Shield Edge Block (Encounter power, immediate interrupt), when he’s hit by a melee or close attack and a -4 penalty to hit would make the attack fail.
  • Unbreakable (Encounter power, immediate interrupt), if hit by an attack that can't be negated by Shield Edge Block that deals 11 or more damage (he’d negate 10 with the power -which isn’t described as damage reduction-, then 1 from armor property)
If you roll any attack granted by any of these actions, don't forget Prime's Warforged Tactics feat: +1 to hit enemies adjacent to at least one ally.

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