End Game: Round 1:
[sblock=Previous Rounds]
Surprise Round[/sblock]
The dwarf runs up, and leaps across the chasm, and over the river to land near the edge on the other side. Grinning, he approaches one of the rat cultists, and bringing his axe down, he cleave's it's skull in two. Sprays of blood turn the red dwarf even more red. "Knock knoc little rats, Muzdum is here to deliver a world of pain!" (HIT & +15thp)
"Bah! Like I said, this is rudimentary at best! We should let de stupid rats finish the ritual and blow de hairy butts up! But da would be more trouble than it’s worth." His arms slowly swinging in irregular patterns, Braddock focuses his knowledge of arcane rituals and starts to disrupt the wererat's magic. (Success & +15thp)
GM: | @FourMonos : Besides counting as a failure, there are no other negative effects (penalties, etc) | |
Quan follows Muzdum across the water at a swift pace. (MOVE & +15thp)
Orsik follows reckless dwarf and more reckless monk. But the armor and his weight keep him back. (MOVE & +15thp)
With a snarl, Rikka leapt forward, as if attempting to leap across the gap- but halfway through the jump her form blurred from that of a panther to a large black raven. The feathered creature swept through the air to land on one of the nearby ledges. (MOVE & +15thp)
Baldwin turns at the sound of Muzdum striking down one of his minions.
”Ah, it appears we have company. Thank you for ridding me of that lout Mangore and his pet… or was that croc his brother, who knows. Now it is your time to die! GET THEM!” As Baldwin’s words still echo around the room, the wererats race to defend their temple. Baldwin shouts over his shoulder at Jessup,
”Hurry up wizard, and unleash the Fury’s Beast upon the intruders!.
The wererat wizard Jessup starts to speak faster, intoning the necessary words to complete his vile ritual.
[sblock=Ritual]Jessup rolls to counter Braddock’s successful skill check roll:
1d20+10=12 and he fails to negate Braddock’s success.[/sblock]
After seeing the red haired dwarf kill one of its brethren with one strike, the wererat minion steps to the side and draws a hand crossbow, then fires it at Muzdum. Muzdum hardly even notices that the bolt passed near him. (MISS)
The wererat minion on the ledge closest to Orsik leaps down and charges forward, aiming its shortsword at the goliath, but the goliath easily deflects its clumsy strike. (MISS)
The lone sentry, brings its crossbow to bear, aiming at Muzdum as well. This one, Muzdum does see coming and is able to dodge it. (MISS)
The wererat minion closest to Baldwin hisses at the heroes, and then vaults down the stairs to take up position behind the column on the lower level. It joins the others by raising its own crossbow and firing at Quan, but the nimble monk easily avoids the bolt. (MISS)
The last wererat minion quickly descends to the cavern floor and races in after the crossbow bolts and charges Muzdum. (HIT)
Both wererat brutes immediately scamper forward to enter melee. The first one ends its shambling with a bout of the shakes, spasmodically flailing about at Quan and Muzdum, while the other brute just charges the redheaded dwarf. (MISS & Hit; Hit and knocked Muzdum prone)[FONT="]
[/FONT] [sblock=Enemy Actions]
Wererat Minion 1:
Wererat Minion 2 (Q15): Move: P16>Q15; Minor: draw crossbow; Standard: RBA (Crossbow) against Muzdum (AC 25-2(Filth Fever)): +9 vs. AC; 4 damage:
1d20+7=8 Miss
Wererat Minion 3 (O11): Move: S11>O11; Standard: Charge O11>K11; MBA (Short sword) against Orsik (AC 21): +9+1(charge) vs. AC; 5 damage:
1d20+9+1=20 Miss
Wererat Minion 4 (M25): Standard: RBA (Crossbow) against Muzdum (AC 25-2(Filth Fever)): +9 vs. AC; 4 damage:
1d20+7=18 Miss; Minor: reload; Move: drop prone
Wererat Minion 5 (Q19): Move: S19>Q19; Minor: draw crossbow; Standard: RBA (Crossbow) against Quan (AC 22): +7 vs. AC; 4 damage:
1d20+7=17 Miss
Wererat Minion 6 (M13): Move: U14>P13; Standard: Charge P13>M13; MBA (Short Sword) against Muzdum (AC 25-2(Filth Fever)):
1d20+9+1=25 (HIT for 5 damage – finally!)
Wererat Brute 1 (L19): Move: L19>K15; Standard: Rat Frenzy; close burst 1; enemies only; against Quan (Ref 19) and Muzdum (Ref 18-2(Filth Fever)): +7 vs. Reflex; 2d6+3 damage and the target is slowed (save ends):
1d20+7=9, 1d20+7+2=23, 2d6+3=5 Miss Quan, HIT Muzdum for 5 damage and is slowed (save ends).
Wererat Brute 2 (R15): Move: R15>M18; Standard: Charge M18>M15 against Muzdum (AC 25-2(Filth Fever)); MBA (Greataxe): +9+1(charge) vs. AC; 1d12+2 and the target is knocked prone:
1d20+9+1=26, 1d12+2=13 Hit for 13 damage and knocked prone (
save: 1d20=3) failed
Baldwin (T18): Move: S17>T18
Jessup (U16): Shift: T16>U16; Standard:
Arcana Check +10 (DC 18); a success will counter Braddock's successful skill check roll. (1d20+10=12)
[/sblock]
[sblock= Map]
Illumination: combination of torches and glowing globe (on top of columns); dim light throughout, except for the raised dais considered bright light
Rough Hewn Steps: considered difficult terrain
Underground River: water is only 1-foot deep at the crossing (G11:H11); 3 to 6-feet deep otherwise; normal Athletics check to swim or jump across.
Ceiling: 30-feet high at highest point
Cavern Walls: rough, non-quarried stone; Climb DC 18
Platforms: height is listed on map in relation to the ground floor of the cavern (i.e. Cavern floor considered 0-feet); if pushed/slid off platform, a saving throw can be made to fall prone at the edge instead.
Man-Made Steps: Considered normal, doesn’t limit movement.
Rickety Bridge (T22:T23 & G28:H28): Acrobatics or Athletics check to cross (DC 16)[/sblock]
[sblock=Stopping the Ritual]This is an small skill challenge inside the encounter. The wererat magic-user is trying to animate a golem, a magical weapons golem. If it is able to animate the golem, you can be sure that you and your companions will become its first sacrifice.
*Complexity: 1 (4 successes before 2 failures)
Successes: 1
Failures: 0
A little different format for this challenge.
*There must be at least 1 skill check made each round (listed below). If no one rolls a check, it will count as an automatic failure.
*Skills used:
[sblock=Arcana](DC 18): Standard Action; You immerse yourself into the intricacies of that which is magic, the essence that is found in everything in order to stop the wererat's ritual. A successful roll counts as a success for the skill challenge.[/sblock]
[sblock=History](DC 18): Minor Action; You remember reading an old treasie on magical constructions by House Canneith and remember reading of their failures. This snippet of info allows you to gain some insight on how to stop the wererat's ritual. A success does not count as a success for the skill challenge, instead it grants a +2 bonus to your next skill check attempt.[/sblock]
[sblock=Perception](DC 18): Minor Action; You look and search for anything that can help you try to stop or distract the wererat's ritual. A success does not count as a success for the skill challenge, but instead, it grants a +2 bonus to your next skill roll attempt.[/sblock]
[sblock=Religion](DC 16): Standard Action; You divine the truth behind the dark magics used to animate the golem,
The Fury. You try to find a way, with or without divine aid, to distract the wererat's evil ritual. A success counts as a success for the skill challenge.[/sblock]
[sblock=Thievery](DC 18): Standard Action; Requirement: must be adjacent to the golem. Through dexterous movements and deft manipulating, you try to disrupt the wererat's ritual. A success counts as a success for the skill challenge.[/sblock][/sblock]
[sblock=Combatants]Wererat Minion: 1 hp, a miss never damages a minion; AC 19, Fort 17, Ref 19, Will 14; MBA: Short Sword +9 vs. AC; 5 damage; RBA: Crossbow +7 vs. AC; 4 damage; Bite: +9 vs. AC; 3 damage and the target contracts
Filth Fever. Combat Advantage: the wererat minion deals an extra 1d6 damage on melee attacks against creatures it has CA against.
[sblock=Pic]
[/sblock]
Wererat Minion 1:
Wererat Minion 2 (Q15): 1 hp; partial concealment
Wererat Minion 3 (O11): 1 hp
Wererat Minion 4 (M25): 1 hp; prone; total concealment
Wererat Minion 5 (Q19): 1 hp; partial concealment
Wererat Minion 6 (U14): 1 hp
Wererat Brute: 88/88 hp; AC 18, Fort 20, Ref 18, Will 17; Great Axe +9 vs. AC; 1d12+2 and the target is knocked prone; Bite: +9 vs. AC; 1d4+2 damage and ongoing 5 damage (save ends) and the target contracts
Filth Fever. Regeneration 5 (if it takes damage from a silver weapon, its regeneration doesn’t function on its next turn); Wounded Retaliation: imm. reaction: When first bloodied, the wererat brute makes a MBA as a free action;
Rat Frenzy: close burst 1; enemies only; +7 vs. Reflex; 2d6+3 and slowed (save ends).
[sblock=Pic]
[/sblock]
Wererat Brute 1 (K15):
88/88 hp; Wounded Retaliation;
Rat Frenzy ; Status:
Wererat Brute 2 (L15):
88 /88 hp; Wounded Retaliation; Rat Frenzy; Status:
Baldwin, Wererat Elite: 178/178 hp; AC 22, Fort 18, Ref 22, Will 20; Rapier +11 vs. AC; 1d8+6 and Baldwin shifts 1 square; Bite: +11 vs. AC; 2d4+3 damage and ongoing 5 damage (save ends) and the target contracts
Filth Fever. Regeneration 5 (if Baldwin takes damage from a silver weapon, its regeneration doesn’t function on his next turn); Action Point 1; Skirmish: if Baldwin moves 4+ squares, his next attack deals an extra 1d8 damage (if not used this turn, the ability is lost); Triggering Slash (recharge 5-6) +11 vs. AC, 1d8+6 damage and one ally may shift 1 square and makes a MBA as a free action.
[sblock=Pic]
[/sblock]
Baldwin (T18):
178/178 hp; Action Point; Triggering Slash; Status:
Jessup, Wererat Elite: 104/104 hp; AC 18, Fort 16, Ref 21, Will 19; Staff +11 vs. AC; 1d8+1; Binding Hex: Ranged 10; +10 vs. Fortitude; 2d6+2 damage and the target is blinded (save ends); Bite: +11 vs. AC; 1d4+2 damage and ongoing 5 damage (save ends) and the target contracts
Filth Fever. Regeneration 5 (if Jessup takes damage from a silver weapon, its regeneration doesn’t function on his next turn); Action Point 1; Hex (Minor Action); close burst 10; +11 vs. Will; the target is hexed (save ends). While hexed, the target takes a -2 penalty to attack and damage rolls against Jessup; Hex Jump (Move Action; Encounter) Jessup teleports up to 5 squares or swaps position with one hexed creature within 5 squares of him.
[sblock=Pic]
[/sblock]
Jessup (U16):
104/104 hp; Action Point; Hex Jump; Status:
Braddock (D6):
50+15thp /52 hp; HS 6/11; AP 1; Dwarven Resilience; Status:
Quan (K14):
33+15thp /37; HS 1/7; AP 1; Second Wind; Elven Accuracy; Status:
Orsik (J11):
53+15thp/53 hp; HS 3/10; AP 1; Second Wind; Stone’s Endurance; Rune of Mending [1],[2]; Status:
Muzdum (L14):
54/62; HS 6/12;
AP 1 ; Dwarven Resilience; Status:
Filth Fever (Stage 2) -2 to AC, Fort, and Ref; Slowed (save ends); prone
Rikka (C13):
49+15thp/50 hp; HS 5/8; AP 1; Second Wind; Elven Accuracy; Status:
Filth Fever (Stage 2) -2 to AC, Fort, and Ref[/sblock]
[sblock=Filth Fever]
At the end of the encounter, those afflicted by Filth Fever must make a check to see if the disease stabilizes (or improve)
Stabilizes: Endurance check DC 14
Improves: Endurance check DC 21
Stage 0: cured
Initial Stage: target loses 1 healing surge
Stage 2: target takes a -2 penalty to AC, Fortitude and Reflex
Stage 3: target takes an additional -2 penalty to AC, Fortitude, and Reflex and loses all healing surges and cannot regain hit points.[/sblock]
GM: | Summary:
Braddock: +15thp;
Quan: +15thp; Missed and Missed
Orsik: +15thp; Missed
Muzdum: +15thp; Filth Fever; Missed, Missed, Hit for 5, Hit for 5; slowed (save ends); Hit for 13; prone
Rikka: +15thp; Filth Fever (Stage 2)
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