End Game: Round 2:
[sblock=Previous Rounds]
Surprise Round
Round 1 [/sblock]
Quan enters a steady stance, not tipsy at all and strikes out. Two fall and others are struck at a distance by the spiraling monk. (HIT, HIT, HIT & HIT; missed skill roll)
Rikka's raven form flew quickly across the chasm- as she landed she shifted briefly into her elven shape. With a sharp gesture, she called a burst of freezing wind down upon the hidden sentry, freezing it where it had taken cover. Then she turned towards the other, stronger foes... (HIT)
Braddock shouts forward to the goliath, "Orsik, you know anything about rituals? The rat by the statue is trying to fight me on this." Sweat breaks out on Braddock's brow with the effort he is making, but this time the wererat wizard wins the round. Frustrated Braddock charges forward, and similar to his dwarven comrades demonstration, he clears the chasm with a mighty jump. (FAILURE)
"Not much. The elders know, but I didn't study it carefuly. And I have this thing to contend with. Can you hold it alone?" Orsik moves a bit aside and slams his maul onto rat guardian. (MISS)
GM: | Since Quan already killed that minion, I’ll say that you moved to J14 and made your attack against wererat brute 1 | |
Muzdum fails to resist the knockdown, but quickly comes back to his feet and cuts at the were rat brute. He also grabs him from the tail. "I did this to the were crocodile friend of yers, I think you'll enjoy it." Muzdum grins. However, that poisoned spear still slows him down, so he waits for a better opportunity. (HIT)
The remaining wererats all seem to wince and shake a little as their lycanthropic disease starts to speed their healing unnaturally (all regenerate 5 hit points, except the minions and wererat brute 1 & 2 (silver)).[FONT="]
[/FONT] Baldwin can only watch as his minions are torn to shreds by the valiant heroes.
”Fool of a mage, I need The Fury’s beast NOW! and with that he quickly leaps down the steps and charges Muzdum hoping to bite the red-bearded dwarf. He then lashes out with his rapier. (HIT; AP MISS)
Jessup hardly listens to Baldwin as it is immersed in its dire ritual. With a hiss of success, Jessup lowers its arms and steps back.
”It is done. The Fury’s child will walk soon!”. It turns its attention to the melee going on behind him and flings its vile magic at Braddock. (HIT)
The two remaining wererat minions count themselves lucky and vow to keep as much distance between themselves and their deadly foes. Both furiously load their crossbows and launch them at the elf-cat-bird. One minion chooses to take higher ground. (HIT & MISS)
The wererat brutes stay locked in combat with the heroes; one strike at Muzdum and misses, while the other concentrates on Orsik, hitting the goliath and knocking him prone. (MISS & HIT)
[sblock=Enemy Actions]
Wererat Minion 1:
Wererat Minion 2 (R14): Minor: reload; Standard: RBA (Crossbow) against Rikka (AC 22-2(Filth Fever)): +7 vs. AC; 4 damage:
1d20+7=27 HIT for 4 damage; Move: Q15>R14.
Wererat Minion 3:
Wererat Minion 4:
Wererat Minion 5 (Q20): Minor: reload; Move: Shift Q19>Q20; Standard: RBA (Crossbow) against Rikka (AC 22-2(Filth Fever)): +7 vs. AC; 4 damage:
1d20+7=13 Miss
Wererat Minion 6:
Wererat Brute 1 (K15): Standard: MBA (Great Axe) against Orsik (AC 21); +9 vs. AC; 1d12+2 and the target is knocked prone:
1d20+9=28, 1d12+2=12 HIT for 12 damage and knocked prone.
Wererat Brute 2 (L15): Standard: MBA (Great Axe) against Muzdum (AC 25-2(filth fever)); +9 vs. AC; 1d12+2 and the target is knocked prone:
1d20+9=14, 1d12+2=6 MISS
Baldwin (L16): Move: S17>M17; Standard: Charge M17>M15 MBA (Bite) against Muzdum (AC 25-2(Filth Fever)): +11+1(charge) vs. AC; 2d4+3+1d8(skirmish) damage and ongoing 5 damage (save ends) and the target contracts
Filth Fever:
1d20+11+1=25, 2d4+3=7, 1d8=7 HIT for 7+7 damage and ongoing 5 damage (save ends); ACTION POINT: MBA (Rapier): +11 vs. AC; 1d8+6+1d8(skirmish) and Baldwin shifts 1 square:
1d20+11=22, 1d8+6=9, 1d8=2 MISS, Baldwin shifts M15>L16 (as part of attack)
Jessup (T14): Move T16>T14; Standard: Binding Hex against Braddock (Fort 19): +10 vs. Fortitude; 2d6+2 damage and the target is blinded (save ends): [FONT="]
1d20+10=27, 2d6+2=13 [/FONT]HIT for 13 damage and Braddock is blinded (save ends).[/sblock][FONT="]
[/FONT] [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 a 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: 1
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.
A Failure counts as a failure 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.
A Failure does not count as a failure for the skill challenge.[/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.
A Failure does not count as a failure for the skill challenge.[/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.
A Failure counts as a failure 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.
A Failure counts as a failure 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 (R14): 1 hp
Wererat Minion 3:
Wererat Minion 4:
Wererat Minion 5 (Q20): 1 hp
Wererat Minion 6:
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):
53/88 hp; Wounded Retaliation;
Rat Frenzy ; Status: marked (Muzdum)
Wererat Brute 2 (L15):
70 /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 (L16):
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]
[FONT="]Jessup (T14):
104/104 hp; Action Point; Hex Jump; Status:
[/FONT] Braddock (J10):
50+2thp /52 hp; HS 6/11; AP 1; Dwarven Resilience; Status: Blinded (save ends)
Quan (K13):
33+15thp /37; HS 1/7; AP 1; Second Wind; Elven Accuracy; Status:
Orsik (J14):
53+3thp/53 hp; HS 3/10; AP 1; Second Wind; Stone’s Endurance; Rune of Mending [1],[2]; Status: prone
Muzdum (L14):
40/62; HS 6/12;
AP 1 ; Dwarven Resilience; Status:
Filth Fever (Stage 2) -2 to AC, Fort, and Ref; Slowed (save ends); Ongoing 5 damage (save ends)
Rikka (K20):
45+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: hit for 13 damage; blinded (save ends)
Quan: -
Orsik: hit for 12 damage; knocked prone
Muzdum: Filth Fever; slowed (save ends); Hit for 14 damage; Missed; Ongoing 5 damage (save ends); Missed
Rikka: Filth Fever (Stage 2); Hit for 4 damage; Missed
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