End Game: Round 3:
[sblock=Previous Rounds]Surprise Round
Round 1
Round 2 [/sblock]
Quan slips in a leg at the grabbed brute, which falls back into Baldwin, knocking him down. He slaps the other brute before moving quickly to the platform and shifting forms. (HIT & HIT)
[sblock=jonmeier1]You climb the platform with no problems (DC 11).[/sblock]
After Quan hits the wererat brute, it roars and takes a swipe at Muzdum.
[sblock=Immediate Reaction – Wounded Retaliation]Wounded Retaliation against Muzdum (AC 25-2(filth fever)): MBA (Great Axe) +9 vs. AC; 1d12+2 and the target is knocked prone: 1d20+9=24, 1d12+2=7 Hits for 7 damage and FALLS PRONE (1d20=8)[/sblock]
Rikka gave a soft hiss, and swept her totem through a complicated gesture- in an instant the air in front of her was full of glittering shards of black ice. The darts scythed through Baldwin and his stronger allies, leaving wounds and crippling pain. With what might have been a chuckle the feral elf shifted back into her familiar leopard form and let out an unearthly howl- again Baldwin and his brutes were exposed to the might of her primal magic, leaving them easy prey for her allies. Almost casually, the elf-cat darted away...(HIT, HIT, & CRIT; AP: HIT, HIT & HIT)
Muzdum uses the opening in his attackers to slip a few ol' punches! He gives a massive punch in the chin to the wererat brute, and then a backflip slap to Baldwin. "That's fer hittin' me ye filthy rats!" he spits. The insults seem to stele the dwarf up. He takes a big swing at the already wounded wererat, following up by an uppercut. "I'll kill yer friends, then I'll rip off yer head." he informs Baldwin with a grin. (HIT, HIT, &HIT)
Braddock growls in displeasure at the failure to stop the wererat ritual and his new found blindness caused by the magic using wererat. "Ach, ye done blasted my vision, ye knave. Ye made a mistake tho'. Ye let the big rat move before ye took my eyes. Now I'll pass it along." Even with his vision black, Braddock remembers Baldwin's last move. The squeals of pain inflicted by Muzdum's blows help him focus the direction of his attack. Braddock's craghammer sways back and forth blindly between the combatants... aiming first at Quan's back... then the werebrute... finally over toward Baldwin and that is when dark tendrils speed forth and blast the wererat leader. Baldwin finds he is suddenly blind and Braddock's eyes clear. "I'm coming for you, rat man." Braddock focuses his ire on Jessup. (HIT)
Orsik looks up and seizes his opponent up, but then Quan moves his opponent away leaving Orsik with little in the way of affecting the combat. His cage of light already spent he chooses to use the power to affect his future healing which will be needed if this golem get's loose. He rolls on his rump, bringing Osvetnik over his head and sitting up. Heavy weapon smashes into the ribs of the wererat, but instead of normal thump it flares with holy fire blinding the beast. "Braddock! I remember reading about the giants trying to animate many of these constructs in the battles against dragons. They all had special rune inscribed in them which would turn them off if damaged or its name is said aloud properly! It was safeguard against them being turned." (HIT)
[sblock=MetaVoid]Green thingy in K20 is Rikka in elf form (she’s been a raven, an elf and is now a cat at P24). [/sblock]
Baldwin seems to wince and shake a little bit as his lycanthropic disease start to speed his healing unnaturally (regenerate 5 hit points, wererat brute 2 no regenerate (silver)).
Cursing, Baldwin stands up, and then curses the elf-cat as her thorns and roars as well as the warlock dwarf’s blinding curse, all of which seem to have caused his own body to fail him. (DAZED one action: MOVE)
Jessup looks up to see the elf monk before him. ”Eek!” it shrieks as it steps back. Its deformed claws scribe a sigil in the air that sends it flying at Quan, and then follows its hex with an attack that should take the elf monk’s sight as well.
Both wererat minions reload their crossbows. One of them fires at Rikka, then hides behind the column, and the other steps back a few steps and looses at the mass of squirming bugs that is Quan. (HIT & MISS)
One wererat brute is stricken down by the combined efforts of Quan, Muzdum and Orsik. The other brute lashes BLINDLY out at where he thinks the still prone goliath is, but misses terribly. (MISS)
[sblock=Enemy Actions]Wererat Minion 1:
Wererat Minion 2 (R16): Minor: load crossbow; Move: R14>R16; Standard: MBA (Crossbow) against Quan (AC 22): +7 vs. AC; 4 damage: 1d20+7=21 MISS
Wererat Minion 3:
Wererat Minion 4:
Wererat Minion 5 (P18): Minor: reload; Standard: MBA (Crossbow) against Quan (AC 22-2(filth fever)): +7 vs. AC; 4 damage: 1d20+7=23 HIT for 4 damage; Move: Q20>P18.
Wererat Minion 6:
Wererat Brute 1:
Wererat Brute 2 (K16): (DAZED, 1 Action: STANDARD); Standard: MBA (Greataxe) against Orsik (AC 21-prone); +9 vs. AC; 1d12+2 and knocked prone:1d20+9+2=21, 1d12+2=10 HIT for 10 damage and Orsik is knocked more prone(?) ; save vs. DAZED: 1d20=17 SAVED
Baldwin (L16): (DAZED , 1 Action: MOVE): Recharged Triggering Slash; Move: Stand up; save vs. Daze: 1d20+2=12 SAVED
[FONT="]Jessup (T14): Move: T14>T16; Minor: Hex (Minor Action); close burst 10 (Quan – Will 16); +11 vs. Will; the target is hexed (save ends). While hexed, the target takes a -2 penalty to attack and damage rolls against Jessup: 1d20+11=28 Quan is Hexed (save ends); Standard: Binding Hex against Quan (Fort 17): Ranged 10; +10 vs. Fortitude; 2d6+2 damage and the target is blinded (save ends): 1d20+10=23, 2d6+2=5 HIT for 5 damage and blinded (save ends).[/FONT][/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 (R16): 1 hp
Wererat Minion 3:
Wererat Minion 4:
Wererat Minion 5 (P18): 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:
Wererat Brute 2 (K16): 20/88 hp;Wounded Retaliation ; Rat Frenzy ; Status: -5 to all defenses TENT (Rikka); saved vs. daze; marked (Muzdum)
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): 116/178 hp;Action Point ; Triggering Slash; Status: prone; -5 to all defenses TENT (Rikka); saved vs. daze; marked (Muzdum); hexed and blinded TENT (Braddock)
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 (T16): 104/104 hp; Action Point; Hex Jump; Status: warlock’s Curse (Braddock)
[/FONT] Braddock (J10): 50+2thp /52 hp; HS 6/11; AP 1; Dwarven Resilience; Status: +2 Defenses vs. Jessup; +1 F/R/W TENT
Quan (T12): 33+10thp /37; HS 1/7; AP 1; Second Wind; Elven Accuracy; Status: Hexed (save ends -2 to damage rolls vs. Jessup); Blinded (save ends)
Orsik (K15): 49/53 hp; HS 3/10; AP 1; Second Wind; Stone’s Endurance; Rune of Mending [1],[2]; Status: prone
Muzdum (L14): 50/62; HS 5/12;AP 1 ; Dwarven Resilience ; Status: Filth Fever (Stage 2) -2 to AC, Fort, and Ref; Slowed (save ends); +3 to all defenses TSNT
Rikka (P24): 49+7thp/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]
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[sblock=Previous Rounds]Surprise Round
Round 1
Round 2 [/sblock]
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Quan slips in a leg at the grabbed brute, which falls back into Baldwin, knocking him down. He slaps the other brute before moving quickly to the platform and shifting forms. (HIT & HIT)
[sblock=jonmeier1]You climb the platform with no problems (DC 11).[/sblock]
After Quan hits the wererat brute, it roars and takes a swipe at Muzdum.
[sblock=Immediate Reaction – Wounded Retaliation]Wounded Retaliation against Muzdum (AC 25-2(filth fever)): MBA (Great Axe) +9 vs. AC; 1d12+2 and the target is knocked prone: 1d20+9=24, 1d12+2=7 Hits for 7 damage and FALLS PRONE (1d20=8)[/sblock]
Rikka gave a soft hiss, and swept her totem through a complicated gesture- in an instant the air in front of her was full of glittering shards of black ice. The darts scythed through Baldwin and his stronger allies, leaving wounds and crippling pain. With what might have been a chuckle the feral elf shifted back into her familiar leopard form and let out an unearthly howl- again Baldwin and his brutes were exposed to the might of her primal magic, leaving them easy prey for her allies. Almost casually, the elf-cat darted away...(HIT, HIT, & CRIT; AP: HIT, HIT & HIT)
Muzdum uses the opening in his attackers to slip a few ol' punches! He gives a massive punch in the chin to the wererat brute, and then a backflip slap to Baldwin. "That's fer hittin' me ye filthy rats!" he spits. The insults seem to stele the dwarf up. He takes a big swing at the already wounded wererat, following up by an uppercut. "I'll kill yer friends, then I'll rip off yer head." he informs Baldwin with a grin. (HIT, HIT, &HIT)
Braddock growls in displeasure at the failure to stop the wererat ritual and his new found blindness caused by the magic using wererat. "Ach, ye done blasted my vision, ye knave. Ye made a mistake tho'. Ye let the big rat move before ye took my eyes. Now I'll pass it along." Even with his vision black, Braddock remembers Baldwin's last move. The squeals of pain inflicted by Muzdum's blows help him focus the direction of his attack. Braddock's craghammer sways back and forth blindly between the combatants... aiming first at Quan's back... then the werebrute... finally over toward Baldwin and that is when dark tendrils speed forth and blast the wererat leader. Baldwin finds he is suddenly blind and Braddock's eyes clear. "I'm coming for you, rat man." Braddock focuses his ire on Jessup. (HIT)
Orsik looks up and seizes his opponent up, but then Quan moves his opponent away leaving Orsik with little in the way of affecting the combat. His cage of light already spent he chooses to use the power to affect his future healing which will be needed if this golem get's loose. He rolls on his rump, bringing Osvetnik over his head and sitting up. Heavy weapon smashes into the ribs of the wererat, but instead of normal thump it flares with holy fire blinding the beast. "Braddock! I remember reading about the giants trying to animate many of these constructs in the battles against dragons. They all had special rune inscribed in them which would turn them off if damaged or its name is said aloud properly! It was safeguard against them being turned." (HIT)
[sblock=MetaVoid]Green thingy in K20 is Rikka in elf form (she’s been a raven, an elf and is now a cat at P24). [/sblock]
Baldwin seems to wince and shake a little bit as his lycanthropic disease start to speed his healing unnaturally (regenerate 5 hit points, wererat brute 2 no regenerate (silver)).
Cursing, Baldwin stands up, and then curses the elf-cat as her thorns and roars as well as the warlock dwarf’s blinding curse, all of which seem to have caused his own body to fail him. (DAZED one action: MOVE)
Jessup looks up to see the elf monk before him. ”Eek!” it shrieks as it steps back. Its deformed claws scribe a sigil in the air that sends it flying at Quan, and then follows its hex with an attack that should take the elf monk’s sight as well.
Both wererat minions reload their crossbows. One of them fires at Rikka, then hides behind the column, and the other steps back a few steps and looses at the mass of squirming bugs that is Quan. (HIT & MISS)
One wererat brute is stricken down by the combined efforts of Quan, Muzdum and Orsik. The other brute lashes BLINDLY out at where he thinks the still prone goliath is, but misses terribly. (MISS)
[sblock=Enemy Actions]
Wererat Minion 2 (R16): Minor: load crossbow; Move: R14>R16; Standard: MBA (Crossbow) against Quan (AC 22): +7 vs. AC; 4 damage: 1d20+7=21 MISS
Wererat Minion 5 (P18): Minor: reload; Standard: MBA (Crossbow) against Quan (AC 22-2(filth fever)): +7 vs. AC; 4 damage: 1d20+7=23 HIT for 4 damage; Move: Q20>P18.
Wererat Brute 2 (K16): (DAZED, 1 Action: STANDARD); Standard: MBA (Greataxe) against Orsik (AC 21-prone); +9 vs. AC; 1d12+2 and knocked prone:
Baldwin (L16): (DAZED , 1 Action: MOVE): Recharged Triggering Slash; Move: Stand up; save vs. Daze: 1d20+2=12 SAVED
[FONT="]Jessup (T14): Move: T14>T16; Minor: Hex (Minor Action); close burst 10 (Quan – Will 16); +11 vs. Will; the target is hexed (save ends). While hexed, the target takes a -2 penalty to attack and damage rolls against Jessup: 1d20+11=28 Quan is Hexed (save ends); Standard: Binding Hex against Quan (Fort 17): Ranged 10; +10 vs. Fortitude; 2d6+2 damage and the target is blinded (save ends): 1d20+10=23, 2d6+2=5 HIT for 5 damage and blinded (save ends).[/FONT][/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]
Wererat Minion 2 (R16): 1 hp
Wererat Minion 5 (P18): 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]
Wererat Brute 2 (K16): 20/88 hp;
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]
Baldwin (L16): 116/178 hp;
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]
[FONT="]Jessup (T16): 104/104 hp; Action Point; Hex Jump; Status: warlock’s Curse (Braddock)
[/FONT] Braddock (J10): 50+2thp /52 hp; HS 6/11; AP 1; Dwarven Resilience; Status: +2 Defenses vs. Jessup; +1 F/R/W TENT
Quan (T12): 33+10thp /37; HS 1/7; AP 1; Second Wind; Elven Accuracy; Status: Hexed (save ends -2 to damage rolls vs. Jessup); Blinded (save ends)
Orsik (K15): 49/53 hp; HS 3/10; AP 1; Second Wind; Stone’s Endurance; Rune of Mending [1],[2]; Status: prone
Muzdum (L14): 50/62; HS 5/12;
Rikka (P24): 49+7thp/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]
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