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[Adventure] Hysteria's Ascendency (Judge: Stonegod)

jsb420

First Post
End Game: Round 3:
[sblock=Previous Rounds]Surprise Round
Round 1
Round 2 [/sblock]
GM: You all instinctively feel that time is running out. You can see that Jessup is no longer chanting his ritual. Whatever effect its ritual has planned in coming soon!

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=&quot]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=&quot]

[/FONT] [sblock= Map]
p6bwl.jpg


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]
VVikh.jpg
[/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]
IJzGo.jpg
[/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]
CDefO.jpg
[/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]
tlBR4.jpg
[/sblock]
[FONT=&quot]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]
GM: Summary:
Braddock:
Quan: missed; Hexed (save ends -2 to damage rolls vs. Jessup); hit for 5 damage and Blinded (save ends)
Orsik: prone; Hit for 10 damage MISSED
Muzdum: Filth Fever; slowed (save ends); Missed; hit for 7 damage and knocked prone.
Rikka: Filth Fever (Stage 2); hit for 4 damage


[FONT=&quot]

[/FONT]
 
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johnmeier1

Explorer
Quan reforms as an elven monk up the steps. He puts both hands in front on him in a prayer pose, before stepping forward and striking exactly where Jessup stands. As his fist slams the hexer in the face, the elf's eyes clear and he swings a leg at the nearby minion, killing it.

OOC: Jessup grants CA to Quan for hitting him in swarm form
Minor: Wildshape to elf, shift 1 to T13
Move: Shift to T14
Standard: Enduring Champion on Jessup (-5 for blind, +2 for Combat Advantage, -2 for Hex)
Free: Centered Flurry of Blows kills minion 2
DM: Can I reach the ritual from here since my reach with melee touch is 2? I want to try the Thievery check with my AP
Save: Fail


[sblock=ministats] Status: 10 temporary hp, Hexed by Jessup
Init: +7 Speed: 7 Perception:21 Insight: 14

AC: 22 NAD:17/19/16

HP: 33/37 Surges: 1/7 Surge Value: 9 AP: 1

Languages: Common, Elven Str:14 Dex:20 Wis:14 Con:10 Int:8 Cha:10

Powers: At-Will: Five Storms, Dragon's Tail, Centered Flurry of Blows, Wild Shape

Encounter: Drunken Monkey, Enduring Champion, Swarming Locusts, Elven Accuracy, Stoneskin Robes

Daily: Masterful Spiral, Supreme Flurry, Cobra Strike Ki Focus, Necklace of Keys

[Full Character Sheet http://leb.wikia.com/index.php?title=LEB:PC:Quan_Reah_(johnmeier1)] [/sblock]
 
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"Let's clear things up a little. If you need healing holer out. I'll get this one...Muzdum, can you hold Baldwin for a moment?"

OOC: [MENTION=6672544]jsb420[/MENTION], clarification please. did Orsik target #2 as I requested or you deducted points from Baldwin's hp? In any case, one of them should have blinded (save ends). And if #2 was targeted, then he would miss Orsik and needs another saving throw.

Also, in status block, #1 has 20/88 and #2 is crossed as if dead...
 

Voda Vosa

First Post
"My pleasure!" states Muzdum as he stands up, not without effort. Moving so many kilograms of belly is no easy task, even for the mighty dwarf. "Told ye, yer skin is mine!" barks the dwarf as he grabs Baldwin by the forearm and then hacks at him with his axe.

Stand up, then Grappling strike: 23 vs AC for 16 and Baldwin is grabbed until the end of Muzdum's next turn.
 
Last edited:

jsb420

First Post
GM: [MENTION=73730]johnmeier1[/MENTION]: Yes, I’ll say that Quan can affect the ritual from his current position (T14). You can include your AP this round if you want or wait until the next round.
[MENTION=87106]MetaVoid[/MENTION]: Yes, I applied the damage to brute 2, AND he should be blinded. So I’ll retro its actions; you were not hit (+10hp). Sorry about the confusion with brute 1 & 2. I’ll edit the post now.
Wererat Brute 2 save vs. Blinded: 1d20=13 SAVED
 


pathfinderq1

First Post
Rikka growled softly, then lunged forward with blinding speed, darting up the steps towards the smallest remaining wererat. She swiped at the creature, but it managed to duck aside. Rikka barely seemed to notice and charged up the stairs- where she clawed at the wererat mage, delivering a minor but painful wound.

[sblock= OOC]
>Minor: activate Fleet Pursuit- beast form speed increased to 12
>Move: walk up front steps, and to Q19
>Standard: Predator's flurry, attack minion at then shift 4 to S 17 and attack Jessup; primary (minion) 1d20+12 vs. REF= 17 (miss); secondary (Jessup) 1d20+12 vs. REF= 30 (hit for 9 damage and Jessup is Dazed until end of Rikka's next turn); rolls Roll Lookup
[/sblock]
 

Thanks for clearing that up.

PROTECTIOM: adjacent allies (Muzdum) have resist all 2
Muzdum has +2 power bonus to AC TENT Orsik


Orsik slams his weapon into the wererat, but fails to kill it. He is more focused now and quickly jabs the handle back into the rat, crushing it's muzzle under heavy blow. Runes on the maul flare and set down on Muzdum's armor.

"Baldwin, you escaped once, this time, you don't. But if you tell us where are all those people you took, you may yet live."

OOC: Braddock has +2 to roll to disrupt from aid another

[sblock=Actions]
Move: Stand up

Standard: Word of Diminishment vs AC (Guard 2); damage (1d20+12=22, 2d6+6=10+2) - forgot +2 from endless fire, added into the total

AP: Word of Binding vs AC (Guard 2) (1d20+12=26) - guard takes 9 damage and drops. Muzdum gets +2 power bonus to AC

[/sblock]
 

FourMonos

First Post
Braddock steps closer to the pedastal with the magic using man rat. His form blurs with shadow as he walks.

He focuses some dark energy around Baldwin before blasting golden eldritch blasts toward Jessup. Unfortunately, his attacks go wide.

[sblock=actions]
Movement: Move to N-11. Gain Concealment TENT.
Minor: Warlock's Curse: Baldwin
Standard: Eyes of the Vestige vs. Jessup: 1d20+10+2, 1d6+10+1d6 → ([2, 10, 2], [1, 10, 1]) Roll Lookup Ugh, nothing good about that roll.
[/sblock]

[sblock=ministats] Braddock the Historian, level 5 Warlock
Status: Concealment, +2 defenses vs. Jessup and Baldwin, +1 NAD defenses TENT
Active Vestige: King Eldyr
[sblock=Vestige of King Eldyr]
Eyes of Vestige Augment: One ally who hits the target may make a saving throw (TENT).
King Eldyr Pact Boon: Ally adjacent to Braddock gains +2 all defenses TENT.
[/sblock]
Init: +3 Speed: 5 Perception:12 Insight: 12
AC: 18 NAD: F: 19 R:18 W:15
HP: 50/52 +2 THP Surges: 6/11 Surge Value: 13 AP: 1
Languages: Dwarven
Str:10 Dex:13 Wis:10 Con:20 Int:16 Cha:10
MBA: +12 vs. AC, 1d10+9

Powers:
At-Will: Eyes of the Vestige, Eldritch Strike, Warlock's Curse
Encounter: Clarion Call, Fortune Binding, Second Wind
Daily: Vestige of Thaxter, Charm of Hearts, Leather Armor of Dark Magesty, Vestige of Xandor

Benefits: +2 defenses against cursed enemies. +1 NAD after using Warlock's curse TENT.
[/sblock]
 

jsb420

First Post
End Game: Round 4:
[sblock=Previous Rounds]Surprise Round
Round 1
Round 2
Round 3 [/sblock]
Quan reforms as an elven monk up the steps. He puts both hands in front on him in a prayer pose, before stepping forward and striking exactly where Jessup stands. As his fist slams the hexer in the face, the elf's eyes clear and he swings a leg at the nearby minion, killing it. (HIT)
Quan also grabs an item of Jessup with his retracting hand and stashes it in his pack. (AP: Success)

"Let's clear things up a little. If you need healing, holler out. I'll get this one...Muzdum, can you hold Baldwin for a moment?"

"My pleasure!" states Muzdum as he stands up, not without effort. Moving so many kilograms of belly is no easy task, even for the mighty dwarf. "Told ye, yer skin is mine!" barks the dwarf as he grabs Baldwin by the forearm and then hacks at him with his axe. (HIT)
GM: You forgot to make your save vs. Slow: SAVED

Rikka growled softly, and then lunged forward with blinding speed, darting up the steps towards the smallest remaining wererat. She swiped at the creature, but it managed to duck aside. Rikka barely seemed to notice and charged up the stairs- where she clawed at the wererat mage, delivering a minor but painful wound. (MISS & HIT)

Orsik slams his weapon into the wererat, but fails to kill it. He is more focused now and quickly jabs the handle back into the rat, crushing it's muzzle under heavy blow. Runes on the maul flare and set down on Muzdum's armor. "Baldwin, you escaped once, this time, you don't. But if you tell us where all those people you took are, you may yet live." (MISS; AP – HIT)

Braddock steps closer to the pedestal with the magic using man rat. His form blurs with shadow as he walks. He focuses some dark energy around Baldwin before blasting golden eldritch blasts toward Jessup. Unfortunately, his attacks go wide. (MISS)


Baldwin seems to wince and shake a little bit as his lycanthropic disease start to speed his healing unnaturally (regenerate 5 hit points, except Jessup (Silver)).

”Fool giant, you know not of what you speak. Those were fed to the Fury. They shall live on in our creature with glorious vengeance! Even now you can feel their presence around the creature.”, Baldwin laughs, though gripped tightly by the dwarf. ”Prepare to meet your doom!”, he says as he nimbly escapes the dwarf’s clutches. Quickly back-pedalling, he somehow manages to navigate the stairs and ascends to the first platform, and then is able to skirt around a column, next to one of his minions.
GM: With the shift being part of escaping a grab, I don’t think that triggers Muzdum’s combat challenge. Obviously, Baldwin would shift away from both Orsik and Muzdum before stumbling away. Let me know if I’m wrong on this.

Jessup curses as the elf druidess claws him, addling his brain for a moment. He gathers energies, reaching out for Quan’s location. Suddenly, Jessup’s form dissipates and in his place is the elf monk. (DAZED – 1 action: Move: Hex Jump)
Quan immediately feels a malevolent weight bearing down on him, sapping his strength, then comes a lancing pain.
GM: Jessup switched places and Quan is now in some kind of aura. He takes 5 damage and is weakened TENT

The lone wererat minion quickly readies its crossbow and takes a shot at the giant feline, but its shot goes wide. Not moving, it begins to frantically drop its cursed crossbow and draws a short sword. (MISS)

[sblock=Enemy Actions] Wererat Minion 1:
Wererat Minion 2:
Wererat Minion 3:
Wererat Minion 4:
Wererat Minion 5 (Q20): Minor: reload crossbow; Standard: RBA (Crossbow) against Rikka (AC 22-2(Filth Fever)): +7 vs. AC; 4 damage: 1d20+7=13 MISS; Free: drop crossbow; Move>Minor: draw shortsword.
Wererat Minion 6:

Wererat Brute 1:
Wererat Brute 2:

Baldwin (P20): MOVE: escape grab (Acrobatics vs. Muzdum’s Reflex 18-2(Filth Fever)): 1d20+9=18 escaped and shifts L16>L17 (as part of escape); Standard>Move: L17>P20 (a.k.a. the blind stumble)

Jessup (T14): (DAZED TENT): Move: Hex Jump: switches places with Quan (T16) [/sblock]
[sblock= Map]
bTGKR.jpg


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: 2
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 folio 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.
Wererat Minion 1:
Wererat Minion 2:
Wererat Minion 3:
Wererat Minion 4:
Wererat Minion 5 (Q20): 1 hp
Wererat Minion 6:

Wererat Brute 1:
Wererat Brute 2:

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.
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Baldwin (P20): 110/178 hp; Action Point ; Triggering Slash; Status: marked (Muzdum); warlock’s Curse (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.
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Jessup (T14): 74/104 hp; Action Point; Hex Jump ; Status: warlock’s Curse (Braddock); Dazed TENT (Rikka)


Braddock (N11): 50+2thp /52 hp; HS 6/11; AP 1; Dwarven Resilience; Status: +2 Defenses vs. Jessup & Baldwin; +1 F/R/W TENT; Concealment TENT
Quan (T16): 33+5thp /37; HS 1/7; AP 1 ; Second Wind; Elven Accuracy; Status: Hexed (save ends -2 to damage rolls vs. Jessup)
Orsik (K15): 49/53 hp; HS 3/10; AP 1 ; Second Wind; Stone’s Endurance; Rune of Mending [1],[2]; Status:
Muzdum (L15): 50/62; HS 5/12; AP 1 ; Dwarven Resilience ; Status: Filth Fever (Stage 2) -2 to AC, Fort, and Ref; +2 to AC TENT (Orsik)
Rikka (S17): 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]
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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: -
Quan: Hexed (save ends -2 to damage rolls vs. Jessup); 5 damage and weakened TENT (monster's)
Orsik: (RETRO: +10hp)
Muzdum: Filth Fever (Stage 2)
Rikka: Filth Fever (Stage 2)
 

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