End Game: Round 6:
[sblock=Previous Rounds]
Surprise Round
Round 1
Round 2
Round 3
Round 4
Round 5 [/sblock]
Quan returns to human form, shifting to the elf before spinning about to strike Jessup and the golem. His hand slaps Jessup in the face before his leg kicks into the golem. He pushes the arcane wererat along then quickly darts away, moving carefully to avoid their strikes. (HIT & HIT)
"Thinking that thing will save you Baldwin? Hahaha! Yer so dead already....But I'll destroy yer collection of tiny weapons before sending you down to the ground, filthy bastard! Look at this!" Muzdum says, as he moves to cut down the golem. However, he stumbles on the stair steps, and his cut goes too soon. (MISS)
With most of her primal incantations used, Rikka turned to the weapons she had used from her earliest days. She tucked her totem into her belt, and then fired an arrow at Baldwin- the eerie radiance which surrounded the wererat leader made it an easy shot, though the arrow wound was a comparatively minor one. (HIT)
"Ye won't get the best of me rat!" Braddock storms forward up the steps and invokes the power of the ancient goblin general in a mighty arcane blast with shakes the golem soundly. Crafty like a goblin, Braddock is no longer where he was before the attack. "Cover ye ears, elf," he mutters and he lets roar a cacophony of sound that sounds like a goblin battle charge. The golem is not affected by the sound, but Jessup is battered about. (CRIT; AP – MISS & HIT)
Orsik slides close to Baldwin and crashes his weapon into the lycanthrope. Multiple runes swirl in the air, some blood red, some blue and some gold.
GM: | Your Symbol of the Wrath Reversed healing is only 3 hp not 7 hp (unless there is errata I am unaware of).
The bonus to damage from your Rune of Mending effects everyone except Rikka (close burst 5) | |
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)).
Baldwin reels with the goliath’s attack.
”You big brute, try the other on for size, then I’ll stab your body when it’s done with ya. But first I need to teach this dwarf a lesson!” Baldwin shouts at Orsik. Baldwin lashes out at the dwarf, but Muzdum anticipated the attack and ducked under the errant swing, and Muzdum strikes back. (MISS)
Ears still ringing from Braddock’s sound wave, Jessup has a clear view of Muzdum and fling his curse the dwarf’s direction (shouting really loudly for some reason). Then he sends twin bolts of searing light to lance out at both Quan and Rikka, taking their vision as well as drawing blood. Jessup quickly crawls away from the deadly elf duo. (HIT, HIT; AP – HIT)
The golem staggers forward almost drunkenly, causing its chains to flail about it in a defensive aura. The animated creature’s movement creates an opening that Muzdum was looking for. Always one to answer quickly with a punch, Muzdum lashes out, but the creature ambles on unimpeded. Orsik also manages a swipe at the golem, hitting the creature solidly. The golem raises its hammer-hand and quickly strikes out behind it, glancing Muzdum but forceful enough to push the dwarven fighter back and almost off the platform. Its flailing chains lash out at Orsik before he can act. (HIT)
[sblock=Aura and Immediate reaction]
AURA: Remember, all enemies that start their turn adjacent to the golem take 5 damage. Please keep track of this damage. I’ll try to include any fluff in the golem’s actions.
Berserk Attack (At-Will): Immediate Reaction: When the golem is damaged while bloodied (ranged or melee); the golem makes a blade hand attack against any target that is adjacent to it; Blade Hand: Reach 1; +16 vs. AC; 2d8+5.
GM NOTE: If there is only one target available when your PC hits the golem, go ahead and make that attack roll with your post. If there are more than one target, I will make any attacks triggered by this power.[/sblock]
GM: | @VodaVosa: Opportunity Attack against Unholy Weapons Golem (AC 24): Grappling Strike: +12 vs. AC; 1d12+10 and Muzdum then grabs the target. The grab ends automatically at the end of your next turn: 1d20+12=17, 1d12+10=19 MISS
Save vs. forced movement: 1d20=7 - Fail
Save vs. falling from platform: 1d20=10 – Make
You can decide if you fall prone at the edge (Q20) or fall to the cavern floor (Q21) for no damage as it is only a 5-feet drop. Post your decision along with your post.
[MENTION=87106]MetaVoid[/MENTION]: Opportunity Attack against unholy weapons golem (AC 24): +12 vs. AC; 2d6+6 damage: 1d20+12=29, 2d6+6=15 HIT for 15 damage | |
[sblock=Enemy Actions]Baldwin (P20):
1d6=4 – NO Recharge; Standard: MBA (Rapier) against Muzdum (AC 25-2(filth fever)): +11 vs. AC; 1d8+6 damage and Baldwin shifts 1 square to O20:
1d20+11=13, 1d8+6=8 miss and no shift; SAVE:
1d20+2=22 - SAVED and takes
3d6+7=16 damage from faerie fire aftereffect
Jessup (T19): Minor: Hex against Muzdum; +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=31 HIT; Standard: Blinding Hex against Quan (Fort 17): +10 vs. Fortitude; 2d6+2 damage and the target is blinded (save ends):
1d20+10=24, 2d6+2=10 HIT for 10 damage and blinded (save ends); Action Point: Blinding Hex against Rikka (Fort 15-2(filth fever)): +10 vs. Fortitude; 2d6+2 damage and the target is blinded (save ends):
1d20+10=21, 2d6+2=7 HIT for 7 damage and blinded (save ends); Move: T16>T19.
Weapons Golem (P17:Q18):
1d6=2 – No Recharge; Move (can’t shift): R17:S18>P17:Q18 (provokes AoO from Muzdum – MISS see above); Standard: Hammer Hand against Muzdum (AC 25-2(filth fever)); +16 vs. AC; 1d10+5 damage and the target is pushed 2 squares:
1d20+16+2=35, 1d10+5=13 HIT for 13(-2 DR – Orsik) damage and pushed to P20 (save – see above).[/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=Combatants]Wererat Minion s: x6
Wererat Brutes: x2
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 (P20):
43/178 hp;
Action Point ; Triggering Slash; Status: marked (Muzdum); warlock’s Curse (Braddock);
BLOODIED
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 (T19):
24/104 hp;
Action Point ;
Hex Jump ; Status: warlock’s Curse (Braddock);
BLOODIED; deafened TENT (Braddock)
Unholy Weapons Golem: 102/102 hp; AC 24, Fort 20, Ref 18, Will 18; Blade Hand: Reach 1; +16 vs. AC; 2d8+5; Hammer Hand: Reach 1; +16 vs. AC; 1d10+5 damage and the target is pushed 2 squares; Dagger Volley (Standard; Recharge 4-6) Close burst 3 (enemies only) +13 vs. Reflex; 1d4+5 damage and ongoing 5 damage (save ends). While taking ongoing damage, the golem gains a +2 power bonus to attack rolls against that target; Berserk Attack (At-Will): Immediate reaction: when the golem is damaged while bloodied; the golem makes a blade hand attack against a target that is adjacent to it; AURA: Writhing Weapons Aura 1: each enemy that starts its turn adjacent to the golem takes 5 damage (Success: the aura no longer weakens those affected by writhing weapons).
[sblock=Pic]
[/sblock]
Unholy Weapons Golem (R17:S18):
45/102 hp; Dagger Volley; Status: Marked (Muzdum); cursed (Braddock);
BLOODIED
Braddock (O17):
52+5thp /52 hp; HS 6/11; AP 1; Dwarven Resilience; Status: +2 Defenses vs. Jessup, Baldwin & golem; +1 F/R/W TENT; Concealment TENT; +2 to damage rolls TENT (Orsik)
Quan (R14):
17/37; HS 0/7;
AP 1 ; Second Wind; Elven Accuracy; Status: contracted
Filth Fever; OG 5 (save ends); blinded (save ends – Jessup);
BLOODIED; +2 to damage rolls TENT (Orsik)
Orsik (P19):
53/53 hp; HS 2/10;
AP 1 ; Second Wind; Stone’s Endurance; Rune of Mending
[1] ,[2]; Status: +2 to damage rolls TENT (Orsik)
Muzdum (Q20
OR Q21):
30/62; HS 5/12;
AP 1 ;
Dwarven Resilience ; Status:
Filth Fever (Stage 2) -2 to AC, Fort, and Ref; OG 5 (save ends); +2 to damage rolls TENT (Orsik)
Rikka (K11):
49/50 hp; HS 5/8; AP 1; Second Wind; Elven Accuracy; Status:
Filth Fever (Stage 2) -2 to AC, Fort, and Ref; blinded (save ends – Jessup)[/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: +3thp; +3 hp (Orsik – wrath reversed)
Quan: Hexed (save ends -2 to damage rolls vs. Jessup); contracted Filth Fever; OG 5 (save ends), blinded (save ends); BLOODIED
Orsik: (RETRO: +8hp, +1HS, +6hp); +3 hp (Orsik – wrath reversed); 5 damage (AURA)
Muzdum:Filth Fever (Stage 2); OG 5 (save ends), hit for 13-2(DR – Orsik) damage and pushed 1(or 2) square(s); +3 hp (Orsik – wrath reversed)
Rikka: Filth Fever (Stage 2); blinded (save ends); hit for 7 damage | |