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[Adventure] Hysteria's Ascendency (Judge: Stonegod)
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<blockquote data-quote="jsb420" data-source="post: 5670500" data-attributes="member: 6672544"><p>End Game: Round 4:</p><p> [sblock=Previous Rounds]<a href="http://www.enworld.org/forum/5659530-post249.html" target="_blank">Surprise Round</a></p><p> <a href="http://www.enworld.org/forum/5661456-post256.html" target="_blank">Round 1</a> </p><p> <a href="http://www.enworld.org/forum/5664543-post264.html" target="_blank">Round 2</a> </p><p> <a href="http://www.enworld.org/forum/5667837-post271.html" target="_blank">Round 3</a> [/sblock]</p><p> 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)</p><p> Quan also grabs an item of Jessup with his retracting hand and stashes it in his pack. (AP: Success)</p><p> </p><p> "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?"</p><p> </p><p> "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)</p><p> [gm]You forgot to make your save vs. Slow: <a href="http://invisiblecastle.com/roller/view/3167811/" target="_blank"> SAVED</a>[/gm]</p><p> 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)</p><p> </p><p> 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)</p><p> </p><p> 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)</p><p></p><p></p><p> 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)).</p><p> </p><p> <span style="color: grey">”Fool giant, you know not of what you speak. Those were fed to the <em>Fury</em>. They shall live on in our creature with glorious vengeance! Even now you can feel their presence around the creature.”</span>, Baldwin laughs, though gripped tightly by the dwarf. <span style="color: grey">”Prepare to meet your doom!”</span>, 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.</p><p> [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.[/gm]</p><p> 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)</p><p> Quan immediately feels a malevolent weight bearing down on him, sapping his strength, then comes a lancing pain.</p><p> [gm]Jessup switched places and Quan is now in some kind of aura. He takes 5 damage and is weakened TENT[/gm]</p><p> 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)</p><p> </p><p> [sblock=Enemy Actions] <s>Wererat Minion 1: </s></p><p> <s>Wererat Minion 2: </s></p><p> <s>Wererat Minion 3: </s></p><p> <s>Wererat Minion 4: </s></p><p> Wererat Minion 5 (Q20): Minor: reload crossbow; Standard: RBA (Crossbow) against Rikka (AC 22-2(Filth Fever)): +7 vs. AC; 4 damage: <a href="http://invisiblecastle.com/roller/view/3168109/" target="_blank">1d20+7=13</a> MISS; Free: drop crossbow; Move>Minor: draw shortsword.</p><p> <s>Wererat Minion 6: </s></p><p> </p><p> <s>Wererat Brute 1: </s></p><p> <s>Wererat Brute 2: </s></p><p> </p><p> Baldwin (P20): MOVE: escape grab (Acrobatics vs. Muzdum’s Reflex 18-2(Filth Fever)): <a href="http://invisiblecastle.com/roller/view/3167797/" target="_blank">1d20+9=18</a> escaped and shifts L16>L17 (as part of escape); Standard>Move: L17>P20 (a.k.a. the blind stumble)</p><p> </p><p> Jessup (T14): (DAZED TENT): Move: Hex Jump: switches places with Quan (T16) [/sblock]</p><p> [sblock= Map] <img src="http://i.imgur.com/bTGKR.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p> </p><p> Illumination: combination of torches and glowing globe (on top of columns); dim light throughout, except for the raised dais considered bright light</p><p> Rough Hewn Steps: considered difficult terrain</p><p> 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.</p><p> Ceiling: 30-feet high at highest point</p><p> Cavern Walls: rough, non-quarried stone; Climb DC 18</p><p> 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.</p><p> Man-Made Steps: Considered normal, doesn’t limit movement.</p><p> Rickety Bridge (T22:T23 & G28:H28): Acrobatics or Athletics check to cross (DC 16)[/sblock]</p><p> [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.</p><p></p><p>*Complexity: 1 (4 successes before 2 failures)</p><p> Successes: 2</p><p> Failures: 1</p><p></p><p>A little different format for this challenge.</p><p>*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.</p><p></p><p>*Skills used:</p><p>[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. <strong>A Failure counts as a failure for the skill challenge</strong>.[/sblock]</p><p>[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. <strong>A Failure does not count as a failure for the skill challenge.</strong>[/sblock]</p><p>[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. <strong>A Failure does not count as a failure for the skill challenge.</strong>[/sblock]</p><p>[sblock=Religion](DC 16): Standard Action; You divine the truth behind the dark magics used to animate the golem, <em><strong><strong><em>The Fury</em></strong></strong></em>. 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. <strong>A Failure counts as a failure for the skill challenge</strong>[/sblock]</p><p>[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. <strong>A Failure counts as a failure for the skill challenge</strong>.[/sblock][/sblock]</p><p> [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 <strong><em>Filth Fever</em></strong>. Combat Advantage: the wererat minion deals an extra 1d6 damage on melee attacks against creatures it has CA against.</p><p> <s>Wererat Minion 1: </s></p><p> <s>Wererat Minion 2: </s></p><p> <s>Wererat Minion 3: </s></p><p> <s>Wererat Minion 4: </s></p><p> Wererat Minion 5 (Q20): 1 hp</p><p> <s>Wererat Minion 6: </s></p><p> </p><p> <s>Wererat Brute 1: </s></p><p> <s>Wererat Brute 2: </s></p><p> </p><p> 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 <strong><em>Filth Fever</em></strong>. 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.</p><p> [sblock=Pic] <img src="http://i.imgur.com/CDefO.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />[/sblock]</p><p> Baldwin (P20): <span style="color: green"><strong>110</strong></span>/178 hp; <s>Action Point </s>; Triggering Slash; Status: marked (Muzdum); warlock’s Curse (Braddock)</p><p> </p><p> 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 <strong><em>Filth Fever</em></strong>. 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.</p><p> [sblock=Pic] <img src="http://i.imgur.com/tlBR4.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />[/sblock]</p><p> Jessup (T14): <span style="color: green"><strong>74</strong></span>/104 hp; Action Point; <s>Hex Jump </s>; Status: warlock’s Curse (Braddock); Dazed TENT (Rikka)</p><p> </p><p></p><p> Braddock (N11): <span style="color: green"><strong>50</strong></span>+2thp /52 hp; HS 6/11; AP 1; Dwarven Resilience; Status: +2 Defenses vs. Jessup & Baldwin; +1 F/R/W TENT; Concealment TENT</p><p> Quan (T16): <span style="color: green"><strong>33</strong></span>+5thp /37; HS 1/7; <s>AP 1 </s>; Second Wind; Elven Accuracy; Status: Hexed (save ends -2 to damage rolls vs. Jessup)</p><p> Orsik (K15): <span style="color: green"><strong>49</strong></span>/53 hp; HS 3/10; <s>AP 1 </s>; Second Wind; Stone’s Endurance; Rune of Mending [1],[2]; Status: </p><p> Muzdum (L15): <span style="color: green"><strong>50</strong></span>/62; HS 5/12; <s>AP 1 </s>; <s>Dwarven Resilience </s>; Status: <em><strong>Filth Fever (Stage 2)</strong></em> -2 to AC, Fort, and Ref; +2 to AC TENT (Orsik)</p><p> Rikka (S17): <span style="color: green"><strong>49</strong></span>+7thp/50 hp; HS 5/8; AP 1; Second Wind; Elven Accuracy; Status: <em><strong>Filth Fever (Stage 2)</strong></em> -2 to AC, Fort, and Ref[/sblock]</p><p> [sblock=Filth Fever]</p><p> At the end of the encounter, those afflicted by Filth Fever must make a check to see if the disease stabilizes (or improve)</p><p> Stabilizes: Endurance check DC 14</p><p> Improves: Endurance check DC 21</p><p> </p><p> Stage 0: cured</p><p> Initial Stage: target loses 1 healing surge</p><p> Stage 2: target takes a -2 penalty to AC, Fortitude and Reflex</p><p> Stage 3: target takes an additional -2 penalty to AC, Fortitude, and Reflex and loses all healing surges and cannot regain hit points.[/sblock]</p><p> [gm]Summary:</p><p> Braddock: -</p><p> Quan: Hexed (save ends -2 to damage rolls vs. Jessup); 5 damage and weakened TENT (monster's)</p><p> Orsik: (RETRO: +10hp)</p><p> Muzdum: <strong><em>Filth Fever (Stage 2)</em></strong></p><p> Rikka: <strong><em>Filth Fever (Stage 2)</em></strong>[/gm]</p></blockquote><p></p>
[QUOTE="jsb420, post: 5670500, member: 6672544"] End Game: Round 4: [sblock=Previous Rounds][URL="http://www.enworld.org/forum/5659530-post249.html"]Surprise Round[/URL] [URL="http://www.enworld.org/forum/5661456-post256.html"]Round 1[/URL] [URL="http://www.enworld.org/forum/5664543-post264.html"]Round 2[/URL] [URL="http://www.enworld.org/forum/5667837-post271.html"]Round 3[/URL] [/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: [URL="http://invisiblecastle.com/roller/view/3167811/"] SAVED[/URL][/gm] 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)). [COLOR=grey]”Fool giant, you know not of what you speak. Those were fed to the [I]Fury[/I]. They shall live on in our creature with glorious vengeance! Even now you can feel their presence around the creature.”[/COLOR], Baldwin laughs, though gripped tightly by the dwarf. [COLOR=grey]”Prepare to meet your doom!”[/COLOR], 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.[/gm] 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[/gm] 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] [s]Wererat Minion 1: [/s] [s]Wererat Minion 2: [/s] [s]Wererat Minion 3: [/s] [s]Wererat Minion 4: [/s] Wererat Minion 5 (Q20): Minor: reload crossbow; Standard: RBA (Crossbow) against Rikka (AC 22-2(Filth Fever)): +7 vs. AC; 4 damage: [URL="http://invisiblecastle.com/roller/view/3168109/"]1d20+7=13[/URL] MISS; Free: drop crossbow; Move>Minor: draw shortsword. [s]Wererat Minion 6: [/s] [s]Wererat Brute 1: [/s] [s]Wererat Brute 2: [/s] Baldwin (P20): MOVE: escape grab (Acrobatics vs. Muzdum’s Reflex 18-2(Filth Fever)): [URL="http://invisiblecastle.com/roller/view/3167797/"]1d20+9=18[/URL] 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] [IMG]http://i.imgur.com/bTGKR.jpg[/IMG] 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. [B]A Failure counts as a failure for the skill challenge[/B].[/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. [B]A Failure does not count as a failure for the skill challenge.[/B][/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. [B]A Failure does not count as a failure for the skill challenge.[/B][/sblock] [sblock=Religion](DC 16): Standard Action; You divine the truth behind the dark magics used to animate the golem, [I][B][B][I]The Fury[/I][/B][/B][/I]. 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. [B]A Failure counts as a failure for the skill challenge[/B][/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. [B]A Failure counts as a failure for the skill challenge[/B].[/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 [B][I]Filth Fever[/I][/B]. Combat Advantage: the wererat minion deals an extra 1d6 damage on melee attacks against creatures it has CA against. [s]Wererat Minion 1: [/s] [s]Wererat Minion 2: [/s] [s]Wererat Minion 3: [/s] [s]Wererat Minion 4: [/s] Wererat Minion 5 (Q20): 1 hp [s]Wererat Minion 6: [/s] [s]Wererat Brute 1: [/s] [s]Wererat Brute 2: [/s] 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 [B][I]Filth Fever[/I][/B]. 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] [IMG]http://i.imgur.com/CDefO.jpg[/IMG][/sblock] Baldwin (P20): [COLOR=green][B]110[/B][/COLOR]/178 hp; [s]Action Point [/s]; 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 [B][I]Filth Fever[/I][/B]. 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] [IMG]http://i.imgur.com/tlBR4.jpg[/IMG][/sblock] Jessup (T14): [COLOR=green][B]74[/B][/COLOR]/104 hp; Action Point; [s]Hex Jump [/s]; Status: warlock’s Curse (Braddock); Dazed TENT (Rikka) Braddock (N11): [COLOR=green][B]50[/B][/COLOR]+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): [COLOR=green][B]33[/B][/COLOR]+5thp /37; HS 1/7; [s]AP 1 [/s]; Second Wind; Elven Accuracy; Status: Hexed (save ends -2 to damage rolls vs. Jessup) Orsik (K15): [COLOR=green][B]49[/B][/COLOR]/53 hp; HS 3/10; [s]AP 1 [/s]; Second Wind; Stone’s Endurance; Rune of Mending [1],[2]; Status: Muzdum (L15): [COLOR=green][B]50[/B][/COLOR]/62; HS 5/12; [s]AP 1 [/s]; [s]Dwarven Resilience [/s]; Status: [I][B]Filth Fever (Stage 2)[/B][/I] -2 to AC, Fort, and Ref; +2 to AC TENT (Orsik) Rikka (S17): [COLOR=green][B]49[/B][/COLOR]+7thp/50 hp; HS 5/8; AP 1; Second Wind; Elven Accuracy; Status: [I][B]Filth Fever (Stage 2)[/B][/I] -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: Hexed (save ends -2 to damage rolls vs. Jessup); 5 damage and weakened TENT (monster's) Orsik: (RETRO: +10hp) Muzdum: [B][I]Filth Fever (Stage 2)[/I][/B] Rikka: [B][I]Filth Fever (Stage 2)[/I][/B][/gm] [/QUOTE]
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[Adventure] Hysteria's Ascendency (Judge: Stonegod)
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