GM: | I also like the banter, and it fits Muzdum's personality too! | |
End Game: Round 7:
[sblock=Previous Rounds]
Surprise Round
Round 1
Round 2
Round 3
Round 4
Round 5
Round 6 [/sblock]
Quan loses more blood, but concentrates for a moment. He can't seem to locate any targets and so dusting off his robes, he assumes a defensive stance.
Braddock is buffeted by the flailing chains. "Think ye got this one cornered? Ha! Zutwa taught me the Dryad's Charm!" With a wave of his hand, a smell of mint bursts into an aura surrounding the dwarf. Suddenly, he just isn't that threatening...He calmly walks around the golem's threatening weapons, eyeing Jessup. He then lets out a battle cry as he charges the were-rat. The battle cry falls on deaf ears, but the rat mage feels the hammer slam his hide just as well. Braddock's form blurs with shadow with his movement. "Oye, elf! If ye can hear me, shoot three feet from my right!" (HIT)
Deprived of sight, Rikka focused on her other senses- which were very keen indeed. Even before Braddock's shout, she thought she knew where the rat-mage was... She drew an arrow and fired, missing badly- even on the miss, though, the rat-mage gave a dismayed squeak. At the sound, Rikka drew another arrow and fired- and missed again. (MISS)
Muzdum grunts under the weight of the blow and then darts up, brandishing his axe towards the wererat. "I might decide to change targets if ye insist Baldwin, perhaps killing ye first will be as good! Anyway, the rotten pile of scrap metal is half way down. Too bad you'll not live long enough to see you hopes shattered in pieces, and me peeing on the remains of yer pitiful cult! " Muzdum strikes hard with his axe, and then punches Baldwin in the stomach. As the wererat grabs its gut in pain, Muzdum grins. "Ye might live long enough to experience the most excruciating pain though. That hit was to yer liver, enjoy." It seems as if the dwarf is waiting for Baldwin to feel all the pain, as he aims his axe at his neck. The wererat seems to have partially recovered, and tries to stand up, but Muzdum grabs him by the snout, and pins him down. "Stay quiet, for now, you die!" and not with little effort, the dwarf chops once, twice, thrice at Baldwin's neck, until he severs his head from his torso. The body spasm at the first and second blows, but is already limb when the butcher finishes his job. Triumphant, he raises, and shakes the decapitated trophy. "Alright! Now that was fun, who's next?!" (HIT; AP – HIT)
Orsik moves behind the golem, trying to get it between himself and Muzdum. He miscalculated the size of the steps made for humans and he lost balance for a moment. Even the magic of Osvetnik couldn't help it hit. (MISS)
Jessup seem to wince and shake a little bit as his lycanthropic disease start to speed his healing unnaturally (regenerate 5 hit points).
Jessup curses Braddock and then steps back to fling an arcane arrow of searing light at the dwarf, but misjudges where Braddock is and the arrow flies harmlessly away. (HIT & MISS)
The golem swirls its chains and shivers, shards of metal burst out from it in all directions, hitting Orsik, Braddock and Muzdum. It then steps towards the red-bearded dwarf. As it stops, its chains flail about striking at Orsik and Muzdum. (HIT, HIT & HIT)
GM: | [MENTION=87106]MetaVoid[/MENTION]: The golem cannot shift. Go ahead and make an AoO against the golem with your post. Don’t forget its Berserk Attack Immediate Reaction. | |
[sblock=Enemy Actions]
Baldwin:
Jessup (T20): Move: Shift: T19>T20; Minor: ; Hex against Braddock (Will 15+2(armor)+2(charm); +11-2(concealment) vs. Will; the target is hexed (save ends). While hexed, the target takes a -2 penalty to attack and damage rolls against Jessup:
1d20+11-2=29 HIT; Standard: Binding Hex against Braddock (Fort 19+2(armor)+2(charm); +10-2(concealment) vs. Fortitude; 2d6+2 damage and the target is blinded (save ends):
1d20+10-2=16, 2d6+2=11 MISS
Weapons Golem (P18:Q19): Dagger Volley:
1d6=6 - Recharged; Standard: Dagger Volley against Orsik (Reflex 16), Braddock (Reflex 18+2(armor)+2(charm)) and Muzdum (Reflex 18-2(filth fever)): +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:
1d20+13=17, 1d20+13=26, 1d20+13=17, 1d4+5=9 HITS Orsik, Braddock and Muzdum for 9 damage and they all gain ongoing 5 damage (save ends); Move (can’t shift): P17:Q18>P18:Q19 (provokes AoO from Orsik).[/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:
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.
Jessup (T20):
8/104 hp;
Action Point ;
Hex Jump ; Status: warlock’s Curse (Braddock);
BLOODIED
[sblock=Pic]
[/sblock]
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).
Unholy Weapons Golem (P18:Q19):
45/102 hp; Dagger Volley; Status: Marked (Muzdum); cursed (Braddock);
BLOODIED
[sblock=Pic]
[/sblock]
Braddock (S18):
50 /52 hp; HS 6/11; AP 1; Dwarven Resilience; Status: +2 Defenses vs. Jessup, Baldwin & golem; Concealment TENT; +2 to all defenses TENT (Charm of Hearts); Hexed (save ends – Jessup); OG 5 (save ends)
Quan (R14):
12+5thp/37; HS 0/7;
AP 1 ; Second Wind; Elven Accuracy; Status: contracted
Filth Fever; blinded (save ends – Jessup);
BLOODIED
Orsik (O18):
48/53 hp; HS 2/10;
AP 1 ; Second Wind; Stone’s Endurance; Rune of Mending
[1] ,[2]; Status: OG 5 (save ends)
Muzdum (Q20):
34/62; HS 5/12;
AP 1 ;
Dwarven Resilience ; Status:
Filth Fever (Stage 2) -2 to AC, Fort, and Ref; OG 5 (save ends)
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: hit for 9 damage; OG 5 (save ends); Hexed (save ends – Jessup)
Quan: contracted Filth Fever; blinded (save ends); +5thp; BLOODIED
Orsik: 5 damage (AURA); hit for 9 damage; OG 5 (save ends)
Muzdum:Filth Fever (Stage 2); OG 5 (save ends); hit for 9 damage
Rikka: Filth Fever (Stage 2); blinded (save ends) | |