Adventure: Lord Byron's High-Seas High-Stakes (DM: Tenchuu, Judge: H.M.Gimlord)

renau1g

First Post
Kane smiles as Wil's music manages to provide Kane just enough impetus to fight through the snake's fell power, but the exertion takes much from the bugbear. He rears back and with all his strength swings at the lizard, but after his previous efforts, the swing is errant. Instead of the razor-sharp edge of the blade, only the flat part of the axehead slams into the creature.

[sblock=ooc]
*Heal 20 from Wil & slide to G26
**Take 5 Lightning Damage

Standard: Convert Swift Panther Rage to Rage Strike - Rage Strike (vs ac; dmg) (1d20+11=14, 3d12+8=30) doh! Still does 15 on a miss
Move: n/a
Minor: n/a

End of turn save: save vs immobilze (1d20=3) uh-oh...is Kane's IC luck run out?
[/sblock]


[sblock=ministats]Kane Male Bugbear Barbarian 4
Initiative: +6, Passive Perception: 12, Passive Insight: 12, Senses: Low-light
AC:21, Fort:19, Reflex:18, Will:14
HP:52/53, Bloodied:26, Surge Value:13, Surges left:9/10
Action Points: 0
Powers:
Howl of Fury
Whirling Rend

Furious Assault
Hunter's Quarry (Ranger MC)
Whirling Lunge
Whirling Frenzy
Brutal Slam[
Shrug it Off

Swift Panther Rage
Rage of the Crimson Hurricane
Vanguard Weapon


Important Stuff:
+1d8 damage when charging (only using the Vanguard weapon though). Cool stuff happens when he bloodies or kills a bad guy

Conditions:

Full sheet: L4W:CS:Kane - L4W Wiki [/sblock]
 

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dimsdale

First Post
[sblock=dimsdale] The movement wasn't an action, so you have another move/minor on your turn, if you want to Second Wind or anything [/sblock]


[sblock=ooc]
ah yes...thankyou johnmeier1. Kruk will activate his cloak power. I'll edit the last post with this in mind. :) Somehow I get the feeling that Kruk is going to be the target of many attacks. :eek:
[/sblock]
 

johnmeier1

Explorer
[sblock=ryryguy] Sorry, but Wil is not a Prescient Bard, so instead of giving out free temp hp I instead stop attacks (like that one against Kane)[/sblock]
 

Tenchuu

First Post
[sblock=Dims]Re: +5 resist against poison.

I see you have the +5 to save against poison from Cast-Iron Stomach, but I don't see the resistance on your character sheet. Am I overlooking it, or were you thinking of the bonus to save?[/sblock][sblock=R1]Hope I'm not being a jerk, but since Wil's turn occurs before yours, the healing occurs before the ongoing damage, which takes you back to full, and then down 5.

Though, given your track record, I doubt it will matter. :p[/sblock]

"Ahhh! Away with you!" The Adept shouts, thrusting its quarterstaff toward Kruk. The Dwarf is pushed backwards by the force, and feels his strength waning. [sblock=Reaction]Kruk triggered a reaction from the adept by moving adjacent. However, the recharge failed on the power, so no chance of that this round. Sorry for not stating that one more clearly.[/sblock]

The Adept whipped the staff around in a flourish, and it spit fire at Kruk. The flames mostly glanced off the dwarf, but his armor caught fire. It slunk back, keeping away from the adventurers.

The Giant Snake Hissed loudly, spiting lightning out again. The attacks landed with a booming crash, and both Kruk and Wil were covered with crackling sparks.

Seizing on the opportunity, the giant lizard shifted to get closer to the electrocuted Bard, biting down hard and rending flesh.

[sblock=Mechanics]
Pact-Bound Adept Immediate Interrupt
Trigger: Kruk moves adjacent
Attack: 1d20+13=20 (vs Will)
Effect: Kruk is pushed 3 squares to D24 and weakened (save ends)

Pact-Bound Adept
Recharge Healing Burst: 1d6=2 Fail
Recharge Dragon's Grace: 1d6=3 Fail
Recharge Fierce Rebuke: 1d=2 Fail
Standard: Flaming Staff vs Kruk (Reflex)
Attack: 1d20+13=27
Damage: 1d6+5=9 + 5 ongoing fire damage (save ends) (5 damage negated from Cloak Power)
Minor: Shift to -A28
Move: to -B31

Lieth
Recharge Stinging Bolt: 1d6=1 Fail
Standard: Lightning Lash vs Kruk and Wil (Reflex)
Attack Kruk: 1d20+11=31 CRIT
Damage Kruk: 2d8+4=20 +5 ongoing lightning damage (save ends) (5 damage negated from Cloak Power)
Attack Wil: 1d20+11=18 (-2 for Mark, but still barely a hit)
Damage Wil: 2d8+4=12 +5 ongoing lightning damage (Save ends)

Giant Lizard
Move: Shift to F24:G25
Standard: Bite Wil (AC)
Attack: 1d20+7= 27 CRIT
Damage: 2d6+4=16

[/sblock][sblock=Status]
Wil Rando: H23 12/40 HS 10/10 AP 0 MW 1/2, 5 ongoing lightning, Bloodied
Hergunna: H24 46/46 HS 9/9 AP 0,
Kane: G26 48/53 THP 0/5 HS 9/10 AP 0, 5 ongoing lightning & Immobilized (save to ends both),
Kruk: D24 7/61 THP 0/12 HS 12/12 AP 0 SW used, Bloodied, 5 ongoing fire, 5 ongoing lightning, weakened
Carolina: E21 29/39 HS 7/7 AP 1, SW used,

Enemies:
Lieth, Lightning Naga: A27:B28 59/162 AP 0/2, Marked (Kruk), bloodied
Giant Lizard: F24:G25 49/69,
Pact-Bound Adept -B31: 47/58, Marked (Kruk)


Dead:
Wyrmwarped Scaleshaper: D31 -3/73, bloodied
Giant Lizard: H26:I27 0/69 DEAD


[/sblock][sblock=Map]
Byron2-2-9.png

[/sblock][sblock=Enemies]
Lieth, Lightning Naga
Large immortal magical beast (reptile) Level 7 Solo Artillery
Initiative +6 Senses Perception +6; darkvision
Shocking Convulsions aura 5; any enemy within the aura that has ongoing lightning damage is slowed and cannot take opportunity attacks.
HP 162; Bloodied 81
AC 19; Fortitude 18, Reflex 20, Will 20
Resist 10 Lightning
Saving Throws +5
Speed 6
Action Points 2
Tail Sting (standard, at-will) Lightning, Poison
Reach 2; +11 vs AC; 2d6+6 damage plus 1d6 lightning and poison damage.
Reactive Sting (immediate reaction, when an enemy hits lieth with a melee attack)
Lieth makes a tail sting attack against the triggering enemy and shifts 1 square.
Spark Shot (standard, at-will) Lightning
Ranged 20; +11 vs Reflex; 2d8+4 lightning damage; see also bloodied spark.
Lightning Lash (standard, at-will)
Lieth makes two spark shot attacks.
Lightning Volley (standard, recharges when first bloodied)
Lieth makes a spark shot attack against each enemy within range..
Stinging Bolt (standard, recharge 5,6) Lightning
Ranged 10; +13 vs Reflex; 2d12+4 lightning damage, and the target is immobilized and takes ongoing 5 lightning damage (save ends both). Miss: Half damage, and the target is slowed (save ends).
Blooded Spark (while bloodied) Lightning
When Lieth hits with spark shot, the target of the attack also takes ongoing 5 lightning damage (save ends).

Giant Lizard, Draft

Large natural beast Level 4 Brute
HP 69; Bloodied 34
AC 16; Fortitude 18, Reflex 16, Will 13
Speed 7 (swamp walk), climb 2
Bite (standard, at-will)
+7 vs AC; 2d6+4 damage.

Pact-Bound Adept
Small natural humanoid (reptile) Level 6 Artillery (Leader)
HP 58; Bloodied 29
AC 19; Fortitude 16, Reflex 18, Will 19 (If does not shift during turn, -1 AC and Reflex)
Resist 5 fire
Speed 6, fly 4 (clumsy)
Quarterstaff (standard, at-will) Weapon
+11 vs AC; 1d8 damage.
Flaming Staff (standard, at-will) Fire, Weapon
Requires quarterstaff ; ranged 10; +13 vs Reflex; 1d6+5 fire damage, and the target takes ongoing 5 fire damage (save ends).
Fierce Rebuke (immediate reaction, when an enemy moves adjacent to the pact-bound adept, recharge 5,6) Fear
The adept attacks the triggering enemy; +13 vs Will; the target is pushed 3 squares and weakened (save ends).
Dragon's Grace (minor, recharge 5,6)
Ranged 10; one ally gains resist 10 against a damage type of the adept’s choice until the end of the encounter..
Healing Burst (standard, recharge 5,6) Healing
Area burst 2 within 10; allies in the area regain 20 hit points..
Shifty (minor; at-will)
The adept shifts 1 square.
Shifty Boots (minor; encounter)
The scaleshaper shifts 2 squares.
Vagabond’s Die (minor; Daily)
Ranged 10; The adept rolls a D6 and targeted enemy suffers random effects.
Trap Sense
The adept gains a +2 bonus to all defenses against traps.
Equipment: quarterstaff, Boots of the Fencing Master, Vagabond’s Die

[/sblock][sblock=Lieth/Giant Snake Interrupt]
So long as Kruk is the only one attacking it, it really doesn't matter, but keep in mind any melee hit triggers the interrupt, which results in a free shift, which it will use to move away from the attackers if possible. [/sblock]
 

industrygothica

Adventurer
As the giant lizard tries to eat the bard, Carolina moves up to find a soft spot with her dagger.

[sblock=Actions]Move to G23 to flank the lizard
Standard: Sly Flourish vs. Lizard; 1d20+12+2 hits AC 20 for 23 damage (Roll Lookup). IC roll does not include +2 bonus from CA.[/sblock]
 

renau1g

First Post
[sblock=Techuu]
You were right, sorry about that, got my order of things confused. [/sblock]

Kane continues to feel the electricity coursing though his nervous system, causing his muscles to spasm and the bugbear struggles to land a blow. Thankfully, Carolina is there to distract the lizard and Kane's clumsy strike hits it in the back of the head, his axe penetrating its thick skull and deep into its gray matter underneath

[sblock=ooc]
**Take 5 Lightning Damage

Minor: Declare lizard my quarry
Standard: Whirling Rend on Lizard Howling Rend (vs ac; dmg+quarry) (1d20+11=15, 1d12+12+1d8=27) ok .... guys...we could have a problem... Kane needs to get his groove back...

Well... that somehow hits for 27 so that's 50 damage between Carolina + Kane = dead monster.
Move: n/a


End of turn save: save (1d20=7) yup...big trouble...:rant:


Let's see Kane's last few rolls:

1, 20 (saving throw), 5, 3, 3, 4, 7 - average roll = 6
[/sblock]


[sblock=ministats]Kane Male Bugbear Barbarian 4
Initiative: +6, Passive Perception: 12, Passive Insight: 12, Senses: Low-light
AC:21, Fort:19, Reflex:18, Will:14
HP:48/53, Bloodied:26, Surge Value:13, Surges left:9/10
Action Points: 0
Powers:
Howl of Fury
Whirling Rend

Furious Assault
Hunter's Quarry (Ranger MC)
Whirling Lunge
Whirling Frenzy
Brutal Slam[
Shrug it Off

Swift Panther Rage
Rage of the Crimson Hurricane
Vanguard Weapon


Important Stuff:
+1d8 damage when charging (only using the Vanguard weapon though). Cool stuff happens when he bloodies or kills a bad guy

Conditions:

Full sheet: L4W:CS:Kane - L4W Wiki [/sblock]
 
Last edited:

Tenchuu

First Post
[sblock=R1]Do you recall how Stella got her groove back? Perhaps we could employ the same tactics.

Also, and perhaps more helpful, I think you have CA due to Carolina's move, which I think turns your miss into a hit (check my math). [/sblock]
 

johnmeier1

Explorer
Wil sees the failure of his tactics as the lizardman and snake batter Kruk. He is racked in pain by the lightning and is unable to dodge the bite of the giant lizard from below. After his allies slay the beast he draws a deep breath and calls to Kruk Just kill that blasted snake! I'll help!

[sblock=OOC] Okay, need to set this one up. If I use Majestic Word to shift Kruk closer to the snake he can move and attack it. If he HITS I will use Arrow of Warning to stop the Reactive Sting.
Start of turn: Take 5 Lightning Damage
Standard: Second Wind (heal 10 and get +2 to all defenses)
Minor: Majestic Word on Kruk (Heal HS+7 and slide 1)
Save: 1d20=10 no more lightning
[/sblock]

[sblock=ministats]
Triggers: Arrow of Warning (if bloodied ally in melee is attacked)
Status: bloodied
Init: +4 Speed: 5 Perception:19 Insight: 17
AC: 19 NAD:14/16/19
HP: 17/40 Surges: 7/8 Surge Value: 10 AP: 0
Languages: Allarian, Imperia, Draconic
Str:8 Dex:14 Wis:14 Con:13 Int:10 Cha:21

Powers:
At Will - Jinx Shot, Cutting Words
Encounter - Second Wind, Shout of Triumph, Twin Strike, Grappling Spirits, Hunter's Quarry, Majestic Words, Words of Friendship, Moment of Escape, Rhyme of the Blood-Seeking Blade, Virtue of Prescience
Daily - Arrow of Warning, Inevitable Shot, Songbow of Vanishment

Full Character Sheet
[/sblock]
 

dimsdale

First Post
[sblock=ooc]
np problem with the poison thing...I read the description wrong
[/sblock]

"Agggghhhhhh....you petty excuse of a being! Stop pushing me back and fight face-to-face" Kruk screams to the adept. As he centers himself and feels the healing from Wil, he moves in again towards Lieth, swinging his axe in a chopping motion.

[sblock=actions]
HP currently at 7
-5 for lightning, -5 for fire (absorbed by plate armor)

save vs fire 1d20: 6 fail, but armor absorbs the damage

save vs lightning: 11 save vs ongoing lightning

save vs weAkend: 12: save (not sure if the weakend condition was ongoing or not...too lazy to check :) )

hp down to 2
add 15 +7 =22 hp from wil: hp now 24 hp and shift to c25

moment: move to B26
attack: comeback strike: 1d20+10 vs AC: 19 for 2d10+5 =13/2 = 6 and more important, kruk gets to spend a surge for 15.

Kruk's hp now 37.

keep mark on lieth and adept (if I can still do so)
[/sblock]

[sblock=updated stats]
Kruk- Male Dwarf Fighter Level 5

*Adverse Condition: On-going fire damage
*Initiative: +2
*Passive Insight 14
*Passive Perception 14
*Senses low light vision
*HP 55 37
*Bloodied 30 Surge Value 15; Surges Per-Day 12 8
*AC 23 Fortitude 21 Reflex 15 Will 15 Speed 5
*Save +5 vs. poison
+armor bonuses: resist 5 fire & resist 5 necrotic
*action Points: USED
*Second Wind: USED
basic attack:+1 Thundering Battleaxe: To Hit: +10: Damage 1d10+5: additional 1d6 for a crit
Powers
*1 healing potion: reward from To Catch a Crimelord
*At will:
Brash Strike
Resolute Shield
*Encounter:
Covering Attack
Bull Charge USED
Boot Power
*Daily
Comeback Strike USED
Unstopable: USED
Bedeviling Assault USED
Thundering Weapon power
Cloak Power USED
Boot Power USED
[/sblock]
 
Last edited:

johnmeier1

Explorer
Watch out, dwarf! As the serpent reacts as predicted to Kruk's assault, Wil sends an arrow flying towards it. It catches the snake in an eye and gives Kruk another opportunity to hit it.

[sblock=OOC] Immediate Interrupt to the Snake's Reactive Sting: Arrow of Warning
1d20+10=29 (vs Reflex hits) 3d10+6=17 damage and Kruk can immediately make an At Will attack with +2 to hit vs the target.
Free action trigger when bow hits with Bard power: Songbow of Vanishment
Wil is invisible to the snake until the end of his next turn
[/sblock]
 

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