Adventure: Lord Byron's Lost Silver (DM: Tenchuu, Judge: H.M.Gimlord)

Charina works hard at remaining her composure. She feels she has been bungling since the beginning of this fight and now feels weak on top of everything. Focusing on her inner magic, she drops a cloud of total darkness on her position, completely concealing herself. A bolt flies from the darkness and hits the corruption corpse.

[sblock=Actions]
Minor:Reload
Move:convert to minor and activate Cloud of Darkness. This block LOS of the corpse so I can make a stealth check but can't fail to beat his perception and am about to shoot anyway.
Standard: vs Corruption corpse
Weakened Sly Flourish (1d20+12+2=29, (1d10+10+2d8)/2=)

For some reason it doesn't display the damage, but it was 13.

Cloud of darkness remains TENT and the corpse can try to shoot me at -5

EDIT: The corpse missed me thanks to Wil. Still at full HP and damage should be 26.
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[sblock=Bracers of Respite]Totally fine ryry. Just post another post to say you are doing so, so I don't forget about it during the next update.[/sblock]
 

[sblock=OOC] Charina isn't weakened, since Wil blocked that attack (just before he got hit) so she does full damage. I think that Kane only missed 2 and did good damage, so I will save my Reaction for this turn for Arrow of Warning. It should help Kruk deal with the incoming hurt.[/sblock]
 


[sblock=Dims]Nevermind. You got re-dazed, so for simplicity sake, I will assume you saved, and then this attack re-dazed.[/sblock][sblock=Ryry]If you still want to use Bracers of Respite from last turn, just say so and roll the dice for the HP.[/sblock][sblock=Chillborn Aura]That Aura is a real pain in the butt. And given the other status effects this group has, I think a bit overpowering. So I have removed that ability from the enemies and given Kane 10 hp back. Consider it my way of making up for using those archer's double-fire encounter ability every round. :P[/sblock]

"Is that the best you can do?" the priest laughed, "This will be easier than I thought. Finish them, my children!"

Turning his back to the fight, the Priest walked to the southwest chamber, and started organizing components on the altar.

One the Dread Zombies moved forward, swinging its longsword clumsily at Kane with no effect. The other remained stuck to the ground by Hergunna's webbing; it groaned repeatedly.

The Corruption corpse hurled another black ball of goo, but it landed harmlessly next to the Drow.

The Despaired Corpses trying to press itself upon will again, but this time the Bard deflected the blow. The second Corpse of Despair savagely attacked Kruk again; The dwarf could not block the attack, but took limited damage.

The Wraithborn stepped up with another powerful blow, catching most of Kruk's armor, but knocking the dwarf backward and to the ground. (OOC: Unless he saves again.)

The two chillborn zombies sluggishly attacked Kane with icy hands, but the barbarian swatted them away with ease.

[sblock=Mechanics]
Priest
Move: F11
Standard: Move: H6
Minor: Gather Components

Dread Zombie D15
Save vs Immobilized: 1d20=1 Fail

Dread Zombie E15
Move: to F13
Standard: Longsword vs kane (AC)
Attack: 1d20+12=14 Miss

Corruption Corpse: H18
Move: Shift to H19
Standard: Mote of Corruption vs Charina (reflex)
Attack: 1d20+7=19 -5 for cloud = 14 Miss

Corpse of Despair H15
Standard: Crushing Despair vs Wil (AC)
Attack: 1d20+9=17 Miss

Corpose of Despair H12
Ongoing Damage: 5
Standard: Crushing Despair vs Kruk (AC)
Attack: 1d20+9=24
Damage: 2d6+4=7
Effect: Kruk is dazed (save ends)
Save vs ongoing: 1d20=6 fail

Wraithborn
Standard: Vengeful Strike vs Kruk (AC)
Attack: 1d20+14=30
Damage: 1d8+1=4 +5 Necrotic damage (Null'd by armor) = 4 damage total
Effect: Kruk Pushed to H14 & knocked Prone, unless he saves again.
Save vs Ongoing Damage: 1d20=2 Fail

Chillborn F12
Standard: Slam vs Kane (AC)
Attack: 1d20+11=19 Miss
Save vs Ongoing Damage: 1d20=2 Fail

Chillborn F14
Attack: 1d20+11=16 Miss
Save vs Ongoing Damage: 1d20=11 Passed

[/sblock][sblock=Status]
Wil Rando: I14 25/40 HS 9/10 AP 1 MW 1/2, SW Used,
Hergunna: I13 51/51 HS 9/9 AP 1
Kane: G13 44/59 HS 11/11 AP 1
Kruk: H14 30/67 THP 0/9 HS 12/12 AP 0, bloodied, dazed, -4 DEF TENT-Hergunna, Prone
Carolina: K17 39/44 HS 7/7 AP 1, SW Used,
Charina: K19 39/39 HS 7/7 AP 0,

Enemies:
Father Niris: H6 150/186 AP 2/2,
Dread Zombie: F13 59/66, Auto-Phoenix-10hp*,
Dread Zombie: D15 43/66, Auto-Phoenix-10hp*, Immobilized, -4 DEF TENT-Hergunna
---
Corruption Corpse: H19 20/46, Regen 5
Corpse of Despair: H15 58/86
---
Wraithborn: G12 123/150, Regen 5, Marked-Kruk, 5 ongoing
Corpse of Despair: H12 1/86, Bloodied, Marked-Kruk, 5 ongoing
Chillborn Zombie: F14 45/71,
Chillborn Zombie: F12 62/71, 5 ongoing
---
Corruption Corpse: G17 -11/46, Dead

[/sblock][sblock=map]
Byron3-1-5.png

[/sblock][sblock=Enemies]
Father Niris (Reskin: Kalarel, Scion of Orcus)
Medium natural humanoid, human
Initiative +5 Senses Perception +9
HP 186; Bloodied 93
AC 22; Fortitude 21, Reflex 19, Will 24
Saving Throws +2
Speed 5
Action Points 2
Rod of Ruin (standard, at-will) Weapon
+14 vs AC; 2d6+5 damage plus ongoing 5 necrotic damage (save ends).
Decaying Ray (standard, at-will) Necrotic
Ranged 10; +12 vs Fortitude; 1d6+5 necrotic damage, and the target is weakened (save ends). Weakened Attacks deal half damage.
Touch of Ruin (minor, at-will) Necrotic
Kalarel must have combat advantage against the target.; +12 vs Fortitude; target gains only half the value of healing done to it until the end of Kalarel's next turn.
Call of the Grave (minor, recharge ) Necrotic
Ranged 5 (affects creatures with ongoing necrotic damage only); +12 vs Fortitude; the target is immobilized until the end of Kalarel's next turn.
Unlife to Life (standard, encounter) Healing
Close burst 5; undead allies heal 5 hp and can shift 3 as an immediate action.

Wrathborn
Medium natural humanoid (undead)
Initiative +7 Senses Perception +8; darkvision
HP 150; Bloodied 75
Regeneration 5
AC 25; Fortitude 23, Reflex 21, Will 19
Immune disease, poison, fear; Resist 10 necrotic; Vulnerable 5 radiant
Saving Throws +2
Speed 5
Action Points 1
Longsword (standard, at-will) Weapon
+14 vs AC; 2d8+2 damage.
Vengeful Strike (standard, at-will) Necrotic, Weapon
Requires longsword; +14 vs AC; 1d8+1 damage plus 5 necrotic damage, and the target is pushed 1 square and knocked prone.
Pinning Chains (standard, recharge ) Necrotic
Close burst 5; targets enemies; +12 vs Reflex; 3d8+3 necrotic damage. Hit or Miss: Each enemy adjacent to the wrathborn is immobilized until the end of the wrathborn's next turn.
Survival Instinct
A wrathborn gains a +2 bonus to all defenses while bloodied.
Equipment: heavy shield , longsword , plate armor.

Corruption Corpse
Medium natural animate (undead)
Initiative +3 Senses Perception +3; darkvision
Grave Stench aura 1; living enemies in the aura take a -5 penalty to attack rolls.
HP 46; Bloodied 23
Regeneration 5 (if the corruption corpse takes radiant damage, regeneration doesn’t function on its next turn)
AC 17; Fortitude 16, Reflex 14, Will 14
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
Slam (standard, at-will)
+8 vs AC; 1d6+3 damage.
Mote of Corruption (standard, at-will) Necrotic
The corruption corpse hurls a black glob of necrotic filth: ranged 10; +7 vs Reflex; 2d6+3 necrotic damage, and the target is weakened (save ends).
Death Burst (when reduced to 0 hit points) Necrotic
The corruption corpse explodes: close burst 1; +7 vs Fortitude; 2d6+3 necrotic damage.

Corpse of Despair
Medium natural animate (undead)
Initiative +3 Senses Perception +4; darkvision
HP 86; Bloodied 43
AC 18; Fortitude 19, Reflex 15, Will 16
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
Slam (standard, at-will)
+9 vs AC; 2d8+4 damage.
Crushing Despair (standard, at-will)
+9 vs AC; 2d6+4 damage, and the target is dazed (save ends).
Death of Hope Psychic
A dazed target hit by the corpse of despair also takes ongoing 5 psychic damage (save ends).

Chillborn Zombie
Medium natural animate (undead)
Initiative +5 Senses Perception +3; darkvision
HP 71; Bloodied 35
AC 22; Fortitude 20, Reflex 16, Will 16
Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5 fire, 5 radiant
Speed 4
Slam (standard, at-will) Cold
+11 vs AC; 1d6+4 damage, and the target is immobilized until the end of the chillborn zombie’s next turn and takes ongoing 5 cold damage (save ends).
Death Burst (when reduced to 0 hit points) Cold
The chillborn zombie explodes: close burst 1; +9 vs Fortitude; 2d6+2 cold damage, and the target is slowed (save ends).
Ice Reaper Cold
The chillborn zombie deals +5 cold damage to an immobilized creature.

Dread Zombie
Medium natural animate (undead)
Initiative +3 Senses Perception +3; darkvision
HP 66; Bloodied 33
AC 21; Fortitude 19, Reflex 15, Will 16
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 5
Longsword (standard, at-will) Weapon
+12 vs AC; 1d8+5 damage.
Zombie Grab (standard, at-will)
+10 vs Reflex; the target is grabbed. Attempts to escape the zombie's grab take a -5 penalty.
Rise Again
If a dread zombie is reduced to 0 hit points by an attack that does not deal fire or radiant damage, the creature is not destroyed. The dread zombie falls prone and appears to be destroyed, but instead, the creature returns with 10 hit points at the beginning of its next turn.
Zombie Weakness
A critical hit scored against a dread zombie reduces the zombie to 0 hit points.
Equipment: heavy shield , longsword , plate armor .
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Out of the darkness, just before it dissipates, another bolt flies. As cloud parts, it reveals a very frustrated drow.

-''Oh for... Still standing? Can someone finish off that corpse already?'' Charina says in frustration.

[sblock=OOC]3 hp left... *sigh* It is a conspiracy.[/sblock]

[sblock=Actions]
Minor: Reload
Standard:
Sly Flourish (1d20+12+2=22, 1d10+10+2d8=17)
Move: Reload
Free: Drop prone (bonus vs Ranged, out of LOS from the rest of the room beside that bloody corpse)
end: Cloud of darkness ends
[/sblock]
 

Wil shifts away to get a better view of the field, looking for the most advantageous moves. He fires a quick arrow to the side dropping creature Charina indicated.

[sblock=OOC]
Minor: Shift 2 squares with Boots to K15 (gain +1 to AC/Reflex TENT)
Move: Does anyone want to shift 4 now? Otherwise I will heal Kruk
Standard: Jinx shot on the Corruption Corpse to take it out 1d20+11=22 (hits) for 1d10+6=11 damage DEAD
[/sblock]

[sblock=ministats]
Triggers: Rhyme of the Blood-Seeking Blade when ally misses by 6 or less, Arrow of Warning when bloodied ally is attacked.
Status: +1 to AC/Reflex TENT
Init: +4 Speed: 5 Perception:19 Insight: 17
AC: 19 NAD:14/16/19
HP: 25/45 Surges: 6/8 Surge Value: 10 AP: 1
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 Word (one left), Words of Friendship, Moment of Escape[/s], Rhyme of the Blood-Seeking Blade[/s], Virtue of Prescience
Daily - Arrow of Ill Omen[/s], Arrow of Warning[/s], Inevitable Shot, Songbow of Vanishment[/s]

Full Character Sheet
[/sblock]
 
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[sblock=6 HP for Kruk]Bracers of Recovery for Kruk (1d8=6)[/sblock]
[sblock=Tactics]Hergunna can do 1d10 more damage with combat advantage, so I thought I'd wait for Kruk's turn... hopefully he can save against being dazed and provide flanking. And/or, maybe Kane can maneuver or do something to help her get combat advantage.[/sblock]
 

Kruk staggers back from another brutal hit by the wraithborn, still refusing to fall from the mighty blows of the wraithborn. Dazed and weakened he takes a breath and strides with confidence back into harms way. You must pass me first! Kruk shouts, knowing he's given his foes another chance to pummel him. But Kruk does so as to not let his foes have an opening to attack the others. The corpse of dispair lashes out but misses. The wraithborn, however, connects with another brutal blow. Kruk still blocks the way.

[sblock=actions]
save vs prone: 18
save vs weakened: 3

immediate interupt: unbreakable: negate 7 points damage caused by corpse of despair

movement 1: get up
minor: second wind for 16 hp
movement 2: move to H3

wraithborn and corpse of despair still marked

so...start with 30 +7 (unbreakable) +6 (Hergunna) + 16 (second wind) = 59
[/sblock]

[sblock=OA's from wraithborn and corpse of dispair]
I believe Kruk's movement causes two oa's: If so, here's the rolls...

wraithborn: 1d20+14+2=29 for 2d8+2=17 ouch
corpse of dispair: 1d20+9+2=21 miss!

Kruk hp: 59 -17 = 42
[/sblock]

[sblock=stats]
Kruk- Dwarf Guardain Fighter Level 6

*Adverse Condition: Weakened
*Initiative: +3
*Passive Insight 15
*Passive Perception 15
*Senses low light vision
*HP 67 42
*Bloodied 32 Surge Value 11; Surges Per-Day 12 5
*AC 24 Fortitude 22 Reflex 16 Will 18 Speed 5
*Save +5 vs. poison
*action Points: USED
*Second Wind: USED
basic attack:+1 Thundering Battleaxe: To Hit: +12: Damage 1d10+5: additional 1d6 for a crit
Powers
*1 healing potion: reward from To Catch a Crimelord
*1 Regeneration potion: reward from Lord Byron's High Seas High Stakes
*At will:
Brash Strike
Resolute Shield
*Encounter:
Covering Attack
Bull Charge USED
Boot Power
Unbreakable USED
*Daily
Comeback Strike
Unstopable USED
Bedeviling Assault USED
Thundering Weapon power USED
Cloak Power
Boot Power

*+2 to attack rolls for Opprotunity Attacks and target stops after a hit
*Armor Property: Resist 5 necrotic and resist 5 fire per round
*Shield Proptery: When flanking an enemy with an ally, that ally gets a +1 shield bonus to AC and Reflex

[/sblock]
 

[sblock=Kruk's Actions]
Kruk is dazed, not weakened, which limits him to a standard action, a move action, or a minor action on his turn.

But since you saved against the push/prone, I'd say that puts you at H13, still standing, where if you used SW, you'd be at 59.

Agree?
[/sblock]
 

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