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

[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?
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[sblock=ooc]
Agreed. :)

Question: Can I see what Kane does with his attack? If the corpse of dispair with 1 hp is hit, then he's down. If not, Kruk will use his action to try to kill the foe instead of using his second wind.
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Kane revels in the battle, although this time he's far less bloody than most of the encounters that the bugbear has entered his primal state, the blood has long since stopped flowing through these enemies. At Charina's words, Kane lunges out with his axe, lopping off its head and the corpse falls to the ground.

"Kane do good!" he shouts happily and his other axe slashes out in a wide arc, catching all those near him with minor wounds before slamming into cold zombie. He pulls it out and slams it back into the creature one more time.

The bugbear stares at the enemy, wondering how its still standing.

[sblock=ooc]
Standard: Whirling Rend on Corpse of Despair Whirling Rend (Vs. AC; dmg) (1d20+12=18, 1d12+12=16) - deals 16 to it and off-hand to Chillborn Zombie: F14 (1d12+7=15) 15 to F14 Chillborn. + an addition 4 damage to all adjacent enemies (Rage)
Free: Whirling Lunge - shift to G15 deal Whirling Lunge to Chillborn Zombie: F14 (1d12+3=7) 7 to F14 Chillborn. There you go Hergunna, flanking for you :)

Summary:
Kills Corpse of Despair - 16 damage
Deals 26 to Chillborn @ F14
4 damage to Wraithborn: G12, Chillborn Zombie, & Dread Zombie: F13
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[sblock=ministats]Kane Male Bugbear Barbarian 6
Initiative: +10, Passive Perception: 13, Passive Insight: 13, Senses: Low-light
AC:22, Fort:20, Reflex:19, Will:14
HP:44/59, Bloodied:29, Surge Value:14, Surges left:11/11
Action Points: 0
Powers:
Howl of Fury
Whirling Rend

Furious Assault
Hunter's Quarry

Whirling Lunge
Whirling Frenzy
Whirling Step
Shrug it Off
Walk it Off

Swift Panther Rage
Rage of the Crimson Hurricane
Vanguard Weapon
Vagabond's Die

Important Stuff:
+1d8 damage when charging. Cool stuff happens when he bloodies or kills a bad guy

Conditions:

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

[sblock=ooc]OK, so... trying to figure this out. Kane is at G15, so if hergunna makes it to E12, she will flank the Dread Zombie at F13. H12 is now clear, so she can move H13->H12->G11->F10->E10->D11->E12... drawing attack of opportunity from the wrathborn at G12, but looping around and avoiding the one at F12?

I guess... Rather not take that OA from the wrathborn, and Hergunna will likely end up surrounded next round. Although, Hergunna is unwounded... and also the wrathborn is no doubt about to unleash its blast attack, which she might avoid if she's over on the other side. But still, I'm thinking maybe even just a Chill Wind this round to shift some of them around if nothing else...

Anyway, do I have the positions and move path correct? Let me know and I'll decide and post early afternoon. (Sorry to be so slow, but this combat seems on the knife's edge, I don't want to screw up here.)[/sblock]
[sblock=Chillborn auras]The chillborns don't have their usual cold auras, is that correct? Wondering since Hergunna would like to share her Resist Elements with as many adjacent allies as possible when she takes cold damage. I guess it can be from one of their death bursts if they have no auras. :)[/sblock]
 


// OK... I'll go for it then (using Wil's shift to avoid the OA)...

Hergunna takes advantage of the opening that Wil spotted, darting around the corner and past the menacing wrathborn zombie. She drops down into spider shape and scuttles away from the enemies before reversing direction to charge the dread zombie which is focused on Kane. The spider-druid leaps up, mandibles snapping, and the zombie drops to the ground, its neck cut nearly clean through.

[sblock=Actions]Free (from Wil): Shift H13->H12->G11->F10
Minor: Wild Shape to beast (spider)
Move: F10->E10->D10
Standard: Charge Dread Zombie at F13 Savage Rend vs. DZ (charge, CA) (1d20+8+1+2=31, 1d8+5+1d10=9) Crit! No need for extra damage, zombie weakness takes it to zero.
So question on this "Rise Again" business - I hope this only works one time? I don't think anyone has any fire or radiant attacks. So if it works over and over, I don't know what we can do. (And I guess the Zombie Weakness kill doesn't prevent it either, unfortunately.)[/sblock]
[sblock=Hergunna stat block]Hergunna- Female Human Druid 5
Human Form
Passive Perception: 21, Passive Insight: 21
AC:19, Fort:17, Reflex:19, Will:20 -- Speed:7
HP:51/51, Bloodied:25, Surge Value:12 (14 in beast form), Surges left:9/9
Initiative +5
Action Points: 0, Daily Item Uses: 0, Second Wind: Not Used
Powers:
Thorn Whip, Call of the Beast, Chill Wind, Savage Rend, Wild Shape

Thorn Spray, Resist Energy, Predator's Flurry, Hunter's Quarry

Summon Pack Wolf, Primal Spider

Death Fang Totem, Enduring Beast Hide Armor, Bracers of Respite
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[sblock=OOC]Any chance on getting an updated map before Carolina's turn? There's been a lot of movement, and flanking opportunities abound... I just want to make sure I get it right the first time.[/sblock]
 


[sblock=OOC or HuH!?!]Okay, IG, I don't blame you for asking for a map. This is one confusing turn!
[/sblock][sblock=Updated Map]
Byron3-1-5a.png

[/sblock][sblock=Ryry input needed here!]
So, Kane moved to G15. I assume he was trying to setup the CA for you on the monster at H15.

You have a few options I will accept:
1. Keep you move as posted, and kane Ret-cons his shift to G14
2. Kane Stays, and you Keep your rolls, and retcon your charge to target F14 instead (and roll for crit damage).
3. Kane stays, retcon your move to target H15, keep your rolls (and roll for crit). Plus, Wil gets his move action and power back.
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