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

[sblock=ooc]Let's not retcon... in some ways it may be better for Hergunna to be split off a bit. We'll see.

Also, IG, unless you have some special exception from something or other, you can only do sneak attack damage once per round.[/sblock]
 

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[sblock=IG]I think... see my other post.[/sblock]
The priest ignored the fight, concentrating on his ritual.

The northern zombie continued to struggle against the webbing, but got no where.

The dread zombie slayed by Hergunna gathered itself back up. Pickup up it's sword, it got to it's feet and stabbed quickly into Kane, catching the barbarian off guard.

The corpse of despair behind Kane tried to take advantage, but the barbarian whirled and blocked the blow easily. He spun again, and blocked a third attack from the chillborn.

The wraithborn continued it's attack on Kruk, again striking against the dwarf's shield with great power, causing him to stumble backwards.
(ooc: Save to avoid push/prone.)

The second chillborn took aim at Hergunna, but missed the mark.
[sblock=Mechanics]
Corpse of Despair OA on Caroline
Attack: 1d20+9=25 Miss

Priest
Minor: Gather Components

Dread Zombie D15
Save vs Immobilized: 1d20=9 Fail

Dread Zombie F15
(Flanking Kane)
Revive to 10 HP
Move: Get up
Standard: Longsword vs kane (AC)
Attack: 1d20+12=25 +2(CA) =27 Hit
Damage: 1d8+5=11

Corpse of Despair H15
(Flanking Kane)
Standard: Crushing Despair vs Kane (AC)
Attack: 1d20+9=14 +2(CA)=16 Miss

Wraithborn
Effect: Takes 5 ongoing, Gains 5 regen
Standard: Vengeful Strike vs Kruk (AC)
Attack: 1d20+14=32
Damage: 1d8+1=2 +5 Necrotic damage (Null'd by armor) = 2 damage total
Effect: Kruk Pushed to H14 & knocked Prone, unless he saves again.
Save vs Ongoing Damage: 1d20=14 Pass

Chillborn F12
Effect: Takes 5 ongoing
Standard: Slam vs Kane (AC)
Attack: 1d20+11=16 Miss
Save vs Ongoing Damage: 1d20=16 Passed

Chillborn F14
Standard: Slam vs Hergunna
Attack: 1d20+11=14 Miss
[/sblock][sblock=Status]
Wil Rando: K15 25/40 HS 9/10 AP 1 MW 1/2, SW Used,
Hergunna: E12 51/51 HS 9/9 AP 1
Kane: G14 33/59 HS 11/11 AP 1
Kruk: H13? 57/67 THP 0/9 HS 11/12 AP 0, dazed, Prone?
Carolina: H17 39/44 HS 7/7 AP 0, SW Used,
Charina: K19 39/39 HS 7/7 AP 0, Prone

Enemies:
Father Niris: H6 150/186 AP 2/2,
Dread Zombie: F13 10/66, Auto-Phoenix-10hp*, Bloodied,
Dread Zombie: D15 43/66, Auto-Phoenix-10hp*, Immobilized
---
Corpse of Despair: H15 21/86, Bloodied
---
Wraithborn: G12 108/150, Regen 5, Marked-Kruk,
Chillborn Zombie: F14 19/71, Bloodied
Chillborn Zombie: F12 53/71,
---
Corruption Corpse: H19 -8/46, dead
Corruption Corpse: G17 -11/46, Dead
Corpse of Despair: H12 -15/86, dead
[/sblock][sblock=map]
Byron3-1-6.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 .
[/sblock]
 
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[sblock=save vs. prone]
save vs prone: 1d20 = 9 prone and pushed back to I14
[/sblock]

Arrrghhhhhh! Kruk staggers back and falls to the ground from the forceful blow from the wraithborn. After shaking his head a couple times and checking to see if his body was still intact, he looks at the wraithborn. If someone can help me move a bit, I might be able to get a clean shot at him (pointing to the wraithborn).


[sblock=ooc]

delay action

Does anyone have a power that allows kruk to shift one step back? If so, kruk can charge the wraithborn after using his movement action to get up. He's too close to charge now. Otherwise Kruk can't make an attack this round.

He could charge another foe possibily, but he'd be open to numerous OA's and would move to the position that I think Kane is going to go for his attack.

[/sblock]
 

Wil moves to the wall and tries to get some cover. He plucks his bowstring calls out to the corpse that harried him. Has death made a coward of you, ignoring me now! The thing puts an arm to its head and then lurches towards Wil, only looking around as if it can't see him.

[sblock=OOC] Move: Walk to I13
Standard: Cutting Words on H15 1d20+8=21 (vs Will) hits for 1d8+6=7 damage and pull to H14 (can Kane hit them all anymore?)
Free action: Songbow of Vanishment - invisible to Corpse
Kruk, if you are really out of healing surges, I can't shift and heal you. I only have one Majestic Word left.
[/sblock]

[sblock=ministats]
Triggers: Rhyme of the Blood-Seeking Blade when ally misses by 6 or less, Arrow of Warning (if bloodied ally in melee is attacked)
Status:
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, Rhyme of the Blood-Seeking Blade[/s], Virtue of Prescience
Daily - Arrow of Ill Omen[/s], Arrow of Warning, Inevitable Shot, Songbow of Vanishment
[/sblock]
 

Kane takes advantage of the zombie's distraction with Hergunna attacking it from the rear and buries his axe into its head. He tries to pull it back, but its stuck, so he grips the other axe with both hands and then lops off the head of the frozen zombie next to him, before spinning towards the nearest foes and with a mighty roar the bugbear wrenches free his weapon.

[sblock=ooc]
Standard: Whirling Rend on F13 Dread Zombie - Whirling Rend (vs ac; dmg); off-hand damage (1d20+14=26, 1d12+12=23, 1d12+7=18) Hits for 23 (kills Dread Zombie) and 18 off-hand damage to Chillborn @ F14. Then 4 more damage to Chillborn & Corpse of Despair (from Rage). This drops the chillborn.
Free: Feral Might - shift to G13 and gain CA to all adjacent enemies.
Move: n/a
Minor: n/a

Summary:
27 damage to Dread Zombie @ F13
22 damage to Chillborn @ F14
4 damage to Corpse of Despair @ H14

[/sblock]

[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:33/59, 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]
Kruk, if you are really out of healing surges, I can't shift and heal you. I only have one Majestic Word left.
[/sblock]

[sblock=ooc]
Kruk has plenty. What the heck was I thinking! Multiple OA's is what Kruk lives for! Please ignore my last post.

But now there is no place to charge. [/sblock]

Watching Kane drop two more foes inspires Kruk.
aaaaAAAAAAGGGGGHHHH! kruk yells as he gets up and sweeps his axe into the foe to his right, but the blade of the axe barely misses.

[sblock=actions]
minor: none
movement: get up
attack: brash strike vs AC H15: 1d20 = 17 miss

corpse of dispair has CA on Kruk until beginning of Kruk's next turn

mark corpse of dispair.
[/sblock]
 

Charina keeps dancing from cover to cover and launches another bolt that barely misses the wraithborn. Well, at least this is a hard target.

[sblock=Actions]
Move: H19
Minor: reload
1:Stealth 2:Confounding Strike 3:Dmg with sneak attack 4:Wraith basic Attack vs F12 CZ 5:Dmg vs F12 (1d20+16=29, 1d20+12+2=23, 2d10+8=17, 2d8=14, 1d20+14=26, 2d8+2=14)

A huge chain reaction that comes to a grinding halt on the second roll; miss the Wraith by 2. *sigh* That was a decent 41hp of damage I ain't getting back.
[/sblock]
 

[sblock=Stealth for Carolina]
It has come to my attention that I suck at the stealth rules. But, since Carolina hasn't taken her turn yet, there is still time to correct my mistake.

Can anyone (perhaps, a judge?) clarify if/how Carolina might be able to become hidden? The coffins are about 3' high, and due to the high lighting conditions I described at the beginning of the adventure, I am running this as a normal light (not low-light) situation.
[/sblock]
 

[sblock=Tenchuu]So are the dread zombies going to get up every single time we drop them? I don't think any of us has fire or radiant attacks. :mad: Is there any source of fire around the area?[/sblock]

Hergunna-spider scuttles to try to corner the remaining chillborn between herself and Kane. She bites with her mandibles, carving out a small piece of frozen flesh, leaving a few sticky webs on her target as it stumbles back behind the wrathborn.

[sblock=Actions]Move: Shift to
Standard: Savage Rend (w/CA) vs. Chillborn (1d20+8+2=18, 1d8+5+1d10=10) Hit, for crappy damage though. The chillborn is slowed for whatever difference that makes...

Hergunna also slides it to G11. The idea is that if Carolina can drop it with a ranged attack (probably not likely, but not impossible) its death burst will not catch anyone.[/sblock]
[sblock=IG]I think the remaining chillborn has 39 hp left if I'm counting right... maybe too much for you to deal in one hit, but now would be a great time to take it out, it's not adjacent to anyone except the wrathborn so only the wrathborn would be targeted by its death burst attack. :devil:

Correction, it has 43 hp I think, probably too much. If there's basically no chance of taking it out I'd suggest hitting the almost-dead corpse of despair (12 hp I think), hergunna can try the same trick next round.[/sblock]
[sblock=Hergunna stat block]Hergunna- Female Human Druid 5
Beast 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

[/sblock]
 

Knock one of them down before taking on more! shouts Wil, attempting to coordinate his ally's attacks.

[sblock=OOC] Two of them only have 10 hp, so I am not going to spend Rhyme of the Blood Seeking blade to help Kruk hit, since it would do both our damages. I could go for a knowledge religion on the self-rising zombies or is that a minor action?
Religion 1d20+3=12 nevermind
[/sblock]
 

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