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

[sblock=Dread Zombie]They will indeed keep coming back. You could:
Kill them out right; the power indicates they will return if hit points are reduced to zero. It is essentially self healing. But reducing hit points to the bloodied value, expressed as a negative, would kill the zombie completely (essentially, chop it in to a million pieces or mash it to paste). Using coup de grace, this is not an impossible task to do in one turn, but may require more than one player working together.

Also, there are a number of creative solutions I can think of to render the auto-heal power ineffective, but I leave those for you to ponder.
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[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.
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[sblock=OOC]If she dropped prone behind the coffin at the end of her turn, it can be reasonable to rule that she has dropped out of sight, thus satisfying one of the three possible condition to become hidden (full cover, full concealment or out of sight). There is no automatic assumption that dropping prone transform a partial cover into a full cover or outright blocked LOS but it is a fairly defendable ruling in this specific situation. It's a coffin, after all, not a table or a tree.

Technically, stealth must be done as part of a move action and dropping prone would have been the free action that closed her turn, not part of the move acton that took Carolina to that sqare. The possibility to make a stealth check would occur as part of the standing up move action she would then perform next at the beginning of her next turn, meaning that her location is known to the enemies during their turn.

Then when she gets back up (move action/ stealth), she still has partial cover at the end of the move action and can maintain the stealth until the sneak attack right afterward. Of course, at that point she has spent a move and a standard so can't move anywhere else (unless as part of the attack, such as with deft strike).

Just as you can make the assumption that dropping prone behind that specific partial cover is enough to drop out of sight, you can assume that repeatedly becoming hidden on the very same spot becomes progressively harder, even outright impossible based on the situation. [/sblock]
 
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[sblock=Judge]I'm going to have to go with Mal on this one (at least partially). Simply dropping behind the coffin will not make her 'invisible.' Nor will it give her license to make a stealth check for CA.

Dropping prone has a couple of problems:
1. Since hiding behind furniture grants only normal cover (PHB 280), It's a stretch to say that it will do anything more than lightly obscure the squares in which Carolina is hiding. Thus she is not in a position to roll a stealth check.

2. The errata posted on May 6th 2010 states, "The check is usually part of a move action, but it can be part of any of the creature’s actions that involve the creature moving." This depends heavily on whether or not droppoing prone is considered, 'moving'. The errata was made in response to complaints that some powers offered, as a non-move action, a movement that should also allow for a stealth check. Dropping prone was not really in the scope of the decision.

3. She doesn't actually change location, so even if Carolina is totally obscured, her position is known. If she dropped and then crawled to another square, I would give her the benefit of the doubt to roll a stealth check vs. ALL enemies' PPs provided the coffins were 10 feet long or more, but they are not likely more than 7 (8 worst case) feet long, not allowing for enough cover.


One idea for how she could do it...

Standard: Whatever you want;
Minor: lift the coffin lid to vertical;
Free: Drop prone
Move: crawl into the coffin and roll stealth.

Lifting the lid would raise the height to ~5' thus granting total concealment to someone in (or prone behind the coffin).

I'm, of course, assuming that there's nothing untoward in the coffin ;).

Again, siding with Mal here, but for my own reasons, even if she tried this idea, a repeat attempt would warrant a cumulative penalty of -5 to the stealth check (once bitten twice shy, etc...).[/sblock]
 

Seeing that the coffin wasn't going to be enough to aid in her attack, the halfling changes tactics and moves back to the corpse of despair. Sinking her dagger in deep, she finally finishes it.

[sblock=OOC]Move: Shift to I16
Standard: Sly Flourish vs. Corpse of Despair hits AC 27 for 23 damage (Roll Lookup)[/sblock]
 

[sblock=Dread Zombies]Ok, so just to double check, no one has a source of fire or radiant damage, right? And there are no fires or torches or anything in the area?

In that case I think we should probably ignore them and drop the ones that will actually stay down. It seems more efficient than taking extra actions to try to get one down to negative bloodied, which has the risk of wasted effort if we don't actually succeed. Unless anyone has any better ideas.[/sblock]
 

[sblock=Kruk]The retcon doesn't matter much, but you were still dazed last turn, so only one action that round, which I assume is get up.

I rolled your save vs dazed: 14 Save! [/sblock]
As Kane slayed the Chillborn, the foul creature exploded, spraying the barbarian with sharp, cold chunks of zombie. The jaw bone slammed into his face, doing minor damage, but managing to draw blood.

The priest continued his work, muttering to himself, ignoring the battle.

The dread zombie closest to the exit continued to struggle in the spider webs, unable to break free.

The second dread zombie rose back to life, slowly standing. The creature took a swing at Kane, but missed.

The Wraithborn steps into a mighty blow, slashing across Kane. The barbarian stumbled back and on to the floor, a deep gash in his chest. It stepped forward, moving within striking distance of Kane, Kruk, and Wil.

The Chillborn stumbled up toward Hergunna and slammed it's putrid body against her. At first, the attack stunned her more than anything, but quickly after the attack a chill ran through her and frost began to form on her body. Hergunna's feet felt frozen to the ground.

"On second thought, we should take them alive. Master De Luccia would be pleased to have..." the priest said absently as he worked. But then, glancing up, and seeing the dropped zombies, he reeled. "No! My creations! What have you done!?"

[sblock=Mechanics]
Chillborn
Interrupt: Death Burst on Kane (fort)
Attack: 1d20+9=22
Damage: 2d6+2=5
Effect: Kane is now bloodied

Priest
Minor: Gather Components
Minor: Gather Components
Minor: Gather Components

Dread Zombie D15
Save vs Immobilized: 1d20=3 Fail

Dread Zombie F15
Revive to 10 HP
Move: Get up
Standard: Longsword vs kane (AC)
Attack: 1d20+12=15 Miss
Damage: 1d8+5=0

Wraithborn
Effect: Gains 5 regen
Standard: Vengeful Strike vs Kane (AC)
Attack: 1d20+14=23
Damage: 1d8+1=8 +5 Necrotic damage = 13 damage total
Effect: Kane Pushed to G14 & knocked Prone
Move: to H13

Chillborn F12
Move: Shift to F11
Standard: Slam vs Hergunna (AC)
Attack: 1d20+11=19
Damage: 1d6+4=7
Effect: Hergunna is immobilized (TENT-Chil) and takes 5 ongoing cold (save ends)

Priest
Free: realizes the battle is turning, and he decides to rejoin the action.
[/sblock][sblock=Status]
Wil Rando: I13 25/40 HS 9/10 AP 1 MW 1/2, SW Used,
Hergunna: E11 44/51 HS 9/9 AP 1, 5 cold ongoing, Immobilized-tent-chill
Kane: G14 15/59 HS 11/11 AP 1, bloodied, Prone
Kruk: I14 57/67 THP 0/9 HS 11/12 AP 0,
Carolina: I17 39/44 HS 7/7 AP 0, SW Used,
Charina: H19 39/39 HS 7/7 AP 0,

Enemies:
Father Niris: H6 150/186 AP 2/2,
---
Dread Zombie: D15 43/66, Auto-Phoenix-10hp*, Immobilized
---
Dread Zombie: F13 10/66, Auto-Phoenix-10hp*, Bloodied,
Wraithborn: G12 113/150, Regen 5,
Chillborn Zombie: F12 43/71, slowed
---
Corpse of Despair: H15 -13/86, dead
Chillborn Zombie: F14 -3/71, Dead
Corruption Corpse: H19 -8/46, dead
Corruption Corpse: G17 -11/46, Dead
Corpse of Despair: H12 -15/86, dead
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[/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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Look out Kane! Wil shouts and fires an arrow at the wraithborn as it stabs towards the bloodied barbarian. His arrow plunges into the creature and gives Kane an opening to attack it.

[sblock=OOC] Immediate Interrupt (Arrow of Warning) triggered by second attack on Kane
1d20+11=21 (vs wraithborn Ref) for 3d10+6=14 damage and Kane may make an at-will attack against that enemy as a free action. The ally gains a +2 bonus to this attack roll.

Going to wait to see what happens, though likely we can't do much more than damage it. Mine were some low rolls!
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[sblock=ministats]
Triggers: Rhyme of the Blood-Seeking Blade when ally misses by 6 or less
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, Virtue of Prescience
Daily - Arrow of Ill Omen, Arrow of Warning, Inevitable Shot, Songbow of Vanishment

Full Character Sheet
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Kruk, after seeing the wraithborn's series of brutal attacks, refocuses on the wraithborn. With a surge of strength and quickness, Kruk's attack catches the wraithborn off guard, giving it a momentary loss of concentration. Kruk shouts to those next to him. This one hits hard! If you want to move from him, now is your chance!

[sblock=attack]
movement: none
minor: none
attack: covering attack: 1d20+12 vs wraithborn ac: 26 for 9 plus any ally can shift 2 squares (in this case either Wil or Kane)

Mark the wraithborn
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Charina rolls to new cover and fires at the chillborn zombie. Damn! Yes, she hit, but she was having a hard time finding the vital spots on this dead meat.

[sblock=Actions]
Minor:Reload
Move to K17, stealth
Standard
Sly Flourish vs Chill Born Zombie (1d20+16=17, 1d20+12+2=33, 1d10+10=11)
sneak attack (2d8=3)

A bit lacking in details; 1d20+16 was stealth (yep, rolled 1, but that still beat CZ perception), 1d20+12+2 was attack roll.

Even when it goes well, it goes bad! 1 off the minimum damage. Total of 14. Not my fight.
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