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

[sblock=IG]If you are looking at some ranged sneak option, the walls offer good opportunities in combination with deft strike.

i.e.: If you move at J13 you are out of sight of the Wraith at F11. Then you can use Deft Strike to pop at J15 and sneak attack him with a thrown attack. The 2 square move are part of the attack and thus allow you to keep the hidden status until after the attack is completed.

Many variant of this maneuver are possible, especially with the enemies at D15 and H6.
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Carolina takes note of the position of the cold-powered zombie as she heads towards a to mask her own position. Drawing her dagger, she flips it over in her and as she steps out again and throws it. Her aim being true, the dagger returns to her waiting hand as she looks for more advantageous positions on the battlefield.

[sblock=Actions]
Move: 5 squares to K13
Standard: Deft Strike vs. Chillborn; move to I15, hits AC 32 for 20 damage (Roll Lookup)

Note #1: I didn't bother rolling for stealth since my minimum score would meet the zombie's passive perception.

Note #2: Thanks for the advise, Mal!
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Wil uses Kruk's attack to shift to a ranged position. Get up Kane, the fight is still on. I think you should tackle the boss man. The bard laughs as he shoots an arrow at he evil priest. As the strike grazes the man a crack of thunder sounds from outside, ominously.

[sblock=OOC] Kruk's attack: Shift to H15
Minor: Majestic Word on Kane heals HS+7 and he gets to slide 1 (before standing up)
Standard: Arrow of Ill Omen 1d20+11=22 (vs Priest's AC) for 2d10+6=15 damage and choose Kane, if he hits but does not crit roll 1d20 and on 15 or higher it is a crit and this effect ends.
Move: Shift to I16 gain +1 to AC/Reflex TENT
[/sblock]

[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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Hergunna-spider shivers as the cold hits her, but her spirit immediately calls down through her legs to the earth beneath the stone floor, summoning up a cloud of warmth to protect her from the zombie's chill. After the rogues' attacks stagger the creature, she sees and opening and lunges in, snapping the thing's spine with her crushing mandibles. "Ha!" she hisses, breaking free from the ice which had briefly frozen her to the floor and bracing herself for the zombie's death blast.
[sblock=Actions]Interrupt: Resist Energy when the 5 ongoing cold kicks in. Hergunna has resist 5 cold TENT and the cold damage is negated. (And will help should she be hit by the zombie's death blast!)
Standard: Savage Rend vs. ChillbornSavage Rend vs. Chillborn (1d20+8=16, 1d8+5=11) vs reflex, so that actually hits for 11 damage. Pretty sure that finishes it (assuming the rogues' attacks stand).
Save vs. ongoing damage: Save vs ongoing (1d20+1=20) Yep.[/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, Resist 5 cold (TENT)
HP:44/51, 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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At musicman's words, Kane swings at the corpse, but he appears bewildered by the sudden opening and the bugbear nearly trips over the wide variety of gore on the ground.

As the bugbear stands up, he tries to slash down the offending wraithborn, but again his attack is wild and reckless, missing his targets.

[sblock=ooc]
When Kane gets bloodied gain 5 temp hp.
No Action (when Wil casts arrow) - Whirling Rend granted by Wil (incl. +2 to attack) (1d20+14=15, 1d12+12=23, 1d12+7=8) miss big time.

No slide from Healing power but regain 21 hp

Move: stand
Standard: Whirling Rend on Wraithborn - Whirling Rend (vs Wrathborn); dmg; dmg to dread zombie (1d20+12=22, 1d12+12=15, 1d12+7=19) nope.

Summary:
0 damage.... Kane sucks. ;)

[/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:36/59+5thp, Bloodied:29, Surge Value:14, Surges left:10/11
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]I was able to squeeze in some time unexpectedly tonight to finish the post. So here you go. Sorry about the dashing around the one enemy in the map; it means nothing Just a mistake in my screencap.
[/sblock]
Hergunna slew the chillborn, which promptly blew up. However, the blast deflected off her defenses and hit the wraithborn, slowing it.

"No! No! No!" The priest yelled, rushing toward the conflict. Stepping up to Hergunna, the priest jammed his rod against her, which shot sparks of pain as pieces of flesh turned black and flaked off.

This rush, however, did little to inspire his zombie creations, which seemed distracted by the priest's outburst; their attacks were easy to deflect. For the adventurers, it seemed the battle, which started quite ominous, was now tipping to their favor.

[sblock=Mechanics]
Chillborn
Interrupt: Death Burst on Hergunna, Wraithborn (fort)
Attack Hergunna: 1d20+9=11
Damage Hergunna: 2d6+2=N/a
Attack Hergunna: 1d20+9=25
Damage Hergunna: 2d6+2=9
Effect: Wraithborn Slowed

Priest
Move: to F10
Standard: Rod of Ruin vs Hergunna (AC)
Attack: 1d20+14=29
Damage: 2d6+5=9 +5 ongoing necrotic damage (save ends)

Dread Zombie D15
Save vs Immobilized: 1d20=15 Saved

Dread Zombie F15
Move: Shift to G15 (Flanking CA vs Kane)
Standard: Longsword vs kane (AC)
Attack: 1d20+12=19 +2(CA)=21 Miss
Damage: 1d8+5=N/A

Wraithborn
Effect: Gains 5 regen
Standard: Vengeful Strike vs Kruk (AC)
Attack: 1d20+14=20 Miss
Damage: 1d8+1=0 +5 Necrotic damage (nulled by armor) = 0 damage total
Save vs slowed: 1d20=18 saved
[/sblock][sblock=Status]
Wil Rando: I16 25/40 HS 9/10 AP 1 MW 0/2, SW Used, +1 AC/Ref-TENT
Hergunna: E11 35/51 HS 9/9 AP 1, 5 ongoing necro
Kane: G13 36/59 THP 5/5 HS 11/11 AP 1, ill-omen-bonus-vs-priest
Kruk: H13 57/67 THP 0/9 HS 11/12 AP 0,
Carolina: I15 39/44 HS 7/7 AP 0, SW Used,
Charina: K17 39/39 HS 7/7 AP 0,

Enemies:
Father Niris: F10 135/186 AP 2/2,
---
Dread Zombie: D15 43/66, Auto-Phoenix-10hp*,
---
Dread Zombie: G14 10/66, Auto-Phoenix-10hp*, Bloodied,
Wraithborn: G12 86/150, Regen 5, Marked-Kruk,
---
Chillborn Zombie: F12 -2/71, dead
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
[/sblock][sblock=map]
Byron3-1-8.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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Seeing that the priest has joined the fight, Carolina scrambles to him and sinks her dagger into his flesh.

[sblock=Actions]
Move: 6 squares to G9 (AC vs. OA's is 27)
Standard: Sly Flourish vs. priest hits AC 25 for 26 damage (Roll Lookup)
[/sblock]
[sblock=Carolina's stat block]Carolina- Female Halfling Rogue
5Passive Perception: 18, Passive Insight: 11
AC:21, Fort:15, Reflex:21, Will:18 -- Speed:6
HP:39/44, Bloodied:22, Surge Value:11, Surges left:7/7
Initiative +7
Action Points: 0, Second Wind: used
Powers: Sly Flourish, Deft Strike,
Positioning Strike, Nasty Backswing,
Blinding Barrage, Surefooted Retort,
Adaptable Flanker
[/sblock]
 

Kruk moves to a position to gain an advantage against the wraithborn and to provide a little cover for Kane. Finding an opening, he swings with reckess abandon connecting with a minor wound to the foes back. ha HA!

[sblock=actions]
minor: none
movement: shift to G11
attack: brash strike: 1d20+14+2(flank) vs Wraithborn AC: 31 for 1d10+8 = 9

CA is granted to the wraithborn on Kruk until beginning of next turn.

Shield property kicks in for Kruk. As long as kruk flanks an enemy with an ally, that ally (Kane in this case) gains a +1 bonus to AC and Reflex until Kruk is no longer flanking an enemy with Kane

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[sblock=ooc]I have Predator's Flurry left - attack once, shift 3 squares, attack again, and daze the opponent on a hit. Ideally I'd like to make both attacks with combat advantage, to maximize both chance to hit and damage (+1d10). Hergunna has the priest flanked now, waiting for Kane to move (assuming he does) to somehow flank the wrathborn.

(And if Charina is having trouble getting CA, hopefully one or both targets will be dazed after my go)[/sblock]
 

[sblock=ooc]I have Predator's Flurry left - attack once, shift 3 squares, attack again, and daze the opponent on a hit. Ideally I'd like to make both attacks with combat advantage, to maximize both chance to hit and damage (+1d10). Hergunna has the priest flanked now, waiting for Kane to move (assuming he does) to somehow flank the wrathborn.

(And if Charina is having trouble getting CA, hopefully one or both targets will be dazed after my go)[/sblock]


[sblock=ooc]
With kruk's movement and attack, Kane is now flanking the wraithborn with kruk.
[/sblock]
 

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