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

[sblock=Kruk]You can move, but not shift, to that square. However, you'll trigger an OA from the Wraithborn. Instead, you could just cancel the move (i'm being nice, since you don't need the +2 anyway, given your roll). That would give Hergunna good position for CA. Or, you could let the move stand, giving Kane the CA, and then roll the OA.[/sblock]

[sblock=ooc]
thanks for the clarification. And thanks for being nice :)
I'll just attack from where I'm at and let Hergunna have the good position for CA

thanks


[/sblock]
 

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[sblock=ooc]All righty then! :)[/sblock]
Hergunna-spider spins rapidly on her back pairs of legs, lashing out with the front pairs and snapping with her mandibles. The dark energy from the priest breaks her focus as she lunges at him, and he avoids easily, but she recovers quickly, scuttling in behind the wrathborn zombie and snapping brutally at its hamstrings, causing it to stagger.

She continues her movement, shifting to human form, and hustles around the corner and out of sight.

[sblock=Actions]Start of turn: ongoing 5 necrotic (30/51).
Standard: Shifting to F11 as part of the attack.
Predator's Flurry vs. Priest, Wrathborn (CA both) (1d20+8+2=14, 1d6+5+1d10=9, 1d20+8+2=30, 1d6+5+10=17) Well after all that, a big whiff on the priest, but a crit on the wrathborn! I'll take it. With the death fang totem I get +2d6 for having combat advantage, for Crit damage (total) (2d6+21=25). Well that was a crappy 2d6, but still, 25 damage and the wrathborn is dazed (save ends) and slowed (tent Hergunna).
Minor: wild shape to human (and shift to G10)
Move: duck around corner to I9. (Does this give total cover to all the enemies? If not, I'll keep going another square or two sourth as needed, but it will mean -5 on the following stealth check.) Stealth check (1d20+11=30) Yeah the -5 won't matter.
End of turn: Save vs. ongoing (1d20+1=19) Made it.
[/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, Resist 5 cold (TENT)
HP:30/51, 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
[/sblock]
 

Kane moves forward after batting away the sword of the re-rising zombie and moves towards the priest. The bugbear looks to take advantage of the song in his head from Wil guiding his hands. The axe descends on the enemy, but it looks like it's going wide, when suddenly Wil fires off an arrow and as it strikes the priest he falls right into Kane's axe.

[sblock=ooc]

Move: to F11 - draws OA - OA against Kane (1d20+14=16, 1d8+5=13) from G14 zombie, miss
Standard: Whirling Rend on Priest - Whirling Rend on Priest; ac; dmg; against Wraithborn damage (1d20+12=20, 1d12+12=23, 1d12+7=11) miss, but I'll assume John's arrow goes off? turns it into a hit for 23 against the priest (+4 more from rage) and 11 against wraithborn (+4 more from rage)

Summary:
27 against priest (+15 from Wil's Interrupt)
15 against Wraithborn.

[/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=IG/Ryry/R1]IG, so I15 to G9. Where Kruk is marks a hard corner. So to do the move, You draw OA from both Dread Zombie and Wriathborn. Just 'splaining myself. But, they both missed, so no matter.

Ryry, I had to push you down one more to J9 for total cover.

R1, You always draw OA from the priest (who wil pushed adjacent to you), which hit.
[/sblock]



[sblock=Not the player's turn yet. I need a retcon from Kane]
R1, John, I rolled for the Arrow of Ill omen bonus, and it hit.

So, R1, can you retcon your turn to make your attack vs priest a crit, and all the extra cool stuff that happens therefore? I have updated the map and the status's to reflect everything up to Kane's move.
[/sblock]




[sblock=Mechanics]
Dread Zombie OA on Carolina
Attack: 1d20+12=22 Miss
Damage: 1d8+5=N/A

Wraithborn OA on Carolina
Attack: 1d20+14=15
Damage: 2d8+2=N/A

Priest OA on Kane
Attack: 1d20+14=31
Damage: 2d6+5=13


[sblock=IGNORE/Placeholder]

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


//////// REMOVE THIS LATER
[/sblock]

[/sblock][sblock=Status]
Wil Rando: J15 25/40 HS 9/10 AP 1 MW 0/2, SW Used, +1 AC/Ref-TENT
Hergunna: J9 30/51 HS 9/9 AP 1,
Kane: F11 28/59 THP 0/5 HS 11/11 AP 1, Bloodied, Shield Bonus (from flank w kruk)
Kruk: H13 57/67 THP 0/9 HS 11/12 AP 0,
Carolina: G9 39/44 HS 7/7 AP 0, SW Used,
Charina: H17 39/39 HS 7/7 AP 0,

Enemies:
Father Niris: F12 91/186 AP 2/2, Bloodied
---
Dread Zombie: D15 43/66, Auto-Phoenix-10hp*,
---
Dread Zombie: G14 10/66, Auto-Phoenix-10hp*, Bloodied,
Wraithborn: G12 52/150, Regen 5, Bloodied, Marked-Kruk, Dazed, Slowed-TENT-Herg
---
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]
Byron3-1-9.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]
 


[sblock=ooc]
I take it that it's okay now to proceed. If not...:blush:
[/sblock]

Kruk is inspired by the savage attacks done to the priest, giving him the will and resolve to press on against the wraithborn. Kruk sees an opening an chops down with his axe, missing his target. Sparks fly where the axe hits the ground. This manuver, unfortunately for Kruk, leaves the dwarf in a vunerable position to a counter attack from the wraithborn.


[sblock=actions]
movement: none
minor: none
attack: brash strike: 1d20+14+2(flank) vs Wraithborn AC = 23 nope

CA is granted to wraithborn until the start of Kruk's next turn

Kruk continues mark on wraithborn.

Shield property still in effect. Kane gains a +1 bonus to AC and Reflex until Kruk is no longer flanking an enemy with Kane.
[/sblock]
 



The nothern Dread Zombie, finally freed, rushes down to Kruk. It's attack was obvious, however, and the dwarf easily blocked it.

"This is not the end! Regroup my children!" The priest shouted. The zombies moved with deft speed, repositioning, and it looked as if some of their damaged flesh reformed.

While somewhat distracted, the Priest slammed his Rod across kane's face. It was a heavy blow, and the site of the impact began to fleck bits of skin away.

"A curse upon you!" He called, holding up his freehand in a warding gesture and then touching Kane's armor with it.

The Wraithborn, compelled to attack Kruk, continued to do so, and this time landed a sharp below. The Dread Zombie flanking attempted a similar attack, but it's sword struck the stone mid-swing and missed horribly. It turned, and moved towards the archers.


[sblock=Mechanics]
Dread Zombie OA on Carolina
Attack: 1d20+12=22 Miss
Damage: 1d8+5=N/A

Wraithborn OA on Carolina
Attack: 1d20+14=15
Damage: 2d8+2=N/A

Priest OA on Kane
Attack: 1d20+14=31
Damage: 2d6+5=13

Dread Zombie D15
Move: D15 to E14 to F13 to G14
Standard: Longsword vs Kruk (AC)
Attack: 1d20+12=16 Miss
Damage: 1d8+5=N/A

Priest
AP: Unlife to Life
Effect: All undead allies in blose burst 5 gain 5 hp and shift up to 3
Effect Dread Zombie G14: Shift to F13 to E12 to E11
Effect Dread Zombie G15: Shift to H14
Effect Wraithborn: Shift to H12
Move: Shift to G11
Standard: Rod of Ruin vs Kane (AC)
Attack: 1d20+14=21 +2 for CA = 23 Hit
Damage: 2d6+5=10 +5 ongoing necrotic damage (save ends)
Minor: Touch of Ruin vs Kane (Fort)
Attack: 1d20+12=30
Effect: Kane gains only half from healing TENT-priest

Wraithborn
Effect: Gains 5 regen
Standard: longsword vs Kruk (AC)
Attack: 1d20+14=30
Damage: 2d8+2=10
Save vs dazed: http://invisiblecastle.com/roller/view/2644174/1d20=9 Fail

Dread Zombie F15
Standard: Longsword vs Kruk (AC)
Attack: 1d20+12=13 +2(CA)=15 Miss
Damage: 1d8+5=N/A
Move: to I16

[/sblock][sblock=Status]
Wil Rando: J15 25/40 HS 9/10 AP 1 MW 0/2, SW Used, +1 AC/Ref-TENT
Hergunna: J9 30/51 HS 9/9 AP 1,
Kane: F11 18/59 THP 0/5 HS 11/11 AP 1, Bloodied, 5 Nerco Ongoing, half from healing TENT-priest
Kruk: H13 47/67 THP 0/9 HS 11/12 AP 0,
Carolina: G9 39/44 HS 7/7 AP 0, SW Used,
Charina: H17 39/39 HS 7/7 AP 0,

Enemies:
Father Niris: G11 21/186 AP 1/2, Bloodied
Dread Zombie: E11 48/66, Auto-Phoenix-10hp*,
Dread Zombie: I16 15/66, Auto-Phoenix-10hp*, Bloodied,
Wraithborn: H12 47/150, Regen 5, Bloodied, Marked-Kruk, Dazed
---
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]
Byron3-1-10.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(27); Fortitude 23(25), Reflex 21(23), Will 19(21)
*wrathborn gains a +2 bonus to all defenses while bloodied.
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]
 

[sblock=ooc]
The attack is the same as previous post, just changed the description.
[/sblock]

Another blow from the wraithborn leaves him rattled. However, Kruk regroups as he is inspired by the savage attacks on the priest, which gives him the will and resolve to press on against the wraithborn. He sees an opening an chops down with his axe, missing his target. Sparks fly where the axe hits the ground. This manuver, unfortunately for Kruk, leaves the dwarf in a vunerable position to a counter attack from the wraithborn.


[sblock=actions]
movement: none
minor: none
attack: brash strike: 1d20+14 vs Wraithborn AC = 23 nope

CA is granted to wraithborn until the start of Kruk's next turn

Kruk continues mark on wraithborn.

[/sblock]
 
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