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

Seeing the priest weakened, Carolina moves in next to Kane and takes a wild swing. As her attack misses, she whirls around and uses her momentum to deliver another attack on the backswing.

[sblock=Details]
Shift to G10
Minor: Adaptable Flanker
Standard: Sly Flourish vs. Priest misses (Roll Lookup)
Free: Nasty Backswing vs. Priest hits AC 31 for 16 damage (Roll Lookup); shift to H11
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Wil's feet move in a blur as he sidesteps away from the zombie nearest him. His eyes turn away from that opponent but he keeps on his toes. The bard draws back his singing bow and fires an arrow at the priest. As it flies he whistles an off key note. The arrow only grazes the man, but the music seems to make his legs wobble.

OOC
Move: Shift to I14, gain +1 to AC/Ref
Standard: Jinx Shot at priest 1d20+10=28 (vs AC) for 1d10+6=7 damage and if he misses with an attack before my next turn, he falls prone


ministats
Status: +1 to AC/Ref
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, 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
 
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With the priest down, Kane instead slashes at the enemy in front of him, the hardly injured zombie.

[sblock=ooc]
Immediate Reaction to ongoing damage taken - Shrug it Off -
save against ongoing damage (Shrug it off) (1d20=3) failed

Start of turn - no action - Walk it off - save against ongoing damage (Walk it off) (1d20=8) ouch... ok I get it IC, I'll take the damage ;)

Move: n/a
Standard: Whirling Rend on Dread Zombie - whirling rend on priest (ac; dmg; offhand damage) (1d20+14=29, 1d12+12=16, 1d12+7=19) hits priest for 16 + 4 more to it

Summary:
20 damage to Dread Zombie

end of turn save (1d20=16) saves
[/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:13/59, 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]
 
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OOC: Anyone else having problems with the sblock's opening?

[sblock=OOC/Test]
For example, none of the sblocks on this page work for me, in FF or Chrome, but they ones on page 12 work for me.

R1, if you can open this, and no one else can, I wonder if opening the sblock is now community supporter only feature.
[/sblock]
 
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Zombies everywhere! Relentless, zombies. This would probably make a popular horror tale. Charina wondered if anyone wrote a zombie story before. Must ask Wil.

She backpedals to the wall and shoot the zombie next to her in the throat. It falls in a heap. But it will get back up. Damn Zombies.

[sblock=Actions]
Minor: Reload
Move: Shift to G17
Standard vs Zombie I16
Sly Flourish vs Dread Zombie (1d20+12=26, 1d10+10=17)

Boom, falls in a heap. Hey, it's a melee monster so if it's prone and then gets up on its turn, it can't charge me because I am just one square away! Probably wastes its turn (I hope!)
[/sblock]
 

OOC: I thought this would be a good idea, since sometimes weeks pass IRL for minutes in the game.
[sblock=Adventure Summary]
Motives
Kruk: Find his friend Greggor
Charina: Use the group to collect more bounties (ears)
Everyone Else: Locating the missing Silver shipment for Lord Byron

Summary of Events
1. Bested Pirates en route to Allaria. Traveled on the ship Wind's Will captained by Captain Levenbrech, and mated by Porse and Trig.
2. Arrived in the port, to find it besieged by Lizards from the unending mire. Defeated lizards and met/teamed up with Charina.
3. Journeyed to Geardagas and asked the locals for information with mixed results (link to the leads gathered).
4. Went to the temple of Netari, where the new priest, Father Niris, has been tending to the ill (apparently quite poorly). He led the players into the catacombs, where his zombie minions ambushed. The priest, over confident, rambled on about Hellview (background reference for players).
[/sblock]
 

[sblock=Kane RETCON request]
Wil's attack killed the priest. So, please retcon to change targets/actions as appropriate.

Thanks!

[/sblock]

[sblock=WIP/Ignore]
"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.




[sblock=Mechanics]
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: 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 5/186 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, CA-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]

[/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=Adventure Summary]
Motives
Kruk: Find his friend Greggor
Charina: Use the group to collect more bounties (ears)
Everyone Else: Locating the missing Silver shipment for Lord Byron

Summary of Events
1. Bested Pirates en route to Allaria. Traveled on the ship Wind's Will captained by Captain Levenbrech, and mated by Porse and Trig.
2. Arrived in the port, to find it besieged by Lizards from the unending mire. Defeated lizards and met/teamed up with Charina.
3. Journeyed to Geardagas and asked the locals for information with mixed results (link to the leads gathered).
4. Went to the temple of Netari, where the new priest, Father Niris, has been tending to the ill (apparently quite poorly). He led the players into the catacombs, where his zombie minions ambushed. The priest, over confident, rambled on about Hellview (background reference for players).
[/sblock]


---/////////// REMOVE
[/sblock]
 


ooc: Sorry to be slow again! The wraithborn is still up, ain't he?

Hergunna hears the dying scream of the priest around the corner and grins. She rolls up past the corner and surveys the scene. Seeing the wraithborn zombie still reeling from her last attack, she changes back to spider-shape and charges in. Even in its vulnerable state, she finds the zombie's defenses very difficult to penetrate. She hisses out a curse.

[sblock=Actions]
Move: H9
Minor: Shift to Spider
Standard: Charge Wraithborn to H11 Savage Rend (CA, Charge) vs. Wraithborn (1d20+8+1+2=18, 1d8+5+1d10=16) Miss. Boo for elite soldier, double boo for elite soldier getting a defense bonus when bloodied. :( This could still take a while.
[/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: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]
 

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