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

With a shrill scream, the wrathborn shot chains out from its body in all directions, attacking everyone but Wil. Only Kane managed to deflect the blows. The rest of the adventurers cried out as their skin rotted and died everywhere the chains touched. Those closest to the zombie found themselves entangled in the chains.

The fallen dread zombie pulled itself together, but did nothing else.

The other dread zombie stabbed Kane while he was distracted by the chains, delivering only a minor blow, but Kane was coming close to a death by 1000 cuts.

"No..." The priest choked out from under Hergunna's feet. "Damn you all... but, you cannot... stop... Master De Luccia... It is inevitable! ...your pathetic friend will be... among the first... at Hellview... haha-agh"

The priest half-laughs-half-chokes as he fades into unconsciousness.




[sblock=Mechanics]

Wraithborn
Effect: Gains 5 regen
Standard: Pinning Chains (vs Ref)
Attack Kruk: 1d20+12=24 +2 CA=26 Hit
Attack Kane: 1d20+12=18 Miss
Attack Hergunna: 1d20+12=19 Hit
Attack Carolina: 1d20+12=24 Hit
Attack Charina: 1d20+12=23 -2 cover = 21 hit
Damage: 3d8+3=25 Necro (Kruk Resists 5)
Effect: Each enemy adjacent to the wrathborn is immobilized until the end of the wrathborn's next turn.
Save vs dazed: 1d20=7 Fail

Dread Zombie E11
Standard: Longsword vs Kane (AC)
Attack: 1d20+12=25
Damage: 1d8+5=8
Move: Shift to F10

Dread Zombie I16
Move: Get Up
[/sblock][sblock=Status]
Wil Rando: I14 25/40 HS 9/10 AP 1 MW 0/2, SW Used, +1 AC/Ref-TENT
Hergunna: G11 5/51 HS 9/9 AP 1, Bloodied, Immobilized TENT-WB
Kane: F11 8/59 THP 0/5 HS 11/11 AP 1, Bloodied
Kruk: H13 27/67 THP 0/9 HS 11/12 AP 0, Bloodied, Immobilized TENT-WB
Carolina: H11 14/44 HS 7/7 AP 0, SW Used, Bloodied, Immobilized TENT-WB
Charina: G17 14/39 HS 7/7 AP 0, Bloodied,

Enemies:
Dread Zombie: F10 28/66, Auto-Phoenix-10hp*, Bloodied
Dread Zombie: I16 10/66, Auto-Phoenix-10hp*, Bloodied,
Wraithborn: H12 52/150, Regen 5, Bloodied, Marked-Kruk, Dazed
---
Father Niris: G11 -2/186 AP 1/2, Dying
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]
http://www.nexusnine.net/images/L4E/Byron3-1-11.png
Byron3-1-11.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=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).
5. Dealing a mortal blow to the Priest, he says Master De Luccia (First time they have heard the name) cannot be stopped, and he stated that Greggor "will be... among the first... at Hellview."
[/sblock]
 

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We have to make this one fall! Wil shouts as he shifts his feet and fires at the wraithborn, hoping his discordant note will drop it to the ground.

[sblock=OOC] Move: Shift to H14 (+1 to AC/Ref)
Standard: Jinx Shot on wraithborn 1d20+11=25 for 1d10+6=14 and he falls prone with the first missed attack before my next turn.

Missed due to the +2 to all defenses methinks :(
I think this would have had him fall down last turn by missing Kane. This could give us CA but I agree with ryryguy, elite soldiers above your level = HARD TO HIT.
[/sblock]

[sblock=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
[/sblock]
 



Carolina manages to slip her dagger through the chains and find a vulnerable spot on the zombie. She digs it in for all its worth, adding a little twist for good measure.

[sblock=Actions]
Standard: Sly Flourish vs. Wraithborn hits AC 31 for 20 damage (Roll Lookup[/sblock]
 

[sblock=Wraith not dazed]The dazing from Hergunna's attack wore off at the end of her last turn. (I think I may have put "save ends" in my post initially, sorry... but it was TENT).[/sblock]

Hergunna staggers under the weight of the chains. She tries to catch her breath, shifting back into human form.

[sblock=Actions]Standard: Second wind (heal 14 to 19 total)
Minor: Wild shape to Human[/sblock]
[sblock=Hergunna stat block]Hergunna- Female Human Druid 5
Human Form
Passive Perception: 21, Passive Insight: 21
AC:19(21*), Fort:17(19*), Reflex:19(21*), Will:20(22*) -- Speed:7
(* Second Wind)
HP:19/51, Bloodied:25, Surge Value:12 (14 in beast form), Surges left:8/9
Initiative +5
Action Points: 0, Daily Item Uses: 0, Second Wind: 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]
 

"No..." The priest choked out from under Hergunna's feet. "Damn you all... but, you cannot... stop... Master De Luccia... It is inevitable! ...your pathetic friend will be... among the first... at Hellview... haha-agh"


WhhaaaaaaaaaAAAATTTT?!!!! Kruk screams reaching a point of pure rage where rational thought is not achievable. Greggorrr!!! Kruk yells as he brings his axe down hard on the wraithborn with a sickening thud.


[sblock=actions]
minor=second wind
movement=none
basic attack 1d20+12+2(flank) vs wraithborn AC = 27 for 1d10+5 = 15 damage.

Second wind: healing surge = 16 bringing hp up to 43

continue mark on wraithborn

Shield property: Carolina receives +1 AC and Reflex until the begining of Kruk's next turn due to flanking the wraithborn.

[/sblock]


[sblock=stats]
Kruk- Dwarf Guardain Fighter Level 6

*Adverse Condition:
*Initiative: +3
*Passive Insight 15
*Passive Perception 15
*Senses low light vision
*HP 67 42
*Bloodied 32 Surge Value 11; Surges Per-Day 12 5
*AC 24 Fortitude 22 Reflex 16 Will 18 Speed 5
*Save +5 vs. poison
*action Points: USED
*Second Wind: USED
basic attack:+1 Thundering Battleaxe: To Hit: +12: Damage 1d10+5: additional 1d6 for a crit
Powers
*1 healing potion: reward from To Catch a Crimelord
*1 Regeneration potion: reward from Lord Byron's High Seas High Stakes
*At will:
Brash Strike
Resolute Shield
*Encounter:
Covering Attack USED
Bull Charge USED
Boot Power
Unbreakable USED
*Daily
Comeback Strike USED
Unstopable USED
Bedeviling Assault USED
Thundering Weapon power USED
Cloak Power
Boot Power

*+2 to attack rolls for Opprotunity Attacks and target stops after a hit
*Armor Property: Resist 5 necrotic and resist 5 fire per round
*Shield Proptery: When flanking an enemy with an ally, that ally gets a +1 shield bonus to AC and Reflex

[/sblock]
 

Ouch! That's what happen when you miss so many targets. Bad guys don't die and you get hurt. Let's regroup. Charina moves to a safer postion and gather herself.

[sblock=Actions]
Assuming moving over the coffin is difficult ground, Charina moves to E14 and takes a second wind.[/sblock]
 

[sblock=ooc]I'm out of town this weekend and won't be posting until Monday. If appropriate I don't mind if someone else does a move for Hergunna. Basically, my plan was to use Hunter's Quarry on the wraithborn, shift back to spider, and attack it (preferably with Combat Advantage, charging if necessary)[/sblock]
 


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