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

You wouldn't dare hit me with my friends about! Calls Wil, exposing himself to the wraithborn and attacking its mind.

[sblock=OOC] Readied action: Cutting Words 1d20+8=12 (vs Will) for 1d8+6=10 psychic damage (can't pull since adjacent) FOURS ALL AROUND!
Ranged attack so it provokes an AoO
[/sblock]
 

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The wraithborn swings around quickly, lashing out at Wil with its longsword, but the attack is a bit too high.

Wil hears a whooshing sound as the blade just misses his head.

[sblock=mechanics]
Wraithborn
OA: Longsword vs Wil (AC)
Attack: 1d20+14=19 Miss
Damage: 2d8+2=0
[/sblock][sblock=Dims]According to Hergunna, this triggers your mark punishment.[/sblock]
 

The wraithborn makes a mistake by attacking Wil. Kruk sees an opening and takes advantage of it, hitting the wraithborn square in the chest with his axe. The wraithborn lets forth a bone curling scream as it collapses to the ground.

[sblock=OA]
basic melee attack vs wraithborn ac: 1d20+12+2(flank)+2(combat superiority wis bonus) = 31 for 1d10+5 = 11
[/sblock]
 

[sblock=Academic Question]It doesn't matter, but I am just wondering. Would Wil's current position on the map even grant flanking/CA, given it's a hard corner? [/sblock]

The wraithborn collapsed in a heap, and the heavy chains dissolved away like ash. A death shrill escaped the body like an agonized scream.

The other two zombies mindlessly continued their attacks, slashing out at Hergunna and Wil. Both attacks landed, and both adventurers struggled to remain conscious.

[sblock=Mechanics]
Dread Zombie G10
Standard: Longsword vs Hergunna (AC)
Attack: 1d20+12=21
Damage: 1d8+5=13

Dread Zombie H15
Move: Shift to I14
Standard: Longsword vs Wil (AC)
Attack: 1d20+12=28 Hit
Damage: 1d8+5=11

[/sblock][sblock=Status]
Wil Rando: I13 5/40 HS 9/10 AP 1 MW 0/2, SW Used, , Bloodied,
Hergunna: G11 6/51 HS 9/9 AP 1, SW Used, Bloodied,
Kane: F11 -9/59 THP 0/5 HS 11/11 AP 1, Dying, Prone
Kruk: H13 31/67 THP 0/9 HS 11/12 AP 0, SW Used, Bloodied,
Carolina: H11 14/44 HS 7/7 AP 0, SW Used, Bloodied,
Charina: C9 6/39 HS 7/7 AP 0, SW Used, Bloodied,

Enemies:
Dread Zombie: G10 4/66, Auto-Phoenix-10hp*, Bloodied
Dread Zombie: I14 10/66, Auto-Phoenix-10hp*, Bloodied,
---
Wraithborn: H12 -2/150, dead
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]
Byron3-1-13.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]
 

[sblock=Academic Question]It doesn't matter, but I am just wondering. Would Wil's current position on the map even grant flanking/CA, given it's a hard corner? [/sblock]
[sblock=Academic Answer]Since it's a hard corner the zombie would have cover against Wil (and vice versa). But the only thing that matters as far as granting flanking is that the flanker has to be able to make opportunity attacks against the flankee:

"Must Be Able to Attack: You and your ally must be able to attack the enemy, whether you’re armed or unarmed. If there’s no line of effect between your enemy and either you or your ally, you don’t flank. If you’re affected by an effect that prevents you from taking opportunity actions, you don’t flank."

Cover doesn't prevent you from taking opportunity actions or attacking the enemy... someone with a condition like Dazed wouldn't be able to flank, since it prevents taking opportunity actions.[/sblock]
 

Carolina steps around to the zombie's back and sticks her dagger into its flesh. The undead hardly seems to notice.

[sblock=Actions]Move 2 squares to H9 (AC 27 vs. OA)
Sly flourish: 17 misses (Roll Lookup)

I suck.[/sblock]
 

Kruk spins, swiping his axe at the zombie now to his south. The axe strikes true and the zombie falls again...but shows signs that he wont be down for long.

Let's help the others! Kruk shouts at to Wil. He then runs to aide Kane. Hold on ya big galute! When he gets to the fallen bugbear's side the dwarf drops his sturdy shield. With his free hand he reaches for a healing potion in his pouch.

[sblock=actions]
attack: brash attack: 1d20+14 vs zombie AC: 23 for 1d10+8 = 13
movement: move to f12
free: drop shield
minor: equip healing potion.

(Intent is to pour the contents into the Kane's mouth. If Kruk can't do it this round he'll do it the start of the next round). What kind of action is that anyway: free, minor, movement or standard?)

[/sblock]
 

[sblock=Dims]I'd say 1 minor to draw the potion, 1 minor to use the potion. That said, I hereby grant ryry permission to over-rule me on this one if I have the rule wrong.[/sblock]
 

-''We need to decapitate them while they are down!'' shouts Charina, continuing to fire at the zombies.

[sblock=Coup de Grâce]We need to CDG them, preferably by Carolina because we need to do 33 dmg on the CDG to slay them outright and bypass their regenaration.

That means Carolina needs to delay to give us time to drop the zombies and make them helpless.
[/sblock]

[sblock=Actions]
Standard:
preparatory shot (1d20+12=19, 1d10+8=12)

I am going to start taking take this personal.
[/sblock]
 


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