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

What foul thing are you up to! Kruk shouts to the one who spoke, as Kruk steps forward and to get a good view of the foes in front of him. He turns toward the human, smiles, and then charges with his axe swinging forward. Kruk's axe connects with such force that the foe staggers back. Kruk moves forward and attacks again, bashing the human with his shield, knocking him to the ground. I got this one! Take care of the others! Kruk screams to his comrades.

[sblock=actions]
minor: equip axe
movement: move to L19
attack: bullcharge to L16 (Encounter Power): 1d20+12+1 vs AC = 32 for 2d10+5= 17.

Special: This attack is substituted as a basic melee attack

Target is pushed to K14 and kruk slides to L15 (the foe's original posittion) and makes another attack at str vs fort: 1d20+12 = 26. The target is knocked prone.

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"Intruders!"

-''Let's all be clear; he didn't spot me.'' whispers Charina before firing with deadly accuracy on the forman and then moving to safety.

[sblock=ooc]Urg, must update character, NOW! I'll get to it tomorrow, promise.

Meanwhile my attack will onloy have improved by one (with the free weapon expertise feat) so I attack at +13.

Standard: Sly Flourish with First Stike feature, ramge 25 so whoever is the forman is in range!
Sly Flourish vs Forman (1d20+13+2=30, 1d10+10+2d8=28)
Minor: Reload
Move: To R19
Stealth (1d20+18=19)
Bad news is I can't roll lower. Good news is a quick check shows none of your guys have 19 of Passive Perception!


Until I update the wiki, I joined my CB file.
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Attachments


Kruk's exposed... and I know Kane's gonna come running right in the middle of everybody, so let's try to confuse them.

Hergunna shuffles forward into the room off to the side, and clutches her totem. She concentrates and tries to draw a distracting frenzy out of the enemies clustered around Kruk, but only one feels the pull. The druid curses and shifts into wolf shape.

[sblock=Hey Rogues!]Hergunna's new utility is Camouflage Cloak, which she can use to make one person invisible, until that person moves or until the end of Hergunna's next turn. Minor action, range 5, and it's an encounter power. Just FYI. :)[/sblock]

[sblock=Actions]Move: K20
Standard: Call of the Beast @ J14, I believe this targets both zombies and the foreman (after Kruk's push of the foreman). Call of the Beast vs. J13 zombie, I15 zombie, ambusher (1d20+9=15, 1d20+9=25, 1d20+9=15) Hits only I15 zombie, damn. It cannot gain combat advantage TENT Hergunna, and if it makes an attack on its turn that does not include Hergunna's ally that is closest to it, it takes 9 damage.
Minor: Wild Shape to Wolf[/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: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, Camouflage Cloak Hunter's Quarry

Summon Pack Wolf, Primal Spider

Surfsurge Shoes, Death Fang Totem, Enduring Beast Hide Armor, Bracers of Respite, Surfsurge Shoes
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True to Hergunna's words, Kane rushes forward, past Kruk and into the middle of the fray. He begins to slash at the foe on the ground, but slips a bit in the loose dirt.

[sblock=ooc]
*assumes we have weapons drawn.

Move: to J14 (drawing OA from the prone, marked ambusher) - not sure if he would take it b/c of the getting smacked by Kruk
Minor: Quarry the prone ambusher
Standard: Slash and Slash Again on prone ambusher - Slash & slash again on prone ambusher; dmg (1d20+12+2=18, 2d12+8=18)
quarry (1d6=5)

really? Damn that sucks, miss by 3. [MENTION=73730]johnmeier1[/MENTION] - this would be awesome if you could Rhyme of the Blood-Seeking Blade his @$$. If this attack hits any enemy that starts next to Kane automatically takes 1d12+11 damage on their turns. It would do 25 damage to the enemy as well.

To save time as I'm going out of town again tomorrow/Friday.
slash & slash again damage digger (I15); digger (J13); ambusher (1d12+11=23, 1d12+11=23, 1d12+11=14)

Ok, so if Wil can get off his arrow and let Kane hit, his damage is 39 to the ambusher and 23 to each of the diggers.
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[sblock=ministats]Kane Male Bugbear Barbarian 6
Initiative: +10, Passive Perception: 13, Passive Insight: 13, Senses: Low-light
AC:22, Fort:21, Reflex:20, Will:16
HP:65/65, Bloodied:32, Surge Value:16, Surges left:11/11
Action Points: 1
Powers:
Howl of Fury
Whirling Rend

Furious Assault
Hunter's Quarry
Whirling Lunge
Whirling Frenzy
Whirling Step
Slash and Slash Again
Shrug it Off
Demoralize Foe

Swift Panther Rage
Rage of the Crimson Hurricane
Vanguard Weapon
Vagabond's Die
Raven Cloak +2

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]
 

Wil sees Kane about to miss and fires an arrow at the prone target, but the ambusher rolls out of the way just in time.

[sblock=OOC] Not the PC's attack :(
1d20+12=19 (vs Reflex, miss by 1 maybe 3 since it is a ranged attack against a prone target)
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Carolina moves up and spots the human lurking in the back. Instinctively, she impales him with her dagger.

[sblock=Actions]
Move: 2 squares to M17
Standard: Sly Flourish (First Strike grants CA)
-vs. Foreman; hits AC 25 for 23 damage (Roll Lookup)
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"No... No!" The forman yelled as the opening attacks drew blood on the man. As if deluded by his injuries, the near-dead man stumbled toward the adventurers, stopping in the middle of the room, surrounded by enemies. "You cannot beat us!" he shouted, sending a psychic blast radiating out which hit Wil, Carolina, and Kane. "Bastard! Get in here!" he called toward the new tunnel.

The Ambusher got to his feet and attacked Kruk, but the dwarf easily deflected the blow.

The two digger zombies repositioned themselves around kane, using their shovels to kick up dirt at the barbarian. Kane easily turned away from the first cheap shot, but unfortunately, he turned into the second one. Debris from the floor blinded Kane, and he felt it bite at his face.

More enemies approached from the west tunnel, lead by a screaming human. The Berserker's hair and bread were long and unkempt; he carried himself like he was drunk. With an angry war cry, he lunged at Kane with his great axe, and the followed up with a second great blow. The attacks were vicious, cutting a huge gash in the bugbear's shoulder, pouring buckets of blood. "Aaarrrrrhhhhhh! Death to intruders!!!"

The other miners and guards remained in the newly carved tunnel, approaching with caution.

[sblock=Mechanics]
Forman
Move: to K17
Standard: Wracking Word vs Fort
Attack Hergunna: 1d20+10=12 Miss
Attack Wil: 1d20+10=21 Hit
Attack Carolina: 1d20+10=26 Hit
Attack Kruk: 1d20+10=12 Miss
Attack Kane: 1d20+10=21 Hit
Damage: 2d8+3=8 psychic damage
Effect: Wil, Carolina, and Kane are Dazed (save ends); After-effect (after you make the save), -2 to attack rolls (save ends).
Effect: As a result of the skill challenge, players automatically beat the enemy initiative roll. All players act first.
Effect: falls prone?

Ambusher K14
Move: Get up
Standard: Mace attack vs Kruk (AC)
Attack: 1d20+12=15
Damage: 1d8+4=0

Zombie Digger I15
Move: Shift to J15
Standard: Dirt in the eye vs Kane (Ref)
Attack: 1d20+10=13 Miss

Zombie Digger J13
Move: Shift to I14
Standard: Dirt in the eye vs Kane (Ref) w/CA
Attack: 1d20+10=21 +2= 23 Hit
Effect: Kane is Blinded and takes 5 ongoing necrotic damage (save ends both)

Berserker
Move: to J13
Standard: Greataxe vs Kane (AC) w/CA
Attack: 1d20+11=31 +2= 33 CRIT!
Damage: 1d12+6=5 +18= 23 (I used the 1d20 roll for the extra 1W)
AP: Greataxe vs Kane (AC) w/CA
Attack: 1d20+11=30 +2= 32
Damage: 1d12+6=11


[/sblock][sblock=Status]
Wil Rando: M18 42/50 HS 10/10 AP 1 MW 2/2, Dazed(after:-2 atk), +1 AC/Ref-TENT
Hergunna: K20 56/56 HS 9/9 AP 1,
Kane: J14 23/65 THP 0/5 HS 11/11 AP 1, Bloodied, Dazed(after:-2 atk), Blinded+5 ongoing necro
Kruk: L15 67/67 THP 0/9 HS 12/12 AP 1,
Carolina: M17 41/49 HS 7/7 AP 1, Dazed(after:-2 atk)
Charina: R19 44/44 HS 7/7 AP 1,

Enemies:
Forman: K17 21/90, Jinxed-TENT-Wil, Bloodied
Zombie Digger: J15 95/95,
Zombie Digger: I14 95/95
Human Ambusher: K14 60/77,
Berserker Savage: J13 212/212 AP 0/1
Human Ambusher: H10 70/77,
Zombie Digger: H11 95/95
Zombie Digger: G10 95/95
???
[/sblock][sblock=map]
Byron3-2-2.png

[/sblock][sblock=Enemies]
Forman (Reskinned: Ghalerath)
Medium natural humanoid, human
Initiative +7 Senses Perception +6
Aberrant Endurance aura 3; each ally within the aura gains a +2 bonus to saving throws.
HP 90; Bloodied 45
AC 22; Fortitude 20, Reflex 19, Will 21
Speed 6
Withering Touch (standard, at-will) Necrotic
+12 vs Fortitude; 1d8+7 necrotic damage, and the target is weakened until the end of its next turn.
Dire Radiance (standard, at-will) Psychic, Radiant
Ranged 10; +11 vs Fortitude; 2d6+4 radiant damage, and if the target ends its next turn within 3 squares of Ghalerath it takes 10 psychic damage.
Wracking Word (standard, encounter) Psychic
Close burst 3; targets enemies; +10 vs Fortitude; 2d8+3 psychic damage, and the target is dazed (save ends). Aftereffect: The target takes a -2 penalty to attack rolls (save ends).

Human Ambusher
Medium natural beast, human
Initiative +8 Senses Perception +3
HP 77; Bloodied 38
AC 21; Fortitude 19, Reflex 20, Will 19
Speed 6
Mace (standard, at-will) Weapon
+12 vs AC; 1d8+4 damage, and the human ambusher shifts 1 square.
Dagger (standard, at-will) Weapon
Ranged 5/10; +14 vs AC; 1d4+4 damage.
Dazing Strike (standard; requires mace, encounter) Weapon
+12 vs AC; 1d8+4 damage, the target is dazed until the end of the human ambusher's next turn, and the human ambusher shifts 1 square.
Combat Advantage
The human ambusher deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.
Equipment: dagger x4, leather armor , mace .

Berserker Savage
Medium shadow humanoid
Initiative +5 Senses Perception +4
HP 212; Bloodied 106
Regeneration 5
AC 19; Fortitude 22, Reflex 18, Will 18
Saving Throws +2
Speed 5
Action Points 1
Greataxe (standard, at-will) Weapon
+11 vs AC; 1d12+6 damage (crit 1d12+18).
Handaxe (standard, at-will)
Ranged 5/10; +9 vs AC; 1d6+5 damage.
Battle Fury (free, when first bloodied, encounter)
The berserker savage makes a melee basic attack with a +4 bonus to the attack roll and deals an extra 1d6 damage on a hit.
Murderous Frenzy
The berserker savage gains 1 action point the first time it reduces a foe to 0 hit points in an encounter.
Savage Rebuke (immediate reaction, when hit by a melee attack; recharge 5,6)
The berserker savage makes a basic melee attack.
Equipment: greataxe , handaxe x2, hide armor .

Zombie Grave Digger (Improved)
Medium natural animate (undead)
Initiative +2 Senses Perception +2; darkvision
HP 95; Bloodied 47
AC 19; Fortitude 21, Reflex 17, Will 17
Speed 4
Shovel (standard, at-will) Weapon
+12 vs AC; 2d8+5 damage.
Dirt in the Eye (standard, encounter) Necrotic
+10 vs Reflex; the target is blinded and takes ongoing 5 necrotic damage (save ends both).
[/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." The priest laid dying on the floor with his fallen minions.
6. As they approach Hellview, they encounter the ghost of Sir Alistair Glasston, who begged them to enter the cave and retrieve his lost battleaxe.
7. They entered Hellview, and came across a portal, as well as some guards/workers.
[/sblock][sblock=John]Does Fox's Cunning trigger before or after the enemies's attack is resolved?

Also, for your interrupts, can you include in your action block a section for when you want me to use them? Since they are encounter/daily, I don't want to assume when you would choose to use them, but at the same time retconning makes things tricky as well. Something like:

Fox's Cunning Trigger: the first enemy that attacks me with melee
VS
Fox's Cunning Trigger: the first enemy that attacks me while bloodied

Something like that, I think would be the fairest way to do it PBP. The other sensible option would be they always trigger when first able to trigger no matter what, but then I'd need to remember how they work, which if I'm being honest, I think I would forget.
[/sblock][sblock=Jinx Shot]Question... so he used a burst power. Some hit, some missed. I'm not sure if Jinx triggers or not. He missed some of the attack rolls, but technically the power hit (partially). [/sblock]
 

YOU CAN'T HAVE ALL THE FUN KANE! Kruk shouts as he takes an aggressive swing towards the foe he previously knocked down. His attack pays off as he sinks his axe into the chest of the human. On impact there is a loud thundering boom which causes the foe to stagger back. As Kruk then changes foes as he eyes the berserker. LETS SEE WHAT YA GOT BIG BOY ha HA! Kruk states as he takes a swipe at him landing a devastating blow on the foes right leg. Thunder can be heard again as the axe buries deep into the thigh of the berserker, who now screams in pain.

[sblock=action]
attack: brash strike vs Ambusher's AC: 1d20+14 = 26 for 1d10+5= 15 plus 1d8 = 8 thunder damage from axe power and push ambusher back to k13

movement: shift to k14
minor: none

AP: brash strike vs berserker: 1d20+14 vs berserker = Roll Lookup CRIT! for 18+1d6 = 23

mark the berserker and if possible the ambusher. I don't know if Kruk is allowed to mark both at the same time.

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