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


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[sblock=ooc]
I'm a bit confused by Kruk's attack. He can't move to K14 like you said dimsdale as you can't move into the same space as the ambusher. I will assume you aren't within 1 of Kane, if you are planning it, please delay until after my turn. [/sblock]

"Unhh....you'll pay for that you cowards" as the bugbear quickly wipes the dirt from his eyes.

He sees the enemies all lined up around him and surprisingly the wounded bugbear begins laughing, spitting blood at the human near him. "HAHAHAHA! Kane has lots of news friends to play with... you come to see me? Ok... heres presents for being so nice and seeing me" he shouts, the whirling barbarian hacks, hews, slashes, bites, and stomps anything that's within reach.

The human who attempted to ambush him drops and the spray of blood spurs Kane onto new heights of slaughter as he steps away from the bleeding foes. He slaps the digger on the way by. All the fun he's having allows the bugbear to easily shake off the stars in his eyes.

[sblock=ooc]
*Immediate reaction to blindness - Shrug it off - save v. blind (1d20=14) saved.

Standard: Rage of the crimson hurricane - rage of crimson hurricane (DiggerI14; diggerj15; berserker; ambusher); dmg (1d20+12=16, 1d12+6=14, 1d20+12=26, 1d12+6=11, 1d20+12=27, 1d12+6=17, 1d20+12=30, 1d12+6=17) miss the digger @ I14l hit digger at J15, berserker, and ambusher for 14 damage + 5 ongoing (save ends) + Until rage ends when Kane hits with Primal melee power, each enemy adjacent to Kane takes 4 damage.
AP: Whirling Frenzy - whirling frenzy (DiggerI14; diggerj15; berserker; ambusher); dmg - vs. ref (1d20+12=29, 1d12+6=9, 1d20+12=24, 1d12+6=9, 1d20+12=25, 1d12+6=9, 1d20+12=31, 1d12+6=8) hits all of them... I screwed up the damage Tenchuu, it's 2d12+6 damage; hq damage (1d12=10, 1d6=2) so it's 19 damage to each of them + 2 more to the ambusher from the hunter's quarry + 4 more to each of them from the rage.
Free: after hitting the berserker use Demoralize foe - it takes -2 to atk rolls Tent.
Free: Furious Assault - furious assault on berserker (1d12=10)

This kills the ambusher with Kruk's attack so Kane can shift to K16 and deal off-hand (1d12+3=7) 7 to digger @ I15 from Whirling Lunge.

Summary:
Ambusher - 39 damage + 5 ongoing (save ends)
Digger @ I14- 23 damage + 5 ongoing (save ends)
Digger @ J15 - 44 damage + 5 ongoing (save ends)
Berserker - 47 damage + 5 ongoing (save ends)

Not bad for being dazed ;)

save v. daze (1d20=19) saved
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[sblock=ministats]Kane Male Bugbear Barbarian 7
Initiative: +10, Passive Perception: 13, Passive Insight: 13, Senses: Low-light
AC:22, Fort:21, Reflex:20, Will:16
HP:23/65, Bloodied:32, Surge Value:16, Surges left:11/11
Action Points: 0
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]
 

[sblock=OOC] Fox's Cunning the only immediate reaction, so I guess it isn't as important at the other ones. Also Rhyme happens during the PC turn. The only two I really want you to watch are Prescience which is encounter but doesn't happen often so use it at first chance. The daily Arrow of Warning is prefaced by a "bloodied" ally is attacked.

So there seems to be a bit of back and forth on Jinx Shot in the Wizards community, one comparing it to the pre-errata Reliable powers (which were changed to if you "do not hit" with the power it isn't expended to rule out AoE recharges) JUDGE!
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[sblock=Jinx Shot]Took me a while to understand JM1, but here's my ruling:

The foreman falls prone, even though it hit some targets.

Rationale: The rules say...

"The first time the target misses with an attack before the end of your next turn, it falls prone."

Thus the first missing attack roll would (even in an AoE attack), would be the first time the foreman missed.

Though each roll is not necessarily an attack, each failing roll is, in fact, a miss. Therefore, it doesn't matter how many hits the foreman achieves. If he misses one of the PCs in the area, he still, technically has missed something. Thus he falls prone.

BTW: All rolls in an AoE attack resolve simultaneously unless otherwise stated. Therefore the foreman falls prone only after the AoE attack has resolved.[/sblock]
 
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Charina slithers into a new position and shoots with deadly accuracy against the nearest zombie. The beast whirls around but can't locate the sniper. Oh yes, things are going much better this time around. Charina stiffles a maniacal laugh. Those are really not helpful when trying to stay hidden.

[sblock=Actions]
Move: To M17 (freed by Carolina), It requires a new Stealth check but I can't fail to beat the passive of my target
Standard: Shadow Strike
Shadow strike vs J15; Dmg roll; free stealth check from power (1d20+13+2=29, 1d10+8+2d8=31, 1d20+18=34)
Free: Stealth 34, stay hidden
Minor: Reload
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[sblock=Ressources]
Shadow Strike Expanded[/sblock]
 


Dazed by the psychic onslaught of the foreman, Wil uses all his concentration to fire twin arrows at the remaining zombie. Both hit, but somehow the creature remains standing. The bard shrugs off the effects of the earlier attack and focuses on the attackers. Watch out for these fiends!

[sblock=OOC] Standard: Twin Strike at J15 1d20+12=19;1d10+3=12;1d20+12=21;1d10+3=4 for 16 damage total.
Save: 1d20=10 (whew)
I updated my triggers, Tenchuu, I have 4 but they are in priority order (top is first to use)
[/sblock]

[sblock=ministats]
Virtue of Prescience Trigger - Immediate Interrupt to the First Ally hit by 1 or less with an attack
Chord of Dissonance Trigger - Immediate Interrupt to the First Ally hit for 10 or more damage
Fox's Cunning Trigger - Immediate Reaction to the First Enemy that attacks me in melee
Arrow of Warning Trigger - Immediate Interrupt to the First Bloodied Ally attacked in melee

Status: -2 to attacks (save ends)
Init: +5 Speed: 5 Perception:20 Insight: 18
AC: 20 F/R/W:15/17/20
HP: 42/50 Surges: 8/8 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[/s], Fox's Cunning[/s], Twin Strike, Grappling Spirits[/s], Hunter's Quarry[/s], Majestic Word, Words of Friendship, Moment of Escape[/s], Chord of Dissonance[/s], Rhyme of the Blood-Seeking Blade, Virtue of Prescience[/s]
Daily - Arrow of Ill Omen[/s], Arrow of Warning[/s], Bracers of Archery[/s], Inevitable Shot[/s], Songbow of Vanishment[/s]

Full Character Sheet
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[sblock=ooc]Dang, I hate going last and having to figure out where everyone is and so forth. You'd think I'd try to post quicker. ;)

I'm extra confused now because I'm not sure what has happened with Kruk and Kane. I think Kruk could indeed have ended up at K14 because his attack pushed the ambusher to K13... which I guess means Kane still would have hit and killed the ambusher, but would he have also had to attack Kruk then? But anyway, the ambusher is still down, and Kane is at K16, and Kruk is at K13, is that correct?[/sblock]
 

[sblock=Where are they now?]
Forman K17: Is dead
Ambusher K14: Is now in K15
Kruk: Is now in K14
Kane: Needs to retcon
[/sblock][sblock=Kane/Dims explaination/retcon request]
Kruk used a daily axe power, which allowed him to push the enemy, and then he shifted into the enemies' spot. I agree, it's a bad move to get withing 1 of a whirling barbarian, but I don't think you should delay/retcon the move. I think you should work with the action as it stands.

However, I do need a retcon for Kane. The dazed effect occurred before the blinded effect, and since you were dazed, you can't take immediate reactions; so, no shrug it off for the blinded condition.

As a result, Kane is still blinded at the start of his turn, and I'm not sure you'd want to use a daily and an AP when you are -5 on attacks, due to being blinded. So, I think Kane should retcon.

(Sorry for not realizing this until now.)
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[sblock=ooc]Dang, I hate going last and having to figure out where everyone is and so forth. You'd think I'd try to post quicker. ;)

I'm extra confused now because I'm not sure what has happened with Kruk and Kane. I think Kruk could indeed have ended up at K14 because his attack pushed the ambusher to K13... which I guess means Kane still would have hit and killed the ambusher, but would he have also had to attack Kruk then? But anyway, the ambusher is still down, and Kane is at K16, and Kruk is at K13, is that correct?[/sblock]

[sblock=ooc]
Kruk moved to k14 so that he could attack and mark the berserker. If Kruk gets hit by Kane's attack, that's ok. It would be fun to roleplay. Kruk also has lots of stuff he could use to lesson the damage, if Kane would actually hit him. Kruk's AC is 25.
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