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

[sblock=Judge, Pull]@johnmeier1: R1 is right. Closer means in every dimension. J16 to J17 is legal, but J17 to I18, while pulling the enemy closer in the easterly (to the right), pushes him one row away from you in the northward (up) direction. Thus it is illegal. The only legal pull from J17 is to K18. Sorry.

*Edit* Clarification: It's not actually "In every dimension." The distance is actually measured in squares distant. At J17, the enemy is two squares away. Moving him to I18, he ends up three squares away (which is actually further than before), so the move is illegal.

Likewise, moving him to J18 seems like it moves him closer, but he ends up still 2 squares away, so that move, in fact keeps him at the same distance, and is still illegal.

K18 is your only choice. [/sblock]
 
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[sblock=OOC] Okay, since R1 resolved his attack, I will leave it to Tenchuu to figure out the final positions, I just wanted to pull him next to Kane[/sblock]
 

Charina summons the corrupted powers of Akneth and hides herself in a cloud of darkness. This time she can't resist a fit of maniacal laughter as a bolt pierces the darkness and catch a the man hidding behind the man in the zombies in the throat

[sblock=Action]
Minor: Cloud of Darkness (close Burst 1, TENT), allows me to SA.
Standard:
Sly Flourish vs I17 (1d20+13+2=24, 1d10+10+2d8=23)
Move: Reload

It's ahrd to follow, I am assuming that target was still alive otherwise, just hit the nearest undead.
[/sblock]
 

[sblock=Ren1]I have your 17 damage (13+4) to the ambusher putting him at 2 HP. Am I missing some extra damage you call deal to put him over the edge?

If not, I have Charina dropping it.
[/sblock][sblock=Ryry]I figured a WIP would help you post, and help me stay on target (it takes me a while to do these posts). So check out the updated status and map. The rest is old. [/sblock]
[sblock=WIP]


[sblock=John/Triggers]
Virtue of Prescience Trigger - Used on Kruk
[/sblock]

"Grrraaahh" The berserker screamed, pressing the attack on Kruk. But the hastily swung axe did not break the dwarfs defenses. The Zombie by his side likewise swung and missed. The villain continued to curse, both at Kruk, and the slow zombies.

The dazed zombie in the west had sense enough to attack Carolina, delivering a slice with its spade. The tiny rogue lost more blood and was near collapse.

The other two zombies slowly closed with the adventurers.

[sblock=Mechanics]

Berserker
Effect: 5 ongoing damage
Recharge Savage Rebuke: 1d6=2 Fail
Move:
Standard: Greataxe vs Kruk (AC)
Attack: 1d20+11=18 Miss
Damage: 1d12+6=0
Save vs ongoing: 1d20=17 saved .

Zombie Digger K18
Standard: Shovel vs Carolina (AC)
Attack: 1d20+12=28 Hit
Damage: 2d8+5=14

Zombie Digger K18
Move:
Standard: Shovel vs Carolina (AC)
Attack: 1d20+12=26 Hit (I screwed up the description on this one)
Damage: 2d8+5=10

Zombie Digger J13
Standard: Shovel vs Kruk (AC)
Attack: 1d20+12=22 Miss
Damage: 2d8+5=0

Zombie Digger H10
Move: to I13

Zombie Digger H11
Move: to I14

[/sblock][sblock=Status]
Wil Rando: K20 42/50 HS 10/10 AP 1 MW 2/2, -2 atk(save ends), +1 AC/Ref-Shift-TENT
Hergunna: L14 56/56 HS 9/9 AP 1,
Kane: J18 41/65 THP 0/5 HS 11/11 AP 0,
Kruk: K14 56/67 THP 3/9 HS 12/12 AP 1,
Carolina: L17 3/49 HS 7/7 AP 1, Bloodied
Charina: N17 44/44 HS 7/7 AP 1,

Enemies:

Berserker Savage: K13 109/212 AP 0/1, Marked-Kruk,
Zombie Digger: J13 95/95
Zombie Digger: K18 43/95, Bloodied, Dazed-TENT-Herg
Zombie Digger: I13 95/95
Zombie Digger: I14 95/95

Zombie Digger: J17 -9/95, dead
Human Ambusher: I17 -21/77, dying
Human Ambusher: K14 -2/77, dying
Forman: K17 -5/90, Dying
Zombie Digger: J15 -1/95, dead
[/sblock][sblock=map]
Byron3-2-5.png

[/sblock][sblock=Enemies]
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]
 
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[sblock=ooc]Sorry for the delay, my internet was down most of the weekend.

Once more I'm at the end of the string and having to figure out where everyone has moved. I think I've got it straight and can do a predator's flurry with flanking against the two zombies adjacent to Kane... this is assuming that the zombie in J16 did get pulled to K18. With Kane at J18, that means L18 and I16 ar both flanking spots.[/sblock]

Hergunna-wolf shakes off the circling stars, growls, and bounds over to the zombie who has stumbled next to Kane thanks to Wil. She snaps at it, taking a chunk out of the back of its neck, then bounds around to the other engaged with the bugbear, mauling it too, before shifting back to human shape, her back to the gate.

[sblock=Actions]Move: to L18 (can avoid OA by going south one square)
Standard: Predator's Flurry vs zombie in K18, shift 3 squares to I16, then vs. J17 zombie.
Predator's Flurry vs K18, J17 (CA both) (1d20+9+2=29, 1d6+5+1d10=19, 1d20+9+2=25, 1d6+5+1d10=14) Both hits, yeah! 19 damage to K18, 14 to J17, and both are dazed TENT hergunna.
Minor: Wild Shape to human and shift to H17
[/sblock]
[sblock=Hergunna stat block]Hergunna- Female Human Druid 6
Human Form
Passive Perception: 22, Passive Insight: 22
AC:20, Fort:18, Reflex:20, Will:21 -- Speed:7
HP:56/56, Bloodied:28, Surge Value:14 (16 in beast form), Surges left:9/9
Initiative +5
Action Points: 1, Daily Item Uses: 1, Second Wind: Not 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
[/sblock]
 

@ryryguy;
OOC: See my post above. I won't post the next part until tomorrow, so if you need to make any changes, go ahead and retcon your post.
Update: Nevermind. You look good.
 
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[sblock=John/Triggers]
None used this turn
[/sblock]

"Grrraaahh" The berserker screamed, pressing the attack on Kruk. But the hastily swung axe did not break the dwarfs defenses. The Zombie by his side likewise swung and missed. The villain continued to curse, both at Kruk, and the slow zombies.

The dazed zombie in the west had sense enough to attack Carolina, delivering a slice with its spade. The tiny rogue lost more blood and was near collapse.

The other two zombies slowly closed with the adventurers.

[sblock=Mechanics]

Berserker
Effect: 5 ongoing damage
Recharge Savage Rebuke: 1d6=2 Fail
Move:
Standard: Greataxe vs Kruk (AC)
Attack: 1d20+11=18 Miss
Damage: 1d12+6=0
Save vs ongoing: 1d20=17 saved .

Zombie Digger K18
Standard: Shovel vs Carolina (AC)
Attack: 1d20+12=28 Hit
Damage: 2d8+5=14

Zombie Digger K18
Move:
Standard: Shovel vs Carolina (AC)
Attack: 1d20+12=26 Hit (I screwed up the description on this one)
Damage: 2d8+5=10

Zombie Digger J13
Standard: Shovel vs Kruk (AC)
Attack: 1d20+12=22 Miss
Damage: 2d8+5=0

Zombie Digger H10
Move: to I13

Zombie Digger H11
Move: to I14

[/sblock][sblock=Status]
Wil Rando: K20 42/50 HS 10/10 AP 1 MW 2/2, -2 atk(save ends), +1 AC/Ref-Shift-TENT
Hergunna: L14 56/56 HS 9/9 AP 1,
Kane: J18 41/65 THP 0/5 HS 11/11 AP 0,
Kruk: K14 56/67 THP 3/9 HS 12/12 AP 1,
Carolina: L17 3/49 HS 7/7 AP 1, Bloodied
Charina: N17 44/44 HS 7/7 AP 1,

Enemies:

Berserker Savage: K13 109/212 AP 0/1, Marked-Kruk,
Zombie Digger: J13 95/95
Zombie Digger: K18 43/95, Bloodied, Dazed-TENT-Herg
Zombie Digger: I13 95/95
Zombie Digger: I14 95/95

Zombie Digger: J17 -9/95, dead
Human Ambusher: I17 -21/77, dying
Human Ambusher: K14 -2/77, dying
Forman: K17 -5/90, Dying
Zombie Digger: J15 -1/95, dead
[/sblock][sblock=map]
Byron3-2-5.png

[/sblock][sblock=Enemies]
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=Tenchuu]Heh, looks like I was working on my post as you were doing the WIP update. I didn't see it until just now, glad I didn't screw anything up.[/sblock]

"Carolina!" Hergunna calls out. "I'll hide you! Get in position but stay close to me!"

[sblock=ooc]Seems like a good time to use Camouflage on Carolina, which will make her invisible until she moves, or until the end of Hergunna's next turn. But I'll wait until someone else gets a chance to heal her (actually, not sure if that will matter - does Wil have to be able to see her to do it?). Also, that zombie is dazed so she can get a free shot with CA then move into a nice spot to be invisible... as long as she stays within 5 squares of Hergunna, or within 5 squares of where Hergunna might end up. :)[/sblock]
 

ha HA Missed again! Kruk taunts as he continues to pick away at the berserker, this time slicing into his foe's arm creating a deep gash.

[sblock=actions]
minor: none
movement: none
attack: resolute shield vs berserker: 1d20+12 vs AC = 19 for 14 hp damage

Kruk gain resistance equal to +3 against the berserker's attack until the end of the Kruk's next turn.

continue mark on berserker
[/sblock]

[sblock=rest of encounter against berserker]
Once per round for the rest of the encounter, when an ally hits the berserker with a melee attack, Kruk can use a basic melee attack with combat advangtage against the target as a free action
[/sblock]
 
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