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


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[sblock=ooc]
Delay until after [MENTION=23298]industrygothica[/MENTION] /Carolina goes, to allow for flanking/Sneak Attack if needed.[/sblock]

"Ok, Stinkbeard, Kane coming to saves you!" the bugbear calls out, leaving the lone enemy behind for the ladies of their group, and moved up next to the dwarf.

The bugbear sizes up the opponents and chooses the big, axe wielding foe, he gestures with his own weapons, "No, no, you do it wrong, one big axe too slow, it easy to miss, but two axes? They is not easy to get away from" the bugbear advises, then promptly demonstrates by slamming the weapon into the warrior, and slashing out at the nearest zombie.

"See?" Kane adds, as he draws the enemy's attention, leaving it open for Kruk to attack.

[sblock=ooc]
[MENTION=79956]dimsdale[/MENTION] - I believe this triggers your "Kruk can use a basic melee attack with combat advangtage against the target as a free action" thing.

Move: to J14 (no OA from K18 zombie due to daze, move down to K row to avoid OA from I14 zombie)
Standard: Whirling Rend on Berserker - Whirling Rend on Berserker (1d20+12=29, 1d12+12=24, 1d12+7=18) off-hand to J13 zombie.

Until rage ends when Kane hits with Primal melee power, each enemy adjacent to Kane takes 4 damage. - note to me

Summary:
Berserker - 28 damage
Digger @ J13 - 22 damage
Other 2 diggers - 4 damage each

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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:41/65, Bloodied:32, Surge Value:16, Surges left:10/11
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]
 

Wil takes a close look at the zombie in front of him. With the eyes of a hunter, he looses an arrow with a low off-key whistle. It strikes the zombie in front of him, but the arrow seems to have no effect. Seeming to dare the creature to strike him, Wil steps close to the creature You smell worse from right here!

[sblock=OOC] Kane thinks Wil is a girl? It must be the 21 Charisma.

Minor - Hunter's Quarry on Zombie K18 TENT Wil
Standard: Jinx Shot 1d20+12=16 (MISS)
Move - Shift to K19 (+1 to AC/Ref due to boots)
Free - Taunt
[/sblock]

[sblock=ministats]
Fox's Cunning Trigger - Immediate Reaction to the First Enemy that attacks me in melee

Status: +1 to AC/Ref, Quarry is Zombie K17
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, Hunter's Quarry, Majestic Word (1/2), Words of Friendship, Moment of Escape[/s], Chord of Dissonance, Rhyme of the Blood-Seeking Blade, Virtue of Prescience
Daily - Arrow of Ill Omen[/s], Arrow of Warning, Bracers of Archery[/s], Inevitable Shot[/s], Songbow of Vanishment[/s]

Full Character Sheet
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Carolina lashes out with her dagger as the zombie swings it's shovel, then digs it in one more time before darting around it and retreating to a corner to tend to her wounds.

[sblock=Actions]
Immediate Interrupt: Surefooted Retort
-vs. Zombie Grave Digger; CRIT for 17 damage (Roll Lookup)
Standard: Clever Strike
-vs. Zombie Grave Digger (K18); hits AC 35 for 19 damage (Roll Lookup)
Move: 4 squares to H20
Action Point: Second Wind heals 12 damage

So, had I applied the sneak attack to the interrupt, and used Sly Flourish instead of Clever Strike for the second, this thing would be dead, but we know what they say about hindsight, I guess...

I also could have killed it by attacking with the action point instead of using Second Wind, but she desperately needs the healing. Anyway, it's almost there.
[/sblock]
 

Kruk looks at the berserker. See? I told you! ha HA! Kruk then takes a swipe at the unprotected foe. Oooohhh! that's got to hurt! yells Kruk as he yanks his axe from the berserker's chest. In response, the berserker tries to scream, but only coughs up blood.

[sblock=action]
Kane's successful attack triggers Kruk's encounter power against the berserker

1d20+12+2 (CA) = 34 crit: for 20 hp damage

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[sblock=ooc]Carolina, do you still want the invisibility spell? My thought was that you could get into melee range before getting turned invisible, then able to attack with invisibility the following round. (That was also assuming Wil would heal you, but he didn't...)

Alternatively Charina could maybe use the invisibility but she still seems to be doing okay with the popping around the corner thing right?

Invisible Castle is down now anyway, so won't be posting a move. Assume I'll try to finish off the wounded zombie - down to 6 HP is it?[/sblock]
 

Hit after hit after hit. Another bolt flies true and surprises the berseker, drawing blood while the drow remains unseen. She feels like singing but can't. That's pretty much the only thing that sucks about being a sniper.

Mmmm, Wil, can you read minds? We need a momentum song. Aaaaaand... go. Go. Now, damn you!

[sblock=Action]
Move: M17, stealth check (allowed because I am still in cloud of darkness), I can't fail to beat anyone's passive perception on the field
Standard:
1:Shadow strike vs Berseker 2:dmg 3:Stealth (1d20+13+2=33, 1d10+8+2d8=20, 1d20+18=35)

Effect; since I was hidden when I made the attack, I can't immediately make another check to stay hidden, so as the cloud of darkness dissipate, I am hidden at 30 except from the K18 guy if he is still alive (I got no cover from him).

Minor: Reload

I am sorry I didn't take that daily area burst arrow attack... I will retrain next chance I get, I have enough ways to stay hidden without yet another daily that does that.
[/sblock]
 

[sblock=ooc]Carolina, do you still want the invisibility spell? My thought was that you could get into melee range before getting turned invisible, then able to attack with invisibility the following round. (That was also assuming Wil would heal you, but he didn't...)

Alternatively Charina could maybe use the invisibility but she still seems to be doing okay with the popping around the corner thing right?

Invisible Castle is down now anyway, so won't be posting a move. Assume I'll try to finish off the wounded zombie - down to 6 HP is it?[/sblock]

[sblock=OOC]Sly Flourish gives a greater damage output, and I can use it at range and still get sneak attack damage from it. I think she's a bit too fragile at the moment to get back into melee just yet. If you still want to give her the invisibility, she'll gladly take it.[/sblock]
 

OOC: Ryry: Let's not making a Habit out of this. :P Status and Map updated. Once you post, I'll finish the DM post.

[sblock=WIP]
[sblock=John/Triggers]
None used this turn
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Kruk's guarded attack drew a deep vein of blood on the Berserker, which only angered the human more. Screaming, he counter attacked, but the dwarf was ready, narrowly deflecting the attack.

"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 Interrupt: Battle Fury
Attack: 1d20+11=23 +4=27 Miss
Damage: 1d12+6 +1d6=0
NOTE: Timely use of that shield power, Dims! This would have been a hit for 12+, but that extra resistance just beat the attack roll.

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: K19 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: J14 41/65 THP 0/5 HS 11/11 AP 0,
Kruk: K14 56/67 THP 3/9 HS 12/12 AP 1,
Carolina: I20 15/49 HS 6/7 AP 1, Bloodied
Charina: M17 44/44 HS 7/7 AP 1,

Enemies:

Berserker Savage: K13 27/212 AP 0/1, Marked-Kruk,
Zombie Digger: J13 73/95
Zombie Digger: K18 7/95, Bloodied,
Zombie Digger: I13 91/95
Zombie Digger: I14 91/95

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]
Byron3-2-5a.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. It seems they were using zombies to dig a new path near the portal... but where?
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