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