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

"No, no, don't leave yet, Kane not done with you" the barbarian calls out to the escaping zombie, stepping towards it.

His axes flash out, one slamming into the zombie next to Hergunna, the other dropping the fleeing zombie.

[sblock=ooc]
Move: shift to I15
Standard: Whirling Rend on J15 zombie- whirling rend on J15 zombie w/ca + dmg to I16 (1d20+12+2=25, 1d12+12=14, 1d12+7=17) hits for 14 & 17 to I16 zombie + 4 more to each of them (Rage)


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

Summary:
Digger @ J15 - 18 damage
Digger @ I16 - 21 damage <- just enough


[/sblock]


[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]
 

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[sblock=ooc]How did that drop the fleeing zombie? I think you got them mixed up, the low hitpoint one is the one furthest west. Unless I'm mixed up.

Anyway, hergunna will just attack the one that is currently flanked. I know that one is up.[/sblock]

The druid calmly studies the zombie directly in front of her, then drops back to wolf shape and snaps at it with her jaws, seeking a vulnerable location.

[sblock=Actions]Minor: Hunter's Quarry, affects closest zombie which is J15
Minor: Wild Shape to wolf
Standard: Savage Rend vs. J15 (CA, HQ) (1d20+9+2=22, 1d6+5+1d10+1d6=17) (+1 damage from quarry, woo hoo!) 17 damage... doesn't seem much reason to slide him.[/sblock]
[sblock=Hergunna stat block]Hergunna- Female Human Druid 6
Wolf 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]
 

[sblock=OOC]I don't know if we've hit any milestones or not. Does Carolina still have another action point, or did you just forget to take it off after she used her second wind? Another action point would be awesome right about now. ;)[/sblock]
 

GM: Player Honesty! Well... I've been forgetting to track some things, so yea, sorry, no AP for you. I would give you XP for fair play if the board would let me.
 

Agggghhhhh! Now that was a low blow! You'll pay for that one! Kruk chops down with a bold attack, taking a chunk of rotting flesh of the right leg. Seeing that the zombie is about to fall he strikes at the foe again. The attack chops off the right arm of the zombie. It teeters for a moment, then collapses to the ground. ha HAAA! You'll never do that again!

[sblock=actions]
movement: none
minor: none
attack: brash attack: 1d20+14= 30 for 12

mark zombie

CA granted to zombie until endo of next turn.

AP attack:

brash attack again: 1d20+14 vs AC = 28 for 17

CA cancelled to dead zombie :)

[/sblock]
 

GM: Player Honesty! Well... I've been forgetting to track some things, so yea, sorry, no AP for you. I would give you XP for fair play if the board would let me.

[sblock=OOC]It is only a game, and nothing even remotely close to something worth sacrificing morals over.[/sblock]

Carolina attacks the fleeing zombie, her dagger tearing off a chunk of rotting flesh and muscle.

As the blade returns to her hand, the halfling moves to far corner to keep the zombies at range.

[sblock=Actions]
Minor: Hidden Blade (offers CA to next attack with a light blade)
Standard: Sly Flourish
-vs. I16; hits AC 22 for 21 damage (Roll Lookup)
Move: 3 squares to L20
[/sblock]
 
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Nothing can slow down Kane! Wil fires at one of the remaining zombies, shifting back to keep moving.

[sblock=OOC] Minor: Majestic Word on Kane, HS+7 and slide 1 if he wants
Standard: Jinx Shot on I16 if it is still alive, otherise don't care 1d20+12=20 vs AC for 1d10+8=17 and if he misses he falls prone
Move: Shift to K19
[/sblock]

[sblock=ministats]
Status: +1 to AC/Ref
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, Twin Strike, Grappling Spirits, Hunter's Quarry, Majestic Word (2/2), 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
[/sblock]
 

Charina is back on track with another accurate shot on target. Life is good when you can turn poor sap into a porcupine. Well, it's a little less fun if the target is already dead, but still...

[sblock=Actions]
Standard: Shadow Steel Roll, move to M17 as part of the power
Shadow steel roll (1d20+13+2=30, 1d10+10+2d8=22) I was targeting I15 if it's still standing
I am still hidden as part of the power.

Minor: Reload.

Move: A stealthy happy dance

I know I play fast and loose with thracking stuff, but now I only have my two dailies, my second wind and my utility power left.
[/sblock]
 

Only one zombie remained, though it did not seem to understand the danger it was now in. It swung wildly, and though it was surrounded by enemies, it failed to connect with the strike.

It let out a dull moan and feigned a shift; it was an unimpressive move.

GM: Good encounter; now, finish this last one off!

[sblock=Mechanics]
Zombie Digger J15
Standard: Shovel vs Hergunna (AC)
Attack: 1d20+12=15 Miss
Damage: 2d8+5=0
Move: N/A
[/sblock][sblock=Status]
Wil Rando: K19 42/50 HS 10/10 AP 1 MW 0/2, +1 AC/Ref-Shift-TENT
Hergunna: H17 56/56 HS 9/9 AP 1,
Kane: J14 49/65 THP 0/5 HS 9/11 AP 0, Bloodied
Kruk: K14 43/67 THP 0/9 HS 12/12 AP 0,
Carolina: I20 34/49 HS 5/7 AP 0,
Charina: M17 44/44 HS 7/7 AP 1,

Enemies:
Zombie Digger: J15 52/95

Zombie Digger: I16
-18/95, Dead
Zombie Digger: J13 -8/95, dead
Berserker Savage: K13 -7/212 AP 0/1, dead,
Zombie Digger: J19 0/95, dead,
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]
Byron3-2-8.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?
[/sblock]
 

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