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

Kruk looks goes for the weaker of the two foes surrounding, chopping his axe at the left leg of the horse. The result of the blow is a severed leg. The doom mount collapses and goes into death spasms. The smile on Kruk's face turns to a serious look of concern as he notices the look on Kane's face. Carolina!...Remember the look on Rayaik's face when the doppleganger took control of his body?...I see that same look on Kane's face...Look out! I'll try to hold him off as long as I can. Take out the one who's causing this! Kruk readies himself for possible attacks from foe...and friends. Shaking his legs, he sees that he can now move again. Bring it on! Show me what you got! Kruk shouts in a taunting tone.


[sblock=actions]
brash attack vs doom mount ac: 1d20+17 for 1d10+11 = 28 for 19 killing it.
No CA awarded to doom mount because it is dead :)

immediate reaction: use boot power: save vs slowed condition (encounter power) failed

minor: boot daily power: activate movement power: +1 speed for the rest of the encounter. Kruk can now move 6 squares instead of 5

save vs slowed condition: 14

If Kruk gets attacked by multiple foes and allies next round he'll use the armor power

[/sblock]
 

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GM: Note: While dominated, Kane cannot cough unless Ajathan Strongheart says to cough. Sorry. :P

Also, re: dropping-Kane-strategy, the dominate power is a recharge 5,6. So far, my track record on recharges has been about as poor as Jin's hit rate (maybe 1/6 or 1/7)--which obviously isn't statistically relevant, but all the same, I'm not expecting to be able to recharge this power before you kill him, but who knows.

I think we're waiting on: [MENTION=834]Mal Malenkirk[/MENTION] [MENTION=23298]industrygothica[/MENTION]
 



OOC: What's Carolina's Stealth status vs. Dr. Dominator? Can he see her?

GM: There is no stealth check at the end of your last turn (plus you were still in LOS of all of the enemies, with perhaps cover from Gloom), so I'd say not hidden from Ajathan Strongheart. You can see him and target him, but from your current position the Zombie is granting cover to Ajathan Strongheart (if you draw line from your corner to his corners, they go through the horde). I'd call it regular -2 cover; the zombie horde is big, but not tall, and not completely solid.
 

Caolina moves a bit closer and throws her dagger at the wizard. Throwing through the zombie horde proves to be a mistake, however, as her attack just misses the target.

[sblock=Actions]
Move: 3 squares to X24
Minor: Hidden Blade (You gain combat advantage on the next attack roll you make with a weapon that has the off-hand property before the end of your turn.)
Standard: Sly Flourish
-vs. Ajathan Strongheart; hits AC 22 for 27 damage (Roll Lookup)
[/sblock]
 

OOC: My Sister-in-law just had her first baby, premi, so I may not be as available as I usually am. They were still working on the nursery, so I have some home improvement in my future, hopefully Tool Time style.

[sblock=Wil's Triggers]
N/A
[/sblock][sblock=Zombie Aura]
I don't mind rolling this for you, but you're welcome to roll it as well; could effect how you want to take your turn.
[/sblock]

As Kruk made his attack on the dark mount, the zombies lashed at his back, sticking their festering claws under his armor and into his flesh.

"The gates! Hurry!" Strongheart orded, before ordering his victims. "Watch out! Your enemy is beside you!"

Under the mage's power, Kane and Wil turned on one another. The Barbarian and Bard traded blows, Wil taking the worst of the damage, while Kane found himself both Jinxed and attacked from the Zombies behind. The undead ripped at him, but his mind began to clear as they attack, and he managed to defend their blows in the end.

"Damn you both" Strongheart spat, seeing by their posture that his enchantment had wore off. He thought briefly of targeting the barbarian again, but saw the dwarf was closer, not near as close to death, and having just dropped one his allies. "Stay back, or die!"

Kruk felt ripped through space, through what must have been a tiny hole, only to reappear 15 feet back from the wall, perched precariously on an ice covered rock.

Grabbing the door pull, Strongheart retreated, closing the left gate door. Through the opening, a second archer moved up, pulling the other door closed.

Atop the wall, the archer fired another bolt, this time striking Wil, but the arrow barely pierced his armor.

[sblock=Mechanics]
Kruk's Turn: Zombie Throng Aura - Mob of Crushing Blows vs Kruk (AC)
Attack: 1d20+12=28 Hit
Damage: 2d8+5=16

Kane
Start of Turn: Zombie Aura - Mob of Crushing Blows vs Kane (AC)
Attack: 1d20+12=24 -2 = 22 Hit
Damage: 2d8+5=14
Effect: Resist 5, damage = 9
Standard: Howling Strike vs Wil (AC)
Attack: 1d20+14=22
Damage: 1d12+9+1d6=22

Wil
Standard: Jinx Shot vs Kane (AC)
Attack: 1d20+14=29
Damage: 1d10+9=10
Effect: Jinxed. Resist 5, damage = 5

Zombie Throng
Standard: Mob of Crushing Blows vs Kane (AC)
Attack: 1d20+12=14 -2 = 12 Miss
Damage: 2d8+5=0

Ajathan Strongheart:
Recharge: Charm Ray 1d6=4 nope
Standard: Teleporting Bolt vs Kruk (Reflex)
Attack: 1d20+13=18 Hit
Damage: 1d8+7=9
Effect: Kruk is teleported to Y22
Minor: Grab door pull
Move: Retreat/Swing left door closed.

Archer ???
Move: to N20
Minor: Grab door pull
Standard: Move: Retreat/Swing left door closed.

Archer L12
Recharge: Bullseye Bolt 1d6=2 Nope
Move: N/A
Standard: Crossbow vs Wil (AC)
Attack: 1d20+14=25
Damage: 2d8+3=6
Effect: N/A

Alaria d’Orien
Move: Behind Wall
???


[/sblock][sblock=Status]
Wil Rando: X20 33/61 HS 10/10 AP 2 MW 2/2, +1 AC/Ref-Shift-TENT,
Kane: W21 18/77 THP 0/5 HS 11/11 AP 1, Bloodied, -5 defenses, resist 5, Slowed, Jinxed
Kruk: Y22 41/80 THP 0/9 HS 10/12 AP 1, ,
Carolina: X24 54/54 HS 7/7 AP 2,
Charina: AA26 59/59 HS 7/7 AP 2,

Enemies:
Human Archer: L15 36/62 THP 10/10 Bolts(16/20),
Zombie Throng: T20:V22 108/121 THP 0/10,
Alaria d’Orien: K15 86/86 THP 10/10,
Ajathan Strongheart: L18 (behind the wall) 180/180 AP 1/1,
Human Archer: L20 62/62 Bolts(20/20),

Human Outlaw: W19 -10/87 THP 0/10Bolts(20/20), dead
Gloom Mount: U24:V25
-8/88, Dead
Human Outlaw: X24 -15/87 THP 0/10 Bolts(20/20), dead
Brother Arleas (Knight): U24:V25 101/170 AP 1/1, Dead
Human Archer: L25 -8/62 Bolts(19/20), dead
[/sblock][sblock=map]
Byron3-4-07.png

[/sblock][sblock=Terrain Notes]
1. Difficult Terrain:
Snow Drifts: M9:O10 and M26:N28 and O27:O28
Snow-covered Rocks: R15, W21, X21:X22, H14
Treeline

2. The wall and gate are made of wood, 12' tall.
If standing on the wall, there is no cover bonus granted.
If prone atop the wall, the target has superior cover (-5) vs opponents on the ground.

3. The cliffs on the east and west side of the map are too steep to climb, so basically impassible, creating a bottleneck in the road.
[/sblock][sblock=Enemies]
Human Archer
Medium natural humanoid, human
Initiative +6 Senses Perception +4
HP 62; Bloodied 31
AC 19; Fortitude 18, Reflex 19, Will 17
Speed 6
Club (standard, at-will) Weapon
+12 vs AC; 1d6+2 damage.
Crossbow (standard, at-will) Weapon
Ranged 15/30; +14 vs AC; 2d8+3 damage.
Bullseye Bolt (standard, recharge 5,6 )
Ranged 15/30; +14 vs AC; 3d8+3 damage and the target is dazed (save ends).
Alignment Unaligned Languages Common
Equipment: club , crossbow , crossbow bolts (20) .

Alaria d’Orien
Medium natural humanoid, human
Initiative +6 Senses Perception +12
HP 86; Bloodied 43
AC 22; Fortitude 19, Reflex 20, Will 21
Speed 6 See also teleportation savant
Dagger (standard, at-will) Weapon
+13 vs AC; 1d4+4 damage.
Disrupting Warp (standard, at-will) Force, Teleportation
Ranged 10; +12 vs Will; 2d6+6 force damage, and Alaria teleports the target 1 square.
Painful Jaunt (standard, recharge 5,6 ) Teleportation
Ranged 10; +12 vs Will; 3d8+6 damage, and Alaria causes the target and one ally within range to swap positions.
Temporal Disruption (standard, encounter)
Area burst 1 within 10; +10 vs Will; the target is dazed and slowed (save ends both). Aftereffect: The target is slowed (save ends).
Dimension Leap (Standard, recharge 4, 5,6) Teleportation
Alaria teleports 5 squares and gains a +2 bonus to all defenses until the start of its next turn.
Teleportation Savant (Minor, Encounter)
Alaria gains a teleportation speed equal to her current speed until the end of her next turn.
Skills Arcana +14, Endurance +10, Insight +12
Equipment: dagger

Ajathan Strongheart
Medium natural humanoid, human
Initiative +7 Senses Perception +5; low-light vision
HP 180; Bloodied 90
AC 23; Fortitude 20, Reflex 21, Will 22
Saving Throws +2
Speed 6
Action Points 1
Dagger (standard, at-will) Weapon
+14 vs AC; 1d4+5 damage, and the target is slowed until the end of Ajathan’s next turn.
Charm Ray (standard, recharge 5,6) Charm
Ranged 10; +13 vs Will; two targets; the target is dominated (save ends).
Dual Bolt (standard, at-will)
Ajathan makes a phantom bolt attack against one creature and a teleporting bolt attack against another creature.
Phantom Bolt (standard, at-will) Illusion, Psychic
Ranged 10; +13 vs Reflex; 1d8+7 psychic damage, and Ajathan slides the target 1 square.
Teleporting Bolt (standard, at-will) Teleportation
Ranged 10; +13 vs Reflex; 1d8+7 damage, and the target is teleported up to 3 squares. The target cannot be teleported into an unsafe space.
Skills Arcana +14, Bluff +12, History +14, Streetwise +10
Equipment: robes, dagger

Zombie Throng
Huge natural animate (swarm, undead)
Level 9 BruteXP 400
Initiative +2 Senses Perception +8; darkvision
Swarm Attack aura 1; the zombie throng makes a mob of crushing blows attack as a free action against any enemy that starts its turn within the aura. While the zombie throng is bloodied, it makes a zombie grab attack instead.
HP 121; Bloodied 60
AC 21; Fortitude 24, Reflex 18, Will 20
Immune disease, poison, fear; Resist 10 necrotic; takes half damage from melee and ranged attacks;Vulnerable 5 radiant, 10 against close and area attacks, 20 against critical hits
Speed 4
Mob of Crushing Blows (standard, at-will)
+12 vs AC; 2d8+5 damage.
Zombie Grab (standard, at-will)
+10 vs Fortitude; the target is grabbed. Attempts to escape the zombie throng's grab take a -5 penalty.
Zombie Mess Grab (standard, recharge 6)
Close burst 1; targets enemies; +10 vs Fortitude; the target is grabbed. Attempts to escape the zombie throng's grab take a -5 penalty.

[/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...
8. They step through the portal into a bizarre world. A demon statue looms ahead, with a tall gate behind. The bodies of fallen adventurers, as well as a dead demon, lay about the floor. Wil Triggered the Demon statue trap, alerting the nearby demon's.
9. After a long battle, they slew all of the demons who had come through the hell gate, and they found Sir Alistair Glasston's lost battleaxe. But Greggor was still missing, and there is the question of why the demons were digging.
10. Hergunna departed the group to alert the local militia, while the others pressed ahead North, trying to find the source of the demon-aligned miners, as well as the lost silver.
11. They came upon a wall blocking the road to the mine. Mounted knight Brother Arleas leads a band of outlaws and zombies to defend the mine entrance. After slaying the Knight and half his men, the remaining wizards and archers closed the gate.
[/sblock]
 

GM: [MENTION=54810]renau1g[/MENTION]
I still have you as having a save available to use vs slowed from the end of your last, last turn. So, you can use that as a free save at the start of this one.
 

OOC: Realized Wil can't use immediate interrupts when dominated, darn!


Wil takes a moment to get back to his senses. His mind clears and he can see that his bugbear ally is no longer an enemy. We will make them pay for this! Kane, you and I!before moving behind cover.

OOC: Standard: Second Wind
Minor: Majestic Word on Kane (uh, as long as he is no longer dominated)
Move: Shift to Y21
Revised: Arrow of Warning Trigger - Immediate Interrupt to the First Bloodied Ally attacked in melee (or Kane/Kruk within Charging distance)
 

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