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


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Kane sees that the humans cower behind their protective wall, and the variety of injuries mounting, Kane decides to turn back to the group of undead harrying his allies.

The bugbear steps to the far side of the group, knowing the dwarf would draw their attention, and unleashed a long horizontal slash that leaves slowing oozing wounds on a trio of the foes.


[sblock=ooc]

Move: to W18 (long way to avoid OA's)
Minor:
Standard: Whirling Rend on Horde - Whirling rend with CA on horde (1d20+14+2=26, 1d12+9+5=23) hits for 23 damage.

[/sblock]

[sblock=ministats]Kane Male Bugbear Barbarian 9
Initiative: +10, Passive Perception: 14, Passive Insight: 14, Senses: Low-light
AC: (19)24, Fort: (19) 24, Reflex: (18) 23, Will: (13) 18
HP: 15/77, Bloodied:35, Surge Value:17, Surges left:10/11
Action Points: 1
Powers:
Howling Strike
Whirling Rend

Furious Assault
Hunter's Quarry
Whirling Lunge

Whirling Frenzy
Whirling Step
Curtain of Steel
Shrug it Off
Run Rampant

Swift Panther Rage
Rage of the Crimson Hurricane
Stoneroot Rage
Vanguard Weapon
Vagabond's Die
Raven Cloak +2
Berserker Waraxe

Important Stuff:
Cool stuff happens when he bloodies or kills a bad guy

Conditions: +2 power bonus to atk/dmg rolls, -5 defenses, resist 5 damage until end of encounter or unconsciousness. Until the rage ends, you gain a +2 bonus to speed and can shift 2 squares as a move action

Full sheet: PC:Kane - L4W Wiki [/sblock]
 


[sblock=Aura]
It only triggers if you start your turn in it, but I do believe it would trigger Kruk's combat challenge.[/sblock]
 

Kruk sees an opening on the horde and takes advantage of it. Another slice and another dismemberment. The horde is getting smaller.

[sblock=OA]
OA: 1d20+15 vs Horde AC: 33 for 1d10+7+2(combat superiority) = 11/2=5
[/sblock]
 

Carolina moves back and again throws her dagger into the blinded hoard.

[sblock=Actions]
Move: 2 Squares to Z22
Standard: Sly Flourish
-vs. Zombie hoard; hits AC 21 for 23 damage
[/sblock]
 

OOC:
R1/IG: Horde takes half damage from melee/Ranged


[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]

Zombies dropped left and right as the group focused their fire on the horde. Turning back to the Dwarf, the first zombie lunged at the Kruk. The fighter pushed the creature back with his shield, and it lost its balanced; the zombie fell back, causing a domino effect that toppled the entire group. [sblock=Strike!][ame=http://www.youtube.com/watch?v=E7IjkGZRFZk&t=10s]YouTube - Zombie Bowl-O-Rama First bowl strike.[/ame][/sblock]

The last archer moves down the wall toward the gate. He takes aim with his crossbow and fires at Kane. The bolt shot straight for Kane's heart, but the barbarian cut the bolt in two in mid air, and the pieces bounced harmlessly off his body.

The fat woman moved awkwardly to the end of the wall. She staired at Kruk with a scrunched face, but nothing happen. Cursing, she stomped her feet, and nearly lost her footing.

Ajathan Strongheart climbs atop the right Wall. "Get up you fools! And you too!" He two mental bolts, one slamming into Wil and pulling the prone archer closer to the wall, the other ripping Kruk through another space-time hole. As kruk found himself closer to the wall as well, blood began to pour from the orifices in his head.

[sblock=Mechanics]
Kruk's Turn
Zombie Aura
Standard: Mob of Crushing Blows vs Kruk (AC)
Attack: 1d20+12=25 Miss
Damage: 2d8+5=0

Zombie Throng
Move: N/A
Standard: Mob of Crushing Blows vs Kruk (AC)
Attack: 1d20+12=25 Miss
Effect: Jinxed -- Falls Prone
Damage: 2d8+5=0

Archer
Move: to L24
Standard: Crossbow vs Kane (AC)
Attack: 1d20+14=27
Damage: 2d8+3=5
Effect: Resist 5, net damage = 0

Alaria d’Orien
Move: L11
Standard: Disrupting Warp vs Kruk (Will)
Attack: 1d20+12=18 Miss
Damage: 2d6+6=0 Force Damage

Ajathan Strongheart:
FYI: Charm Ray 1d6=6 Recharged (Last Turn)
Move: to L28
Standard: Dual Bolt
Bolt1: Phantom Bolt vs Wil (reflex)
Attack1: 1d20+13=24 -2=22 Hit
Damage1: 1d8+7=14
Effect1: Wil slides to U26
Bolt2: Teleporting Bolt vs Kruk (Reflex)
Attack2: 1d20+13=21 Hit
Damage2: 1d8+7=13
Effect2: Kruk is teleported to S25
[/sblock][sblock=Status]
Wil Rando: U26 34/61 HS 9/10 AP 2 MW 0/2, +1 AC/Ref-Shift-TENT, prone
Kane: W18 15/77 THP 0/5 HS 11/11 AP 1, Bloodied, -5 defenses, resist 5,
Kruk: S25 36/80 THP 0/9 HS 10/12 AP 1, Bloodied, Resist-5-TENT
Carolina: Z22 54/54 HS 7/7 AP 2,
Charina: AA26 59/59 HS 7/7 AP 2,

Enemies:
Zombie Throng: V19:X21 31/121 THP 0/10, Marked-Kruk+3AC-TSNT, prone
Alaria d’Orien: L16 86/86 THP 10/10,
Ajathan Strongheart: L28 180/180 AP 1/1,
Human Archer 3: L24 62/62 Bolts(20/20),

Human Archer 1: L15 -16/62 THP 10/10 Bolts(15/20), dead
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 2: L25 -8/62 Bolts(19/20), dead
[/sblock][sblock=map]
Byron3-4-09.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]
 

Get down here coward.

OOC: move - stand up
standard - cutting words, Ajathan pull off wall
AP- try again
Free - songbow of vanishment, Ajathan can't see me
 
Last edited:



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