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

Kane, move away a bit. I'll destract them. Kruk wipes the blood from his eyes, moves into a fighting position against the throng, and unleashes a series of blows designed to grab the foes attention. Kruk is bound and determined to finish them off.

[sblock=actions]
minor: second wind: 20 hp (now up to 56)
movment: move to u19 (speed now 6 from boot power)
action: covering attack 1d20+15 for 2d10+7: 33 (-2 zombie is not prone anymore = 31) for 17/2 = 8

and Kane can shift 2 squares

mark throng
[/sblock]

[sblock=stats]
Kruk- Dwarf Guardain Fighter Level 8

*Adverse Condition: None
*Initiative: +4
*Passive Insight 16
*Passive Perception 16
*Senses low light vision
*HP 80 Bloodied 40 Surge Value 20; Surges Per-Day 13(11): HP now 56
*AC 26 Fortitude 25 Reflex 18 Will 20 Speed 5
*Save +5 vs. poison
*action Points: 2
*Second Wind: USED
basic attack:Ravenclaw Warblade Battleaxe +15 Vs AC 1d10+8 (crit: 2d6 or 2d10 if bloodied)
Powers
*At will:
Brash Strike
Resolute Shield
*Encounter:
Covering Attack USED
Sweeping Blow USED
Boot Power USED
Unbreakable USED
Bloody the Field
*Daily
Comeback Strike USED
Unstopable
Bedeviling Assault
Cloak Power
Armor Power
Boot Power USED

*+2 to attack rolls for Opprotunity Attacks and target stops after a hit
*Shield Proptery: When flanking an enemy with an ally, that ally gets a +1 shield bonus to AC and Reflex
[/sblock]
 

log in or register to remove this ad

OOC: If Carolina attacks the zombies and move from her spot, I could move there and sneak attack them. We really ought to finish those guys off, they are annoying.
 

Kane takes advantage of Kruk's opening to step back from the zombies, before quickly changing course and rushing headlong back into them.


[sblock=ooc]
*Free: Shift to Y16

Minor:
Standard: Howling Strike charge on Horde - howling strike (1d20+14+1+2=32, 1d12+9+1d6=25) hits for 12 after resist, so 11 left. (end in Y19)
Move:
[/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]
 

Carolina moves in to the horde of undead and goes to work with her dagger. The zomies seem unaffected, but as she backs away the halfling finally scores a good hit on one of them.

[sblock=Actions]
Move: Shift to Y21
Standard: Clever Strike; miss Roll Lookup
Free: Nasty Backswing; hits AC 36 for (17/2) 8 damage Roll Lookup; Shift to Z20
[/sblock]
 


[sblock=Wil's Triggers]
N/A
[/sblock]

Ajathan Strongheart screamed as he nearly fell from the wall. "No!!! Cut them down already!" he demanded.

The archer raised his crossbow and loosed a bolt, but it whizzed harmlessly by Wil's right side.

The fat woman stared at Kruk once more, scrunching her face, again with no effect. "Perhaps we should consider a withdraw? The slaves are dead, and they seem unphased by my powers.

Ajathan Strongheart pulled himself to his feet. "Shut your trap, hag. You fight until I say otherwise." Unable to Wil, he settled for an attack on the dwarf alone, but his mental blast has as much effect as Alaria's.

[sblock=Mechanics]
Archer
Recharge: Bullseye Bolt: 1d6=3 nope
Move: to L24
Standard: Crossbow vs Wil (AC)
Attack: 1d20+14=19 Miss
Damage: 2d8+3=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: Teleporting Bolt vs Kruk (Reflex)
Attack: 1d20+13=17 Miss
Damage: 1d8+7=0
Effect: N/A
[/sblock][sblock=Status]
Wil Rando: U26 34/61 HS 9/10 AP 1 MW 0/2, +1 AC/Ref-Shift-TENT,
Kane: Y19 15/77 THP 0/5 HS 11/11 AP 1, Bloodied, -5 defenses, resist 5,
Kruk: U19 56/80 THP 0/9 HS 9/12 AP 1, Bloodied,
Carolina: Z20 54/54 HS 7/7 AP 2,
Charina: Z22 59/59 HS 7/7 AP 2,

Enemies:
Alaria d’Orien: L16 86/86 THP 10/10,
Ajathan Strongheart: L28 171/180 AP 1/1,
Human Archer 3: L24 62/62 Bolts(20/20),

Zombie Throng: V19:X21 -7/121 THP 0/10, Dead
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]
Byron3-4-10.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]
 


Charina is by now fairly confortable that the enemies psychic powers have limited range. She moves back to cover and shoots the archer, the only one who can reliably hit at over 75 feet.

-''Ya know, once your archer is dead, what are you gonna do if I keep picking you off at this range?'' she shouts to her enemies, laughing.


[sblock=Actions]
Minor: Reload
Move: AA25 and stealth (can't fail)
Standard:
Sly Flourish vs Archer Ac (1d20+17+2=27, 1d10+13+2d8=28)
Not hidden anymore
[/sblock]
 
Last edited:

Kane takes a second to catch his breath and backs away as he sees Charina do it.

[sblock=ooc]

Minor:
Standard: 2nd wind. (+2 defenses TSNT)
Move: AA24
[/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: 32/77, Bloodied:35, Surge Value:17, Surges left:9/11
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]
 


Remove ads

Top