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

johnmeier1

Explorer
[sblock=OOC] That's okay, I will have many more chances to use it apparently. Actually Kruk missed by 5, BUT I think he didn't subtract -5 to his attack for the aura, so I can't use it :( [/sblock]
 

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Mal Malenkirk

First Post
[sblock=ooc]
not look'n good for the home team. I thought these three mobs were supposed to be the easy ones. :(
[/sblock]

[sblock=OOC]They are! Oh, damn, we sucked so much this round that I am affraid the sea level has dropped two inches!

I just needed a 3 while hidden to hit those corruption corpses and I missed twice!!! That's exactly a 1% situation, ya know (1/10 odds of missing means 1/100 odds of missing twice in the same round).
[/sblock]
 




Tenchuu

First Post
[sblock=All]I am pretty sure Ryry is on vacation. R1, if you want post for Hergunna, I'm cool with that.

Although, he might be back soon. Up to you guys, but I'd rather have one of your RP his actions than me. [/sblock]
 

renau1g

First Post

Tenchuu

First Post
The evil priest bared his teeth during Wil's attack, which turned into a wicked smile no one else saw. "Yes! Run! Corner yourselves. It will be much easier for my creations to kill you."

The adventurers heard his cackling laugh, and they heard it grow closer, but they could not see him. Only Wil and Charina spotted his Dread Zombie guards as they approached the corner.

In the same chamber with them, Kane and Kruk has the Zombie throwers cornered. Each Corruption corpse tried to slam into their opponent, but their frail, decayed bodies bounced off harmlessly. The Despair corpse turned it's head sickeningly sideways, and lashed out at Carolina. The attack was vicious, ripping in to her, and clouding her mind with shock and fear. (OOC: dazed; save ends)

The the far rooms, the zombies moved closer. The other despair corpse ran right for Wil, but the Bard rebuffed the attack. He was, however, not so lucky against the Wraith born, who moved next to Wil and delivered a devistating upward slash. The attack knocked Wil back and on to his back. As he looked at his arm, the deep gash poured blood.

[sblock=Mechanics]
Priest
Move: to E16

Dread Zombie A18
Move: to D15

Dread Zombie A16
Move: to E15

Corruption Corpse: G17
Regen 5 HP
Standard: Slam vs Kane (AC)
Attack: 1d20+8=13 Miss

Corruption Corpse: H18
Standard: Slam vs Kruk (AC)
Attack: 1d20+8=18 Miss

Corpse of Despair K15
Standard: Crushing Despair vs Carolina (AC)
Attack: 1d20+9=29 CRIT
Damage: 2d6+4=16 (max)
Effect: Carolina is dazed (save ends)

Corpose of Despair H8
Move: to H12
Standard: Crushing Despair vs Wil (AC)
Attack: 1d20+9=15 Miss

Chillborn H4
Move: to H8

Chillborn I6
Move: to H10

Wraithborn
Move: to G12
Standard: Vengeful Strike vs Wil (AC)
Attack: 1d20+14=21
Damage: 1d8+1=8 +5 Necrotic damage = 13 damage total
Effect: Wil Pushed to H14 & knocked Prone

[/sblock][sblock=Status]
Wil Rando: H14 10/40 HS 10/10 AP 1 MW 2/2, Weakened, Bloodied, prone
Hergunna: L15 51/51 HS 9/9 AP 1
Kane: H17 59/59 HS 10/10 AP 1
Kruk: I17 67/67 HS 12/12 AP 1
Carolina: I15 28/44 HS 7/7 AP 1, dazed
Charina: K13 39/39 HS 7/7 AP 0

Enemies:
Father Niris: E16 164/186 AP 2/2
Dread Zombie: E15 59/66, Auto-Phoenix-10hp*
Dread Zombie: D15 48/66, Auto-Phoenix-10hp*, slowed-TENT
---
Corruption Corpse: G17 22/46, Regen 5, Bloodied
Corruption Corpse: H18 46/46, Regen 5, Marked-Kruk
Corpse of Despair: H15 63/86
---
Wraithborn: G12 150/150, Regen 5
Corpse of Despair: H12 86/86
Chillborn Zombie: H10 71/71
Chillborn Zombie: H8 71/71

[/sblock][sblock=map]
Byron3-1-3.png

[/sblock][sblock=Enemies]
Father Niris (Reskin: Kalarel, Scion of Orcus)
Medium natural humanoid, human
Initiative +5 Senses Perception +9
HP 186; Bloodied 93
AC 22; Fortitude 21, Reflex 19, Will 24
Saving Throws +2
Speed 5
Action Points 2
Rod of Ruin (standard, at-will) Weapon
+14 vs AC; 2d6+5 damage plus ongoing 5 necrotic damage (save ends).
Decaying Ray (standard, at-will) Necrotic
Ranged 10; +12 vs Fortitude; 1d6+5 necrotic damage, and the target is weakened (save ends). Weakened Attacks deal half damage.
Touch of Ruin (minor, at-will) Necrotic
Kalarel must have combat advantage against the target.; +12 vs Fortitude; target gains only half the value of healing done to it until the end of Kalarel's next turn.
Call of the Grave (minor, recharge ) Necrotic
Ranged 5 (affects creatures with ongoing necrotic damage only); +12 vs Fortitude; the target is immobilized until the end of Kalarel's next turn.
Unlife to Life (standard, encounter) Healing
Close burst 5; undead allies heal 5 hp and can shift 3 as an immediate action.

Wrathborn
Medium natural humanoid (undead)
Initiative +7 Senses Perception +8; darkvision
HP 150; Bloodied 75
Regeneration 5
AC 25; Fortitude 23, Reflex 21, Will 19
Immune disease, poison, fear; Resist 10 necrotic; Vulnerable 5 radiant
Saving Throws +2
Speed 5
Action Points 1
Longsword (standard, at-will) Weapon
+14 vs AC; 2d8+2 damage.
Vengeful Strike (standard, at-will) Necrotic, Weapon
Requires longsword; +14 vs AC; 1d8+1 damage plus 5 necrotic damage, and the target is pushed 1 square and knocked prone.
Pinning Chains (standard, recharge ) Necrotic
Close burst 5; targets enemies; +12 vs Reflex; 3d8+3 necrotic damage. Hit or Miss: Each enemy adjacent to the wrathborn is immobilized until the end of the wrathborn's next turn.
Survival Instinct
A wrathborn gains a +2 bonus to all defenses while bloodied.
Equipment: heavy shield , longsword , plate armor.

Corruption Corpse
Medium natural animate (undead)
Initiative +3 Senses Perception +3; darkvision
Grave Stench aura 1; living enemies in the aura take a -5 penalty to attack rolls.
HP 46; Bloodied 23
Regeneration 5 (if the corruption corpse takes radiant damage, regeneration doesn’t function on its next turn)
AC 17; Fortitude 16, Reflex 14, Will 14
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
Slam (standard, at-will)
+8 vs AC; 1d6+3 damage.
Mote of Corruption (standard, at-will) Necrotic
The corruption corpse hurls a black glob of necrotic filth: ranged 10; +7 vs Reflex; 2d6+3 necrotic damage, and the target is weakened (save ends).
Death Burst (when reduced to 0 hit points) Necrotic
The corruption corpse explodes: close burst 1; +7 vs Fortitude; 2d6+3 necrotic damage.

Corpse of Despair
Medium natural animate (undead)
Initiative +3 Senses Perception +4; darkvision
HP 86; Bloodied 43
AC 18; Fortitude 19, Reflex 15, Will 16
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
Slam (standard, at-will)
+9 vs AC; 2d8+4 damage.
Crushing Despair (standard, at-will)
+9 vs AC; 2d6+4 damage, and the target is dazed (save ends).
Death of Hope Psychic
A dazed target hit by the corpse of despair also takes ongoing 5 psychic damage (save ends).

Chillborn Zombie
Medium natural animate (undead)
Initiative +5 Senses Perception +3; darkvision
Chillborn Aura (Cold) aura 2; any creature that enters or begins its turn in the aura takes 5 cold damage. Multiple chillborn auras deal cumulative damage.
HP 71; Bloodied 35
AC 22; Fortitude 20, Reflex 16, Will 16
Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5 fire, 5 radiant
Speed 4
Slam (standard, at-will) Cold
+11 vs AC; 1d6+4 damage, and the target is immobilized until the end of the chillborn zombie’s next turn and takes ongoing 5 cold damage (save ends).
Death Burst (when reduced to 0 hit points) Cold
The chillborn zombie explodes: close burst 1; +9 vs Fortitude; 2d6+2 cold damage, and the target is slowed (save ends).
Ice Reaper Cold
The chillborn zombie deals +5 cold damage to an immobilized creature.

Dread Zombie
Medium natural animate (undead)
Initiative +3 Senses Perception +3; darkvision
HP 66; Bloodied 33
AC 21; Fortitude 19, Reflex 15, Will 16
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 5
Longsword (standard, at-will) Weapon
+12 vs AC; 1d8+5 damage.
Zombie Grab (standard, at-will)
+10 vs Reflex; the target is grabbed. Attempts to escape the zombie's grab take a -5 penalty.
Rise Again
If a dread zombie is reduced to 0 hit points by an attack that does not deal fire or radiant damage, the creature is not destroyed. The dread zombie falls prone and appears to be destroyed, but instead, the creature returns with 10 hit points at the beginning of its next turn.
Zombie Weakness
A critical hit scored against a dread zombie reduces the zombie to 0 hit points.
Equipment: heavy shield , longsword , plate armor .
[/sblock]
 


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