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

Kane is nearly overwhelmed by the stench and can't find a way to clear his senses. The powerful bugbear flails again, but slams his axe into the coffin next to the zombie.

[sblock=ooc]
*Tenchuu - Kane should be down 5 hp, from missing with Whirling Frenzy if you miss all targets he takes 1d6 damage (which I rolled a 5)

I can go for Hergunna tomorrow if you'd like, ryry should be back by now, hopefully he can update himself.

Standard: Whirling Rend on Corpse at H18 - vs ac; dmg (1d20+7=13, 1d12+8=19) miss... dammit...
Move: na
Minor:na

[/sblock]

[sblock=ministats]Kane Male Bugbear Barbarian 6
Initiative: +10, Passive Perception: 13, Passive Insight: 13, Senses: Low-light
AC:22, Fort:20, Reflex:19, Will:14
HP:54/59, Bloodied:29, Surge Value:14, Surges left:11/11
Action Points: 1
Powers:
Howl of Fury
Whirling Rend

Furious Assault
Hunter's Quarry
Whirling Lunge
Whirling Frenzy
Whirling Step
Shrug it Off
Walk it Off

Swift Panther Rage
Rage of the Crimson Hurricane
Vanguard Weapon
Vagabond's Die

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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Carolina aims her dagger and throws it again at the corpse. Unfortunately, in her rattled state, she barely misses.

[sblock=Actions]
Standard: Sly flourish vs. Corpse of Despair; 1d20+13 hits AC 17 for 13 damage (Roll Lookup)[/sblock]
 

[sblock=Back!]Yes I am back! Give me a minute to catch up on the situation... hard to figure out sometimes at the end of the round, everyone has moved about and such...[/sblock]
 


[sblock=ooc]Ugh, this is a really bad encounter for us, huh... we have nothing to hit their vulnerabilities. I also just realized that my new daily power does poison damage and all the zombies are immune. :( I'm thinking to use it anyhow, if only for the immobilization or slow, it would be nice to keep those guys around the corner off us for another round, and it can still damage the priest.

But first there's that one with one hit point left right? Kane is still in the middle of them so I won't chill wind...[/sblock]
Hergunna growls her approval as the drow's crossbow bolt slams into the wounded zombie, but then shakes her head as it remains standing. "Come on..." she mutters, then flicks a thorn whip in its direction, trying to arc it around Kane. Flicking her wrist, she manages to bring the difficult shot home. The vine tightens around the corpse's throat, snapping Charina's embedded bolt and then slicing fully through its rotten neck, popping the head clean off to bounce on the ground.

"Ha!" the druid calls in triumph, and looks over towards Charina with a sardonic grin plastered on her face. But the drow is gone, vanished into the shadows. Hergunna continues to stare at the spot, her gaze intent. She can barely make out something tiny on the floor, looking back at her with glittering eyes...

Ever since the rogue had joined the group, she had found her thoughts and attention often drifting to Charina. At first, she thought she was merely having trouble trusting the dark elf, having heard stories in Surtyr of the cruelty and savagery of that race, and inwardly she chided herself for being a close-minded old woman. But after a while, Hergunna began to realize it was something else. There was something about the drow that seemed to be calling to her. Something very subtle, barely perceptible, but definitely something that seemed to have caught hold of her spirit and slowly pulled at her with a gossamer touch... reeling her in... She was pretty sure that Charina was not aware of anything. It was not something the drow was doing. It was something she was...

A moment passes. The tiny shape on the floor scuttles away. Hergunna shakes her head then moves along the wall to get a view of the priest and his creatures advancing from the northern chamber. She sees them around the corner and considers what to do, then...

She freezes in place. Suddenly she is aware of other creatures in the catacombs. Dozens of them, hiding in the corners, standing on the walls and ceilings, peeking out from under the lids of coffins, crouching patiently in their webs. She can see through their eyes - hundreds of eyes, splitting the room into into a quilt of mirror shard images, showing the zombies, her friends, and the foul priest from all angles. She focuses on the priest. The priest that would be her prey...

The druid falls forward, her form shifting. Her arms hit the floor not as paws but as chitinous pedipalps. Her round human body grows rounder at the ends and pinches in the center, forming two segmented globes. Two additional pairs of legs sprout between what were human limbs, touching gently on the floor with a whisper of sound. Fangs protrude from a suddenly hairy head. Two pairs unblinking eyes lock on the zombies and the priest behind them, while two other pairs on either side regard Kruk to the left and the others to the right.

In a flash, Hergunna-spider rears up, the spinneret-studded underside of her abdomen angled towards the priest and his zombie guards. A large cloud of silk sprays out silently, the strands dripping with venom. It envelops the three figures, poisoning the priest and hardening as it drapes around them, holding them fast to the floor.

"Whoah, what happened?" Hergunna-spider hisses. She emits an eerie, bubbling laugh. "Whatever it is, it sure is... intense!"

[sblock=Actions]Standard: Thorn whip vs. 1 hp Corpse (1d20+8=25, 1d8+5=12)
Move: to I13 (ideally some spot where I can target D15 or E15, but the priest cannot see me... if there is another square that fits that bill I'd rather move there)
Minor: Wild Shape (to Spider!)
AP: Primal Spider (w/Action Surge) vs. Priest, D15, E15 (1d20+8+3=29, 1d20+8+3=27, 1d20+8+3=24, 2d8+5=14) All hits, yay! (that would have blown to miss after the long windup! :)) 14 poison damage to priest, the zombies are immune, boo hoo. all are immobilized (save ends)[/sblock]
[sblock=Hergunna stat block]Hergunna- Female Human Druid 5
Beast Form
Passive Perception: 21, Passive Insight: 21
AC:19, Fort:17, Reflex:19, Will:20 -- Speed:7
HP:51/51, Bloodied:25, Surge Value:12 (14 in beast form), Surges left:9/9
Initiative +5
Action Points: 0, 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, Hunter's Quarry

Summon Pack Wolf, Primal Spider

Death Fang Totem, Enduring Beast Hide Armor, Bracers of Respite
[/sblock]
 

[sblock=OOC] Has everyone gone, it seems I lost my readied action unless I am reading the turn wrong. I will wait until Tenchuu updates to see how screwed I am. At least I have the boots.[/sblock]
 

[sblock=OOC All]
Re: John, correct on the readied action. However, I think Kruk's move has saved you from possible death.

That said, those who still have an AP might want to consider using them now, if it makes sense. I'll post an update tomorrow (gotta work my second job tonight).
[/sblock]
 

[sblock=IG] Duhhh, you only took one action because of the effects of Dazed. Sorry, I'm an idiot. So, free action for you last turn. Too bad it missed though.

So, to avoid any confusion caused by my confusion, Carolina is still dazed...[/sblock][sblock=R1]Give Ryry some exp for me. That was an awesome post![/sblock]
As the first zombie head rolled, as a result of Hergunna's leathal attack, the rotten corpse exploded, peppering Kane with bone shrapnel and putrid muck.

The evil priest laughed wickedly, "Ha Ha Ha! You will all be my sla-umhphg!" His words were cut off as the webbing entangled him. He cursed wildly, though his words mostly muffled, as he worked his way free of the webbing. Another of his bone soldiers did so as well, but the third victim remained trapped under the tacky netting.

The Corruption Corpse, the one creature which could see Charina, backed away from Kane, stepping off the coffin. Turning it's gaze to the Drow, it spat a chunk of dark bile which burned her skin and sapped her strength.

The corpse of despair next to Wil threw itself upon the bard, bashing it's decaying head against Wil's own. The creature lost a few teeth in the process, but the blow dazed Wil nonetheless; the attack also opened a fresh wound on his forehead, which poured blood.

The second despaired corpse tried the same attack, but on Kruk. The blow landed, but did very little damage, aside from disorienting the stout dwarf.

The wraithborn stepped forward and cleaved Kruk with incredible power, knocking the dwarf to his feet and nearly dislodging the shield from his hand.

The two chillborn zombies tried to slip through the wraithborn and the despair corpse, but the two groups of undead apparently did not like one another. After some territorial grunts were exchanged, the chillborn circled around, all but sealing the adventurers into the one chamber of the tomb.

"What are you doing!?" the priest barked, "Do not fight amongst yourselves! Kill the intruders!!!"

[sblock=Mechanics]
Corruption Corpse: G17
Intterupt: Death Burst vs Kane (FORT)
Attack: 1d20+7=23
Damage: 2d6+3=10 Necro Damage

Priest
Save vs Immobilized: 1d20=14 Save

Dread Zombie D15
Save vs Immobilized: 1d20=6 Fail

Dread Zombie E15
Save vs Immobilized: 1d20=16 Save

Corruption Corpse: H18
Move: Shift to H19
Standard: Mote of Corruption vs Charina (reflex)
Attack: 1d20+7=21
Damage: 2d6+3=9 Necro Damage
Effect: Weakened (Save Ends)

Corpse of Despair H15
Standard: Crushing Despair vs Wil (AC)
Attack: 1d20+9=23
Damage: 2d6+4=12
Effect: Wil is dazed (save ends)

Corpose of Despair H12
Move: to H12
Standard: Crushing Despair vs Kruk (AC)
Attack: 1d20+9=23 +2 for CA = 25
Damage: 2d6+4=10
Effect: Kruk is dazed (save ends)

Wraithborn
Move: to G12
Standard: Vengeful Strike vs Kruk (AC)
Attack: http://invisiblecastle.com/roller/view/2612163/1d20+14=34 CRIT
Damage: 1d8+1=9 (MAX) +5 Necrotic damage (Null'd by armor) = 9 damage total
Effect: Kruk Pushed to H14 & knocked Prone

Chillborn H8
Move: to F12

Chillborn H10
Move: to F14
[/sblock][sblock=Status]
Wil Rando: I14 15/40 HS 9/10 AP 1 MW 1/2, Bloodied, dazed
Hergunna: I13 51/51 HS 9/9 AP 1
Kane: H17 44/59 HS 10/10 AP 1
Kruk: H14 57/67 THP 0/9 HS 12/12 AP 0, dazed, prone
Carolina: K17 28/44 HS 7/7 AP 1, dazed
Charina: K19 30/39 HS 7/7 AP 0, weakened

Enemies:
Father Niris: E16 150/186 AP 2/2,
Dread Zombie: E15 59/66, Auto-Phoenix-10hp*,
Dread Zombie: D15 48/66, Auto-Phoenix-10hp*, Immobilized
---
Corruption Corpse: H19 46/46, Regen 5
Corpse of Despair: H15 63/86
---
Wraithborn: G12 132/150, Regen 5, Marked-Kruk
Corpse of Despair: H12 75/86, Marked-Kruk, Has CA on Kruk
Chillborn Zombie: F14 71/71
Chillborn Zombie: F12 71/71
---
Corruption Corpse: G17 -11/46, Dead

[/sblock][sblock=map]
Byron3-1-4.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]
 

[sblock=Tactic]
Could Hergunna spray the western group with Thorn Spray. Kane's going Whirlwind! -5 to defenses would be tha bomb! Kane's planning to move to G13, use his daily close burst 1 to hit 4 enemies. If Kruk could shift to I15 and tide of iron that enemy into G14 that would make it 5 enemies. [/sblock]
 

[sblock=Tactic]
Could Hergunna spray the western group with Thorn Spray. Kane's going Whirlwind! -5 to defenses would be tha bomb! Kane's planning to move to G13, use his daily close burst 1 to hit 4 enemies. If Kruk could shift to I15 and tide of iron that enemy into G14 that would make it 5 enemies. [/sblock]

[sblock=ooc]
Sorry Renau1g Kruk is prone and dazed. The only thing he can do this round is get up. Go ahead and thorn strike anyway Hergunna. Kruk loves taking damage.
[/sblock]


ooc: Delay action until after Hergunna and Kane go.
 

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