Lost Eberron 4E Style: Combat over, Level up!

Pushing you to the brink...

As The Lost catch their breath from the hard battle, they search the bodies of the undead for anything of value. Lorn focuses his senses on magical imprints and searches the area for auras. The wizard finds nothing, other than the potions that he already holds. While rummaging through the bones of the skeleton that Xandren had killed, Thormir comes upon a sack. It jingles with the sound of gold.

As they once again come together, The Lost still find the jungle quiet. The shadows of the ships on the sand seem more menacing, and a chill overcomes them, even with the rising heat of the coming day. The worst of the storm has passed, but some things have changed. The stream that ran down the beach is brown and murky. Pieces of wood and other debris have also appeared in the water. Rain still falls, the wind is nearly gone, but dim light still covers the beach.

The Lost are discussing the sleep schedule, but this place is a cruel mistress. All of the Lost notice a group of undead that limp their way out of the confines of ship hulls on the beach. This place is either testing their ability to overcome obstacles together or just trying to kill them...

[sblock=Stellan]Stellan also notices a very large bat, hanging from the branch of a nearby jungle tree. The bat seems to be watching them, and is definately a carnivore, capable of attacking humanoids. Also, the shifter's keen senses, notice what he first thinks is a log, washed from downstream. He then notices that it has eyes, and the rough "bark" is acutally the scales that belong to a crocodile.[/sblock]

[sblock=Lorn, Xandren, Thormir]The trio notices a large bat, hanging from the brach of a nearby jungle tree. The bat seems to be watching them, waiting for moment to strike[/sblock]

[sblock=Lorn]The bat is a shadowhunter bat, a native to the Shadowfell. It attacks by a flyby attack, with a sharp talon on it's tail and, moving away without provoking attacks from enemies. It likes to attack in dim light or darkness, where it has a damage advantage against enemies. Three of the undead are zombies, which grab foes and beat them into bloody messes. The fourth is also a zombie, but serves a different purpose. This one throws pieces of it's own rotting flesh at enemies, and can heal it's own wounds through regeneration, and explodes with necrotic energy upon it's death.[/sblock]

[sblock=All PCs]Place yourselves on the map, on the left side of the stream. Probably in the general area of the last encounter. Dim light is still here, so Lorn takes the penalities for fighting in it.[/sblock]

[sblock=SG and GaryH]Let me know how many surges you want to spend during the short rest[/sblock]

Init Round 1:

Xandren: 22
Stellan: 21
Hesh: 17
A: 16
Lorn: 10
B: 9
Corruption Corpse: 8
Thormir: 6
Zombie: 5

Lorn: 23/23 HS: 0/7(5) 1 AP
Xandren: 24/30 HS: 9/11(7) 1 AP
Stellan: 30/30 HS: 7/10(7) 1 AP
Hesh: 13/26 HS: 5/9(6) 2 AP-bloodied
Thormir: 32/32 1 THP HS: 5/11(8) 1 AP
Zombie(X11)
Zombie(X12)
Zombie(AB12)
C
B
A
 

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Oh, crap, again! Right when I'd found sum' gold you come and ruin my mood again! mutters Thormir, taking position in the rear of the group.

ooc:unless the others want to be in a different area, Thormir will be in M11, there should be some cover there.
 

Don't worry, dwarf, Stellan says as he begins to change visibly. I'll stand between you and them. The rest of you might want to set yourselves up for better strategy this time, as well. I can't do much about that bat, if it decides to attack, though. I can't fly, so I can't stop it from doing so. He strides confidently forward and throws a handaxe at one of the zombies. The dim light and burst of adrenaline are enough to send his weapon wide of its mark, however.

[sblock=ooc] Stellan will start in P11, and will start by triggering the Form of the Relentless Panther (minor).
Move: move to S11
Standard: throw handaxe at Z in X11, miss[/sblock]
[sblock=Stat Block]
Stellan Scarhide
Longtooth Shifter Warden
Initiative: +0 (+2 near Hesh) Passive Insight: 10 Passive Perception: 15
AC: 18 Fort: 15 Ref: 1113 Will: 15 --Speed: 6
HP: 30/30 Bloodied: 15 Surge Value: 7 Surges/Day: 7/10 Regen: 2
Action Points: 1 Second Wind: 1
Powers:
:melee: Warden's Fury
:close: Warden's Grasp
:melee: Thorn Strike
:melee: Earth Shield Strike

Longtooth Shifting [
:melee: Wildblood Fury

Form of the Relentless Panther (and :melee: Panther Attack)
[/sblock]
 

Hesh leans against the ship, catching his breath and bandaging some of his less minor wounds. He chuckles at the search for gold, but adds nothing else to the conversation.

[OOC: 2 HS, for 25/26]

When the undead emerge from the light rain, Hesh curses loudly in his native tongue again. Seeing the tiny-bugbear become more feral and rush forward, Hesh yells, Make them come to you! Define the line of skirmish and use that cover by the Ancestors! Keep them off these others! And what do you mean, bat? Turning to the golem, he points at shifter. We'll form the line there; fall back here if we need to. Surging to the side with his javelin, he yells at the others, Keep back and use the ship to advantage! With that, he flings the javelin forward but overestimates the throw in the dark.
[sblock=Actions]Remember, Hesh hasn't seen any bat yet. He'll start N10, use a minor to draw the javelin, move to R13, and chuck the weapon at X11. Basic Ranged: Miss[/sblock][sblock=Hesh ]Hesh Sul'taskh—Male Hobgoblin Bravura Warlord 1
Initiative: +5, Low-Light, Passive Perception: 9, Passive Insight: 9
AC: 17, Fort: 14, Reflex: 12, Will: 14 — Speed:5
HP: 25/26, Bloodied: 13, Surge: 6, Surges left: 2/9
Action Points: 0, Second Wind: Used
Powers -
Brash Assault
Furious Smash

Luring Focus
Fearless Rescue
Inspiring Word x 2
Hobgoblin Resilience


Full character sheet[/sblock]
 

What's with this place...I can't take much more of this.

[sblock=ooc]

I guess Q13 is as good as anywhere.

[/sblock]
 

Xandren moves out next to Stellan, and waits for the enemy to approach, his stance surprising light for his great bulk.

[sblock=Mechanics]Pre-fight: Xandren will spend 2 surges, bringing him to full HP with 7/11 surges left. He'll start the action in O11.

Move action - Move to S12.

Standard action - Ready Footwork Lure (+8 vs AC, 1d12+4 damage) against the first enemy within melee range. On a hit, Xandren will shift to S13 and slide the enemy to S12, setting up a flank with Stellan. Whether he hits or not, Xandren will mark the enemy.[/sblock]

[sblock=Xandren's Info]Xandren- "Male" Warforged Fighter 1
Initiative: +2, Passive Perception: 12, Passive Insight: 12
AC:17, Fort:16, Reflex:12, Will:13 -- Speed:5
HP:30/30, Bloodied:15, Surge Value:7, Surges left:7/11
Action Points: 1, Second Wind: not used
Powers -
Footwork Lure
Reaping Strike

Covering Attack
Warforged Resolve

Comeback Strike

Full character sheet[/sblock]
 

Xandren steps forward in the rain. His stance is light, for a creature of his size. Blade held ready in front of him, he waits for the enemy to approach.

Don't worry, dwarf, Stellan says as he begins to change visibly. I'll stand between you and them. The rest of you might want to set yourselves up for better strategy this time, as well. I can't do much about that bat, if it decides to attack, though. I can't fly, so I can't stop it from doing so.

The shifter sees the enemies ahead and he feels the mighty sprit of the panther surge within him. His teeth elongate, short black fur sprouts over his body. The warden's eyes change to that of the black cat, and he steps forward, throwing a handaxe at the one of the zombies. The weapon is high though, and splashes into the water behind the undead.

[sblock=ooc]I'll figure you had the hand axe in hand, you'll need to draw your battleaxe next turn.[/sblock]

Calling out to The Lost, Hesh the warlord wants to make sure things go more smoothly for his this battle. "Make them come to you! Define the line of skirmish and use that cover by the Ancestors! Keep them off these others! And what do you mean, bat? Turning to the golem, he points at shifter. We'll form the line there; fall back here if we need to. Surging to the side with his javelin, he yells at the others, Keep back and use the ship to advantage!

Pulling out and throwing a javelin, the hobgoblin misestimates the distance to the zombies. The javelin sinks short of them into the sand, quivering as it's momentum is transferred.

All but Hesh sees the crocodile moves forward in the mist of the stream. It stops short of the battle ahead, and attempts to submerge, it's snout must have caught something, for it thrash around in the water for a moment, before becoming still once more.

[sblock=ooc]Croc stealth check: 11.[/sblock]


Init: Round 1
Xandren: 22-Acted
Stellan: 21-Acted
Hesh: 17-Acted
A: 16-Acted
Lorn: 10
B: 9
Corruption Corpse: 8
Thormir: 6
Zombie: 5

Lorn: 23/23 HS: 0/7(5) 1 AP
Xandren: 30/30 HS: 8/11(7) 1 AP-Readied action for footwork lure
Stellan: 30/30 HS: 7/10(7) 1 AP
Hesh: 25/26 HS: 3/9(6) 2 AP-bloodied
Thormir: 32/32 1 THP HS: 5/11(8) 1 AP
Zombie(X11)
Zombie(X12)
Zombie(AB12)
C
B
A
 

Attachments


Whole damn place is trying to kill us..., he muttered.

Lorn made a quick flickering gesture and the whole area was bathed with brightness.

Stay in the light!

Then he raised his staff high, calling up a gout of flame around the oncoming zombies.

[sblock=ooc]

Minor: Light on Q10

Standard: Scorching Burst: Int vs Ref, Target Order (X11,X12) (1d20+5=10, 1d20+5=11) Centered on Y11
Fire Damage (1d6+5=6)

[/sblock]

[sblock=ministats]Lorn Spellwright- Male Human Wizard 1
Initiative: +4, Passive Perception: 11, Passive Insight: 11
AC:18, Fort:12, Reflex:16, Will:14 -- Speed:6
HP:23/23, Bloodied:11, Surge Value:5, Surges left:0/7
Action Points: 1
Powers -
Magic Missle
Scorching Blast
Thunderwave

Grasping Shadows
Staff of Defense
Second Wind

Flaming Sphere

Conditions:
Full character sheet[/sblock]
 

Lorn mutters in disbelief as the zombies come out of the shipwrecks. Lorn made a quick flickering gesture and the whole area was bathed with brightness. "Stay in the light!"

Then he raised his staff high, calling up a gout of flame around the oncoming zombies. The blast of fire called into being was off in aim, the dimly lit area caused things see seem further away than they were. The scorchin burst still caught one of the zombies, scorching it's flesh in a minor wound.

[sblock=ooc]Scorching burst hits zombie to south. Dim light makes the other miss.[/sblock]

The large bat, although the predator knows it has been seen, still swoops down from the tree. It sceeches, a high-pitched almost inaudible sound. The bat flies past the shifter, and lashes a sharp tail at Stellan. The shifter deflects the sharp bony spike off his shield. He knows he may not be so lucky next time. The bat continues it's circle, flying backward before the shifter can swing his axe back. The bat circles behind the ship, where it disappears into the shadows.

The zombie in the rear actually rips a piece of it's own flesh from it's chest. The undead hurls the hunk at Xandren. The undead shows the range of it's attack as the pulsing black piece of sinew comes up short of the warforged.

[sblock=ooc]

Init: Round 1
Xandren: 22-Acted
Stellan: 21-Acted
Hesh: 17-Acted
A: 16-Acted
Lorn: 10-Acted
B: 9-Acted
Corruption Corpse: 8-Acted
Thormir: 6
Zombie: 5

Lorn: 23/23 HS: 0/7(5) 1 AP
Xandren: 30/30 HS: 8/11(7) 1 AP-Readied action for footwork lure
Stellan: 30/30 HS: 7/10(7) 1 AP
Hesh: 25/26 HS: 3/9(6) 2 AP-
Thormir: 32/32 1 THP HS: 5/11(8) 1 AP
Zombie(X11)
Zombie(X12) -6
Zombie(AB12)
C
B-Last seen at M8
A

Yellow dotted area is light spell.
 

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