Lord Byron's
High-Seas High-Stakes

An Adventure for Levels 4 - 5


Wil Rando (Half-Elf Bard)
Hergunna (Human Druid)
Kane (Bugbear Barbarian)
Kruk Dwarf Fighter)
Carolina (Halfling Rogue)

Rules and other fine print

OK. Borrowed most of this from H.M.Gimlord, because he does it right, and why re-invent the wheel.

Player Info:
I encourage you to include mini stat blocks in your posts, or at least a link to your character sheet in your signature. Mini-stat blocks allow you to keep track of your own healing surges, power usages, acquired items, etc... without having to ask the DM all the time. It's not the end of the world if you forget, but please be sure to include it when you are posting an action block. It also make it easier for me to check basic stats.

Example mini-stats (shamelessly stolen from HM)

Arkavas - deva artivicer 4

Initiative: +2, Passive perception: 20, Passive Insight: 15

AC: 21, For: 16, Ref: 18, Will: 17

HP: 41, Surges: 4 AP: 1

Common, Goblin, Draconic, Dwarven, Elven, Giant, Supernal

Basic Attacks:
Melee: +11 vs AC, 1d12+6
Ranged: +4 vs AC, 1d8

Thundering Armor, Magic Weapon
Scouring Weapon, Force Infusion
Caustic Rampart

Staff of Ruin +1, Vengefull Fullblate +1, Repeating Crossbow, Amulet of Protection +1

Healing Infusions 2:
Choose From:
Curative Admixture,
Resistive Formula,

Passive checks: I will roll passive checks from time to time.

If these checks result in information (i.e.: there are arrow holes in the walls of this corridor, that dragon has one eye open, etc...), I will reveal the information in a spoiler specifically addressed to one or more characters. If you are not one of the intended characters, please do not read these spoilers. The character, however, is welcome to, in character, reveal the contents of the spoiler to the others. I'm not going to police this or anything, but the story goes more like a story, when it's done this way. Please feel free to get into your character with the information you have (or donít have).

If the passive check results in a turn of events (i.e.: a trap springing, a monster gaining surprise, failure to realize that the guy was lying all the time) the passive roll will be posted at the time that the event happens.

Combat: Malenkirk Rules! Malenkirk rules, for the most part. Some of the bad guys have been customized for this adventure.

DM Posts during combat will include:

Status of all players, monsters, NPCs etc... indicating Name, Location, HP/MaxHP, State, Healing Surges Left, Action Points left (i.e.:: Arkavas I6 -1/41 Dying HS 0 AP 1)

Map in the form of a grid, hopefully with coordinates

Enemy Mini Stat Blocks
including HP, AC, Fort, Refl, Will, Immunities, Resistance, and Basic Attack. If there are more specialized powers, I will post them at the time of their use.

Time's Up!: I will give players 48 hours to post, at the end of which time I reserve the right to RP the player's character on his behalf. I will use the most appropriate actions and At-Will powers only.

(this is rule created by Velmont, used by HM, strict adherence to which ensures a good game pace)

Exceptions: If you will be out for a long time and unable to post, please let the party know and assign responsibility to either myself or another, willing player for RPing your character, or I can write in a scenario that takes you out of the picture until your return (The former is preferred).

What are Malenkirk Rules?

Named after their inventor Mal Malenkirk

In a nutshell:

  • Players roll initiative individually, bad guys roll one initiative roll
  • Players with higher init than bad guys go first
  • then all the bad guys go
  • Then all the players go. From this point, we alternate players vs bad guys
  • Good guy turns happen in first post - first acted order.
  • Illegal post-overs will be resolved in that round
  • Legal post-overs stand even if each didn't know the other was posting.

Treasure: Keep a wish list on your character sheet up to date with what you would like, and Iíll try to accommodate within reason. Items will be given relative to player level. Parcel Gold/Items will be evenly divided at the end.

Die Rolling: Roll your dice on Invisible Castle. If invisible castle is down (and it is down a lot), try Dice Room using your character name and the name of this adventure ("Lord Byron's High-Seas High-Stakes") as the room name. In either case highlight the die roll in your post and use the 'Insert Link' button to post a link to your die rolls.

Dice room clear the visible roll history pretty quickly now, so you probably want to use IC. For me, Dice room is way easier to roll all the enemy dice in, so I will continue to use it. If anyone has an issue with not being able to validate all my rolls, I can switch, but I'd prefer not to!

Out of Character Content:
Post out of character content (i.e.: complaints, tactics, mechanics, etc...) in a spoiler with the letters 'OOC' in the title.