D&D 4th Edition Adventure: Brotherhood Returned? (DM: Tenchuu, Judge: H.M.Gimlord) - Page 11




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  1. #101
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    Ý Ignore dimsdale
    ooc: If Charina can hit Porse kruk will get a free BMA
    Characters: Kruk (Lvl 11), Max (Lvl 11), Lerrick (Lvl 6)

 

  • #102
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    Ý Ignore Mal Malenkirk
    OOC: It's all right to NPC me when I life gets in the way, you know.

    Anyway, if Krukk wants Charina to hits Porse, Porse it is.


    Charina uses her drow magic to cloud herself in shadow and out of the Darkness she strikes.

    OOC: Minor: Cloud of Darkness
    Shoot porse


  • #103
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    Ý Ignore dimsdale
    As Charina's attack distract Porse, the dwarf hacks at him again, cutting a gash in the foe's back.

    ooc: BMA granted from Bedeviling Assault Power: 1d20+16 vs AC for 1d10+7= 28 for 11
    Characters: Kruk (Lvl 11), Max (Lvl 11), Lerrick (Lvl 6)

  • #104
    OOC: IG, I moved carolina so you could roll the stealth.
    Mal, I hear ya, it's just hard for me to RP with everyone having these high level, complex characters (read: I am lazy).


    Porse slashed at Kruk and backed away from the Dwarf. He shouted, "I SAID ALL HANDS ON DECK!"

    Tesla pressed the attack, slashing Khemnos, and moving up to attack Wil. He distracted the bard, and landed a blow dripping with poison. Both the mage and the bard we left bloodied.

    Porse fired a bolt from his hand crossbow, but the shot flew over Khemnos's head. He pressed on, moving next to the mage.

    Another of Porse's men made his way up on to the deck.

    Motion in the Ocean

    Active effects:
    I will roll these
    As the boat crests/troughs the swells, the angle of the ship's deck will change dramatically between forward and Aft. Athletics or Acrobatics check, DC 22:
    On a success you are not moved. On a fail, you are pushed three squares in the direction of the downward slope (forward or aft). If a push would move you to a square off deck, push over deck rules (below) apply. If you roll a nat 1, you fall prone.

    The NPCs are considered to have +15 for this skill check.


    Passive effects:
    Moving to the upper side/from where the water is coming, takes X2 squares of movement. Going to the lower part of in favor of the swell, lets you move an additional square for each square you move in that direction. I will include the below stat block in my posts, which will hopefully make this effect quite clear.

    Check Map Block for Current Deck Direction
    Push over deck
    The ship's railing prevents normal push/pull/shift falling rules. So, if you use a forced movement power which would normal be able to move an enemy off the ship, the enemy still rolls a save; If the save passes, movement ends at the deck railing with no other effects. If the save fails, movement ends at the deck railing and the character goes prone.

    To actually get someone over the edge, you need to:
    1. Grab (standard) sorry, the bad guy gets a chance to escape
    2. Sustain grab (minor). Lift and Move grabbed enemy (Standard) with a STR vs. Fort. to force the enemy over the rail. The player's STRx20 must be more than the enemy's weight, which I think might preclude some of the smaller characters from attempting this.
    Cover/Concealment
    Most of the junk on the ship's deck is not that tall. Since Carolina is small, she can crouch behind the cannons and the boats to get total concealment. Everyone else at medium size would need to go prone behind the objects to achieve the same effect. Otherwise, you can get the -2 variety only.
    Dim Light

    Characters who have normal vision canít see well in dim light: Creatures in the area have concealment (-2 to hit with melee / ranged). Characters who have low-light vision or darkvision see normally in dim light.

    I have adjusted the enemy stat blocks to include any attack penalties as part of their stated stats.
    mechanics

    Haneth "Tesla" Tsalaxa
    Recharge: Haneth's Trick 1d6=6 yup
    Recharge: handfull of poison 1d6=6 yup
    Minor: Haneth's Trick on Wil (grants CA TENT)
    Move: to H16
    Standard: Slick Swordplay
    Attack Khemnos: 1d20+12=29 vs AC
    Damage Khemnos: 3d6+6=20
    Shift 3 to H13
    Attack Wil: 1d20+12=30 +2(CA)=32 vs AC
    Damage Wil: 3d6+6=18
    Effect: Wil takes 5 ongoing posion damage (save ends)

    Porse
    Immediate Reaction: Aundairian Elan - Mark Ends. Free basic Attack. Shift 2
    - Attack: 1d20+14=18 Miss vs AC Kruk
    - Shift 2 to
    Standard: Hand Crossbow vs Khemnos
    Attack: 1d20+13=16 Miss
    Damage:
    Move: to H16

    Dire Beast Hunter
    Move: Get up on deck

    Status

    Wil Rando: H18 37/70 HS 8/8 AP 1 MW 2/2, Bloodied, 5 ongoing poison,
    Kruk: G25 87/94 HS 12/12 AP 1,
    Carolina: K16 64/64 HS 7/7 AP 1
    Charina: I10 69/69 HS 7/7 AP 1
    Khemnos: I18 12/56 HS 9/9 AP 1, Bloodied, 5 ongoing poison,
    Kane: G26 88/88 HS 11/11 AP 1, Overboard

    Haneth "Tesla" Tsalaxa: J18 59/154 AP 0/1, Bloodied.
    Porse: H23 146/204 AP 1/1, marked by Kruk
    Dire Beast Hunter 2: I23 76/76,
    ???

    Bartleby Haff: F25 -15/96, dead
    Pirate 3: H25 -13/95, dead
    Tarkanan Assassin: G24 136/152 overboard
    Pirate 1: H15 -13/95, Dead
    Pirate 2: I23 0/95, Dead
    Dire Beast Hunter 1: K23 -14/76, dead
    Map


    The Hatch at H24:I24 is the ladder which leads below deck.

    Current Deck Direction: Aft is high (uphill)
    - Moving from left to right: Difficult Terrain
    - Moving from right to left: +1 to move
    Enemies


    Human Dire Beast Hunter
    Initiative +8 Senses Perception +12
    HP 76; Bloodied 38
    AC 22; Fortitude 21, Reflex 22, Will 21
    Speed 6
    Spear (standard, at-will) Weapon
    +14 vs AC; 2d8+5 damage.
    Poisoned Crossbow (standard, at-will) Poison, Weapon
    Ranged 15/30; +14 vs AC; 2d8+3 damage, and ongoing 5 poison damage (save ends).
    Trapping Net (standard; requires net, encounter)
    Ranged 3; +14 vs Reflex; the target is restrained (save ends).
    Equipment: crossbow , crossbow bolt x40 poisoned, net , spear .

    Haneth Tsalaxa
    Medium natural humanoid (changeling, shapechanger)
    HP 154; Bloodied 77 Initiative +12
    AC 23, Fortitude 21, Reflex 22, Will 21 Perception+9
    Speed 6
    Saving Throws +2; Action Points 1
    STANDARD ACTIONS
    Short Sword (Poison, Weapon) At-Will
    Attack: Melee 1 (one creature); +12 vs. AC
    Hit: 3d6 + 6 damage. If the target is granting combat advantage to Haneth, it takes ongoing 5 poison damage (save ends).
    Dagger (Weapon) At-Will
    Attack: Ranged 5 (one creature); +10 vs. Reflex
    Hit: 4d4 + 6 damage.
    Slick Swordplay At-Will
    Effect: Haneth uses short sword twice, making each attack against a different target. Haneth can shift 3 squares before, after, or between the attacks.
    Handful of Poison (Poison) Recharge 5,6
    Attack: Close blast 3 (creatures in the blast); +12 vs. Fortitude
    Hit: 3d6 + 6 poison damage, and the target is blinded (save ends).
    MINOR ACTIONS
    Changeling Disguise (Polymorph) At-Will
    Effect: Haneth can alter his physical form to take on the appearance of any Medium humanoid, including a unique individual. Haneth retains his statistics in his new form. His clothing, armor, and other possessions do not change. To assume a specific individualís form, Haneth must have seen that individual.
    Haneth's Trick Recharge (6)
    Effect: One enemy Haneth can see grants combat advantage to him until the end of his next turn.
    Skills Bluff +12, Insight +9, Stealth +13
    Equipment: blinding powder, dagger x2, leather armor , short sword

    Porse (reskin: Royal Eyes Elite Agent)
    Medium natural humanoid , human
    Initiative +12 Senses Perception +13
    HP 204; Bloodied 102
    AC 27; Fortitude 21, Reflex 24, Will 25
    Saving Throws +2
    Speed 6
    Action Points 1
    Rapier (standard, at-will) Weapon
    +14 vs AC; 1d8+7 damage.
    Hand Crossbow (standard, at-will) Weapon
    Ranged 10/20; +13 vs AC; 2d6+8 damage.
    Flamboyant Strike (standard; requires rapier, encounter) Weapon
    +14 vs AC; 2d8+7 damage, the agent slides the target 1 square, and the target is dazed until the end of the agentís next turn.
    Information Is Power (minor, at-will)
    Ranged 5; +11 vs Will; the target grants combat advantage to the elite agent until the end of its next turn.
    Aundairian Elan (immediate reaction, when the elite agent is hit by a melee or ranged attack; at-will)
    If the Royal Eyes elite agent is marked, that condition ends. In addition, the agent shifts 2 squares and makes a basic attack as a free action against the triggering target at any point during this movement.
    Combat Advantage
    A Royal Eyes elite agent deals 3d6 extra damage on melee and ranged attacks against any creature granting combat advantage to it.
    Disguise Trick (standard; at-will) Illusion
    The Royal Eyes elite agent takes on the appearance of any Medium humanoid race. Its clothing and equipment alter appearance to reflect this change. The illusion does not adjust sound or texture, so a creature listening to or touching an elite agent might detect the illusion.
    Alignment Unaligned Languages Common
    Skills Acrobatics +15, Bluff +16, History +12, Insight +13, Streetwise +16, Thievery +15
    Equipment: crossbow bolts (20) , hand crossbow , leather armor , rapier , thievesí tools .

    Adventure Summary

    Motives
    Everyone: Report back to Byron & decide what to do with the information about the brotherhood.
    LB3 Summary

    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. The battle continued until only the fat temporal wizard, Alaria, remained alive. She pleaded for her life to be spared.
    12. Alaria identified the men who hired her as being part of the Brotherhood.
    13. They entered the mine and found Greggor with some other miners. Greggor shows them a path recently carved from the mine into the Hellview portal tunnels. They are using the tunnel to subvert the protection which bars them from exiting the portal into Alaria.
    14. By the portal, they opened up the wall to reveal a hidden demon temple. Inside, Master De Luccia brings the demon Amendfohl (the same demon that Sir Alistair Glasston fought during the fall of Allaria) back to life. De Luccia Declared, "The time for the Brotherhood of the Bright Eon is once again at hand." The players slay the demon, and De Luccia offers them a deal where everyone just walks away. The players balk, and attack. DeLuccia drops Kruk and threatens to kill the dwarf if they don't leave, but the players press the attack, and kill the brotherhood master as well.
    Summary of Events
    1. The adventurers return to Geardagas. They meet with Count Saga, who puts them on a quest to Alert Daunton to the Brotherhood threat and request aid for Allaria. They are joined by the mage Khemnos.
    2. They board the Wind's Will to return back to Daunton, but things seem off. The Captain and his second mate are missing; First Mate Porse seems to be running the ship, and he is his usual unfriendly self. Over dinner, they question Porse, and get a bad feeling about the Sailor's intentions.
    3. The Sailors made a move against the adventurers at night. The sea is rough.

    L4E Character: Jin | Pic | Token

  • #105
    Khemnos, take heart, we have overcome worse challenges before! shouts will, hoping to bring their spirits back up.

    actions
    Immediate Reaction: Chord of Dissonance prevents 10 to Khemnos
    Minor: Majestic Word heals garyh HS+14
    Move: Shift to F14
    Standard: Second wind to heal 17 and gain +2 defenses TENT
    Save?


    ministats

    Status: ongoing 5 poison (save ends), +2 defenses TENT
    Init: +7 Speed: 5 Perception:22 Insight: 20
    AC: 24 F/R/W:17/19/24
    HP: 54/70 Surges: 7/8 Surge Value: 17 AP: 1
    Languages: Allarian, Imperia, Draconic
    Str:8 Dex:14 Wis:15 Con:13 Int:10 Cha:22

    Powers:
    At Will - Jinx Shot, Cutting Words
    Encounter - Second Wind, Fox's Cunning, Twin Strike, Grappling Spirits, Hunter's Quarry, Majestic Word (1/2), Words of Friendship, Chord of Dissonance, Rewrite the Future, Rhyme of the Blood-Seeking Blade, Virtue of Prescience
    Daily - Arrow of Ill Omen, Arrow of Warning, Bracers of Archery, Circlet of Mental Onslaught, Inevitable Shot, Saga of Vengeance, Songbow of Vanishment, Warding Arrow, Word of Life


    1. Warding Arrow Trigger - Immediate Interrupt when Wil is hit by 1 or less with an attack
    2. Virtue of Prescience Trigger - Immediate Interrupt to the First Ally hit by 1 or less with an attack

    Full Character Sheet

  • #106
    GM: @johnmeier1
    I think you already used Chord of Dissonance this turn, or am I missing something else that happened to recharge?
    L4E Character: Jin | Pic | Token

  • #107
    OOC: Okay, looks like I used Majestic Word once already too, so I am out. Last turn was a month ago?!?! Tenchuu


    ministats

    Status: ongoing 5 poison (save ends), +2 defenses TENT
    Init: +7 Speed: 5 Perception:22 Insight: 20
    AC: 24 F/R/W:17/19/24
    HP: 54/70 Surges: 7/8 Surge Value: 17 AP: 1
    Languages: Allarian, Imperia, Draconic
    Str:8 Dex:14 Wis:15 Con:13 Int:10 Cha:22

    Powers:
    At Will - Jinx Shot, Cutting Words
    Encounter - Second Wind, Fox's Cunning, Twin Strike, Grappling Spirits, Hunter's Quarry, Majestic Word (2/2), Words of Friendship, Chord of Dissonance, Rewrite the Future, Rhyme of the Blood-Seeking Blade, Virtue of Prescience
    Daily - Arrow of Ill Omen, Arrow of Warning, Bracers of Archery, Circlet of Mental Onslaught, Inevitable Shot, Saga of Vengeance, Songbow of Vanishment, Warding Arrow, Word of Life


    1. Warding Arrow Trigger - Immediate Interrupt when Wil is hit by 1 or less with an attack
    2. Virtue of Prescience Trigger - Immediate Interrupt to the First Ally hit by 1 or less with an attack

    Full Character Sheet

  • #108
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    Ý Ignore dimsdale
    The sure-footed dwarf moves towards Porse again, swinging his axe with reckless abandon. You're mine Porse!...Agrrhhhhh! he screams in frustraction as his axe swishes above the head of his foe. Someone hit him!

    actions

    minor: none
    movement: move to h22
    action: brash strike: 1d20+18 for 1d10+11 = miss

    Kruk continues mark and grants CA to Porse TBNT

    Characters: Kruk (Lvl 11), Max (Lvl 11), Lerrick (Lvl 6)

  • #109
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    Myrmidon (Lvl 10)



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    Ý Ignore Mal Malenkirk
    -''Okay, sure.'' replies Charina to Kruk. She does not need much encouragement to shoot people. Before her cloud of darkness fades, she shoots again.

    OOC: Still has CA until the end of the turn from Cloud of Darkness.

    I use the encounter power Shadow Strike that allows me to stay hidden after the attack, so when the Cloud disappears, I am hidden.

  • #110
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    Waghalter (Lvl 7)

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    Ý Ignore garyh
    My communities:

    Khemnos unleashes a blast of fire in all directions, though it doesn't seem like it has much effect - perhaps the conditions are too damp for such spells aboard the ship. To add injury to insult, the tiefling still can't shake the lingering effects of the poison.

    Mechanics
    Start of turn - Take 5 OGD.

    Minor action - Sustain Visions of Avarice, but not making any attacks with it.

    Standard action - Fire Shroud (close burst 3, enemies only) against Enemy H13 and Enemy H16.

    Fire Shroud (close burst 3, enemies only) against Enemy H13 and Enemy H16. (1d20+13=24, 1d20+13=19, 1d8+13=15)

    Hits Fort 24 on Enemy H13 for 15 fire damage, and hits Fort 19 H16 for 15 fire damage. On a hit, the enemy also takes 5 OGD fire (Save Ends). 2 extra damage on the attack if the enemy is bloodied.

    End of turn - Save vs OGD Poison:

    Save vs OGD Poison (1d20=2)

    Failure.

    Khemnos will use his Belt of Raging Endurance the next time he is hit for more than 10 damage.


    Khemnos' Info
    Khemnos Eversorrow- Male Tiefling Wizard (Mage: Enchanter|Pyromancer) 9
    Initiative: +4, Passive Perception: 15, Passive Insight: 15
    AC: 23, Fort: 19, Reflex: 22, Will: 24 - Speed: 6
    HP: 35/56, Bloodied: 28, Surge Value: 14, Surges left: 8/9
    Action Points: 1
    Resists: Fire 9, Necrotic 5, Psychic 5

    Pyromancy Apprentice (Class): Attacks ignore fire resistance.
    Bloodhunt (Race): +1 to hit against bloodied creatures.
    Staff Expertise (Feat): Do not provoke OA's with ranged attacks, gain reach 1 with melee attacks.
    Gauntlets of Blood (Item): +2 to damage rolls against bloodied creatures.
    Executioner's Bracers (Item): +1d6 damage on a critical.
    Skull Mask (Item): Enemies who can see you take a -2 penalty to saving throws against fear effects.

    Powers:
    A1:Beguiling Strands
    A1:Magic Missle
    A1:Scorching Burst

    Eyebite
    Infernal Wrath
    Second Wind

    E1: Burning Hands / Charm of Misplaced Wrath
    E3: Blissful Ignorance / Fire Shroud
    E7: Charm of the Defender / Fire Sea Travel

    D1: Flaming Sphere / Sleep
    D5: Stinking Cloud / Visions of Avarice
    D9: Symphony of the Dark Court / Wall of Fire

    U: Light
    U: Mage Hand
    U: Prestidigitation

    U2: Glib Tongue / Shield
    U6: Emerald Eye / Levitate
    Amulet of Seduction +2 (Daily)
    Belt of Raging Endurance (Encounter)
    Ectoplasmic Leather Armor +2 (Daily)
    Power Jewel (Daily)


    Power Key - Prepared / Not Prepared / Used

    Full character sheet
    Gary Hoggatt - www.garyh.net
    "Such heroic nonsense..."
    Living 4th Edition - Join EN World's community-created Play-by-Post world! Adventure awaits you in the Transitive Isles!

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