Adventure: Brotherhood Returned? (DM: Tenchuu, Judge: H.M.Gimlord)

Mal Malenkirk

First Post
-"Hey! Release our furball... oh damn it."

Seeing that Kruk is getting swarm while Kane is taking a much needed bath, Charin tries to even the odds by firing at his enemies.


OOC:
Move stealth to F13

Sly flourish vs Bartleby if still alive otherwise against whoever has the fewest HP currentl swarming Kruk.

Mistake in damage roll; it's +14 therefore the total is 29

not hidden at the end of turn.
 
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Tenchuu

First Post
OOC: Gary, you have 5 ongoing damage. Take a save at the start of this turn to make up for the one you forgot at the end of your last turn.

Tesla spit venom out is a huge spray. Khemnos seemed immune to the toxin, but Wil's eyes burned like wildfire.


"Tesla," Bartleby Haff said, "You take the high road, and I'll take the low. Together, we'll meet the half-elf singer, in the crevasse!"

The Haff hopped down onto the same deck as Will, and flung his chains at the bard, but the attack missed.

Porse cursed, "You damn troublemakers. ALL HANDS ON DECK! We've got traitors!"

Porse wheeled against Kruk


The ship crested the wave, sending the forward section diving down toward the see again. Wil, Khemnos, The Haff, and Porse all lost their balance and went tumbling toward the forward section of the ship.
[sblock=Ship Motion Change Mechanics]Ship Motion Change: Atheltics DC 22
Wil Rando: 15
Kruk: 25
Carolina: 29
Charina: 23
Khemnos: 15

Bartleby Haff: 21
Haneth "Tesla" Tsalaxa: 22
Porse: 20


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

Effect: 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.

[/sblock]

OOC: IG, Pirate 1 was already dead from Wil's attack, so I put your damage on Pirate 3.


[sblock=Motion in the Ocean]
Active effects:
[sblock=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. [/sblock]

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
[/sblock][sblock=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.
[/sblock][sblock=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. [/sblock][sblock=Dim Light]
Characters who have normal vision can’t 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.
[/sblock][sblock=mechanics]
Haneth "Tesla" Tsalaxa
Recharge: Haneth's Trick 1d6=2 nope
Minor: NA
Standard: Handful of poison vs Fortitude
Attack Khemnos: 1d20+12 = 18
Attack Wil: 1d20+12 = 20
Damage: 3d6+6=19
Effect: Wil is blinded (save ends)
Move: NA

Bartleby Haff
Move: to I20
Standard: Wretching Chain Attack vs Wil (AC)
Attack: 1d20+12=18 Miss
Damage: 1d10+5=0
Effect:

Porse
Standard: Flamboyant Strike vs Kruk (AC)
Attack: 1d20+14=17 +2 CA=19 Miss
Damage:

[/sblock][sblock=Status]
Wil Rando: H18 51/70 HS 8/8 AP 1 MW 2/2, blinded,
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 37/56 HS 9/9 AP 1, 5 ongoing poison,
Kane: G26 88/88 HS 11/11 AP 1, Overboard

Bartleby Haff: F25 13/96, bloodied
Haneth "Tesla" Tsalaxa: J18 99/154 AP 0/1,
Porse: H23 204/204 AP 1/1, marked by Kruk
???

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
[/sblock][sblock=Map]
Byron4-1-05.png

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
[/sblock][sblock=Enemies]
Bartleby Haff
Medium natural humanoid, human
Level 9 Soldier (Leader)XP 400
HP 96; Bloodied 48 Initiative +8
AC 25, Fortitude 23, Reflex 21, Will 20 Perception+3
Speed 6
Immune fear
Insane Litany Aura 5
All allies in the aura gain a +1 bonus to attack rolls and a +2 bonus to saving throws.
Chain (Standard, At-Will)
Attack: Melee 2 (one creature); +12 vs. AC
Hit: 1d10 + 5 damage, and the target is immobilized until the start of Bartleby’s next turn.
Wrenching Chain (Standard, At-Will)
Attack: Melee 3 (one creature); +12 vs. AC
Hit: 1d10 + 5 damage, and Bartleby pulls the target up to 2 squares. If Bartleby has combat advantage against the target, he also knocks the target prone.
Chains of Madness (Standard, Encounter)
Attack: Close blast 3 (enemies in the blast); +12 vs. Reflex
Hit: 1d10 + 5 damage, and the target takes a -2 penalty to attack rolls and cannot move away from Bartleby (save ends both).
Dark Eye of Tharzidun (Minor, At-Will) 1/round
Attack: Ranged 5 (one immobilized creature); +12 vs. Will
Hit: The target goes insane (save ends). While insane, when the target starts its turn, it rolls a d6. On an even number, it acts normally. On an odd number, it becomes dominated by Bartleby until the start of its next turn.
Equipment: chain

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 .

Human Pirate
Initiative +8 Senses Perception +5
HP 95; Bloodied 47
AC 23; Fortitude 21, Reflex 21, Will 20
Speed 7
Cutlass (standard, at-will) Weapon
+12 vs AC; 2d6+5 damage.
Rigging Monkey (minor; encounter)
The human pirate gains a climb speed of 7 until the end of its next turn.
Scurvy Dog's Flank
A human pirate gains a +1 bonus to attack rolls against an enemy it is flanking, and its attacks deal 2d6 extra damage to that creature.
Equipment: cutlass (short sword)

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 individual’s 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 agent’s 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 , thieves’ tools .

[/sblock][sblock=Adventure Summary]
Motives
Everyone: Report back to Byron & decide what to do with the information about the brotherhood.
[sblock=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.
[/sblock]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.

[/sblock]
 

dimsdale

First Post
Kruk moves towards Porse

[sblock=actions]
minor: none
movement: move to h21
attack: bedeviling assault 1d20+16 vs Porse AC for 2d10+7 = 31 for 20

effect: Once per round for the rest of the encounter, when an ally hits the target with a melee attack, Kruk can use a basic melee attack with combat advangtage against the target as a free action.

continue mark

[/sblock]

You are mine! Kruk shouts at the leader.

ooc: Everyone: For the rest of the encounter, once per round, Kruk can get an extra melee attack against Porse if someone else hits him during the round.
 

johnmeier1

Explorer
Porse, the traitor is before you, Haff is the enemy! shouts a blind Wil, trusting to his primal instincts to him the crazed seaman. One shot is pure but nature is fickle and the second misses. He wipes off the acid and moves away from the foes.

[sblock=actions]Perception to locate Bartleby. Guessing DC is 24 (14 + 10)
Immediate Reaction (Haff Melee attack): Shift to G15, Fox's Cunning use Grappling Spirits HIT for 10 damage and he is slowed TENT
Standard: Jinx Shot MISS
Move: Walk 2 Uphill to G13
Save?
[/sblock]

[sblock=ministats]
Status: blind (save ends)
Init: +7 Speed: 5 Perception:22 Insight: 20
AC: 24 F/R/W:17/19/24
HP: 51/70 Surges: 8/8 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 (0/2), 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
  3. Chord of Dissonance Trigger - Immediate Interrupt to the First Ally hit for 10 or more damage
Full Character Sheet
[/sblock]
 
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industrygothica

Adventurer
OOC: Just a note to let you know I'm paying attention. I want to wait and see what the others are going to do before I act (specifically Charina, because I want her spot if she moves).
 

garyh

First Post
Khemnos hurls more flame at two of the sailors, and the flames burn hotly. The tiefling is unable to shake the poison afflicting him, however.

[sblock=Mechanics]End of last turn - Save vs OGD Poison:

Save vs OGD (1d20=9)

Failure.

Start of this turn - Take 5 OGD.

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

Standard action - Scorching Burst on enemies at I17 and J18 (area burst 1, centered on I18). No OA due to Staff Expertise.

Scorching Burt I17 and J18 (1d20+13=29, 1d20+13=30, 1d6+13=18)

Hits Reflex 29 on Enemy I17 for 18 fire damage, and hits Reflex 30 on J17 for 18 fire damage.

End of turn - Save vs OGD Poison:

Save vs OGD (1d20=4)

Failure.[/sblock]

[sblock=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: 32/56, Bloodied: 28, Surge Value: 14, Surges left: 9/9
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[/sblock]
 


industrygothica

Adventurer
Carolina surveys the area and opts for the closest of the enemies, putting a bolt deep into his flesh. Quickly, she ducks back behind the cannon hoping to remain out of sight to maintain her stealthy assault.

[sblock=Actions]
Move: none
Standard: Sly Flourish vs. Tesla hits AC 23 for 22 damage (Roll Lookup)

Stealth: 1d20+15=33
[/sblock]
 

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