Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Playing the Game
Play by Post
Living Worlds
Living 4th Edition
Adventure: Brotherhood Returned? (DM: Tenchuu, Judge: H.M.Gimlord)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Tenchuu" data-source="post: 5730323" data-attributes="member: 85539"><p>[ooc]Kruk- Porse was in H16 (My fault not updating stat block) so i put you adjacent to him at H17. [/ooc]</p><p> </p><p> Covered with burnt blood, Telsa spotted Carolina as she repositioned herself. <span style="color: Red"><strong>"There you are! Arrrrhh!"</strong></span> he shouted as he charged to her and buried his blade into her arm. </p><p></p><p>Porse slashed at Kruk again, but the thin blade could not find a gap in his armor. <span style="color: Purple"><strong>"Lay down your swords, and I'll not harm you further."</strong></span></p><p> </p><p>The offer seemed a bit disingenuous, as the archer loosed a bolt that bounced off the back of Kruk's armor. </p><p></p><p></p><p>[sblock=Motion in the Ocean]</p><p><strong>Active effects:</strong></p><p>[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: </p><p>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. </p><p> </p><p>The NPCs are considered to have +15 for this skill check. [/sblock]</p><p></p><p><strong> Passive effects:</strong> </p><p>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. </p><p></p><p><strong>Check Map Block for Current Deck Direction</strong></p><p>[/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. </p><p></p><p>To actually get someone over the edge, you need to:</p><p>1. Grab (standard) sorry, the bad guy gets a chance to escape</p><p>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.</p><p>[/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]</p><p>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.</p><p></p><p>I have adjusted the enemy stat blocks to include any attack penalties as part of their stated stats.</p><p>[/sblock][sblock=mechanics]</p><p>Haneth "Tesla" Tsalaxa</p><p> Recharge: Haneth's Trick 1d6=4 nope</p><p>Recharged still: handfull of poison</p><p>Move: to H16</p><p>Standard: Short Sword vs Carolina</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/3263927/" target="_blank">1d20+12=28</a> +1(charge)=29 vs AC </p><p>Damage: <a href="http://invisiblecastle.com/roller/view/3263927/" target="_blank">3d6+6=20</a></p><p></p><p> Porse</p><p>Standard: Rapier vs Kruk</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/3263930/" target="_blank">1d20+14=25</a> +2CA=27 </p><p>Damage: 1d8+7=0</p><p>Move: to H16</p><p></p><p>Dire Beast Hunter</p><p>Standard: Crossbow vs Kruk</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/3263932/" target="_blank">1d20+14=25</a> Miss</p><p>Damage: 2d8+3=0</p><p></p><p>[/sblock][sblock=Status]</p><p> Wil Rando: F14 <span style="color: DarkRed">54/70</span> HS 8/8 AP 1 MW 2/2, <span style="color: DarkRed">Bloodied</span>, <span style="color: Magenta">5 ongoing poison</span>, </p><p> Kruk: H17 <span style="color: Lime">87/94 </span>HS 12/12 AP 1,</p><p> Carolina: K13 <span style="color: Lime">44/64 </span>HS 7/7 AP 1 </p><p> Charina: F13 <span style="color: Lime">69/69 </span>HS 7/7 AP 1</p><p>Khemnos: I15 <span style="color: Lime"><span style="color: DarkRed">35/56</span> </span>HS 9/9 AP 1, <span style="color: DarkRed">Bloodied</span>,<span style="color: Magenta"> 5 ongoing poison</span>, </p><p><span style="color: DimGray">Kane: G26 </span><span style="color: DimGray">88/88 HS 11/11 AP 1, Overboard </span></p><p></p><p>Haneth "Tesla" Tsalaxa: J13 <span style="color: DarkRed">37</span><span style="color: Lime"><span style="color: DarkRed">/154</span><span style="color: White"> AP 0/1</span></span>, <span style="color: DarkRed">Bloodied</span>, <span style="color: Red">5 OGD fire</span></p><p>Porse: H16<span style="color: Lime"> 146/204<span style="color: White"> AP 1/1</span></span>, <span style="color: LemonChiffon">marked by Kruk-grant CA</span></p><p><span style="color: White">Dire Beast Hunter 2: I23 <span style="color: Lime">76</span></span><span style="color: White"><span style="color: Lime">/76</span>,</span></p><p>???</p><p> </p><p><span style="color: DimGray"><s>Bartleby Haff: F25 </s></span><s><span style="color: DimGray">-15/96, dead</span></s></p><p><span style="color: DimGray"><s>Pirate 3</s>: H25 -13</span><span style="color: DimGray">/95, dead</span></p><p><span style="color: DimGray"><s>Tarkanan Assassin</s>: G24 </span><span style="color: DimGray">136/152 overboard</span></p><p><span style="color: DimGray"><s>Pirate 1</s>: H15 </span><span style="color: DimGray">-13/95, Dead</span></p><p><span style="color: DimGray"><s>Pirate 2</s>: I23 </span><span style="color: DimGray">0/95, Dead</span></p><p><span style="color: DimGray"><s>Dire Beast Hunter 1</s>: K23 </span><span style="color: DimGray">-14/76, dead</span></p><p>[/sblock][sblock=Map]</p><p><img src="http://www.nexusnine.net/images/L4E/Byron4-1-z.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>The Hatch at H24:I24 is the ladder which leads below deck.</p><p></p><p><strong>Current Deck Direction: Aft is high (uphill) </strong></p><p> - Moving from left to right: Difficult Terrain</p><p> - Moving from right to left: +1 to move</p><p>[/sblock][sblock=Enemies]</p><p></p><p><strong>Human Dire Beast Hunter</strong></p><p>Initiative +8 Senses Perception +12</p><p>HP 76; Bloodied 38</p><p>AC 22; Fortitude 21, Reflex 22, Will 21</p><p>Speed 6</p><p><strong>Spear (standard, at-will) Weapon</strong></p><p>+14 vs AC; 2d8+5 damage.</p><p><strong>Poisoned Crossbow (standard, at-will) Poison, Weapon</strong></p><p>Ranged 15/30; +14 vs AC; 2d8+3 damage, and ongoing 5 poison damage (save ends).</p><p><strong>Trapping Net (standard; requires net, encounter)</strong></p><p>Ranged 3; +14 vs Reflex; the target is restrained (save ends).</p><p>Equipment: crossbow , crossbow bolt x40 poisoned, net , spear .</p><p></p><p><strong>Haneth Tsalaxa</strong></p><p>Medium natural humanoid (changeling, shapechanger)</p><p>HP 154; Bloodied 77 Initiative +12</p><p>AC 23, Fortitude 21, Reflex 22, Will 21 Perception+9</p><p>Speed 6 </p><p>Saving Throws +2; Action Points 1</p><p><u><strong>STANDARD ACTIONS</strong></u></p><p><strong>Short Sword (Poison, Weapon) At-Will</strong></p><p>Attack: Melee 1 (one creature); +12 vs. AC</p><p>Hit: 3d6 + 6 damage. If the target is granting combat advantage to Haneth, it takes ongoing 5 poison damage (save ends).</p><p><strong>Dagger (Weapon) At-Will</strong></p><p><strong></strong>Attack: Ranged 5 (one creature); +10 vs. Reflex</p><p>Hit: 4d4 + 6 damage.</p><p><strong>Slick Swordplay At-Will</strong></p><p><strong></strong>Effect: Haneth uses short sword twice, making each attack against a different target. Haneth can shift 3 squares before, after, or between the attacks.</p><p><strong>Handful of Poison (Poison) Recharge 5,6 </strong></p><p><strong></strong>Attack: Close blast 3 (creatures in the blast); +12 vs. Fortitude</p><p>Hit: 3d6 + 6 poison damage, and the target is blinded (save ends).</p><p><u><strong>MINOR ACTIONS</strong></u></p><p><u><strong></strong></u><strong>Changeling Disguise (Polymorph) At-Will</strong></p><p><strong></strong>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.</p><p><strong>Haneth's Trick Recharge (6) </strong></p><p><strong></strong>Effect: One enemy Haneth can see grants combat advantage to him until the end of his next turn.</p><p>Skills Bluff +12, Insight +9, Stealth +13</p><p>Equipment: blinding powder, dagger x2, leather armor , short sword </p><p></p><p><strong>Porse (reskin: Royal Eyes Elite Agent)</strong></p><p><strong></strong>Medium natural humanoid , human</p><p>Initiative +12 Senses Perception +13</p><p>HP 204; Bloodied 102</p><p>AC 27; Fortitude 21, Reflex 24, Will 25</p><p>Saving Throws +2</p><p>Speed 6</p><p>Action Points 1</p><p><strong>Rapier (standard, at-will) Weapon</strong></p><p><strong></strong>+14 vs AC; 1d8+7 damage. </p><p><strong>Hand Crossbow (standard, at-will) Weapon</strong></p><p><strong></strong>Ranged 10/20; +13 vs AC; 2d6+8 damage. </p><p><strong>Flamboyant Strike (standard; requires rapier, encounter) Weapon</strong></p><p><strong></strong>+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. </p><p><strong>Information Is Power (minor, at-will) </strong></p><p><strong></strong>Ranged 5; +11 vs Will; the target grants combat advantage to the elite agent until the end of its next turn. </p><p><strong>Aundairian Elan (immediate reaction, when the elite agent is hit by a melee or ranged attack; at-will) </strong></p><p><strong></strong>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.</p><p><strong>Combat Advantage</strong></p><p><strong></strong>A Royal Eyes elite agent deals 3d6 extra damage on melee and ranged attacks against any creature granting combat advantage to it.</p><p><strong>Disguise Trick (standard; at-will) Illusion</strong></p><p><strong></strong>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.</p><p>Alignment Unaligned Languages Common</p><p>Skills Acrobatics +15, Bluff +16, History +12, Insight +13, Streetwise +16, Thievery +15</p><p>Equipment: crossbow bolts (20) , hand crossbow , leather armor , rapier , thieves’ tools .</p><p></p><p>[/sblock][sblock=Adventure Summary]</p><p> <strong>Motive</strong>s</p><p> Everyone: Report back to Byron & decide what to do with the information about the brotherhood.</p><p>[sblock=LB3 Summary]</p><p> <strong>Summary of Events</strong></p><p> 1. Bested Pirates en route to Allaria. Traveled on the ship <strong>Wind's Will</strong> captained by <strong><span style="color: RoyalBlue">Captain Levenbrech</span></strong>, and mated by <span style="color: Purple"><strong>Porse</strong></span> and <strong><span style="color: Yellow">Trig</span></strong>.</p><p> 2. Arrived in the port, to find it besieged by Lizards from the unending mire. Defeated lizards and met/teamed up with Charina.</p><p> 3. Journeyed to Geardagas and asked the locals for information with mixed results (<a href="http://www.enworld.org/forum/279849-adventure-lord-byrons-lost-silver-dm-tenchuu-judge-h-m-gimlord-2.html#post5233437" target="_blank">link to the leads gathered</a>).</p><p> 4. Went to the temple of Netari, where the new priest, <span style="color: PaleGreen"><strong>Father Niris</strong></span>, 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 <a href="http://www.enworld.org/forum/279849-adventure-lord-byrons-lost-silver-dm-tenchuu-judge-h-m-gimlord-3.html#post5241529" target="_blank">Hellview</a> (<a href="http://l4w.wikia.com/wiki/Allaria#Hellview" target="_blank">background reference for players</a>). </p><p> 5. Dealing a mortal blow to the Priest, he says <span style="color: DarkOliveGreen"><strong>Master De Luccia</strong></span> (First time they have heard the name) cannot be stopped, and he stated that Greggor "<span style="color: PaleGreen">will be... among the first... at Hellview</span>." The priest laid dying on the floor with his fallen minions.</p><p> 6. As they approach Hellview, they encounter the ghost of <span style="color: LightBlue">Sir Alistair Glasston</span>, who begged them to enter the cave and retrieve his lost battleaxe. </p><p> 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... </p><p> 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. </p><p> 9. After a long battle, they slew all of the demons who had come through the hell gate, and they found <span style="color: LightBlue">Sir Alistair Glasston's </span>lost battleaxe. But Greggor was still missing, and there is the question of why the demons were digging. </p><p> 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. </p><p> 11. They came upon a wall blocking the road to the mine. Mounted knight <span style="color: DimGray"><strong>Brother Arleas</strong></span> 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, <span style="color: Red"><strong>Alaria</strong></span>, remained alive. She pleaded for her life to be spared. </p><p>12. Alaria identified the men who hired her as being part of <em>the Brotherhood</em>. </p><p>13. They entered the mine and found <span style="color: DarkGreen"><strong>Greggor </strong></span>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. </p><p>14. By the portal, they opened up the wall to reveal a hidden demon temple. Inside, <span style="color: DarkOliveGreen"><strong>Master De Luccia </strong></span>brings the demon <span style="color: SlateGray"><strong>Amendfohl </strong></span>(the same demon that <span style="color: LightBlue">Sir Alistair Glasston </span>fought during the fall of Allaria) back to life. De Luccia Declared, "<span style="color: DarkOliveGreen"><strong>The time for the Brotherhood of the Bright Eon is once again at hand.</strong></span>" 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. </p><p>[/sblock]<strong>Summary of Events</strong></p><p> 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.</p><p>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. </p><p>3. The Sailors made a move against the adventurers at night. The sea is rough. </p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Tenchuu, post: 5730323, member: 85539"] [ooc]Kruk- Porse was in H16 (My fault not updating stat block) so i put you adjacent to him at H17. [/ooc] Covered with burnt blood, Telsa spotted Carolina as she repositioned herself. [COLOR=Red][B]"There you are! Arrrrhh!"[/B][/COLOR] he shouted as he charged to her and buried his blade into her arm. Porse slashed at Kruk again, but the thin blade could not find a gap in his armor. [COLOR=Purple][B]"Lay down your swords, and I'll not harm you further."[/B][/COLOR] The offer seemed a bit disingenuous, as the archer loosed a bolt that bounced off the back of Kruk's armor. [sblock=Motion in the Ocean] [B]Active effects:[/B] [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] [B] Passive effects:[/B] 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. [B]Check Map Block for Current Deck Direction[/B] [/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=4 nope Recharged still: handfull of poison Move: to H16 Standard: Short Sword vs Carolina Attack: [URL="http://invisiblecastle.com/roller/view/3263927/"]1d20+12=28[/URL] +1(charge)=29 vs AC Damage: [URL="http://invisiblecastle.com/roller/view/3263927/"]3d6+6=20[/URL] Porse Standard: Rapier vs Kruk Attack: [URL="http://invisiblecastle.com/roller/view/3263930/"]1d20+14=25[/URL] +2CA=27 Damage: 1d8+7=0 Move: to H16 Dire Beast Hunter Standard: Crossbow vs Kruk Attack: [URL="http://invisiblecastle.com/roller/view/3263932/"]1d20+14=25[/URL] Miss Damage: 2d8+3=0 [/sblock][sblock=Status] Wil Rando: F14 [COLOR=DarkRed]54/70[/COLOR] HS 8/8 AP 1 MW 2/2, [COLOR=DarkRed]Bloodied[/COLOR], [COLOR=Magenta]5 ongoing poison[/COLOR], Kruk: H17 [COLOR=Lime]87/94 [/COLOR]HS 12/12 AP 1, Carolina: K13 [COLOR=Lime]44/64 [/COLOR]HS 7/7 AP 1 Charina: F13 [COLOR=Lime]69/69 [/COLOR]HS 7/7 AP 1 Khemnos: I15 [COLOR=Lime][COLOR=DarkRed]35/56[/COLOR] [/COLOR]HS 9/9 AP 1, [COLOR=DarkRed]Bloodied[/COLOR],[COLOR=Magenta] 5 ongoing poison[/COLOR], [COLOR=DimGray]Kane: G26 [/COLOR][COLOR=DimGray]88/88 HS 11/11 AP 1, Overboard [/COLOR] Haneth "Tesla" Tsalaxa: J13 [COLOR=DarkRed]37[/COLOR][COLOR=Lime][COLOR=DarkRed]/154[/COLOR][COLOR=White] AP 0/1[/COLOR][/COLOR], [COLOR=DarkRed]Bloodied[/COLOR], [COLOR=Red]5 OGD fire[/COLOR] Porse: H16[COLOR=Lime] 146/204[COLOR=White] AP 1/1[/COLOR][/COLOR], [COLOR=LemonChiffon]marked by Kruk-grant CA[/COLOR] [COLOR=White]Dire Beast Hunter 2: I23 [COLOR=Lime]76[/COLOR][/COLOR][COLOR=White][COLOR=Lime]/76[/COLOR],[/COLOR] ??? [COLOR=DimGray][s]Bartleby Haff: F25 [/s][/COLOR][s][COLOR=DimGray]-15/96, dead[/COLOR][/s] [COLOR=DimGray][s]Pirate 3[/s]: H25 -13[/COLOR][COLOR=DimGray]/95, dead[/COLOR] [COLOR=DimGray][s]Tarkanan Assassin[/s]: G24 [/COLOR][COLOR=DimGray]136/152 overboard[/COLOR] [COLOR=DimGray][s]Pirate 1[/s]: H15 [/COLOR][COLOR=DimGray]-13/95, Dead[/COLOR] [COLOR=DimGray][s]Pirate 2[/s]: I23 [/COLOR][COLOR=DimGray]0/95, Dead[/COLOR] [COLOR=DimGray][s]Dire Beast Hunter 1[/s]: K23 [/COLOR][COLOR=DimGray]-14/76, dead[/COLOR] [/sblock][sblock=Map] [IMG]http://www.nexusnine.net/images/L4E/Byron4-1-z.png[/IMG] The Hatch at H24:I24 is the ladder which leads below deck. [B]Current Deck Direction: Aft is high (uphill) [/B] - Moving from left to right: Difficult Terrain - Moving from right to left: +1 to move [/sblock][sblock=Enemies] [B]Human Dire Beast Hunter[/B] Initiative +8 Senses Perception +12 HP 76; Bloodied 38 AC 22; Fortitude 21, Reflex 22, Will 21 Speed 6 [B]Spear (standard, at-will) Weapon[/B] +14 vs AC; 2d8+5 damage. [B]Poisoned Crossbow (standard, at-will) Poison, Weapon[/B] Ranged 15/30; +14 vs AC; 2d8+3 damage, and ongoing 5 poison damage (save ends). [B]Trapping Net (standard; requires net, encounter)[/B] Ranged 3; +14 vs Reflex; the target is restrained (save ends). Equipment: crossbow , crossbow bolt x40 poisoned, net , spear . [B]Haneth Tsalaxa[/B] 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 [U][B]STANDARD ACTIONS[/B][/U] [B]Short Sword (Poison, Weapon) At-Will[/B] 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). [B]Dagger (Weapon) At-Will [/B]Attack: Ranged 5 (one creature); +10 vs. Reflex Hit: 4d4 + 6 damage. [B]Slick Swordplay At-Will [/B]Effect: Haneth uses short sword twice, making each attack against a different target. Haneth can shift 3 squares before, after, or between the attacks. [B]Handful of Poison (Poison) Recharge 5,6 [/B]Attack: Close blast 3 (creatures in the blast); +12 vs. Fortitude Hit: 3d6 + 6 poison damage, and the target is blinded (save ends). [U][B]MINOR ACTIONS [/B][/U][B]Changeling Disguise (Polymorph) At-Will [/B]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. [B]Haneth's Trick Recharge (6) [/B]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 [B]Porse (reskin: Royal Eyes Elite Agent) [/B]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 [B]Rapier (standard, at-will) Weapon [/B]+14 vs AC; 1d8+7 damage. [B]Hand Crossbow (standard, at-will) Weapon [/B]Ranged 10/20; +13 vs AC; 2d6+8 damage. [B]Flamboyant Strike (standard; requires rapier, encounter) Weapon [/B]+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. [B]Information Is Power (minor, at-will) [/B]Ranged 5; +11 vs Will; the target grants combat advantage to the elite agent until the end of its next turn. [B]Aundairian Elan (immediate reaction, when the elite agent is hit by a melee or ranged attack; at-will) [/B]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. [B]Combat Advantage [/B]A Royal Eyes elite agent deals 3d6 extra damage on melee and ranged attacks against any creature granting combat advantage to it. [B]Disguise Trick (standard; at-will) Illusion [/B]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] [B]Motive[/B]s Everyone: Report back to Byron & decide what to do with the information about the brotherhood. [sblock=LB3 Summary] [B]Summary of Events[/B] 1. Bested Pirates en route to Allaria. Traveled on the ship [B]Wind's Will[/B] captained by [B][COLOR=RoyalBlue]Captain Levenbrech[/COLOR][/B], and mated by [COLOR=Purple][B]Porse[/B][/COLOR] and [B][COLOR=Yellow]Trig[/COLOR][/B]. 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 ([URL="http://www.enworld.org/forum/279849-adventure-lord-byrons-lost-silver-dm-tenchuu-judge-h-m-gimlord-2.html#post5233437"]link to the leads gathered[/URL]). 4. Went to the temple of Netari, where the new priest, [COLOR=PaleGreen][B]Father Niris[/B][/COLOR], 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 [URL="http://www.enworld.org/forum/279849-adventure-lord-byrons-lost-silver-dm-tenchuu-judge-h-m-gimlord-3.html#post5241529"]Hellview[/URL] ([URL="http://l4w.wikia.com/wiki/Allaria#Hellview"]background reference for players[/URL]). 5. Dealing a mortal blow to the Priest, he says [COLOR=DarkOliveGreen][B]Master De Luccia[/B][/COLOR] (First time they have heard the name) cannot be stopped, and he stated that Greggor "[COLOR=PaleGreen]will be... among the first... at Hellview[/COLOR]." The priest laid dying on the floor with his fallen minions. 6. As they approach Hellview, they encounter the ghost of [COLOR=LightBlue]Sir Alistair Glasston[/COLOR], 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 [COLOR=LightBlue]Sir Alistair Glasston's [/COLOR]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 [COLOR=DimGray][B]Brother Arleas[/B][/COLOR] 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, [COLOR=Red][B]Alaria[/B][/COLOR], remained alive. She pleaded for her life to be spared. 12. Alaria identified the men who hired her as being part of [I]the Brotherhood[/I]. 13. They entered the mine and found [COLOR=DarkGreen][B]Greggor [/B][/COLOR]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, [COLOR=DarkOliveGreen][B]Master De Luccia [/B][/COLOR]brings the demon [COLOR=SlateGray][B]Amendfohl [/B][/COLOR](the same demon that [COLOR=LightBlue]Sir Alistair Glasston [/COLOR]fought during the fall of Allaria) back to life. De Luccia Declared, "[COLOR=DarkOliveGreen][B]The time for the Brotherhood of the Bright Eon is once again at hand.[/B][/COLOR]" 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][B]Summary of Events[/B] 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] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
Living Worlds
Living 4th Edition
Adventure: Brotherhood Returned? (DM: Tenchuu, Judge: H.M.Gimlord)
Top