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Adventure: Lord Byron's Lost Silver (DM: Tenchuu, Judge: H.M.Gimlord)

industrygothica

Adventurer
Carolina fires off her dagger from around the corner, bringing first blood to the doomdreamer.

[sblock=Actions]Standard: Sly Flourish
-vs. Doomdreamer; hits AC 29 for 22 damage (Roll Lookup)

If Carolina can attack from her current square, great. If not, she'll shift one to the right first.[/sblock]
 

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renau1g

First Post
"Oh, Kane move ok, but he no move away from you, no Kane come close and say hi. Ok this my axe, it want to meet you" the bugbear quips as his axes slash out, cutting into the two enemies. "Ha, they like you" he jests

[sblock=ooc]
*Start of turn - take 5 damage from the demon's Aura

Minor:
Move: Shift to D16
Standard: Whirling Frenzy - vs ref (doomdreamer; blood demon); dmg (1d20+12=29, 1d20+12=30, 1d12+1d12+6=16) hits both for 16
Free: Furious Asssault on doomdreamer - furious assault doomdreamer (1d12=1) lol...nice.

Total:
Doomdreamer - 17
blood demon - 16
[/sblock]


[sblock=ministats]Kane Male Bugbear Barbarian 7
Initiative: +10, Passive Perception: 13, Passive Insight: 13, Senses: Low-light
AC:22, Fort:21, Reflex:20, Will:16
HP:43/65, Bloodied:32, Surge Value:16, Surges left:8/11
Action Points: 0
Powers:
Howl of Fury
Whirling Rend

Furious Assault
Hunter's Quarry
Whirling Lunge
Whirling Frenzy
Whirling Step
Slash and Slash Again
Shrug it Off
Demoralize Foe
Second Wind

Swift Panther Rage
Rage of the Crimson Hurricane
Vanguard Weapon
Vagabond's Die
Raven Cloak +2

Important Stuff:
+1d8 damage when charging. Cool stuff happens when he bloodies or kills a bad guy

Conditions:

Full sheet: PC:Kane - L4W Wiki [/sblock]
 

Tenchuu

First Post
[sblock=Kane]He is taking 5 ongoing poison from an attack last round. Did you want to try shug it off, or are you just taking it?
[/sblock][sblock=Hergunna Action]
Since I took so long to do this update, I made an executive decision rather than ask the players. Both Hergunna (by way of Mal) and Kane moved to the same square. Either not moving makes a big difference, so I changed Hergunna's action. Wil missed the wendigo, so it was still alive and adjacent to Hergunna. Hergunna did not move and made the same attack against the wendigo. Also, I changed the power to Savage Rend, but kept all the rolls since the damage was enough to drop the Wendigo.
[/sblock]

Turning into wolf form, Hergunna leaped on top of the wendigo bit viciously at its neck, ripping out its throat. The huntered dropped lifelessly to the ground.

"AWAY WITH YOU!" The trap bellowed, startingly the others as it had fell silent. Charina was caught off guard by the attack and pushed back toward the chasm. She barely caught herself in the pile of tunnel debris, having nearly fell into the chasm.

"Damn you Bugbear!" The human doomdreamer cursed, stepping back. As he did, more demon allies exited the far portal: One a drow, the other a large tentacle demon. "Haha, yes, Yes!" the Doomdreamer cackled, "Stay then, fool, and meet your end!" He fired an icy bolt at Kane, which struck the barbarian's leg, freezing him in place.

The bloodseep demon growled and slashed with its claw, but the attack scrapped harmlessly against Kane's armor.

[sblock=Mechanics]
Trap Attack
Standard: Trap attack vs Charina (Will)
Attack: 1d20+10=30 CRIT, but luckily on a no-damage attack
Effect: Push 4

Demon King's Wand
Move: Draw Short sword
Standard: Short Sword vs Wolf (AC)
Attack: 1d20+13=24 hit
Damage: 1d6+4=5 damage

Doomdreamer
Move: Shift to B15
Standard: Freezing Ray vs Kane (Reflex)
Attack: 1d20+12=20
Damage: 1d8+7=15 Cold Damage
Effect: Kane is Immobilized tent-doomdreamer

Bloodseep Demon
Move: N/A
Standard: Claw vs Kane (AC)
Attack: 1d20+12=19 Miss
Damage: 2d4+5=0

Drow Demonologist
Move: to -B15

Neldrazu
Move: to -C17:-B18

[/sblock][sblock=Status]
Wil Rando: J12 37/50 HS 8/10 AP 1 MW 0/2, +1 AC/Ref-Shift-TENT,
Hergunna: I15 42/56 HS 8/9 AP 1,
Kane: D16 33/65 THP 0/5 HS 7/11 AP 0, 5 ongoing poison, Immobilized tent-doomdreamer
Kruk: K12 24/67 THP 8/9 HS 10/12 AP 0, Bloodied
Carolina: G15 43/49 HS 4/7 AP 0,
Charina: V21 44/44 HS 7/7 AP 1,
Wolf: N13 23/28,

Enemies:
Demon Face Statue: M16:N17 21/21
Demon King's Wand: E21 52/52, +2 Cover from Gate Wall
Bloodseep Demon: C17 63/79,
Doomdreamer: B15 48/87
Drow Demonologist: -B15 64/64
Neldrazu: -C17:-B18 71/71

Wendigo Manhunter: J16 0/70, dead
Skelmur the Stalker: K11 -18/99, dead
Demon King's Wand: G16 0/52, Dying
Bonecrusher Skeleton: M12:N13 -1/80, Dead
Bonecrusher Skeleton: G18:H19
-3/80, dead,
[/sblock][sblock=map]
Byron3-3-6.png

[/sblock][sblock=BIG map]
Byron3-3-6BIG.png

[/sblock][sblock=Enemy Triggers]
Demon King's Wand:
- Trigger: first time it is bloodied
- Effect: turns invisible
[/sblock][sblock=Enemies]
Demon Face Statue
Trap
Statue Attack
Standard Action Close blast 5
Target: Each enemy in blast
Attack: +10 vs. Will
Hit: The statue pushes the target 4 squares. If the target ends this movement next to an ally of the demon face statue, that ally can make a melee basic attack against the target as an opportunity action.
Special: The trap treats all nondemons that are not part of the statue’s demon cult as enemies. It treats all members of the cult and their allies as its allies.
Countermeasures
-Stealth DC 17: By making a Stealth check, a character can move within 5 squares of the statue without activating it or alerting the creature linked to it.
-Thievery DC 17: A character adjacent to the statue can make a Thievery check (as a standard action) to disable the trap until the start of the character’s next turn. Three successful Thievery checks destroy the trap.
-A character can attack the statue (AC 22, Reflex 22, Fortitude 21, 21 hit points). Doing so activates the trap (as above). Destroying the statue ends its threat.

Demon King’s Wand
Medium natural humanoid
HP 52; Bloodied 26
AC 18; Fortitude 15, Reflex 20, Will 19
Speed 5
Short Sword (standard, at-will) Weapon
+13 vs AC; 1d6+4 damage.
Mind Razor (standard, at-will) Implement, Psychic
Ranged 10; +11 vs Will; 2d8+4 psychic damage.
Bedeviling Bolts (standard, at-will) Illusion, Implement
Ranged 10; +11 vs Will; 1d10+5 damage, and the Wand slides the target 1 square.
Scintillating Pattern (standard, recharge 6)
Area burst 2 within 10; targets enemies; +9 vs Will; 3d8+4 damage, and the target is dazed (save ends).
Fade Away (immediate reaction, when the king's wand takes damage; encounter) Illusion
The King’s Wand turns invisible until after it hits or misses with an attack or until the end of its next turn.
Equipment: surcoat, short sword , wand implement.

Bloodseep Demon
Medium elemental magical beast (demon)
Initiative +9 Senses Perception +8; darkvision
Weeping Poison (Healing, Poison) aura 2; each enemy that starts its turn within the aura takes 5 poison damage. While the Bloodseep Demon is bloodied, any demon that starts its turn within the aura regains 5 hit points.
HP 79; Bloodied 39
AC 21; Fortitude 18, Reflex 20, Will 19
Resist 10 variable (1/encounter)
Speed 7, teleport 3
Claw (standard, at-will) Poison
+12 vs AC; 2d4+5 damage, and ongoing 5 poison damage (save ends).
Poison Portal Strike (standard, recharge 4,5,6) Teleportation
The bloodseep demon teleports 5 squares and makes a claw attack. If the attack hits, the bloodseep demon teleports 5 squares.
Poison Blast (minor, encounter) Healing, Poison
Close blast 5; targets enemies; +10 vs Fortitude; 1d4+5 poison damage. Effect: Each demon in the blast regains 1d4+5 hit points.

Doomdreamer
Medium natural humanoid, human
Blessing of the Elemental Eye aura 2; elemental and demon allies within the aura gain a +2 bonus to attack rolls.
HP 87; Bloodied 43
AC 22; Fortitude 18, Reflex 20, Will 21
Speed 6
Mace (standard, at-will) Weapon
+13 vs AC; 1d8+7 damage.
Chilling Ray (standard, at-will) Cold
Ranged 5; +12 vs Reflex; 1d8+7 cold damage, and the target is immobilized until the end of the doomdreamer’s next turn.
Touch of Insanity (standard, recharge ) Psychic
+12 vs Will; 1d6+7 psychic damage, and the target must move at least 1 square during its turn or take 10 psychic damage at the end of its turn (save ends).
Maddening Howl (standard, encounter)
Close burst 5; targets enemies; +12 vs Will; 2d8+7 thunder damage, and the target is dazed until the end of the doomdreamer’s next turn.
Equipment: purple robes of Tharzidun, holy symbol of Elder Elemental Eye, mace.

Drow Demonologist
Medium natural humanoid
Initiative +6 Senses Perception +11; darkvision
HP 64; Bloodied 32
AC 21; Fortitude 17, Reflex 19, Will 19
Speed 7
Demonic Rod (standard, at-will)
+11 vs AC; 1d6 damage, and the target is immobilized (save ends); see also Lolth’s judgment.
Immolating Ray (standard, at-will) Fire
Ranged 10; +13 vs Reflex; 2d8+1 fire damage, and ongoing 5 fire damage (save ends); see also Lolth’s judgment.
Demonic Grasp (standard, encounter) Fire, Zone
spectral flames fill the zone; Area burst 4 within 10; drow and demons are immune; +11 vs Reflex; the target is restrained (save ends). The zone is difficult terrain until the end of the encounter. Any creature that starts its turn in the zone takes 5 fire damage.
Demon Curse (standard, encounter) Necrotic
Spectral imps swarm over and bite the target; ranged 20; +11 vs Will; 1d6+5 necrotic damage, and the target takes ongoing 5 necrotic damage and is weakened (save ends both); see also Lolth’s judgment.
Flame Blast (standard, encounter) Fire
Close blast 5; +9 vs Fortitude; 2d6+8 fire damage. Miss: Half damage.
Cloud of Darkness (minor, encounter)
Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow demonologist’s next turn. The cloud blocks line of sight for all creatures except the drow demonologist. Any creature entirely within the cloud (except the drow demonologist) is blinded until it exits
Lolth’s Judgment (free, when the demonologist hits a target with a melee or a ranged attack; at-will)
All demon allies within 20 squares of the demonologist gain a +2 bonus to attack rolls against the target until the end of the demonologist’s next turn.
Alignment Evil Languages Common, Elven
Skills Arcana +12, Dungeoneering +11, Intimidate +6, Stealth +8
Equipment: robes, demonic rod

Neldrazu
Large elemental humanoid (demon)
Initiative +13 Senses Perception +7; darkvision
HP 71; Bloodied 35
AC 22; Fortitude 20, Reflex 21, Will 19
Resist 10 variable (1/encounter)
Speed 8, climb 6 (spider climb)
Slashing Claw (standard, at-will)
Reach 2; +13 vs AC; 2d6+5 damage.
Abduct (move, recharge 5,6) Teleportation
Reach 2; +11 vs Reflex; targets enemies only; the neldrazu teleports the target 10 squares, and the neldrazu teleports to a space adjacent to the target. Miss: The neldrazu teleports 10 squares.
Flaying Claws (standard; usable when only one enemy is within 5 squares of the neldrazu, at-will)
Reach 2; +13 vs AC; 4d6+5 damage, and ongoing 5 damage (save ends).
Bloodied Abduction (free, when first bloodied; encounter) Teleportation
The neldrazu teleports an enemy adjacent to it 5 squares, and the neldrazu teleports to a space adjacent to the creature.
Alignment Chaotic evil Languages Abyssal
Skills Stealth +14

[/sblock][sblock=Adventure Summary]
Motives
Kruk: Find his friend Greggor
Charina: Use the group to collect more bounties (ears)
Everyone Else: Locating the missing Silver shipment for Lord Byron

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.
[/sblock]
 

dimsdale

First Post
[sblock=Tenchuu]
Kruk should have 8 additional hp after using unstoppable power
bringing him up to 32 hp
[/sblock]

Kruk moves to assist the bugbear by charing adjacent to him. The demon screams in pain as the axe sinks into the demon's flesh. Yanking his axe from the foe Kruk yells to Kane ha HAAA! Swing away bugbear. If I'm in the way, who cares!

[sblock=actions]
movement: move to h16
charge bloodseep demon at C17: 1d20+15+1(charge) = 35 for 1010

[/sblock]
 

Mal Malenkirk

First Post
-''Damn it, I didn't plan this very well...'' mutters Charina unhappily as she advances on open ground and shoots at the foe on the wall.

[sblock=Actions]
Minor: reload
Standard
vs Demon Wand (1d20+14=18, 1d10+11=19)
Move: R20

I am at more than 10 square of the demon wand, in case it matters.

My streak of getting Sneak attack every turn ends...
[/sblock]
 

Tenchuu

First Post
[sblock=Dims]Unstoppable adds Temp HP, so I added 8 THP after your HP in status.[/sblock][sblock=Mal]Is that a RBA? Also, you tell me, does it matter than it is more than 10 squares away? Is there any penalty on your shot from that distance?

Also, may I direct your attention to post #375:
"Hergunna, picking over the other dead body, found the adventurer used to be an archer of some kind. It was slumped over a rather large crossbow, and wore gloves of some magical value, though the items seemed better suited for Wil or Charina."[/sblock]
 

Mal Malenkirk

First Post
OOC: It was sly flourish, sorry. My RBA does a little less damage then that.

I specified I was more than 10 square away in case the Demon's Wand range is 10 square or less and you forgot to check. ;)
 


johnmeier1

Explorer
Wil sees the greater number of enemies approaching and moves in, he draws two arrows and looses them at the demon. They strike it deep causing toxic blood to spill on the stones. Ha! See that, even beasts from the pits of hell can be hunted!

[sblock=OOC] Move: Walk to G16
Minor: Hunter's Quarry on the Bloodseep Demon
Standard: Twin Strike 1d20+12=28 for 1d10+3=11 and 1d20+12=21 for 1d10+3=9 damage and 1d6=2 for HQ total 22 damage! Should bloody the demon.
[/sblock]

[sblock=ministats]
Status: HQ on Bloodseep Demon
Init: +5 Speed: 5 Perception:20 Insight: 18
AC: 20 F/R/W:15/17/20
HP: 37/50 Surges: 7/8 Surge Value: 10 AP: 1
Languages: Allarian, Imperia, Draconic
Str:8 Dex:14 Wis:14 Con:13 Int:10 Cha:21

Powers:
At Will - Jinx Shot, Cutting Words
Encounter - Second Wind[/s], Fox's Cunning, Twin Strike, Grappling Spirits, Hunter's Quarry, Majestic Word (2/2), Words of Friendship, Moment of Escape, Chord of Dissonance, Rhyme of the Blood-Seeking Blade, Virtue of Prescience
Daily - Arrow of Ill Omen[/s], Arrow of Warning, Bracers of Archery[/s], Inevitable Shot[/s], Songbow of Vanishment[/s]
[/sblock]
 

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