Tenchuu
First Post
[sblock=Wil's Triggers]
[/sblock]
"I'll have you soul next!" Amendfohl shouted, pulling the bolt from his flesh and snapping it in two. Returning his attention to kane, he slashed twice again, this time breaking through the warriors stout defenses and drawing blood. Again, kane found himself unable to move. "You've little time left, Barbarian."
The flaming skull tried to attack Kane, but the massive amount of blood covering the barbarian made it hard for the fire to take root.
The death priest said, "I challenge you, dwarf!" And he shoot another bolt of black fire. As it burned Kruk, De Luccia fired another bolt of his own dark fire. The attacks left the fighter bloodied once more.
[sblock=Mechanics]
Amendfohl
Move: N/A
Standard: Double Strike vs Kane (AC)
Attack1: 1d20+16=33
Damage1: 1d10+4=14 (-5 resist)=9
Attack2: 1d20+16=28
Damage2: 1d10+4=10 (-5 resist)=5
Effect: Kane is Immobilized (save ends)
Flameskull
Move: to S24
Standard: Flame Ray vs Kane (Ref)
Attack Wil: 1d20+10=12 Miss
Damage: 2d6+6=0 Fire damage
Deathpriest of Orcus
Standard: Ray of Black Fire vs Kruk (Ref)
Attack: 1d20+10=27
Damage: 1d8+3=10 Fire/Necrotic
Effect: +2 to attack Kruk TENT for De Luccia
Move: N/A
Master Mosser De Luccia
Standard: Hellish Rebuke vs Kruk (Reflex)
Attack: 1d20+16=19 +2 = 21
Damage: 1d6+8=13
Effect: If De Luccia takes damage before the end of his next turn, the target takes an extra 1d6+5=8
[/sblock][sblock=Status]
Wil Rando: O30 35/61 HS 7/10 AP 0 MW 0/2, +1 AC/Ref-Shift-TENT,
Kane: K24 25/77 THP 0/5 HS 8/11 AP 0, Resist-5, Bloodied, Immobilized
Kruk: L38 22/80 THP 0/11 HS 5/12 AP 0, Bloodied
Carolina: G30 53/54 HS 6/7 AP 0,
Charina: M18 59/59 HS 7/7 AP 2,
Enemies:
Flameskull: S24 70/70
Deathpriest of Orcus: M35 83/96
Master Mosser De Luccia: K35 79/92,
Amendfohl: K25:L26 55/214 AP 0, Bloodied
Gnall Demon: M38 -6/66, dead
Arzanezra, Paladin of Slaughter: L29 0/96, Dying
Corrupted Commander: L28 -7/96
Human Slaver: M28 -13/102, Dead
Human Slaver: K23 0/102
Gnall Demon: L23 -11/66 dead
[/sblock][sblock=map]
Auras:
Pink: Amendfohl Sepulchral Stench aura 2; enemies in the aura take a -2 penalty to all defenses.
Not shown on map: Amendfohl Shield of Abyssal Majesty aura 3; allies in the aura gain resist 10 necrotic, 10 fire, 10 acid
[/sblock][sblock=Enemies]
Master Mosser De Luccia (Reskined: Pelgor)
Medium natural humanoid
HP 92; Bloodied 46
AC 27; Fortitude 24, Reflex 23, Will 24
Speed 6
Barbed Rod (standard, at-will) Weapon
+14 vs AC; 1d8+2 damage, and ongoing 5 damage (save ends).
Hellish Rebuke (standard, at-will) Arcane, Fire
Ranged 10; +16 vs Reflex; 1d6+8 fire damage. If Pelgor takes damage before the end of his next turn, the target takes an extra 1d6+5 fire damage.
Howl of Doom (standard, recharge 5,6) Arcane, Fear, Thunder
Close blast 5; +16 vs Fortitude; 2d6+8 thunder damage, and the target is pushed 5 squares.
Summons of Marlug (standard, encounter) Arcane, Psychic, Teleportation
Ranged 10; +16 vs Will; 2d10+8 psychic damage, and Pelgor teleports the target to an unoccupied square within 3 squares of him. Sustain Minor: +16 vs. Will; Pelgor teleports the target to an unoccupied square within 3 squares of him. On a miss, the effect ends.
Shielding Shades (immediate reaction, when hit by an attack; daily) Arcane
Reduce the damage from the attack to 0.
Soulbound
If Pelgor is ever more than 3 squares away from the altar, his powers deal -2 damage and he cannot use his summons of Marlug power.
Alignment Evil Languages Abyssal, Common
Equipment: barbed rod, leather armor .
Gnaw Demon (Improved)
Small elemental humanoid (demon)
Initiative +2 Senses Perception +3; darkvision
Ankle Biter aura 1; each enemy that starts its turn within the aura takes a -2 penalty to speed until the end of its turn.
HP 66; Bloodied 33
AC 21; Fortitude 21, Reflex 16, Will 18
Resist 10 variable (1/encounter)
Speed 3, fly 5 (clumsy)
Bite (standard, at-will)
+12 vs AC; 1d8+7 damage.
Abyssal Hunger
A gnaw demon’s melee attacks deal 1d8 extra damage against a bloodied target.
Hungry Teleport (move; at-will) Teleportation
The gnaw demon teleports 10 squares into a square adjacent to a bloodied enemy.
Pain-Induced Teleport (free, when first bloodied; encounter) Teleportation
The gnaw demon teleports 10 squares.
Alignment Chaotic evil Languages Abyssal
Skills Stealth +5
Deathpriest of Orcus
Medium natural humanoid, human
Initiative +4 Senses Perception +12
HP 96; Bloodied 48
AC 25; Fortitude 21, Reflex 19, Will 21
Speed 5
Mace (standard, at-will) Necrotic
+12 vs AC; 1d8+1 damage plus 1d8 necrotic damage.
Ray of Black Fire (standard, at-will) Fire, Necrotic
Ranged 10; +10 vs Reflex; 1d8+3 fire and necrotic damage, and one ally in the deathpriest's line of sight gains a +2 power bonus to its next attack roll against the target.
Dark Blessing (standard, encounter) Necrotic
Close burst 2; +10 vs Fortitude; 2d8+3 necrotic damage, and the target is pushed 1 square. Hit or Miss: The deathpriest and all allies in the burst gain a +2 power bonus to AC until the end of the encounter.
Alignment Unaligned Languages Abyssal, Common
Equipment: skull-headed mace, chainmail .
Flameskull
Small natural animate (undead)
Initiative +7 Senses Perception +11
HP 70; Bloodied 35
Regeneration 5
AC 21; Fortitude 18, Reflex 23, Will 21
Immune disease, poison; Resist 10 fire, 5 necrotic; Vulnerable 5 radiant
Speed fly 10 (hover)
Fiery Bite (standard, at-will) Fire
Reach 0; +10 vs AC; 1 damage, plus 1d8 fire damage.
Flame Ray (standard, at-will) Fire
Ranged 10; +10 vs Reflex; 2d6+6 fire damage.
Fireball (standard, encounter) Fire
Area burst 3 within 20; +12 vs Reflex; 3d6+6 fire damage. Miss: Half damage. The flameskull can exclude two allies from the effect.
Mage Hand (minor; at-will) Conjuration
As the wizard power mage hand.
Illumination
The flameskull sheds bright light out to 5 squares, but it can reduce its brightness to dim light out to 2 squares as a free action.
Alignment Unaligned Languages Common, one other
Skills Stealth +12
Amendfohl (Reskined: Balthrad )
Medium elemental humanoid (demon, undead)
Initiative +16 Senses Perception +10; darkvision
Sepulchral Stench aura 2; enemies in the aura take a -2 penalty to all defenses.
Shield of Abyssal Majesty aura 3; allies in the aura gain resist 10 necrotic, 10 fire, 10 acid
HP 214; Bloodied 107
AC 26; Fortitude 26, Reflex 25, Will 21
Immune disease, poison; Resist 5 necrotic, 5 fire, 5 acid; Vulnerable 5 radiant
Saving Throws +2
Speed 6, climb 4
Action Points 1
Bite (standard, at-will)
+16 vs AC; 2d8+8 damage, and the target is immobilized (save ends). If the target is a living creature that is already immobilized stunned, or unconscious, the bite deals an extra 2d6 damage.
Claw (standard, at-will)
+16 vs AC; 1d10+4 damage, and the target is immobilized (save ends).
Double Strike (standard, at-will)
Balthrad makes two claw attacks.
Dead Blood (when reduced to 0 hit points) Necrotic
Close burst 1; all enemies in the burst take 10 necrotic damage.
Consume Soul (immediate reaction; when an ally within 5 squares of balthrad is reduced to 0 hit points)
Balthrad regains 10 hit points.
Alignment Chaotic evil Languages Abyssal, Common
Skills Stealth +19
[/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.
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.
[/sblock]
[/sblock]
"I'll have you soul next!" Amendfohl shouted, pulling the bolt from his flesh and snapping it in two. Returning his attention to kane, he slashed twice again, this time breaking through the warriors stout defenses and drawing blood. Again, kane found himself unable to move. "You've little time left, Barbarian."
The flaming skull tried to attack Kane, but the massive amount of blood covering the barbarian made it hard for the fire to take root.
The death priest said, "I challenge you, dwarf!" And he shoot another bolt of black fire. As it burned Kruk, De Luccia fired another bolt of his own dark fire. The attacks left the fighter bloodied once more.
[sblock=Mechanics]
Amendfohl
Move: N/A
Standard: Double Strike vs Kane (AC)
Attack1: 1d20+16=33
Damage1: 1d10+4=14 (-5 resist)=9
Attack2: 1d20+16=28
Damage2: 1d10+4=10 (-5 resist)=5
Effect: Kane is Immobilized (save ends)
Flameskull
Move: to S24
Standard: Flame Ray vs Kane (Ref)
Attack Wil: 1d20+10=12 Miss
Damage: 2d6+6=0 Fire damage
Deathpriest of Orcus
Standard: Ray of Black Fire vs Kruk (Ref)
Attack: 1d20+10=27
Damage: 1d8+3=10 Fire/Necrotic
Effect: +2 to attack Kruk TENT for De Luccia
Move: N/A
Master Mosser De Luccia
Standard: Hellish Rebuke vs Kruk (Reflex)
Attack: 1d20+16=19 +2 = 21
Damage: 1d6+8=13
Effect: If De Luccia takes damage before the end of his next turn, the target takes an extra 1d6+5=8
[/sblock][sblock=Status]
Wil Rando: O30 35/61 HS 7/10 AP 0 MW 0/2, +1 AC/Ref-Shift-TENT,
Kane: K24 25/77 THP 0/5 HS 8/11 AP 0, Resist-5, Bloodied, Immobilized
Kruk: L38 22/80 THP 0/11 HS 5/12 AP 0, Bloodied
Carolina: G30 53/54 HS 6/7 AP 0,
Charina: M18 59/59 HS 7/7 AP 2,
Enemies:
Flameskull: S24 70/70
Deathpriest of Orcus: M35 83/96
Master Mosser De Luccia: K35 79/92,
Amendfohl: K25:L26 55/214 AP 0, Bloodied
[/sblock][sblock=map]
Auras:
Pink: Amendfohl Sepulchral Stench aura 2; enemies in the aura take a -2 penalty to all defenses.
Not shown on map: Amendfohl Shield of Abyssal Majesty aura 3; allies in the aura gain resist 10 necrotic, 10 fire, 10 acid
[/sblock][sblock=Enemies]
Master Mosser De Luccia (Reskined: Pelgor)
Medium natural humanoid
HP 92; Bloodied 46
AC 27; Fortitude 24, Reflex 23, Will 24
Speed 6
Barbed Rod (standard, at-will) Weapon
+14 vs AC; 1d8+2 damage, and ongoing 5 damage (save ends).
Hellish Rebuke (standard, at-will) Arcane, Fire
Ranged 10; +16 vs Reflex; 1d6+8 fire damage. If Pelgor takes damage before the end of his next turn, the target takes an extra 1d6+5 fire damage.
Howl of Doom (standard, recharge 5,6) Arcane, Fear, Thunder
Close blast 5; +16 vs Fortitude; 2d6+8 thunder damage, and the target is pushed 5 squares.
Summons of Marlug (standard, encounter) Arcane, Psychic, Teleportation
Ranged 10; +16 vs Will; 2d10+8 psychic damage, and Pelgor teleports the target to an unoccupied square within 3 squares of him. Sustain Minor: +16 vs. Will; Pelgor teleports the target to an unoccupied square within 3 squares of him. On a miss, the effect ends.
Shielding Shades (immediate reaction, when hit by an attack; daily) Arcane
Reduce the damage from the attack to 0.
Soulbound
If Pelgor is ever more than 3 squares away from the altar, his powers deal -2 damage and he cannot use his summons of Marlug power.
Alignment Evil Languages Abyssal, Common
Equipment: barbed rod, leather armor .
Gnaw Demon (Improved)
Small elemental humanoid (demon)
Initiative +2 Senses Perception +3; darkvision
Ankle Biter aura 1; each enemy that starts its turn within the aura takes a -2 penalty to speed until the end of its turn.
HP 66; Bloodied 33
AC 21; Fortitude 21, Reflex 16, Will 18
Resist 10 variable (1/encounter)
Speed 3, fly 5 (clumsy)
Bite (standard, at-will)
+12 vs AC; 1d8+7 damage.
Abyssal Hunger
A gnaw demon’s melee attacks deal 1d8 extra damage against a bloodied target.
Hungry Teleport (move; at-will) Teleportation
The gnaw demon teleports 10 squares into a square adjacent to a bloodied enemy.
Pain-Induced Teleport (free, when first bloodied; encounter) Teleportation
The gnaw demon teleports 10 squares.
Alignment Chaotic evil Languages Abyssal
Skills Stealth +5
Deathpriest of Orcus
Medium natural humanoid, human
Initiative +4 Senses Perception +12
HP 96; Bloodied 48
AC 25; Fortitude 21, Reflex 19, Will 21
Speed 5
Mace (standard, at-will) Necrotic
+12 vs AC; 1d8+1 damage plus 1d8 necrotic damage.
Ray of Black Fire (standard, at-will) Fire, Necrotic
Ranged 10; +10 vs Reflex; 1d8+3 fire and necrotic damage, and one ally in the deathpriest's line of sight gains a +2 power bonus to its next attack roll against the target.
Dark Blessing (standard, encounter) Necrotic
Close burst 2; +10 vs Fortitude; 2d8+3 necrotic damage, and the target is pushed 1 square. Hit or Miss: The deathpriest and all allies in the burst gain a +2 power bonus to AC until the end of the encounter.
Alignment Unaligned Languages Abyssal, Common
Equipment: skull-headed mace, chainmail .
Flameskull
Small natural animate (undead)
Initiative +7 Senses Perception +11
HP 70; Bloodied 35
Regeneration 5
AC 21; Fortitude 18, Reflex 23, Will 21
Immune disease, poison; Resist 10 fire, 5 necrotic; Vulnerable 5 radiant
Speed fly 10 (hover)
Fiery Bite (standard, at-will) Fire
Reach 0; +10 vs AC; 1 damage, plus 1d8 fire damage.
Flame Ray (standard, at-will) Fire
Ranged 10; +10 vs Reflex; 2d6+6 fire damage.
Fireball (standard, encounter) Fire
Area burst 3 within 20; +12 vs Reflex; 3d6+6 fire damage. Miss: Half damage. The flameskull can exclude two allies from the effect.
Mage Hand (minor; at-will) Conjuration
As the wizard power mage hand.
Illumination
The flameskull sheds bright light out to 5 squares, but it can reduce its brightness to dim light out to 2 squares as a free action.
Alignment Unaligned Languages Common, one other
Skills Stealth +12
Amendfohl (Reskined: Balthrad )
Medium elemental humanoid (demon, undead)
Initiative +16 Senses Perception +10; darkvision
Sepulchral Stench aura 2; enemies in the aura take a -2 penalty to all defenses.
Shield of Abyssal Majesty aura 3; allies in the aura gain resist 10 necrotic, 10 fire, 10 acid
HP 214; Bloodied 107
AC 26; Fortitude 26, Reflex 25, Will 21
Immune disease, poison; Resist 5 necrotic, 5 fire, 5 acid; Vulnerable 5 radiant
Saving Throws +2
Speed 6, climb 4
Action Points 1
Bite (standard, at-will)
+16 vs AC; 2d8+8 damage, and the target is immobilized (save ends). If the target is a living creature that is already immobilized stunned, or unconscious, the bite deals an extra 2d6 damage.
Claw (standard, at-will)
+16 vs AC; 1d10+4 damage, and the target is immobilized (save ends).
Double Strike (standard, at-will)
Balthrad makes two claw attacks.
Dead Blood (when reduced to 0 hit points) Necrotic
Close burst 1; all enemies in the burst take 10 necrotic damage.
Consume Soul (immediate reaction; when an ally within 5 squares of balthrad is reduced to 0 hit points)
Balthrad regains 10 hit points.
Alignment Chaotic evil Languages Abyssal, Common
Skills Stealth +19
[/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.
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.
[/sblock]