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

johnmeier1

Explorer
Kruk, get him yells Wil as he fires an arrow at the foe near him. Unable to move, Wil takes a deep breath, knocks another arrow and goes on the defensive.

[sblock=OOC] Okay Kruk only missed by less than 6 so that triggers Rhyme
Immediate Interrupt: RotBsB - 1d20+12=24 vs Ref for 1d10+8=13 damage and he takes -5 to defenses against Kruk's attack.
Provokes an AoO
Standard: Second Wind to heal and get +2 defenses
[/sblock]

[sblock=ministats]
Virtue of Prescience Trigger - Immediate Interrupt to the First Ally hit by 1 or less with an attack
Status: +2 to all defenses, Immobilized TENT SKelmur
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[/s], Grappling Spirits, Hunter's Quarry[/s], Majestic Word (2/2), Words of Friendship, Moment of Escape, Chord of Dissonance, Rhyme of the Blood-Seeking Blade, Virtue of Prescience[/s]
Daily - Arrow of Ill Omen[/s], Arrow of Warning, Bracers of Archery[/s], Inevitable Shot[/s], Songbow of Vanishment[/s]

Full Character Sheet
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dimsdale

First Post
At your service Wil! Kruk yells in response. Let's try this again! Kruk takes another swipe at the foe. The blade of the axe sinks in deep into the flesh of the foe. Yeeessssssssss! Kruky likes his new axe! he states in a taunting voice to his foe.

[sblock=AoO]
basic melee attack vs. the stalker AC: 1d20+14+5 (-5 from Wil's power) = 29, for 13

probably rolled that wrong. Kruk rolled a 24 vs stalker AC - 5 which still hit. I shouldn't have added 5 to kruk's attack roll.

[/sblock]
 
Last edited:

Tenchuu

First Post
GM: Looks like we are waiting on Ryry and R1. I'm probably not going to be able to post again until wednesday, so no immediate rush.
 


Mal Malenkirk

First Post
OOC: Can Carolina attack B16 with CA after a stealth check? Not sure of how that wall is working.

OOC: Depends on DM rulings.

Normal stealth is done at the end of a move and you must have superior cover/concealment or be out of LOS of the person you want to hid from.

Right now you are out of LOS but if you hide here, you won't be able to attack because you don't have LOS yourself! Unless you have a power that lets you move as part of the attack (that's really 95% of the utility of Deft Strike, it has virtually no other use but to allow to hide then attack in the same round for rogues without the cunning sneak feature)

But...

It looks to me that G15 is a valid square to stand in, perhaps by using the squeeze rule (in which case you would concede CA, DM call).

And that square would qualify for superior cover vs B16 because B16 can only draw a line to the SE corner of G15.

So in that square you could both make a stealth check and an attack (sly flourish).

Even if you do have to squeeze, you have -5 from cover so it's all good.
 

ryryguy

First Post
OOC: A couple of things...

First of all I'm going to be leaving PbP for a while (indefinitely)... I can't keep up, and I'm feeling kind of burned out. I'll try to finish out this encounter, however. (Which is maybe the last one? Depends if the silver is around here I guess.)

A minor rules point about the charge thing: it was recently clarified that you can take free actions after charging. Among other things, that means you could spend an action point (and thus act again). Just FYI.


Hergunna-wolf sniffs the air, trying to catch a scent of her quarry, the wendigo...

[sblock=Perception (minor action)]Perception (find the wendigo!) (1d20+12=27) Better than Carolina, so it has a chance to succeed... I'll wait to see before completing move.[/sblock]
 

renau1g

First Post
"Oh...ok, Kane no come closer, but you say nothing about Kane's axe!" he bellows, tossing his weapon at the demon. The weapon fails to penetrate the beast's hide, before returning to the bugbear's hands.

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

Minor:
Move:
Standard: RBA using Hurl Weapon RBA on demon (1d20+11=19, 1d12+8=12) miss

Total:

[/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:60/65, 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=WIP]
[sblock=John/Triggers]
N/A
[/sblock]

Kruk moved over to the Demon's body, and as he reached down for the Axe, the handle seemed to rise to meet him, releasing from the corpse as easily as a warm knife slices butter. The weapon had heft, but it felt sturdy. A talon shape was forged where the blade met the shaft.

Skelmur drifted slowly over to Wil, using his unnatural gaze to stop Wil in his tracks. And while the Bard's was stuck, the ghostly undead reached out a gnarled hand and grabbed Wil's forearm. The touch burned as the skin around it began to die.

The Wendigo fled to the east, disappearing into the wind. The dull head pain the accompanied the creature still remained, however.

"Back away now while you still breathe, Bugbear!" The human doomdreamer called, moving back into a defensive position and readying himself to attack. The Bloodseep demon looked ready as well, but made no move against Kane.

[sblock=Readied Action Trigger: If any player enters a square in Row C]
Doomdreamer
Readied Standard: Chilling Ray vs (Reflex)
Attack: 1d20+12=
Damage: 1d6+7= cold damage
Effect: target is immobilized until the end of the doomdreamer’s next turn.

If that square happens to be adjacent to the Bloodseep Demon, he will also use a readied action to attack.
Readied Standard: Claw vs (AC)
Attack: 1d20+12=
Damage: 2d4+5= damage + ongoing 5 poison damage
[/sblock]

[sblock=Wil, Charina, Hergunna, Kruk, Carolina, Kane]
You are -2 Wil Defenses, thanks to Mr. Wendigo, who is currently invisible.
[/sblock][sblock=Mechanics]
Skelmur the Stalker OA
Attack: 1d20+12=19
Damage: 2d4+3=0 necrotic damage

Trap Attack
Standard: N/A
Attack: 1d20+10=
Effect: Push 4

Skelmur the Stalker
Move: to K10
Minor: Skelmur's Eyes vs Wil (Will)
Attack: 1d20+12=28 Hit
Damage: 1d6+3=5 psychic damage
Effect: Wil is immobilized TENT-Skelmur.
Standard: Spirit Touch vs Wil (Ref)
Attack: 1d20+12=21
Damage: 2d4+3=8 necrotic damage

Wendigo Manhunter
Move: to ???
Effect: Due to Aura, Wendigo is now invisible Tent-Wendigo

Demon King's Wand
Move: N/A
Standard: Mind Razor vs Kruk (Will)
Attack: 1d20+11=21
Damage: 2d8+4=9 psychic damage

Doomdreamer
Move: to -A13
Readied Standard: Chilling Ray vs Kane (Reflex)

Bloodseep Demon
Readied Standard: Claw vs AC

[/sblock][sblock=Status]
Wil Rando: J12 37/50 HS 8/10 AP 1 MW 0/2, -2 will defense, +1 AC/Ref-Shift-TENT, immobilized TENT-Skelmur
Hergunna: N13 42/56 HS 8/9 AP 1, -2 will defense,
Kane: D17 65/65 THP 0/5 HS 7/11 AP 0, -2 will defense
Kruk: I16 51/67 THP 0/9 HS 10/12 AP 0, -2 will defense,
Carolina: F14 43/49 HS 4/7 AP 0, -2 will defense
Charina: R12 44/44 HS 7/7 AP 1, -2 will defense

Enemies:
Demon Face Statue: M16:N17 21/21
Skelmur the Stalker: K11 27/99, Bloodied
Demon King's Wand: E20 52/52, +2 Cover from Gate Wall
Wendigo Manhunter: ??? 10/70, Bloodied, Blinded + Can't Shift TENT-Charina, Jinxed-TENT
Bloodseep Demon: B16 79/79, Total Defense
Doomdreamer: -A13 87/87

???
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]

[/sblock][sblock=Enemy Triggers]
Bonecrusher Skeleton
- Threatening Reach: OAs within 2 squares

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.

Bonecrusher Skeleton
Large shadow animate (undead)
Level 7 Soldier
HP 80; Bloodied 40
AC 22; Fortitude 21, Reflex 21, Will 19
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 8
Greatclub (standard, at-will) Weapon
Reach 2; +13 vs AC; 1d10+5 damage.
Crushing Blow (standard, recharge 6)
Reach 2; +13 vs AC; 2d10+5 and the target is pushed 1 square and knocked prone.
Threatening Reach (!!!)
The bonecrusher skeleton can make opportunity attacks against all enemies within its reach (2 squares).
Equipment: greatclub

Skelmur the Stalker
Medium natural humanoid (undead)
HP 99; Bloodied 49
AC 22; Fortitude 19, Reflex 20, Will 21
Immune disease, poison; Resist insubstantial
Saving Throws +2
Speed fly 6 (hover); phasing
Action Points 1
Spirit Touch (standard, at-will) Necrotic
+12 vs Reflex; 2d4+3 necrotic damage.
Skelmur's Eyes (minor 1/round, at-will) Fear, Gaze, Psychic
Ranged 5; +12 vs Will; 1d6+3 psychic damage, and the target is immobilized until the end of Skelmur's next turn. This attack doesn't provoke opportunity attacks.
Drowning Hands (standard; requires combat advantage; sustain minor, recharges after skelmur uses dematerialize) Necrotic
+12 vs Fortitude; 2d10+5 damage, ongoing 5 damage (save ends), and the target is dazed until the end of Skelmur’s next turn. Sustain Minor: Skelmur can only sustain the effect on a target he hit with the above attack or following attack during his last turn. When he sustains the power, he repeats the attack on the target, dealing 5 damage (10 to an immobilized target).
Dematerialize (standard; at-will)
Skelmur reduces himself to a set of floating eyes, and he shifts 2 squares. He can make a Stealth check to hide if he has any sort of cover or concealment.

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.

Wendigo Manhunter
HP 70; Bloodied 35 Initiative +13
AC 22, Fortitude 20, Reflex 22, Will 18 Perception +13
Speed 8 Low-light vision
Scent of Fear (Fear) Aura 10
Enemies within the aura take a -2 penalty to Will.
Beyond Sight
Whenever the manhunter ends its turn 5 or more squares from an enemy, it is invisible to that enemy until the end of the manhunter’s next turn.
Standard Claw At-Will
Attack: Melee 1 (one creature); +13 vs. AC
Hit: 3d6 + 4 damage.
Effect: The manhunter shifts 2 squares.
Standard Wendigo Bite (Healing) At-Will
Attack: Melee 1 (one creature that cannot see the manhunter); +13 vs. AC
Hit: 4d6 + 6 damage, and the manhunter regains hit points equal to half the damage dealt.
Triggered Variable Resistance 2/Encounter
Trigger: The manhunter takes acid, cold, fire, lightning, or thunder damage.
Effect (Free Action): The manhunter gains resist 5 to the triggering damage type until the end of the encounter or until it uses variable resistance again.
Skills Endurance +12, Stealth +14

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.
[/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]



[/sblock]
 

Tenchuu

First Post
GM: I want to rule no, but its hard to argue with the master of stealth.

However, I'm not sure how squeeze rule would effect G15; Did you mean F15? If so, I would allow the use of F15 to have stealth, if using squeeze, to press up against the bump-out of the gate. However, don't forget that squeeze has a -5 to attack penalty.
 

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