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

Mal Malenkirk

First Post
OOC: For some reason I thought you went after the other skeleton... Well, shooting the other skeleton for 26 should be good. After all, my roll just say: Bonecrusher skeleton!
 

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Tenchuu

First Post
[sblock=Wil/Fox's Cunning]
Okay, Question: If Wil used Fox's Cunning to shift to G17 and then use a RBA, doesn't that trigger an OA from both the bonecrusher skeleton and the DKW?

And we have some time since Ryry hasn't posted yet. He's not on scheduled leave, is he?
[/sblock]
 

Tenchuu

First Post
[sblock=Ryry]I have updated the map and status block.
[/sblock]

[sblock=WIP]



[sblock=John/Triggers]
Fox's Cunning can trigger, but because of your position and threatening reach, the enemy attack still hits. So, if you would like to use this one, go ahead.

Chord of Dissonance also can trigger, for either you or Kruk. I'll let you decide how to use it.
[/sblock]

As Kruk approached the Bonecrusher, it swung with it's great club, but the dwarf took only a glancing blow.

"I SAID BEGONE!" The demon statue boomed again, focusing on the two melee warriors. Kruk was ready this time, and the dwarf stood his ground, but Kane was caught off guard and tumbled to the edge.

[sblock=Kane Trap/Cliff Rules]
You get a chance to save vs falling.
If you passing the saving throw, you are prone where you are.
If you fail, you move one square to the right, and you are hanging on to the cliff by the edge. You will need to use a move action to pull yourself back up (Athletics DC 10). This will put you back on land, but still prone. You'd need a second move action to stand.

Another adjacent character can use their move or standard action to pull you up, making you prone on solid land.
[/sblock]

"Ahhhrrggg! Away with" "Intruders!" the twin skeletons said. The damaged Skeleton moved toward Hergunna. It swung with the heavy club, but the druid sidestepped at the last minute.

The other Skeleton turned it's attention to Wil. Closing in, it swung hard with it's club, slamming Wil into the wall.

A smaller, skulking skeleton lurked out from the gates. Turning it's gaze Caroline, it sent a mental bolt which froze the rogue in place.

Two demon worshiping humans followed. The first came through the gate, and attacked Kruk mentally, sending waves of pain through the dwarf. The second ascended the gate wall. It tried to assail Kane, already dangerously close to falling down into the chasm, but the barbarian resisted the mental dagger.

[sblock=Wil, Caroline, Kane, Kruk]
You see, for just a moment, some furry thing go moving past, from the gate toward the south east cliff. Though, as you stare in that direction, you can see nothing; not even a set of floating eyeballs. It moved so fast, like a blur, you're not sure what it was.
[/sblock][sblock=Charina, Hergunna, Kruk, Kane]
You are -2 Wil Defenses.
[/sblock][sblock=Arcana DC 15 rolled]Some creature is causing the Will penalty.
[/sblock][sblock=Arcana DC 25 rolled]A Wendigo Manhunter is lurking around, unseen, causing the breakdown of your mental defenses.
[/sblock][sblock=Mechanics]
Bonecrusher Skeleton OA vs Kruk
Trigger: Threatening Reach + Leave adjacent square
Attack: 1d20+13=31
Damage: 1d10+5=6

Trap Attack
Standard: Blast 5 +10 vs Will
Attack Kane: 1d20+10=25 Hit
Attack Kruk: 1d20+10=15 Miss
Effect: Push Kane 4

Bonecrusher Skeleton: I14:J15
Move: to M12:N13
Standard: Crushing Blow vs Hergunna (AC)
Attack: 1d20+13=19 Miss
Damage: 2d10+5=0

Bonecrusher Skeleton: I17:J18
Move: to G18:H19
Standard: Crushing Blow vs Wil (AC)
Attack: 1d20+13=28 -2= 26 Hit
Damage: 2d10+5=24

Skelmur the Stalker
Move: to I16
Minor: Skelmur's Eyes vs Caroline (Will)
Attack: 1d20+12=29
Damage: 1d6+3=6 psychic damage
Effect: Caroline is immobilized TENT-Skelmur.

Demon King's Wand C15
Move: to G16
Standard: Mind Razor vs Kruk (Will)
Attack: 1d20+11=28
Damage: 2d8+4=16 psychic damage

Demon King's Wand 2
Move: to E20
Standard: Mind Razor vs Kane (Will)
Attack: 1d20+11=12
Damage: 2d8+4=0 psychic damage

???
Move: to I17
Move: to ???
[/sblock][sblock=Status]
Wil Rando: F18 50/50 HS 8/10 AP 1 MW 1/2, +1 AC/Ref-Shift-TENT,
Hergunna: O12 56/56 HS 9/9 AP 1, -2 will defense
Kane: K21? 65/65 THP 0/5 HS 8/11 AP 0, -2 will defense
Kruk: L21 61/67 THP 0/9 HS 10/12 AP 0, -2 will defense
Carolina: F14 43/49 HS 4/7 AP 0, immobilized TENT-Skelmur
Charina: R12 44/44 HS 7/7 AP 1, -2 will defense

Enemies:
Demon Face Statue: M16:N17 21/21
Bonecrusher Skeleton: G18:H19 15/80, Bloodied, Slowed & Can't Shift-TENT
Skelmur the Stalker: I16 84/99
Demon King's Wand: G16 6/52, Bloodied
Demon King's Wand: E20 52/52, +2 Cover from Gate Wall
???

Bonecrusher Skeleton: M12:N13 -1/80, Dead
[/sblock][sblock=map]
Byron3-3-2a.png

[/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 .
[/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]
 
Last edited:


Tenchuu

First Post
GM: Thanks Ren. I'll wait on Ryry to post, and wait on John to protest my question on provoking OA, through tomorrow afternoon. I encourage any of the players to comment on the sblock above "Wil/Fox's Cunning" to explain how my reading of the rules is wrong again (since this is usually what happens when I have a question).
 

johnmeier1

Explorer
[sblock=OOC] Two things:
1) since the DKW is up the wall, Wil would shift through its square. Revise shifts to move: G17->G16->G15
2) I believe that since Fox's Cunning takes place on the Bonecrusher's turn it can't take immediate actions.
[/sblock]
 


Tenchuu

First Post
[sblock=OOC] Two things:
1) since the DKW is up the wall, Wil would shift through its square. Revise shifts to move: G17->G16->G15
2) I believe that since Fox's Cunning takes place on the Bonecrusher's turn it can't take immediate actions.
[/sblock]
[sblock=ooc]Regarding #1, I misspoke earlier. I had assumed you would be shifting right and not left, so I was thinking the DKW who might take an OA would be the one up on the wall. DKW in G16 is indeed on the ground.

Re 2, I thought about that too, but when I looked up the rule, it doesn't seem clear to me whether or not interrupts can trigger OA. I'll ask the judge.
[/sblock]
 

H.M.Gimlord

Explorer

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