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Adventure: Brotherhood Returned? (DM: Tenchuu, Judge: H.M.Gimlord)
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<blockquote data-quote="Tenchuu" data-source="post: 5668061" data-attributes="member: 85539"><p>[ooc]Mal, Carolina is already in K13, and I am not sure where to put you. So take your shift 3 before your turn.[/ooc]</p><p></p><p><strong><span style="color: DarkSlateBlue">"The deck hands drop in a fight like frogs, frogs that rain from the sky," </span></strong>Bartleby Haff said. <span style="color: DarkSlateBlue"><strong>"Oh magnetic Porse, would you repel some better fighters to the deck. These frogs are lacking in the lacky department." </strong></span></p><p></p><p>The Haff lashed out at Kruk with his chain, and this time the weapon bit hard into the dwarf. Angered, Kruk struck back with a devastating slash of his own. The Pirate adjacent swung at Kruk, but missed. </p><p></p><p>The other pirate, this one close to the ranged heroes, moved in next to the mage. But his attack was awkward and easily dodged. </p><p></p><p>As requested, two more enemies popped up from below decking, maneuvering into position. </p><p></p><p>The ship broke against a huge wave, sending the forward section up into the air and sinking the aft section downwards. The sudden and dramatic shift in direction sent half the heroes and half the villians sliding down the deck. </p><p></p><p>[sblock=Ship Motion Change Mechanics]<strong>Ship Motion Change:</strong> Atheltics DC 22</p><p><a href="http://invisiblecastle.com/roller/view/3166871/" target="_blank">Wil Rando: 23</a></p><p><a href="http://invisiblecastle.com/roller/view/3166871/" target="_blank">Kane: 20</a></p><p><a href="http://invisiblecastle.com/roller/view/3166871/" target="_blank">Kruk: 17</a></p><p><a href="http://invisiblecastle.com/roller/view/3166871/" target="_blank">Carolina: 27</a></p><p><a href="http://invisiblecastle.com/roller/view/3166871/" target="_blank">Charina: 31</a></p><p><a href="http://invisiblecastle.com/roller/view/3166871/" target="_blank">Khemnos: 8</a></p><p><a href="http://invisiblecastle.com/roller/view/3166865/" target="_blank">Pirate 1: 33 </a></p><p><a href="http://invisiblecastle.com/roller/view/3166865/" target="_blank">Pirate 3: 22 </a></p><p><a href="http://invisiblecastle.com/roller/view/3166865/" target="_blank">Bartleby Haff: 21 </a></p><p><a href="http://invisiblecastle.com/roller/view/3166865/" target="_blank">Haneth "Tesla" Tsalaxa: 16 </a></p><p><a href="http://invisiblecastle.com/roller/view/3166865/" target="_blank">Tarkanan Assassin: 21</a></p><p></p><p><strong>Current Deck Direction: Forward is high (uphill) </strong></p><p> - Moving from left to right: +1 to move</p><p> - Moving from right to left: Difficult Terrain</p><p></p><p>Effect: 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>Save vs Prone:</p><p><a href="http://invisiblecastle.com/roller/view/3166875/" target="_blank">Kane: Saved</a></p><p><a href="http://invisiblecastle.com/roller/view/3166875/" target="_blank">Haff: Saved</a></p><p>[/sblock]Kane and the Haff slammed against the deck rail, but maintained their footing. Kruk, the assassin, and Khemnos stumbled, but also stayed afoot. Tesla stumbled back and tripped over himself, sprawling on to the deck. </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>Bartleby Haff</p><p>Move: NA</p><p>Standard: Chain Attack vs Kruk (AC)</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/3166847/" target="_blank">1d20+12=32</a> Crit</p><p>Damage: 1d10+5=15</p><p>Effect: Immobilized TSNT-Bart</p><p> IA: Kruk: Strikebacks: Hits <a href="http://invisiblecastle.com/roller/view/3166850/" target="_blank">32 for 17</a></p><p></p><p>Pirate 3</p><p> Move: NA</p><p>Standard: Cutlass vs Kruk</p><p>Attack:<a href="http://invisiblecastle.com/roller/view/3166855/" target="_blank"> 1d20+12=20</a> Miss</p><p>Damage: 2d6+5=0</p><p></p><p>Pirate 1</p><p> Move: Shift to H15</p><p>Standard: Cutlass vs Khemnos</p><p>Attack:<a href="http://invisiblecastle.com/roller/view/3166856/" target="_blank"> 1d20+12=13 </a>Miss</p><p>Damage: 2d6+5=0</p><p></p><p>Haneth "Tesla" Tsalaxa</p><p>Move: up to deck</p><p>Standard: Move: to I17 </p><p> Minor: Changeling Disguise </p><p></p><p>Tarkanan Assassin</p><p>Move: up to deck</p><p>Standard: Move: to H21 (avoid OA)</p><p></p><p></p><p>[/sblock][sblock=Status]</p><p> Wil Rando: G12 <span style="color: Lime">70/70</span> HS 8/8 AP 1 MW 2/2 </p><p> Kane: G26 <span style="color: Lime">88/88</span> HS 11/11 AP 1 </p><p> Kruk: G25 <span style="color: Lime">79/94 </span>HS 12/12 AP 1, <span style="color: DarkSlateBlue">Immobilized TSNT-Bart</span></p><p> Carolina: K13 <span style="color: Lime">64/64 </span>HS 7/7 AP 1 </p><p> Charina: J15 <span style="color: Lime">69/69 </span>HS 7/7 AP 1</p><p>Khemnos: I18 <span style="color: Lime">56/56 </span>HS 9/9 AP 1</p><p></p><p>Pirate 1: H15 <span style="color: DarkRed">13/95</span>, <span style="color: DarkRed">Bloodied</span></p><p>Pirate 3: H23 <span style="color: DarkRed">36/95</span>, <span style="color: DarkRed">Bloodied</span></p><p>Bartleby Haff: F25 <span style="color: Lime">79/96</span>,<span style="color: Sienna"> -2 Atk TENT-Kane</span></p><p>Haneth "Tesla" Tsalaxa: I20 <span style="color: Lime">154/154</span>, <span style="color: Magenta">Prone</span></p><p>Tarkanan Assassin: G24 <span style="color: Lime">152/152</span></p><p>???</p><p> </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/Byron4-1-03.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>The Hatch at H24:I24 is the ladder which leads below deck.</p><p></p><p><strong>Current Deck Direction: Forward is high (uphill) </strong></p><p> - Moving from left to right: +1 to move</p><p> - Moving from right to left: Difficult Terrain</p><p>[/sblock][sblock=Enemies]</p><p><strong>Bartleby Haff</strong></p><p>Medium natural humanoid, human</p><p>Level 9 Soldier (Leader)XP 400</p><p>HP 96; Bloodied 48 Initiative +8</p><p>AC 25, Fortitude 23, Reflex 21, Will 20 Perception+3</p><p>Speed 6 </p><p>Immune fear</p><p><strong>Insane Litany Aura 5</strong></p><p>All allies in the aura gain a +1 bonus to attack rolls and a +2 bonus to saving throws.</p><p><strong>Chain (Standard, At-Will)</strong></p><p>Attack: Melee 2 (one creature); +12 vs. AC</p><p>Hit: 1d10 + 5 damage, and the target is immobilized until the start of Bartleby’s next turn.</p><p><strong>Wrenching Chain (Standard, At-Will)</strong></p><p>Attack: Melee 3 (one creature); +12 vs. AC</p><p>Hit: 1d10 + 5 damage, and Bartleby pulls the target up to 2 squares. If Bartleby has combat advantage against the target, he also knocks the target prone.</p><p><strong>Chains of Madness (Standard, Encounter)</strong></p><p>Attack: Close blast 3 (enemies in the blast); +12 vs. Reflex</p><p>Hit: 1d10 + 5 damage, and the target takes a -2 penalty to attack rolls and cannot move away from Bartleby (save ends both).</p><p><strong>Dark Eye of Tharzidun (Minor, At-Will) 1/round</strong></p><p>Attack: Ranged 5 (one immobilized creature); +12 vs. Will</p><p>Hit: The target goes insane (save ends). While insane, when the target starts its turn, it rolls a d6. On an even number, it acts normally. On an odd number, it becomes dominated by Bartleby until the start of its next turn.</p><p>Equipment: chain</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>Human Pirate</strong></p><p>Initiative +8 Senses Perception +5</p><p>HP 95; Bloodied 47</p><p>AC 23; Fortitude 21, Reflex 21, Will 20</p><p>Speed 7</p><p><strong>Cutlass (standard, at-will) Weapon</strong></p><p>+12 vs AC; 2d6+5 damage.</p><p><strong>Rigging Monkey (minor; encounter)</strong></p><p>The human pirate gains a climb speed of 7 until the end of its next turn.</p><p><strong>Scurvy Dog's Flank</strong></p><p>A human pirate gains a +1 bonus to attack rolls against an enemy it is flanking, and its attacks deal 2d6 extra damage to that creature.</p><p>Equipment: cutlass (short sword)</p><p><strong></strong></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>Tarkanan Assassin</strong></p><p><strong></strong>Medium natural humanoid , human</p><p>Initiative +11 Senses Perception +10</p><p>HP 152; Bloodied 76</p><p>AC 26; Fortitude 22, Reflex 25, Will 25</p><p>Saving Throws +2</p><p>Speed 6</p><p>Action Points 1</p><p><strong>Dagger (standard, at-will) Weapon</strong></p><p><strong></strong>+12 vs AC; 1d4+5 damage.</p><p><strong>Tear through Space (standard, recharges when first bloodied) </strong>Teleportation, Weapon</p><p>+12 vs AC; 2d4+7 damage.</p><p><strong>Khyber's Veil (minor 1/round, at-will) Illusion</strong></p><p><strong></strong>Close burst 3; targets one creature; the Tarkanan assassin is invisible to that target until the end of the assassin’s next turn.</p><p><strong>Combat Advantage</strong></p><p><strong></strong>A Tarkanan assassin deals 2d6 extra damage against any creature granting combat advantage to it.</p><p><strong>Fearsome Blade</strong></p><p><strong></strong>A Tarkanan assassin can score a critical hit on a roll of 18–20 when making a dagger attack.</p><p>Alignment Unaligned Languages Common</p><p>Skills Bluff +13, Stealth +17, Streetwise +13, Thievery +14</p><p>Equipment: dagger .</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: 5668061, member: 85539"] [ooc]Mal, Carolina is already in K13, and I am not sure where to put you. So take your shift 3 before your turn.[/ooc] [B][COLOR=DarkSlateBlue]"The deck hands drop in a fight like frogs, frogs that rain from the sky," [/COLOR][/B]Bartleby Haff said. [COLOR=DarkSlateBlue][B]"Oh magnetic Porse, would you repel some better fighters to the deck. These frogs are lacking in the lacky department." [/B][/COLOR] The Haff lashed out at Kruk with his chain, and this time the weapon bit hard into the dwarf. Angered, Kruk struck back with a devastating slash of his own. The Pirate adjacent swung at Kruk, but missed. The other pirate, this one close to the ranged heroes, moved in next to the mage. But his attack was awkward and easily dodged. As requested, two more enemies popped up from below decking, maneuvering into position. The ship broke against a huge wave, sending the forward section up into the air and sinking the aft section downwards. The sudden and dramatic shift in direction sent half the heroes and half the villians sliding down the deck. [sblock=Ship Motion Change Mechanics][B]Ship Motion Change:[/B] Atheltics DC 22 [URL="http://invisiblecastle.com/roller/view/3166871/"]Wil Rando: 23 Kane: 20 Kruk: 17 Carolina: 27 Charina: 31 Khemnos: 8[/URL] [URL="http://invisiblecastle.com/roller/view/3166865/"]Pirate 1: 33 Pirate 3: 22 Bartleby Haff: 21 Haneth "Tesla" Tsalaxa: 16 Tarkanan Assassin: 21[/URL] [B]Current Deck Direction: Forward is high (uphill) [/B] - Moving from left to right: +1 to move - Moving from right to left: Difficult Terrain Effect: 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. Save vs Prone: [URL="http://invisiblecastle.com/roller/view/3166875/"]Kane: Saved Haff: Saved[/URL] [/sblock]Kane and the Haff slammed against the deck rail, but maintained their footing. Kruk, the assassin, and Khemnos stumbled, but also stayed afoot. Tesla stumbled back and tripped over himself, sprawling on to the deck. [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] Bartleby Haff Move: NA Standard: Chain Attack vs Kruk (AC) Attack: [URL="http://invisiblecastle.com/roller/view/3166847/"]1d20+12=32[/URL] Crit Damage: 1d10+5=15 Effect: Immobilized TSNT-Bart IA: Kruk: Strikebacks: Hits [URL="http://invisiblecastle.com/roller/view/3166850/"]32 for 17[/URL] Pirate 3 Move: NA Standard: Cutlass vs Kruk Attack:[URL="http://invisiblecastle.com/roller/view/3166855/"] 1d20+12=20[/URL] Miss Damage: 2d6+5=0 Pirate 1 Move: Shift to H15 Standard: Cutlass vs Khemnos Attack:[URL="http://invisiblecastle.com/roller/view/3166856/"] 1d20+12=13 [/URL]Miss Damage: 2d6+5=0 Haneth "Tesla" Tsalaxa Move: up to deck Standard: Move: to I17 Minor: Changeling Disguise Tarkanan Assassin Move: up to deck Standard: Move: to H21 (avoid OA) [/sblock][sblock=Status] Wil Rando: G12 [COLOR=Lime]70/70[/COLOR] HS 8/8 AP 1 MW 2/2 Kane: G26 [COLOR=Lime]88/88[/COLOR] HS 11/11 AP 1 Kruk: G25 [COLOR=Lime]79/94 [/COLOR]HS 12/12 AP 1, [COLOR=DarkSlateBlue]Immobilized TSNT-Bart[/COLOR] Carolina: K13 [COLOR=Lime]64/64 [/COLOR]HS 7/7 AP 1 Charina: J15 [COLOR=Lime]69/69 [/COLOR]HS 7/7 AP 1 Khemnos: I18 [COLOR=Lime]56/56 [/COLOR]HS 9/9 AP 1 Pirate 1: H15 [COLOR=DarkRed]13/95[/COLOR], [COLOR=DarkRed]Bloodied[/COLOR] Pirate 3: H23 [COLOR=DarkRed]36/95[/COLOR], [COLOR=DarkRed]Bloodied[/COLOR] Bartleby Haff: F25 [COLOR=Lime]79/96[/COLOR],[COLOR=Sienna] -2 Atk TENT-Kane[/COLOR] Haneth "Tesla" Tsalaxa: I20 [COLOR=Lime]154/154[/COLOR], [COLOR=Magenta]Prone[/COLOR] Tarkanan Assassin: G24 [COLOR=Lime]152/152[/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/Byron4-1-03.png[/IMG] The Hatch at H24:I24 is the ladder which leads below deck. [B]Current Deck Direction: Forward is high (uphill) [/B] - Moving from left to right: +1 to move - Moving from right to left: Difficult Terrain [/sblock][sblock=Enemies] [B]Bartleby Haff[/B] Medium natural humanoid, human Level 9 Soldier (Leader)XP 400 HP 96; Bloodied 48 Initiative +8 AC 25, Fortitude 23, Reflex 21, Will 20 Perception+3 Speed 6 Immune fear [B]Insane Litany Aura 5[/B] All allies in the aura gain a +1 bonus to attack rolls and a +2 bonus to saving throws. [B]Chain (Standard, At-Will)[/B] Attack: Melee 2 (one creature); +12 vs. AC Hit: 1d10 + 5 damage, and the target is immobilized until the start of Bartleby’s next turn. [B]Wrenching Chain (Standard, At-Will)[/B] Attack: Melee 3 (one creature); +12 vs. AC Hit: 1d10 + 5 damage, and Bartleby pulls the target up to 2 squares. If Bartleby has combat advantage against the target, he also knocks the target prone. [B]Chains of Madness (Standard, Encounter)[/B] Attack: Close blast 3 (enemies in the blast); +12 vs. Reflex Hit: 1d10 + 5 damage, and the target takes a -2 penalty to attack rolls and cannot move away from Bartleby (save ends both). [B]Dark Eye of Tharzidun (Minor, At-Will) 1/round[/B] Attack: Ranged 5 (one immobilized creature); +12 vs. Will Hit: The target goes insane (save ends). While insane, when the target starts its turn, it rolls a d6. On an even number, it acts normally. On an odd number, it becomes dominated by Bartleby until the start of its next turn. Equipment: chain [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]Human Pirate[/B] Initiative +8 Senses Perception +5 HP 95; Bloodied 47 AC 23; Fortitude 21, Reflex 21, Will 20 Speed 7 [B]Cutlass (standard, at-will) Weapon[/B] +12 vs AC; 2d6+5 damage. [B]Rigging Monkey (minor; encounter)[/B] The human pirate gains a climb speed of 7 until the end of its next turn. [B]Scurvy Dog's Flank[/B] A human pirate gains a +1 bonus to attack rolls against an enemy it is flanking, and its attacks deal 2d6 extra damage to that creature. Equipment: cutlass (short sword) [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]Tarkanan Assassin [/B]Medium natural humanoid , human Initiative +11 Senses Perception +10 HP 152; Bloodied 76 AC 26; Fortitude 22, Reflex 25, Will 25 Saving Throws +2 Speed 6 Action Points 1 [B]Dagger (standard, at-will) Weapon [/B]+12 vs AC; 1d4+5 damage. [B]Tear through Space (standard, recharges when first bloodied) [/B]Teleportation, Weapon +12 vs AC; 2d4+7 damage. [B]Khyber's Veil (minor 1/round, at-will) Illusion [/B]Close burst 3; targets one creature; the Tarkanan assassin is invisible to that target until the end of the assassin’s next turn. [B]Combat Advantage [/B]A Tarkanan assassin deals 2d6 extra damage against any creature granting combat advantage to it. [B]Fearsome Blade [/B]A Tarkanan assassin can score a critical hit on a roll of 18–20 when making a dagger attack. Alignment Unaligned Languages Common Skills Bluff +13, Stealth +17, Streetwise +13, Thievery +14 Equipment: dagger . [/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]
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Adventure: Brotherhood Returned? (DM: Tenchuu, Judge: H.M.Gimlord)
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