The adventurers passed through the portal harmlessly. As the entered the mouth of the cave, Sir Glasston called to them,
"Godspeed!"
Inside the cave, it was a narrow twisting path, though the floors were lined with cut stone. Perhaps it had been a mine long ago, but it was clear that it had been crafted to reflect a more important purpose. As they creeped around the corner, they saw the huge portal. To the west, a new tunnel had been roughly carved. They watched a zombie push a wheel-barrel of rock debris through the portal. As they moved closer, the miner foreman spotted them.
"Intruders!" he yelled, but despite this detection, the adventurers still had the upper hand.
[sblock=Mechanics]
Forman
Free: spots the players, and sounds the alarm.
Effect: As a result of the skill challenge, players automatically beat the enemy initiative roll. All players act first.
[/sblock][sblock=Status]
Wil Rando: I14
50/50 HS 10/10 AP 1 MW 2/2,
+1 AC/Ref-TENT
Hergunna: G11
56/56 HS 9/9 AP 1,
Kane: F11
65/65 THP
0/5 HS 11/11 AP 1,
Kruk: H13
67/67 THP
0/9 HS 11/12 AP 1,
Carolina: H11
49/49 HS 7/7 AP 1,
Charina: G17
39/39 HS 7/7 AP 1,
Enemies:
Forman: G15
90/90,
Zombie Digger: I15
95/95
Zombie Digger: J13
95/95
Human Ambusher: L15
77/77
???
[/sblock][sblock=map]
[/sblock][sblock=Enemies]
Forman (Reskinned: Ghalerath)
Medium natural humanoid, human
Initiative +7 Senses Perception +6
Aberrant Endurance aura 3; each ally within the aura gains a +2 bonus to saving throws.
HP 90; Bloodied 45
AC 22; Fortitude 20, Reflex 19, Will 21
Speed 6
Withering Touch (standard, at-will) Necrotic
+12 vs Fortitude; 1d8+7 necrotic damage, and the target is weakened until the end of its next turn.
Dire Radiance (standard, at-will) Psychic, Radiant
Ranged 10; +11 vs Fortitude; 2d6+4 radiant damage, and if the target ends its next turn within 3 squares of Ghalerath it takes 10 psychic damage.
Wracking Word (standard, encounter) Psychic
Close burst 3; targets enemies; +10 vs Fortitude; 2d8+3 psychic damage, and the target is dazed (save ends). Aftereffect: The target takes a -2 penalty to attack rolls (save ends).
Human Ambusher
Medium natural beast, human
Initiative +8 Senses Perception +3
HP 77; Bloodied 38
AC 21; Fortitude 19, Reflex 20, Will 19
Speed 6
Mace (standard, at-will) Weapon
+12 vs AC; 1d8+4 damage, and the human ambusher shifts 1 square.
Dagger (standard, at-will) Weapon
Ranged 5/10; +14 vs AC; 1d4+4 damage.
Dazing Strike (standard; requires mace, encounter) Weapon
+12 vs AC; 1d8+4 damage, the target is dazed until the end of the human ambusher's next turn, and the human ambusher shifts 1 square.
Combat Advantage
The human ambusher deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.
Equipment: dagger x4, leather armor , mace .
Berserker Savage
Medium shadow humanoid
Initiative +5 Senses Perception +4
HP 212; Bloodied 106
Regeneration 5
AC 19; Fortitude 22, Reflex 18, Will 18
Saving Throws +2
Speed 5
Action Points 1
Greataxe (standard, at-will) Weapon
+11 vs AC; 1d12+6 damage (crit 1d12+18).
Handaxe (standard, at-will)
Ranged 5/10; +9 vs AC; 1d6+5 damage.
Battle Fury (free, when first bloodied, encounter)
The berserker savage makes a melee basic attack with a +4 bonus to the attack roll and deals an extra 1d6 damage on a hit.
Murderous Frenzy
The berserker savage gains 1 action point the first time it reduces a foe to 0 hit points in an encounter.
Savage Rebuke (immediate reaction, when hit by a melee attack; recharge 5,6)
The berserker savage makes a basic melee attack.
Equipment: greataxe , handaxe x2, hide armor .
Zombie Grave Digger (Improved)
Medium natural animate (undead)
Initiative +2 Senses Perception +2; darkvision
HP 95; Bloodied 47
AC 19; Fortitude 21, Reflex 17, Will 17
Speed 4
Shovel (standard, at-will) Weapon
+12 vs AC; 2d8+5 damage.
Dirt in the Eye (standard, encounter) Necrotic
+10 vs Reflex; the target is blinded and takes ongoing 5 necrotic damage (save ends both).
[/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.
[/sblock][sblock=Charina]Don't forget to level up; I think you got enough EXP to level up.
[/sblock]