[sblock=John/Triggers]
I assume these reset, although some are dailies. Please give me a new list of Triggers, please.
[/sblock]
The Adventurers crept into position.
Hergunna, picking over the other dead body, found the adventurer used to be an archer of some kind. It was slumped over a rather large crossbow, and wore gloves of some magical value, though the items seemed better suited for Wil or Charina.
As Wil moved into position and looked back at the statue, he thought the eyes of the status had followed him. A creepy feeling sent shivers through him.
Carolina, seeing her allies in position, attempted to rest the battleaxe free. She gave a massive heave, but found the weapon stuck. She pulled again, with great strain showing on her face, but it still did not budge. Caroline, it seemed, lacked the strength to free the weapon.
Quietly, the demon statue hissed,
"Intruders..." It then added, loudly,
"BEGONE INTRUDERS!"
The force of the statue's words sent the adventurers flying. Carolina was pushed away from the demon body and slammed up against the gate wall. Hergunna was pushed straight back toward the portal. Kruk and Wil were both pushed over the edge. Kane, however, was unaffected.
[sblock=Wil/Kruk 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]
Caroline heard clearly the demonic tongue, probably barking orders. The statue, it seemed, had alerted others. The doors of the gate swung open, And two huge skeleton warriors ran out with uncanny speed. For the moment, they seemed to ignore Caroline.
"Who" "Goes?" the two said, one finishing the other's sentence.
Hergunna and Kane could see more demons approaching the gate from the other side. Hergunna also saw that behind the gate there was another portal.
Carolina, Wil, Kruk and Kane all felt an odd sensation, as if their mind is being probed.
[sblock=Skill Checks for Carolina, Wil, Kruk and Kane]
You are -2 Wil Defenses.
[sblock=Arcana DC 15]Some creature is doing this.[/sblock]
[sblock=Arcana DC 25]A
Wendigo Manhunter is lurking around, unseen, causing the breakdown of your mental defenses.[/sblock]
[/sblock][sblock=Mechanics]
Wil triggered the trap.
Trap Attack
Standard: Burst 5 +10 vs Will
Attack Caroline:
1d20+10=21 Hit
Attack Kane:
1d20+10=13 Miss
Attack Kruk:
1d20+10=30 Hit
Attack Wil:
1d20+10=30 Hit
Attack Hergunna:
1d20+10=29 Hit
Effect: Push 4
[/sblock][sblock=Status]
Wil Rando: M21?
50/50 HS 9/10 AP 1 MW 2/2,
+1 AC/Ref-Shift-TENT
Hergunna: U18
56/56 HS 9/9 AP 1,
Kane: L20
65/65 THP
0/5 HS 8/11 AP 0,
Kruk: L21?
67/67 THP
0/9 HS 11/12 AP 0,
Carolina: F14
49/49 HS 4/7 AP 0,
Charina: U10
44/44 HS 7/7 AP 1,
Enemies:
Demon Face Statue: M16:N17
21/21
Bonecrusher Skeleton: I14:J15
80/80
Bonecrusher Skeleton: I17:J18
80/80
Skelmur the Stalker: D17
99/99
Demon King's Wand: C15
52/52
???
[/sblock][sblock=map]
[/sblock][sblock=Big map]
[/sblock][sblock=Enemy Triggers]
Bonecrusher Skeleton
- Threatening Reach: OAs within 2 squares
Demon King's Wand:
- Trigger: first time it takes damage
- 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]