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

Tenchuu

First Post
[sblock=Dims / Axe]
Custom Item L8: Ravenclaw Battleaxe
Same as Ravenclaw Warblade, but a Battleaxe weapon type.
[/sblock][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]

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 84/99
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]
Byron3-3-4.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.

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]
 
Last edited:

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Mal Malenkirk

First Post
OOC: Don't forget that just because the Wendigo is invisible doesn't mean we don't know in what square he is. Invisible doesn't equate hidden.

Once invisible, he qualifies for a stealth check to become hidden as part of his move action (and he draws no OA for leaving a threatened square). But his location is still known unless he beats our passive perception. Hergunna's Passive Perception is 22 so it's hardly a given. Especially if he moves more than 2 square as he would take a -5 penalty to stealth. Now I have not seen any stealth check which may mean you have made it in secret or don't know that they are still necessary, so I am pointing it out.

At any rate, assuming he does beat our passive perception, everyone who can afford to should make an active perception check as a minor action at to try and spot the Wendigo. Targeting an invisible enemy with a ranged or melee attack is a pain (-5 concealment) but you get no penalty with a burst or an area attack so it's much more manageable.


Charina snipes the stalker harassing Hergunna and remains hidden.

[sblock=Actions]
Currently Invisible in the Cloud of Darkness
Minor: Reload
Standard:
Sly Flourish vs Skelmur K11 AC (1d20+14+2=27, 1d10+11+2d8=31)
Move: Takes advantage of the cloud of darkness to become hidden
Stealth (1d20+19=26)
Cloud of darkness ends, using the rock as cover.

It is possible the Wendigo moves in a position from which the rocks provide no cover; if so remember the Chameleon feature.
[/sblock]
 

dimsdale

First Post
[sblock=ooc]

Thanks Tenchuu. Kruk is crying with joy :)

[/sblock]

ooc: I had an elaborate post in which kruk handles the new weapon and charges the skelmer, but I lost it :(. rather than retype it, he it is in a nut shell. He charges the foe and missed. After the failed attempt, he shifts to L11 from K12.
 


Tenchuu

First Post
[sblock=Dims]
1. I'm glad you like the new weapon
2. No problem on the short post, but...

3. What power/feat/item etc granted you the shift? Normally a charge ends a turn, right?
[/sblock][sblock=Carolina]You do not spot the Wendigo.[/sblock]
 

dimsdale

First Post
[sblock=Dims]
1. I'm glad you like the new weapon
2. No problem on the short post, but...

3. What power/feat/item etc granted you the shift? Normally a charge ends a turn, right?
[/sblock][sblock=Carolina]You do not spot the Wendigo.[/sblock]


[sblock=ooc]
I thought a charge was an attack action and not part of a movement action. As for the movement action, if Kruk still gets one, isn't he allowed to shift one square as a movement action an not provoke an OA. Correct me if I'm wrong.
[/sblock]
 

industrygothica

Adventurer
[sblock=Charge]A charge is a standard action, but you can't take any more actions afterward without an action point. You can shift and then charge, but not charge and then shift. At least that's the way I've always read it.[/sblock]
 

renau1g

First Post
[Sblock=ooc]
Is kane still immobilized?
[MENTION=79956]dimsdale[/MENTION] - a charge is a special attack that ends your turn after it is resolved. There are some items and abilities that allow movement after a charge.
[/sblock]
 



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