[sblock=John/Triggers]
Virtue of Prescience: Triggers for Hergunna on DKW attack.
[/sblock]
Skelmur, cornered, lashed out against Kruk. He gazed hauntingly into the dwarf's eyes, freezing Kruk in place. Skelmur then laid his decrepit hand on him, burning Kurk's skin through his armor.
The Wendigo returned to sight for most of the adventurers, trying to sneak up on Hergunna; but the druid was ready for the attack, and knocked the beast away before it could sink its fangs into her again.
The Demon King's Wand backed away from the Wolf. It briefly thought of attacking the creature, but thought it wiser to attack the source, and it saw a group of enemies clustered together. Focusing, it shot out a spark which flew toward Hergunna. At it sailed past here, it exploding, sending a striking visual pattern which assaulted the adventurers. Carolina, Wil, and Hergunna shook off the attack, and the mental assault dazed Kruk, whose eyes looked bloodshot.
"You are a fool, Bugbear!" The human doomdreamer barked, moving forward.
"You WILL back away!" The mental attack burned in his mind, compelling him to move.
The bloodseep demon followed suit, moving up, and slashing with a claw. The attack reached skin, and the poison dripping from its claws burned.
[sblock=Wil, Charina, Hergunna, Kruk, Carolina, Kane]
You are -2 Wil Defenses, thanks to Mr. Wendigo.
[/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 Kruk (Will)
Attack:
1d20+12=20 Hit
Damage:
1d6+3=5 psychic damage
Effect: Kruk is immobilized TENT-Skelmur.
Standard: Spirit Touch vs Kruk (Ref)
Attack:
1d20+12=20 hit
Damage:
2d4+3=11 necrotic damage
Wendigo Manhunter
Move: to J16
Standard: Wendigo Bite vs hergunna (AC)
Attack:
1d20+13=18
Damage: 4d6+6=0
Effect: Due to Aura, Wendigo is now invisible Tent-Wendigo
Demon King's Wand
Move: Shift to E21
Standard: Scintillating Pattern on I13 (will)
Attack Carolina:
1d20+9=13 Miss
Attack Hergunna:
1d20+9=19 Hit, but...Virtue of Presc
Attack Wil:
1d20+9=11 Miss
Attack Kruk:
1d20+9=24 Hit
Damage:
3d8+4=11 psychic damage
Effect: Kruk is dazed (save ends)
Doomdreamer
Move: to C16
Standard: Touch of Insanity vs Kane (Will)
Attack:
1d20+12=14 Hit
Damage:
1d6+7=8 Psychic Damage
Effect: Kane must move at least 1 square during its turn or take 10 psychic damage at the end of its turn (save ends).
Bloodseep Demon
Move: to C17
Standard: Claw vs Kane (AC)
Attack:
1d20+12=27
Damage:
2d4+5=9
Effect: 5 ongoing poison damage
[/sblock][sblock=Status]
Wil Rando: J12
37/50 HS 8/10 AP 1 MW 0/2,
-2 will defense, +1 AC/Ref-Shift-TENT,
Hergunna: I15
42/56 HS 8/9 AP 1,
-2 will defense,
Kane: D17
48/65 THP
0/5 HS 7/11 AP 0,
-2 will defense,
Touch of Insanity,
5 ongoing poison
Kruk: K12
24/67 THP
0/9 HS 10/12 AP 0,
-2 will defense,
immobilized TENT-Skelmur,
Dazed,
Bloodied
Carolina: G15
43/49 HS 4/7 AP 0,
-2 will defense
Charina: R12
44/44 HS 7/7 AP 1,
-2 will defense
Wolf: N13 28/28,
-2 will defense,
Enemies:
Demon Face Statue: M16:N17
21/21
Skelmur the Stalker: K11
15/99, Bloodied
Demon King's Wand: E21
52/52, +2 Cover from Gate Wall
Wendigo Manhunter: J16
10/70, Bloodied, Invisible to Kane and Charina (Aura)
Bloodseep Demon: C17
79/79,
Doomdreamer: C16
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]
http://www.nexusnine.net/images/L4E/Byron3-3-5.png
[/sblock][sblock=Enemy Triggers]
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.
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]