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

OOC: Vacation was good. Sailed to the caribbean on a boat (or ship, I can't remember the difference) where someone made the bed twice a day and someone(s) else make me food. Quite relaxing, but after 12 days, it's a real shock to the system being back, and today I actually have to work!
 

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[sblock=Flame Zone]
The flame zone behind the wall (-F13:C21) is difficult terrain until the end of the encounter. Any creature that starts its turn in the zone takes 5 fire damage.
[/sblock]

The Demon King Wand tumbled over the wall and slammed into the hard dirt. "You'll regret this, Bard," he said, slowly rising to his feet and spitting blood. The wizard fired a blast which exploded on Wil, raining sparks, but the magic blast sputtered-out and did no damage.

Stuck between the flames and the barbarian, death coming from either, the human doomdreamer screamed out a vicious howl of defiance, "Neither of you can defeat me!" The mental assault dazed them both, but still his fate was sealed; he tried to slump away, but the flames slowed his movement, and he could not escape the fire.

"Farewell," the enemy drow said, mockingly. He turned away, and fired a blast of fire at Hergunna's back. The attack only brushed against her, doing little damage, but it did ignite her clothing on fire.

The Bloodseep demon guarded itself against further attack, and waited to see what would happen.

[sblock=Mechanics]
Demon King's Wand
Save vs Fall: 1d20=1 fail
Fall Damage: 1d10=5

Demon King's Wand
Move: Stand
Standard: Scintillating Pattern (will)
Target: Burst 2 targeting G16
Attack Will: 1d20+9=18 Miss
Attack Carolina: 1d20+9=11 miss
Damage: 3d8+4=0 damage
Effect: N/A

Doomdreamer
Effect: Take 5 Fire Damage
Standard: Maddening Howl vs Kane, Demonologist (Wil)
Attack Kane: 1d20+12=31
Attack Demonologist: 1d20+12=29
Damage: 2d8+7=16 Damage
Effect: Kane and Demonologist Dazed TENT-DoomDreamer
Move: C16

Drow Demonologist
Move: N/A
Standard: Immolating Ray vs Hergunna (Reflex)
Attack Hergunna: 1d20+13=28
Damage: 2d8+1=3 Fire Damage
Effect: 5 ongoing fire damage

Bloodseep Demon
Recharge: Poison Portal Strike 1d6=3 nope
Move: N/A
Standard: Total Defense
Attack: 1d20+12=
Damage: 2d4+5=

[/sblock][sblock=Status]
Wil Rando: G16 26/50 HS 7/10 AP 0 MW 0/2, +1 AC/Ref-Shift-TENT, Bloodied,
Hergunna: J12 39(34)/56 HS 7/9 AP 1, 5 ongoing fire damage
Kane: A13 7/65 THP 0/5 HS 7/11 AP 0, Bloodied, In flame-zone, Dazed-TENT-Doomdreamer
Kruk: N11 22(17)/67 THP 0/9 HS 9/12 AP 0, Bloodied,5 ongoing damage, resist 5 any type TENT
Carolina: G17 43/49 HS 4/7 AP 0,
Charina: N20 49/49 HS 7/7 AP 1,
Wolf: N13 -1/28

Enemies:
Demon King's Wand: G19 11/52, Bloodied, Prone
Bloodseep Demon: C20 24/79, Bloodied
Doomdreamer: C16 2(-3)/87, Bloodied, In flame-zone
Drow Demonologist: D14 48/64, Dazed-TENT-Doomdreamer

Neldrazu: O10:P11
-2/71, Dead
Demon Face Statue: M16:N17 -4/21, Clumbly
Wendigo Manhunter: J16 0/70, dead
Skelmur the Stalker: K11 -18/99, dead
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/Byron3-3-9.png
Byron3-3-9.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.

Demon King’s Wand
Initiative +5 Senses Perception +9; low-light vision
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.

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.

Drow Demonologist
Medium natural humanoid
Initiative +6 Senses Perception +11; darkvision
HP 64; Bloodied 32
AC 21; Fortitude 17, Reflex 19, Will 19
Speed 7
Demonic Rod (standard, at-will)
+11 vs AC; 1d6 damage, and the target is immobilized (save ends); see also Lolth’s judgment.
Immolating Ray (standard, at-will) Fire
Ranged 10; +13 vs Reflex; 2d8+1 fire damage, and ongoing 5 fire damage (save ends); see also Lolth’s judgment.
Demonic Grasp (standard, encounter) Fire, Zone
spectral flames fill the zone; Area burst 4 within 10; drow and demons are immune; +11 vs Reflex; the target is restrained (save ends). The zone is difficult terrain until the end of the encounter. Any creature that starts its turn in the zone takes 5 fire damage.
Demon Curse (standard, encounter) Necrotic
Spectral imps swarm over and bite the target; ranged 20; +11 vs Will; 1d6+5 necrotic damage, and the target takes ongoing 5 necrotic damage and is weakened (save ends both); see also Lolth’s judgment.
Flame Blast (standard, encounter) Fire
Close blast 5; +9 vs Fortitude; 2d6+8 fire damage. Miss: Half damage.
Cloud of Darkness (minor, encounter)
Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow demonologist’s next turn. The cloud blocks line of sight for all creatures except the drow demonologist. Any creature entirely within the cloud (except the drow demonologist) is blinded until it exits
Lolth’s Judgment (free, when the demonologist hits a target with a melee or a ranged attack; at-will)
All demon allies within 20 squares of the demonologist gain a +2 bonus to attack rolls against the target until the end of the demonologist’s next turn.
Alignment Evil Languages Common, Elven
Skills Arcana +12, Dungeoneering +11, Intimidate +6, Stealth +8
Equipment: robes, demonic rod

Neldrazu
Large elemental humanoid (demon)
Initiative +13 Senses Perception +7; darkvision
HP 71; Bloodied 35
AC 22; Fortitude 20, Reflex 21, Will 19
Resist 10 variable (1/encounter)
Speed 8, climb 6 (spider climb)
Slashing Claw (standard, at-will)
Reach 2; +13 vs AC; 2d6+5 damage.
Abduct (move, recharge 5,6) Teleportation
Reach 2; +11 vs Reflex; targets enemies only; the neldrazu teleports the target 10 squares, and the neldrazu teleports to a space adjacent to the target. Miss: The neldrazu teleports 10 squares.
Flaying Claws (standard; usable when only one enemy is within 5 squares of the neldrazu, at-will)
Reach 2; +13 vs AC; 4d6+5 damage, and ongoing 5 damage (save ends).
Bloodied Abduction (free, when first bloodied; encounter) Teleportation
The neldrazu teleports an enemy adjacent to it 5 squares, and the neldrazu teleports to a space adjacent to the creature.
Alignment Chaotic evil Languages Abyssal
Skills Stealth +14

[/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]
 

Kane stands strong in the flames, the white dragon's hide continues to save him from the wall of flames. His mind still addled by the roar from the human he takes aim at the drow on the wall, but trying to hit three different images of the foe (at least to Kane's eyes) is too difficult. The feeling of his axe returning to his hands brings Kane's senses back to himself.

[sblock=ooc]
*Ingore 5 damage from flame zone (Kane's armor grants 5 fire resistance...wow I wish I would've remembered that earlier ;))

Minor:
Move: m/a
Standard: RBA agaisnt Drow Demonologist (incl +2 for CA) (1d20+11+2=16, 1d12+8=20) miss
save v daze (1d20=10)

[/sblock]


[sblock=ministats]Kane Male Bugbear Barbarian 7
Initiative: +10, Passive Perception: 13, Passive Insight: 13, Senses: Low-light
AC:22, Fort:21, Reflex:20, Will:16
HP:7/65, Bloodied:32, Surge Value:16, Surges left:8/11
Action Points: 0
Powers:
Howl of Fury
Whirling Rend

Furious Assault
Hunter's Quarry
Whirling Lunge
Whirling Frenzy
Whirling Step
Slash and Slash Again
Shrug it Off
Demoralize Foe
Second Wind

Swift Panther Rage
Rage of the Crimson Hurricane
Vanguard Weapon
Vagabond's Die
Raven Cloak +2

Important Stuff:
+1d8 damage when charging. Cool stuff happens when he bloodies or kills a bad guy

Conditions:

Full sheet: PC:Kane - L4W Wiki [/sblock]
 

Now begins the endsong says Wil before strumming his bow, the note lasts only a moment before he fires an arrow at the vile human.

OOC: Move: shift to H15 (+1 to AC/Ref from boots)
Standard: Jinx Shot at Doomdreamer
 


Kruk successfully stops the bleeding of his wounds. He then rushes forward to aide the others. He eyes the drow. Nowhere for you to run and hide now spellcaster. Kruk eyes gleam with the glory of battle, waiting for the opprotunity to sink his axe into the drow's flesh.



[sblock=actions]
-5 ongoing damage

save vs. on-going damage: 1d20= 10
double move to e15

[/sblock]
 



OOC: Carolina and, now that I think about it, Herguna.

Carolina can likely hit the drow if she moves back from the wall. Best thing to do is to hit the doom dreamer


Hergunna looks at her foe on the wall and decide it's time to literally bring him down.

A thorn whip sprouts from her fingers lashes forward and wraps around the drow, dragging him hard to the ground.

[sblock=Actions]
Minor: Shift to human if I wasn't already
Standard:
Thorn Whip vs Drow on the wall; dmg ; Save to avoid falling if hit and pulled 2 square forward. (1d20+9=25, 1d8+5=13, 1d20=8)

Pulled two square south, falls over the wall.
[/sblock]

OOC: Booyah. Look at those rolls, high and low when it counts. The drow should take falling damage but I'm not sure how high he is.

At any rate, he is prone two square south to F14.

You know what this means for Carolina, right? CA!
 

As the enemy drow falls to the ground, Carolina seizes the opportnity. She takes a step back and lets loose her dagger into prone demonologist.

[sblock=Actions]
Move: Shift to H16
Standard: Sly Flourish
-vs. Drow Demonologist; hits AC 25 for 33 damage

It's not a critical hit, but it is critical damage; I maxed out every die roll! Merry Christmas from IC, I guess.[/sblock]
 

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