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

OOC: Sorry for the delays. Work + impending holidays = hectic. Not to mention the pile of work my loving co workers left for me to do while I was away. I should finish this up tomorrow morning.


[sblock=Dims]
@dimsdale;
Your move was not legal. The wall looking thing at D13:E21 is a 15 foot high wall/gate. You can move through the open gate at E16:F17, so any move there is legal, just keep in mind that would put you under the wall.

So, I will put you at G15, adjacent to the drow (recently pulled off the wall) unless you post otherwise.
[/sblock]






[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 human doomdreamer screamed as he burned, "Damn you both!" His voice choked out as he collapsed to the ground.

"Ahhh," the enemy drow groaned, pulling itself to its feet. Slowly at first, smoke seemed to pour out from the creature, until a 15' wide circle of darkness surrounded the drow. From inside the darkness it chanted, and a huge flame blast shot out, glancing off Kruk and hitting Caroline and Wil full on.

The Bloodseep demon moved up slightly, but still maintained a wait-and-see posture.

[sblock=Mechanics]
Doomdreamer
Effect: Take 5 Fire Damage, dies.

Drow Demonologist
Move: stand up
Minor: Cloud of Darkness
Effect: Kruk is blinded until he exits the cloud. The cloud blocks LOS for all creatures. Cloud exists TENT-Drow.
Standard: Flame Blast (Fort)
Target: G15:J18
Attack Kruk: 1d20+9=16 Miss (half damage)
Attack Wil: 1d20+9=18 Hit
Attack Carolina: 1d20+9=22 Hit
Damage: 2d6+8=12 Fire Damage

Bloodseep Demon
Recharge: Poison Portal Strike 1d6=1 nope
Move: to C19
Standard: Readied Action
Attack: 1d20+12=
Damage: 2d4+5=

[/sblock][sblock=Status]
Wil Rando: H15 14/50 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
Kruk: G15 11/67 THP 0/9 HS 9/12 AP 0, Bloodied, Blinded (cloud of darkness)
Carolina: H16 31/49 HS 4/7 AP 0,
Charina: O16 49/49 HS 7/7 AP 1,
Wolf: N13 -1/28

Enemies:
Bloodseep Demon: C19 24/79, Bloodied
Drow Demonologist: F14 2/64, Bloodied, in Cloud of Darkness

Doomdreamer: C16
-3/87, dead.
Demon King's Wand: G19 -20/52, dead
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]
Byron3-3-10.png

[/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]
 
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Aghhh...my orbits are on the fritz! Not being able to see, Kruk swings a wide arc, hoping to hit something, which much to his surprise, it does! As Kruk hears a scream of agony and death, his elation turns to despare. Thinking to himself What if it wasn't the spellcaster! He then screams: Carolina...please tell me that is not you I just hit!

[sblock=actions]
minor: none
movement: none
attack: 1d20+17-5 for 1d10+11 = 32 for 14 ...whoops...attack roll is really a 27...still a hit.

[/sblock]
 
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Kane runs through the flames, his axe swing wildly at the demon, but his assault is not close to his target.

[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: n/a
Standard: charge (using vanguard) on Demon (1d20+11=14, 1d12+7+1d8=24)

Too bad...that'd have dropped him

[/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]
 

OOC:
Taking a page from HMG's book. [MENTION=23298]industrygothica[/MENTION], [MENTION=834]Mal Malenkirk[/MENTION], [MENTION=73730]johnmeier1[/MENTION], [MENTION=54810]renau1g[/MENTION], [MENTION=79956]dimsdale[/MENTION]

What's your status? I must confess, I have been taking my sweet time asking about your status, but I figure everyone can use some time away during the holidays. I just want to see where everyone stands in terms of gaming going forward. I know Hergunna is out after this battle, which is nearly done. Is everyone else still on board?

Game Status: Kane and Kruk have gone, but everyone else is still pending action for this turn, and the battle is nearly done.
 

[sblock=ooc]
Still here, back from holidays and working on updating my games, although I am upset I lost a full post from yesterday when the site stopped working. Guess I should learn to read [/sblock]
 


OOC: You know, I never noticed it had been updated and thought it was on hyatus for the hollidays... :o


Hergunna and Charina move into position to take down the demon.

[sblock=Actions]
Hergunna

Chill Wind vs Drow fortitude (1d20+9=23, 1d6+1=3)


Scratch that, it looks like Kruk killed the drow

Instead :
Move: E16
Standard:
Thornwhip vs De,om Fort (1d20+9-2=9, 1d8+5=10)

Miss (too bad, I'd have pulled him 2 square in sight of Charina)

Charina: Double Moves to G18, hidden (auto success on stealth vs demon)[/sblock]
 

OOC: I'm with Mal... I thought we were on a break too. Oh well, we're all back now!


Carolina maintains her position and waits.

ooc: Ready sly flourish for the first bad guy that comes into view.
 


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