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

[sblock=ooc]
I spoke to John this week on gmail communicator... haven't seen him post since then though. I hope he posts...Kane sure could use a heal :) [/sblock]
 

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[sblock=Wil Rando Healing]
Wil actually has no healing left to use. It was used Here and Here. So instead I tried to use Cutting Words to pull the demon into LOF for Carolina.

...didn't work.
[/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]

Only the demon behind the wall remained. Wil moved up, under the gate, just outside the flame zone. Over Here you smelly Ape! the Bard spat, but the insult had no effect.

Instead, Wil watched as the the Bloodseep demon raked its claws vicously across Kane's throat. The bugbear pressed down on the injury with his forearm, but blood still poured from the wound, and the mighty warrior collapsed to the ground.

"No. You over here, human. Before I finish off your friend for good."
[sblock=Note to players]
I didn't think with Wil's remaining attacks he could kill the demon outright, so I thought pulling it into view was the best option. Unfortunately... didn't work out that way.

Don't forgot about the flame zone (it's DT and does damage). It doesn't look it on the map, but the entire row of C is flame zone.

Also, I'm not sure from Hergunna's current position how good the line of sight / line of effect is. Remember you're moving under the wall, so D18 is a hard corner and the grid line between 17 and 18 is a floor to ceiling wall. So, at the very least, the demon has cover.

[/sblock][sblock=Mechanics]
Wil Rando
Move: to D16
Standard: Cutting Words
Attack: 1d20+9=14 Miss
Damage: 1d8+6=0 damage

Bloodseep Demon
Recharge: Poison Portal Strike 1d6=5 yes
Standard: Claw Attack vs Kane (AC)
Attack: 1d20+12=32 CRIT
Damage: 2d4+5=13
Effect: Kane is dying
Move: N/A

[/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 -5/65 THP 0/5 HS 7/11 AP 0, Dying, In flame-zone
Kruk: G15 11/67 THP 0/9 HS 9/12 AP 0, Bloodied,
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
0/64, dead
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]
Byron3-3-11.png

[/sblock][sblock=Enemies]
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.


[/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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The demon's words stoke the fires of hatred deep within the halfling--fires she thought she'd long since quenched. Instinctively her jaw set, and her knuckles turned white around the grip of her dagger as her rage carried her under the wall and into the waiting flames.

The demon had remained out of her sight throughout the fight, and this was the first time she'd laid her eyes upon the wretched thing. Wretched indeed, as its bloodthirsty maw turned into a grin over her fallen comrade.

Even as the flames licked her skin ans singed her hair, Carolina's nimble hand shot outward, her fingers loosening on the dagger just in time to send barreling into the things throat. A the gout of viscous fluid erupted from the wound, it was Carolina who was now grinning.

[sblock=Actions]
Move: to C17
Minor: Hidden Blade (gain CA for next attack with a weapon with the off-hand property)
Standard: Sly Flourish vs. Bloodseep Demon; hits AC 26 for 21 damage (Roll Lookup)
[/sblock]

OOC: Sorry for the long-winded narrative; my fingers just wouldn't stop for some reason. ;)
 

That a gal Carolina! Kruk shouts as he rushes forward to attack the demon. Reaching his destination, ignoring the pain from the fire, he strikes the foe, cleaving the head off the foul demon. After the rush of the kill, Kruk starts to feel the effects of the fire. How do ya stop this fire!

[sblock=actions]
movement: use boot power: +1 to movement: move to b18

attack: brash attack vs demon ac: 1d20+17 for 1d10+11= 25 for 18

-5 damage from fire
[/sblock]

[sblock=stats]
Kruk- Dwarf Guardain Fighter Level 6

*Adverse Condition: Bloodied
*Initiative: +3
*Passive Insight 15
*Passive Perception 15
*Senses low light vision
*HP 67 6 after taking the on-going fire damage
*Bloodied 33 Surge Value 16; Surges Per-Day 12 9
*AC 26 Fortitude 23 Reflex 16 Will 18 Speed 5
*Save +5 vs. poison
*action Points: USED
*Second Wind: USED
basic attack:Ravenclaw Warblade Battleaxe +15 Vs AC 1d10+8 (crit: 3d6 or 3d10 if bloodied)
Powers
*At will:
Brash Strike
Resolute Shield
*Encounter:
Covering Attack
Bull Charge
Boot Power USED
Unbreakable
*Daily
Comeback Strike USED
Unstopable USED
Bedeviling Assault USED
Cloak Power
Boot Power

*+2 to attack rolls for Opprotunity Attacks and target stops after a hit
*Armor Property:
*Shield Proptery: When flanking an enemy with an ally, that ally gets a +1 shield bonus to AC and Reflex

[/sblock]
 
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As the final demon fell to the ground, the flames behind the wall died down. The adventurers had a lot of wounds to heal after the fight, especially the dying barbarian, but the had achieved their goal: retrieving the ghost's ancient weapon. This path appeared to be a dead end in finding Greggor, however; the portal ahead radiated heat, and muted screams came from it. No doubt it was the gate to the nine hells that this place was named after.

[sblock=Dying]
I assume some treatment / healing is required for Kane still, but I will accept your rules clarifications if I have it wrong. Closest thing I relevance I could find is:

Healing the Dying

When you are dying, any healing restores you to at least 1 hit point. If someone has stabilized you using the Heal skill but you receive no healing, you regain hit points after an extended rest.

HEALING A DYING CHARACTER

Regain Hit Points: When you are dying and receive healing, you go to 0 hit points and then regain hit points from the healing effect. If the healing effect requires you to spend a healing surge but you have none left, you are restored to 1 hit point.

Become Conscious: As soon as you have a current hit point total that’s higher than 0, you become conscious and are no longer dying. (You are still prone until you take an action to stand up.)
[/sblock][sblock=IG]No need for apology. That kind of role playing is great, and I for one appreciate it! If the board would let me award you experience again, I would. Maybe R1 can do it for me. [/sblock]
 

When the fire dies down the dwarf rushes to his fallen comrade. Aftter binding the most severe wounds of the bugbear, Kruk Kane's face a couple times in order to revive him. Come'n friend. Kane coughs up blood but begins to breath normally.

ooc: 1d20+10 = 29

Kruk than collapses against a wall and tends to his own wounds.

ooc: use four surges to bring hp up to max. Heal surges now down to 5
 
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As the fires die, Wil can find his voice again. He moves about the field in a daze, playing a strange and lilting tune to no words.

OOC: Wil has song of rest so you regain HS+7 for each surge. He will spend 2. I will be fully back tomorrow with updated ministats
 

The adventurers searched the area for evidence of Kruk's missing friend Greggor, but found none. They did uncover some treasure from the fallen foes, however: Archer gloves, a Waraxe, an amulet, and a crossbow.

Returning to the mouth of the cave, they encountered Sir Allistair's ghost again. "My new friends, you have returned... and with my Axe. Please, come close." the specters' appearance seemed to be dimming.

"I have waited many years, nay, many centuries, to be freed from these mortal shackles. You have returned my holy weapon from the clutches of evil. For this, I thank you. And, it seems, she has chosen a new champion in you, Master Dwarf." Sir Allistair seemed fainter still.

"There is much darkness ahead, I fear, and not much time to stop it. Pray, use what strength I have left to defend Allaria, as I did, long ago." Suddenly, the translucent body of Sir Allistair was engulfed by bright light that surrounded all of them. A moment later, the light receded, leaving a warm calm over each of them. They felt restored and rejuvenated. But as their eyes readjusted to the darkness, the ghost knight was gone.

GM: The players gain the following benefits: All hitpoints, surges, encounter powers, and daily powers restored. All players now have 2 AP (one from this bonus, one from the milestone).


They discussed what to do next, and Hergunna spoke up. "We are here to find Lord Byron's silver, which can only be still at the silver mine. In that cave, there was miners equipment. I think that is our next location. But, one of us must return to town, to alert the militia, in case... I will go."

[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.
9. After a long battle, they slew all of the demons who had come through the hell gate, and they found Sir Alistair Glasston's lost battleaxe. But Greggor was still missing, and there is the question of why the demons were digging.
[/sblock]

OOC:
I will give myself some time to get the next post up, and give all of you some time to update your character sheets and level up your characters. Good work on the last Encounter!
 

@H.M.Gimlord;
[sblock=Treasure & XP Summary submitted for approval]
EXPERIENCE
Encounter 4: Combat Challenge
[FONT=&quot] [/FONT]- 1 Bloodseep Demon, L7 Skirmisher (leader) – 300XP
- 1 Neldrazu, L8 Lurker – 350XP
- 2 Bonecrusher Skeleton, L7 Solder – 300XP
- 1 Wendigo Manhunter, L8 Lurker – 350XP
- 1 Skelmur the Stalker, L8 Elite Lurker – 700XP
- 1 Doomdreamer, L8 Controler – 350XP
- 1 Drow Demonologist, L8 Artillery (leader) – 350XP
- 2 Demon King’s Wand, L6 Artillery – 250XP
- Demon Face Idol, L6 Trap – 250XP

Quest Reward: 500 XP

Total EXP: (3750 XP + 500 XP) x 2 = 8500 XP
EXP per player: 1416

Time Experience
10/10/2010 - 01/12/2011

Wil Rando: 95 days awarded at L7
Time Exp: 95 * (500/30) = 1583

Hergunna: 95 days awarded at L7
Time Exp: 95 * (500/30) = 1583

Kane: 95 days awarded at L8
Time Exp: 95 * (582/30) = 1843

Kruk: 95 days awarded at L7
Time Exp: 95 * (500/30) = 1583

Carolina: 95 days awarded at L7
Time Exp: 95 * (500/30) = 1583

Charina: 95 days awarded at L6
Time Exp: 95 * (416/30) = 1317

Total EXP
Charina Total EXP: 1416 + 1317 = 2733
Wil, Hergunna, Carolina, Kruk Total EXP: 1416 + 1583 = 2999
Kane Total EXP: 1416 + 1843 = 3259

Time GOLD
Wil Rando: 95 days awarded at L7
Time Gold: 95 * (894/30) = 2831

Hergunna: 95 days awarded at L7
Time Gold: 95 * (894/30) = 2831

Kane: 95 days awarded at L8
Time Gold: 95 * (1266/30) = 4009

Kruk: 95 days awarded at L7
Time Gold: 95 * (894/30) = 2831

Carolina: 95 days awarded at L7
Time Gold: 95 * (894/30) = 2831

Charina: 95 days awarded at L6
Time Gold: 95 * (626/30) = 1982

Treasure
Charina: L8 Swiftshot Superior Crossbow +2
Wil: L9 Sure Shot Gloves
Hergunna: L9 Green Thumbs
Carolina:
L9 Amulet of False Life
Kruk: L8 Ravenclaw Battleaxe +2
Kane: L10 Berserker Waraxe +2
[/sblock]
 

OOC: Please update your character sheet / stat block before you post. Everyone has new toys, plus I think enough experience to level up. Please, let me know what needs to change in my status block.


As Hergunna made her way back to the town, the rest of the adventurers pressed ahead, following the woodland road toward the silver mine. As they got closer, the march became more laborious. The elevation picked up quickly, the road winding its way up the steep mountain. Further up, a light snowfall covered the ground.

Snow crunching under foot, the group spied a crude wooden wall blocking the road where the steep hills funneled the traffic though a narrow passage. Cautiously, they moved forward, and spied sentries atop the wall.

GM: Roll for stealth and initiative. See the enemy results in Mechanics.
If everyone beats their perception, you'll have a surprise round.
If everyone fails to beat perception, the enemies will start with initiative.
If some pass and some fail, those who beat enemy initiative start now, and those who fail will go after the enemy's first round.


[sblock=Mechanics]
Guards perception: 22
Guards initiative: 21
[/sblock][sblock=Status]
Wil Rando: X16 50/50 HS 10/10 AP 2 MW 2/2, +1 AC/Ref-Shift-TENT,
Kane: V17 65/65 THP 0/5 HS 11/11 AP 2,
Kruk: W18 67/67 THP 0/9 HS 12/12 AP 2,
Carolina: X18 49/49 HS 7/7 AP 2,
Charina: Y17 49/49 HS 7/7 AP 2,

Enemies:
Human Archer: L12 62/62 Bolts(20/20),
Human Archer: L25 62/62 Bolts(20/20),
Human Outlaw: L10 87/87 Bolts(20/20),
Human Outlaw: L27 87/87 Bolts(20/20),
???
[/sblock][sblock=map]
Byron3-4-01.png

[/sblock][sblock=Terrain Notes]
1. Difficult Terrain:
Snow Drifts: M9:O10 and M26:N28 and O27:O28
Snow-covered Rocks: R15, W21, X21:X22, H14
Treeline

2. The wall and gate are made of wood, 12' tall.

3. The cliffs on the east and west side of the map are too steep to climb, so basically impassible, creating a bottleneck in the road.
[/sblock][sblock=Enemies]
Human Archer
Medium natural humanoid, human
Initiative +6 Senses Perception +4
HP 62; Bloodied 31
AC 19; Fortitude 18, Reflex 19, Will 17
Speed 6
Club (standard, at-will) Weapon
+12 vs AC; 1d6+2 damage.
Crossbow (standard, at-will) Weapon
Ranged 15/30; +14 vs AC; 2d8+3 damage.
Bullseye Bolt (standard, recharge 5,6 )
Ranged 15/30; +14 vs AC; 3d8+3 damage and the target is dazed (save ends).
Alignment Unaligned Languages Common
Equipment: club , crossbow , crossbow bolts (20) .

Human Outlaw
Medium natural humanoid, human
Initiative +8 Senses Perception +4
HP 87; Bloodied 43
AC 24; Fortitude 21, Reflex 20, Will 19
Speed 5
Halberd (standard, at-will) Weapon
Reach 2; +15 vs AC; 1d10+7 damage, and the target is marked until the end of the outlaw's next turn.
Pushback Strike (standard, recharge 5,6 ) Weapon
Requires halberd; reach 2; +15 vs AC; 1d10+10 damage, and the target is pushed 1 square and knocked prone.
Crossbow (standard, at-will) Weapon
Ranged 15/30; +11 vs AC; 1d8+4 damage.
Alignment Unaligned Languages Common
Equipment: chainmail , crossbow , crossbow bolts (20) , halberd .
[/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.
9. After a long battle, they slew all of the demons who had come through the hell gate, and they found Sir Alistair Glasston's lost battleaxe. But Greggor was still missing, and there is the question of why the demons were digging.
10. Hergunna departed the group to alert the local militia, while the others pressed ahead North, trying to find the source of the demon-aligned miners, as well as the lost silver.
11. They came upon a wall blocking the road to the mine.
[/sblock]
 
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