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

[sblock=R1][MENTION=54810]renau1g[/MENTION]
I think it's fine to activate the power before you are wielding it, but if you've used the move to stand and the minor to activate, aren't you without the axe in hand?[/sblock]
 

log in or register to remove this ad

[sblock=ooc]
Doh! Forgot I didn't draw it last turn...ok, draw +2 vicious axe as minor, Hits AC 24 for 13 damage then. Sorry about that [/sblock]
 

@H.M.Gimlord

[sblock=DM Credits submitted for Approval]
Requesting 5 DM credits (8/19/2010 - 1/19/2011). I'll roll up the balance in the next set of credits.

I have been doing a poor job keeping up with this.
[/sblock]
 

Wil moves calmly around the rock, intent on his quarry. His bracers flash bright as he steps from behind the rock. We shall overcome he belts out singing as his arrow files in an unusual arc towards the wall.

OOC: Move: Walk to Z24
Minor: Bracers of Archery - ignore cover
Standard: Jinx Shot on Archer in L25


[sblock=ministats]
Status: Hunter's Quarry on Human Archer in L25
Init: +5 Speed: 5 Perception:22 Insight: 20
AC: 21 F/R/W:17/18/22
HP: 61/61 Surges: 8/8 Surge Value: 15 AP: 2
Languages: Allarian, Imperia, Draconic
Str:8 Dex:14 Wis:14 Con:14 Int:10 Cha:22

Powers:
At Will - Jinx Shot, Cutting Words
Encounter - Second Wind, Fox's Cunning, Twin Strike, Grappling Spirits, Hunter's Quarry, Majestic Word (0/2), Words of Friendship, Chord of Dissonance, Rhyme of the Blood-Seeking Blade, Virtue of Prescience
Daily - Arrow of Ill Omen, Arrow of Warning, Bracers of Archery, Inevitable Shot, Songbow of Vanishment, Warding Arrow

Warding Arrow Trigger - Immediate Interrupt when Wil is hit by 1 or less with an attack
Fox's Cunning Trigger - Immediate Reaction to the First Enemy that attacks me in melee
Chord of Dissonance Trigger - Immediate Interrupt to the First Ally hit for 10 or more damage
Rhyme of the Blood Seeking Blade Trigger - Immediate Interrupt to the First Ally that misses in melee by 6 or less
Arrow of Warning Trigger - Immediate Interrupt to the First Bloodied Ally attacked in melee
Full Character Sheet
[/sblock]
 


Carolina moves across the battlefield to a nearby bush and gives Kane some relief by beginning to work on the remaining archer.

[sblock=Actions]Move: 6 squares to T11
Standard: Sly Flourish
-vs. M12 Archer; hits AC 22 for 14 damage (Roll Lookup)[/sblock]

[sblock=Carolina's stat block]Carolina- Female Halfling Rogue 7
Passive Perception: 19, Passive Insight: 12
AC:22, Fort:16, Reflex:22, Will:19 -- Speed:6
HP:54/54, Bloodied:27, Surge Value:13, Surges left:7/7
Initiative +8
Action Points: 2, Second Wind: not used
Powers: Sly Flourish, Clever Strike,
Positioning Strike, Nasty Backswing, From the Shadows,
Blinding Barrage, Surefooted Retort,
Agile Recovery, Hidden Blade
[/sblock]
 

[sblock=Wil's Triggers]
Chord of Dissonance Triggers for Zombie attack vs Kruk
[/sblock]"Sir! More Targets in the treeline!" the acher yelled, spotting Carolina. It took aim and fired a bolt, which sailed true, but struck a branch inches from the Rogue.

The gate swung open in front of Kruk, revealing to him an army of Zombies and a mounted knight dressed in black.

"Forward!" the knight shouted, prodding the Zombie legion with his lance. The horde stumbled forward, engaging Kruk. Waving his shield wildly, the dwarf was unable to block all of their attacks. Wil, seeing this, struck an akward chord which disrupted the attack, but only partially.

The outlaw facing Kane thrust hard with his halberd, but the attack glanced off his armor. The other outlaw got to his feet and moved closer to Wil's position.

"Come on, you laggards!" the knight called, beckoning two stragglers forward, who were just making their way up to the gate. "And up the wall with you," he added, though it was unclear which soldier he spoke to.

[sblock=Mechanics]
Archer L12
Standard: Crossbow vs Carolina (AC)
Attack: 1d20+14=23 -2 for Cover =21 Miss
Effect: Virtue of Prescience triggers, blocking attack.
Damage: 2d8+3=0

Zombie Throng
Move: to M18 (center square)
Standard: Mob of Crushing Blows vs Kruk (AC)
Attack: 1d20+12=30
Damage: 2d8+5=20
Effect: Chord of Dissonance Triggers. Prevent 10 damage.

Outlaw M10
Standard: Pushback Strike vs Kane (AC)
Attack: 1d20+15=21 Miss
Damage: 1d10+10=0

Outlaw M27
Move: to Q25
Standard: Move to V24

[FONT=&quot]Brother Arleas (Knight)
Standard: Total Defense

[/FONT][FONT=&quot]Alaria d’Orien
Move: to J22

Ajathan Strongheart:[/FONT]
[FONT=&quot]Move: to J17
[/FONT]
[/sblock][sblock=Status]
Wil Rando: Z24 61/61 HS 10/10 AP 2 MW 2/2, +1 AC/Ref-Shift-TENT,
Kane: M11 77/77 THP 0/5 HS 11/11 AP 2, prone
Kruk: O19 70/80 THP 0/9 HS 12/12 AP 2,
Carolina: T11 54/54 HS 7/7 AP 2,
Charina: Y20 59/59 HS 7/7 AP 2,

Enemies:
Human Archer: L12 48/62 Bolts(18/20),
Human Outlaw: M10 75/87 Bolts(20/20),
Human Outlaw: V24 61/87 Bolts(20/20),
Zombie Throng: L17:N19 121/121, +2 AC/Will
Brother Arleas (Knight): K20:L21 170/170 AP 1/1,
Gloom Mount: K20:L21 88/88,
Alaria d’Orien: J22 86/86, +2 AC/Will
Ajathan Strongheart: J17 180/180 AP 1/1,
?


Human Archer: L25 -8/62 Bolts(19/20), dead
[/sblock][sblock=map]
Byron3-4-03.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.
If standing on the wall, there is no cover bonus granted.
If prone atop the wall, the target has superior cover (-5) vs opponents on the ground.

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 .

Alaria d’Orien
Medium natural humanoid, human
Initiative +6 Senses Perception +12
HP 86; Bloodied 43
AC 22; Fortitude 19, Reflex 20, Will 21
Speed 6 See also teleportation savant
Dagger (standard, at-will) Weapon
+13 vs AC; 1d4+4 damage.
Disrupting Warp (standard, at-will) Force, Teleportation
Ranged 10; +12 vs Will; 2d6+6 force damage, and Alaria teleports the target 1 square.
Painful Jaunt (standard, recharge 5,6 ) Teleportation
Ranged 10; +12 vs Will; 3d8+6 damage, and Alaria causes the target and one ally within range to swap positions.
Temporal Disruption (standard, encounter)
Area burst 1 within 10; +10 vs Will; the target is dazed and slowed (save ends both). Aftereffect: The target is slowed (save ends).
Dimension Leap (Standard, recharge 4, 5,6) Teleportation
Alaria teleports 5 squares and gains a +2 bonus to all defenses until the start of its next turn.
Teleportation Savant (Minor, Encounter)
Alaria gains a teleportation speed equal to her current speed until the end of her next turn.
Skills Arcana +14, Endurance +10, Insight +12
Equipment: dagger

Brother Arleas (Reskin: Lord Durven Graef)
Medium shadow humanoid
Initiative +6 Senses Perception +6; darkvision
Guarding Presence aura 1; each ally within the aura gains a +2 bonus to AC and Will.
HP 170; Bloodied 85
Regeneration 5
AC 22; Fortitude 20, Reflex 18, Will 19
Vulnerable radiant (if Durven takes radiant damage, his regeneration does not function on his next turn).
Saving Throws +2
Speed 5
Action Points 1
Graefling (standard, at-will) Weapon
+13 vs AC; 1d10+6 damage (crit 2d8 necrotic damage + 16 damage). Against bloodied targets, Durven can reroll any 1 on Graefling’s damage rolls.
Lance (standard; usable only while mounted, at-will) Weapon
Reach 2; +13 vs Reflex or Armor Class (whichever is lower); 2d6+5 damage, and if Durven scores a critical with this attack, or makes this attack against a creature granting him combat advantage, the target is also knocked prone.
Grieving Strike (standard; requires graefling, at-will) Necrotic, Weapon
+13 vs AC; 1d10+6 damage (crit 2d8 necrotic damage + 16 damage), and each enemy adjacent to Durven takes 5 damage and grants combat advantage to him until the end of Durven’s next turn. Against bloodied targets, Durven can reroll any 1 on Graefling’s damage rolls.
Peerless Horseman (immediate reaction, when durven's mount is hit by a melee attack, at-will)
Targets the enemy that triggered this attack; +13 vs Reflex; 1d6+5 damage, and the mount gains resist 10 for the triggering attack.
Inspiring Cry (minor, encounter)
Close burst 10; each ally in the burst gains 10 temporary hit points and a +1 power bonus to attack rolls until the end of Durven’s next turn..
Deadly Charge (while mounted)
When making a charge attack, Durven deals 2d6 extra damage.
Mounted Combat
While Durven rides a creature, he gains access to any special mount abilities it confers to its rider, plus the creature can also make Athletics, Acrobatics, Endurance, or Stealth checks using Durven’s base skill check bonus rather than its own if Durven’s is higher.
Immortal Curse
Durven cannot die from natural causes and cannot be slain by mortal hands. If reduced to 0 hit points, he rises in his personal chambers with full hit points after 24 hours. Durven can be destroyed only if reduced to 0 hit points by a creature with the immortal origin.
Skills Diplomacy +12, History +9, Insight +11, Intimidate +12, Nature +11
Equipment: lance, graefling +2 , heavy shield , plate armor .

Gloom (Mount)
Large shadow beast (mount)
Initiative +6 Senses Perception +6; darkvision
HP 88; Bloodied 44
AC 20; Fortitude 20, Reflex 18, Will 18
Speed 7 (9 while charging)
Kick (standard, at-will)
+9 vs AC; 1d8+6 damage.
Gloaming Gallop (standard, at-will)
Gloom can move its speed and enter enemies’ spaces, and Gloom must end its move in an unoccupied space. When it enters an enemy’s space, Gloom makes an attack; +7 vs Fortitude; 1d8+6 damage, and the target is blinded until the start of Gloom’s next turn.
Shadowy Steed (while mounted by a friendly rider of 6th level or higher; at-will) Mount
Gloom grants its rider concealment.
Skills Endurance +12
Equipment: heavy barding

Ajathan Strongheart
Medium natural humanoid, human
Initiative +7 Senses Perception +5; low-light vision
HP 180; Bloodied 90
AC 23; Fortitude 20, Reflex 21, Will 22
Saving Throws +2
Speed 6
Action Points 1
Dagger (standard, at-will) Weapon
+14 vs AC; 1d4+5 damage, and the target is slowed until the end of Ajathan’s next turn.
Charm Ray (standard, recharge 5,6) Charm
Ranged 10; +13 vs Will; two targets; the target is dominated (save ends).
Dual Bolt (standard, at-will)
Ajathan makes a phantom bolt attack against one creature and a teleporting bolt attack against another creature.
Phantom Bolt (standard, at-will) Illusion, Psychic
Ranged 10; +13 vs Reflex; 1d8+7 psychic damage, and Ajathan slides the target 1 square.
Teleporting Bolt (standard, at-will) Teleportation
Ranged 10; +13 vs Reflex; 1d8+7 damage, and the target is teleported up to 3 squares. The target cannot be teleported into an unsafe space.
Skills Arcana +14, Bluff +12, History +14, Streetwise +10
Equipment: robes, dagger

Zombie Throng
Huge natural animate (swarm, undead)
Level 9 BruteXP 400
Initiative +2 Senses Perception +8; darkvision
Swarm Attack aura 1; the zombie throng makes a mob of crushing blows attack as a free action against any enemy that starts its turn within the aura. While the zombie throng is bloodied, it makes a zombie grab attack instead.
HP 121; Bloodied 60
AC 21; Fortitude 24, Reflex 18, Will 20
Immune disease, poison, fear; Resist 10 necrotic; takes half damage from melee and ranged attacks;Vulnerable 5 radiant, 10 against close and area attacks, 20 against critical hits
Speed 4
Mob of Crushing Blows (standard, at-will)
+12 vs AC; 2d8+5 damage.
Zombie Grab (standard, at-will)
+10 vs Fortitude; the target is grabbed. Attempts to escape the zombie throng's grab take a -5 penalty.
Zombie Mess Grab (standard, recharge 6)
Close burst 1; targets enemies; +10 vs Fortitude; the target is grabbed. Attempts to escape the zombie throng's grab take a -5 penalty.

[/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]
 
Last edited:



What foul work of evil is this! Kruk stands his ground and strikes back against the mob of zombies. His attack is a success. As the zombie horde rears back from the hit, Kruk shifts his body in such a way to get full protection from his shield.

[sblock=actions]
minor: none
movement: none
attack: resolute shield: 1d20+15 vs AC: 33 for 11 damage and Kruk improves his AC by 3 against any attack made by the zombie horde until TENT.

mark zombie horde

[/sblock]
 

Remove ads

Top