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

Wil throws away any pretense of stealth, shouting out a song of battle as he fires off an arrow at the outlaw approaching him. May the axes fall upon the dead and send them to their graves, which foe is the biggest threat friends that stands in our way?

OOC: Standard: Jinx Shot vs Outlaw closest to me
Move: Shift to Y23 (boots of fencing master give +1)

Question for the DM, it seemed like we had the benefits of an extended rest, but also a milestone. Can Wil use the Power Jewel to recharge an encounter power? If so I would recharge Chord of Dissonance as a minor action.


[sblock=ministats]
Status: +1 to Ref/AC
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

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

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[sblock=DM]I notice the archer at L12 is still at full HP. Did Carolina's attack last round miss after all (AC 22 for 14 damage)?[/sblock]
GM: Updated. Sorry about that. I had misread your post, and thought you were targeting the outlaw fighting Kane.

John, You can use the power jewel. Just keep in mind, there aren't any planned extended rests for the rest of the adventure, and more encounters than just this one, so use it wisely. Please confirm if you're using it now.
 
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As the enemy swings at him, Kane sidesteps and returns the swing with a powerful one of his own, but the human brings up his halberd in time to deflect the attack.

"Oh, you is gooder than most Kane fights. Dis will be fun." the bugbear jests, drawing his newfound axe, and he feels the weapon drawing him into a frenzy. Smiling a wicked, toothy grin, Kane slams the axe into his opponent, a huge gash on the others shoulder.

"First blood Kane"

[sblock=ooc]

Immediate Reaction: Curtain of Steel - curtain of steel vs outlaw (1d20+14=17, 3d12+9=23) miss
Move: draw other axe
Minor: activate Berserker's daily power (+2 power bonus to atk/dmg rolls, -5 defenses, resist 5 damage until end of encounter or unconsciousness...whichever happens first)
Standard: Swift Panther Rage on outlaw - Swift Panther Rage vs outlaw (1d20+16=35, 3d12+11=31) hits for 31

[/sblock]

[sblock=ministats]Kane Male Bugbear Barbarian 9
Initiative: +10, Passive Perception: 14, Passive Insight: 14, Senses: Low-light
AC: (19)24, Fort: (19) 24, Reflex: (18) 23, Will: (13) 18
HP:77/77, Bloodied:35, Surge Value:17, Surges left:11/11
Action Points: 2
Powers:
Howling Strike
Whirling Rend

Furious Assault
Hunter's Quarry
Whirling Lunge
Whirling Frenzy
Whirling Step
Curtain of Steel
Shrug it Off
Run Rampant

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

Important Stuff:
Cool stuff happens when he bloodies or kills a bad guy

Conditions: +2 power bonus to atk/dmg rolls, -5 defenses, resist 5 damage until end of encounter or unconsciousness. Until the rage ends, you gain a +2 bonus to speed and can shift 2 squares as a move action

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

[sblock=Wil's Triggers]
N/A
[/sblock][sblock=Zombie Horde]Don't forget:
1. Check the stat block. It only takes half damage from Melee attacks.
2. It has an auto attack from an Aura 1 at the start of PC's turns. [/sblock]
Before Kruk to attack the throng of zombies, they pummeled him further; though, the dwarfs staunch attack positioned him better to defend himself. When the zombies attacked again, he easily deflected their blows.

"Damnit," the archer cursed. Losing sight of Carolina, he took aim across the battlefield, and fired a bolt at Wil. His target was true, and the bolt slammed into the Bard's shoulder, who heard the whistling projectile too late.

The outlaw closed in on Wil, thrusting his Halberd at the bard; but Wil smartly repositioned himself moments before, drawing the foe onto a treacherous piece of ice. As he attacked, his feet flew out from under him, and the Outlaw found himself sprawled out on the ground.

The second outlaw winced from the pain, but managed to regain his composure. Thrusting hard again, this second attack connected, sending the barbarian flying back onto the ground. "Not so tough now," he spat.

"Get the dwarf out of my way!" the knight ordered.

The fat woman Alaria crunched her face up into a crude scowl, and Kruk felt as if he were crushed into a ball. A moment later, the pain stopped, but he had a disorienting sensation as he realized he was teleported 5 feet away. The fat woman looked exhausted from her effort, but satisfied with the result. She looked at the knight, as if seeking approval, and found none.

The other backline shoulder moved into the shadow of the wall.

With Kruk out of the way, the knight galloped forward to the middle of the battlefield. "FOR THE BROTHERHOOD!" he yelled, inspiring his soldiers with his presence on the field. With another gallop, he took to the flanks of the prone Outlaw. "Get up!"

[sblock=Mechanics]
Kruk's Turn
Zombie Aura Attack: Crushing Blows vs AC
Attack: 1d20+12=28
Damage: 2d8+5=18

Archer L12
Recharge: Bullseye Bolt 1d6=1 Fail
Standard: Crossbow vs Wil (AC)
Attack: 1d20+14=29
Damage: 2d8+3=11

Outlaw M27
Move: to X24
Standard: Halbard vs Wil (AC)
Attack: 1d20+15=21 Miss
Damage: 1d10+7=0
Effect: Falls Prone

Outlaw M10
Recharge: Pushback Strike: 1d6=5 Recharged
Standard: Pushback Strike vs Kane (AC)
Attack: 1d20+15=35 Crit
Damage: 1d10+10=20 -5 resist all = 15
Effect: Kane is pushed to M12 and knocked Prone.

Zombie Throng
Move: to M18 (center square)
Standard: Mob of Crushing Blows vs Kruk (AC)
Attack: 1d20+12=17 Miss
Damage: 2d8+5=0

Alaria d’Orien
Standard: Disturbing Warp vs Kruk (Will)
Attack: 1d20+12=22
Damage: 2d6+6=13
Effect: Teleports Kruk to: P18

Ajathan Strongheart:
Move: ??? Behind the wall (on the left side) [FONT=&quot]
[/FONT]
Brother Arleas (Knight)
Move: R19:S20
Minor: Inspiring Cry (THP and +1 Bonus ATK TENT) Effects: Archer, Both Outlaws, Zombies, and Alaria
Standard: Move: V23:W24

[/sblock][sblock=Status]
Wil Rando: Y23 61/61 HS 10/10 AP 2 MW 2/2, +1 AC/Ref-Shift-TENT,
Kane: M11 62/77 THP 0/5 HS 11/11 AP 2, -5 defenses, resist 5, Prone
Kruk: P18 39/80 THP 0/9 HS 12/12 AP 2, Bloodied
Carolina: U10 54/54 HS 7/7 AP 2,
Charina: Z22 59/59 HS 7/7 AP 2,

Enemies:
Human Archer: L12 36/62 THP 10/10 Bolts(17/20),
Human Outlaw: M10 44/87 THP 10/10Bolts(20/20),
Human Outlaw: X24 43/87 THP 10/10 Bolts(20/20), Bloodied, Prone, +2 AC/Will
Zombie Throng: L17:N19 116/121 THP 10/10,
Brother Arleas (Knight): V23:W24 170/170 AP 1/1, Concealment (Mount Ability)
Gloom Mount: K20:L21 88/88,
Alaria d’Orien: J22 86/86 THP 10/10,
Ajathan Strongheart: ??? (behind the wall) 180/180 AP 1/1,
?

Human Archer: L25 -8/62 Bolts(19/20), dead
[/sblock][sblock=map]
Byron3-4-04.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. Brother Arleas leads a band of outlaws and zombies to defend the mine entrance.
[/sblock]
 
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Kane flies into the air after the attack, skittering across the snow. He shakes his head to clear the stars in front of his eyes from the powerful blow as he rises to his feet.

He looks ready to tear apart the human, but spots Wil beset by the apparent leader of this group. The bugbear appears caught in indecision for a moment, he wishes to payback the bandit, but his friend is in trouble.

"MUSICMAN!!!! KANE COMING!!!! the bugbear bellows as he bounds across the field, the speed of his rush almost inhuman as his powerful legs carry him. Kane slams his axe into the thigh of the knight with a tremendous howl.

[sblock=ooc]

Move: stand up.
Standard: Charge! howling strike on Brother Arleas (1d20+15=24, 1d12+9+1d6=16) - speed is 10 for the charge (6 normal + 2 from racial + 2 from rage) hits even with concealment for 18. (forgot the +2 to hit/damage so hits AC 26)

[/sblock]

[sblock=ministats]Kane Male Bugbear Barbarian 9
Initiative: +10, Passive Perception: 14, Passive Insight: 14, Senses: Low-light
AC: (19)24, Fort: (19) 24, Reflex: (18) 23, Will: (13) 18
HP:62/77, Bloodied:35, Surge Value:17, Surges left:11/11
Action Points: 2
Powers:
Howling Strike
Whirling Rend

Furious Assault
Hunter's Quarry
Whirling Lunge
Whirling Frenzy
Whirling Step
Curtain of Steel
Shrug it Off
Run Rampant

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

Important Stuff:
Cool stuff happens when he bloodies or kills a bad guy

Conditions: +2 power bonus to atk/dmg rolls, -5 defenses, resist 5 damage until end of encounter or unconsciousness. Until the rage ends, you gain a +2 bonus to speed and can shift 2 squares as a move action

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

Wil jumps back like a fox as the outlaw swings his halbard and falls to the ground. He looses a quick arrow at the man.

This seems like your true foe, Kane shouts Wil and he looses an arrow at the mounted man. Afterwards, the bard sneaks around the other side of the rock.

[sblock=OOC] Immediate Reaction: Fox's Cunning (he attacked), use basic attack (Grappling Spirits) then shift to Z23
Standard: Arrow of Ill Omen on Brother (Kane = Until the end of the encounter, when that ally hits the target but does not score a critical hit, you roll a d20. If you roll a 15 or higher, that attack becomes a critical hit, and this effect ends.)
Move: Walk to Y21
[/sblock]

[sblock=ministats]
Status: Stealth = ?
Init: +5 Speed: 5 Perception:22 Insight: 20
AC: 21 F/R/W:17/18/22
HP: 50/61 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

  1. Warding Arrow Trigger - Immediate Interrupt when Wil is hit by 1 or less with an attack
  2. Rhyme of the Blood Seeking Blade Trigger - Immediate Interrupt to the First Ally that misses in melee by 6 or less
  3. Arrow of Warning Trigger - Immediate Interrupt to the First Bloodied Ally attacked in melee
Full Character Sheet
[/sblock]
 

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