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

[sblock=Wil's Attack][MENTION=73730]johnmeier1[/MENTION]
I calculate both attacks miss (Brother has Concealment). The outlaw has no damage and no effect, but Brother takes half damage and still endures the effect. Right?
[/sblock]
 

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OOC: DM: Well, Wil definitely misses the Outlaw (-2 for prone with ranged, +2 from Fox's Cunning Wis) vs +2 AC and he already has a 24 AC. I think I hit Brother, since even with concealment I hit REFLEX 23, how much concealment? Otherwise effect still happens and half damage.
 


I'm right behind ya Kane! Kruk charges the knight as well. Swinging hard at the foe's back. He misses badly due to the pummeling he took from the zombie horde. Kruk focuses and swings again. This time his blade strikes true. Kruk feels strength flow into his body after the blow. ha Haaa!.

[sblock=acitons]
minor: none
movement: none
charge knight (move to u23) 1d20+15+1(charge)-2(concealment) = miss

ap: comeback strike: 1d20+15-2(concealment) = 32 for 18 and Kruk spends a surge for 20

hp now 59
surges left 11 of 12
powers used: daily comeback strike
1 or 2 AP used

mark knight
[/sblock]
 

When in a tight spot, rely on trusted tricks. Charina invokes the darkness of her bloodline to drop a cloud over her location and then out of the darkness a bolt pierces the chest of the outlaw. He staggers, coughing blood.

As the knight tries to see through the darkness, another bolt hits him in the shoulder and wheels him around and he accidentally takes off the head of his ally with his sword.

Evil laughter can be heard out of the darkness.

[sblock=Actions]
Minor: Cloud of Darkness, targets don't see me so I get CA
Standard:
Sly Flourish vs Outlaw (1d20+17+2=32, 1d10+12+2d8=33)
Move to Minor to reload
AP: Confounding attack vs Brother
Confounding attack (1d20+17+2-2=34, 2d10+11=20)

Effect: He makes a basic attack vs Outlaw

Brother vs Outlaw (1d20+13=30, 1d10+6=7) hit for 7 but wait! Rolls of 1 with that sword are rerolled?
Graefling re-roll 1 (1d10+6=12)
But wait!
Maybe he was still using his lance
lance damage (2d6+5=10)

All right so, 7, 12 or 10 points of damage. I sure hope it's one of the last 2 options and wrote fluff accordingly.

CLoud of Darkness last until the end of my next turn.
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The halfling dashes from her cover across the battlefield, letting her dagger fly once more to the archer on the wall. She curses as her attack goes wide of her target, then quickly takes cover behind the snow-covered rock, ready to join in the focused offort on the mounted knight.

[sblock=Actions]
Move: none
Standard: From the Shadows
-Shift 5 squares to V15
-vs. Human Archer (L12);Roll Lookup
-Shift 5 squares to X20
Free: Stealth; 1d20+13=28
[/sblock]

[sblock=OOC]It is confirmed: I can hit with At-Wills all day long, but as soon as I use something I can only use once, I botch it. Go me![/sblock]
 


[sblock=Wil's Triggers]
N/A
[/sblock][sblock=Outlaw & Cloud of Darkness]
Outlaw - Brother is using the lance, so the damage is 10. However, you forget about the 10 THP he has from the inspiring Cry last round, so the outlaw is not dead yet.
Cloud - Does it affect Wil at all, who is currently adjacent to Charina? [/sblock]

"Get over here!" the knight demanded, the shadowy steed beginning to jump, as he found himself surrounded. The knight backed his steed up, and thrust his Lance into Kruk.

The outlaw, still reeling from his blindside, pulled himself back to his feet with this Halberd. He made a thrust attack at Kane, but he was too slow.

The second outlaw on the far left side of the field moves quickly to close the distance.

The Zombies, mindlessly, run to join the fray. The Corpses trip over each other, and make a sloppy attack against Kruk, who easily rebuffs them.

The archer on the wall scanned the field, targeted kane, and let a bolt fly loose. His aim was true, and the bolt found the barbarian in the back.

The fat woman Alaria moved up to the gate. Scrunching her face in ugly concentration once more, she rippled the space/time around Kane and Kruk, causing their minds and bodies to slow down.

[sblock=Mechanics]
Brother Arleas (Knight)
Free: Regen 5
Move: Shift to U24:V25
Standard: Lance vs Kruk (Reflex)
Attack: 1d20+13=20
Damage: 2d6+5=13

Outlaw M27
Move: Get Up
Standard: Pushback Strike vs Kane (AC)
Attack: 1d20+15=23 Miss
Damage: 1d10+10=0

Outlaw M10
Recharge: Pushback Strike: 1d6=4 Nope
Move: Q15
Standard: Move: V20

Zombie Throng
Move: Run to S22 (center square)
Standard: Mob of Crushing Blows vs Kruk (AC)
Attack: 1d20+12=13 -5 = 8 Miss
Damage: 2d8+5=0

Archer L12
Recharge: Bullseye Bolt 1d6=1 Nope
Standard: Crossbow vs Kane (AC)
Attack: 1d20+14=28
Damage: 2d8+3=18
Effect: Resist 5, damage = 13

Alaria d’Orien
Move: to M19
Standard: Temporal Disruption on V22, Targets Kane, Kruk (Will)
Attack Kane: 1d20+10=24 Hit
Attack Kruk: 1d20+10=29 Hit
Effect: Kane and Kruk are dazed and slowed (save ends both).
Aftereffect: The target is slowed (save ends).

Ajathan Strongheart:
Move: ??? Behind the wall (on the left side) [FONT=&quot]
[/FONT]


[/sblock][sblock=Status]
Wil Rando: Y22 61/61 HS 10/10 AP 2 MW 2/2, +1 AC/Ref-Shift-TENT,
Kane: V22 49/77 THP 0/5 HS 11/11 AP 2, -5 defenses, resist 5, Dazed-Slowed (Aftereffect: Slowed)
Kruk: U23 46/80 THP 0/9 HS 11/12 AP 1, Dazed-Slowed (Aftereffect: Slowed)
Carolina: X20 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(16/20),
Human Outlaw: V20 44/87 THP 10/10Bolts(20/20),
Human Outlaw: X24 10/87 THP 0/10 Bolts(20/20), Bloodied, Prone, +2 AC/Will
Zombie Throng: R21:T23 116/121 THP 10/10, Ran (-5 Atk, Grants CA TSNT)
Brother Arleas (Knight): U24:V25 92/170 AP 1/1, Concealment (Mount Ability), Marked-Kruk
Gloom Mount: U24:V25 88/88,
Alaria d’Orien: M19 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]
Byron3-4-05.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]
 

OOC: Map didn't make it completely, Tenchuu. Very good DMing! I think that Wil is currently in the darkness, but will likely move out depending on the map
 

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