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

Kruk moves towards the gate and tries to lift it using brute strength. It does not budge. Agghhhhhhhhhhh...OPEN THE GATE COWARDS!

[sblock=actions]
movement: move to m18
minor: none:
action: strength check to open the door: 1d20+11 (I don't know if I'm doing this right. Kruk has a 21 str) = 13
[/sblock]



[sblock=stats]
Kruk- Dwarf Guardain Fighter Level 8

*Adverse Condition: None
*Initiative: +4
*Passive Insight 16
*Passive Perception 16
*Senses low light vision
*HP 80 Bloodied 40 Surge Value 20; Surges Per-Day 13(11):
*AC 26 Fortitude 25 Reflex 18 Will 20 Speed 5
*Save +5 vs. poison
*action Points: 2 1 USED
*Second Wind: USED
basic attack:Ravenclaw Warblade Battleaxe +15 Vs AC 1d10+8 (crit: 2d6 or 2d10 if bloodied)
Powers
*At will:
Brash Strike
Resolute Shield
*Encounter:
Covering Attack USED
Sweeping Blow USED
Boot Power USED
Unbreakable USED
Bloody the Field
*Daily
Comeback Strike USED
Unstopable
Bedeviling Assault
Cloak Power
Armor Power
Boot Power USED

*+2 to attack rolls for Opprotunity Attacks and target stops after a hit
*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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GM:
All: Press Refresh, and check the map. It's been updated.

Dims: You used your minor to open the gate, and still have a standard action left.


Kruk moved quickly to the gate, and pulled with more effort than required. The dwarf nearly toppled himself in the attempt, due to his unchecked force backwards. The right side gate door swung open, but he spied no enemies, yet.
 


GM:
All: Press Refresh, and check the map. It's been updated.

Dims: You used your minor to open the gate, and still have a standard action left.


Kruk moved quickly to the gate, and pulled with more effort than required. The dwarf nearly toppled himself in the attempt, due to his unchecked force backwards. The right side gate door swung open, but he spied no enemies, yet.


With weapon and shield drawn, Kruk boldly walks through the gate and then stops a few paces behind it to get a view of everything in all directions.

ooc: another movement: move to j20
 

GM:
All: Press Refresh, and check the map. It's been updated, again.


As Kruk pressed ahead past the gate, Alaria was waiting for him. The fat woman scrunched her face for another temporal attack, but Kruk's was ready for the attack and he blocked the arcane assault.

He glanced over at the male wizard, Strongheart, who seemed twitchy, but did not attack.
 

Kane sees Kruk move in and the magical assault on him propels the bugbear into action. His great speed is on display again as he rushes to the gates and then continues onward as he sees the duo.

"For Stinkbeard!" he shouts as he pounds along the ground to reach his target, his axe just bypassing the wizard's defenses.

[sblock=ooc]

Minor:
Move: to L20
Standard: Charge Alaria (H11) - howling strike on Alaria (1d20+14+1+2=22, 1d12+9+2+1d6=23) just hits for 23 (this time I remembered my bonuses)

[/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: 32/77, Bloodied:35, Surge Value:17, Surges left:9/11
Action Points: 1
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]
 



The fat woman reeled back from Kane's attack. Anger flashed on her face, and then intense concentration. The barbarian felt ripped through space, reappearing a moment later further away.

"Help me, Ajathan!" Alaria yelled.

"Calm yourself, Hag," Strongheart replied, moving forward keeping close the the wall. "Both of you are mine!"

The mage attacked the two warriors minds, his voice in their heads, overriding their own. Your bodies are mind to command, they heard, and as they cursed back in defiance, the sound of their own voices were weak and distant.
[sblock=Dominated][MENTION=79956]dimsdale[/MENTION] [MENTION=54810]renau1g[/MENTION]

[sblock=Dominated Rules from Compendium]
While a creature is dominated, it can’t take actions. Instead, the dominator chooses a single action for the creature to take on the creature’s turn: a standard, a move, a minor, or a free action. The only powers and other game features that the dominator can make the creature use are ones that can be used at will, such as at-will powers. The creature also grants combat advantage and can’t flank.
[/sblock]Kruk and Kane are dominated. If you have any powers/abilities which let you take a save before the end of your turn (or if anyone has an interrupt to stop the attack, or a power to let you save before the end of your turn), do those now to override the dominated power. Otherwise, the only thing you can do for your current turn is roll to save (which affects next round).

After the other players take their turns, I will post the dominated character actions and the next enemy actions.
[/sblock][sblock=Mechanics]
Alaria d’Orien
Move: Shift to G12
Standard: Disrupting Warp (vs Kane)
Attack: 1d20+12=26
Damage: 2d6+6=16
Effect: Kane resists 5; total damage = 11. Kane is teleported to

Ajathan Strongheart:
FYI: Charm Ray 1d6=6 still Recharged (3 Turns back)
Move: to K23
Standard: Charm Ray vs Kruk and Kane
Attack Kruk: 1d20+13=29 Hit
Attack Kane: 1d20+13=20 Hit
Effect: Kruk and Kane are dominated.
[/sblock][sblock=Status]
Wil Rando: Y23 17/61 HS 8/10 AP 1 MW 0/2, Bloodied, +1 AC/Ref-Shift-TENT,
Kane: T24 21/77 THP 0/5 HS 11/11 AP 1, Bloodied, -5 defenses, resist 5, Dominated.
Kruk: J20 56/80 THP 0/9 HS 9/12 AP 1, Dominated.
Carolina: T10 54/54 HS 7/7 AP 2,
Charina: X23 59/59 HS 7/7 AP 2,

Enemies:
Alaria d’Orien: G12 73/86 THP 0/10,
Ajathan Strongheart: K23 171/180 AP 1/1,

Human Archer 3: L28
-5/62 Bolts(18/20), Dead
Zombie Throng: V19:X21 -7/121 THP 0/10, Dead
Human Archer 1: L15 -16/62 THP 10/10 Bolts(15/20), dead
Human Outlaw: W19 -10/87 THP 0/10Bolts(20/20), dead
Gloom Mount: U24:V25
-8/88, Dead
Human Outlaw: X24 -15/87 THP 0/10 Bolts(20/20), dead
Brother Arleas (Knight): U24:V25 101/170 AP 1/1, Dead
Human Archer 2: L25 -8/62 Bolts(19/20), dead
[/sblock][sblock=map]
Byron3-4-13.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]
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

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

[/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. Mounted knight Brother Arleas leads a band of outlaws and zombies to defend the mine entrance. After slaying the Knight and half his men, the remaining wizards and archers closed the gate.
[/sblock]
 


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