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

Behind you! Ha ha ha! Laughs Wil as he pops around the corner and fires an arrow.




OOC: Move: Walk to N17 assuming that gives line of sight (don't care about cover)
Standard: Jinx Shot Alaria



[sblock=ministats]
Status: bloodied
Init: +5 Speed: 5 Perception:22 Insight: 20
AC: 21 F/R/W:17/18/22
HP: 17/61 Surges: 7/8 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 or charge range
Full Character Sheet
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Charina rolls inside the gate and shoots two quarrels in succession on Ajathan. She sees with satisfaction her babies finding their home in her target. She frowns as she sees her enemy still has plenty of fight left.

-''Tough broad.'' she mutters unhappily as she withdraws to safety before Ajathan can do anything about it.

[sblock=Actions]
Minor: Reload
Standard: Shadow Steel Roll

Effect: Before attacking, Charina can shift her speed. She shifts to L21
Stealth after shifting (1d20+21=30)
Attack:
Shadow Steel Roll (1d20+17+2=28, 1d10+13+2d8=31)
Effect: If Charina was hidden while attacking (which she was), she remains hidden.

Feat:Slaying Action. I can use my sneak attack twice in a round if I use an AP

AP: Sly Flourish
Sly Flourish vs Ajathan (1d20+17+2=35, 1d10+13+2d8=36)

Move: O22
Stealth (1d20+21=31)

67 damage on Ajathan

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[sblock=John]Sorry I didn't realize this earlier, by N17 doesn't make any sense for your move, because that puts you behind the wall/door, with no LOS, so I moved you to N21 which has line of sight, and incidentally is a shift.
[/sblock]
"Get them!" Strongheart ordered. Kane charged Kruk, slicing through the Dwarf's defenses. Kruk, ignoring this, charged Carolina, leaving a deep gash in her.

While strongheart laughed, Alaria bent space, causing Kane and Carolina to swap places. The barbarian was barely alive after the relentless temporal attacks; his face and chest were covered with his own blood.

Alaria moved south towards the wall, while Strongheart stepped back. Firing bolts at Kruk and Carolina, he was only partially successful: The attack on his temporary ward missed, but the one against Carolina hit, painfully pulling her even closer to the mage.

"You've been hiding for too long, little one. Now, Tell your friends I will spare your life if they flea. Or else, I'll make you my next puppet."

As he said this, he pulled the two crossbow bolts from his chest. Winching, he added, "even your best isn't good enough."
[sblock=Dominated]@dimsdale @renau1g
So, roll a save now. If you make the save, this turn is yours. If not, you're still dominated for this turn.
[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]
Kane Dominated
Standard: Charge Kruk
Attack: 1d20+14=30
Damage: 1d12+9+1d6=19

Kruk Dominated
Standard: Charge Carolina
Attack: 1d20+15=33
Damage: 1d10+7=11

Alaria d’Orien
Standard: Painful Jaunt (vs Kane)
Attack: 1d20+12=24
Damage: 3d8+6=20
Effect: Kane resists 5; total damage = 15. Kane and Carolina swap places
Move: to K12

Ajathan Strongheart:
Recharge: Charm Ray 1d6=5 Recharged AGAIN!
Move: to G26
Standard: Dual Bolt vs Kruk and Carolina
Phantom Bolt Kruk: 1d20+13=17 Miss
Damage: 1d8+7=0
Teleporting Bolt Carolina: 1d20+13=32
Damage: 1d8+7=10
Effect: Carolina teleported to G22
[/sblock][sblock=Status]
Wil Rando: N21 17/61 HS 8/10 AP 1 MW 0/2, Bloodied, +1 AC/Ref-Shift-TENT,
Kane: M21 6/77 THP 0/5 HS 11/11 AP 1, Bloodied, -5 defenses, resist 5, Dominated.
Kruk: L20 37/80 THP 0/9 HS 9/12 AP 1, Bloodied, Dominated.
Carolina: G22 33/54 HS 7/7 AP 2,
Charina: O22 59/59 HS 7/7 AP 2,

Enemies:
Alaria d’Orien: K12 56/86 THP 0/10, Jinxed
Ajathan Strongheart: G26 104/180 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]
Byron3-4-14.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.
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ooc: save vs domination: 17

Kruk blinks his eyes and shakes his head, then glancing at Carolina he states I'm...sorry friend. Turning to Strongheart, his expression turns to anger. You're going to pay for that one! He boldly moves forward and strikes down hard with his axe.


[sblock=actions]
movement: move to G25
attack: Brash strike vs Strongheart AC: 1d20+17 for 1d10+11 = 32 for 19 damage

kruk grants CA to foe until beginning of next turn

kruk marks Strongheart
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Wil moves past his dazed comrade and around the wall. He moves away from Ajathan and fires an arrow at him. Stay away from Kane if you can!

OOC: Can't tell who is who, because the coordinates don't match the map, but assume Ajathan is at K12
Move: Walk K24
Standard: Jinx Shot vs AC


[sblock=ministats]
Status: bloodied
Init: +5 Speed: 5 Perception:22 Insight: 20
AC: 21 F/R/W:17/18/22
HP: 17/61 Surges: 7/8 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
Full Character Sheet
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