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

GM: R1: I took the liberty of spending 3 surges on you to heal back to full. Same with IG, but only 1 surge spent for Carolina.


Greggor embraced Kruk, and then answered his questions. "You know you have my support. Give me a weapon, and I will fight along side you. But the rest of these people... No, they are in no shape to fight. Most of them are local, so they could make their way back to town, if you are sure there is no one along the road who would jump them."

GM: You could have Greggor fight with you, or have him take the prisoners back to town. He would be an extra sword, but I am betting Kruk would do a lot to make sure his friend didn't die... so there is a trade off there. Let me know what you want to do.


"As for the sacrifice, let me show you," He said, leading the adventurers into the mine. As they made their way through the cramped tunnels, they came upon a stretch of tunnel that was eeriely familiar--then realization came. They had dug a tunnel underground, from the mines, into the Hellview, circumventing the rune-covered stone monoliths that protected the continent from the Demons.

As the reached the Portal room, Carolina sneaked ahead and spotted a section of wall next to the portal that had been torn down. Behind the wall were ornate metal doors, carved with demon figures. One sentry stood outside the closed doors as guard.

[sblock=surprise Round Possible]You can try to sneak up on the guard to gain a surprise round. All players must declare an attempt to sneak in or not. For each player who tries, your stealth must beat the guard's perception. After the first failure, the surprise round ends, and we go into a normal round, based on Initiative. Below are the DCs.

No peeking until after you roll.

[sblock=Perception DC]
1d20+4=15
[/sblock]

Enemy Initiative: 18

[/sblock]

[sblock=Mechanics]
Human Slaver
Standard: Looks around.

[/sblock][sblock=Status]
Wil Rando: G11 61/61 HS 8/10 AP 1 MW 2/2, +1 AC/Ref-Shift-TENT,
Kane: H11 77/77 THP 0/5 HS 8/11 AP 1,
Kruk: H10 80/80 THP 0/9 HS 7/12 AP 1,
Carolina: I11 53/54 HS 6/7 AP 1,
Charina: G10 59/59 HS 7/7 AP 2,
Greggor?

Enemies:
Human Slaver: K23 102/102
???

[/sblock][sblock=map]
Byron3-5-01.png

[/sblock][sblock=Enemies]
Human Slaver
Medium natural humanoid, human
Level 8 Brute
HP 102; Bloodied 51 Initiative +7
AC 20, Fortitude 20, Reflex 20, Will 19 Perception+4
Speed 6
Standard Actions
Thump and Lash (Weapon) At-Will
Attack: Melee 1 (one creature); +13 vs. AC
Hit: 3d8 + 6 damage, and the target takes a -2 penalty to melee attack rolls until the end of its next turn.
Slaver's Tangle (Weapon) Recharge 4,5,6
Requirement: The slaver must use this power with a scourge.
Attack: Melee 1 (one creature); +11 vs. AC
Hit: 4d8 + 6 damage, and the target is immobilized and takes a -2 penalty to melee attack rolls until the end of its next turn.
Skills Intimidate +11
Equipment: leather armor , mace , scourge .

[/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. The battle continued until only the fat temporal wizard, Alaria, remained alive. She pleaded for her life to be spared.
12. Alaria identified the men who hired her as being part of the Brotherhood.
13. They entered the mine and found Greggor with some other miners. Greggor shows them a path recently carved from the mine into the Hellview portal tunnels. They are using the tunnel to subvert the protection which bars them from exiting the portal into Alaria.
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Carolina too steps forward. Rather than approach the sentry, however, she attacks from afar with her trusted dagger.

[sblock=Actions]
Move: I13
Standard: Sly Flourish (with First Strike rogue ability)
vs. Slaver; hits AC 28 for 24 damage (Roll Lookup[/sblock]
 


The large bugbear picks his way through the cave with an almost supernatural degree of silence, a ghost moving amongst the group filled with well-trained silent killers.

He passes his allies and moves further south, Kane takes aim at the guard and in time with his allies accurate bolt, arrow, and dagger, his own large axe hurtles through the air and sinks into the slaver's chest. The weapon reappears in Kane's hands as the man falls to the ground.

[sblock=ooc]
stealth (1d20+15=34) So sneaky...
init (1d20+12=16)

Minor:
Move: to L12
Standard: RBA on guard - vs ac (incl CA/distance); dmg (1d20+14-2+2=21, 1d12+9=17) just hits for 17
Free: Use Furious Assault - furious assault (1d12=7) add 7 for 24 total.

If my math is right, 38+28+18+24 = 108 = dead bad guy.
[/sblock]

[sblock=ministats]Kane Male Bugbear Barbarian 9
Initiative: +10, Passive Perception: 14, Passive Insight: 14, Senses: Low-light
AC: 24, Fort: 24, Reflex: 23, Will: 18
HP: 77/77, Bloodied:35, Surge Value:17, Surges left:8/11
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]
 

[sblock=Away, sort of]I have some very serious health issues going on in my family. It was completely unexpected, and I'm not sure how long it will be until I can post normally again.

if you don't mind, since things were already slow, I'd prefer to just wait it out. I suspect things will be normalized in about a week. Sorry for the delay.
[/sblock]
 

GM: Seriously? ... :P


The adventurers quickly and silently dropped the guard. Slowly the crept toward the door. The planar portal rippled ominously next to them, as if a demon hand could reach out at any moment. The door ahead was not much better. As they moved closed, the demon carvings came into focus, and the vile creatures performed heinous acts. Behind the door, chanting could be heard.

OOC: Strategy? You could consider this a short rest, though I am not sure it is needed.

The doors open toward you, and they are not locked. You have the ability to strategically position yourselves before you enter. I'm willing to give a bit of latitude if you come up with some creative ideas on how to set this up.
 

ooc: hope everything is ok Tenchuu

As his party dismantles the guard Kruk whispers to Greggor. Go ahead and take them back to saftey. I'll meet you at the inn when we are done here. It's time to rid this mine of the evil once and for all. After saying farwell to Greggor Kruk turns his attention back to the task at hand. Kruk waits for the

[sblock=actions]
initiative and stealth rolls respectively: 20 and 12
[/sblock]
 


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