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

Following in Kruk's footsteps, Kane moves up, although showing less zeal than the dwarf. The bugbear steps cautiously onto the bone floor, but still moves up next to his dwarven ally. His twin axes flash quickly, "You hurt Stinkbeard's friend, now Kane hurt you." the bugbear roars as he slams both into the human slaver, who barely has time to react as the deadly weapons sink into his flanks, cutting deep into the human's lungs.

[sblock=ooc]


Move: to N27
Minor: Hunter's quarry on slaver
Standard: Stoneroot Rage on Slaver - vs ac; dmg; hq (1d20+14=29, 3d12+9=24, 1d6=1) reroll HQ Axe Expertise (1d6=4) hits for 28 damage + gain resist 5 to all damage until end of encounter
AP: Howling Strike - Howling Strike (1d20+14=27, 1d12+9+1d6=16) hits for 16
Free: Furious Assault - furious (1d12=12) adds 12 more to the above, so 28.

If my math is right:
12 (Wil) + 33 (Carolina) + 11 (Kruk) + 28 (Kane) + 28 (Kane) = 112 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: 0
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: Until the end of the encounter, gain resist 5 to all damage.

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

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ooc: yes...what R1 said...L27 :)

Kruk spits on the slain slavelord after Kane slices and dices him. Yeah...You don't mess with stinkbeard! The dwarf nods his head in approval to Kane. Let's do that again with those guys!
 
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OOC: Thanks to everyone for their support and well wishes.


De Luccia's returned to his work at the altar, even as the adventurers cut down his henchman.

The dark Paladin Arzanezra raced forward, but found himself slowed. Screaming in rage, he cursed at Kane. "Come on, Bugbear! Show me what you've got!"

The flying demons clumsily circled the room, moving into a possible flanking position.

The flameskull fired a bolt at kruk, but the attack miss horribly. It retreated backwards, head bobbing above the altar.

The deathpriest stepped forward and fired a black bolt at Kruk. The black fire burned the dwarf slightly, leaving and opening.

The corrupted commander took advantage of the opening, charging forward with his battleaxe. At the last moment, Kruk was able to bring his shield to bear and just barely defended the attack.

[sblock=Mechanics]
Arzanezra, Paladin of Slaughter: L33
Move: To L31
Standard: Ready Action: Death Stab vs AC
Attack: 1d20+15=
Damage: 2d8+7= Necrotic and target is knocked prone

Gnall Demon: G32
Move: Fly to F27
Standard: Move: Fly to J24

Gnall Demon: P32
Move: Fly to S27
Standard: Move: fly to O24

Flameskull
Standard: Flame Ray vs Kruk (Ref)
Attack: 1d20+10=11 Miss
Damage: 2d6+6=0 Fire Damage
Move: to J36

Deathpriest of Orcus: I35 96/96
Move to: J32
Standard: Ray of Black Fire vs Kruk (Ref)
Attack: 1d20+10=24
Damage: 1d8+3=6 Necrotic
Effect: Corrupted Commander has +2 to attack Kruk.

Corrupted Commander: N35 96/96
Move: to L30
Standard: Charge Kruk
Attack: 1d20+16=23 +1 charge +2 Ray of Black Fire=26 Miss
Damage: 1d10+5=0

Master Mosser De Luccia
Standard: Perform Ritual

[/sblock][sblock=Status]
Wil Rando: L22 61/61 HS 8/10 AP 1 MW 2/2, +1 AC/Ref-Shift-TENT,
Kane: M27 77/77 THP 0/5 HS 8/11 AP 1, Resist-5
Kruk: L27 74/80 THP 0/9 HS 7/12 AP 1,
Carolina: I21 53/54 HS 6/7 AP 1,
Charina: J21 59/59 HS 7/7 AP 2,


Enemies:
Gnall Demon: J24 66/66
Gnall Demon: O24 66/66
Flameskull: J36 70/70
Arzanezra, Paladin of Slaughter: L31 72/96, Slowed & Can't Shift TENT
Deathpriest of Orcus: J32 96/96
Corrupted Commander: L28 96/96
Master Mosser De Luccia: P32 92/92

Human Slaver: M28 -13/102, Dead
Human Slaver: K23 0/102
[/sblock][sblock=map]
Byron3-5-03.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 .

Master Mosser De Luccia (Reskined: Pelgor)
Medium natural humanoid
HP 92; Bloodied 46
AC 25; Fortitude 24, Reflex 23, Will 24
Speed 6
Barbed Rod (standard, at-will) Weapon
+14 vs AC; 1d8+2 damage, and ongoing 5 damage (save ends).
Hellish Rebuke (standard, at-will) Arcane, Fire
Ranged 10; +16 vs Reflex; 1d6+8 fire damage. If Pelgor takes damage before the end of his next turn, the target takes an extra 1d6+5 fire damage.
Howl of Doom (standard, recharge 5,6) Arcane, Fear, Thunder
Close blast 5; +16 vs Fortitude; 2d6+8 thunder damage, and the target is pushed 5 squares.
Summons of Marlug (standard, encounter) Arcane, Psychic, Teleportation
Ranged 10; +16 vs Will; 2d10+8 psychic damage, and Pelgor teleports the target to an unoccupied square within 3 squares of him. Sustain Minor: +16 vs. Will; Pelgor teleports the target to an unoccupied square within 3 squares of him. On a miss, the effect ends.
Shielding Shades (immediate reaction, when hit by an attack; daily) Arcane
Reduce the damage from the attack to 0.
Soulbound
If Pelgor is ever more than 3 squares away from the altar, his powers deal -2 damage and he cannot use his summons of Marlug power.
Alignment Evil Languages Abyssal, Common
Equipment: barbed rod, leather armor .

Gnaw Demon (Improved)
Small elemental humanoid (demon)
Initiative +2 Senses Perception +3; darkvision
Ankle Biter aura 1; each enemy that starts its turn within the aura takes a -2 penalty to speed until the end of its turn.
HP 66; Bloodied 33
AC 21; Fortitude 21, Reflex 16, Will 18
Resist 10 variable (1/encounter)
Speed 3, fly 5 (clumsy)
Bite (standard, at-will)
+12 vs AC; 1d8+7 damage.
Abyssal Hunger
A gnaw demon’s melee attacks deal 1d8 extra damage against a bloodied target.
Hungry Teleport (move; at-will) Teleportation
The gnaw demon teleports 10 squares into a square adjacent to a bloodied enemy.
Pain-Induced Teleport (free, when first bloodied; encounter) Teleportation
The gnaw demon teleports 10 squares.
Alignment Chaotic evil Languages Abyssal
Skills Stealth +5

Deathpriest of Orcus
Medium natural humanoid, human
Initiative +4 Senses Perception +12
HP 96; Bloodied 48
AC 23; Fortitude 21, Reflex 19, Will 21
Speed 5
Mace (standard, at-will) Necrotic
+12 vs AC; 1d8+1 damage plus 1d8 necrotic damage.
Ray of Black Fire (standard, at-will) Fire, Necrotic
Ranged 10; +10 vs Reflex; 1d8+3 fire and necrotic damage, and one ally in the deathpriest's line of sight gains a +2 power bonus to its next attack roll against the target.
Dark Blessing (standard, encounter) Necrotic
Close burst 2; +10 vs Fortitude; 2d8+3 necrotic damage, and the target is pushed 1 square. Hit or Miss: The deathpriest and all allies in the burst gain a +2 power bonus to AC until the end of the encounter.
Alignment Unaligned Languages Abyssal, Common
Equipment: skull-headed mace, chainmail .

Flameskull
Small natural animate (undead)
Initiative +7 Senses Perception +11
HP 70; Bloodied 35
Regeneration 5
AC 21; Fortitude 18, Reflex 23, Will 21
Immune disease, poison; Resist 10 fire, 5 necrotic; Vulnerable 5 radiant
Speed fly 10 (hover)
Fiery Bite (standard, at-will) Fire
Reach 0; +10 vs AC; 1 damage, plus 1d8 fire damage.
Flame Ray (standard, at-will) Fire
Ranged 10; +10 vs Reflex; 2d6+6 fire damage.
Fireball (standard, encounter) Fire
Area burst 3 within 20; +12 vs Reflex; 3d6+6 fire damage. Miss: Half damage. The flameskull can exclude two allies from the effect.
Mage Hand (minor; at-will) Conjuration
As the wizard power mage hand.
Illumination
The flameskull sheds bright light out to 5 squares, but it can reduce its brightness to dim light out to 2 squares as a free action.
Alignment Unaligned Languages Common, one other
Skills Stealth +12

Corrupted Commander
Medium aberrant humanoid, human
Initiative +10 Senses Perception +7
HP 96; Bloodied 48
AC 25; Fortitude 22, Reflex 21, Will 20
Speed 5
Battleaxe (standard, at-will) Weapon
Melee 1; +16 vs AC; 1d10 + 5 damage, and the target is marked until the end of its next turn.
Longbow (standard, at-will) Weapon
Ranged 20/40; +16 vs AC; 1d10 + 4 damage.
Sickening Blow (standard; usable only while wielding a battleaxe, recharge 6 ) Necrotic, Weapon
+14 vs Fortitude; 2d10 + 6 necrotic damage, and the target takes a –2 penalty to all defenses (save ends).
Commanding Rally (standard; encounter) Weapon, Healing
All allies within line of sight can make a basic attack as a free action and regain 10 hit points.
Alignment Evil Languages Common, Deep Speech
Equipment: quiver with 30 arrows, battleaxe , longbow , scale armor .

Arzanezra, Paladin of Slaughter
Medium natural humanoid, human
Initiative +5 Senses Perception +4
Unholy Bravado (Fear) aura 1; any enemy that starts its turn within the aura takes a –2 penalty to attack rolls and all defenses until the end of its next turn
HP 96; Bloodied 48
AC 23; Fortitude 22, Reflex 19, Will 20
Speed 5
Spear (standard, at-will) Necrotic, Weapon
+15 vs AC; 1d8+2 damage plus 5 necrotic damage.
Death Stab (standard, encounter) Necrotic, Weapon
+15 vs AC; 2d8+7 necrotic damage, and the target is knocked prone.
Necrotic Strike (standard, recharge 5,6) Necrotic, Weapon
+15 vs AC; 1d8+5 damage, and ongoing 5 necrotic damage (save ends).
Smite the Righteous (minor; at-will)
Targets one enemy adjacent to Arzanezra; the target gains vulnerability to necrotic until the end of Arzanezra’s next turn. When the target takes necrotic damage, it is immobilized (save ends).
Alignment Chaotic Evil Languages Common, Abyssal
Skills Bluff +11, Intimidate +11, Religion +9
Equipment: spear .
[/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.
[/sblock]
 
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[sblock=OOC Good to have you back Tenchuu]Sorry to interrupt the game, but...

Tenchuu: I xp'ed you in the Land Ho thread before I linked to this one. I am sooooo glad your dad looks to be recovering. I'm sure that was quite a scare for all of you. It's good to have you back, but more importantly it's good that you still have your father.[/sblock]
 


ooc: I had an elaborate post...which I lost

In a nutshell...

kruk counters the attack of the commander with one of his own.

[sblock=actions]
minor: none
movement: shift to k28
attack: brash strike vs commander ac: 31 for 12

Kruk grants CA to commander
Kruk marks commander

[/sblock]
 

His quarry felled, Wil takes sights upon the next opponent to engage his fellows. He takes sights on the commanders and with an off key whistle lets an arrow fly. The Bugbear had friends! Press the fight forward double-K, the two fisted strikes of Kane and Kruk.

OOC: Standard: Jinx Shot on Commander
Move: Shift to L23, +1 to Ref/AC TENT


[sblock=ministats]
Status: +1 to Ref/AC TENT
Init: +5 Speed: 5 Perception:22 Insight: 20
AC: 21 F/R/W:17/18/22
HP: 61/61 Surges: 5/8 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. Virtue of Prescience Trigger - Immediate Interrupt to the First Ally hit by 1 or less with an attack
  3. Fox's Cunning Trigger - Immediate Reaction to the First Enemy that attacks me in melee
  4. Rhyme of the Blood Seeking Blade Trigger - Immediate Interrupt to the First Ally that misses in melee by 6 or less
  5. Chord of Dissonance Trigger - Immediate Interrupt to the First Ally hit for 10 or more damage
Full Character Sheet
[/sblock]
 


Kane seems to wish to charge headlong once more into the fray, throwing caution to the wind at the enemy's challenge, then he remembered the savage beating he's suffered time and again before this battle. Something clicked in his head, perhaps rushing ahead by himself wasn't the best choice all the time, just most of the time. He didn't want Musicman to have to work too hard all the time either.

All of these thoughts occur in the briefest of moments before Kane just offers a toothy grin to the armored foe. "Kane is happy right here, you come see me and we can play" he jests, stepping to flank the commander and scoring a deep wound on the enemy's back.

Kane even remembers he has the enchanted die he found a while ago and pointed an axe at the deathpriest, "Hey! Leave Stinkbeard alone" he calls out and the power of the die activates, leaving the priest's head swimming like after a half-dozen mugs of dwarven ale.

[sblock=ooc]
[MENTION=85539]Tenchuu[/MENTION] - I used an AP last turn so I'm down to 0 left.

Move: shift to M28
Standard: Whilrling Rend on Commander - vs ac; dmg (commander) (1d20+14+2=35, 1d12+9+5=15)re-roll (1d12=10) hits for 24. This bloodies the man, Kane shifts 1 square left, then 1 right to remain @ M28 but gains CA TENT on Commander
Minor: vagabond's die on deathpriest (1d6=1) - Drunkard’s Mug. The target takes a –2 penalty to attack rolls until the end of its next turn.
[/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: 0
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: Until the end of the encounter, gain resist 5 to all damage.

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

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