OOC:
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Thanks to everyone for their support and well wishes.
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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]
[/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]