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

Kruk nods his head to the bugbear, then turns his attention to the big old demon. ha HAA Com'n demon! Show me what ya got! Kruk bashes his axe against his shield.
 

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[sblock=Wil's Triggers]
N\A
[/sblock]

Wil and Kruk fell the corrupted Paladin, while Carolina delivered a killing blow to one of the flying demons. As the enemies died, however, their souls were devoured by Amendfohl.

"I am reborn," Amendfohl said softly, finally speaking intelligibly. He moved up and swung two quick blows at Kane. The first hit, and the second missed. While the attack did little damage, thick blood from the undead demon's hands ran down Kane's body and quickly solidified, binding the warrior to the ground.

The death priest moved back toward the altar and fired a bolt of black fire at Wil. The flames engulfed him, burning and providing an opportunity for an ally. "Now, Skully!"

The flaming skull did as he was bid, conjuring a huge fireball in the middle of the melee. The explosion caught Kane, Wil, and Kruk. The skull then retreated to a safer position.
"I'm not finished with you yet, Dwarf," De Luccia called, twisting space to teleport kruk behind the altar. As Kruk reappeared, blood ran from his ears. "You shall pay for your crimes against the brotherhood. Blood for Blood."

The Gnall Demon smelled the blood of Wil and couldn't resist. It teleported itself behind the Bard and bit down hard on his neck.

[sblock=Mechanics]
Amendfohl
Move: to K25:L26
Standard: Double Strike vs Kane (AC)
Attack1: 1d20+16=31
Damage1: 1d10+4=12 (-5 resist)=7
Attack2: 1d20+16=20
Damage2: 1d10+4=0
Effect: Kane is Immobilized (save ends)

Deathpriest of Orcus
Move: to I35
Standard: Ray of Black Fire vs Wil (Ref)
Attack: 1d20+10=30
Damage: 1d8+3=11 Necrotic
Effect: Flameskull has +2 to attack Wil.

Flameskull
Standard: Fireball at K26 (Blast 3) (Ref)
Attack Wil: 1d20+12=31 Hit
Attack Kruk: 1d20+12=18 Hit
Attack Kane: 1d20+12=25 hit
Damage: 3d6+6=16 Fire damage
Move: to S34

Master Mosser De Luccia
Standard: Summons of Marlug vs Kruk (Will)
Attack: 1d20+16=35
Damage: 2d10+8=18 psychic damage
Effect: Teleport Kruk to K38

Gnall Demon
Move: Hungry Teleport to H25
Standard: Bite Wil (AC)
Attack: 1d20+12=24 hit
Damage: 1d8+7=10

[/sblock][sblock=Status]
Wil Rando: I25 11/61 HS 8/10 AP 1 MW 2/2, Bloodied, +1 AC/Ref-Shift-TENT,
Kane: L24 59/77 THP 0/5 HS 8/11 AP 0, Resist-5, Immobilized
Kruk: K38 24/80 THP 0/9 HS 7/12 AP 0,
Carolina: K22 53/54 HS 6/7 AP 1,
Charina: I21 59/59 HS 7/7 AP 2,

Enemies:
Gnall Demon: H25 45/66
Flameskull: S34 70/70
Deathpriest of Orcus: I35 96/96,
Master Mosser De Luccia: K35 92/92
Amendfohl: K25:L26 214/214 AP 1

Arzanezra, Paladin of Slaughter: L29 0/96, Dying
Corrupted Commander: L28 -7/96
Human Slaver: M28 -13/102, Dead
Human Slaver: K23 0/102
Gnall Demon: L23 -11/66 dead
[/sblock][sblock=map]
Byron3-5-05.png


Auras:

Pink: Amendfohl Sepulchral Stench aura 2; enemies in the aura take a -2 penalty to all defenses.

Blue: Gnall 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.

Not shown on map: Amendfohl Shield of Abyssal Majesty aura 3; allies in the aura gain resist 10 necrotic, 10 fire, 10 acid
[/sblock][sblock=Enemies]
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

Amendfohl (Reskined: Balthrad )
Medium elemental humanoid (demon, undead)
Initiative +16 Senses Perception +10; darkvision
Sepulchral Stench aura 2; enemies in the aura take a -2 penalty to all defenses.
Shield of Abyssal Majesty aura 3; allies in the aura gain resist 10 necrotic, 10 fire, 10 acid
HP 214; Bloodied 107
AC 26; Fortitude 26, Reflex 25, Will 21
Immune disease, poison; Resist 5 necrotic, 5 fire, 5 acid; Vulnerable 5 radiant
Saving Throws +2
Speed 6, climb 4
Action Points 1
Bite (standard, at-will)
+16 vs AC; 2d8+8 damage, and the target is immobilized (save ends). If the target is a living creature that is already immobilized stunned, or unconscious, the bite deals an extra 2d6 damage.
Claw (standard, at-will)
+16 vs AC; 1d10+4 damage, and the target is immobilized (save ends).
Double Strike (standard, at-will)
Balthrad makes two claw attacks.
Dead Blood (when reduced to 0 hit points) Necrotic
Close burst 1; all enemies in the burst take 10 necrotic damage.
Consume Soul (immediate reaction; when an ally within 5 squares of balthrad is reduced to 0 hit points)
Balthrad regains 10 hit points.
Alignment Chaotic evil Languages Abyssal, Common
Skills Stealth +19
[/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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Blood runs from Wil's scalp as he staggers but remains standing. He lets out a keening whistle that scoots him carefully away and his demeanor improves. The demon feeds on the soul of the dying, take heed and focus on them first! He turns his eyes to the gnall he just left and adds The rest are all weak anyway!

OOC: Minor: Majestic Word on myself to heal 22 and slide to I26
Move: Shift to I27, gain +1 to AC/Ref tent
Standard (Move): Walk to M29
AP: Cutting Words on the Gnaw Demon, pulling it to J26 (should be in view of Carolina now)


[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: 33/61 Surges: 5/8 Surge Value: 15 AP: 1
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. Virtue of Prescience Trigger - Immediate Interrupt to the First Ally hit by 1 or less with an attack
Full Character Sheet
[/sblock]
 

As the large foe's claws rake into him, Kane lets out a roar of protest, knocking the creature's hands into the sky and scoring a vicious wound with the opening in its defenses. With the sight of the demon's blood, the bugbear's battlelust took over, his muscles strained against the hardening blood and Kane pulled himself free before it completely held fast.

The bugbear's axe's slash out in rapid succession, catching the undead foe in both flanks as Kane dances around it from side to side.

[sblock=ooc]
[MENTION=85539]Tenchuu[/MENTION] - I have Kane 5 hp higher (he resisted 5 from the big guy's attack + 10 from the fireball (5 rage + his armor resists 5 fire)
Immediate Reaction to getting attacked by Amendfohl - Curtain of Steel - curtain of steel (1d20+14=33, 3d12+9=34) awwww....just shy of that crit. Ok so hits for 34.

Minor: Run Rampant - save v. immobilize (1d20+5=20)
Standard: Whirling Step on Amendfohl - see dice roller. Hits AC 30 for 19 damage + shift 5 (so to I25, then back to K24), dealing 15 more to Amendfohl and 10 to the Gnall Demon.
Move:

Total Damage:
Amendfohl - 34 + 19 + 15 = 68
Gnall Demon - 10
[/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: 64/77, 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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Gnoll
As Wil's attack bloodied the creature, it teleported away, retreating closer to the altar, using one of the room's pillars to cover it from Carolina and Charina's attacks.

GM: Gnoll is in G22. See below for details.

Since Mal is in Cuba, anyone else is free to RP Charina's turn. How about you, John?


[sblock=Retcon Mechanics]
Gnall IA
Pain-Induced Teleport
Trigger: Wil bloodies Gnall
Effect: Gnall Teleports to G22

Net Effect: it takes no damage from kane's attack.

@renau1g - feel free to retcon if another power makes more sense now that you can't hit two at once, but use the same attack roll.

I forgot about this completely on the first gnall until I did the update today. Since it took me so long to post, however, I opted not to retcon that time.
[/sblock]
 

OOC: DM: Does my pull happen at the same time as the damage? If so, then I guess it doesn't happen or does BEFORE the teleport. I'm not sure how the stealth/cover tricks work, can someone else handle Charina? renau1g?
 

Charina slides forward and fires a bolt at the large enemy, but his fearsome appearance distracts the rogue and the bolt completely misfires. Charina resumes her hiding though.

[sblock=Charina's actions]
Minor: reload
Move: to J21 (maintains cover)
Standard: Killer's ambush on Amendfohl - rolled a nat 1.... damn...
Effect: Shift to I21 and make stealth check to hide

[/sblock]
 
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GM: I don't know, really. I guess it happens as soon as damage resolves. So, if the pull is part of the damage, you, and then he teleports. If the pull is written as an effect (triggering regardless of hit), then I would say it teleported after the damage and before the pull.
 

Kruk's armors glows a greenish hue and vigor flows through his veins. With new found power he strides forth to get into position for an attack on multiple foes. Swinging his axe in a wide arc he screams If I go down, you'll go down with me! ha HA! Blood oozes from both foes from the attack. The priest screams in agony as he is not used to feeling pain. Kruk smiles menacingly at him. Your kind is all the same. You can dish out the pain, but ya can't take it. Spittle flies from the dwarf's mouth into the face of the priest.

[sblock=actions]

immediate action: armor daily power: champion's armor:

Kruk gains temp hp each to the damage he takes until the end of his next turn.


minor: none
movement: move around the alter to j36
attack: sweeping blow vs AC+17 vs death priest and De Luccia respectively: 1d20+17 for 1d10+7 = 24 death priest (hit) and 28 De Luccia (hit) for 13 hp damage each

Kruk marks both

[/sblock]

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

*Adverse Condition: Bloodied
*Initiative: +4
*Passive Insight 16
*Passive Perception 16
*Senses low light vision
*HP 80 Bloodied 40 Surge Value 20; Surges Per-Day 13
*AC 26 Fortitude 25 Reflex 18 Will 20 Speed 5
*Save +5 vs. poison
*action Points: (2 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
Sweeping Blow USED
Boot Power
Unbreakable USED
Bloody the Field USED
*Daily
Comeback Strike USED
Unstopable USED
Bedeviling Assault
Cloak Power USED
Boot Power USED
Armor Power USED

*+2 to attack rolls for Opprotunity Attacks and target stops after a hit
*Armor Property:
*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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