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

After long deliberation, Charina aims a bolt at the demon's eye. And it flies wide.

Well that does it, from now on, just go on instinct alone.

[sblock=Action]
Minor: Reload
Move: J21 (or J20 if Carolina is there; I didn't do much catching up!)
Standard
Go for the Eyes vs Big spider thingie (1d20+17+2=21, 2d10+11=28)

Miss, damn it

Good news is; since I was hidden and missed, I did not expand the power. But now I am not hidden after the attack which sucks.
[/sblock]
 

log in or register to remove this ad



[sblock=Wil's Triggers]

[/sblock]

"Even combine, you all cannot stop me. I am a god, reborn!" Amendfohl said, though his tone betrayed his doubt. Still, he attacked vicously. He slashed twice at Kane, who seemed to take little damage, but once again the demon's blood slowed the barbarian. Leaning forward, it took a huge bite out of Kane's neck and seemed to eat the flesh.

The death priest's turned back to Kruk. "No amount of the singer's song will save you, dwarf," he cursed, shooting a bolt of black fire. As it burned Kruk, De Luccia fired another bolt of his own dark fire. The attacks left the fighter bloodied again, and the Gnall Demon teleported next to Kruk, but it's feeble attack missed.

The flaming skull moved along the far wall and fired a shot at Wil, but the attack was too high.

[sblock=Mechanics]
Amendfohl
Move: to K25:L26
Standard: Double Strike vs Kane (AC)
Attack1: 1d20+16=26
Damage1: 1d10+4=6 (-5 resist)=1
Attack2: 1d20+16=24
Damage2: 1d10+4=6 (-5 resist)=1
Effect: Kane is Immobilized (save ends)
AP: Bite
Attack: 1d20+16=31
Damage: 2d8+8+2d6=28 (-5 resist)=23

Deathpriest of Orcus
Standard: Ray of Black Fire vs Kruk (Ref)
Attack: 1d20+10=24
Damage: 1d8+3=7 Fire/Necrotic
Effect: +2 to attack Kruk TENT for De Luccia
Move: N/A

Master Mosser De Luccia
Standard: Hellish Rebuke vs Kruk (Reflex)
Attack: 1d20+16=26
Damage: 1d6+8=14
Effect: If De Luccia takes damage before the end of his next turn, the target takes an extra 1d6+5=10
Minor: Sustain Summons of Marlug vs Kruk (Will)
Attack: 1d20+16=19 Miss - Power Ends

Gnall Demon
Move: Hungry Teleport to M38
Standard: Bite Kruk (AC)
Attack: 1d20+12=13 miss
Damage: 1d8+7=0

Flameskull
Move: to S24
Standard: Flame Ray vs Wil (Ref)
Attack Wil: 1d20+10=16 Miss
Damage: 2d6+6=0 Fire damage

[/sblock][sblock=Status]
Wil Rando: N30 35/61 HS 7/10 AP 0 MW 0/2, +1 AC/Ref-Shift-TENT,
Kane: K24 39/77 THP 0/5 HS 8/11 AP 0, Resist-5,
Kruk: L38 25/80 THP 0/11 HS 6/12 AP 0, Bloodied
Carolina: G30 53/54 HS 6/7 AP 0,
Charina: J21 59/59 HS 7/7 AP 2,

Enemies:
Gnall Demon: M38 15/66, Bloodied, Marked-Kruk,
Flameskull: S24 70/70
Deathpriest of Orcus: M35 83/96
Master Mosser De Luccia: K35 79/92,
Amendfohl: K25:L26 82/214 AP 1, Bloodied

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]
Byron3-5-06.png
Byron3-5-07.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 27; 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 25; 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]
 

"Ow! Hey! Watch it! That's fighting dirty, there' no biting allowed! Arggh!" the barbarian roars as he slashes wildly at the foe, but with his feet locked into place it is too hard to maneuver.

Frustrated, the bugbear slashes at the hardened blood with his axe and breaks his way out again.

[sblock=ooc]

Minor:
Standard: Whirling Rend on Amendfohl (1d20+14=24, 1d12+9+5=25) swing and a miss....
Move: save (1d20=19) not immobilized
[/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: 39/77, 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]
 

Kruk grunts as his brings his axe down on the demon, slicing it in two. As the body parts fall to the ground the dwarf looks at the priest. A surge of new found energy flows through the dwarf's body before he speaks: Another of your henchmen falls priest! Are you next? ha HA!

[sblock=actions]
minor: none
movement: none
attack: brash strike vs demon: 1d20 +17 vs AC = 36 for 21

CA is not granted to demon because he's now dead

free: Axe power: Since Kruk killed the demon he gets to use a healing surge for 20 hp :)

[/sblock]
 

With all this distraction, even a "god" will miss now and then! Wil taunts the demon before firing an arrow at it. He shifts behind a nearby pillar for cover, hand closing over a gem in his hand.

OOC: Standard: Jinx Shot on Amendfohl
Move: Shift to O30
Minor: Activate Power Jewel to recharge Chord of Dissonance, since I am out of healing
Changed Trigger for Warding Arrow to ANY MELEE attack


[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: 35/61 Surges: 4/8 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. Chord of Dissonance - an attack would drop an ally
  2. Warding Arrow Trigger - Immediate Interrupt when Wil is attacked in melee
  3. Virtue of Prescience Trigger - Immediate Interrupt to the First Ally hit by 1 or less with an attack
Full Character Sheet
[/sblock]
 



Charina relocates and shoots in rapid succession at the spidery demon. Maybe a bit too fast as one of the bolt miss but the other is still a solid hit.

[sblock=actions]
Shadow Steel Roll
Effect: before the attack, shift 6 square and make as stealth check
Get a free shift 6, move to M18 and get
stealth (1d20+21=23) beats passive of 20 of Afentweedledum

Attack:
Shadow Steel Roll vs AC of Afen... (1d20+17+2=36, 1d10+13+2d8=27)

Hit for 27

Effect: If hidden when attacking, Charina remains hidden

AP:

Sly Flourish
Sly Flourish vs Afen... (1d20+17+2=24, 1d10+13+2d8=26)

A miss, a pitiful, pitiful miss...
[/sblock]
 

Pets & Sidekicks

Remove ads

Top