OOC:
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I have really messed up the status block. So, per the old map, De Luccia is the one in robes, currently at M35, and the Death Priest is the one holding the mace, next to kruk, at I35. I am going to assume the one at I35 is the one Wil meant to target, but if not, please say so and I will retcon.
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[sblock=Wil's Triggers]
NA
[/sblock]
Charina shot a final bolt into the demon, who screamed,
"Nooooo!" as it exploded. Gore covered the room, and it covered Kane.
The flaming skull fired another flaming blast at Kane. This time, the powerful blast burned the barbarian, despite his protective wards.
After pulling the priest, Wil moved into melee range of both his target and Master De Luccia. The death priest turned on Wil in anger.
"A fool Bard to match the dwarf?" And he said, raising the mace to Wil. But the bard easily dodged the wild swing.
De Luccia swung his rod at Wil, who narrowly parried the attack with his bow.
So far, the gamble had worked.
[sblock=Mechanics]
Flameskull
Move: N/A
Standard: Flame Ray vs Kane (Ref)
Attack Wil:
1d20+10=30 Crit
Damage: 2d6+6=18 (-5 resist, -5 fire resit)=8 Fire damage
Deathpriest of Orcus
Standard: Mace vs Wil (AC)
Attack:
1d20+12=13
Damage: 1d8+1+1d8=0 (9 normal, 8 Necrotic)
Move: N/A
Master Mosser De Luccia
Standard: Barbed Rod vs Wil (AC)
Attack:
1d20+14=20
Damage: 1d8+2=0
[/sblock][sblock=Status]
Wil Rando: L34
35/61 HS 7/10 AP 0 MW 0/2,
+1 AC/Ref-Shift-TENT,
Kane: K24
26/77 THP
0/5 HS 8/11 AP 0,
Resist-5,
Bloodied, Immobilized,
Kruk: I36
1/80 THP
0/11 HS 5/12 AP 0,
Bloodied
Carolina: H30
53/54 HS 6/7 AP 0,
Charina: L23
59/59 HS 7/7 AP 2,
Enemies:
Flameskull: S24
70/70
Deathpriest of Orcus: K35
24/96,
Bloodied
Master Mosser De Luccia: M35
64/92,
Amendfohl: K25:L26 -alot/214 AP 0, dead
Gnall Demon: M38 -6/66, dead
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]
[/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 .
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
[/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.
14. By the portal, they opened up the wall to reveal a hidden demon temple. Inside,
Master De Luccia brings the demon
Amendfohl (the same demon that
Sir Alistair Glasston fought during the fall of Allaria) back to life.
[/sblock]