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Adventure: Lord Byron's Lost Silver (DM: Tenchuu, Judge: H.M.Gimlord)
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<blockquote data-quote="Tenchuu" data-source="post: 5357542" data-attributes="member: 85539"><p>[sblock=Ryry]I have updated the map and status block.</p><p>[/sblock]</p><p></p><p>[sblock=WIP]</p><p></p><p></p><p></p><p>[sblock=John/Triggers]</p><p><strong> Fox's Cunning</strong> can trigger, but because of your position and threatening reach, the enemy attack still hits. So, if you would like to use this one, go ahead.</p><p></p><p><strong>Chord of Dissonance</strong> also can trigger, for either you or Kruk. I'll let you decide how to use it.</p><p>[/sblock]</p><p></p><p>As Kruk approached the Bonecrusher, it swung with it's great club, but the dwarf took only a glancing blow. </p><p></p><p><strong><span style="color: Wheat">"I SAID BEGONE!"</span></strong> The demon statue boomed again, focusing on the two melee warriors. Kruk was ready this time, and the dwarf stood his ground, but Kane was caught off guard and tumbled to the edge. </p><p></p><p>[sblock=Kane Trap/Cliff Rules]</p><p>You get a chance to save vs falling. </p><p>If you passing the saving throw, you are prone where you are. </p><p>If you fail, you move one square to the right, and you are hanging on to the cliff by the edge. You will need to use a move action to pull yourself back up (Athletics DC 10). This will put you back on land, but still prone. You'd need a second move action to stand. </p><p></p><p>Another adjacent character can use their move or standard action to pull you up, making you prone on solid land. </p><p>[/sblock]</p><p></p><p><span style="color: Red"><strong>"Ahhhrrggg! Away with"</strong></span> <span style="color: DarkRed"><strong>"Intruders!"</strong></span> the twin skeletons said. The damaged Skeleton moved toward Hergunna. It swung with the heavy club, but the druid sidestepped at the last minute. </p><p></p><p>The other Skeleton turned it's attention to Wil. Closing in, it swung hard with it's club, slamming Wil into the wall. </p><p></p><p>A smaller, skulking skeleton lurked out from the gates. Turning it's gaze Caroline, it sent a mental bolt which froze the rogue in place. </p><p></p><p>Two demon worshiping humans followed. The first came through the gate, and attacked Kruk mentally, sending waves of pain through the dwarf. The second ascended the gate wall. It tried to assail Kane, already dangerously close to falling down into the chasm, but the barbarian resisted the mental dagger. </p><p></p><p>[sblock=Wil, Caroline, Kane, Kruk]</p><p>You see, for just a moment, some furry thing go moving past, from the gate toward the south east cliff. Though, as you stare in that direction, you can see nothing; not even a set of floating eyeballs. It moved so fast, like a blur, you're not sure what it was.</p><p>[/sblock][sblock=Charina, Hergunna, Kruk, Kane]</p><p>You are -2 Wil Defenses. </p><p>[/sblock][sblock=Arcana DC 15 rolled]Some creature is causing the Will penalty.</p><p>[/sblock][sblock=Arcana DC 25 rolled]A <a href="http://www.wizards.com/dndinsider/compendium/monster.aspx?id=5173" target="_blank">Wendigo Manhunter</a> is lurking around, unseen, causing the breakdown of your mental defenses.</p><p>[/sblock][sblock=Mechanics]</p><p>Bonecrusher Skeleton OA vs Kruk</p><p>Trigger: Threatening Reach + Leave adjacent square</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2736939/" target="_blank">1d20+13=31</a></p><p> Damage: <a href="http://invisiblecastle.com/roller/view/2736939/" target="_blank">1d10+5=6</a></p><p></p><p>Trap Attack</p><p>Standard: Blast 5 +10 vs Will</p><p>Attack Kane: <a href="http://invisiblecastle.com/roller/view/2732830/" target="_blank">1d20+10=25</a> Hit</p><p>Attack Kruk: <a href="http://invisiblecastle.com/roller/view/2732830/" target="_blank">1d20+10=15</a> Miss</p><p>Effect: Push Kane 4</p><p></p><p>Bonecrusher Skeleton: I14:J15</p><p>Move: to M12:N13</p><p>Standard: Crushing Blow vs Hergunna (AC)</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2732848/" target="_blank">1d20+13=19</a> Miss</p><p>Damage: <a href="http://invisiblecastle.com/roller/view/2732848/" target="_blank">2d10+5=0</a></p><p></p><p>Bonecrusher Skeleton: I17:J18</p><p>Move: to G18:H19</p><p>Standard: Crushing Blow vs Wil (AC)</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2732853/" target="_blank">1d20+13=28</a> -2= 26 Hit</p><p>Damage: <a href="http://invisiblecastle.com/roller/view/2732853/" target="_blank">2d10+5=24</a></p><p></p><p>Skelmur the Stalker</p><p>Move: to I16</p><p>Minor: Skelmur's Eyes vs Caroline (Will)</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2732867/" target="_blank">1d20+12=29</a></p><p>Damage: <a href="http://invisiblecastle.com/roller/view/2732867/" target="_blank">1d6+3=6</a> psychic damage</p><p>Effect: Caroline is immobilized TENT-Skelmur.</p><p></p><p>Demon King's Wand C15</p><p> Move: to G16</p><p> Standard: Mind Razor vs Kruk (Will)</p><p> Attack: <a href="http://invisiblecastle.com/roller/view/2732874/" target="_blank">1d20+11=28</a></p><p> Damage: <a href="http://invisiblecastle.com/roller/view/2732874/" target="_blank">2d8+4=16</a> psychic damage</p><p></p><p>Demon King's Wand 2</p><p> Move: to E20</p><p> Standard: Mind Razor vs Kane (Will)</p><p> Attack: <a href="http://invisiblecastle.com/roller/view/2733299/" target="_blank">1d20+11=12</a></p><p> Damage: 2d8+4=0 psychic damage</p><p></p><p>???</p><p>Move: to I17</p><p>Move: to ???</p><p>[/sblock][sblock=Status]</p><p> Wil Rando: F18 <span style="color: Lime">50/50</span> HS 8/10 AP 1 MW 1/2, <span style="color: PaleGreen">+1 AC/Ref-Shift-TENT</span>, </p><p> Hergunna: O12 <span style="color: Lime"><span style="color: Lime">56/56</span> </span>HS 9/9 AP 1, <span style="color: Teal">-2 will defense</span></p><p> Kane: K21? <span style="color: Lime">65/65</span> THP <span style="color: Lime">0/5</span> HS 8/11 AP 0, <span style="color: Teal">-2 will defense</span></p><p> Kruk: L21 <span style="color: Lime"><span style="color: Lime">61/67</span> </span>THP <span style="color: Lime">0/9 </span>HS 10/12 AP 0, <span style="color: Teal">-2 will defense</span></p><p> Carolina: F14 <span style="color: Lime"><span style="color: Lime">43</span><span style="color: Lime">/49</span> </span>HS 4/7 AP 0, <span style="color: Olive">immobilized TENT-Skelmur</span></p><p> Charina: R12 <span style="color: Lime"><span style="color: Lime">44/44</span> </span>HS 7/7 AP 1, <span style="color: Teal">-2 will defense</span></p><p></p><p><strong>Enemies:</strong></p><p>Demon Face Statue: M16:N17 <span style="color: Lime">21/21</span></p><p><span style="color: Lime"></span>Bonecrusher Skeleton: G18:H19 <span style="color: Lime"><span style="color: DarkRed">15/80</span><span style="color: White">,</span> </span><span style="color: Lime"><span style="color: DarkRed">Bloodied, </span></span><span style="color: Lime"><span style="color: Sienna">Slowed & Can't Shift-TENT</span></span></p><p><span style="color: Lime"></span>Skelmur the Stalker: I16 <span style="color: Lime">84/99</span></p><p><span style="color: Lime"></span>Demon King's Wand: G16 <span style="color: Lime"><span style="color: DarkRed">6/52</span></span><span style="color: Lime"><span style="color: DarkRed"><span style="color: White">,</span> Bloodied</span></span><span style="color: Lime"></span></p><p><span style="color: Lime"></span>Demon King's Wand: E20 <span style="color: Lime">52/52, </span><span style="color: SeaGreen">+2 Cover from Gate Wall</span></p><p>???</p><p></p><p><span style="color: DimGray"><s>Bonecrusher Skeleton: M12:N13 </s></span><s><span style="color: DimGray">-1/80, Dead</span></s></p><p>[/sblock][sblock=map]</p><p> <img src="http://www.nexusnine.net/images/L4E/Byron3-3-2a.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p> [/sblock][sblock=Enemy Triggers]</p><p> <strong>Bonecrusher Skeleton</strong></p><p> - Threatening Reach: OAs within 2 squares </p><p></p><p><strong>Demon King's Wand:</strong></p><p> - Trigger: first time it is bloodied</p><p> - Effect: turns invisible</p><p>[/sblock][sblock=Enemies]</p><p> <strong>Demon Face Statue</strong></p><p>Trap</p><p><strong>Statue Attack</strong></p><p>Standard Action Close blast 5</p><p>Target: Each enemy in blast</p><p>Attack: +10 vs. Will</p><p>Hit: The statue pushes the target 4 squares. If the target ends this movement next to an ally of the demon face statue, that ally can make a melee basic attack against the target as an opportunity action.</p><p>Special: The trap treats all nondemons that are not part of the statue’s demon cult as enemies. It treats all members of the cult and their allies as its allies.</p><p><strong>Countermeasures</strong></p><p>-Stealth DC 17: By making a Stealth check, a character can move within 5 squares of the statue without activating it or alerting the creature linked to it.</p><p>-Thievery DC 17: A character adjacent to the statue can make a Thievery check (as a standard action) to disable the trap until the start of the character’s next turn. Three successful Thievery checks destroy the trap.</p><p>-A character can attack the statue (AC 22, Reflex 22, Fortitude 21, 21 hit points). Doing so activates the trap (as above). Destroying the statue ends its threat.</p><p></p><p><strong>Bonecrusher Skeleton</strong></p><p>Large shadow animate (undead)</p><p>Level 7 Soldier</p><p>HP 80; Bloodied 40</p><p>AC 22; Fortitude 21, Reflex 21, Will 19</p><p>Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant</p><p>Speed 8</p><p><strong>Greatclub (standard, at-will) Weapon</strong></p><p>Reach 2; +13 vs AC; 1d10+5 damage.</p><p><strong>Crushing Blow (standard, recharge 6)</strong></p><p>Reach 2; +13 vs AC; 2d10+5 and the target is pushed 1 square and knocked prone.</p><p><strong>Threatening Reach</strong> <span style="color: DarkRed"><strong>(!!!)</strong></span></p><p>The bonecrusher skeleton can make opportunity attacks against all enemies within its reach (2 squares).</p><p>Equipment: greatclub</p><p></p><p><strong>Skelmur the Stalker</strong></p><p>Medium natural humanoid (undead)</p><p>HP 99; Bloodied 49</p><p>AC 22; Fortitude 19, Reflex 20, Will 21</p><p>Immune disease, poison; Resist insubstantial</p><p>Saving Throws +2</p><p>Speed fly 6 (hover); phasing</p><p>Action Points 1</p><p><strong>Spirit Touch (standard, at-will) Necrotic</strong></p><p>+12 vs Reflex; 2d4+3 necrotic damage.</p><p><strong>Skelmur's Eyes (minor 1/round, at-will) Fear, Gaze, Psychic</strong></p><p>Ranged 5; +12 vs Will; 1d6+3 psychic damage, and the target is immobilized until the end of Skelmur's next turn. This attack doesn't provoke opportunity attacks.</p><p><strong>Drowning Hands (standard; requires combat advantage; sustain minor, recharges after skelmur uses dematerialize)</strong> Necrotic</p><p>+12 vs Fortitude; 2d10+5 damage, ongoing 5 damage (save ends), and the target is dazed until the end of Skelmur’s next turn. Sustain Minor: Skelmur can only sustain the effect on a target he hit with the above attack or following attack during his last turn. When he sustains the power, he repeats the attack on the target, dealing 5 damage (10 to an immobilized target).</p><p><strong>Dematerialize (standard; at-will)</strong></p><p>Skelmur reduces himself to a set of floating eyes, and he shifts 2 squares. He can make a Stealth check to hide if he has any sort of cover or concealment.</p><p></p><p><strong>Demon King’s Wand</strong></p><p>Medium natural humanoid</p><p>HP 52; Bloodied 26</p><p>AC 18; Fortitude 15, Reflex 20, Will 19</p><p>Speed 5</p><p><strong>Short Sword (standard, at-will) Weapon</strong></p><p>+13 vs AC; 1d6+4 damage.</p><p><strong>Mind Razor (standard, at-will) Implement, Psychic</strong></p><p>Ranged 10; +11 vs Will; 2d8+4 psychic damage.</p><p><strong>Bedeviling Bolts (standard, at-will) Illusion, Implement</strong></p><p>Ranged 10; +11 vs Will; 1d10+5 damage, and the Wand slides the target 1 square.</p><p><strong>Scintillating Pattern (standard, recharge 6)</strong></p><p>Area burst 2 within 10; targets enemies; +9 vs Will; 3d8+4 damage, and the target is dazed (save ends).</p><p><strong>Fade Away (immediate reaction, when the king's wand takes damage; encounter) Illusion</strong></p><p>The King’s Wand turns invisible until after it hits or misses with an attack or until the end of its next turn.</p><p>Equipment: surcoat, short sword , wand implement .</p><p>[/sblock][sblock=Adventure Summary]</p><p> <strong>Motive</strong>s</p><p> Kruk: Find his friend Greggor</p><p> Charina: Use the group to collect more bounties (ears)</p><p> Everyone Else: Locating the missing Silver shipment for Lord Byron</p><p> </p><p> <strong>Summary of Events</strong></p><p> 1. Bested Pirates en route to Allaria. Traveled on the ship <strong>Wind's Will</strong> captained by <strong><span style="color: RoyalBlue">Captain Levenbrech</span></strong>, and mated by <span style="color: Purple"><strong>Porse</strong></span> and <strong><span style="color: Yellow">Trig</span></strong>.</p><p> 2. Arrived in the port, to find it besieged by Lizards from the unending mire. Defeated lizards and met/teamed up with Charina.</p><p> 3. Journeyed to Geardagas and asked the locals for information with mixed results (<a href="http://www.enworld.org/forum/279849-adventure-lord-byrons-lost-silver-dm-tenchuu-judge-h-m-gimlord-2.html#post5233437" target="_blank">link to the leads gathered</a>).</p><p> 4. Went to the temple of Netari, where the new priest, <span style="color: PaleGreen"><strong>Father Niris</strong></span>, 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 <a href="http://www.enworld.org/forum/279849-adventure-lord-byrons-lost-silver-dm-tenchuu-judge-h-m-gimlord-3.html#post5241529" target="_blank">Hellview</a> (<a href="http://l4w.wikia.com/wiki/Allaria#Hellview" target="_blank">background reference for players</a>). </p><p> 5. Dealing a mortal blow to the Priest, he says <span style="color: DarkOliveGreen"><strong>Master De Luccia</strong></span> (First time they have heard the name) cannot be stopped, and he stated that Greggor "<span style="color: PaleGreen">will be... among the first... at Hellview</span>." The priest laid dying on the floor with his fallen minions.</p><p>6. As they approach Hellview, they encounter the ghost of <span style="color: LightBlue">Sir Alistair Glasston</span>, who begged them to enter the cave and retrieve his lost battleaxe. </p><p>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... </p><p>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. </p><p> [/sblock]</p><p></p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Tenchuu, post: 5357542, member: 85539"] [sblock=Ryry]I have updated the map and status block. [/sblock] [sblock=WIP] [sblock=John/Triggers] [B] Fox's Cunning[/B] can trigger, but because of your position and threatening reach, the enemy attack still hits. So, if you would like to use this one, go ahead. [B]Chord of Dissonance[/B] also can trigger, for either you or Kruk. I'll let you decide how to use it. [/sblock] As Kruk approached the Bonecrusher, it swung with it's great club, but the dwarf took only a glancing blow. [B][COLOR=Wheat]"I SAID BEGONE!"[/COLOR][/B] The demon statue boomed again, focusing on the two melee warriors. Kruk was ready this time, and the dwarf stood his ground, but Kane was caught off guard and tumbled to the edge. [sblock=Kane Trap/Cliff Rules] You get a chance to save vs falling. If you passing the saving throw, you are prone where you are. If you fail, you move one square to the right, and you are hanging on to the cliff by the edge. You will need to use a move action to pull yourself back up (Athletics DC 10). This will put you back on land, but still prone. You'd need a second move action to stand. Another adjacent character can use their move or standard action to pull you up, making you prone on solid land. [/sblock] [COLOR=Red][B]"Ahhhrrggg! Away with"[/B][/COLOR] [COLOR=DarkRed][B]"Intruders!"[/B][/COLOR] the twin skeletons said. The damaged Skeleton moved toward Hergunna. It swung with the heavy club, but the druid sidestepped at the last minute. The other Skeleton turned it's attention to Wil. Closing in, it swung hard with it's club, slamming Wil into the wall. A smaller, skulking skeleton lurked out from the gates. Turning it's gaze Caroline, it sent a mental bolt which froze the rogue in place. Two demon worshiping humans followed. The first came through the gate, and attacked Kruk mentally, sending waves of pain through the dwarf. The second ascended the gate wall. It tried to assail Kane, already dangerously close to falling down into the chasm, but the barbarian resisted the mental dagger. [sblock=Wil, Caroline, Kane, Kruk] You see, for just a moment, some furry thing go moving past, from the gate toward the south east cliff. Though, as you stare in that direction, you can see nothing; not even a set of floating eyeballs. It moved so fast, like a blur, you're not sure what it was. [/sblock][sblock=Charina, Hergunna, Kruk, Kane] You are -2 Wil Defenses. [/sblock][sblock=Arcana DC 15 rolled]Some creature is causing the Will penalty. [/sblock][sblock=Arcana DC 25 rolled]A [URL="http://www.wizards.com/dndinsider/compendium/monster.aspx?id=5173"]Wendigo Manhunter[/URL] is lurking around, unseen, causing the breakdown of your mental defenses. [/sblock][sblock=Mechanics] Bonecrusher Skeleton OA vs Kruk Trigger: Threatening Reach + Leave adjacent square Attack: [URL="http://invisiblecastle.com/roller/view/2736939/"]1d20+13=31[/URL] Damage: [URL="http://invisiblecastle.com/roller/view/2736939/"]1d10+5=6[/URL] Trap Attack Standard: Blast 5 +10 vs Will Attack Kane: [URL="http://invisiblecastle.com/roller/view/2732830/"]1d20+10=25[/URL] Hit Attack Kruk: [URL="http://invisiblecastle.com/roller/view/2732830/"]1d20+10=15[/URL] Miss Effect: Push Kane 4 Bonecrusher Skeleton: I14:J15 Move: to M12:N13 Standard: Crushing Blow vs Hergunna (AC) Attack: [URL="http://invisiblecastle.com/roller/view/2732848/"]1d20+13=19[/URL] Miss Damage: [URL="http://invisiblecastle.com/roller/view/2732848/"]2d10+5=0[/URL] Bonecrusher Skeleton: I17:J18 Move: to G18:H19 Standard: Crushing Blow vs Wil (AC) Attack: [URL="http://invisiblecastle.com/roller/view/2732853/"]1d20+13=28[/URL] -2= 26 Hit Damage: [URL="http://invisiblecastle.com/roller/view/2732853/"]2d10+5=24[/URL] Skelmur the Stalker Move: to I16 Minor: Skelmur's Eyes vs Caroline (Will) Attack: [URL="http://invisiblecastle.com/roller/view/2732867/"]1d20+12=29[/URL] Damage: [URL="http://invisiblecastle.com/roller/view/2732867/"]1d6+3=6[/URL] psychic damage Effect: Caroline is immobilized TENT-Skelmur. Demon King's Wand C15 Move: to G16 Standard: Mind Razor vs Kruk (Will) Attack: [URL="http://invisiblecastle.com/roller/view/2732874/"]1d20+11=28[/URL] Damage: [URL="http://invisiblecastle.com/roller/view/2732874/"]2d8+4=16[/URL] psychic damage Demon King's Wand 2 Move: to E20 Standard: Mind Razor vs Kane (Will) Attack: [URL="http://invisiblecastle.com/roller/view/2733299/"]1d20+11=12[/URL] Damage: 2d8+4=0 psychic damage ??? Move: to I17 Move: to ??? [/sblock][sblock=Status] Wil Rando: F18 [COLOR=Lime]50/50[/COLOR] HS 8/10 AP 1 MW 1/2, [COLOR=PaleGreen]+1 AC/Ref-Shift-TENT[/COLOR], Hergunna: O12 [COLOR=Lime][COLOR=Lime]56/56[/COLOR] [/COLOR]HS 9/9 AP 1, [COLOR=Teal]-2 will defense[/COLOR] Kane: K21? [COLOR=Lime]65/65[/COLOR] THP [COLOR=Lime]0/5[/COLOR] HS 8/11 AP 0, [COLOR=Teal]-2 will defense[/COLOR] Kruk: L21 [COLOR=Lime][COLOR=Lime]61/67[/COLOR] [/COLOR]THP [COLOR=Lime]0/9 [/COLOR]HS 10/12 AP 0, [COLOR=Teal]-2 will defense[/COLOR] Carolina: F14 [COLOR=Lime][COLOR=Lime]43[/COLOR][COLOR=Lime]/49[/COLOR] [/COLOR]HS 4/7 AP 0, [COLOR=Olive]immobilized TENT-Skelmur[/COLOR] Charina: R12 [COLOR=Lime][COLOR=Lime]44/44[/COLOR] [/COLOR]HS 7/7 AP 1, [COLOR=Teal]-2 will defense[/COLOR] [B]Enemies:[/B] Demon Face Statue: M16:N17 [COLOR=Lime]21/21 [/COLOR]Bonecrusher Skeleton: G18:H19 [COLOR=Lime][COLOR=DarkRed]15/80[/COLOR][COLOR=White],[/COLOR] [/COLOR][COLOR=Lime][COLOR=DarkRed]Bloodied, [/COLOR][/COLOR][COLOR=Lime][COLOR=Sienna]Slowed & Can't Shift-TENT[/COLOR] [/COLOR]Skelmur the Stalker: I16 [COLOR=Lime]84/99 [/COLOR]Demon King's Wand: G16 [COLOR=Lime][COLOR=DarkRed]6/52[/COLOR][/COLOR][COLOR=Lime][COLOR=DarkRed][COLOR=White],[/COLOR] Bloodied[/COLOR][/COLOR][COLOR=Lime] [/COLOR]Demon King's Wand: E20 [COLOR=Lime]52/52, [/COLOR][COLOR=SeaGreen]+2 Cover from Gate Wall[/COLOR] ??? [COLOR=DimGray][s]Bonecrusher Skeleton: M12:N13 [/s][/COLOR][s][COLOR=DimGray]-1/80, Dead[/COLOR][/s] [/sblock][sblock=map] [IMG]http://www.nexusnine.net/images/L4E/Byron3-3-2a.png[/IMG] [/sblock][sblock=Enemy Triggers] [B]Bonecrusher Skeleton[/B] - Threatening Reach: OAs within 2 squares [B]Demon King's Wand:[/B] - Trigger: first time it is bloodied - Effect: turns invisible [/sblock][sblock=Enemies] [B]Demon Face Statue[/B] Trap [B]Statue Attack[/B] Standard Action Close blast 5 Target: Each enemy in blast Attack: +10 vs. Will Hit: The statue pushes the target 4 squares. If the target ends this movement next to an ally of the demon face statue, that ally can make a melee basic attack against the target as an opportunity action. Special: The trap treats all nondemons that are not part of the statue’s demon cult as enemies. It treats all members of the cult and their allies as its allies. [B]Countermeasures[/B] -Stealth DC 17: By making a Stealth check, a character can move within 5 squares of the statue without activating it or alerting the creature linked to it. -Thievery DC 17: A character adjacent to the statue can make a Thievery check (as a standard action) to disable the trap until the start of the character’s next turn. Three successful Thievery checks destroy the trap. -A character can attack the statue (AC 22, Reflex 22, Fortitude 21, 21 hit points). Doing so activates the trap (as above). Destroying the statue ends its threat. [B]Bonecrusher Skeleton[/B] Large shadow animate (undead) Level 7 Soldier HP 80; Bloodied 40 AC 22; Fortitude 21, Reflex 21, Will 19 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 8 [B]Greatclub (standard, at-will) Weapon[/B] Reach 2; +13 vs AC; 1d10+5 damage. [B]Crushing Blow (standard, recharge 6)[/B] Reach 2; +13 vs AC; 2d10+5 and the target is pushed 1 square and knocked prone. [B]Threatening Reach[/B] [COLOR=DarkRed][B](!!!)[/B][/COLOR] The bonecrusher skeleton can make opportunity attacks against all enemies within its reach (2 squares). Equipment: greatclub [B]Skelmur the Stalker[/B] Medium natural humanoid (undead) HP 99; Bloodied 49 AC 22; Fortitude 19, Reflex 20, Will 21 Immune disease, poison; Resist insubstantial Saving Throws +2 Speed fly 6 (hover); phasing Action Points 1 [B]Spirit Touch (standard, at-will) Necrotic[/B] +12 vs Reflex; 2d4+3 necrotic damage. [B]Skelmur's Eyes (minor 1/round, at-will) Fear, Gaze, Psychic[/B] Ranged 5; +12 vs Will; 1d6+3 psychic damage, and the target is immobilized until the end of Skelmur's next turn. This attack doesn't provoke opportunity attacks. [B]Drowning Hands (standard; requires combat advantage; sustain minor, recharges after skelmur uses dematerialize)[/B] Necrotic +12 vs Fortitude; 2d10+5 damage, ongoing 5 damage (save ends), and the target is dazed until the end of Skelmur’s next turn. Sustain Minor: Skelmur can only sustain the effect on a target he hit with the above attack or following attack during his last turn. When he sustains the power, he repeats the attack on the target, dealing 5 damage (10 to an immobilized target). [B]Dematerialize (standard; at-will)[/B] Skelmur reduces himself to a set of floating eyes, and he shifts 2 squares. He can make a Stealth check to hide if he has any sort of cover or concealment. [B]Demon King’s Wand[/B] Medium natural humanoid HP 52; Bloodied 26 AC 18; Fortitude 15, Reflex 20, Will 19 Speed 5 [B]Short Sword (standard, at-will) Weapon[/B] +13 vs AC; 1d6+4 damage. [B]Mind Razor (standard, at-will) Implement, Psychic[/B] Ranged 10; +11 vs Will; 2d8+4 psychic damage. [B]Bedeviling Bolts (standard, at-will) Illusion, Implement[/B] Ranged 10; +11 vs Will; 1d10+5 damage, and the Wand slides the target 1 square. [B]Scintillating Pattern (standard, recharge 6)[/B] Area burst 2 within 10; targets enemies; +9 vs Will; 3d8+4 damage, and the target is dazed (save ends). [B]Fade Away (immediate reaction, when the king's wand takes damage; encounter) Illusion[/B] The King’s Wand turns invisible until after it hits or misses with an attack or until the end of its next turn. Equipment: surcoat, short sword , wand implement . [/sblock][sblock=Adventure Summary] [B]Motive[/B]s Kruk: Find his friend Greggor Charina: Use the group to collect more bounties (ears) Everyone Else: Locating the missing Silver shipment for Lord Byron [B]Summary of Events[/B] 1. Bested Pirates en route to Allaria. Traveled on the ship [B]Wind's Will[/B] captained by [B][COLOR=RoyalBlue]Captain Levenbrech[/COLOR][/B], and mated by [COLOR=Purple][B]Porse[/B][/COLOR] and [B][COLOR=Yellow]Trig[/COLOR][/B]. 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 ([URL="http://www.enworld.org/forum/279849-adventure-lord-byrons-lost-silver-dm-tenchuu-judge-h-m-gimlord-2.html#post5233437"]link to the leads gathered[/URL]). 4. Went to the temple of Netari, where the new priest, [COLOR=PaleGreen][B]Father Niris[/B][/COLOR], 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 [URL="http://www.enworld.org/forum/279849-adventure-lord-byrons-lost-silver-dm-tenchuu-judge-h-m-gimlord-3.html#post5241529"]Hellview[/URL] ([URL="http://l4w.wikia.com/wiki/Allaria#Hellview"]background reference for players[/URL]). 5. Dealing a mortal blow to the Priest, he says [COLOR=DarkOliveGreen][B]Master De Luccia[/B][/COLOR] (First time they have heard the name) cannot be stopped, and he stated that Greggor "[COLOR=PaleGreen]will be... among the first... at Hellview[/COLOR]." The priest laid dying on the floor with his fallen minions. 6. As they approach Hellview, they encounter the ghost of [COLOR=LightBlue]Sir Alistair Glasston[/COLOR], 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. [/sblock] [/sblock] [/QUOTE]
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Adventure: Lord Byron's Lost Silver (DM: Tenchuu, Judge: H.M.Gimlord)
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