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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: 5361604" data-attributes="member: 85539"><p>[sblock=Dims / Axe]</p><p> <strong>Custom Item L8: Ravenclaw Battleaxe</strong></p><p>Same as <a href="http://www.wizards.com/dndinsider/compendium/display.aspx?page=item&id=5109" target="_blank">Ravenclaw Warblade</a>, but a Battleaxe weapon type.</p><p>[/sblock][sblock=John/Triggers]</p><p>N/A</p><p>[/sblock]</p><p></p><p>Kruk moved over to the Demon's body, and as he reached down for the Axe, the handle seemed to rise to meet him, releasing from the corpse as easily as a warm knife slices butter. The weapon had heft, but it felt sturdy. A talon shape was forged where the blade met the shaft. </p><p></p><p>Skelmur drifted slowly over to Wil, using his unnatural gaze to stop Wil in his tracks. And while the Bard's was stuck, the ghostly undead reached out a gnarled hand and grabbed Wil's forearm. The touch burned as the skin around it began to die. </p><p></p><p>The Wendigo fled to the east, disappearing into the wind. The dull head pain the accompanied the creature still remained, however. </p><p></p><p><span style="color: Olive"><strong>"Back away now while you still breathe, Bugbear!"</strong></span> The human doomdreamer called, moving back into a defensive position and readying himself to attack. The Bloodseep demon looked ready as well, but made no move against Kane. </p><p></p><p>[sblock=Readied Action Trigger: If any player enters a square in Row C]</p><p>Doomdreamer</p><p>Readied Standard: Chilling Ray vs (Reflex)</p><p>Attack: 1d20+12=</p><p> Damage: 1d6+7= cold damage</p><p> Effect: target is immobilized until the end of the doomdreamer’s next turn.</p><p></p><p>If that square happens to be adjacent to the Bloodseep Demon, he will also use a readied action to attack. </p><p>Readied Standard: Claw vs (AC)</p><p>Attack: 1d20+12=</p><p> Damage: 2d4+5= damage + ongoing 5 poison damage</p><p> [/sblock]</p><p></p><p>[sblock=Wil, Charina, Hergunna, Kruk, Carolina, Kane]</p><p>You are -2 Wil Defenses, thanks to Mr. Wendigo, who is currently invisible.</p><p>[/sblock][sblock=Mechanics]</p><p></p><p>Trap Attack</p><p>Standard: N/A</p><p>Attack: 1d20+10= </p><p>Effect: Push 4 </p><p></p><p>Skelmur the Stalker</p><p>Move: to K10</p><p>Minor: Skelmur's Eyes vs Wil (Will)</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2742797/" target="_blank">1d20+12=28</a> Hit</p><p>Damage: <a href="http://invisiblecastle.com/roller/view/2742797/" target="_blank">1d6+3=5</a> psychic damage</p><p>Effect: Wil is immobilized TENT-Skelmur.</p><p>Standard: Spirit Touch vs Wil (Ref)</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2742800/" target="_blank">1d20+12=21</a></p><p>Damage: <a href="http://invisiblecastle.com/roller/view/2742800/" target="_blank">2d4+3=8</a> necrotic damage</p><p></p><p>Wendigo Manhunter</p><p>Move: to ??? </p><p>Effect: Due to Aura, Wendigo is now invisible Tent-Wendigo</p><p></p><p>Demon King's Wand</p><p> Move: N/A</p><p> Standard: Mind Razor vs Kruk (Will)</p><p> Attack: <a href="http://invisiblecastle.com/roller/view/2742818/" target="_blank">1d20+11=21</a></p><p> Damage: <a href="http://invisiblecastle.com/roller/view/2742818/" target="_blank">2d8+4=9</a> psychic damage</p><p></p><p>Doomdreamer</p><p>Move: to -A13</p><p>Readied Standard: Chilling Ray vs Kane (Reflex)</p><p></p><p>Bloodseep Demon</p><p>Readied Standard: Claw vs AC</p><p></p><p>[/sblock][sblock=Status]</p><p> Wil Rando: J12 <span style="color: Lime">37/50</span> HS 8/10 AP 1 MW 0/2, <span style="color: Teal">-2 will defense, </span><span style="color: PaleGreen">+1 AC/Ref-Shift-TENT</span>, <span style="color: Olive">immobilized TENT-Skelmur</span></p><p> Hergunna: N13 <span style="color: Lime"><span style="color: Lime">42/56</span> </span>HS 8/9 AP 1, <span style="color: Teal">-2 will defense, </span></p><p> Kane: D17 <span style="color: Lime">65/65</span> THP <span style="color: Lime">0/5</span> HS 7/11 AP 0, <span style="color: Teal">-2 will defense</span></p><p> Kruk: I16 <span style="color: Lime"><span style="color: Lime">51/67</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: Teal">-2 will defense</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>Skelmur the Stalker: K11 <span style="color: Lime">84/99</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>Wendigo Manhunter: ??? <span style="color: Lime"><span style="color: DarkRed">10/70</span>, </span><span style="color: DarkRed">Bloodied, </span><span style="color: Lime"><span style="color: Plum">Blinded + Can't Shift TENT-Charina, <span style="color: DarkOrchid">Jinxed-TENT</span></span></span></p><p><span style="color: Lime"></span>Bloodseep Demon: B16 <span style="color: Lime">79/79, <span style="color: LemonChiffon">Total Defense</span></span></p><p><span style="color: Lime"></span>Doomdreamer: -A13 <span style="color: Lime">87/87</span></p><p></p><p>???</p><p><span style="color: DimGray"><s>Demon King's Wand: G16</s> </span><span style="color: DimGray">0/52</span><span style="color: DimGray">, Dying</span><span style="color: Lime"></span></p><p><span style="color: Lime"></span><span style="color: DimGray"><s>Bonecrusher Skeleton: M12:N13 </s></span><span style="color: DimGray">-1/80, Dead</span></p><p><span style="color: DimGray"><s>Bonecrusher Skeleton: G18:H19</s> </span><span style="color: DimGray">-3</span><span style="color: DimGray">/80, </span><span style="color: DimGray">dead, </span><span style="color: Lime"></span></p><p><span style="color: Lime"></span></p><p>[/sblock][sblock=map]</p><p> <img src="http://www.nexusnine.net/images/L4E/Byron3-3-4.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></p><p><strong>Wendigo Manhunter</strong></p><p>HP 70; Bloodied 35 Initiative +13</p><p>AC 22, Fortitude 20, Reflex 22, Will 18 Perception +13</p><p>Speed 8 Low-light vision</p><p><strong>Scent of Fear (Fear) Aura 10</strong></p><p>Enemies within the aura take a -2 penalty to Will.</p><p><strong>Beyond Sight</strong></p><p>Whenever the manhunter ends its turn 5 or more squares from an enemy, it is invisible to that enemy until the end of the manhunter’s next turn.</p><p><strong>Standard Claw At-Will</strong></p><p>Attack: Melee 1 (one creature); +13 vs. AC</p><p>Hit: 3d6 + 4 damage.</p><p>Effect: The manhunter shifts 2 squares.</p><p><strong>Standard Wendigo Bite (Healing) At-Will</strong></p><p>Attack: Melee 1 (one creature that cannot see the manhunter); +13 vs. AC</p><p>Hit: 4d6 + 6 damage, and the manhunter regains hit points equal to half the damage dealt.</p><p><strong>Triggered Variable Resistance 2/Encounter</strong></p><p>Trigger: The manhunter takes acid, cold, fire, lightning, or thunder damage.</p><p>Effect (Free Action): The manhunter gains resist 5 to the triggering damage type until the end of the encounter or until it uses variable resistance again.</p><p>Skills Endurance +12, Stealth +14</p><p></p><p><strong>Bloodseep Demon</strong></p><p>Medium elemental magical beast (demon)</p><p>Initiative +9 Senses Perception +8; darkvision</p><p><strong>Weeping Poison (Healing, Poison) aura 2</strong>; each enemy that starts its turn within the aura takes 5 poison damage. While the Bloodseep Demon is bloodied, any demon that starts its turn within the aura regains 5 hit points.</p><p>HP 79; Bloodied 39</p><p>AC 21; Fortitude 18, Reflex 20, Will 19</p><p>Resist 10 variable (1/encounter)</p><p>Speed 7, teleport 3</p><p><strong>Claw (standard, at-will) Poison</strong></p><p>+12 vs AC; 2d4+5 damage, and ongoing 5 poison damage (save ends).</p><p><strong>Poison Portal Strike (standard, recharge 4,5,6) Teleportation</strong></p><p>The bloodseep demon teleports 5 squares and makes a claw attack. If the attack hits, the bloodseep demon teleports 5 squares.</p><p><strong>Poison Blast (minor, encounter) Healing, Poison</strong></p><p>Close blast 5; targets enemies; +10 vs Fortitude; 1d4+5 poison damage. Effect: Each demon in the blast regains 1d4+5 hit points.</p><p></p><p><strong>Doomdreamer</strong></p><p>Medium natural humanoid, human</p><p><strong>Blessing of the Elemental Eye aura 2</strong>; elemental and demon allies within the aura gain a +2 bonus to attack rolls.</p><p>HP 87; Bloodied 43</p><p>AC 22; Fortitude 18, Reflex 20, Will 21</p><p>Speed 6</p><p><strong>Mace (standard, at-will) Weapon</strong></p><p>+13 vs AC; 1d8+7 damage.</p><p><strong>Chilling Ray (standard, at-will) Cold</strong></p><p>Ranged 5; +12 vs Reflex; 1d8+7 cold damage, and the target is immobilized until the end of the doomdreamer’s next turn.</p><p><strong>Touch of Insanity (standard, recharge ) Psychic</strong></p><p>+12 vs Will; 1d6+7 psychic damage, and the target must move at least 1 square during its turn or take 10 psychic damage at the end of its turn (save ends).</p><p><strong>Maddening Howl (standard, encounter)</strong></p><p>Close burst 5; targets enemies; +12 vs Will; 2d8+7 thunder damage, and the target is dazed until the end of the doomdreamer’s next turn.</p><p>Equipment: purple robes of Tharzidun, holy symbol of Elder Elemental Eye, mace.</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></blockquote><p></p>
[QUOTE="Tenchuu, post: 5361604, member: 85539"] [sblock=Dims / Axe] [B]Custom Item L8: Ravenclaw Battleaxe[/B] Same as [URL="http://www.wizards.com/dndinsider/compendium/display.aspx?page=item&id=5109"]Ravenclaw Warblade[/URL], but a Battleaxe weapon type. [/sblock][sblock=John/Triggers] N/A [/sblock] Kruk moved over to the Demon's body, and as he reached down for the Axe, the handle seemed to rise to meet him, releasing from the corpse as easily as a warm knife slices butter. The weapon had heft, but it felt sturdy. A talon shape was forged where the blade met the shaft. Skelmur drifted slowly over to Wil, using his unnatural gaze to stop Wil in his tracks. And while the Bard's was stuck, the ghostly undead reached out a gnarled hand and grabbed Wil's forearm. The touch burned as the skin around it began to die. The Wendigo fled to the east, disappearing into the wind. The dull head pain the accompanied the creature still remained, however. [COLOR=Olive][B]"Back away now while you still breathe, Bugbear!"[/B][/COLOR] The human doomdreamer called, moving back into a defensive position and readying himself to attack. The Bloodseep demon looked ready as well, but made no move against Kane. [sblock=Readied Action Trigger: If any player enters a square in Row C] Doomdreamer Readied Standard: Chilling Ray vs (Reflex) Attack: 1d20+12= Damage: 1d6+7= cold damage Effect: target is immobilized until the end of the doomdreamer’s next turn. If that square happens to be adjacent to the Bloodseep Demon, he will also use a readied action to attack. Readied Standard: Claw vs (AC) Attack: 1d20+12= Damage: 2d4+5= damage + ongoing 5 poison damage [/sblock] [sblock=Wil, Charina, Hergunna, Kruk, Carolina, Kane] You are -2 Wil Defenses, thanks to Mr. Wendigo, who is currently invisible. [/sblock][sblock=Mechanics] Trap Attack Standard: N/A Attack: 1d20+10= Effect: Push 4 Skelmur the Stalker Move: to K10 Minor: Skelmur's Eyes vs Wil (Will) Attack: [URL="http://invisiblecastle.com/roller/view/2742797/"]1d20+12=28[/URL] Hit Damage: [URL="http://invisiblecastle.com/roller/view/2742797/"]1d6+3=5[/URL] psychic damage Effect: Wil is immobilized TENT-Skelmur. Standard: Spirit Touch vs Wil (Ref) Attack: [URL="http://invisiblecastle.com/roller/view/2742800/"]1d20+12=21[/URL] Damage: [URL="http://invisiblecastle.com/roller/view/2742800/"]2d4+3=8[/URL] necrotic damage Wendigo Manhunter Move: to ??? Effect: Due to Aura, Wendigo is now invisible Tent-Wendigo Demon King's Wand Move: N/A Standard: Mind Razor vs Kruk (Will) Attack: [URL="http://invisiblecastle.com/roller/view/2742818/"]1d20+11=21[/URL] Damage: [URL="http://invisiblecastle.com/roller/view/2742818/"]2d8+4=9[/URL] psychic damage Doomdreamer Move: to -A13 Readied Standard: Chilling Ray vs Kane (Reflex) Bloodseep Demon Readied Standard: Claw vs AC [/sblock][sblock=Status] Wil Rando: J12 [COLOR=Lime]37/50[/COLOR] HS 8/10 AP 1 MW 0/2, [COLOR=Teal]-2 will defense, [/COLOR][COLOR=PaleGreen]+1 AC/Ref-Shift-TENT[/COLOR], [COLOR=Olive]immobilized TENT-Skelmur[/COLOR] Hergunna: N13 [COLOR=Lime][COLOR=Lime]42/56[/COLOR] [/COLOR]HS 8/9 AP 1, [COLOR=Teal]-2 will defense, [/COLOR] Kane: D17 [COLOR=Lime]65/65[/COLOR] THP [COLOR=Lime]0/5[/COLOR] HS 7/11 AP 0, [COLOR=Teal]-2 will defense[/COLOR] Kruk: I16 [COLOR=Lime][COLOR=Lime]51/67[/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=Teal]-2 will defense[/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]Skelmur the Stalker: K11 [COLOR=Lime]84/99 [/COLOR]Demon King's Wand: E20 [COLOR=Lime]52/52, [/COLOR][COLOR=SeaGreen]+2 Cover from Gate Wall[/COLOR] Wendigo Manhunter: ??? [COLOR=Lime][COLOR=DarkRed]10/70[/COLOR], [/COLOR][COLOR=DarkRed]Bloodied, [/COLOR][COLOR=Lime][COLOR=Plum]Blinded + Can't Shift TENT-Charina, [COLOR=DarkOrchid]Jinxed-TENT[/COLOR][/COLOR] [/COLOR]Bloodseep Demon: B16 [COLOR=Lime]79/79, [COLOR=LemonChiffon]Total Defense[/COLOR] [/COLOR]Doomdreamer: -A13 [COLOR=Lime]87/87[/COLOR] ??? [COLOR=DimGray][s]Demon King's Wand: G16[/s] [/COLOR][COLOR=DimGray]0/52[/COLOR][COLOR=DimGray], Dying[/COLOR][COLOR=Lime] [/COLOR][COLOR=DimGray][s]Bonecrusher Skeleton: M12:N13 [/s][/COLOR][COLOR=DimGray]-1/80, Dead [s]Bonecrusher Skeleton: G18:H19[/s] [/COLOR][COLOR=DimGray]-3[/COLOR][COLOR=DimGray]/80, [/COLOR][COLOR=DimGray]dead, [/COLOR][COLOR=Lime] [/COLOR] [/sblock][sblock=map] [IMG]http://www.nexusnine.net/images/L4E/Byron3-3-4.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. [B]Wendigo Manhunter[/B] HP 70; Bloodied 35 Initiative +13 AC 22, Fortitude 20, Reflex 22, Will 18 Perception +13 Speed 8 Low-light vision [B]Scent of Fear (Fear) Aura 10[/B] Enemies within the aura take a -2 penalty to Will. [B]Beyond Sight[/B] Whenever the manhunter ends its turn 5 or more squares from an enemy, it is invisible to that enemy until the end of the manhunter’s next turn. [B]Standard Claw At-Will[/B] Attack: Melee 1 (one creature); +13 vs. AC Hit: 3d6 + 4 damage. Effect: The manhunter shifts 2 squares. [B]Standard Wendigo Bite (Healing) At-Will[/B] Attack: Melee 1 (one creature that cannot see the manhunter); +13 vs. AC Hit: 4d6 + 6 damage, and the manhunter regains hit points equal to half the damage dealt. [B]Triggered Variable Resistance 2/Encounter[/B] Trigger: The manhunter takes acid, cold, fire, lightning, or thunder damage. Effect (Free Action): The manhunter gains resist 5 to the triggering damage type until the end of the encounter or until it uses variable resistance again. Skills Endurance +12, Stealth +14 [B]Bloodseep Demon[/B] Medium elemental magical beast (demon) Initiative +9 Senses Perception +8; darkvision [B]Weeping Poison (Healing, Poison) aura 2[/B]; each enemy that starts its turn within the aura takes 5 poison damage. While the Bloodseep Demon is bloodied, any demon that starts its turn within the aura regains 5 hit points. HP 79; Bloodied 39 AC 21; Fortitude 18, Reflex 20, Will 19 Resist 10 variable (1/encounter) Speed 7, teleport 3 [B]Claw (standard, at-will) Poison[/B] +12 vs AC; 2d4+5 damage, and ongoing 5 poison damage (save ends). [B]Poison Portal Strike (standard, recharge 4,5,6) Teleportation[/B] The bloodseep demon teleports 5 squares and makes a claw attack. If the attack hits, the bloodseep demon teleports 5 squares. [B]Poison Blast (minor, encounter) Healing, Poison[/B] Close blast 5; targets enemies; +10 vs Fortitude; 1d4+5 poison damage. Effect: Each demon in the blast regains 1d4+5 hit points. [B]Doomdreamer[/B] Medium natural humanoid, human [B]Blessing of the Elemental Eye aura 2[/B]; elemental and demon allies within the aura gain a +2 bonus to attack rolls. HP 87; Bloodied 43 AC 22; Fortitude 18, Reflex 20, Will 21 Speed 6 [B]Mace (standard, at-will) Weapon[/B] +13 vs AC; 1d8+7 damage. [B]Chilling Ray (standard, at-will) Cold[/B] Ranged 5; +12 vs Reflex; 1d8+7 cold damage, and the target is immobilized until the end of the doomdreamer’s next turn. [B]Touch of Insanity (standard, recharge ) Psychic[/B] +12 vs Will; 1d6+7 psychic damage, and the target must move at least 1 square during its turn or take 10 psychic damage at the end of its turn (save ends). [B]Maddening Howl (standard, encounter)[/B] Close burst 5; targets enemies; +12 vs Will; 2d8+7 thunder damage, and the target is dazed until the end of the doomdreamer’s next turn. Equipment: purple robes of Tharzidun, holy symbol of Elder Elemental Eye, mace. [/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] [/QUOTE]
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Adventure: Lord Byron's Lost Silver (DM: Tenchuu, Judge: H.M.Gimlord)
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