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Living 4th Edition
Adventure: Lord Byron's Lost Silver (DM: Tenchuu, Judge: H.M.Gimlord)
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<blockquote data-quote="Tenchuu" data-source="post: 5375845" data-attributes="member: 85539"><p>[sblock=Kane]He is taking 5 ongoing poison from an attack last round. Did you want to try shug it off, or are you just taking it?</p><p>[/sblock][sblock=Hergunna Action]</p><p>Since I took so long to do this update, I made an executive decision rather than ask the players. Both Hergunna (by way of Mal) and Kane moved to the same square. Either not moving makes a big difference, so I changed Hergunna's action. Wil missed the wendigo, so it was still alive and adjacent to Hergunna. Hergunna did not move and made the same attack against the wendigo. Also, I changed the power to Savage Rend, but kept all the rolls since the damage was enough to drop the Wendigo.</p><p>[/sblock]</p><p></p><p>Turning into wolf form, Hergunna leaped on top of the wendigo bit viciously at its neck, ripping out its throat. The huntered dropped lifelessly to the ground. </p><p></p><p><strong><span style="color: Wheat">"AWAY WITH YOU!" </span></strong>The trap bellowed, startingly the others as it had fell silent. Charina was caught off guard by the attack and pushed back toward the chasm. She barely caught herself in the pile of tunnel debris, having nearly fell into the chasm. </p><p></p><p><span style="color: Olive"><strong>"Damn you Bugbear!"</strong></span> The human doomdreamer cursed, stepping back. As he did, more demon allies exited the far portal: One a drow, the other a large tentacle demon. <span style="color: Olive"><strong>"Haha, yes, Yes!"</strong></span> the Doomdreamer cackled, <span style="color: Olive"><strong>"Stay then, fool, and meet your end!"</strong></span> He fired an icy bolt at Kane, which struck the barbarian's leg, freezing him in place. </p><p></p><p>The bloodseep demon growled and slashed with its claw, but the attack scrapped harmlessly against Kane's armor. </p><p></p><p>[sblock=Mechanics]</p><p>Trap Attack</p><p>Standard: Trap attack vs Charina (Will)</p><p>Attack: 1d20+10=30 CRIT, but luckily on a no-damage attack</p><p>Effect: Push 4 </p><p></p><p>Demon King's Wand</p><p> Move: Draw Short sword</p><p> Standard: Short Sword vs Wolf (AC)</p><p> Attack: <a href="http://invisiblecastle.com/roller/view/2764694/" target="_blank">1d20+13=24</a> hit</p><p>Damage: <a href="http://invisiblecastle.com/roller/view/2764694/" target="_blank">1d6+4=5</a> damage</p><p></p><p>Doomdreamer</p><p>Move: Shift to B15</p><p>Standard: Freezing Ray vs Kane (Reflex)</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2764701/" target="_blank">1d20+12=20 </a></p><p>Damage: <a href="http://invisiblecastle.com/roller/view/2764701/" target="_blank">1d8+7=15</a> Cold Damage</p><p>Effect: Kane is Immobilized tent-doomdreamer</p><p></p><p>Bloodseep Demon</p><p>Move: N/A</p><p>Standard: Claw vs Kane (AC)</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2764704/" target="_blank">1d20+12=19</a> Miss</p><p>Damage: 2d4+5=0</p><p></p><p>Drow Demonologist</p><p>Move: to -B15</p><p></p><p>Neldrazu</p><p>Move: to -C17:-B18</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: PaleGreen"><s>+1 AC/Ref-Shift-TENT</s></span>, </p><p> Hergunna: I15 <span style="color: Lime"><span style="color: Lime">42/56</span> </span>HS 8/9 AP 1, </p><p> Kane: D16 <span style="color: Lime">33/65</span> THP <span style="color: Lime">0/5</span> HS 7/11 AP 0, <span style="color: DarkOliveGreen">5 ongoing poison</span>, <span style="color: Olive">Immobilized tent-doomdreamer</span></p><p> Kruk: K12 <span style="color: Lime"><span style="color: DarkRed">24</span><span style="color: DarkRed">/67</span> </span>THP <span style="color: Lime">8/9 </span>HS 10/12 AP 0, <span style="color: DarkRed">Bloodied</span></p><p> Carolina: G15 <span style="color: Lime"><span style="color: Lime">43</span><span style="color: Lime">/49</span> </span>HS 4/7 AP 0, </p><p> Charina: V21 <span style="color: Lime"><span style="color: Lime">44/44</span> </span>HS 7/7 AP 1, </p><p><span style="color: Silver">Wolf: N13</span> <span style="color: Lime"><span style="color: Lime">23/28</span></span>,<span style="color: Teal"> </span></p><p><span style="color: Teal"></span></p><p><span style="color: Teal"></span> <strong>Enemies:</strong></p><p>Demon Face Statue: M16:N17 <span style="color: Lime">21/21</span></p><p><span style="color: Lime"></span>Demon King's Wand: E21 <span style="color: Lime">52/52, </span><span style="color: SeaGreen">+2 Cover from Gate Wall</span></p><p>Bloodseep Demon: C17 <span style="color: Lime">63/79, </span></p><p><span style="color: Lime"></span>Doomdreamer: B15 <span style="color: Lime">48/87</span></p><p><span style="color: Lime"></span>Drow Demonologist: -B15 <span style="color: Lime">64/64</span></p><p><span style="color: Lime"></span>Neldrazu: -C17:-B18 <span style="color: Lime">71/71</span></p><p></p><p><span style="color: DimGray"><s>Wendigo Manhunter: J16</s> </span><span style="color: DimGray">0/70, </span><span style="color: DimGray">dead</span></p><p><span style="color: DimGray"><s>Skelmur the Stalker: K11</s> -18</span><span style="color: DimGray">/99, dead</span><span style="color: Lime"></span></p><p><span style="color: Lime"></span><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>[/sblock][sblock=map]</p><p><img src="http://www.nexusnine.net/images/L4E/Byron3-3-6.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>[/sblock][sblock=BIG map]</p><p> <img src="http://www.nexusnine.net/images/L4E/Byron3-3-6BIG.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p> [/sblock][sblock=Enemy Triggers]</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>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>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></p><p><strong>Drow Demonologist</strong></p><p>Medium natural humanoid</p><p>Initiative +6 Senses Perception +11; darkvision</p><p>HP 64; Bloodied 32</p><p>AC 21; Fortitude 17, Reflex 19, Will 19</p><p>Speed 7</p><p><strong>Demonic Rod (standard, at-will)</strong></p><p>+11 vs AC; 1d6 damage, and the target is immobilized (save ends); see also Lolth’s judgment.</p><p><strong>Immolating Ray (standard, at-will) Fire</strong></p><p>Ranged 10; +13 vs Reflex; 2d8+1 fire damage, and ongoing 5 fire damage (save ends); see also Lolth’s judgment.</p><p><strong>Demonic Grasp (standard, encounter) Fire, Zone</strong></p><p>spectral flames fill the zone; Area burst 4 within 10; drow and demons are immune; +11 vs Reflex; the target is restrained (save ends). The zone is difficult terrain until the end of the encounter. Any creature that starts its turn in the zone takes 5 fire damage.</p><p><strong>Demon Curse (standard, encounter) Necrotic</strong></p><p>Spectral imps swarm over and bite the target; ranged 20; +11 vs Will; 1d6+5 necrotic damage, and the target takes ongoing 5 necrotic damage and is weakened (save ends both); see also Lolth’s judgment.</p><p><strong>Flame Blast (standard, encounter) Fire</strong></p><p>Close blast 5; +9 vs Fortitude; 2d6+8 fire damage. Miss: Half damage.</p><p><strong>Cloud of Darkness (minor, encounter)</strong></p><p>Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow demonologist’s next turn. The cloud blocks line of sight for all creatures except the drow demonologist. Any creature entirely within the cloud (except the drow demonologist) is blinded until it exits</p><p><strong>Lolth’s Judgment (free, when the demonologist hits a target with a melee or a ranged attack; at-will)</strong></p><p>All demon allies within 20 squares of the demonologist gain a +2 bonus to attack rolls against the target until the end of the demonologist’s next turn.</p><p>Alignment Evil Languages Common, Elven</p><p>Skills Arcana +12, Dungeoneering +11, Intimidate +6, Stealth +8</p><p>Equipment: robes, demonic rod</p><p></p><p><strong>Neldrazu</strong></p><p>Large elemental humanoid (demon)</p><p>Initiative +13 Senses Perception +7; darkvision</p><p>HP 71; Bloodied 35</p><p>AC 22; Fortitude 20, Reflex 21, Will 19</p><p>Resist 10 variable (1/encounter)</p><p>Speed 8, climb 6 (spider climb)</p><p><strong>Slashing Claw (standard, at-will)</strong></p><p>Reach 2; +13 vs AC; 2d6+5 damage.</p><p><strong>Abduct (move, recharge 5,6) Teleportation</strong></p><p>Reach 2; +11 vs Reflex; targets enemies only; the neldrazu teleports the target 10 squares, and the neldrazu teleports to a space adjacent to the target. Miss: The neldrazu teleports 10 squares.</p><p><strong>Flaying Claws (standard; usable when only one enemy is within 5 squares of the neldrazu, at-will)</strong></p><p>Reach 2; +13 vs AC; 4d6+5 damage, and ongoing 5 damage (save ends).</p><p><strong>Bloodied Abduction (free, when first bloodied; encounter) </strong> Teleportation</p><p>The neldrazu teleports an enemy adjacent to it 5 squares, and the neldrazu teleports to a space adjacent to the creature.</p><p>Alignment Chaotic evil Languages Abyssal</p><p>Skills Stealth +14</p><p></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: 5375845, member: 85539"] [sblock=Kane]He is taking 5 ongoing poison from an attack last round. Did you want to try shug it off, or are you just taking it? [/sblock][sblock=Hergunna Action] Since I took so long to do this update, I made an executive decision rather than ask the players. Both Hergunna (by way of Mal) and Kane moved to the same square. Either not moving makes a big difference, so I changed Hergunna's action. Wil missed the wendigo, so it was still alive and adjacent to Hergunna. Hergunna did not move and made the same attack against the wendigo. Also, I changed the power to Savage Rend, but kept all the rolls since the damage was enough to drop the Wendigo. [/sblock] Turning into wolf form, Hergunna leaped on top of the wendigo bit viciously at its neck, ripping out its throat. The huntered dropped lifelessly to the ground. [B][COLOR=Wheat]"AWAY WITH YOU!" [/COLOR][/B]The trap bellowed, startingly the others as it had fell silent. Charina was caught off guard by the attack and pushed back toward the chasm. She barely caught herself in the pile of tunnel debris, having nearly fell into the chasm. [COLOR=Olive][B]"Damn you Bugbear!"[/B][/COLOR] The human doomdreamer cursed, stepping back. As he did, more demon allies exited the far portal: One a drow, the other a large tentacle demon. [COLOR=Olive][B]"Haha, yes, Yes!"[/B][/COLOR] the Doomdreamer cackled, [COLOR=Olive][B]"Stay then, fool, and meet your end!"[/B][/COLOR] He fired an icy bolt at Kane, which struck the barbarian's leg, freezing him in place. The bloodseep demon growled and slashed with its claw, but the attack scrapped harmlessly against Kane's armor. [sblock=Mechanics] Trap Attack Standard: Trap attack vs Charina (Will) Attack: 1d20+10=30 CRIT, but luckily on a no-damage attack Effect: Push 4 Demon King's Wand Move: Draw Short sword Standard: Short Sword vs Wolf (AC) Attack: [URL="http://invisiblecastle.com/roller/view/2764694/"]1d20+13=24[/URL] hit Damage: [URL="http://invisiblecastle.com/roller/view/2764694/"]1d6+4=5[/URL] damage Doomdreamer Move: Shift to B15 Standard: Freezing Ray vs Kane (Reflex) Attack: [URL="http://invisiblecastle.com/roller/view/2764701/"]1d20+12=20 [/URL] Damage: [URL="http://invisiblecastle.com/roller/view/2764701/"]1d8+7=15[/URL] Cold Damage Effect: Kane is Immobilized tent-doomdreamer Bloodseep Demon Move: N/A Standard: Claw vs Kane (AC) Attack: [URL="http://invisiblecastle.com/roller/view/2764704/"]1d20+12=19[/URL] Miss Damage: 2d4+5=0 Drow Demonologist Move: to -B15 Neldrazu Move: to -C17:-B18 [/sblock][sblock=Status] Wil Rando: J12 [COLOR=Lime]37/50[/COLOR] HS 8/10 AP 1 MW 0/2, [COLOR=Teal][/COLOR][COLOR=PaleGreen][s]+1 AC/Ref-Shift-TENT[/s][/COLOR], Hergunna: I15 [COLOR=Lime][COLOR=Lime]42/56[/COLOR] [/COLOR]HS 8/9 AP 1, [COLOR=Teal][/COLOR] Kane: D16 [COLOR=Lime]33/65[/COLOR] THP [COLOR=Lime]0/5[/COLOR] HS 7/11 AP 0, [COLOR=LemonChiffon][/COLOR][COLOR=DarkOliveGreen]5 ongoing poison[/COLOR], [COLOR=Olive]Immobilized tent-doomdreamer[/COLOR] Kruk: K12 [COLOR=Lime][COLOR=DarkRed]24[/COLOR][COLOR=DarkRed]/67[/COLOR] [/COLOR]THP [COLOR=Lime]8/9 [/COLOR]HS 10/12 AP 0, [COLOR=Olive][/COLOR][COLOR=DarkRed]Bloodied[/COLOR] Carolina: G15 [COLOR=Lime][COLOR=Lime]43[/COLOR][COLOR=Lime]/49[/COLOR] [/COLOR]HS 4/7 AP 0, [COLOR=Teal][/COLOR] Charina: V21 [COLOR=Lime][COLOR=Lime]44/44[/COLOR] [/COLOR]HS 7/7 AP 1, [COLOR=Silver]Wolf: N13[/COLOR] [COLOR=Lime][COLOR=Lime]23/28[/COLOR][/COLOR],[COLOR=Teal] [/COLOR] [B]Enemies:[/B] Demon Face Statue: M16:N17 [COLOR=Lime]21/21 [/COLOR]Demon King's Wand: E21 [COLOR=Lime]52/52, [/COLOR][COLOR=SeaGreen]+2 Cover from Gate Wall[/COLOR] Bloodseep Demon: C17 [COLOR=Lime]63/79, [/COLOR]Doomdreamer: B15 [COLOR=Lime]48/87 [/COLOR]Drow Demonologist: -B15 [COLOR=Lime]64/64 [/COLOR]Neldrazu: -C17:-B18 [COLOR=Lime]71/71[/COLOR] [COLOR=DimGray][s]Wendigo Manhunter: J16[/s] [/COLOR][COLOR=DimGray]0/70, [/COLOR][COLOR=DimGray]dead[/COLOR] [COLOR=DimGray][s]Skelmur the Stalker: K11[/s] -18[/COLOR][COLOR=DimGray]/99, dead[/COLOR][COLOR=Lime] [/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/Byron3-3-6.png[/IMG] [/sblock][sblock=BIG map] [IMG]http://www.nexusnine.net/images/L4E/Byron3-3-6BIG.png[/IMG] [/sblock][sblock=Enemy Triggers] [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]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]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. [B]Drow Demonologist[/B] Medium natural humanoid Initiative +6 Senses Perception +11; darkvision HP 64; Bloodied 32 AC 21; Fortitude 17, Reflex 19, Will 19 Speed 7 [B]Demonic Rod (standard, at-will)[/B] +11 vs AC; 1d6 damage, and the target is immobilized (save ends); see also Lolth’s judgment. [B]Immolating Ray (standard, at-will) Fire[/B] Ranged 10; +13 vs Reflex; 2d8+1 fire damage, and ongoing 5 fire damage (save ends); see also Lolth’s judgment. [B]Demonic Grasp (standard, encounter) Fire, Zone[/B] spectral flames fill the zone; Area burst 4 within 10; drow and demons are immune; +11 vs Reflex; the target is restrained (save ends). The zone is difficult terrain until the end of the encounter. Any creature that starts its turn in the zone takes 5 fire damage. [B]Demon Curse (standard, encounter) Necrotic[/B] Spectral imps swarm over and bite the target; ranged 20; +11 vs Will; 1d6+5 necrotic damage, and the target takes ongoing 5 necrotic damage and is weakened (save ends both); see also Lolth’s judgment. [B]Flame Blast (standard, encounter) Fire[/B] Close blast 5; +9 vs Fortitude; 2d6+8 fire damage. Miss: Half damage. [B]Cloud of Darkness (minor, encounter)[/B] Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow demonologist’s next turn. The cloud blocks line of sight for all creatures except the drow demonologist. Any creature entirely within the cloud (except the drow demonologist) is blinded until it exits [B]Lolth’s Judgment (free, when the demonologist hits a target with a melee or a ranged attack; at-will)[/B] All demon allies within 20 squares of the demonologist gain a +2 bonus to attack rolls against the target until the end of the demonologist’s next turn. Alignment Evil Languages Common, Elven Skills Arcana +12, Dungeoneering +11, Intimidate +6, Stealth +8 Equipment: robes, demonic rod [B]Neldrazu[/B] Large elemental humanoid (demon) Initiative +13 Senses Perception +7; darkvision HP 71; Bloodied 35 AC 22; Fortitude 20, Reflex 21, Will 19 Resist 10 variable (1/encounter) Speed 8, climb 6 (spider climb) [B]Slashing Claw (standard, at-will)[/B] Reach 2; +13 vs AC; 2d6+5 damage. [B]Abduct (move, recharge 5,6) Teleportation[/B] Reach 2; +11 vs Reflex; targets enemies only; the neldrazu teleports the target 10 squares, and the neldrazu teleports to a space adjacent to the target. Miss: The neldrazu teleports 10 squares. [B]Flaying Claws (standard; usable when only one enemy is within 5 squares of the neldrazu, at-will)[/B] Reach 2; +13 vs AC; 4d6+5 damage, and ongoing 5 damage (save ends). [B]Bloodied Abduction (free, when first bloodied; encounter) [/B] Teleportation The neldrazu teleports an enemy adjacent to it 5 squares, and the neldrazu teleports to a space adjacent to the creature. Alignment Chaotic evil Languages Abyssal Skills Stealth +14 [/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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