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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: 5382025" data-attributes="member: 85539"><p><strong><span style="color: Wheat">"BACK I SAY!" </span></strong>The trap shouted again, pushing Charina back to the edge of the chasm. </p><p></p><p>[sblock=Charina 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>Atop the gate wall, the magician continued to struggle against the wolf, landing another blow with his sword. </p><p></p><p><span style="color: Olive"><strong>"Get the back line!"</strong></span> The human doomdreamer ordered, while firing a ice bolt at Kruk, freezing the dwarf in place. </p><p></p><p>Following the doomdreamer's command, the Bloodseep demon growled and reached back for a vicious claw attack on Kane. But, before the strike landed, the demon vanished--teleporting behind Wil. The Bard never saw the attack coming, and the demon's claws cut deep into Wil's back. The vicious attack drew blood, and his wounds burned from the demon's poison. With a gratified snarl, the demon vanished again, reappearing atop the gate wall, near the wolf. </p><p></p><p>The enemy drow moved up and climbed the west ladder of the gate. Atop the wall, the drow turned his attention to the wolf, firing a flaming bolt at the creature. The attack covered the wolf in flames, as if it had been doused with fuel and set alight. </p><p></p><p>[sblock=Wolf]It is going to die at the start of its next turn from ongoing damage.[/sblock]</p><p></p><p>The huge Neldrazu moved forward, its walk awkward and frightening. It moved within 10 feet of Kane and Kruk, and then lashed out with long razor claws against Kane, drawing more blood on the barbarian. </p><p></p><p></p><p>[sblock=Mechanics]</p><p>Trap Attack</p><p>Standard: Trap attack vs Charina (Will)</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2772642/" target="_blank">1d20+10=26</a></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/2772646/" target="_blank">1d20+13=26</a> hit</p><p>Damage: <a href="http://invisiblecastle.com/roller/view/2772646/" target="_blank">1d6+4=8</a> damage</p><p></p><p>Doomdreamer</p><p>Standard: Freezing Ray vs Kruk (Reflex)</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2772651/" target="_blank">1d20+12=24</a> Hit</p><p>Damage: <a href="http://invisiblecastle.com/roller/view/2772651/" target="_blank">1d8+7=9</a> Cold Damage</p><p>Effect: Kruk is Immobilized tent-doomdreamer</p><p>Move: to B13</p><p> </p><p>Bloodseep Demon</p><p>Move: N/A</p><p>Standard: Poison Portal Strike (Teleport 5 and make a claw attack)</p><p>Teleport: to H16</p><p>Standard: Claw vs Wil (AC)</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2772652/" target="_blank">1d20+12=32</a> CRIT</p><p>Damage: 2d4+5=13</p><p>Effect: Wil takes 5 ongoing poison damage (save ends)</p><p>Effect: Demon teleports 5 squares to E18 (On wall)</p><p></p><p>Drow Demonologist</p><p>Move: to D14 (atop gate wall)</p><p>Standard: Immolating Ray vs Wolf (Reflex)</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2772656/" target="_blank">1d20+13=29</a></p><p>Damage <a href="http://invisiblecastle.com/roller/view/2772656/" target="_blank">2d8+1=11</a></p><p>Effect: 5 ongoing fire damage</p><p></p><p>Neldrazu</p><p>Move: to A16:B17</p><p>Standard: Slashing Claw vs Kane (AC)</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2772659/" target="_blank">1d20+13=31</a></p><p>Damage <a href="http://invisiblecastle.com/roller/view/2772659/" target="_blank">2d6+5=10</a></p><p></p><p></p><p>[/sblock][sblock=Status]</p><p> Wil Rando: G16 <span style="color: DarkRed">24(19)/50</span> HS 8/10 AP 1 MW 0/2, <span style="color: PaleGreen"><s>+1 AC/Ref-Shift-TENT</s></span>, <span style="color: DarkRed">Bloodied, </span><span style="color: DarkOliveGreen">5 ongoing poison</span></p><p> Hergunna: G18 <span style="color: Lime"><span style="color: Lime">42/56</span> </span>HS 8/9 AP 1, </p><p> Kane: D16 <span style="color: DarkRed">23/65</span> THP <span style="color: Lime">0/5</span> HS 7/11 AP 0, <span style="color: DarkRed">Bloodied</span></p><p> Kruk: D17 <span style="color: Lime"><span style="color: DarkRed">23</span><span style="color: DarkRed">/67</span> </span>THP <span style="color: Lime">0/9 </span>HS 10/12 AP 0, <span style="color: DarkRed">Bloodied</span>, <span style="color: Olive">Immobilized tent-doomdreamer</span></p><p> Carolina: G17 <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: S21/S22 <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: DarkRed">4(-1)/28</span>, <span style="color: Red">5 ongoing <span style="color: Red">fire</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"><span style="color: DarkRed">24/52</span></span><span style="color: Lime"><span style="color: DarkRed">,</span> </span><span style="color: DarkRed">Bloodied,</span> <span style="color: SeaGreen">+2 Cover from Gate Wall</span></p><p>Bloodseep Demon: E18 <span style="color: Lime"><span style="color: DarkRed">24/79,</span> </span><span style="color: DarkRed">Bloodied</span></p><p>Doomdreamer: B13 <span style="color: Lime"><span style="color: DarkRed">36/87</span></span><span style="color: DarkRed">, </span><span style="color: DarkRed">Bloodied</span><span style="color: Lime"></span></p><p><span style="color: Lime"></span>Drow Demonologist: D14 <span style="color: Lime">64/64</span></p><p><span style="color: Lime"></span>Neldrazu: A16:B17 <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><a href="http://www.nexusnine.net/images/L4E/Byron3-3-7.png" target="_blank">http://www.nexusnine.net/images/L4E/Byron3-3-7.png</a><img src="http://www.nexusnine.net/images/L4E/Byron3-3-7.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/Byron3-3-7BIG.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: 5382025, member: 85539"] [B][COLOR=Wheat]"BACK I SAY!" [/COLOR][/B]The trap shouted again, pushing Charina back to the edge of the chasm. [sblock=Charina 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] Atop the gate wall, the magician continued to struggle against the wolf, landing another blow with his sword. [COLOR=Olive][B]"Get the back line!"[/B][/COLOR] The human doomdreamer ordered, while firing a ice bolt at Kruk, freezing the dwarf in place. Following the doomdreamer's command, the Bloodseep demon growled and reached back for a vicious claw attack on Kane. But, before the strike landed, the demon vanished--teleporting behind Wil. The Bard never saw the attack coming, and the demon's claws cut deep into Wil's back. The vicious attack drew blood, and his wounds burned from the demon's poison. With a gratified snarl, the demon vanished again, reappearing atop the gate wall, near the wolf. The enemy drow moved up and climbed the west ladder of the gate. Atop the wall, the drow turned his attention to the wolf, firing a flaming bolt at the creature. The attack covered the wolf in flames, as if it had been doused with fuel and set alight. [sblock=Wolf]It is going to die at the start of its next turn from ongoing damage.[/sblock] The huge Neldrazu moved forward, its walk awkward and frightening. It moved within 10 feet of Kane and Kruk, and then lashed out with long razor claws against Kane, drawing more blood on the barbarian. [sblock=Mechanics] Trap Attack Standard: Trap attack vs Charina (Will) Attack: [URL="http://invisiblecastle.com/roller/view/2772642/"]1d20+10=26[/URL] Effect: Push 4 Demon King's Wand Move: Draw Short sword Standard: Short Sword vs Wolf (AC) Attack: [URL="http://invisiblecastle.com/roller/view/2772646/"]1d20+13=26[/URL] hit Damage: [URL="http://invisiblecastle.com/roller/view/2772646/"]1d6+4=8[/URL] damage Doomdreamer Standard: Freezing Ray vs Kruk (Reflex) Attack: [URL="http://invisiblecastle.com/roller/view/2772651/"]1d20+12=24[/URL] Hit Damage: [URL="http://invisiblecastle.com/roller/view/2772651/"]1d8+7=9[/URL] Cold Damage Effect: Kruk is Immobilized tent-doomdreamer Move: to B13 Bloodseep Demon Move: N/A Standard: Poison Portal Strike (Teleport 5 and make a claw attack) Teleport: to H16 Standard: Claw vs Wil (AC) Attack: [URL="http://invisiblecastle.com/roller/view/2772652/"]1d20+12=32[/URL] CRIT Damage: 2d4+5=13 Effect: Wil takes 5 ongoing poison damage (save ends) Effect: Demon teleports 5 squares to E18 (On wall) Drow Demonologist Move: to D14 (atop gate wall) Standard: Immolating Ray vs Wolf (Reflex) Attack: [URL="http://invisiblecastle.com/roller/view/2772656/"]1d20+13=29[/URL] Damage [URL="http://invisiblecastle.com/roller/view/2772656/"]2d8+1=11[/URL] Effect: 5 ongoing fire damage Neldrazu Move: to A16:B17 Standard: Slashing Claw vs Kane (AC) Attack: [URL="http://invisiblecastle.com/roller/view/2772659/"]1d20+13=31[/URL] Damage [URL="http://invisiblecastle.com/roller/view/2772659/"]2d6+5=10[/URL] [/sblock][sblock=Status] Wil Rando: G16 [COLOR=DarkRed]24(19)/50[/COLOR] HS 8/10 AP 1 MW 0/2, [COLOR=PaleGreen][s]+1 AC/Ref-Shift-TENT[/s][/COLOR], [COLOR=DarkRed]Bloodied, [/COLOR][COLOR=DarkOliveGreen]5 ongoing poison[/COLOR] Hergunna: G18 [COLOR=Lime][COLOR=Lime]42/56[/COLOR] [/COLOR]HS 8/9 AP 1, Kane: D16 [COLOR=DarkRed]23/65[/COLOR] THP [COLOR=Lime]0/5[/COLOR] HS 7/11 AP 0, [COLOR=DarkRed]Bloodied[/COLOR] Kruk: D17 [COLOR=Lime][COLOR=DarkRed]23[/COLOR][COLOR=DarkRed]/67[/COLOR] [/COLOR]THP [COLOR=Lime]0/9 [/COLOR]HS 10/12 AP 0, [COLOR=DarkRed]Bloodied[/COLOR], [COLOR=Olive]Immobilized tent-doomdreamer[/COLOR] Carolina: G17 [COLOR=Lime][COLOR=Lime]43[/COLOR][COLOR=Lime]/49[/COLOR] [/COLOR]HS 4/7 AP 0, Charina: S21/S22 [COLOR=Lime][COLOR=Lime]44/44[/COLOR] [/COLOR]HS 7/7 AP 1, [COLOR=Silver]Wolf: N13[/COLOR] [COLOR=DarkRed]4(-1)/28[/COLOR],[COLOR=Teal] [/COLOR][COLOR=Red]5 ongoing [COLOR=Red]fire[/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][COLOR=DarkRed]24/52[/COLOR][/COLOR][COLOR=Lime][COLOR=DarkRed],[/COLOR] [/COLOR][COLOR=DarkRed]Bloodied,[/COLOR][COLOR=Lime] [/COLOR][COLOR=SeaGreen]+2 Cover from Gate Wall[/COLOR] Bloodseep Demon: E18 [COLOR=Lime][COLOR=DarkRed]24/79,[/COLOR] [/COLOR][COLOR=DarkRed]Bloodied[/COLOR] Doomdreamer: B13 [COLOR=Lime][COLOR=DarkRed]36/87[/COLOR][/COLOR][COLOR=DarkRed], [/COLOR][COLOR=DarkRed]Bloodied[/COLOR][COLOR=Lime] [/COLOR]Drow Demonologist: D14 [COLOR=Lime]64/64 [/COLOR]Neldrazu: A16:B17 [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] [URL="http://www.nexusnine.net/images/L4E/Byron3-3-7.png"][/URL][IMG]http://www.nexusnine.net/images/L4E/Byron3-3-7.png[/IMG] [/sblock][sblock=BIG map] [IMG]http://www.nexusnine.net/images/L4E/Byron3-3-7BIG.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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