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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: 5453166" data-attributes="member: 85539"><p>[sblock=Wil's Triggers]</p><p>N/A</p><p>[/sblock][sblock=Outlaw, Zombies, Kane & Kruk, Charina]</p><p>Outlaw by Kane still had THP, so he's not dead yet. </p><p></p><p>Zombie Throng - Kruk deals 10 extra damage from close attack vuln.</p><p></p><p>Kane & Kruk - After affect of the slowed-dazed is slowed, and since you both saved last round, you're now slowed. Kane, technically, since you used shug it off, you started slowed, so you can roll you save for the end of last turn. </p><p></p><p>Mal, I don't know who you would think the best target is, the outlaw still standing or Gloom, so I rolled <a href="http://invisiblecastle.com/roller/view/2873676/" target="_blank">1d2=2</a> for gloom. </p><p>[/sblock]</p><p></p><p>The half-dead outlaw made a feign to Kane's left, and then shifted right, thrusting his spear behind the barbarian into Wil. But the outlaw's injured arm gave out during the attack, and Wil easily danced over the blade as it dug into the ground. </p><p></p><p>The Zombie horde could not agree on a target, stumbling this way and that, finally agreeing on Kane, who brains looked easier to get at. The mob hurled itself at kane, the zombies crawling over and under each other to get at him. The barbarian deflected some of the blows, but the crawled hands were too many. </p><p></p><p>The archer on the left wall moved closer to the gate to get a better view of the field. He let lose another bolt on Kane, but the shot missed. </p><p></p><p>The fat woman Alaria Scrunching her face again, ripping Kane out of space and making him reappear 5 feet to the right. Blood ran down his face from the intense pressure of the sudden movement. She ran for cover behind the wall, but could be heard saying, <span style="color: Red"><strong>"Brother Arleas is dead. We should retreat."</strong></span></p><p></p><p><span style="color: DarkRed"><strong>"No, I am in command now, and I have my chance to prove myself to the Brotherhood. These fools are weakened. Close the gates!"</strong></span> A second voice ordered. And a moment later the male mage, Strongheart, reappears from behind the wall moving through the gate. <span style="color: DarkRed"><strong>"Your weak minds are mine!" </strong></span>The mage sent a powerful mental attack toward the two, and they lost control of their bodies. </p><p></p><p>[sblock=Mechanics]</p><p>Outlaw M10</p><p>Recharge: Pushback Strike: <a href="http://invisiblecastle.com/roller/view/2873684/" target="_blank">1d6=5</a> yup</p><p>Move: Shift to W19</p><p> Standard: Pushback Strike vs Wil (AC)</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2873687/" target="_blank">1d20+15=16</a></p><p>Damage: 1d10+10=0</p><p>Effect: N/A</p><p> </p><p>Zombie Throng</p><p>Move: to U21 (center); took a round about way to avoid OA. </p><p>Standard: Mob of Crushing Blows vs Kane (AC)</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2873689/" target="_blank">1d20+12=23</a> -2 = 21 Hit</p><p> Damage: <a href="http://invisiblecastle.com/roller/view/2873689/" target="_blank">2d8+5=14</a> </p><p>Effect: Resist 5, damage = 9</p><p></p><p>Archer L12</p><p> Recharge: Bullseye Bolt 1d6=1 Nope</p><p>Move: to L15</p><p> Standard: Crossbow vs Kane (AC)</p><p> Attack: <a href="http://invisiblecastle.com/roller/view/2873695/" target="_blank">1d20+14=18</a></p><p> Damage: 2d8+3=0</p><p> Effect: N/A</p><p></p><p>Alaria d’Orien</p><p>Standard: Disrupting Warp vs Kane (Will)</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2873699/" target="_blank">1d20+10=16</a> Hit</p><p>Damage: <a href="http://invisiblecastle.com/roller/view/2873699/" target="_blank">2d6+6=13</a></p><p>Effect: Kane teleports to: W21</p><p>Effect: Resist 5, damage = 8</p><p>Move: to K15</p><p></p><p>Ajathan Strongheart:</p><p>Move: to N18</p><p>Standard: Charm Ray vs Wil, Kane (Will)</p><p>Attack Wil: <a href="http://invisiblecastle.com/roller/view/2873715/" target="_blank">1d20+13=26</a></p><p>Attack Kane: <a href="http://invisiblecastle.com/roller/view/2873715/" target="_blank">1d20+13=22</a></p><p>Effect: Wil and Kane are Dominated</p><p></p><p>[/sblock][sblock=Status]</p><p> Wil Rando: X20 <span style="color: Lime">61/61</span> HS 10/10 AP 2 MW 2/2, <span style="color: PaleGreen"><s>+1 AC/Ref-Shift-TENT</s></span>, <span style="color: Purple"><span style="color: LightBlue">Dominated</span></span></p><p> Kane: W21 <span style="color: DarkRed">32/77</span> THP <span style="color: Lime">0/5</span> HS 11/11 AP 1,<span style="color: DarkRed"> Bloodied</span>, <span style="color: Sienna">-5 defenses</span>, <span style="color: Sienna">resist 5</span>, <span style="color: Purple">Slowed, <span style="color: LightBlue">Dominated</span></span></p><p> Kruk: V23 <span style="color: Lime">6<span style="color: Lime">6</span><span style="color: Lime">/80</span> </span>THP <span style="color: Lime">0/9 </span>HS 10/12 AP 1, <span style="color: Purple">Slowed, </span></p><p> Carolina: AA25 <span style="color: Lime">54<span style="color: Lime">/54 </span></span>HS 7/7 AP 2, </p><p> Charina: Z22 <span style="color: Lime"><span style="color: Lime">59/59</span> </span>HS 7/7 AP 2, </p><p><span style="color: Teal"></span></p><p><span style="color: Teal"></span> <strong>Enemies:</strong></p><p>Human Archer: L15 <span style="color: Lime"><span style="color: Lime">36/62</span></span><span style="color: Lime"><span style="color: White"> THP <span style="color: Lime">10/10</span></span></span><span style="color: Lime"> <span style="color: White">Bolts(16/20)</span></span>,</p><p>Human Outlaw: W19 <span style="color: DarkRed">6/87</span><span style="color: Lime"><span style="color: White"> THP <span style="color: Lime">0/10</span></span></span><span style="color: White">Bolts(20/20),</span> <span style="color: DarkRed">Bloodied</span></p><p>Zombie Throng: T20:V22 <span style="color: Lime">108/121</span><span style="color: Lime"><span style="color: White"> THP <span style="color: Lime">0/10</span></span></span>, </p><p>Gloom Mount: U24:V25 <span style="color: DarkRed">11/88</span>, <span style="color: DarkRed">Bloodied</span></p><p>Alaria d’Orien: K15 <span style="color: Lime">86/86</span><span style="color: Lime"><span style="color: White"> THP <span style="color: Lime">10/10</span></span></span>, </p><p>Ajathan Strongheart: N18 (behind the wall)<span style="color: Lime"> 180/180</span> AP 1/1,</p><p>Human Archer: ??? <span style="color: Lime"><span style="color: Lime">62/62</span></span><span style="color: Lime"> <span style="color: White">Bolts(20/20)</span></span>,</p><p><span style="color: Lime"></span></p><p><span style="color: Lime"></span><span style="color: DimGray"><s>Human Outlaw: X24</s> -15</span><span style="color: DimGray">/87</span><span style="color: DimGray"> THP 0/10 Bolts(20/20), dead</span></p><p><span style="color: DimGray"><s>Brother Arleas (Knight)</s>: U24:V25 </span><span style="color: DimGray">101/170 AP 1/1, </span><span style="color: DimGray">Dead</span></p><p><span style="color: DimGray"> <s>Human Archer: L25</s> </span><span style="color: DimGray">-8/62 Bolts(19/20), </span><span style="color: DimGray">dead</span></p><p>[/sblock][sblock=map]</p><p><img src="http://www.nexusnine.net/images/L4E/Byron3-4-06.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>[/sblock][sblock=Terrain Notes]</p><p><strong>1. Difficult Terrain:</strong></p><p> Snow Drifts: M9:O10 and M26:N28 and O27:O28</p><p> Snow-covered Rocks: R15, W21, X21:X22, H14</p><p> Treeline</p><p></p><p><strong>2. The wall and gate are made of wood, 12' tall. </strong></p><p>If standing on the wall, there is no cover bonus granted. </p><p>If prone atop the wall, the target has superior cover (-5) vs opponents on the ground. </p><p></p><p><strong>3. The cliffs on the east and west side of the map are too steep to climb, so basically impassible, creating a bottleneck in the road. </strong></p><p> [/sblock][sblock=Enemies]</p><p> <strong>Human Archer</strong></p><p>Medium natural humanoid, human</p><p>Initiative +6 Senses Perception +4</p><p>HP 62; Bloodied 31</p><p>AC 19; Fortitude 18, Reflex 19, Will 17</p><p>Speed 6</p><p><strong>Club (standard, at-will) Weapon</strong></p><p>+12 vs AC; 1d6+2 damage.</p><p><strong>Crossbow (standard, at-will) Weapon</strong></p><p>Ranged 15/30; +14 vs AC; 2d8+3 damage.</p><p><strong>Bullseye Bolt (standard, recharge 5,6 )</strong></p><p>Ranged 15/30; +14 vs AC; 3d8+3 damage and the target is dazed (save ends).</p><p>Alignment Unaligned Languages Common</p><p>Equipment: club , crossbow , crossbow bolts (20) .</p><p></p><p><strong>Human Outlaw</strong></p><p>Medium natural humanoid, human</p><p>Initiative +8 Senses Perception +4</p><p>HP 87; Bloodied 43</p><p>AC 24; Fortitude 21, Reflex 20, Will 19</p><p>Speed 5</p><p><strong>Halberd (standard, at-will) Weapon</strong></p><p>Reach 2; +15 vs AC; 1d10+7 damage, and the target is marked until the end of the outlaw's next turn.</p><p><strong>Pushback Strike (standard, recharge 5,6 ) Weapon</strong></p><p>Requires halberd; reach 2; +15 vs AC; 1d10+10 damage, and the target is pushed 1 square and knocked prone.</p><p><strong>Crossbow (standard, at-will) Weapon</strong></p><p>Ranged 15/30; +11 vs AC; 1d8+4 damage.</p><p>Alignment Unaligned Languages Common</p><p>Equipment: chainmail , crossbow , crossbow bolts (20) , halberd .</p><p></p><p><strong>Alaria d’Orien</strong></p><p>Medium natural humanoid, human</p><p>Initiative +6 Senses Perception +12</p><p>HP 86; Bloodied 43</p><p>AC 22; Fortitude 19, Reflex 20, Will 21</p><p>Speed 6 See also teleportation savant</p><p>Dagger (standard, at-will) Weapon</p><p>+13 vs AC; 1d4+4 damage.</p><p><strong>Disrupting Warp (standard, at-will) Force, Teleportation</strong></p><p>Ranged 10; +12 vs Will; 2d6+6 force damage, and Alaria teleports the target 1 square.</p><p><strong>Painful Jaunt (standard, recharge 5,6 ) Teleportation</strong></p><p>Ranged 10; +12 vs Will; 3d8+6 damage, and Alaria causes the target and one ally within range to swap positions.</p><p><strong>Temporal Disruption (standard, encounter)</strong></p><p>Area burst 1 within 10; +10 vs Will; the target is dazed and slowed (save ends both). Aftereffect: The target is slowed (save ends).</p><p><strong>Dimension Leap (Standard, recharge 4, 5,6)</strong> <strong>Teleportation</strong></p><p>Alaria teleports 5 squares and gains a +2 bonus to all defenses until the start of its next turn.</p><p><strong>Teleportation Savant (Minor, Encounter)</strong></p><p>Alaria gains a teleportation speed equal to her current speed until the end of her next turn.</p><p>Skills Arcana +14, Endurance +10, Insight +12</p><p>Equipment: dagger </p><p></p><p><strong>Brother Arleas (Reskin: Lord Durven Graef)</strong></p><p>Medium shadow humanoid</p><p>Initiative +6 Senses Perception +6; darkvision</p><p><u><strong>Guarding Presence aura 1</strong></u>; each ally within the aura gains a +2 bonus to AC and Will.</p><p>HP 170; Bloodied 85</p><p><strong>Regeneration 5</strong></p><p>AC 22; Fortitude 20, Reflex 18, Will 19</p><p>Vulnerable radiant (if Durven takes radiant damage, his regeneration does not function on his next turn).</p><p>Saving Throws +2</p><p>Speed 5</p><p>Action Points 1</p><p><strong>Graefling (standard, at-will) Weapon</strong></p><p>+13 vs AC; 1d10+6 damage (crit 2d8 necrotic damage + 16 damage). Against bloodied targets, Durven can reroll any 1 on Graefling’s damage rolls.</p><p><strong>Lance (standard; usable only while mounted, at-will) Weapon</strong></p><p>Reach 2; +13 vs Reflex or Armor Class (whichever is lower); 2d6+5 damage, and if Durven scores a critical with this attack, or makes this attack against a creature granting him combat advantage, the target is also knocked prone.</p><p><strong>Grieving Strike (standard; requires graefling, at-will) Necrotic, Weapon</strong></p><p>+13 vs AC; 1d10+6 damage (crit 2d8 necrotic damage + 16 damage), and each enemy adjacent to Durven takes 5 damage and grants combat advantage to him until the end of Durven’s next turn. Against bloodied targets, Durven can reroll any 1 on Graefling’s damage rolls.</p><p><strong>Peerless Horseman (immediate reaction, when durven's mount is hit by a melee attack, at-will)</strong></p><p>Targets the enemy that triggered this attack; +13 vs Reflex; 1d6+5 damage, and the mount gains resist 10 for the triggering attack.</p><p><strong>Inspiring Cry (minor, encounter)</strong></p><p>Close burst 10; each ally in the burst gains 10 temporary hit points and a +1 power bonus to attack rolls until the end of Durven’s next turn..</p><p><strong>Deadly Charge (while mounted)</strong></p><p>When making a charge attack, Durven deals 2d6 extra damage.</p><p><strong>Mounted Combat</strong></p><p>While Durven rides a creature, he gains access to any special mount abilities it confers to its rider, plus the creature can also make Athletics, Acrobatics, Endurance, or Stealth checks using Durven’s base skill check bonus rather than its own if Durven’s is higher.</p><p><strong>Immortal Curse</strong></p><p>Durven cannot die from natural causes and cannot be slain by mortal hands. If reduced to 0 hit points, he rises in his personal chambers with full hit points after 24 hours. Durven can be destroyed only if reduced to 0 hit points by a creature with the immortal origin.</p><p>Skills Diplomacy +12, History +9, Insight +11, Intimidate +12, Nature +11</p><p>Equipment: lance, graefling +2 , heavy shield , plate armor .</p><p></p><p><strong>Gloom (Mount)</strong></p><p>Large shadow beast (mount)</p><p>Initiative +6 Senses Perception +6; darkvision</p><p>HP 88; Bloodied 44</p><p>AC 20; Fortitude 20, Reflex 18, Will 18</p><p>Speed 7 (9 while charging)</p><p><strong>Kick (standard, at-will)</strong></p><p>+9 vs AC; 1d8+6 damage.</p><p><strong>Gloaming Gallop (standard, at-will)</strong></p><p>Gloom can move its speed and enter enemies’ spaces, and Gloom must end its move in an unoccupied space. When it enters an enemy’s space, Gloom makes an attack; +7 vs Fortitude; 1d8+6 damage, and the target is blinded until the start of Gloom’s next turn.</p><p><strong>Shadowy Steed (while mounted by a friendly rider of 6th level or higher; at-will) Mount</strong></p><p>Gloom grants its rider concealment.</p><p>Skills Endurance +12</p><p>Equipment: heavy barding</p><p></p><p><strong>Ajathan Strongheart</strong></p><p>Medium natural humanoid, human</p><p>Initiative +7 Senses Perception +5; low-light vision</p><p>HP 180; Bloodied 90</p><p>AC 23; Fortitude 20, Reflex 21, Will 22</p><p>Saving Throws +2</p><p>Speed 6</p><p>Action Points 1</p><p><strong>Dagger (standard, at-will) Weapon</strong></p><p>+14 vs AC; 1d4+5 damage, and the target is slowed until the end of Ajathan’s next turn.</p><p><strong>Charm Ray (standard, recharge 5,6) Charm</strong></p><p>Ranged 10; +13 vs Will; two targets; the target is dominated (save ends).</p><p><strong>Dual Bolt (standard, at-will)</strong></p><p>Ajathan makes a phantom bolt attack against one creature and a teleporting bolt attack against another creature.</p><p><strong>Phantom Bolt (standard, at-will) Illusion, Psychic</strong></p><p>Ranged 10; +13 vs Reflex; 1d8+7 psychic damage, and Ajathan slides the target 1 square.</p><p><strong>Teleporting Bolt (standard, at-will) Teleportation</strong></p><p>Ranged 10; +13 vs Reflex; 1d8+7 damage, and the target is teleported up to 3 squares. The target cannot be teleported into an unsafe space.</p><p>Skills Arcana +14, Bluff +12, History +14, Streetwise +10</p><p>Equipment: robes, dagger </p><p></p><p><strong>Zombie Throng</strong></p><p>Huge natural animate (swarm, undead)</p><p>Level 9 BruteXP 400</p><p>Initiative +2 Senses Perception +8; darkvision</p><p><u><strong>Swarm Attack aura 1</strong></u>; the zombie throng makes a mob of crushing blows attack as a free action against any enemy that starts its turn within the aura. While the zombie throng is bloodied, it makes a zombie grab attack instead.</p><p>HP 121; Bloodied 60</p><p>AC 21; Fortitude 24, Reflex 18, Will 20</p><p>Immune disease, poison, fear; Resist 10 necrotic; takes half damage from melee and ranged attacks;Vulnerable 5 radiant, 10 against close and area attacks, 20 against critical hits</p><p>Speed 4</p><p><strong>Mob of Crushing Blows (standard, at-will)</strong></p><p>+12 vs AC; 2d8+5 damage.</p><p><strong>Zombie Grab (standard, at-will)</strong></p><p>+10 vs Fortitude; the target is grabbed. Attempts to escape the zombie throng's grab take a -5 penalty.</p><p><strong>Zombie Mess Grab (standard, recharge 6)</strong></p><p>Close burst 1; targets enemies; +10 vs Fortitude; the target is grabbed. Attempts to escape the zombie throng's grab take a -5 penalty.</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>9. After a long battle, they slew all of the demons who had come through the hell gate, and they found <span style="color: LightBlue">Sir Alistair Glasston's </span>lost battleaxe. But Greggor was still missing, and there is the question of why the demons were digging. </p><p>10. Hergunna departed the group to alert the local militia, while the others pressed ahead North, trying to find the source of the demon-aligned miners, as well as the lost silver. </p><p>11. They came upon a wall blocking the road to the mine. <span style="color: DimGray"><strong>Brother Arleas</strong></span> leads a band of outlaws and zombies to defend the mine entrance.</p><p> [/sblock]</p></blockquote><p></p>
[QUOTE="Tenchuu, post: 5453166, member: 85539"] [sblock=Wil's Triggers] N/A [/sblock][sblock=Outlaw, Zombies, Kane & Kruk, Charina] Outlaw by Kane still had THP, so he's not dead yet. Zombie Throng - Kruk deals 10 extra damage from close attack vuln. Kane & Kruk - After affect of the slowed-dazed is slowed, and since you both saved last round, you're now slowed. Kane, technically, since you used shug it off, you started slowed, so you can roll you save for the end of last turn. Mal, I don't know who you would think the best target is, the outlaw still standing or Gloom, so I rolled [URL="http://invisiblecastle.com/roller/view/2873676/"]1d2=2[/URL] for gloom. [/sblock] [COLOR=DimGray][/COLOR]The half-dead outlaw made a feign to Kane's left, and then shifted right, thrusting his spear behind the barbarian into Wil. But the outlaw's injured arm gave out during the attack, and Wil easily danced over the blade as it dug into the ground. The Zombie horde could not agree on a target, stumbling this way and that, finally agreeing on Kane, who brains looked easier to get at. The mob hurled itself at kane, the zombies crawling over and under each other to get at him. The barbarian deflected some of the blows, but the crawled hands were too many. The archer on the left wall moved closer to the gate to get a better view of the field. He let lose another bolt on Kane, but the shot missed. The fat woman Alaria Scrunching her face again, ripping Kane out of space and making him reappear 5 feet to the right. Blood ran down his face from the intense pressure of the sudden movement. She ran for cover behind the wall, but could be heard saying, [COLOR=Red][B]"Brother Arleas is dead. We should retreat."[/B][/COLOR] [COLOR=DarkRed][B]"No, I am in command now, and I have my chance to prove myself to the Brotherhood. These fools are weakened. Close the gates!"[/B][/COLOR] A second voice ordered. And a moment later the male mage, Strongheart, reappears from behind the wall moving through the gate. [COLOR=DarkRed][B]"Your weak minds are mine!" [/B][/COLOR]The mage sent a powerful mental attack toward the two, and they lost control of their bodies. [sblock=Mechanics] Outlaw M10 Recharge: Pushback Strike: [URL="http://invisiblecastle.com/roller/view/2873684/"]1d6=5[/URL] yup Move: Shift to W19 Standard: Pushback Strike vs Wil (AC) Attack: [URL="http://invisiblecastle.com/roller/view/2873687/"]1d20+15=16[/URL] Damage: 1d10+10=0 Effect: N/A Zombie Throng Move: to U21 (center); took a round about way to avoid OA. Standard: Mob of Crushing Blows vs Kane (AC) Attack: [URL="http://invisiblecastle.com/roller/view/2873689/"]1d20+12=23[/URL] -2 = 21 Hit Damage: [URL="http://invisiblecastle.com/roller/view/2873689/"]2d8+5=14[/URL] Effect: Resist 5, damage = 9 Archer L12 Recharge: Bullseye Bolt 1d6=1 Nope Move: to L15 Standard: Crossbow vs Kane (AC) Attack: [URL="http://invisiblecastle.com/roller/view/2873695/"]1d20+14=18[/URL] Damage: 2d8+3=0 Effect: N/A Alaria d’Orien Standard: Disrupting Warp vs Kane (Will) Attack: [URL="http://invisiblecastle.com/roller/view/2873699/"]1d20+10=16[/URL] Hit Damage: [URL="http://invisiblecastle.com/roller/view/2873699/"]2d6+6=13[/URL] Effect: Kane teleports to: W21 Effect: Resist 5, damage = 8 Move: to K15 Ajathan Strongheart: Move: to N18 Standard: Charm Ray vs Wil, Kane (Will) Attack Wil: [URL="http://invisiblecastle.com/roller/view/2873715/"]1d20+13=26[/URL] Attack Kane: [URL="http://invisiblecastle.com/roller/view/2873715/"]1d20+13=22[/URL] Effect: Wil and Kane are Dominated [/sblock][sblock=Status] Wil Rando: X20 [COLOR=Lime]61/61[/COLOR] HS 10/10 AP 2 MW 2/2, [COLOR=PaleGreen][s]+1 AC/Ref-Shift-TENT[/s][/COLOR], [COLOR=Purple][COLOR=LightBlue]Dominated[/COLOR][/COLOR] Kane: W21 [COLOR=DarkRed]32/77[/COLOR] THP [COLOR=Lime]0/5[/COLOR] HS 11/11 AP 1,[COLOR=DarkRed] Bloodied[/COLOR], [COLOR=Sienna]-5 defenses[/COLOR], [COLOR=Sienna]resist 5[/COLOR], [COLOR=Purple]Slowed, [COLOR=LightBlue]Dominated[/COLOR][/COLOR] Kruk: V23 [COLOR=Lime]6[COLOR=Lime]6[/COLOR][COLOR=Lime]/80[/COLOR] [/COLOR]THP [COLOR=Lime]0/9 [/COLOR]HS 10/12 AP 1, [COLOR=Purple]Slowed, [/COLOR] Carolina: AA25 [COLOR=Lime]54[COLOR=Lime]/54 [/COLOR][/COLOR]HS 7/7 AP 2, Charina: Z22 [COLOR=Lime][COLOR=Lime]59/59[/COLOR] [/COLOR]HS 7/7 AP 2, [COLOR=Teal] [/COLOR] [B]Enemies:[/B] Human Archer: L15 [COLOR=Lime][COLOR=Lime]36/62[/COLOR][/COLOR][COLOR=Lime][COLOR=White] THP [COLOR=Lime]10/10[/COLOR][/COLOR][/COLOR][COLOR=Lime] [COLOR=White]Bolts(16/20)[/COLOR][/COLOR], Human Outlaw: W19 [COLOR=DarkRed]6/87[/COLOR][COLOR=Lime][COLOR=White] THP [COLOR=Lime]0/10[/COLOR][/COLOR][/COLOR][COLOR=White]Bolts(20/20),[/COLOR] [COLOR=DarkRed]Bloodied[/COLOR] Zombie Throng: T20:V22 [COLOR=Lime]108/121[/COLOR][COLOR=Lime][COLOR=White] THP [COLOR=Lime]0/10[/COLOR][/COLOR][/COLOR], Gloom Mount: U24:V25 [COLOR=DarkRed]11/88[/COLOR], [COLOR=DarkRed]Bloodied[/COLOR] Alaria d’Orien: K15 [COLOR=Lime]86/86[/COLOR][COLOR=Lime][COLOR=White] THP [COLOR=Lime]10/10[/COLOR][/COLOR][/COLOR], Ajathan Strongheart: N18 (behind the wall)[COLOR=Lime] 180/180[/COLOR] AP 1/1, Human Archer: ??? [COLOR=Lime][COLOR=Lime]62/62[/COLOR][/COLOR][COLOR=Lime] [COLOR=White]Bolts(20/20)[/COLOR][/COLOR], [COLOR=Lime] [/COLOR][COLOR=DimGray][s]Human Outlaw: X24[/s] -15[/COLOR][COLOR=DimGray]/87[/COLOR][COLOR=DimGray] THP 0/10 Bolts(20/20), dead[/COLOR] [COLOR=DimGray][s]Brother Arleas (Knight)[/s]: U24:V25 [/COLOR][COLOR=DimGray]101/170 AP 1/1, [/COLOR][COLOR=DimGray]Dead[/COLOR] [COLOR=DimGray] [s]Human Archer: L25[/s] [/COLOR][COLOR=DimGray]-8/62 Bolts(19/20), [/COLOR][COLOR=DimGray]dead[/COLOR] [/sblock][sblock=map] [IMG]http://www.nexusnine.net/images/L4E/Byron3-4-06.png[/IMG] [/sblock][sblock=Terrain Notes] [B]1. Difficult Terrain:[/B] Snow Drifts: M9:O10 and M26:N28 and O27:O28 Snow-covered Rocks: R15, W21, X21:X22, H14 Treeline [B]2. The wall and gate are made of wood, 12' tall. [/B] If standing on the wall, there is no cover bonus granted. If prone atop the wall, the target has superior cover (-5) vs opponents on the ground. [B]3. The cliffs on the east and west side of the map are too steep to climb, so basically impassible, creating a bottleneck in the road. [/B] [/sblock][sblock=Enemies] [B]Human Archer[/B] Medium natural humanoid, human Initiative +6 Senses Perception +4 HP 62; Bloodied 31 AC 19; Fortitude 18, Reflex 19, Will 17 Speed 6 [B]Club (standard, at-will) Weapon[/B] +12 vs AC; 1d6+2 damage. [B]Crossbow (standard, at-will) Weapon[/B] Ranged 15/30; +14 vs AC; 2d8+3 damage. [B]Bullseye Bolt (standard, recharge 5,6 )[/B] Ranged 15/30; +14 vs AC; 3d8+3 damage and the target is dazed (save ends). Alignment Unaligned Languages Common Equipment: club , crossbow , crossbow bolts (20) . [B]Human Outlaw[/B] Medium natural humanoid, human Initiative +8 Senses Perception +4 HP 87; Bloodied 43 AC 24; Fortitude 21, Reflex 20, Will 19 Speed 5 [B]Halberd (standard, at-will) Weapon[/B] Reach 2; +15 vs AC; 1d10+7 damage, and the target is marked until the end of the outlaw's next turn. [B]Pushback Strike (standard, recharge 5,6 ) Weapon[/B] Requires halberd; reach 2; +15 vs AC; 1d10+10 damage, and the target is pushed 1 square and knocked prone. [B]Crossbow (standard, at-will) Weapon[/B] Ranged 15/30; +11 vs AC; 1d8+4 damage. Alignment Unaligned Languages Common Equipment: chainmail , crossbow , crossbow bolts (20) , halberd . [B]Alaria d’Orien[/B] Medium natural humanoid, human Initiative +6 Senses Perception +12 HP 86; Bloodied 43 AC 22; Fortitude 19, Reflex 20, Will 21 Speed 6 See also teleportation savant Dagger (standard, at-will) Weapon +13 vs AC; 1d4+4 damage. [B]Disrupting Warp (standard, at-will) Force, Teleportation[/B] Ranged 10; +12 vs Will; 2d6+6 force damage, and Alaria teleports the target 1 square. [B]Painful Jaunt (standard, recharge 5,6 ) Teleportation[/B] Ranged 10; +12 vs Will; 3d8+6 damage, and Alaria causes the target and one ally within range to swap positions. [B]Temporal Disruption (standard, encounter)[/B] Area burst 1 within 10; +10 vs Will; the target is dazed and slowed (save ends both). Aftereffect: The target is slowed (save ends). [B]Dimension Leap (Standard, recharge 4, 5,6)[/B] [B]Teleportation[/B] Alaria teleports 5 squares and gains a +2 bonus to all defenses until the start of its next turn. [B]Teleportation Savant (Minor, Encounter)[/B] Alaria gains a teleportation speed equal to her current speed until the end of her next turn. Skills Arcana +14, Endurance +10, Insight +12 Equipment: dagger [B]Brother Arleas (Reskin: Lord Durven Graef)[/B] Medium shadow humanoid Initiative +6 Senses Perception +6; darkvision [U][B]Guarding Presence aura 1[/B][/U]; each ally within the aura gains a +2 bonus to AC and Will. HP 170; Bloodied 85 [B]Regeneration 5[/B] AC 22; Fortitude 20, Reflex 18, Will 19 Vulnerable radiant (if Durven takes radiant damage, his regeneration does not function on his next turn). Saving Throws +2 Speed 5 Action Points 1 [B]Graefling (standard, at-will) Weapon[/B] +13 vs AC; 1d10+6 damage (crit 2d8 necrotic damage + 16 damage). Against bloodied targets, Durven can reroll any 1 on Graefling’s damage rolls. [B]Lance (standard; usable only while mounted, at-will) Weapon[/B] Reach 2; +13 vs Reflex or Armor Class (whichever is lower); 2d6+5 damage, and if Durven scores a critical with this attack, or makes this attack against a creature granting him combat advantage, the target is also knocked prone. [B]Grieving Strike (standard; requires graefling, at-will) Necrotic, Weapon[/B] +13 vs AC; 1d10+6 damage (crit 2d8 necrotic damage + 16 damage), and each enemy adjacent to Durven takes 5 damage and grants combat advantage to him until the end of Durven’s next turn. Against bloodied targets, Durven can reroll any 1 on Graefling’s damage rolls. [B]Peerless Horseman (immediate reaction, when durven's mount is hit by a melee attack, at-will)[/B] Targets the enemy that triggered this attack; +13 vs Reflex; 1d6+5 damage, and the mount gains resist 10 for the triggering attack. [B]Inspiring Cry (minor, encounter)[/B] Close burst 10; each ally in the burst gains 10 temporary hit points and a +1 power bonus to attack rolls until the end of Durven’s next turn.. [B]Deadly Charge (while mounted)[/B] When making a charge attack, Durven deals 2d6 extra damage. [B]Mounted Combat[/B] While Durven rides a creature, he gains access to any special mount abilities it confers to its rider, plus the creature can also make Athletics, Acrobatics, Endurance, or Stealth checks using Durven’s base skill check bonus rather than its own if Durven’s is higher. [B]Immortal Curse[/B] Durven cannot die from natural causes and cannot be slain by mortal hands. If reduced to 0 hit points, he rises in his personal chambers with full hit points after 24 hours. Durven can be destroyed only if reduced to 0 hit points by a creature with the immortal origin. Skills Diplomacy +12, History +9, Insight +11, Intimidate +12, Nature +11 Equipment: lance, graefling +2 , heavy shield , plate armor . [B]Gloom (Mount)[/B] Large shadow beast (mount) Initiative +6 Senses Perception +6; darkvision HP 88; Bloodied 44 AC 20; Fortitude 20, Reflex 18, Will 18 Speed 7 (9 while charging) [B]Kick (standard, at-will)[/B] +9 vs AC; 1d8+6 damage. [B]Gloaming Gallop (standard, at-will)[/B] Gloom can move its speed and enter enemies’ spaces, and Gloom must end its move in an unoccupied space. When it enters an enemy’s space, Gloom makes an attack; +7 vs Fortitude; 1d8+6 damage, and the target is blinded until the start of Gloom’s next turn. [B]Shadowy Steed (while mounted by a friendly rider of 6th level or higher; at-will) Mount[/B] Gloom grants its rider concealment. Skills Endurance +12 Equipment: heavy barding [B]Ajathan Strongheart[/B] Medium natural humanoid, human Initiative +7 Senses Perception +5; low-light vision HP 180; Bloodied 90 AC 23; Fortitude 20, Reflex 21, Will 22 Saving Throws +2 Speed 6 Action Points 1 [B]Dagger (standard, at-will) Weapon[/B] +14 vs AC; 1d4+5 damage, and the target is slowed until the end of Ajathan’s next turn. [B]Charm Ray (standard, recharge 5,6) Charm[/B] Ranged 10; +13 vs Will; two targets; the target is dominated (save ends). [B]Dual Bolt (standard, at-will)[/B] Ajathan makes a phantom bolt attack against one creature and a teleporting bolt attack against another creature. [B]Phantom Bolt (standard, at-will) Illusion, Psychic[/B] Ranged 10; +13 vs Reflex; 1d8+7 psychic damage, and Ajathan slides the target 1 square. [B]Teleporting Bolt (standard, at-will) Teleportation[/B] Ranged 10; +13 vs Reflex; 1d8+7 damage, and the target is teleported up to 3 squares. The target cannot be teleported into an unsafe space. Skills Arcana +14, Bluff +12, History +14, Streetwise +10 Equipment: robes, dagger [B]Zombie Throng[/B] Huge natural animate (swarm, undead) Level 9 BruteXP 400 Initiative +2 Senses Perception +8; darkvision [U][B]Swarm Attack aura 1[/B][/U]; the zombie throng makes a mob of crushing blows attack as a free action against any enemy that starts its turn within the aura. While the zombie throng is bloodied, it makes a zombie grab attack instead. HP 121; Bloodied 60 AC 21; Fortitude 24, Reflex 18, Will 20 Immune disease, poison, fear; Resist 10 necrotic; takes half damage from melee and ranged attacks;Vulnerable 5 radiant, 10 against close and area attacks, 20 against critical hits Speed 4 [B]Mob of Crushing Blows (standard, at-will)[/B] +12 vs AC; 2d8+5 damage. [B]Zombie Grab (standard, at-will)[/B] +10 vs Fortitude; the target is grabbed. Attempts to escape the zombie throng's grab take a -5 penalty. [B]Zombie Mess Grab (standard, recharge 6)[/B] Close burst 1; targets enemies; +10 vs Fortitude; the target is grabbed. Attempts to escape the zombie throng's grab take a -5 penalty. [/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. 9. After a long battle, they slew all of the demons who had come through the hell gate, and they found [COLOR=LightBlue]Sir Alistair Glasston's [/COLOR]lost battleaxe. But Greggor was still missing, and there is the question of why the demons were digging. 10. Hergunna departed the group to alert the local militia, while the others pressed ahead North, trying to find the source of the demon-aligned miners, as well as the lost silver. 11. They came upon a wall blocking the road to the mine. [COLOR=DimGray][B]Brother Arleas[/B][/COLOR] leads a band of outlaws and zombies to defend the mine entrance. [/sblock] [/QUOTE]
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Adventure: Lord Byron's Lost Silver (DM: Tenchuu, Judge: H.M.Gimlord)
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