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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: 5531274" data-attributes="member: 85539"><p>[OOC]Thanks to everyone for their support and well wishes.[/ooc]</p><p></p><p>De Luccia's returned to his work at the altar, even as the adventurers cut down his henchman. </p><p></p><p>The dark Paladin Arzanezra raced forward, but found himself slowed. Screaming in rage, he cursed at Kane. <span style="color: Red"><strong>"Come on, Bugbear! Show me what you've got!"</strong></span></p><p></p><p>The flying demons clumsily circled the room, moving into a possible flanking position. </p><p></p><p>The flameskull fired a bolt at kruk, but the attack miss horribly. It retreated backwards, head bobbing above the altar. </p><p></p><p>The deathpriest stepped forward and fired a black bolt at Kruk. The black fire burned the dwarf slightly, leaving and opening. </p><p></p><p>The corrupted commander took advantage of the opening, charging forward with his battleaxe. At the last moment, Kruk was able to bring his shield to bear and just barely defended the attack. </p><p> </p><p>[sblock=Mechanics]</p><p> Arzanezra, Paladin of Slaughter: L33</p><p>Move: To L31</p><p>Standard: Ready Action: Death Stab vs AC</p><p>Attack: 1d20+15=</p><p>Damage: 2d8+7= Necrotic and target is knocked prone</p><p></p><p>Gnall Demon: G32<span style="color: Lime"></span></p><p><span style="color: Lime"></span>Move: Fly to F27</p><p>Standard: Move: Fly to J24</p><p></p><p>Gnall Demon: P32 </p><p>Move: Fly to S27</p><p>Standard: Move: fly to O24</p><p></p><p>Flameskull<span style="color: Lime"></span></p><p><span style="color: Lime"></span>Standard: Flame Ray vs Kruk (Ref)</p><p>Attack:<a href="http://invisiblecastle.com/roller/view/2984938/" target="_blank"> 1d20+10=11 </a>Miss</p><p>Damage: 2d6+6=0 Fire Damage</p><p>Move: to J36</p><p></p><p>Deathpriest of Orcus: I35 <span style="color: Lime">96/96</span></p><p><span style="color: Lime"></span>Move to: J32</p><p>Standard: Ray of Black Fire vs Kruk (Ref)</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2984939/" target="_blank">1d20+10=24</a></p><p>Damage: <a href="http://invisiblecastle.com/roller/view/2984939/" target="_blank">1d8+3=6</a> Necrotic</p><p>Effect: Corrupted Commander has +2 to attack Kruk. </p><p></p><p>Corrupted Commander: N35 <span style="color: Lime">96/96</span></p><p>Move: to L30</p><p>Standard: Charge Kruk</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2984940/" target="_blank">1d20+16=23</a> +1 charge +2 Ray of Black Fire=26 Miss</p><p>Damage: 1d10+5=0</p><p></p><p>Master Mosser De Luccia</p><p>Standard: Perform Ritual</p><p></p><p> [/sblock][sblock=Status]</p><p> Wil Rando: L22 <span style="color: Lime">61/61</span> HS 8/10 AP 1 MW 2/2, <span style="color: PaleGreen"><s>+1 AC/Ref-Shift-TENT</s></span>, </p><p> Kane: M27 <span style="color: Lime">77/77</span> THP <span style="color: Lime">0/5</span> HS 8/11 AP 1, <span style="color: PaleGreen">Resist-5</span></p><p> Kruk: L27 <span style="color: Lime"><span style="color: Lime">74</span><span style="color: Lime">/80</span> </span>THP <span style="color: Lime">0/9 </span>HS 7/12 AP 1,</p><p> Carolina: I21 <span style="color: Lime">53<span style="color: Lime">/54 </span></span>HS 6/7 AP 1, </p><p>Charina: J21 <span style="color: Lime"><span style="color: Lime">59/59</span> </span>HS 7/7 AP 2, <span style="color: Teal"></span></p><p><span style="color: Teal"></span> </p><p></p><p><strong>Enemies:</strong></p><p> Gnall Demon: J24 <span style="color: Lime">66/66</span></p><p><span style="color: Lime"></span>Gnall Demon: O24 <span style="color: Lime">66/66</span></p><p><span style="color: Lime"></span>Flameskull: J36 <span style="color: Lime">70/70</span></p><p><span style="color: Lime"></span>Arzanezra, Paladin of Slaughter: L31 <span style="color: Lime">72/96, <span style="color: DarkOrchid">Slowed & Can't Shift TENT</span></span></p><p><span style="color: Lime"></span>Deathpriest of Orcus: J32 <span style="color: Lime">96/96</span></p><p><span style="color: Lime"></span>Corrupted Commander: L28 <span style="color: Lime">96/96</span></p><p><span style="color: Lime"></span>Master Mosser De Luccia: P32 <span style="color: Lime">92/92</span></p><p><span style="color: Gray"></span></p><p><span style="color: Gray"></span><span style="color: DimGray"><s>Human Slaver: M28</s> </span><span style="color: DimGray">-13/102, Dead</span></p><p><span style="color: Gray"> <s>Human Slaver: K23</s> </span><span style="color: Gray">0/102</span></p><p> [/sblock][sblock=map]</p><p> <img src="http://www.nexusnine.net/images/L4E/Byron3-5-03.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p> [/sblock][sblock=Enemies]</p><p> <strong>Human Slaver</strong></p><p>Medium natural humanoid, human</p><p>Level 8 Brute</p><p>HP 102; Bloodied 51 Initiative +7</p><p>AC 20, Fortitude 20, Reflex 20, Will 19 Perception+4</p><p>Speed 6 </p><p>Standard Actions</p><p><strong>Thump and Lash (Weapon) At-Will</strong></p><p>Attack: Melee 1 (one creature); +13 vs. AC</p><p>Hit: 3d8 + 6 damage, and the target takes a -2 penalty to melee attack rolls until the end of its next turn.</p><p><strong>Slaver's Tangle (Weapon) Recharge 4,5,6 </strong></p><p>Requirement: The slaver must use this power with a scourge.</p><p>Attack: Melee 1 (one creature); +11 vs. AC</p><p>Hit: 4d8 + 6 damage, and the target is immobilized and takes a -2 penalty to melee attack rolls until the end of its next turn.</p><p>Skills Intimidate +11</p><p>Equipment: leather armor , mace , scourge .</p><p> </p><p><strong>Master Mosser De Luccia (Reskined: Pelgor)</strong></p><p>Medium natural humanoid</p><p>HP 92; Bloodied 46</p><p>AC 25; Fortitude 24, Reflex 23, Will 24</p><p>Speed 6</p><p><strong>Barbed Rod (standard, at-will) Weapon</strong></p><p>+14 vs AC; 1d8+2 damage, and ongoing 5 damage (save ends).</p><p><strong>Hellish Rebuke (standard, at-will) Arcane, Fire</strong></p><p>Ranged 10; +16 vs Reflex; 1d6+8 fire damage. If Pelgor takes damage before the end of his next turn, the target takes an extra 1d6+5 fire damage.</p><p><strong>Howl of Doom (standard, recharge 5,6) Arcane, Fear, Thunder</strong></p><p>Close blast 5; +16 vs Fortitude; 2d6+8 thunder damage, and the target is pushed 5 squares.</p><p><strong>Summons of Marlug (standard, encounter) Arcane, Psychic, Teleportation</strong></p><p>Ranged 10; +16 vs Will; 2d10+8 psychic damage, and Pelgor teleports the target to an unoccupied square within 3 squares of him. Sustain Minor: +16 vs. Will; Pelgor teleports the target to an unoccupied square within 3 squares of him. On a miss, the effect ends.</p><p><strong>Shielding Shades (immediate reaction, when hit by an attack; daily) Arcane</strong></p><p>Reduce the damage from the attack to 0.</p><p><strong>Soulbound</strong></p><p>If Pelgor is ever more than 3 squares away from the altar, his powers deal -2 damage and he cannot use his summons of Marlug power.</p><p>Alignment Evil Languages Abyssal, Common</p><p>Equipment: barbed rod, leather armor .</p><p></p><p><strong>Gnaw Demon (Improved)</strong></p><p>Small elemental humanoid (demon)</p><p>Initiative +2 Senses Perception +3; darkvision</p><p><strong>Ankle Biter aura 1</strong>; each enemy that starts its turn within the aura takes a -2 penalty to speed until the end of its turn.</p><p>HP 66; Bloodied 33</p><p>AC 21; Fortitude 21, Reflex 16, Will 18</p><p><strong>Resist 10 variable (1/encounter)</strong></p><p>Speed 3, fly 5 (clumsy)</p><p><strong>Bite (standard, at-will)</strong></p><p>+12 vs AC; 1d8+7 damage.</p><p><strong>Abyssal Hunger</strong></p><p>A gnaw demon’s melee attacks deal 1d8 extra damage against a bloodied target.</p><p><strong>Hungry Teleport (move; at-will) Teleportation</strong></p><p>The gnaw demon teleports 10 squares into a square adjacent to a bloodied enemy.</p><p><strong>Pain-Induced Teleport (free, when first bloodied; encounter) Teleportation</strong></p><p>The gnaw demon teleports 10 squares.</p><p>Alignment Chaotic evil Languages Abyssal</p><p>Skills Stealth +5</p><p></p><p><strong>Deathpriest of Orcus</strong></p><p>Medium natural humanoid, human</p><p>Initiative +4 Senses Perception +12</p><p>HP 96; Bloodied 48</p><p>AC 23; Fortitude 21, Reflex 19, Will 21</p><p>Speed 5</p><p><strong>Mace (standard, at-will) Necrotic</strong></p><p>+12 vs AC; 1d8+1 damage plus 1d8 necrotic damage.</p><p><strong>Ray of Black Fire (standard, at-will) Fire, Necrotic</strong></p><p>Ranged 10; +10 vs Reflex; 1d8+3 fire and necrotic damage, and one ally in the deathpriest's line of sight gains a +2 power bonus to its next attack roll against the target.</p><p><strong>Dark Blessing (standard, encounter) Necrotic</strong></p><p>Close burst 2; +10 vs Fortitude; 2d8+3 necrotic damage, and the target is pushed 1 square. Hit or Miss: The deathpriest and all allies in the burst gain a +2 power bonus to AC until the end of the encounter.</p><p>Alignment Unaligned Languages Abyssal, Common</p><p>Equipment: skull-headed mace, chainmail .</p><p></p><p><strong>Flameskull</strong></p><p>Small natural animate (undead)</p><p>Initiative +7 Senses Perception +11</p><p>HP 70; Bloodied 35</p><p><strong>Regeneration 5</strong></p><p>AC 21; Fortitude 18, Reflex 23, Will 21</p><p>Immune disease, poison; Resist 10 fire, 5 necrotic; Vulnerable 5 radiant</p><p>Speed fly 10 (hover)</p><p><strong>Fiery Bite (standard, at-will) Fire</strong></p><p>Reach 0; +10 vs AC; 1 damage, plus 1d8 fire damage.</p><p><strong>Flame Ray (standard, at-will) Fire</strong></p><p>Ranged 10; +10 vs Reflex; 2d6+6 fire damage.</p><p><strong>Fireball (standard, encounter) Fire</strong></p><p>Area burst 3 within 20; +12 vs Reflex; 3d6+6 fire damage. Miss: Half damage. The flameskull can exclude two allies from the effect.</p><p><strong>Mage Hand (minor; at-will) Conjuration</strong></p><p>As the wizard power mage hand.</p><p><strong>Illumination</strong></p><p>The flameskull sheds bright light out to 5 squares, but it can reduce its brightness to dim light out to 2 squares as a free action.</p><p>Alignment Unaligned Languages Common, one other</p><p>Skills Stealth +12</p><p></p><p><strong>Corrupted Commander</strong></p><p>Medium aberrant humanoid, human</p><p>Initiative +10 Senses Perception +7</p><p>HP 96; Bloodied 48</p><p>AC 25; Fortitude 22, Reflex 21, Will 20</p><p>Speed 5</p><p><strong>Battleaxe (standard, at-will) Weapon</strong></p><p>Melee 1; +16 vs AC; 1d10 + 5 damage, and the target is marked until the end of its next turn.</p><p><strong>Longbow (standard, at-will) Weapon</strong></p><p>Ranged 20/40; +16 vs AC; 1d10 + 4 damage.</p><p><strong>Sickening Blow (standard; usable only while wielding a battleaxe, recharge 6 ) Necrotic, Weapon</strong></p><p>+14 vs Fortitude; 2d10 + 6 necrotic damage, and the target takes a –2 penalty to all defenses (save ends).</p><p><strong>Commanding Rally (standard; encounter) Weapon, Healing</strong></p><p>All allies within line of sight can make a basic attack as a free action and regain 10 hit points.</p><p>Alignment Evil Languages Common, Deep Speech</p><p>Equipment: quiver with 30 arrows, battleaxe , longbow , scale armor .</p><p></p><p><strong>Arzanezra, Paladin of Slaughter</strong></p><p>Medium natural humanoid, human</p><p>Initiative +5 Senses Perception +4</p><p><strong>Unholy Bravado (Fear) aura 1</strong>; any enemy that starts its turn within the aura takes a –2 penalty to attack rolls and all defenses until the end of its next turn</p><p>HP 96; Bloodied 48</p><p>AC 23; Fortitude 22, Reflex 19, Will 20</p><p>Speed 5</p><p><strong>Spear (standard, at-will) Necrotic, Weapon</strong></p><p>+15 vs AC; 1d8+2 damage plus 5 necrotic damage.</p><p><strong>Death Stab (standard, encounter) Necrotic, Weapon</strong></p><p>+15 vs AC; 2d8+7 necrotic damage, and the target is knocked prone.</p><p><strong>Necrotic Strike (standard, recharge 5,6) Necrotic, Weapon</strong></p><p>+15 vs AC; 1d8+5 damage, and ongoing 5 necrotic damage (save ends).</p><p><strong>Smite the Righteous (minor; at-will)</strong></p><p>Targets one enemy adjacent to Arzanezra; the target gains vulnerability to necrotic until the end of Arzanezra’s next turn. When the target takes necrotic damage, it is immobilized (save ends).</p><p>Alignment Chaotic Evil Languages Common, Abyssal</p><p>Skills Bluff +11, Intimidate +11, Religion +9</p><p>Equipment: spear .</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. Mounted knight <span style="color: DimGray"><strong>Brother Arleas</strong></span> leads a band of outlaws and zombies to defend the mine entrance. After slaying the Knight and half his men, the remaining wizards and archers closed the gate. The battle continued until only the fat temporal wizard, <span style="color: Red"><strong>Alaria</strong></span>, remained alive. She pleaded for her life to be spared. </p><p>12. Alaria identified the men who hired her as being part of <em>the Brotherhood</em>. </p><p>13. They entered the mine and found <span style="color: DarkGreen"><strong>Greggor </strong></span>with some other miners. Greggor shows them a path recently carved from the mine into the Hellview portal tunnels. They are using the tunnel to subvert the protection which bars them from exiting the portal into Alaria. </p><p> [/sblock]</p></blockquote><p></p>
[QUOTE="Tenchuu, post: 5531274, member: 85539"] [OOC]Thanks to everyone for their support and well wishes.[/ooc] De Luccia's returned to his work at the altar, even as the adventurers cut down his henchman. The dark Paladin Arzanezra raced forward, but found himself slowed. Screaming in rage, he cursed at Kane. [COLOR=Red][B]"Come on, Bugbear! Show me what you've got!"[/B][/COLOR] The flying demons clumsily circled the room, moving into a possible flanking position. The flameskull fired a bolt at kruk, but the attack miss horribly. It retreated backwards, head bobbing above the altar. The deathpriest stepped forward and fired a black bolt at Kruk. The black fire burned the dwarf slightly, leaving and opening. The corrupted commander took advantage of the opening, charging forward with his battleaxe. At the last moment, Kruk was able to bring his shield to bear and just barely defended the attack. [sblock=Mechanics] Arzanezra, Paladin of Slaughter: L33 Move: To L31 Standard: Ready Action: Death Stab vs AC Attack: 1d20+15= Damage: 2d8+7= Necrotic and target is knocked prone Gnall Demon: G32[COLOR=Lime] [/COLOR]Move: Fly to F27 Standard: Move: Fly to J24 Gnall Demon: P32 Move: Fly to S27 Standard: Move: fly to O24 Flameskull[COLOR=Lime] [/COLOR]Standard: Flame Ray vs Kruk (Ref) Attack:[URL="http://invisiblecastle.com/roller/view/2984938/"] 1d20+10=11 [/URL]Miss Damage: 2d6+6=0 Fire Damage Move: to J36 Deathpriest of Orcus: I35 [COLOR=Lime]96/96 [/COLOR]Move to: J32 Standard: Ray of Black Fire vs Kruk (Ref) Attack: [URL="http://invisiblecastle.com/roller/view/2984939/"]1d20+10=24[/URL] Damage: [URL="http://invisiblecastle.com/roller/view/2984939/"]1d8+3=6[/URL] Necrotic Effect: Corrupted Commander has +2 to attack Kruk. Corrupted Commander: N35 [COLOR=Lime]96/96[/COLOR] Move: to L30 Standard: Charge Kruk Attack: [URL="http://invisiblecastle.com/roller/view/2984940/"]1d20+16=23[/URL] +1 charge +2 Ray of Black Fire=26 Miss Damage: 1d10+5=0 Master Mosser De Luccia Standard: Perform Ritual [/sblock][sblock=Status] Wil Rando: L22 [COLOR=Lime]61/61[/COLOR] HS 8/10 AP 1 MW 2/2, [COLOR=PaleGreen][s]+1 AC/Ref-Shift-TENT[/s][/COLOR], Kane: M27 [COLOR=Lime]77/77[/COLOR] THP [COLOR=Lime]0/5[/COLOR] HS 8/11 AP 1, [COLOR=PaleGreen]Resist-5[/COLOR] Kruk: L27 [COLOR=Lime][COLOR=Lime]74[/COLOR][COLOR=Lime]/80[/COLOR] [/COLOR]THP [COLOR=Lime]0/9 [/COLOR]HS 7/12 AP 1, Carolina: I21 [COLOR=Lime]53[COLOR=Lime]/54 [/COLOR][/COLOR]HS 6/7 AP 1, Charina: J21 [COLOR=Lime][COLOR=Lime]59/59[/COLOR] [/COLOR]HS 7/7 AP 2, [COLOR=Teal] [/COLOR] [B]Enemies:[/B] Gnall Demon: J24 [COLOR=Lime]66/66 [/COLOR]Gnall Demon: O24 [COLOR=Lime]66/66 [/COLOR]Flameskull: J36 [COLOR=Lime]70/70 [/COLOR]Arzanezra, Paladin of Slaughter: L31 [COLOR=Lime]72/96, [COLOR=DarkOrchid]Slowed & Can't Shift TENT[/COLOR] [/COLOR]Deathpriest of Orcus: J32 [COLOR=Lime]96/96 [/COLOR]Corrupted Commander: L28 [COLOR=Lime]96/96 [/COLOR]Master Mosser De Luccia: P32 [COLOR=Lime]92/92[/COLOR] [COLOR=Gray] [/COLOR][COLOR=DimGray][s]Human Slaver: M28[/s] [/COLOR][COLOR=DimGray]-13/102, Dead[/COLOR] [COLOR=Gray] [s]Human Slaver: K23[/s] [/COLOR][COLOR=Gray]0/102[/COLOR] [/sblock][sblock=map] [IMG]http://www.nexusnine.net/images/L4E/Byron3-5-03.png[/IMG] [/sblock][sblock=Enemies] [B]Human Slaver[/B] Medium natural humanoid, human Level 8 Brute HP 102; Bloodied 51 Initiative +7 AC 20, Fortitude 20, Reflex 20, Will 19 Perception+4 Speed 6 Standard Actions [B]Thump and Lash (Weapon) At-Will[/B] Attack: Melee 1 (one creature); +13 vs. AC Hit: 3d8 + 6 damage, and the target takes a -2 penalty to melee attack rolls until the end of its next turn. [B]Slaver's Tangle (Weapon) Recharge 4,5,6 [/B] Requirement: The slaver must use this power with a scourge. Attack: Melee 1 (one creature); +11 vs. AC Hit: 4d8 + 6 damage, and the target is immobilized and takes a -2 penalty to melee attack rolls until the end of its next turn. Skills Intimidate +11 Equipment: leather armor , mace , scourge . [B]Master Mosser De Luccia (Reskined: Pelgor)[/B] Medium natural humanoid HP 92; Bloodied 46 AC 25; Fortitude 24, Reflex 23, Will 24 Speed 6 [B]Barbed Rod (standard, at-will) Weapon[/B] +14 vs AC; 1d8+2 damage, and ongoing 5 damage (save ends). [B]Hellish Rebuke (standard, at-will) Arcane, Fire[/B] Ranged 10; +16 vs Reflex; 1d6+8 fire damage. If Pelgor takes damage before the end of his next turn, the target takes an extra 1d6+5 fire damage. [B]Howl of Doom (standard, recharge 5,6) Arcane, Fear, Thunder[/B] Close blast 5; +16 vs Fortitude; 2d6+8 thunder damage, and the target is pushed 5 squares. [B]Summons of Marlug (standard, encounter) Arcane, Psychic, Teleportation[/B] Ranged 10; +16 vs Will; 2d10+8 psychic damage, and Pelgor teleports the target to an unoccupied square within 3 squares of him. Sustain Minor: +16 vs. Will; Pelgor teleports the target to an unoccupied square within 3 squares of him. On a miss, the effect ends. [B]Shielding Shades (immediate reaction, when hit by an attack; daily) Arcane[/B] Reduce the damage from the attack to 0. [B]Soulbound[/B] If Pelgor is ever more than 3 squares away from the altar, his powers deal -2 damage and he cannot use his summons of Marlug power. Alignment Evil Languages Abyssal, Common Equipment: barbed rod, leather armor . [B]Gnaw Demon (Improved)[/B] Small elemental humanoid (demon) Initiative +2 Senses Perception +3; darkvision [B]Ankle Biter aura 1[/B]; each enemy that starts its turn within the aura takes a -2 penalty to speed until the end of its turn. HP 66; Bloodied 33 AC 21; Fortitude 21, Reflex 16, Will 18 [B]Resist 10 variable (1/encounter)[/B] Speed 3, fly 5 (clumsy) [B]Bite (standard, at-will)[/B] +12 vs AC; 1d8+7 damage. [B]Abyssal Hunger[/B] A gnaw demon’s melee attacks deal 1d8 extra damage against a bloodied target. [B]Hungry Teleport (move; at-will) Teleportation[/B] The gnaw demon teleports 10 squares into a square adjacent to a bloodied enemy. [B]Pain-Induced Teleport (free, when first bloodied; encounter) Teleportation[/B] The gnaw demon teleports 10 squares. Alignment Chaotic evil Languages Abyssal Skills Stealth +5 [B]Deathpriest of Orcus[/B] Medium natural humanoid, human Initiative +4 Senses Perception +12 HP 96; Bloodied 48 AC 23; Fortitude 21, Reflex 19, Will 21 Speed 5 [B]Mace (standard, at-will) Necrotic[/B] +12 vs AC; 1d8+1 damage plus 1d8 necrotic damage. [B]Ray of Black Fire (standard, at-will) Fire, Necrotic[/B] Ranged 10; +10 vs Reflex; 1d8+3 fire and necrotic damage, and one ally in the deathpriest's line of sight gains a +2 power bonus to its next attack roll against the target. [B]Dark Blessing (standard, encounter) Necrotic[/B] Close burst 2; +10 vs Fortitude; 2d8+3 necrotic damage, and the target is pushed 1 square. Hit or Miss: The deathpriest and all allies in the burst gain a +2 power bonus to AC until the end of the encounter. Alignment Unaligned Languages Abyssal, Common Equipment: skull-headed mace, chainmail . [B]Flameskull[/B] Small natural animate (undead) Initiative +7 Senses Perception +11 HP 70; Bloodied 35 [B]Regeneration 5[/B] AC 21; Fortitude 18, Reflex 23, Will 21 Immune disease, poison; Resist 10 fire, 5 necrotic; Vulnerable 5 radiant Speed fly 10 (hover) [B]Fiery Bite (standard, at-will) Fire[/B] Reach 0; +10 vs AC; 1 damage, plus 1d8 fire damage. [B]Flame Ray (standard, at-will) Fire[/B] Ranged 10; +10 vs Reflex; 2d6+6 fire damage. [B]Fireball (standard, encounter) Fire[/B] Area burst 3 within 20; +12 vs Reflex; 3d6+6 fire damage. Miss: Half damage. The flameskull can exclude two allies from the effect. [B]Mage Hand (minor; at-will) Conjuration[/B] As the wizard power mage hand. [B]Illumination[/B] The flameskull sheds bright light out to 5 squares, but it can reduce its brightness to dim light out to 2 squares as a free action. Alignment Unaligned Languages Common, one other Skills Stealth +12 [B]Corrupted Commander[/B] Medium aberrant humanoid, human Initiative +10 Senses Perception +7 HP 96; Bloodied 48 AC 25; Fortitude 22, Reflex 21, Will 20 Speed 5 [B]Battleaxe (standard, at-will) Weapon[/B] Melee 1; +16 vs AC; 1d10 + 5 damage, and the target is marked until the end of its next turn. [B]Longbow (standard, at-will) Weapon[/B] Ranged 20/40; +16 vs AC; 1d10 + 4 damage. [B]Sickening Blow (standard; usable only while wielding a battleaxe, recharge 6 ) Necrotic, Weapon[/B] +14 vs Fortitude; 2d10 + 6 necrotic damage, and the target takes a –2 penalty to all defenses (save ends). [B]Commanding Rally (standard; encounter) Weapon, Healing[/B] All allies within line of sight can make a basic attack as a free action and regain 10 hit points. Alignment Evil Languages Common, Deep Speech Equipment: quiver with 30 arrows, battleaxe , longbow , scale armor . [B]Arzanezra, Paladin of Slaughter[/B] Medium natural humanoid, human Initiative +5 Senses Perception +4 [B]Unholy Bravado (Fear) aura 1[/B]; any enemy that starts its turn within the aura takes a –2 penalty to attack rolls and all defenses until the end of its next turn HP 96; Bloodied 48 AC 23; Fortitude 22, Reflex 19, Will 20 Speed 5 [B]Spear (standard, at-will) Necrotic, Weapon[/B] +15 vs AC; 1d8+2 damage plus 5 necrotic damage. [B]Death Stab (standard, encounter) Necrotic, Weapon[/B] +15 vs AC; 2d8+7 necrotic damage, and the target is knocked prone. [B]Necrotic Strike (standard, recharge 5,6) Necrotic, Weapon[/B] +15 vs AC; 1d8+5 damage, and ongoing 5 necrotic damage (save ends). [B]Smite the Righteous (minor; at-will)[/B] Targets one enemy adjacent to Arzanezra; the target gains vulnerability to necrotic until the end of Arzanezra’s next turn. When the target takes necrotic damage, it is immobilized (save ends). Alignment Chaotic Evil Languages Common, Abyssal Skills Bluff +11, Intimidate +11, Religion +9 Equipment: spear . [/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. Mounted knight [COLOR=DimGray][B]Brother Arleas[/B][/COLOR] leads a band of outlaws and zombies to defend the mine entrance. After slaying the Knight and half his men, the remaining wizards and archers closed the gate. The battle continued until only the fat temporal wizard, [COLOR=Red][B]Alaria[/B][/COLOR], remained alive. She pleaded for her life to be spared. 12. Alaria identified the men who hired her as being part of [I]the Brotherhood[/I]. 13. They entered the mine and found [COLOR=DarkGreen][B]Greggor [/B][/COLOR]with some other miners. Greggor shows them a path recently carved from the mine into the Hellview portal tunnels. They are using the tunnel to subvert the protection which bars them from exiting the portal into Alaria. [/sblock] [/QUOTE]
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Adventure: Lord Byron's Lost Silver (DM: Tenchuu, Judge: H.M.Gimlord)
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