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Adventure: Lord Byron’s Economic Woes (DM: Tenchuu, Judge: H.M.Gimlord)

Tenchuu

First Post
[sblock=Bonus for Stanng]
When I read the skill description, it sounds to me like when you climb out of a narrow crevasse; in this situation, you can press you back against one wall and you legs against the other. As you climb, you can prop yourself in place without much effort to take a rest.

Regardless, there has to be some kind of challenge :p So, take +2 from the kit and +2 from the aid (no roll required for the aid), for a total of +15. Now, only a 1 or 2 could fail.
[/sblock][sblock=Skill Challenge]
Round 1
Successes:
- Kane (Endurance)
- Wil (Nature)
- Tessa (Nature)
Failures:
- Stanng (Perception)
- Hergunna (Stealth)

Round 2
Successes:
- Wil (Stealth)
Left to Act: Kane, Tessa, Stanng, Hergunna

Status
Successes: 4/6
Failures: 2/3

Skill Challenge Rules

Setup: Players follow the wounded creatures into the forest, trying to catch them, while avoiding any kobold traps. The trek is long and mostly uphill as they approach the mountain.
Complexity: 2 (requires 6 successes before 3 failures)
DC: 14 (secondary Skills 18)
Primary Skills: Nature, Perception, Stealth, Endurance

Rules:
- Each character gets 1 roll per turn
- Each character can only use a single primary skill once. For example: If
Hergunna uses Nature this round, she cannot use nature again. But everyone else could still use Nature this or any subsequent round once. As stated in DMG1, the same single-use rule applies to secondary skills.[/sblock]
 
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renau1g

First Post
As Stanng follows Kane, he gets an idea. Kane..... Do you see that tall tree over there? If you can give me a boost (Aid Another) I can probably climb up to a sufficient height to use as a vantage point. It is easier to look down through the trees than it is to try to look through all of the underbrush. That tree looks pretty easy to climb. What do you think?

The bugbear nods at the shifter's plan and bends low as he cups his hands to offer a foothold for Stanng. With a *grmph* Kane lifts the warrior up so he can reach the lowest branches to continue his climb. While Stanng was looking for threats, Kane decided he'd be best served sneaking ahead as a point scout. He melts into the shadows and begins carefully picking his way through the forest, stepping over any fallen sticks and avoiding dried leaves.

Despite his massive bulk, the bugbear moves with surprising grace and is nearly soundless as he moves forward.

[sblock=ooc]
Stealth - 1D20 + 11 => 24

Good Cop/Bad Cop next round?
[/sblock]
 

rastl74

First Post
The bugbear nods at the shifter's plan and bends low as he cups his hands to offer a foothold for Stanng. With a *grmph* Kane lifts the warrior up so he can reach the lowest branches to continue his climb.

[sblock=ooc]
Stealth - 1D20 + 11 => 24

Good Cop/Bad Cop next round?
[/sblock]

With Kane's help, Stanng begins his ascent up the tree.

[sblock=ooc]
Athletics - 1D20 + 15 => 20

Good Cop/Bad Cop next round? - Yes, but lets see how everyone elses rolls go first. We have to make sure that they understand both of our languages... or it won't do much good.
[/sblock]

[sblock=crevasseVStree]
When I read the skill description, it sounds to me like when you climb out of a narrow crevasse; in this situation, you can press you back against one wall and you legs against the other. As you climb, you can prop yourself in place without much effort to take a rest.

I went ahead and used the bonus you said... though, the logcial side of me wonders how it is easier to climb upwared between two close proximity sheer rock faces that it would be to go get in a big ole pine/oak/etc. tree and climb up it... just sayin...

Thanks for the leeway on using athletics though!

[/sblock]
 
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renau1g

First Post
[sblock=ooc]
Actually, with Kane's success and Stanng's success, that should give us the 6 we need for the challenge! Yah us! We can try good cop, bad cop if we capture one of them[/sblock]
 

Tenchuu

First Post
[sblock=OOC]Let's try this for a third time (the first two times, Firefox crashing ate my post) :/ [/sblock][sblock=Encounter 4]Success! Good work!
[/sblock]
Atop the tree, Stanng struggled to see far; the foliage was dense. But ahead, the shifter spotted the fleeing Kobolds, as well as other enemies. Marking the spot in his mind, he climbed back down, and gathered the others. The adventurers moved with stealth to the edge of a clearing in the forest.

The enemies had not yet noticed their approach.

[sblock=Mechanics]
Enemy Initiative Roll: 1D20 + 3 => 6
[/sblock][sblock=Status]
Wil Rando (?): J6 28/28 HS 10/10 AP 1
Tessa Tressd'n (?): J5 23/23 HS 7/7 AP 1
Hergunna (?): J3 31/31 HS 9/9 AP 1
Kane (?): J4 28/35 THP 3/3 HS 9/10 AP 0
Stanng (?): J2 25/25 HS 10/10 AP 1

Kobold Slinger (6) - D5 7/24 Bloodied
Kobold Skirmisher (6) - D3 1/27 Bloodied
Kobold Warrior (6) - F2 29/29
Kobold Blackblade (6) - F1 25/25
Kobold Skull Cleaver (6) - E5 53/53
?
[/sblock][sblock=map]
Byron-2.png

[/sblock][sblock=Enemies]
Kobold Warrior (Goblin Warrior reskin)
HP 29; Bloodied 14
AC 17; Fortitude 13, Reflex 15, Will 12
Speed 6
Spear (standard, at-will) Weapon
+6 vs AC; 1d8+2 damage.
Javelin (standard, at-will) Weapon Ranged 10/20;
+6 vs AC; 1d6+2 damage.
Mobile Ranged Attack (standard, at-will)
The goblin warrior can move up to half its speed; at any point during that movement, it makes one ranged attack without provoking an opportunity attack..
Great Position
If, on its turn, the goblin warrior ends its move at least 4 squares away from its starting point, it deals an extra 1d6 damage on its ranged attacks until the start of its next turn.
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The goblin shifts 1 square.

Kobold Blackblade (Goblin Blackblade Reskin)
HP 25; Bloodied 12
AC 16; Fortitude 12, Reflex 14, Will 11
Speed 6
Short Sword (standard, at-will) Weapon
+5 vs AC; 1d6+2 damage.
Combat Advantage
The goblin blackblade deals an extra 1d6 damage against any target it has combat advantage against.
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The goblin shifts 1 square.
Sneaky
When shifting, a goblin blackblade can move into a space occupied by an ally of its level or lower. The ally shifts into the blackblade’s previous space as a free action.

Kobold Skull Crusher (Goblin Skullcrusher reskin)
Initiative +3 Senses Perception +2; low-light vision
HP 53; Bloodied 26
AC 16; Fortitude 15, Reflex 14, Will 12
Speed 5
Battleaxe (standard, at-will) Weapon
+6 vs AC; 1d10+5 damage, or 2d10 + 5 while bloodied.
Bloodied Rage (while bloodied)
While bloodied, the goblin skullcleaver loses the ability to use goblin tactics and can do nothing but attack the nearest enemy, charging when possible.
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The goblin shifts 1 square.

Kobold Skirmisher
HP 27; Bloodied 13
AC 15; Fortitude 11, Reflex 14, Will 13;
Speed 6
Spear (standard; at-will) Weapon
+6 vs. AC; 1d8 damage; see also mob attack.
Combat Advantage
The kobold skirmisher deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.
Mob Attack
The kobold skirmisher gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
Shifty (minor; at-will)
The kobold shifts 1 square.

Kobold Slinger
HP 24; Bloodied 12
AC 13; Fortitude 12, Reflex 14, Will 12;
Speed 6
Dagger (standard; at-will) Weapon
+5 vs. AC; 1d4 + 3 damage.
Sling (standard; at-will) Weapon
Ranged 10/20; +6 vs. AC; 1d6 + 3 damage; see also special shot.
Special Shot
The kobold slinger can fi re special ammunition from its sling. It typically carries 3 rounds of special shot, chosen from the types listed below. A special shot attack that hits deals normal damage and has an additional eff ect depending on its type:
Stinkpot: The target takes a –2 penalty to attack rolls (save ends).
Firepot (Fire): The target takes ongoing 2 fi re damage (save ends).
Gluepot: The target is immobilized (save ends).
Shifty (minor; at-will)
The kobold shifts 1 square.
[/sblock][sblock=Hergunna][sblock=Hergunna ONLY]You spot a hidden enemy at E1, a ranged Kobold.
[/sblock][/sblock][sblock=Encounter #5]You have ambushed a Kobold Ambush party.

Surprise Round: You have surprise, so each player gets a major, minor or move (pick 1) this round. Any attacks get a +2 to hit.

Roll Init: Each player needs to roll initiative. Any players with initiative higher than 6 can perform their regular turn after their surprise action. If you roll 6 or lower, you need to wait for the enemies to go.
[/sblock]
 


renau1g

First Post
[sblock=ooc]
Anyone got any burst 1 ranged attacks? You could catch three of them easily, maybe even drop 2 of them.

Init - 1D20 + 5 => 17
Actions to follow tomorrow likely
[/sblock]

[sblock=ministats]Kane Male Bugbear Barbarian 2
Initiative: +5, Passive Perception: 11, Passive Insight: 11, Senses: Low-light
AC:19, Fort:17, Reflex:16, Will:12
HP:35/35, Bloodied:17, Surge Value:8, Surges left:8/10
Action Points: 0
Powers:
Howl of Fury
Whirling Rend

Predatory Eye
Whirling Lunge
Whirling Frenzy
Shrug it Off

Swift Panther Rage

Important Stuff:
+1d8 damage when charging. Cool stuff happens when he bloodies or kills a bad guy

Conditions:

Full sheet: L4W:pC:Kane (renau1g) - ENWiki[/sblock]
 

johnmeier1

Explorer
[sblock=init] 1d20+1=4 [/sblock]

Wil looses two quick arrows before the fleeing kobolds can even turn around. Seeing Tessa take out the skirmisher he focuses on the slinger. One passes within inches of the slinger's head, but the second strikes the kobold for a minor wound. Hit the groups while they are still clustered together!

[sblock=OOC] Sorry no bursts here. Twin strike to take out the kobolds before it even acts. CA gives +2: 1d20+5=12 (still a miss) 1d20+5=24 (hit!) only for 1d10+1=4 damage

Nature 1d20+5=19 (okay, these are kobolds)
[/sblock]

[sblock=ministats](status)
AC: 16 NAD:13/12/16
HP: 28/28 Surges: 10/10 Surge Value: 7 AP: 1
Languages: Allarian, Imperia, Draconic
Str:8 Dex:13 Wis:11 Con:16 Int:10 Cha:20

Powers:
Bardic Virtue (Once per round, when any ally within 5 squares of you reduces an enemy to 0 hit points or bloodies an enemy, you can grant 3 temporary hit points to that ally as a free action.)
Jinx Shot
Cutting Words

Shout of Triumph
Twin Strike (used)
Hunter's Quarry
Majestic Word
Words of Friendship

Arrow of Warning

Full Character Sheet

[/sblock]
 
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renau1g

First Post
Waiting until after the ranged members of their group softened up the enemies, Kane then rushes forward towards the closest kobold. He slashes at the creature with his basterd sword as he runs forward. The weapon gleams in the light as he leads the charge.

[sblock=ooc]
I might be tied up tomorrow, but for surprise round (Kane will wait until after Tessa uses her burst):

Charge! the E5 kobold 1D20 + 10 => 29 hits for 1D12 + 6 + 1D8 => 15 damage.

[/sblock]

[sblock=ministats]Kane Male Bugbear Barbarian 2
Initiative: +5, Passive Perception: 11, Passive Insight: 11, Senses: Low-light
AC:19, Fort:17, Reflex:16, Will:12
HP:35/35, Bloodied:17, Surge Value:8, Surges left:8/10
Action Points: 0
Powers:
Howl of Fury
Whirling Rend

Predatory Eye
Whirling Lunge
Whirling Frenzy
Shrug it Off

Swift Panther Rage

Important Stuff:
+1d8 damage when charging. Cool stuff happens when he bloodies or kills a bad guy

Conditions:

Full sheet: L4W:pC:Kane (renau1g) - ENWiki[/sblock]
 

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