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

johnmeier1

Explorer
When Stanng kills the Skullcrusher, Wil cries out. See, our victory is at hand!

[sblock=OOC]Bardic Virtue - Stanng gains 3 temporary hp[/sblock]
 

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rastl74

First Post
Stanng watches as Kane leaps into the pit with a blood frenzy. He had hoped to take the leader alive and question him, he had to get Kane to immobilize him if possible. He yelled out to Kane, hoping he wasn't to enraged to listen to his words.....

Kane, see if you can immobilize him.... unless you think he is to strong for you...... Perhaps you should just kill him after all.....

Perhaps a little reverse psychology would work....


When Stanng kills the Skullcrusher, Wil cries out. See, our victory is at hand!

[sblock=OOC]Bardic Virtue - Stanng gains 3 temporary hp[/sblock]

With the Bard's words, a feeling of comfort fills him as he continues to fight. Surely, this man could inspire confidence any soldier!

[sblock=ministats]Stanng Male Shifter Paladin 1
Initiative: +0, Passive Perception: 13 Passive Insight: 18, Senses: Low-light Vision
AC:18, Fort:15, Reflex:12, Will:14
HP:19(22 temp)/25, Bloodied:12, Surge Value:6, Surges left:9/10
Action Points: 0/1
Powers:
Divine Challenge
Lay on Hands
Holy Strike
Valiant Strike

Longtooth Shifting
Divine Mettle
Divine Strength
Battle Awareness
Piercing Smite

Paladin's Judgement

Important Stuff:
regeneration 2 and +2 to all damage rolls (after being bloodied and longtooth shifting is used).

Conditions:

Full sheet: Stanng Bonetooth, Paladin of Maros [/sblock]
 
Last edited:

johnmeier1

Explorer
[sblock=OOC] I was just reading the the Player's Handbook as a DM and noticed something I didn't know before. Page 295 "When you reduce a creature to 0 hit points or fewer, you can choose to knock it unconscious rather than kill it. Until it regains hit points, the creature is unconscious but not dying. Any healing makes the creature conscious. If the creature doesn’t receive any healing, it is restored to 1 hit point and becomes conscious after a short rest." [/sblock]
 

Tenchuu

First Post
[sblock=Rena1ug]I talked this over with the judge, and he proposes the following rules:

Move: Jump in. Be sure and roll the appropriate athletics check for that depth per the PHB

Free: Treat this like a bull rush attack with double strength bonus (+8 I believe) because he's falling vs. the hexer's Fortitude.


  • Success: The hexer is knocked prone, and Kane can, in fact, occupy the square at the bottom of the pit. AND he still has a standard action left.
  • Failure: Roll save vs. falling.
    • Success on save: Kane falls prone in his original square
    • Failure on save: Kane takes damage as if he fell into the pit (1d10), but the hexer is able to interrupt the fall. Kane is climbing in square E,4,-1 just above the hexer (E,4,-2). See rules for a climbing character in the PHB. They're not pretty.
So your attack is a hit, and you still have an action. Revise away. :)
[/sblock]
 

renau1g

First Post
[sblock=Rena1ug]I talked this over with the judge, and he proposes the following rules:

Move: Jump in. Be sure and roll the appropriate athletics check for that depth per the PHB

Free: Treat this like a bull rush attack with double strength bonus (+8 I believe) because he's falling vs. the hexer's Fortitude.


  • Success: The hexer is knocked prone, and Kane can, in fact, occupy the square at the bottom of the pit. AND he still has a standard action left.
  • Failure: Roll save vs. falling.
    • Success on save: Kane falls prone in his original square
    • Failure on save: Kane takes damage as if he fell into the pit (1d10), but the hexer is able to interrupt the fall. Kane is climbing in square E,4,-1 just above the hexer (E,4,-2). See rules for a climbing character in the PHB. They're not pretty.
So your attack is a hit, and you still have an action. Revise away. :)
[/sblock]

With the large kobold out of the way, thanks to the now charging Paladin, Kane was left with just one target to vent his rage on, the taunting rod-carrying kobold in the pit. His eyes light up as the bugbear has a plan.

With a grunt of effort the warrior leaps into the air and over the pit. He uses the momentum of his weight to bring down his bastard sword on the kobold below him. Crashing into the creature, his massive frame knocks the hexer over. Looking at the tiny kobold with his beady eyes, Kane smiles, "Hallo, just us friends down here" he says as he brings down his bastard sword on the prone figure. The shifty creature just slides out of the way of the blow.

[sblock=ooc]
Move: Jump into pit ( 1D20 + 9 => 24 Athletics to gain an extra 2.4 feet)
Free: Bull Rush - 1D20 + 9 => 16 knocks prone
Standard: Howl of Fury - 1D20 + 8 => 10 (forgot +2 for CA, but it don't matter)
Minor: talk to kobold
[/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:29/35+3thp, 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]
 

Tenchuu

First Post
[sblock=Next Turn...]I've been a little busy lately, and we are still waiting on Tessa. If I have time this afternoon, I will post with or without her. Otherwise, I will definitely be posting tomorrow morning (~6am ET).
[/sblock]
 

LadyJane

First Post
[sblock=OOC]It's hard to plot my actions as an offensive caster w/o a map in front of me, so work with me some. I plan to use cloud of daggers on a remaining enemy w/o hitting the party, so that leaves out the hexer, also, did my first attack vs the hexer ever get resolved? [/sblock]
 

johnmeier1

Explorer
[sblock=OOC]I feel your pain, LadyJane. Actually I think Kane would take 2 damage from jumping into your cloud :) You can just try to hit the goblin sharpshooter.[/sblock]
 

LadyJane

First Post
Tessa glares at the kobold sharpshooter and howls in rage, thrusting her orb into the air as the swiling energies inside the sphere begin to appear over it's head, but as soon as they come they dissapate. Perhaps she lost her concentration?

[sblock=Cloud of Daggers] 1d20+4=8, yeah I'm pretty sure thats a miss >> Roll Lookup [/sblock]
 

Tenchuu

First Post
Kane felt squeesed as he jumped into the pit, but still struck home with his initial strike, bloodying the Hexer. It laid prone at his feet, squriming and hissing. It attempted to fire a hex, opening itself up to attack. But the tight quarters made both Kane's and the Hexer's attacks miss.

The Sharpshooter shifted away from Stanng and fired a bolt at the now standing hergunna, but the bard's jinx worked to perfection. As it fired, the kobold slipped in the mud fell prone. The attack sailed over Hergunna's head.

The Slinger sneaked around the corner and fired another bullet. The nearly dead creature shot true, the bullet striking Hergunna in the face. Blood gushed from her nose, and the Kobold squelled in victory before darting back behind cover.

[sblock=Mechanics]
Dealt 9+2 damage from Tessa's cloud of daggars attack to Hexer.

Kane takes 2 force damage jumping into the pit and through the cloud of daggars.

Hexer
Recharge: 1D6 => 5 Success

Standard: Stinging Hex
OA from Kane: 1D20 + 11 => 12 Miss
Attack on Kane: 1D20 + 5 => 10 Miss



Sharpshooter
Move: Shift F-1 to E0
Standard: Crossbow on Hergunna
Attack: 1D20 + 9 => 13 Miss


Slinger
Move: A6 to B6
Standard: Sling Attack on Hergunna
Attack: 1D20 + 6 => 20 Hit

Damage: 1D6 + 3 => 9
Minor: Shift to A7
[/sblock][sblock=Status]
Wil Rando (4): H1 18/28 HS 10/10 AP 0
Tessa Tressd'n (6): H6 16/23 HS 7/7 AP 1
Hergunna (15): G1 10/31 HS 8/9 AP 0 Bloodied
Kane (17): E4 29/35 THP 1/3 HS 9/10 AP 0
Stanng (14): G0 17/25 THP 3/3 HS 8/10 AP 0 (Second Wind Used)

Kobold Sharpshooter (6) - E0 13/31 Bloodied (Prone)
Kobold Hexer (6) - E4 17/46 Bloodied (In Pit)
Kobold Slinger (6) - A7 1/24 Bloodied
Kobold Skull Crusher (6) - G2 0/53 Dead
Kobold Sharpshooter (6) - A3 0/31 Dead
Kobold Warrior (6) - F2 0/29 Dead
Kobold Blackblade (6) - E2 0/25 Dead
Kobold Skirmisher (6) - D3 0/27 Dead
[/sblock][sblock=map]
Byron-8.png

[/sblock][sblock=Enemies]
Kobold Sharpshooter (Goblin Sharpshooter reskin)
HP 31; Bloodied 15
AC 16; Fortitude 12, Reflex 14, Will 11
Speed 6
Short Sword (standard, at-will) Weapon
+6 vs AC; 1d6+2 damage.
Hand Crossbow (standard, at-will) Weapon
Ranged 10/20; +9 vs AC; 1d6+4 damage.
Sniper
When a goblin sharpshooter makes a ranged attack from hiding and misses, it is still considered to be hiding.
Combat Advantage
The goblin sharpshooter 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.

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 Hexer (Goblin Hexer reskin)
HP 46; Bloodied 23
AC 17; Fortitude 14, Reflex 15, Will 16
Speed 6
Hexer Rod (standard, at-will) Weapon
+7 vs AC; 1d6+1 damage.
Blinding Hex (standard, at-will)
Ranged 10; +7 vs Fortitude; 2d6+1 damage, and the target is blinded (save ends).
Stinging Hex (standard, recharge 5,6)
Ranged 10; +7 vs Will; 3d6+1 the target takes 3d6 + 1 damage if it moves during its turn (save ends).
Vexing Cloud (standard; sustain minor, encounter) Zone
Area burst 3 within 10; automatic hit; all enemies within the zone take a -2 penalty to attack rolls. The zone grants concealment to the goblin hexer and its allies. The goblin hexer can sustain the zone as a minor action, moving it up to 5 squares..
Incite Bravery (immediate reaction, when an ally uses goblin tactics, at-will)
Ranged 10; the targeted ally can shift 2 squares and make an attack..
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The goblin shifts 1 square.
Lead from the Rear (immediate interrupt, when targeted by a ranged attack; at-will)
The goblin hexer can change the attack’s target to an adjacent ally of its level or lower.

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=Tessa/Hexer]Sorry. The judge discussed this with me over PM. Your attack did hit and damage the Hexer.[/sblock][sblock=Rast]Sorry, but Stanng did not regen last round.

Per PHB1, p.293, hit points from regeneration are gained at the start of your turn. At the start of last turn, Stanng was at 17 HP. Stanng's bloodied value is 12. PHB2, p.16, describes long tooth shifting power as "while you are bloodied, you gain regeneration 2".[/sblock]
 

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