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

[sblock=Pit trap]So is Stang down a hole and will need to climb out? Is he in the line of fire, i.e., would he be hit if if that square were in the area of a blast or burst? Is that square an obstacle?[/sblock]

[sblock=OOC]No. A blast/burst would go over the pit and not into it unless a burst were centered on the pit trap square itself, in which case it would have to be a burst 2 or greater to have range (the pit is 2 squares deep, so there is 1 square between any creature adjacent to the pit and Stang).[/sblock]
 

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[sblock=ooc]oh, I must have missed that it was 2 squares deep! good to know!

So I could have Thorn Burst (blast 5) and caught all the kobolds. But maybe it's just as well, with the way I rolled, it would have been 4 misses.

Also didn't realize the skullcrusher would have a clear shot at Hergunna where she is... oh well, she'll live. Most likely. :)[/sblock]
 
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[sblock=hunting]
Tenchuu,

I'm going to be hunting for the next few days. I'll try to post in the evenings, but in the event I am holding up the line, please npc me. I will probably use divine challenge on the big kobold since I am in the bottom of a hole. He'll have to come down to me or take damage each round he doesn't attack me. Its dirty.. but good tactics.

[/sblock]
 

After felling the warrior, Kane's waraxe slams again into the kobold in front of him, but it's miraculously still standing despite the many blows from the bugbear.

[sblock=ooc]
Nope, the actions are good... bloodied's just standard operating procedure for the barbarian ;)

*Activate Whirling Lunge after dropping the kobold warrior
Shift to G2, then do 8 damage to the blackblade (includes +1d6 from Predatory Eye) Almost...dice are in the room.
[/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:16/35+3thp, Bloodied:17, Surge Value:8, Surges left:9/10
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]
 

[sblock=whew!]
Good to know I got this right in that round (:

I should be posting the enemy round tonight or tomorrow morning.
[/sblock]
 
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[sblock=ooc]I'm really regretting not trying Call of the Beast on the pair over by Stanng... it would have forced them to try to attack him (or take damage), plus deny them combat advantage, which they're gonna get because he's prone... As it stands he won't be able to effectively Divine Challenge them until he gets out of the pit since he won't be adjacent. (unless he has that newfangled Divine Sanction thing, I'm not sure how that works.)

Well, it always takes a little bit to figure out how to play a new character. Plus Hergunna was itching to get into beast form. :) [/sblock]
 

The shockwave of Tessa's attack creates a wall of flames engulfing much of the clearing. They did not seem to harm the plantlife or her allies, but the kobolds standing in the flames screamed in pain. The blackblade crumbled to the ground, burning to death.

[sblock=flames]I have them hidden from map view, but they extend B-1 to H5[/sblock]
The Kobolds shivered, but showed no signs of effect from Hergunna's nature powers. But they took notice as she changed to beast form and charged the hidden kobold. "ahh-Ahhh!" it cried out in shock, and then pain, before being pushed by the attack.

The once hidden Kobold fires a crossbow bolt, which sticks in the wolf's shoulder. "Away with you, cursed human!" the sharpshooter barks before backing away to the north.

The skullcleaver rushes forward, attacking Tessa. "Kill weak humansss firssst!" it bellowed as it struck the mystic with its ax.

"Sssstay in your hole, or die!" the wounded slinger hissed down at Stanng, kicking dirt and rocks into the hole after him. Lining up a shot, he nailed Wil Rando with a firepot, which set the bard's arm ablaze. Pumping it's bloody first in victory, the slinger retreated into the woods.

A second Kobold sharpshooter revealed itself from the treeline. Moving back away from the adventures, it fired a shot, which sailed off course.

From concealment near the rear, a kobold commander moved up, carrying a hexing rod. The beast cursed in Draconic, "Ssstay out of our affairsss, bugbear! Thisss isss between usss and the humanssss!"

[sblock=Mechanics]

Sharpshooter F0
Standard: Crossbow attack on Hergunna
Attack: 1D20 + 9 => 26
Damage: 1D6 + 4 => 6
Move: F0 to E0 to D0 to C0 to B0 to A0

Skullcrusher
Standard: Charge Attack on Tessa
Attack: 1D20 + 7 => 23
Damage: 1D10 + 5 => 7


Slinger
Minor: Heckle Stanng
Standard: Special shot (fireshot) at Wil
Attack: 1D20 + 6 => 25
Damage: 1D6 + 3 => 4 + 2 ongoing Fire damage

Move: D5 to C5 to B5 to A6 to A7 to A8

Sharpshooter C3
Move: C3 to B4 to A5
Standard: Crossbow Attack on Hergunna
Attack: 1D20 + 9 => 10

Hexer
Move: A2 to B3 to C4 to D5 to D6
Standard: Stinging Hex on Kane
Attack: 1D20 + 7 => 19
Effect: the target takes 3d6 + 1 damage if it moves during its turn (save ends).

[/sblock][sblock=Status]
Wil Rando (4): J6 24/28 HS 10/10 AP 1 ON FIRE
Tessa Tressd'n (6): J5 16/23 HS 7/7 AP 1
Hergunna (15): J3 25/31 HS 9/9 AP 0
Kane (17): J4 16/35 THP 3/3 HS 9/10 AP 0 Bloodied
Stanng (14): J2 18/25 HS 10/10 AP 1

Kobold Skull Cleaver (6) - I5 36/53
Kobold Sharpshooter (6) - A0 21/31
Kobold Sharpshooter (6) - A5 29/31
Kobold Hexer (6) - D6 46/46
Kobold Slinger (6) - A8 1/24 Bloodied
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-4.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 )
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=Wil]You are on fire, and taking 2 ongoing fire damage. At the start of your turn, you burn for two. At the end of your turn, making a saving throw of 10 or better to end. Otherwise, at the beginning of your next turn, you burn for two more.
[/sblock][sblock=Kane]You are under the effect of stinging Hex. You take 3d6 + 1 damage if you move during you turn turn. At the end of your turn, making a saving throw of 10 or better to end the effect.
[/sblock][sblock=ryryguy]Great job playing those misses out in character. Next time you attack with chill wind, +2 for your introduction. You know, the wind is pretty chill here already. Maybe the monsters are just used to it. They might be Chicago natives.

And I feel your pain. My character in HM's game has missed something like 8/11 attack rolls. At one point I think I had at least 4 in a row dual strike attack misses.
[/sblock][sblock=judge]When I look up Goblin Hexer in the compendium, the stinging hex power reads "Ranged 10; +7 vs Will; 3d6+1 the target takes 3d6 + 1 damage if it moves during its turn (save ends)." I assume this is some kind of typo, and that it only deals damage if Kane decides to move. [/sblock]
 
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[sblock=DM]
Is the stinging Hex an effect that a save can end? If so I'll use my utility Shrug it Off as an immediate reaction.
1d20=15 if successful I can shift 1 to G3
[/sblock]
 

[sblock=Flames?]B1 to H5? Is it a zone then, i.e. B1->H1->H5->B5? If so then do we take damage for starting inside it?

I want to move, but not sure where is safe exactly.[/sblock]
 

[sblock=renau1g]Yup, a save can end. And your save ended it.[/sblock][sblock=Flames]It's actually negative 1 (sorry for the crappy grid coords). And, it only effects enemies; Sorry, I should have made that clear. Power description:
Effect: Until end of Nimue's next turn, each enemy who starts it's turn in or enters the zone takes 2 Fire damage.[/sblock][sblock=ryryguy]As more proof of my feelings your pain, check out this post I just made. My ranger just missed another 4 attack rolls in a row. [/sblock]
 

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