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

[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]

[sblock=OOC]I just went back and counted. It's been 8 rounds since the beginning. Using Twin Strike on just about every occasion, 1 OA, and 1AP, and Off-Hand Strike to boot for a grand total of 17 die rolls so far! Total number of hits! *drum roll*

[sblock=cymbal crash]6!:.-([sblock=Breakdown of Rolls]1. Off Hand Strike Rat Swarm Hit
2. Twin Strike 1 Hit on Rat Swarm Hit
3. Twin Strike 2 Hit on Rat Swarm Hit
4. Shield of Blades on Rat swarm Hit
5. Twin Strike 1 on Drake 1 Miss
6. Twin Strike 3 on Drake 1 Miss
7. Twin Strike 1 on Bandit 1 Miss
8. Twin Strike 2 on Bandit 1 Miss
9. Twin Strike 1 on Bandit 1 Hit
10. Twin Strike 2 on Bandit 1 Miss
11. Twin Strike 1 on Bandit 2 Miss
12. Twin Strike 2 on Bandit 2 Hit
13. OA on Bandit 2 Hit
14. Twin Strike 1 on Bandit 2 Miss
15. Twin Strike 2 on Bandit 2 Miss
16. Twin Strike 1 on Drake 2 Miss
17. Twin Strike 2 on Drake 2 Miss[/sblock][/sblock]

It appears that Ben has found a bright spot, though:

[sblock=ooc]on the other hand, Jin's been pretty good about avoiding being hit. That will help in the endgame[/sblock]

Sorry, Tenchuu. I just couldn't resist B-).

Let's hope Talon has better luck with saving throws![/sblock]
 
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[sblock=Status: no AP]Tenchuu, you have Hergunna with an action point in status but she used it last round.[/sblock]

[sblock=terrain]Do the forest-y green difficult terrain squares provide cover or concealment?

I'm considering trying to slide the hexer into the middle of the difficult terrain, so he can't shift... would he have cover or concealment at D7?

How about the rocks at F1-F2-E3? A kobold was hiding at E1 I believe, so they ought to...

Also, has anyone moved through F3 at all yet? :D
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[sblock=Terrain]
A forest block adjacent to non-forest would grant concealment only.
A forest block adjacent to other forest blocks would grant cover and concealment.
The rock wall provides cover if you are crouching.
I suppose F3 is still a virgin square.
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Kane, your blade shines a million rubies. We will surely win the day. Wil finishes his last sentence with a shout of joy. It expands into a thunderclap that strikes into the kobold next to him and Tessa and tosses it back. Kane is carries along with it and moves into position next to his opponents.

[sblock=OOC] Actually you can take care of the Cleaver and the Hexer, renau1g.
Minor: Majestic Word on Kane to heal 13hp and slide him to G4
Minor: Hunter's Quarry on the Cleaver
Standard: Shout of Triumph at Cleaver (Kane in blast) 1d20+5=19 (vs Fortitude against enemies) 1d6+5=6 (thunder damage) + 1d6=4 (hunter's quarry) Push Kobold 3 to H5-G5-F5 and slide Kane to G5-F6-E6
If there are any traps each gets a saving throw to avoid being slid into it (sorry if that is the case renau1g, but better than you moving into it)

(status - Kobold Cleaver is his quarry)
Initiative: +1 Speed: 5 Passive Perception:13 Passive Insight: 15
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 (used)
Twin Strike (used)
Hunter's Quarry (used)
Majestic Word (used once)
Words of Friendship

Arrow of Warning

Full Character Sheet

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After seeing the success of his actions, Wil grins and redoubles the attack. He looks at the far sharpshooter and shouts You really need to take care of that lisssssp!

[sblock=AP] Assuming the pushes/slides work to move the kobold cleaver and Kane without traps, I will spend Wil's action point.

Standard: Cutting Words on the sharpshooter in A5 1d20+5=19 (vs Will) for 1d8+5=8 (psychic damage) and pull him 2 squares to B5 then C5
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As the hexer strikes him with the accursed magicks, Kane remembered a trick he learned from a hobgoblin in the arena, who was particularly adept at avoiding the effect of spells. With a roar of triumph, the bugbear managed to shake the kobold's hex and grinned as the creature made his choice of target so much easier.

Kane rides the wave of sound, finding the noise particularly harmonic, the fact that it leaves him close to so many targets makes the trip even more enjoyable. He continues to move, getting next to the one with the sling and the kobold with the rod. Unfortunately, the ride had left him slightly disoriented and his blow was wild.

[sblock=ooc]
Move: Shift to D5
Standard: Whirling Rend on hexer - vs ac (hexer); dmg (1d20 8=13, 2d6 6=17) miss - I think the hexer can now shift 1?
Minor: n/a
[/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]
 

[sblock=renau1g]Thanks for the reminder (both for me and the players yet to post). I think this works in your favor, since he can't shift away from you, and now he shifted into the fire zone. The power says "Shifts" not "may shift", so it's a done deal.
[/sblock][sblock=Hexer]He shifts to E5[/sblock]
 

[sblock=Wil, you're on fire!]I think you forgot to take your ongoing damage (was it 2 points?) and make a saving throw against it...[/sblock]

[sblock=positions]Whew, trying to figure out where everyone is after the last couple of actions... I have a line of folks along column 5:
Sharpshooter C5 - Kane D5 - Hexer E5 - Cleaver F5.

Is that right?

Nicely lined up for a thorn spray (burst 5), except that Kane is smack dab in the middle of them. Kane, you've got a high Fort defense, I'm tempted to just tell you to duck... :)[/sblock]

[sblock=more power questions for judge]H.M., regarding Call of the Beast:

"In addition, on its next turn the target takes 9 psychic damage when it makes any attack that doesn't include Hergunna's ally nearest to it as a target."

1. Is the "ally nearest to it" determined when the attack hits, or when its next turn starts?

2. What happens if there are multiple "nearest" allies, e.g., two allies are adjacent to it?
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