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

Hergunna watches Kane shrug off the kobold shaman's hex, then fly into the fray with renewed fury, aided by Wil's spells. Hmmph, perhaps that wasn't just big talk, she muses. Perhaps he *is* guarded by the wolf spirit after all... I think I'll put that to a little test...

The wolf's form shimmers and once again Hergunna stands in human form.

She stares at the enemy shaman for a moment, studying his movements, then throws her arms up and forward. "Kane - DUCK!" she shouts as a thick cloud of short, wickedly pointed thorns flies out from her totem. Shaped by her outstretched arms, the spray passes over Stangg down in the pit but blankets the three nearby kobolds and bugbear alike.

But her aim is too high. Kane has no need to duck, and neither do the kobolds, as the thorns pass harmlessly over their heads.

Hergunna can't hide her dismay as she utters a foul oath. What is wrong with me today?

[sblock=Actions]Minor: Wild Shape, including a shift to G3
Minor: Hunter's Quarry on hexer
Standard: Thorn Spray; lower left square is F4.
Thorn Spray (vs Fort): Cleaver (F5), Hexer (E5), Kane (D5), Sharpshooter(C5)... damage and HQ (Hexer only) (1d20+4=5, 1d20+4=12, 1d20+4=11, 1d20+4=8, 1d6+4=9, 1d6=4)
Unbelievable, they are all misses!!! Highest roll is an 8!!! :.-(
Well, at least I didn't hit Kane, it would have been embarassing to hit just him![/sblock]
[sblock=Hergunna stat block]Hergunna- Female Human Druid 1
Passive Perception: 19, Passive Insight: 19
AC:16, Fort:13, Reflex:15, Will:16 -- Speed:7
HP:25/31, Bloodied:15, Surge Value:7, Surges left:9/9
Initiative +3
Action Points: 0, Second Wind: Not Used
Powers: Fire Hawk, Call of the Beast, Chill Wind, Savage Rend, Wild Shape, Thorn Spray, Summon Pack Wolf, Hunter's Quarry
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[sblock=ryryguy]
Look on the positive side, 1 more nat. 1 and you tie Palindrome's record for most 1's in an encounter ;)
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The air is a whirlwind of action above Stanng. He needed to get back out of the mess he'd gotten himself into. He practically jumped out of the hole (to square D5 if possible) and looked for the nearest enemy to bring his blade to bear on.

[sblock=ooc]
Stanng will climb out of the hole and try to attack the hexer from position D5 (unless that isn't possible.)

Climb Check of 30: Roll Lookup

Attack on the Hexer from D5 (16 vs AC): Roll Lookup

Damage: 6 -> Roll Lookup
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[sblock=Tenchuu]Sorry that I missed the thing about Stinging Hex. Actually, it deals 3d6+1 initially, and then an additional 3d6+1 if he decides to move, but he can save to end the condition. The idea here is that he's damaged and then pretty much anchored to his spot until he makes a save. The language is that way because it mimics the language of ongoing dmage (i.e.: 3d6+1, ongoing 10 (save ends)). In any case, don't retcon. I think I would prefer to have him played as if it were a typo, if I were the DM here.

I'm not too fond of the Goblin Hexer myself as a level 3 controller. I played him in the Loudwater adventure in the FRCG, and he just about wiped out a party of 6 first level characters, single-handedly. Don't know why he's that powerful. Be careful with him.[/sblock]
 


[sblock=rastl74]
The fall into the pit knocked you prone. It takes a move action to stand from the prone position, and another move to climb out of the hole. If you want to attack this turn too, you'd have to use an Action point.

Let me know if that's what you want to do, or if you want to cancel the attack.
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[sblock=rastl74]
The fall into the pit knocked you prone. It takes a move action to stand from the prone position, and another move to climb out of the hole. If you want to attack this turn too, you'd have to use an Action point.

Let me know if that's what you want to do, or if you want to cancel the attack.
[/sblock]

[sblock=action point]
Sorry, forgot about that. no action point, I'll end my movement next to the Hexer. If he provokes an attack of opportunity that qualifies for my battle awareness feat, however, I will use it on the hexer.
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[sblock=rastl74]You still have a minor action left, enough for Divine Challenge!

(The hexer can probably include you in an area attack that hits others too, so the cleaver might be a better choice? Up to you!)[/sblock]
 

[sblock=rastl74/judge]
I think D5, E5, and F5 are not valid moves.
If you wanted to be close to the action, D4 and F4 would be your two best options.
D4 = easy
F4 = hard

The choice is yours.
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