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

[sblock=Summary Post]Taking the time I have available to me now to document the player actions/results thus far. Still:
1. waiting on Tessa to act.
2. Need to resolve Stanng's move and possible minor action
[/sblock][sblock=Mechanics]

[/sblock][sblock=Status]
Wil Rando (4): J6 22/28 HS 10/10 AP 1 ON FIRE
Tessa Tressd'n (6): J5 16/23 HS 7/7 AP 1
Hergunna (15): G3 25/31 HS 9/9 AP 0
Kane (17): D5 29/35 THP 3/3 HS 9/10 AP 0
Stanng (14): E4 18/25 HS 10/10 AP 1

Kobold Skull Crusher (6) - F5 26/53 Bloodied
Kobold Sharpshooter (6) - A0 21/31
Kobold Sharpshooter (6) - C5 21/31
Kobold Hexer (6) - E5 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-5.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/Ryryguy]I love your in character play.

Ryry, Hergunna still has the DM special +2 on the next chill wind attack. I'll allow that bonus through the end of this encounter.
[/sblock][sblock=Hexer]Per the judge's suggestion, and to avoid a headache for me, I won't retcon the hexer damage; but next time it uses stinging hex it will deal damage (even though you'll probably kill it before then). So be forewarned.[/sblock]
 

log in or register to remove this ad

[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.
[/sblock]

DM's right, but I'm not sure what would make F4 harder than D4.
 
Last edited:

[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]

I'll Divine challenge the hexer.

[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.
[/sblock]

I'll move to F4 (why can't I move to a diagonal. does my total climb movement for the round not allow for the extra distance?)
 

[sblock=rastl74]I think what Tenchuu was saying is that D5 appears to be occupied by Kane, so you can't climb there.

Another interesting note: F4 is diagonal to the hexer, and a valid move. When you climb out, though, you risk an OA from the hexer and the Skull Crusher because, technically you will be vacating the spot (E,4,-1) in order to get to (F,4,0) using 3D coordinates so-to-speak. Unfortunately D4 is no different, so I still don't understand why F4 is harder than D4, unless, of course it means that you're not next to Kane (but that might be a good thing ;))[/sblock]
 

[sblock=OOC]
48 hours is up, so I am posting for Tessa.

With Regard to Stanng's move, the DC is the same and he passed. When I said it was more difficult, I meant the enemies around. With his move, Stanng is now the target of the enraged Skullcrusher.
[/sblock]Stanng hoised himself out of the pit with ease, and moved into the fray. The hexer swong with his rod as he moved, but his reach was too short. The blood-raged skullcrusher slammed his battleaxe into the ground next to Stanng.

Tessa moved forward, calling the elements to do her bidding. placing her hand forward, near-defening thunder cracked in the clearing, and a gust of wind burst from her hands. But the Kobolds stood their ground as the wind wipped around them.

The kobolds closest to the adventurers burned again in Tessa's flame attack.

The Hexer, angered at the Paladin's return, struck out with his rod. The blow landed right in the shifter's face. Blood poured out from Stanng's nose. "Begone human devil!"

The bloodied Skullcrusher yanks his axe from the ground. "AAHHHHHHHHHH!!!" It screams as it attacks a second time, felling the brave palladin. The hulking beast looked around to pick it's next target.

Stanng laid on the ground and could not move. He had been delt a mortal blow, and his life's blood drained from a wound in his neck.

The Sharpshooter next to Kane backed away, but the barbarian would not allow the beast to leave unscathed. Kane Massively stuck the kobold, nearly slicing the beast in two. It limped away, bleeding and barely alive.

Retreated, the sharpshooter took aim at Hergunna. The bolt flew true, and stuck in hergunna's right shoulder.

The near-dead slinger moved forward and fired a bolt at Hergunna, grazing her neck and opening a vein. Blood started to pour from the wound.

Smelling the human blood, the sharpshooter in the corner moved down. Lining up the shot, the bolt struck Hergunna in the back. The bolt stung, as it buried deep in her skin, stuck in her back. The attacks nearly killed her.

"One down, another almosst dead!" The Hexer declared, "Pusssh the attack!"

[sblock=Mechanics]
Stanng moves to F4 and provokes two OA.
Hexer OA Attack: 1D20 + 7 => 16 Miss
Skullcrusher OA Attack: 1D20 + 6 => 7 Miss

Tessa
Move: J5 to I6 to H6
Standard: Thunderwave, target blast at G6 (So E5 to G7 blast area)
Attack on Skullcrusher: 1D20 + 4 => 9 Miss
Attack on Hexer: 1D20 + 4 => 12 Miss

Hexer
Recharge: 1 Miss
Move: N/A
Standard: Melee Attack on Stanng
Attack: 1D20 + 5 => 25 (Nat 20)
Damage: 1D6+1 => 7

Skullcrusher
Move: N/A
Attack: 1D20 + 6 => 26 Hit (Nat 20)
Damage: 2D10+5 => 22 (3 THP granted by Maros before the attack hit)

Will Interrupt: Arrow of Warning
Damage: 6

Stanng Interrupt Basic Attack (Triggered by Arrow of Warning)
Attack: 1D20 + 6 => 20 Hit

Damage: 1D10 + 4 => 11

Sharpshooter D5
Move: C5 to B4 to A3
Triggers OA from Kane: 1D20 + 9 => 29 (Nat 20)
OA Damage: 1d12+6 => 18
Standard: Crossbow Attack on Hergunna
Attack:1D20 + 9 => 27 Hit

Damage: 1D6 + 4 => 8

Slinger
Move: A8 to A7 to A6 to A5
Standard: Sling Attack
Attack: 1D20 + 6 => 16 Hit

Damage:1D6 + 3 => 4
Minor: Shift to A6

Sharpshooter A0
Move: A0 to B0 to C-1 (takes 2 damage)
Standard: Crossbow attack on Hergunna
Attack: 1D20 + 9 => 29 Hit (Nat 20)

Damage: 1D6+4 => 10

[/sblock][sblock=Status]
Wil Rando (4): J6 22/28 HS 10/10 AP 1 ON FIRE
Tessa Tressd'n (6): H6 16/23 HS 7/7 AP 1
Hergunna (15): G3 4/31 HS 9/9 AP 0 Bloodied
Kane (17): D5 29/35 THP 3/3 HS 9/10 AP 0
Stanng (14): F4 -11/25 HS 10/10 AP 1 Dying

Kobold Skull Crusher (6) - F5 7/53 Bloodied
Kobold Sharpshooter (6) - C-1 19/31
Kobold Sharpshooter (6) - A3 1/31 Bloodied
Kobold Hexer (6) - E5 44/46
Kobold Slinger (6) - A6 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-6.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=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=Hexer]Per the judge's suggestion, and to avoid a headache for me, I won't retcon the hexer damage; but next time it uses stinging hex it will deal damage (even though you'll probably kill it before then). So be forewarned.[/sblock][sblock=Stanng]OMG dude. Rolls from hell against you. Sorry man. You need to roll a Death Saving Throw: When you are dying, you need to make a saving throw at the end of your turn each round. The result of your saving throw determines how close you are to death.
Lower than 10: You slip one step closer to death. If you get this result three times before you take a rest, you die.
10–19: No change.
20 or higher: Spend a healing surge. When you do so, you are considered to have 0 hit points, and then your healing surge restores hit points as normal. You are no longer dying, and you are conscious but still prone. If you roll 20 or higher but have no healing surges left expressed as a negative number, your condition doesn’t change.
[/sblock][sblock=OOC]Wow. There were 4 nat 20 attack rolls in that turn. At least Kane got one of them on the OA.
[/sblock]
 
Last edited:

[sblock=Judge/OOC/Orbmaster's Incendiary Detonation]
I think the effect ends at the end of Tessa's turn this round.
[/sblock]
 

No! Stanng! Wil reacts instantly to his quarry's attack, shooting an arrow at the kobold skullcrusher just as it attacks the paladin. The arrow doesn't hit a vital area, but it allows Stanng an opening.

[sblock=OOC] Was saving this for the first nasty attack that felled one of us.
Immediate Interrupt: Arrow of Warning (skullcleaver) 1d20+7=9
Figures! Well it still has a number of effects for a daily power:
Miss: half damage 3d10+5=11 (are you kidding me) + 1d6=2 quarry for 6 total
Effect: Stanng gets a basic melee attack on the skullcrusher with +1 to hit
If he can do 20 damage, he gets to live :)
[/sblock]
 

After seeing so many comrades injured, Wil's energy and courage seem to fade. But only for a moment, he quickly moves closer to Hergunna. Get up, Stanng, you can't let a few cuts get in your way! Seeing the paladin rise up again, Wil smiles. You can keep trying to knock us down, but we'll keep getting back up. The taunt infuriates the hexer who moves towards Wil, and towards the pit trap.

[sblock=OOC] On fire, so I take 2 damage to start.
Move: J6-J5-J4-J3-I2-H1
Minor: Majestic Word on Stanng to heal him up to 11hp
Standard: Cutting Words on the Kobold Hexer 1d20+5=16 (vs Will) for 1d8+5=8 (psychic) and pull the Hexer 1 into E4 (pit, he gets a save) maybe 1 more if he doesn't go in.

Save? 1d20=2 (failed)

(status - on fire)
Initiative: +1 Speed: 5 Passive Perception:13 Passive Insight: 15
AC: 16 NAD:13/12/16
HP: 20/28 Surges: 10/10 Surge Value: 7 AP: 0
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 twice)

Second Wind
Words of Friendship

Arrow of Warning (used)

Full Character Sheet

[/sblock]
 

[sblock=Arrow of Warning]This is kind of a hard power for PBP. Per the description, the trigger is an attack, not a hit, so in the future you should probably prime it. (If this enemy attacks X, or if any enemy attacks any bloodied ally, etc).

So I just checked Stanng's character sheet. His basic attack cannot deal 20, so he is still dying. But I will roll the attack and damage and update the main post above so everyone else can act accordingly.
[/sblock][sblock=Skull Crusher Update]Stanng hits for 11. I updated the main post with Stanng and Wil's damage.
[/sblock]
 
Last edited:


Pets & Sidekicks

Remove ads

Top