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

[sblock=Hexer]Saving Throw: 1D20 => 3
Hexer is now in the pit. Great move Wil. I was trying to do this with Tessa's Thunder power, but it missed.
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[sblock=Magestic Word]Doesn't this healing surge return him to 0 HP?
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[sblock=Healing the Dying]Nope, when someone with negative hit points is healed, they start out at zero hp before applying the healing. One of the ways the deck is stacked in favor of the PC's I suppose... PH page 295 under "Healing the Dying"[/sblock]
 

Hergunna staggers as the missiles hit her, but grits her teeth and stays on her feet, slaying slightly. "Not that easy," she spits out.

All right, now we've been introduced... "Wind spirits! Aid me now!" The winds swirl around the berserk kobold but with only slightly more force, and the reptile is unaffected.

"This just isn't my day..." she mutters as she moves off and tries to take cover from the bow-wielding kobolds behind the low wall. "I blame that damn pinecone... It must have been cursed..."

[sblock=Actions]Standard: Chill wind vs. crusher (1d20+4+2=11, 1d6=4) +2 bonus doesn't help much when you roll a 5... oh, and also IC, thanks for the two crits against me by the kobolds! Wow.

Move: I want to take cover behind the wall, not sure what kind of action it is to crouch. If it's a move, I guess I have to do it where I am. If it's a minor, I'll move to G1 and then crouch. *edit* it's a minor, so... I guess it's actually dropping prone, there's no such thing as "crouching". On the plus side, that should be an extra +2 against ranged attacks for a total of +4 with the cover. (Or is it even superior cover if prone?) On the minus side, it'll be a move to stand up, and if the cleaver comes over to melee attack he can probably crush me.[/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:4/31, 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=Healing and Dying]Yep. Ryryguy is right. The act of healing sets the character's HP value to 0, and the healing surge adds to the total from there. Stanng is at 11. We had this issue in Wayne's Basement not long ago, when Riardon healed Fenwick with IW. BenBrown thought Fenwick was only entitled to get up to 6, but, in fact, he was supposed to be at 11.[/sblock]

[sblock=Ryryguy]Crouching is the same as dropping prone, which I believe is a Minor action. Let me check... ...Yep, PHB page 267[/sblock]
 
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[sblock=Healing and Dying]Yep. Ryryguy is right. The act of healing sets the character's HP value to 0, and the healing surge adds to the total from there. Stanng is at 11. We had this issue in Wayne's Basement not long ago, when Riardon healed Fenwick with IW. BenBrown thought Fenwick was only entitled to get up to 6, but, in fact, he was supposed to be at 11.[/sblock]

[sblock=Ryryguy]Crouching is the same as dropping prone, which I believe is a Minor action. Let me check... ...Yep, PHB page 267[/sblock]
[sblock=Dying & healing]Thanks for the clarification. When I killed Stanng, I read over the Death and Dying section, but skipped over the Healing section. Oops.

This raised two thoughts:
1. We need Wil in our Wanye's Basement group.
2. Would it not be advantageous to always wait to use the heal power until the character is dying. For one, no saving roll required, and for two, it essentially heals for a bonus amount equal to the negative health. As long as you weren't killed outright, it seems a sound plan.
[/sblock][sblock=Stanng]You're now alive, but prone, and would need to spend your move action standing. You owe Wil a beer.[/sblock][sblock=ryryguy]Actually, it's dice room who hates you, not IC. (Well, IC might hate you too, but Diceroom gave me and kane the Crits)[/sblock]
 

[sblock=Dying & healing]
...This raised two thoughts:
1. We need Wil in our Wanye's Basement group.
2. Would it not be advantageous to always wait to use the heal power until the character is dying. For one, no saving roll required, and for two, it essentially heals for a bonus amount equal to the negative health. As long as you weren't killed outright, it seems a sound plan.
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[sblock=OOC]

  1. You do. His name is Riardon
  2. Many opt to do this, but a dying character drops prone and practically loses a turn if it hasn't taken any actions on that round yet. This could lead to more deaths if not healed ahead of time. Statistically it's best to heal somebody when their close, but not at, 0. Problem is timing.[/sblock]
 

[sblock=OOC] Hey, Tenchuu, didn't know that about Arrow of Warning. I have never used it and thought it was like Staff of Defense/Shield... that said, I think after the next extended rest I will put in () what will trigger it. I like "a bloodied ally is attacked" but it will be in my signature each of Wil's turns[/sblock]
 

guess this is kind of a moot point right now but I thought I'd post it anyway.

[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!"

[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.
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[sblock=beat down] Wow! Well, looks like I just took my medicine.

Let the joy continue with this awesome roll!

Death Saving Throw 1D20 => 2
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[sblock=Magestic Word]Doesn't this healing surge return him to 0 HP?
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After climbing out of the hole, Stanng is assaulted by attacks from the Hexer and the Skull Crusher. The massive blows felled him for a moment. As quick as he was down, though, he was revived by one of his comrades.

[sblock=tenchuu/majestic word] I'm confused, how used majestic word on me?

If I am still bloodied, I will use longtooth shifting and gain regeneration 2 and +2 to damage rolls for the rest of the encounter.

I'll also use second wind to gain a healing surge (If I am not bloodied, I'll spend a healing surge and stand back up.
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[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:25/25, Bloodied:12, Surge Value:6, Surges left:10/10
Action Points: 0
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, when bloodied and using longtooth shifting.

Conditions:

Full sheet: Stanng Bonetooth, Paladin of Maros [/sblock]
 
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[sblock=ryryguy]Actually, it's dice room who hates you, not IC. (Well, IC might hate you too, but Diceroom gave me and kane the Crits)[/sblock]

[sblock=ooc]Well Dice Room also gave me 4 misses in the first round, though it also gave me my only hit.

I'm going off of memory here, but I believe that out of 10 attack rolls I've made in this battle, I've only rolled a 10 or higher once. Pretty amazing!

Also btw I added more description to my posted turn and also clarified my movement.[/sblock]
 

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