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

Wil looks for the shifty kobold, who escaped the party before. Rat, you can't hide forever.

[sblock=OOC] Can't really attack a prone target or pit one easily. So here is goes.
Standard: Cutting Words 1d20+3=14 (vs Will, he gets cover bonus)
No need to roll damage, since it is at 1hp
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Hergunna-wolf snarls as the stone smashes into her snout, then growls appreciatively as Wil finishes off the offender. She shifts into human form, moving backwards a step OOC: (Minor) Wild Shape including shift to H2.

"The wind spirits won't listen, but let's see about the beast spirits," she mutters to herself. She flings out a hand towards the prone sharpshooter; a nearly imperceptible disturbance in the air moves in his direction. OOC: (Standard) Call of the Beast, nope, rolled a 2!

"You too, beast spirits?" she says in tone mixing hurt and despair. "Was it something I said?"
[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:10/31, 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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Looking at the kobold at his feet, Kane was ready to run it through, but he remembered the others saying this one shouldn't be killed. The bugbear smashes the creature with the pommel of his enchanted blade into the hexer's face. Following the blow with a howl of triumph that causes the kobold to pass out in fright.

Kane, trusting his allies to take care of the others, he takes off his backpack and begins fishing out his trusty hempen rope. Looking at the kobold at his feet, Kane grins a toothy smile as he feels rough material in his hands.

[sblock=ooc]
*Tenchuu - I should be at 8/10 HS' (I used 1 last fight and 1 this fight I think)

Standard: Howl of Fury - vs ac; dmg (1d20 10=28, 1d10 6=16) all non-lethal, then howl in a blast 3, 2 more damage (non-lethal) ko the hexer
Move: Unsling backpack
Free: Drop waraxe
Minor: draw rope
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[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+1thp, 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=longtooth shifting]
[sblock=Rast]Sorry, but Stanng did not regen last round.

Per PHB1, p.293, hit points from regeneration are gained at the start of your turn. At the start of last turn, Stanng was at 17 HP. Stanng's bloodied value is 12. PHB2, p.16, describes long tooth shifting power as "while you are bloodied, you gain regeneration 2".[/sblock]

Does this mean that I still do the +2 damage during attacks for the rest of the encounter but for the rest of the encounter I only regen if I am bloodied. Or, does the power end completely when I am no longer bloodied?

[/sblock]


[sblock=actions]
As the Sharpshooter shifts away from Stanng, he says Not so fast.... and strikes out with his sword (Battle Awareness attack).

immediate interrupt attack:1D20 + 6 => 18
Damage to Sharpshooter:1D10 + 6 => 11

The kobold stumbles back and fires at Hergunna before falling flat in the mud. Stanng takes advantage and steps forward, bringing his blade down on the kobold.

Move Action: from G0 to F0

Valiant Strike (Minor Action), Sharpshooter: 1D20 + 7 => 18
Valiant Strike Damage: 1D10 + 6 => 15

OOC: according to the above, and even though I attacked, do I still get a standard action? some of the powers and actions confuse me. I know I get a minor, move and standard in a turn, but does the minor action I used count as a standard as well?

[/sblock]


[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:17(20 temp)/25, Bloodied:12, Surge Value:6, Surges left:9/10
Action Points: 0/1
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 and +2 to all damage rolls (after being bloodied and longtooth shifting is used).

Conditions:

Full sheet: Stanng Bonetooth, Paladin of Maros [/sblock]
 

[sblock=ooc]
damage should be +2 until end of encounter, regen only works when bloodied.

Your valiant strike & Holy strike should both be standard actions. I missed this when I reviewd your sheet. You still have your minor left.
[/sblock]
 

[sblock=ooc]
damage should be +2 until end of encounter, regen only works when bloodied.

Your valiant strike & Holy strike should both be standard actions. I missed this when I reviewd your sheet. You still have your minor left.
[/sblock]


Thanks, I'll change my sheet. I am not going use my minor action.
 

OOC: rastl74, no divine challenge on the sharpshooter? That's a minor. Although on second thought, I think you may have killed the sharpshooter, no point in challenging him then. ;)
 

The adventurers felled the remaining Kobolds. It was a difficult fight, but ultimately they outmatched the beasts. The kobolds carried little in valuables; their weapons were worn, and their equipment shabby. They did carry a total of 71 silver pieces, which Kane carried for simplicity.

The group moved on, trekking through the difficult terrain, uphill towards the mountain. The paths were easier to spot now, though harder no navigate. As the sun began to set, they reached a clearing. Ahead, the mountain dominated their view, perhaps only a mile from the base.

Immediately in front of them were three buildings, likely where the miners worked and rested. No one was visible, but they could hear faint voices.

The parameter of camp was surrounded by trees.
[sblock=Camp]So, basically it is a circle cut out of the forest, with the camp in the middle. If the camp is a clock, the trees go from about 1 o'clock, clockwise to 11 o'clock. So, there is a small gap in this tree parameter to the north. You are exiting a path in the trees from the south. [/sblock][sblock=map]
Byron-9.png

[/sblock][sblock=Map Description]
The sun is setting, but you still have normal light. All the black areas are vision blocked.

There are three buildings, and the stones near the black are the outer walls. As you move, the map will update. You have two options when you move: Continue to end regardless, or Stop if I see someone/something. Remember, if it is facing you, and you can see it, it can see you (or try to).

The close center building is roughly a square. The other two are rectangles with the long sides facing you.
[/sblock]
 

After the fight, Wil stores his bow and gets out his flute and plays a calming tune. A short rest will do us some good, then we can move on.

[sblock=OOC]Anyone spending a healing surge will get +5 more hp back from Wil's Song of Rest. We also get a Action Point, yay.

(status)
Initiative: +1 Speed: 5 Passive Perception:13 Passive Insight: 15
AC: 16 NAD:13/12/16
HP: 28/28 Surges: 9/10 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 reduces an enemy to 0 hp or bloodies an enemy, grant 3 tmp hp as a free action.)
Jinx Shot
Cutting Words
Shout of Triumph
Twin Strike
Hunter's Quarry
Majestic Word
Words of Friendship
Arrow of Warning (used)

Full Character Sheet

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Last edited:

[sblock=Status]Here is the before and after status for each character, to help you decide what you are going to do.

At the end of the Encounter:
Wil Rando (4): H1 18/28 HS 10/10 AP 0
Tessa Tressd'n (6): H6 16/23 HS 7/7 AP 1
Hergunna (15): G1 10/31 HS 8/9 AP 0 Bloodied
Kane (17): E4 29/35 THP 1/3 HS 8/10 AP 0
Stanng (14): G0 17/25 THP 3/3 HS 8/10 AP 0 (Second Wind Used)

Mechanics:

  • Encounter ends, and players gain an AP.
  • Players take a short rest, regaining encounter powers, losing Temp HP.
  • Wil plays a song, giving a +5 HP bonus to each healing surge used.
At the end of Rest:
Wil Rando (4): H1 18/28 HS 10/10 AP 1
Tessa Tressd'n (6): H6 16/23 HS 7/7 AP 2
Hergunna (15): G1 10/31 HS 8/9 AP 1 Bloodied
Kane (17): E4 29/35 HS 8/10 AP 1
Stanng (14): G0 17/25 HS 8/10 AP 1
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