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


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As Kane bites down on the Kobold's finger, the Hexer screams in pain, and a hex flies out toward the barbarian. However, the pain and the restraints affected the accuracy, and the attack buzzed past Kane harmlessly.

"You will all by sssmited!" The hexer yells, its voice cracking. "My master will avenge me!"
 



[sblock=Hexer]In this situation, I think only a 1 would miss.[/sblock]

Kane decapitated the Hexer in one swift movement, eliminating the risk. They had not learned any truths from the Hexer, but they had learned some lies, which might help the adventurers better prepare for the road ahead.

The group moved on, trekking through the difficult terrain, uphill towards the mountain. The paths were easier to spot now, though harder to 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 rested after their labors. 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][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.
  • Stang uses 1 HS
  • Kane uses 1 HS
  • Tessa uses 1 HS
  • Hergunna uses 2 HS
  • Will uses 1 HS
At the end of Rest:
Wil Rando (?): H1 28/28 HS 9/10 AP 1
Tessa Tressd'n (?): H6 23/23 HS 6/7 AP 2
Hergunna (?): G1 31/31 HS 6/9 AP 1
Kane (?): E4 35/35 HS 7/10 AP 1
Stanng (?): G0 25/25 HS 7/10 AP 1
[/sblock]
 
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Hergunna holds up a hand and cocks an ear, listening to the voices, trying to identify them and pinpoint the speakers' location.

OOC: Perception 26
 

[sblock=Hergunna]With the buildings so close together, relative to your location, it's hard to tell which one or ones the sounds come from. However, you do make out three distinct voices, and you hear a long 'S' sound. The words themselves remain indistinct.[/sblock]
 

Wil looks at his comrades and says in a whisper I will go forward with any who feel they can keep quiet. He looks at Kane Some of us can race in easily. He then glances at Tessa And others can attack from quite far away.

[sblock=OOC] Stealth for me, moving from V8 to R9 then to N8. 1d20+10=19 Stealth Perception to hear 1d20+5=9[/sblock]
 

"Ok, that is good. You and me will be sneaky and move forward, the others can shoot them from far. Good plan" Kane replies, his massive frame almost comical as he sneaks forward, but despite the bulk of the bugbear, his steps are careful and he manages to do a fairly good job of sticking to the shadows.

[sblock=ooc]
1D20 + 11 => 23 stealth rolled in the room, following Wil
[/sblock]
 

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