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

Sensing the time was right, Kane drew his weapons and crept up to the doorway, with a deep breath to steady himself, the bugbear burst through the entrance with dramatic flair. "Hallo! Your friend Kane is here to see you" he calls out and runs into the room.

[sblock=ooc]
Minor: Draw weapons
Move: To K9 and look around the room.
Standard: If not within reach of two enemies then charge nearest foe - va ac; dmg; extra charge bonus (1d20+9=21, 1d12+6=18, 1d8=6) Hits AC 21 for 24 damage
If I can reach 2 enemies use Whirling Rend - I'll use the above rolls, adding extra whrling rend dmg (2d6=4) 4 daamge to other enemy but only doing 18 damage to enemy one. I'd prefer the charge one if possible.
[/sblock]

[sblock=ryry]
He's out of town until the 26th or so.

http://www.enworld.org/forum/5035707-post515.html
[/sblock]

[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:35/35, Bloodied:17, Surge Value:8, Surges left:7/10
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]
 

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Hergunna stands stock still against the stone wall. Energies from the earlier ritual gave her skin a slight grey cast to match. She watches the area between the buildings with a rheumy yet keen eye.

It's just hunting... she reflects. Wait for the prey... outwait it, and down it when it shows. But this is the first time it's not animals, or not-animals. These little lizard people... The stone shakes its head slightly.

"Hallo! Your friend Kane is here to see you!" she hears the bugbear call. She grins.

Of course, instead of outwaiting, you can just use a dog to flush 'em...

[sblock=ooc]Are we in a surprise round or what exactly? I think Hergunna will hold position as things develop.

As far as actions for Stang or Tessa, they should possibly move up. Tessa just a little bit? Stang may want to head towards the door.[/sblock]
 


[sblock=ooc]
Tenchuu,

Out of curiousity, are we close to XP time. Reason I ask is that Kane hasn't been approved by the judges yet and I wouldn't want to miss out. Just wondering how hard I should keep prodding them

Thanks!
[/sblock]
 

[sblock=OOC]I plan on dishing out experience after this combat encounter, because everyone (or almost everyone) should level after this. Not sure how that factors into your decision to prod.[/sblock]
 

Kane rushes into the building through the flap. Inside, he scans the room for enemies, but finds two Kobolds in scale armor bearing shields immediately inside. The two make quick attacks on Kane as he enters. The nothern one misses wildly, but the second lands a clean blow on Kane's shoulder.

"I have you now, Intruder!" the guard shouted, marking Kane and drawing the attention of the others in the building: a third dragonshield, two guard drakes, and a Kobold wyrmprist.

"Who daress--" was all the wyrmpriest could get out before Kane unleashed a furious attack, slipping his blade past both kobold's guards, bloodying one of the guards.

The wyrmpriest looked horrified. It screamed, "WAKE UP! INTRUDERS!!!"

[sblock=Mechanics]
Kane moves to K9, triggers OA from guarding Dragonshields.

Dragonshield J9
OA on Kane
Attack: 1D20 + 7 => 8 Miss


Dragonshield L9
OA on Kane
Attack: 1D20 + 7 => 24 hit
Damage: 1D6 + 3 => 6
Effect: Kane is marked by L9 Dragonshield

[/sblock][sblock=Status]
Wil Rando (20): J8 28/28 HS 9/10 AP 1
Tessa Tressd'n (20): R7 23/23 HS 6/7 AP 2
Hergunna (20): O15 31/31 HS 6/9 AP 1
Kane (20): K9 29/35 HS 7/10 AP 1 Marked by L9 Dragonshield
Stanng (20): N8 25/25 HS 7/10 AP 1

Kobold Dragonshield (6) - J9 18/36 Bloodied
Kobold Dragonshield (6) - L9 32/36
Kobold Dragonshield (6) - M11 36/36
Kobold Wyrmpriest (6) - M13 36/36
Guard Drake (6) - N13 48/48
Guard Drake (6) - L13 48/48
[/sblock][sblock=map]
Byron-11.png

[/sblock][sblock=Enemies]
Kobold Dragonshield
HP 36; Bloodied 18
AC 18; Fortitude 14, Reflex 13, Will 13
Resist 5 Cold
Speed 5
Short Sword (standard, at-will) Weapon
+7 vs AC; 1d6+3 damage, and the target is marked until the end of the kobold dragonshield's next turn.
Dragonshield Tactics (immediate reaction, when an adjacent enemy shifts away or an enemy moves adjacent; at-will)
The kobold dragonshield shifts 1 square.
Mob Attack
+1 to hit and damage for each other identical creatures attacking the same opponent
Shifty (minor; at-will)
The kobold shifts 1 square as a minor action.

Kobold Wyrmpriest
HP 36; Bloodied 18
AC 17; Fortitude 13, Reflex 15, Will 15
Speed 6
Spear (standard, at-will) Weapon
+7 vs AC; 1d8 damage.
Energy Orb (standard, at-will) cold
Ranged 10; +6 vs Reflex; 1d10+3 cold damage.
Incite Faith (minor, encounter)
Close burst 10; kobold allies in the burst gain 5 temporary hit points and shift 1 square..
Dragon Breath (standard, encounter)
Close blast 3; +6 vs Fortitude; 1d10+3 cold damage. Miss: Half damage.
Shifty (minor; at-will)
Shift 1 square.

Guard Drake
HP 48; Bloodied 24
AC 15; Fortitude 15, Reflex 13, Will 12
Immune fear (while within 2 squares of an ally)
Speed 6
Bite (standard, at-will)
+6 vs AC; 1d10+3 damage, or 1d10 + 9 damage while within 2 squares of an ally.

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=Round]Players have initiative in this encounter. Kane has already acted in this round, but the others can still go.

Since Wil was acting with Kane, he could move in this round (although OAs would hurt) without spending a minor on the flap. Or he could attack this round without spending a minor on the flap. However, for everyone else, the flap closed behind Kane, and it will take a minor action to open again.

You could ready an action with another player to avoid spending a minor (so long as the other player spends a minor to open the door flap). [/sblock]
 
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Kane is spurred on as his blade draws a deep wound on the kobold. He steps forward unexpectedly and leaves the armoured kobolds slightly off balance.

[sblock=ooc]
When Kane bloodies the foe, his Feral Might triggers. Shift to I9 and J9 dragonshield grants CA to Kane TENT[/sblock]
 

[sblock=OOC] Two questions, the first is where is Kane and the kobold since renau1g's coordinates don't match the locations quite right? Second, is the Slinger the one at M11 that isn't in the initiative order yet?
[/sblock]
 

[sblock=ooc strategy]What do you think, should Hergunna continue to guard against reinforcements coming in? She won't be able to get to the door and attack this round in any case. She might move to the eastern corner of the building and continue to guard from there perhaps.

Should we consider using dailies yet? This is the main camp, but I guess we anticipate going into the mines too? Wondering since I think Hergunna's summon wolf power should probably be used early in the encounter (if at all).[/sblock]

[sblock=cover rules]I'm also wondering how the cover rules work with corners of buildings. I see the "fog of war" that Tenchuu has put on the map indicating that Hergunna's line of sight along the north-south wall is blocked. I don't doubt that is correct according to the rules. However, it seems like a character should be able to lean out from around the building to make a ranged attack down along the wall while maintaining cover. That should be a decently strong position. Is there a way to do that within the rules, or is this just a case of rules > common sense realism?[/sblock]
 
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[sblock=OOC] Two questions, the first is where is Kane and the kobold since renau1g's coordinates don't match the locations quite right? Second, is the Slinger the one at M11 that isn't in the initiative order yet?
[/sblock]

[sblock=ooc]
My coors don't match? Oh, I shift 2 squares from my barbarian power, so shift to J10 first, then I9. Tactically it'd make more sense to shift back out, but that ain't Kane's bag baby...[/sblock]
 

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