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

[sblock=M11 Enemy]Sorry, that's another Dragonshield. I updated my post to reflect. No slingers are yet visible.[/sblock][sblock=ryry/judge]I'll let the judge rule. The line of sight is my using vision blocking layer. It may not be 100% to rules, and I'd need to look up cover more closely. I'll let the judge rule on this.[/sblock]
 

log in or register to remove this ad

[sblock=Tenchuu]Actually, I think your vision blocking layer is correct according to the determining cover rules in the DMG - though I haven't double checked. My question is more whether there is a way, within the rules, for Hergunna to be able to "fire" down along the wall while still retaining cover. Maybe there just isn't and she'd have to step out and take her lumps.[/sblock]
 

[sblock=Ryry/judge]Now that I have taken then time to look up the rules, I think you can do just that. Per PHB1, p.280:[sblock=Cover Rules]Determining Cover: To determine if a target has cover, choose a corner of a square you occupy (or a corner of your attack’s origin square) and trace imaginary lines from that corner to every corner of any one square the target occupies. If one or two of those lines are blocked by an obstacle or an enemy, the target has cover. (A line isn’t blocked if it runs along the edge of an obstacle’s or an enemy’s square.) If three or four of those lines are blocked but you have line of effect, the target has superior cover.[/sblock]
How I have positioned the grid makes it a bit more difficult. Technically, O16 would be the corner square in terms of the cover rules, but I think we know what the intent here is, so I would rule that O15 is the "around the corner" position.

So, you're good to go. So, no penalty for you.
The following range: N17 to E26. If you draw a line, that's the standard cover demarcation line. Any coordinate northwest of that line you have superior cover against their attacks. Example: M17, I18, G23 all have -5 to hit you with ranged. N17 and E26 and south have -2, until there is no cover.
[/sblock]
 

Stanng will move from N8 to K8 and attack the leather door to cut it loose from the rod it is hanging on. Before cutting the leather draping, he will signal to Wil to attack or move in at his first opportunity.

OOC: please let me know if I need to make Rolls T, I can but I figured it wouldn't be necessary to overcome the hardness of the leather and deal enough damage to cut it loose.

Tactics, OOC: I figure this will allow Wil easy access to the inside of the room and/or line of sight to a target. I'll either go in ahead of you if you are going to make ranged attacks or I'll follow you in. I'd think ranged attacks would be the best bet, especially if you can push one of those guys away from the doorway, allowing for less AoO's as we go in.

[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:7/10
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=Ryry/judge]Now that I have taken then time to look up the rules, I think you can do just that. Per PHB1, p.280:[sblock=Cover Rules]Determining Cover: To determine if a target has cover, choose a corner of a square you occupy (or a corner of your attack’s origin square) and trace imaginary lines from that corner to every corner of any one square the target occupies. If one or two of those lines are blocked by an obstacle or an enemy, the target has cover. (A line isn’t blocked if it runs along the edge of an obstacle’s or an enemy’s square.) If three or four of those lines are blocked but you have line of effect, the target has superior cover.[/sblock]
How I have positioned the grid makes it a bit more difficult. Technically, O16 would be the corner square in terms of the cover rules, but I think we know what the intent here is, so I would rule that O15 is the "around the corner" position.

So, you're good to go. So, no penalty for you.
The following range: N17 to E26. If you draw a line, that's the standard cover demarcation line. Any coordinate northwest of that line you have superior cover against their attacks. Example: M17, I18, G23 all have -5 to hit you with ranged. N17 and E26 and south have -2, until there is no cover.
[/sblock]

[sblock=OOC]Tenchuu's right, provided the walls are 'thin'. On another point, Wil could actually have moved to K8 without drawing an OA since the adjacent kobold guard doesn't have line of effect to him (the wall is in the way). Point is moot now that Stanng has moved there already.[/sblock]
 

[sblock=ooc]Ok, cool! Tenchuu, if you want to reposition Hergunna to O16 to keep things cleaner, that's fine with me.

I think I will go ahead and stay in position, something's gotta cross that nice open space... :) If Lady Jane doesn't post, I'd think having Tessa stay where she is, to cover the other side of the building, would not be a bad move.[/sblock]
Hergunna remains still, clutching her totem and scanning the open ground as chaos erupts inside the building.

"WAKE UP! INTRUDERS!!!"

Yes, wake up... and come out where I can see you. Wind spirits, you'd better be awake this time too, or I'm really gonna be embarrassed...

[sblock=Actions]Standard: ready an action to attack any enemies that come into view. Tenchuu, I don't know how specific you'd like me to be... what I'd like is to do is use Chill Wind if a group of enemies reveals itself, or Fire Hawk if there is only one. If that means allowing the first enemy to cross a few squares before attacking, that's fine with me. I guess if I have to pick one or the other, I'd pick Fire Hawk.

I'll go ahead and roll some dice for several attacks now... if you check the dice roller you'll see it probably doesn't matter what happens, Hergunna will miss unless there are 3 targets. :mad:[/sblock]
 

[sblock=Wil/Tessa]Still waiting on you two. I can RP Tessa since I expect her still to be away, but I'd prefer if you'd post your own action Wil, since it seems like you're around.
[/sblock]
 

Great hit, Kane! Wil shouts after his ally runs into the house and bloodies a kobold before the flap even settles. Wil steps back before his window into the building is blocked and calls out. Come on out son of a lizard!

[sblock=OOC] Use Virtue to give Kane 3 temp hp as Immediate Reaction. Move action to J6, Minor action - Hunter's Quarry on L9 dragonshield, Standard action - Cutting Words on the bloodied dragonshield in L9 1d20+5=14 vs Will for 1d8+5+1d6=12 and pull 2 to K7 (before Stanng is blocking the doorway completely!
[/sblock]
 

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

Wil let loose with cutting words, but his insult did not move the beast. Stang moved up to the doorway, and with a swift movement sliced the away the cloth doorflap.

Tessa moved forward, still keeping her distance, but staying with the group. She looked focused as she scanned the area.

Hergunna stayed put, charging a power of her own, and waiting for the other kobolds.

"Kill them!" The wyrmpriest ordered, "Sssstart with the unhuman!"

The dragonshield across from the wyrmpriest moved first, Moving up the room and then over to Kane, quickly landing a blow with his short sword. Just as quickly, it took a few steps back, holding it's shield up.

The bloodied Kobold nearby shifted into the space vacated by its ally and attack, also landing the blow. The cut runs deep, and Kane begins to bleed. Just as the kobold before, this Dragonshield withdrew, clanging his sword against his shield with a hissing taunt.

"Yesss! Now my petsss!" The wyrmpriest called, urging the two drakes forward. The first wiggled between the two dragonshields and snapped a quick strike, but Kane deflected the blow with his weapon. Just at almost the same time, the second drake came around from the other side, and bit down hard on Kane's arm. The bugbear wrestled his arm free, but lost a chunk of skin in the process.

"Yessss! Yesssss!!!" The wyrmpriest hissed, his confidence restored. "Rally your ssstrength my children! Our great massster blessesss us with protection against the outsidersss!" The kobolds seemed more determined now. "Death to our enemiesss!"

The wyrmpriest chanted in draconic, and an orb of Cold energy shot out at Kane. The cold hit the bugbear, who stood ridged for a moment before collapsing to the floor. "Witnessss the punissshment to outsiderssss! Now my children, capture the humansss for the sssacrifice!" The Wyrmpriest retreated to the back corner.

The Dragonshield now in the doorway slashed at Stanng, stabbing the shifter in the gut. "You're mine!" It missed, backing away, then retreating behind the other Kobolds.

Outside, a Kobold Slinger Exited the western building and moved toward the adventurers. Tessa, who had been waiting for an enemy to surface, attacked with the cloud of Daggers, but the sneaky creature side stepped the attack. Lining up a shot, the slinger let a bullet fly, which thumped Wil on the side of the head. The Slinger Shifted a step back.

A Kobold Skirmisher moved out of the east building and into Hergunna's range. Leaning around a corner, she let out a fire hawk attack, but it missed. Alerted to her presence, the Kobold ducked and stepped forward.

[sblock=Mechanics]
Dragonshield M11
Move: M11 to L11 to K11 to J11 to I10
Standard: Attack Kane
Attack: 1D20 + 8 => 20 Hit
Damage: 1D6 + 3 => 7
Note: 3 THP used up. Kane takes 4 Damage. Kane is marked.
Minor: Shift J11

Dragonshield J9
Move: Shift to I10
Standard: Attack Kane
Attack: 1D20 + 7 => 21 Hit
Damage: 1D6 + 3 => 8 Kane is marked.
Minor: Shift to I11

Guard Drake L13
Move: L13 to K13 to J12 to I11 to I10
Standard: Attack Kane
Attack: 1D20 + 6 => 10 Miss

Guard Drake N13
Move: N13 to M12 to L11 to K11 to J10
Standard: Attack Kane
Attack: 1D20 + 6 => 24 Hit
Damage: 1D10 + 9 => 12

Kobold Wyrmpriest
Minor: Incite Faith
Effect: Other Kobolds gain 5 THP and can shift 1. I11 shift to J12, L9 shift to K9
Standard: Energy Orb vs Kane
Attack: 1D20 + 6 => 25 Hit
Damage: 1D10 + 3 => 5 Cold

Dragonshield K9
Standard: Attack Stanng
Attack: 1D20 + 7 => 18 hit
Damage: 1D6 + 3 => 7
Effect: Stanng is marked
Minor: Shift to K10
Move: K10 to J11 to I11

Slinger
Move: Moves to F7
Trigger Tessa Readied Action: Cloud of Daggers
Tessa Attack: 1D20 + 4 => 11 Miss
Standard: Attack Wil
Attack: 1D20 + 5 => 19 Hit
Damage: 1D6 + 3 => 5
Minor: Shift to E8

Skirmisher
Move: Moves to F17
Trigger Hergunna Readied action: Firehawk
Hergunna Attack: 1D20 + 4 => 7 Miss
Minor: Shift to G17

[/sblock][sblock=Status]
Wil Rando (20): J6 23/28 HS 9/10 AP 1
Tessa Tressd'n (20): N6 23/23 HS 6/7 AP 2
Hergunna (20): O15 31/31 HS 6/9 AP 1
Kane (20): I9 0/35 THP 0/3 HS 7/10 AP 1 Dying Marked by J12
Stanng (20): K8 18/25 HS 7/10 AP 1 Marked by I11 Dragonshield

Kobold Dragonshield (6) - J12 18/36 THP 5/5Bloodied Has Kane Marked
Kobold Dragonshield (6) - I11 32/36 THP 5/5 Has Stanng Marked
Kobold Dragonshield (6) - J11 36/36 THP 5/5
Kobold Wyrmpriest (6) - H13 36/36
Guard Drake (6) - I10 48/48
Guard Drake (6) - J10 48/48
Kobold Slinger (2) - E8 24/24
Kobold Skirmisher (2) - G17 27/27
[/sblock][sblock=map]
Byron-13.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.

Kobold Skirmisher
HP 27; Bloodied 13
AC 15; Fortitude 11, Reflex 14, Will 13
Speed 6
Spear (standard, at-will) Weapon
+6 vs AC; 1d8 damage.
Combat Advantage
The kobold skirmisher deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.
Mob Attack
The kobold skirmisher gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
Shifty (minor; at-will)
The kobold shifts 1 square as a minor action.
[/sblock][sblock=Wil]J9 is the bloodied Kobold, not L9. Also, from your position, the two kobolds on either side of the doorway have cover, so I'm afraid your attack missed.

As of now, Wil has LOS on no one. From L7 or K8, only the Guard Drake in I10 has cover.
[/sblock]
 
Last edited:

[sblock=FYI Map]I just updated the map. Kane is where he was, dying, it's just that no one has line of sight on him currently.
[/sblock][sblock=OOC]This is not the last battle, but this is designed to be as difficult as a last battle. After this encounter, everyone should have enough EXP to level up. I'll expect everyone to level up, and then the encounters thereafter will be increased for a level 2 party.

The Dice Room got some good rolls in on you this first round, but I definitely think you guys can turn the table! Good Luck![/sblock]
 

Pets & Sidekicks

Remove ads

Top