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

The Drake that was pushed into the fire writhed in pain as it's feet and belly were burned by the hot coals.

Tessa, acting last, move up to get a better view into the building. Taking aim, she targeted the same Kobold that Stanng hit, summoning a cloud of daggers which cut the creature from all sides. The kobold swatted at them, which did little good.

The kobold moved to retaliate against Stanng. Fighting through the cloud, which cut the beast again and drew blood, the kobold landed a hit, drawing blood on Stanng as well. The kobold spit at Stanng's feet in a defiant gesture and retreated.

"Death to you and your unworthy god!" The wyrmpriest growled moving forward. Stopping in front of Stanng, it unleashed a belch of ice-cold. The attack damaged Stanng and Wil, while Kane shrugged off most of the blast. The Wyrmpriest stepped back and gestured for its minions to attack again.

The bloodied Dragonshield took the lead, moving into the spot vacated by the wyrmpriest. With a quick blow, it stabbed stanng in the gut, driving the blade deep. Stanng felt the life draining from him, and he slumped forward. "Your god is falsssse." The kobold whispered before it used its foot to push stanng off it's blade. The shifter felt to the ground, dying. The bloodying dragonshield took a step back, clanging his sword against his shield.

The third Dragonshield, who was pushed by Wil to the back of the room, moved forward. He marched up to Kane and made a clean attack, but the bugbear was ready for the attack, parrying the blow only at the last moment. Rebuffed, the Dragonshiled stepped back with a snarl.

The singed drake circled around toward Wil, intent on revenge. Yet, Wil was not fooled by the flank and sidestepped the bitting attack. However, the second drake moved in at the same time and landing a deep bite on Wil's leg, drawing blood.

"Be careful not to Kill the humansss! They mussst be living to be a ssssacrifice!" The wyrmpriest chided its allies, confident in victory.

* * *

Outside, the slinger lined up another shot and let loose with a bullet at Tessa. The bullet stung as it his Tessa in the hand, nearly causing her to drop her implement. The slinger cheered as it moved toward the center building and out of line-of-sight.

Hergunna checked over her shoulder, but the skirmisher had not yet caught up.

[sblock=Mechanics]
Drake K12
Damage from Fire: 1D6 => 1
No ongoing damage (since it doesn't wear clothes, I'm not sure what could catch on fire.)
(Actions to follow below; Also, FYI, I rolled this second in dice room, after tessa's action, but moved it up so the flow made more sense.)

Tessa
Move: L5
Standard: Cloud of Daggers on J11 Kobold
Attack: 1D20 + 4 => 21 Hit
Damage: 1D6 + 4 => 9

Dragonshield J11
Takes 2 Force Damage from Cloud of Daggers; Bloodied.
Standard: Attack Stanng
Attack: 1D20 + 7 => 18 Hit
Damage: 1D6 + 3 => 7
Minor: Shift to I11
Move: I11 to I12 (dt) to J13 to K14 to L15

Wyrmpriest
Move: H13 to I13 to J12 to K11
Standard: Dragonbreath Attack
Attack: On Stanng: 1D20 + 6 => 22 Hit
On Kane: 1D20 + 6 => 10 Miss
On Wil: 1D20 + 6 => 26
Damage: 1D10 + 3 => 5 Cold (2 to Kane)
Minor: Shift to L12

Dragonshield J12
Move: Shift to K11
Standard: Attack Stanng
Attack: 1D10 + 3 => 5 Hit
Damage: 1D6 + 3 => 9

Dragonshield H14
Move: H14 to H13 to I12 (dt) to I11 to I10
Standard: Attack Kane
Attack: 1D20 + 7 => 20 Miss
Minor: Shift to H10

Drake K12
Move: K12 to L11 to M10 to L9
Standard: Attack Wil
Attack: 1D20 + 6 => 14 Miss

Drake I13
Move: I13 to J12 to K11 to L10
Standard: Attack Wil
Attack: 1D20 + 6 => 26
Damage: 1D10 + 9 => 12

Slinger
Standard: Attack Tessa
Attack: 1D20 + 6 => 15 Hit
Damage: 1D6 + 3 => 6
Move: Lose sight as it moves from F9 to G10

Plus Legal hidden movements.

[/sblock][sblock=Status]
Wil Rando (20): K9 6/28 HS 9/10 AP 1 Majestic Word used once
Tessa Tressd'n (20): L5 17/23 HS 6/7 AP 2
Hergunna (20): O9 31/31 HS 6/9 AP 1
Kane (20): J9 19/35 THP 0/3 HS 5/10 AP 1 Second Wind Used
Stanng (20): K10 -3/25 HS 7/10 AP 0 Dying Marked by Dragonshield L15

Kobold Dragonshield (6) - J12 18/36 THP 5/5 Bloodied
Kobold Dragonshield (6) - H10 30/36 THP 0/5
Kobold Dragonshield (6) - L15 17/36 THP 0/5 Bloodied, Marking Stanng
Kobold Wyrmpriest (6) - L12 36/36
Guard Drake (6) - L10 41/48
Guard Drake (6) - L9 40/48
Kobold Slinger (2) - ?F9? 24/24
Kobold Skirmisher (2) - ?F18? 25/27
[/sblock][sblock=map]
Byron-14.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=Stanng]
Stanng is dying. If he is healed this turn, he'll need to spend a move action to stand. Also, he's marked by a non-adjacent enemy, so -2 to attack if he targets anything other than the marking enemy.
[/sblock][sblock=Map/movement]Red thought bubble is Tessa's cloud of daggers, which still deals damage until the end of her next turn.

Also, You can still move outside the range I am zoomed to on the map. Ex., Tessa could move straight west to L1 if she wanted to. I've just zoomed in to make it easier to read the map. [/sblock]
 
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[sblock=OOC] Positions of some creatures listed in status don't match where they are on the map. As far as I can tell, the map is right. Wyrmpriest listed at H13 is actually at L12. Dragonshield listed at H14 is actually at H10.

Also, I'm wondering are the chairs difficult terrain, or impassible, or what?

Does Tessa have Incendiary Detonation? Looks like maybe a good time to use it, get that enemy-only fire zone going. Also I think she should use an action point, soon if not this round (she has 2).

Edit: re Incendiary Detonation, Tenchuu I saw you posted about this on the main discussion thread. As I posted there, if Tessa uses her Orb of Imposition along with it, it will not hit allies, and a burst 3 ought to be able to catch every monster in the building. (The description of the power on her character sheet is a little bit off I think.)

(This would make a good combo with Hergunna's wolf, since it automatically attacks prone characters and the detonation spell knocks prone. But Hergunna hasn't summoned the wolf and I'm not sure she's going to... it's probably worth it to just use the detonation right away.)[/sblock]
 
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[sblock=OOC]
Map is right. Sorry, I keep forgetting to update the locations. It takes a surprisingly long time to do each update, I usually forget a few things, and then I re-read... Sorry about that. I'll correct the post now.

Chair are normal terrain. They are not proportionate to the square so you can make them out. In terms of movement, you can move around them within the square without an issue.

Tessa does have Incendiary Detonation. If she is not back once everyone has posted, I'll take her action to this round to use it. Things are getting somewhat dire/critical, so while I would normally not post for a player anything other than an at-will, I think I can make an exception here. I think it's what the player would do.

So, plan on that being her action (consider the initial attack damages friend and foe alike) at the end of the round. If the player comes back before then, be sure to convince her it is the right course of action. :P
[/sblock]
 

[sblock=ooc]Tenchuu, I edited this in to my last post but probably overlapped your post, so I'm not sure if you've seen it. But I think the detonation spell does not hit allies on the initial attack if she uses orb of imposition along with it.

(It might make sense to pull back out of the building anyway and try to create a chokepoint, as someone suggested earlier.)

Edit: after more discussion in the main discussion thread, it seems I was wrong... the initial burst remainsl a burst 1 that affects everybody. I still think it wouldn't be a bad move to do it then extend and expand it on the second turn, particularly if we go with the bottleneck strategy, as the expanded zone would likely catch them all (albeit for trivial damage). Unless Tessa has a better move available.[/sblock]
 
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[sblock=OOC]
For everyone else's benefit, we continued talking about it in the discussion thread, and the current consensus is that with the orb, the initial attack still damages allies and that the range of the effect does not increase until after the end of Tessa's next turn (when the standard effect would expire).

That said, it was just Me, Ryry, and one other dude talking about it. Maybe the judge can weigh in on this one.
[/sblock]
 

[sblock=ID and OoI]The way I see it, in the context of this encounter (which is why I'm posting this here and not on the discussion thread), the only way for the burst 3 to fill the whole room, as I'm sure Tessa would want it to, is to target the fire (which, BTW, I think is dramatically cool B-)). This being said, a burst 1 around the fire will miss all allies and thus do no damage to them, but it will hit the Wyrmpriest and the Dragonshield. Tessa must wait until the beginning of her next turn to expand the zone, using OoI. This makes the zone fill the room, but it leaves her allies unaffected. Thus, the Wyrmpriest and DS are knocked prone and take 1d6+Int+4 total damage. while the others take 2 damage on their second turn after the initial attack (that's if everybody stays where they are).

Other characters with forced movement powers could attempt to force the other enemies into the burst 1 before their turn begins in order to increase their damage (TMI?).

Clear as mud?[/sblock]
 
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[sblock=ID/OoI]That's what I was thinking for the target as well.

Just let me know when in this round you want tessa's attack to occur. I will assume she's last to act unless someone says otherwise.
[/sblock]
 

[sblock=yup]Sounds like a good plan... Hergunna can use chill wind to try to push one of the lizards into that area as well (plus a dragonshield and wormpriest into the fire or cloud of daggers) - that's pretty much what I was planning to do anyway. It would be best if Stanng got out of the way first - probably by Wil sliding him when he heals him... but even if not, chill wind likely wouldn't hit him (Fort defense) and does trivial damage...

I think the big problem is convincing Kane that he should pull back rather than charge in. Maybe if we tell him that more kobolds are outside picking on Tessa? :) Or if he just goes after that guy in the corner.[/sblock]
 

[sblock=ooc]
Kane's learned his lesson... after seeing himself (and Stanng now) get pummelled he's all about forcing them to come one at a time in the doorway[/sblock]
 

Good spell, Tessa! Wil shouts as the daggers repeatedly strike the kobold. After the many hits Wil is very bloody from his wounds. He moves slowly and carefully back out of the building. He draws a big breath and shouts. Stanng, get up, we need to pull out into the open! The shifter stirrs on the ground and crawls towards the exit. Wil turns to the bloodied kobold in the rear Coward, come out and face us! but his words are drowned out by the slaughter around him.

[sblock=OOC] Okay, big turn. Thanks for the tactics/answers guys. I'll go first.
Immediate reaction (kobold bloodied) 3 temp hp for Tessa - Virtue of Valor
Move - Shift to J8
Standard - Second Wind to heal 7 and +2 to defenses
Minor - Majestic Word on Stanng heals HS+5 and slide to K9
Action Point - Cutting Words on Kobold Dragonshield in L15 1d20+5=9 vs Will for 1d8+5=10 (big miss)

(status - bloodied, J8, +2 to defenses from Second Wind)
Initiative: +1 Speed: 5 Passive Perception:13 Passive Insight: 15
AC: 16 NAD:13/12/16
HP: 13/28 Surges: 8/10 Surge Value: 7 AP: 0
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
Second Wind (used)
Shout of Triumph (used)
Twin Strike
Hunter's Quarry (used)
Majestic Word (used twice)
Words of Friendship
Arrow of Warning (used)

Full Character Sheet

[/sblock]
 

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