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

Secure this dwelling first! Wil shouts and he fires off two quick arrows, one bloodying the Guard Drake nearest him before getting ready to move into the dwelling.

[sblock=OOC] Not much left in my bag of tricks.
Standard: Twin Strike 1d20+3=18 for 1d10=8 and 1d20+3=8 (miss)
Move: Ready a move action to go into the dwelling when Guard Drake is killed or Stanng moves out of K9.
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Kane barely seems to be noticing the many wounds, although you can tell they're taking their toll on the bugbear, his breathing is laboured, his movements more sluggish than normal.

The barbarian growls loudly and with a sudden burst of speed shifts next to the drakes and slashes one of the with his sword, and cuts down the other with his axe.

[sblock=ooc]
*Tenchuu - Kane's got 0 AP's left after the last round

Move: Shift to K10 (can shift 2 as part of rage)
Standard: Whirling Rend - vs Drake (L9) vs ac; sword damage; axe damage (1d20+9=22, 1d12+10=13, 2d6+4=11) Hits him for 13 damage and the other drake takes 11, killing it. (Note: 4 bonus damage from raging).
[/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:11/35, Bloodied:17, Surge Value:8, Surges left:5/10
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]
 

As she dodges incoming sling bullets, Hergunna catches glimpses of Kane's whirlwind path of violence. "Pretty good," she mutters. "Happy to have lined 'em up for you so nice."

Secure this dwelling first! Wil shouts and he fires off two quick arrows, one bloodying the Guard Drake nearest him before getting ready to move into the dwelling.
"Good idea," Hergunna comments. She watches Kane slay one drake and badly wound the other. She stares meaningfully at Stanng.

[sblock=ooc]I'm waiting to see if Stanng can kill that last drake. It only has 8 hp left, I believe. If not, Hergunna will come in and try to take it out. (She's the best one to take the OA right now I think.)

Regarding Tessa, if Lady Jane has not returned and we're still NPCing her, I'm not sure if it makes sense at this point to use the orb power on her fiery zone, if only the dragonshield is left up. She might not have a better use for it later, though. <shrug> It might make sense for her to put cloud of daggers in front of the door the slingers are coming out of, even though it's two squares wide, it'll slow them a bit to go around it.

*edit* In fact, come to think of it, if Stanng doesn't kill it, but puts his divine challenge on it, that plus Tessa's zone damage might be enough to kill it if it does take a shot at Hergunna as she comes through the door. Which would only be what it deserves. ;)
[/sblock]

(only if Stanng fails to kill the drake: )
Hergunna calls to the shifter, "Keep on it! I'm coming in!"
(so Hergunna can get Combat Advantage by moving to M9)
 
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[sblock=ryry]Just retcon your post after Stanng posts. I'll allow it in this instance given what you are trying to do.[/sblock]
 

Keep knocking them down, Kane! Wil encourages the barbarian and keeps his eye on the last drake.

[sblock=OOC] Virtue of Valor (Kane kills a drake) gives him 3 temp hp.
Still waiting for my readied move to trigger, probably after Stanng and Hergunna[/sblock]
 

Stanng hears Hergunna call out to him, he nods acknowledging her call as he deals with the drake before him.

Minor: Divine Challenge vs the Drake, marking it.
Standard: Holy Strike vs Drake
Attack: 1D20 + 6 => 12
Damage: 1D10 + 7 => 16
Move: Shift to J9 from K9

Stanng flatly calls the Drake out, demanding that he fight like a drake or be damned by Maros for being a coward. Then, swinging poorly at the Drake, he misses but he sees Kane come alongside him (K10). So, he backs up, hoping to draw the Drake toward him and into Kane's reach and possibly Hergunna's, as she approaches the doorway. He nods to Hergunna as he steps back and raises his shield before him, eyeing the Drake with a ferocious look.

OOC: sorry for the holdup, been randomly busy.



[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:11/25, Bloodied:12, Surge Value:6, Surges left:6/10
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]
 

OOC: Och, since Stanng moved Hergunna can no longer get combat advantage on it... oh well, hopefully she will still be able to hit it.

Taking her cue, Hergunna starts towards the building. As she begins to move she falls forward, her hands turning into paws before they strike the ground, and the white wolf streaks through the doorway.

OOC: Hergunna wild shapes then moves K6->K7->K8->K9. As she leaves K8 she provokes an opportunity attack from the drake. I'm hoping it takes it here giving her -2 cover from the wall (plus an additional -2 for being marked). Either way she continues to L10->M10, which also provokes (if it didn't attack at that first chance).

Hergunna-wolf circles quickly around the lizard and snaps at it, but misses by a mile. (Natural 1! Woot!) A profane curse escapes her jaws, in between growls.

[sblock=ooc]Damn, oh well. I guess Tessa can still come in but will now also be subject to an opportunity attack too. If the drake did get burned by Stanng's challenge, and Tessa increases the radius of her zone with her orb ability, I think that will be enough to kill it, but not until it starts its turn. Additionally, I suggest she either drop cloud of daggers at D8 to interfere with the slingers, or attack the dragonshield with it after she enters.
I guess Wil's readied action now triggers and he comes in too? I hope so otherwise he's gonna be the only target for the slingers. :([/sblock]
[sblock=Hergunna stat block]Hergunna- Female Human Druid 1
Wolf Form
Passive Perception: 19, Passive Insight: 19
AC:16, Fort:13, Reflex:15, Will:16 -- Speed:7
HP:31/31, Bloodied:15, Surge Value:7, Surges left:6/9
Initiative +3
Action Points: 1, 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
[/sblock]
 

Tessa moved towards the Doorway. Grasping her orb in one hand, she focused her power and manifested a cloud of daggers on the Drake. The blades spun around, cutting the creature.

Meanwhile, her orb glowed with a fire inside, and the magical fire expanded to engulf the entire room. The Drake and Dragonshield cried out as the flames burned their skin.

The drake started to move toward Stanng, but the creature finally succumbed to the attack, dropping to the ground.

The dragonshield stepped back into the corner, bringing it's shield up. "Ssstay back!"

* * *
[sblock=Wil Rando]I am assuming your move has triggered, but you didn't say where you were moving, so post an action for the triggered move before you post your turn.[/sblock]Outside, The slingers continued their attack.

The slinger still in sight fired a bullet at Tessa. The missile hit Tessa, but went harmlessly through her robes, causing no damage other than a hole. Thinking it scored a hit, the creature Jumped up and down before darting into concealment behind the center building.

The second slinger behind the building leaned out next to the edge and fired a shot, but the creatures aim was off. It crept back behind the building.

The third slinger jumped out from the west building doorway, screaming as it fired. "Ahhhhhhhh!" The tactic seemed to work, as the the bullet hit Tessa squarely in face, causing blood to gush from a gash on her nose. The kobold yipped in cheer and darted back into the building.

The fourth slinger followed suit, jumping out and screaming. The tactic did not help its aim, however, as the bullet sailed well over the Wizard's head. It muttered something before retreating inside the building.

[sblock=Mechanics]
Drake
OA on Hergunna: 1D20 + 2 => 14 Miss

Tessa
Move: to J7
Standard: Cloud of Daggers on Drake
Attack: 1D20 + 4 => 22 Hit
Damage: 1D6 + 4 => 5
Free: Extend Orbmaster's Incendiary Detonation, dealing 2 damage to Drake and Dragonshield.

Drake
Takes 2 fire and 2 force damage. It dies.

Dragonshield
Takes 2 fire damage.
Readies its actions
Minor: Shift to H15

Slinger B9
Standard: Attack Tessa
Attack: 1D20 + 6 => 12 Miss
Move: B9 to C10 to D11 to ??? (in concealment of central building)

Slinger #2 (using central building for concealment)
Move: ??? to G9
Standard: Attack Tessa
Attack: 1D20 + 6 => 7 Miss
Shift: to ??? (in concealment of central building)

Slinger #3 (Using doorway to west building for concealment)
Shift: ??? to D8
Standard: Attack Tessa
Attack: 1D20 + 6 => 19 Hit
Damage: 1D6 + 3 => 9
Move: ??? (in concealment to west building doorway)

Slinger #4 (Using doorway to west building for concealment)
Shift: ??? to G9
Standard: Attack Tessa
Attack: 1D20 + 6 => 7 Miss
Move: ??? (in concealment to west building doorway)
[/sblock][sblock=Status]
Wil Rando (20): J8 4/28 HS 8/10 AP 0 Majestic Word used twice. SW Used. Bloodied
Tessa Tressd'n (20): J7 11/23 THP 0/3 HS 6/7 AP 2 Bloodied
Hergunna (20): M10 31/31 HS 6/9 AP 1
Kane (20): K10 11/35 THP 3/3 HS 5/10 AP 0 Second Wind Used Bloodied
Stanng (20): J9 13/25 HS 7/10 AP 0

Kobold Dragonshield (6) - H15 13/36 THP 0/5 Bloodied
Kobold Slinger (2) - ?F10? 24/24
Kobold Slinger (2) - ?B7? 24/24
Kobold Slinger (2) - ?C7? 24/24
Kobold Slinger (2) - ?G10? 24/24
Kobold Skirmisher (2) - ?F18? 25/27
Guard Drake (6) - L9 -3/48
Guard Drake (6) - J10 -1/48 Dead
Kobold Dragonshield (6) - H10 -13/36 THP 0/5 DEAD
Kobold Dragonshield (6) - J11 -20/36 THP 0/5 DEAD (now pulp)
Kobold Wyrmpriest (6) - K12 -6/36 DEAD (and burning)
[/sblock][sblock=map]
Byron-17.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=So, what happened?]
1. All enemies in the main house are dead except 1 dragonshield, who has a readied action.

2. Slingers continue to use hit and run tactics, with two hiding behind the central building and two hiding inside the west building.

3. Tessa, who I hope comes back, still has an action point and dailys, but I didn't see a good opportunity to use either. If the player doesn't return for this round, feel free to tell me how to use those, since the group is running low on other options.

[/sblock][sblock=Map/movement]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.

Also, keep in mind, as you move, you may make map areas more visible, and there may be other obsticles there.
[/sblock]
 
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Hergunna growls, "Should I go after those scaly bastards with the slings outside, or wait them out in here?"

[sblock=ooc]Ok, I guess we are up now, huh?

Hergunna has Thorn Spray left, I'd love to get the slingers bunched up a bit... should we all just hide in this building to try to lure them out of cover? (Kane can keep himself entertained with that last dragonshield...)

Alternately Hergunna can venture back out and try to catch at least the couple that are out in the open. I bet that the little lost skirmisher will be waiting to try to jump her if she does though. :)[/sblock]

[sblock=more...]Thinking about this a little more, the problem with the "lure em out" strategy is that they could sit outside and ready actions to pepper whoever comes out first.

Here are a few other possible actions we can take.

1) Can we make another exit from the building and come at them from the other side? (i.e. how sturdy do the walls look? Tenchuu?)
2) Can we toss something out the door that would at least provide us with some cover? (Maybe the bed? Tenchuu?)
3) Hergunna, plus maybe others, could slip out now and try to circle around. If she can get around the building she might be able to catch them all in a blast as we hit them from both sides. (Potential problem: the skirmisher could be waiting.)
4) Tessa could use Sleep to try to catch the kobolds who are in the western building, if she's lucky she might catch the others too, depending where they are exactly. It's a burst 2. (Problem: we can't use her daily power if she's still an NPC)
5) Hergunna could summon her wolf to be the one to go out as a stalking horse. Not the greatest strategy I think, but maybe not too bad.[/sblock]
 
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