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

[sblock=ooc]
Kane's at 11/35...

One suggestion is for Stanng to move to O9 and ready his daily power for the first kobold to come in range? It will still let him attack, but also not have to run...[/sblock]
 

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[sblock=OOC] I second renau1g, since the power doesn't do any damage on a miss :(

I guess Tenchuu can go ahead then? It is just NPCing for 2 PCs...
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"Keep it up, Kane!" Wil said, inspiring Kane to push forward, despite his injuries.

Tessa stepped out of the doorway. Seeing the Kobolds ahead, she raised her hand and focused her power. "Lose consciousness and wash away into the silent sea of sleep." Enchanted powder manifests above the slingers and floats down, slowing swaying like falling cherry blossoms. The visible enemies clearly slouch and stagger.

Stanng, hearing Kane's call of more enemies, follows him to the south. Standing next to the Barbarian, the shifter echoes the challenge. "Come vile creatures; Maros' punishment awaits."

* * *

The slinger visible to Tessa looks around slowly, and mumbles in its native tongue grogily. As it finishes, it points at Hergunna and fires; however, it slipped in its own blood and fell to the ground, the shot missing by a mile. Slowly, it got back to its feet and shook loose the cobwebs. "We'll get you yet, human!" it snarled.

The slinger behind him followed suit, taking aim at Hergunna. This time, the attack was true, sailing just over the slingers head and striking Hergunna in the face. The bullet stung hard, but the woman smiled as she watched the kobold stumble backwards, clutching it's head and screaming in agony.

The Skirmisher moved forward, attacking Hergunna. The creature landed its blow, drawing blood, but faced the same fate as the previous attacker, its mind throbbing in pain, causing its ears to bleed.

The two slingers inside the west building moved. Both looked as though they were running, but barely moved despite the exertion. The one closer fired a shot at Hergunna, but the attack missed. The second slinger targeted Tessa. Its attack missed as well, and it succumbed to the sleep, collapsing to the ground.

* * *

To the south, the Skirmishers regrouped, all three moving up to Kane and Stanng at the same time. The furthest away darted ahead straight, with eyes for Stanng. At the end of its approach, it shifted in closer, but the Palladin was ready. Stanng let out a mighty bellow, "FOR MAROS!" The Palladin's blade swung down, nearly cleaving the skirmisher in two. A huge gash ran from its head to its bowels, blood pouring. But the near death attack gave it new vigor, as it strung Stanng with a powerful blow, bloodying the palladin.

Meanwhile, the second rear Kobold and the one kane already bloodied moved up to attack Kane. Both Skirmishers landed devistating blows on Kane, opening new wounds in the barbarian which bled. His clothing was now indistinguishable from his skin due to all the blood. The two creatures retreated a step, grinning.

[sblock=Mechanics]
Wil Rando
Virtue of Valor on Kane

Tessa
Move: to K8
Standard: Sleep, Target Square D9
Attack C7: 1D20 + 4 => 23 Hit
Attack D7: 1D20 + 4 => 10 Miss
Attack F8: 1D20 + 4 => 10 Hit (-4 def)
Attack F10: 1D20 + 4 => 14 Hit

Stanng
Move: to O9
Standard: Ready Paladin's Judgement

Dragonshield
No actions

Slinger #1 (F8)
Standard: Attack Hergunna
Attack: 1D20 + 6 => 7 Miss
Effect: Jinx Shot, falls prone
Move: Stand up
Save vs Slow: 1D20 => 20

Slinger #2 (F10)
Standard: Attack Hergunna
Attack: 1D20 + 6 => 16 Hit
Damage: 1D6 + 3 => 8
Effect: Call of Beast, takes 9 damage
Move: to F11 to F12
Save vs Slow: 1D20 => 18

Skirmisher (north)
Move: to G10 to G9 to G8 to F7
Standard: Attack Hergunna
Attack: 1D20 + 6 => 17 hit
Damage: 1D8 => 6
Effect: Call of Beast, takes 9 damage

Slinger #3 (D7)
Move: Run from D7 to D8 to D9
Standard: Attack Hergunna
Attack: 1D20 + 1 => 9 miss
Save vs Slow: 1D20 => 5
Effect: remains slowed

Slinger #4 (C7)
Move: Run from C7 to C8 to C9
Standard: Attack Tessa
Attack: 1D20 + 6 - 5 - 2 => 3 Miss
Save vs Slow: 1D20 => 7
Effect: remains slowed, falls unconscious

Skirmisher O17
Move: to O16 to O15 to O14 to O13 to O12 to O11
Minor: Shift to O10
Effect: Trigger Stanng's attack
Stanng Attack: 1D20 + 6 => 24 Hit
Stanng Damage: 3D10 + 4 => 23
Stanng Longtooth Shifting Effect: +2 damage
Stanng Effect: Kane gets healing surge
Skirmisher Standard: Attack Stanng
Attack: 1D20 + 6 => 26 Crit hit
Damage: 8

Skirmisher P16
Move: to P15 to P14 to P13 to P12 to P11 to P10
Standard: Attack Kane
Attack: 1D20 + 6 => 25 Hit
Damage: 1D8 => 7
Minor: Shift to P11

Skirmisher P12
Move: to Q11 to Q10
Standard: Attack Kane
Attack: 1D20 + 6 => 25 Hit
Damage: 1D8 => 8
Minor: Shift to Q11
[/sblock][sblock=Status]
Wil Rando (20): K7 4/28 HS 8/10 AP 0 Majestic Word used twice. SW Used. Bloodied, Prone
Tessa Tressd'n (20): K8 11/23 THP 0/3 HS 6/7 AP 2 Bloodied
Hergunna (20): F6 13/31 HS 6/9 AP 0 Bloodied
Kane (20): P9 10/35 THP 0/6 HS 4/10 AP 0 Bloodied Second Wind Used
Stanng (20): O9 5/25 HS 7/10 AP 0 Bloodied, Shifted (+2 dmg, +2 regen)

Inside Main Building:
Kobold Dragonshield (6) - I15 13/36 THP 0/5 Bloodied, Disarmed

To the North:
Kobold Slinger (2) - F8 10/24 -4 def, Bloodied
Kobold Slinger (2) - F10 9/24 -4 def, Bloodied
Kobold Skirmisher (2) - F7 12/27 -4 def, Bloodied
Kobold Slinger (2) - C9 24/24 Unconscious, Slowed, Prone
Kobold Slinger (2) - D9 24/24 Grants CA for Run, Slowed

To the South:
Kobold Skirmisher (2) - Q11 5/27 Bloodied
Kobold Skirmisher (2) - P11 27/27
Kobold Skirmisher (2) - O10 2/27 Bloodied

Dead:
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-21.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 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. North, One Slinger is unconscious, One is still slowed. The other two saved. Check the statuses on the slingers before you attack.

3. Two near-dead skirmishers in the south, plus one at full health.

4. Hergunna and Stanng both bloodied enemies during the enemy turn, so they qualify for this rounds +3 temp hp from Wil. Also, I applied last round's to Kane. I figured that's what you would want.

5. Dice room went on a tear, which was good for Stanng's triggered attack, but bad for everything else.

6. Probably want to have hergunna go last this round to prolong the benefit of the defenses penalty.

7. Stanng regens 2 this round.
[/sblock][sblock=Map/movement]You can still move outside the range I am zoomed to on the map. Ex., anyone 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][sblock=Rules for moving the Bed]
It's not super heavy, but it's big and bulky, and the weight is awkwardly distributed, given your relative size. So, make a strength check.

00-05 - Doesn't move
06-10 - Moves 1 square
11-20 - Moves 2 squares
21-30 - Moves 3 squares
31-40 - Moves 4 squares
41-50 - Moves 5 squares
51-60 - Moves 6 squares

If two or more players team up to move the bed, add the strength rolls together. At the end of the move players should be at squares adjacent to the opposite ends of the bed (So, 1 player should end at head or foot of bed. 2 players, 1 should be at head, other at foot). You can shift 2 to an adjacent (to the bed) square as a free action.
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Kane moves around the enemies, his rage driving him on with great speed and he was emboldened by Stanng's great blow. He gets to the other side and swings a mighty blow against the uninjured foe, but his strike misses, the blood covering him causing his blade to be slick.

"Damn" the bugbear curses


[sblock=ooc]
Move: To P12 (P9 - Q9 - R9 - S10 - S11 - S12 -R13 -Q13 - P12) avoiding OA's
Standard: Howl of Fury on P11 - vs ac; dmg (1d20 9=12, 1d10 6=10) SOB... that would've killed the other two...gods I needed a 6 or above...
Minor: get ready for death
[/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]
 

OOC: T, sorry for the absence, work and family have been very busy over the last few days. I'm hoping to see a light at the end of the tunnel soon. Until then, Please keep npcing Stanng. Be back at full force soon!
 

These vile snakes cannot stop a true warrior! Wil calls out to Stanng before standing up. His bow is trained on the kobold ahead, and he fires a quick shot. Too quickly it seems, but the arrow still strikes the creature in the feet. Still weak and bleeding, the bard drops to the ground and cowers.

[sblock=OOC] Not a good roll here either :(
Immediate Interrupt: Virtue of Valor on Stanng for 3 temp hp (is the considered next round or is it after my turn)
Move: Stand up
Standard: Jinx Shot 1d20+7=10 vs AC for 1d10+5=6 damage and he will fall on his next miss F7 kobold
Free: Drop Prone
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[sblock=So, what happened?]
6. Probably want to have hergunna go last this round to prolong the benefit of the defenses penalty.

[/sblock]

[sblock=ooc]It'd be nice for everyone (well, Tessa at this point) to get another shot against the lowered defenses. But is that really kosher? Even with floating initiative, shouldn't you only get one round worth of a "until end of next turn" bonuses? I guess I'm not sure how it works officially if Hergunna delays...

So, Hergunna could high tail it back behind the bed (provoking one OA from skirmisher) and take second wind... or summon her wolf and try to tough it out. I'm leaning towards summoning the wolf, but it's pretty scary at this point. Hergunna could easily get taken out, and no one is in good position to heal her. Well, no guts, no glory...[/sblock]
 

[sblock=ooc]It'd be nice for everyone (well, Tessa at this point) to get another shot against the lowered defenses. But is that really kosher? Even with floating initiative, shouldn't you only get one round worth of a "until end of next turn" bonuses? I guess I'm not sure how it works officially if Hergunna delays...

So, Hergunna could high tail it back behind the bed (provoking one OA from skirmisher) and take second wind... or summon her wolf and try to tough it out. I'm leaning towards summoning the wolf, but it's pretty scary at this point. Hergunna could easily get taken out, and no one is in good position to heal her. Well, no guts, no glory...[/sblock]

[sblock=kosherness]True. RP a call to arms to Tessa and I'll grant her a temp bonus to init. It is within my DM powers.
[/sblock]
 

[sblock=Actions for Stanng/Tessa]I'll take your suggestions for the NPC actions also. Considering how dangerous this round has become, I want you guys to have your best chance.[/sblock]
 

[sblock=OOC] Actually it seems that Wil hit the kobold slinger, forgot about the lowered defenses. I will edit the post. Suggestions for Tessa coming tomorrow, but I think Stanng can do his own turn soon.[/sblock]
 

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