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

[sblock=Tessa] Since there is no way to get all 3 kobolds in the north, and F7 will die anyway, she should go for a sure kill and use the AP too. I think we can work out healing Hergunna IF she falls... Anybody got healing potions, i bet not[/sblock]
 

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[sblock=AP]
Yeah, sure kill is the best. Can't have them doing more damage. No healing potion here, but man does Kane have a ton of gold. You think with 450 gold I would've bought at least 1 healing potion... stupid bugbears ;) [/sblock]
 

[sblock=OMG!!!]
So John and I were talking and he brought up a good point. Stanng has Lay on Hands. As a minor action he can spend a HS and heal Kane for 6.

He has 6 a day!
[/sblock]
 


[sblock=AP]
Yeah, sure kill is the best. Can't have them doing more damage. No healing potion here, but man does Kane have a ton of gold. You think with 450 gold I would've bought at least 1 healing potion... stupid bugbears ;) [/sblock]
[sblock=Healing Potions]Unfortunately, these require you to spend your own healing surges, of which Kane has none[/sblock]
[sblock=OMG!!!]So John and I were talking and he brought up a good point. Stanng has Lay on Hands. As a minor action he can spend a HS and heal Kane for 6.

He has 6 a day!
[/sblock]
[sblock=OOC]This, however, does not require you to spend your own healing surges, and I must apologize for missing this myself :blush:. Otherwise I would have said something....honest. Heal away[/sblock]
 

[sblock=OMG!!!]
So John and I were talking and he brought up a good point. Stanng has Lay on Hands. As a minor action he can spend a HS and heal Kane for 6.

He has 6 a day!
[/sblock]

OOC: I actually knew about this, I just hadn't had a justifiable opportunity to use it.. In this case, I simply justified that it was better to take out one of the kobolds in front of us (one less to attack us) and get to you next round. Right now, from what I can tell, Kane is not in range for me to "touch" him. He is on the other side of the baddies. Anyway, once I get closer I will do that.
 

[sblock=place holder] Post Forthcoming. I just couldn't finish it now, and I didn't want to lose my formatting.

[sblock=Mechanics]

[/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): P12 10/35 THP 0/6 HS 4/10 AP 0 Bloodied Second Wind Used
Stanng (20): O10 5/25 THP 3/3 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 2/24, Bloodied
Kobold Slinger (2) - F10 9/24, Bloodied
Kobold Skirmisher (2) - F7 1/27, Bloodied, Cloud of Daggers
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

Dead:
Kobold Skirmisher (2) - O10 -6/27 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]

[/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.
[/sblock]

[/sblock]
 

[sblock=Healing Potions]Unfortunately, these require you to spend your own healing surges, of which Kane has none[/sblock]

[sblock=Healing Surges]
This is probably the fault of my formatting in the status fold-out. What Kane has 0 of is THP (I left it there because I figured Wil is just going to give him more the next time he kills/bloods something); he does have 4 HS left, by my tracking.[/sblock]
 

As Tessa watched Hergunna summon the wolf, and her sleep having some effect, she moved to the south to assist Kane and Stanng. Both her allies in poor shape, she made to put the numbers back in their favor.

"Begone, demons," she said, her hands completing the cast, creating a booming wave of energy from her hands

[sblock=mechanics]
Tessa AP
Move: K8 to L8 to M8 to N8 to O8
Standard/AP: Thunderwave (Close Blast 3 P9:Q11)
Attack P11: 1D20 + 4 => 22 Hit
Attack Q11: 1D20 + 4 => 17 Hit
Damage: 1D6 + 4 => 9

Effect: Push P11 to Q13, Push Q11 to R13
[/sblock]
 

One of the Kobolds hit by Tessa's thunder grimaced as it was pushed back; the other was killed instantly, its body tumbling in the shock wave. The lone survivor in the south cursed in Draconic, now out numbered three to one. Disliking the odds, it shifted back to put distance between itself and Kane and then took off, retreating back toward the north east building, escaping into the concealment of the center building. Hergunna spotted the Kobold as it emerged in the north, near the entrance to the east building.

The Kobold next to Hergunna continued to fight with the dagger cloud, but succumbed to its relentless attack, falling to the ground.

The remaining Slingers took pot shots at the wolf, retreating as they did. The two injured kobolds hit the summoned wolf, causing it to bleed, and then moved back toward the east building door. The other slinger fired, but missed; it tried to retreat, but was still slowed by Tessa's sleep spell. The fourth slinger still snoozed.

[sblock=Mechanics]
Skirmisher South
Minor: Shift to P14
Move: Double move to E16

Slinger F8
Minor: Shift to E9
Standard: Attack Wolf
Attack: 1D20 + 6 => 22 Hit
Damage: 1D6 + 3 => 4
Move: E9 to D10 to D11 to C12 to C13 to B14 to B15

Slinger F10
Standard: Attack Wolf
Attack: 1D20 + 6 => 22 Hit
Damage: 1D6 + 3 => 4
Move: F10 to E11 to D12 to D13 to C14 to C15 to B16
Minor: Shift to A16

Slinger D9 (slowed)
Standard: Attack Wolf
Attack: 1D20 + 6 - 2 => 10 Miss
Move: D9 to D10 to C11
Save vs Slow: 1D20 => 11

Slinger C9 (Slowed & Unconscious)
Save vs Unconscious: 1D20 => 2
Save vs Slow: 1D20 => 9
[/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): O8 11/23 THP 0/3 HS 6/7 AP 1 Bloodied
Hergunna (20): F6 13/31 HS 6/9 AP 0 Bloodied
Kane (20): P12 10/35 THP 0/6 HS 4/10 AP 0 Bloodied Second Wind Used
Stanng (20): O10 5/25 THP 3/3 HS 7/10 AP 0 Bloodied, Shifted (+2 dmg, +2 regen)
Summoned Pack Wolf (20): 7/15

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

To the North:
Kobold Slinger (2) - B15 2/24, Bloodied
Kobold Slinger (2) - A16 9/24, Bloodied
Kobold Slinger (2) - C11 24/24
Kobold Slinger (2) - C9 24/24 Unconscious, Slowed, Prone
Kobold Skirmisher (2) - E16 18/27

Dead:
Kobold Skirmisher (2) - F7 -1/27, dead
Kobold Skirmisher (2) - Q11 -4/27 Dead
Kobold Skirmisher (2) - O10 -6/27 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-22.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. The last remaining Kobold alive in the south shifted and double moved to run away (though not a run, a normal move). It ran through the vision blocked area in the west, and is now at E16.

2. The slowed Slinger saved. The unconscious slinger did not.

3. The kobolds all seem to be retreating, and all seem to be gathering at the east building.

[/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.
[/sblock]
 

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