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

[sblock=FYI / EXP]For Wil, Hergunna, Stanng and Tessa, after this encounter you will have enough EXP to level up. I already talked to the judge, and we will award the experience then. So, think about what choices you need to make a level 2. That way, you can quickly update, and we can use the level 2 for the next encounter while approval is pending.

Kane, at that point you could run your PC at level 3 if you would like. If you didn't, it might balance things out. But I'm sure the other PCs want the extra fire power. Just keep in mind that means slightly more powerful enemies to keep pace.
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[sblock=stanng/kane]Stanng needs to be adjacent to use this skill right? If so, I think it would be best if you timed this up together. The best move to me seems to be:
1. Kane moves to N16
2. Kane readies a charge to occur against E16 once Stanng does lay hands (you can charge 8 squares, right?)
3. Stanng takes his turn, moves to O16, uses minor lay hands, uses his standard as a move to keep up with the action.
4. The heal triggers the charge.

Only a suggestion.
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OOC: the above sounds good. Make it so.

Stanng moves to heal the badly bleeding Kane. Kane realizes his intentions and halts his charge so that he can heal him. (Lay on Hands to Kane) Stanng follows Kane as far as he can, though, the barbarian was moving quite swiftly. (Put me somewhere behind Kane, following his lead, doesn't matter where).
 

[sblock=FYI / EXP]For Wil, Hergunna, Stanng and Tessa, after this encounter you will have enough EXP to level up. I already talked to the judge, and we will award the experience then. So, think about what choices you need to make a level 2. That way, you can quickly update, and we can use the level 2 for the next encounter while approval is pending.

Kane, at that point you could run your PC at level 3 if you would like. If you didn't, it might balance things out. But I'm sure the other PCs want the extra fire power. Just keep in mind that means slightly more powerful enemies to keep pace.
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[sblock=ooc]Ok, will do!

Also, I guess we need to look for a replacement for Tessa. It doesn't seem like LadyJane is coming back. Could there be another prisoner of the kobolds? :)[/sblock]
 

[sblock=FYI / EXP]For Wil, Hergunna, Stanng and Tessa, after this encounter you will have enough EXP to level up. I already talked to the judge, and we will award the experience then. So, think about what choices you need to make a level 2. That way, you can quickly update, and we can use the level 2 for the next encounter while approval is pending.

Kane, at that point you could run your PC at level 3 if you would like. If you didn't, it might balance things out. But I'm sure the other PCs want the extra fire power. Just keep in mind that means slightly more powerful enemies to keep pace.
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[sblock=ooc]
Hmmm.... well I did make a change to Kane while already started the adventure that wouldn't make a lot of sense IC, so I'll wait until the end to 'level up'. I had him originally with a bastard sword, but just felt that two waraxes was a better fit, so I changed it on the final sheet I submitted. I could just run him as level 3, but use the bastard sword stats (+1 to hit over the axe, 1d12 damage vs 2d6...)...

The extra hp and encounter power would help. What is everyone else's thoughts? I'm more than fine running as is (with the CB I have two version's of Kane saved. The approved one and the one I started this adventure with so it's no hassle.

Re: New PC, yeah having to NPC a wizard is ...difficult. Perhaps a replacement is in order. The other option is to have a portal? Maybe a malfunctioning one, Tessa accidentally activates it and trades places with some hapless soul in the tavern?
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[sblock=LOS]Yes, but he has partial cover from the wall. It would be -2 to strike.
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[sblock=John]Did you want to take a shot at that Kobold? I was planning on posting the next DM post tomorrow morning if it snows, as expected. Didn't want to skip your action though. If you don't have time to post it, you can just give me an up or down and I'll do the roll.
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[sblock=Wil]Just a thought... Don't you still have your big daily interrupt remaining? Maybe you should move up to the corner where you can bear on most if not all of the kobolds and have a chance to put it to use.

I'd be a bit of a risk since they could definitely drop you with a hit, but you'd be just one of a number of targets. And being at the corner would give you some cover from most of them.

Edit: you could try to stealth too... a long shot since you'd get the -5 for moving, but doesn't cost anything to try.[/sblock]
 
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Seeing that he has a shot, Wil finally looses his nocked arrow. It flies just past the corner of the building and strikes the uninjured kobold in the leg. Blood spurts from the nasty wound as the kobold wobbles.

[sblock=OOC] I haven't posted my mini-stats lately, but I am all spent out. Everything. Unless we had an extended rest that I didn't notice ;)

Readied action goes off: Jinx Shot on Kobold 1d20+5=15 for 1d10+5=15 damage and he is knocked prone if his next attack misses.

Status: Bloodied
Initiative: +1 Speed: 5 Passive Perception:13 Passive Insight: 15
AC: 16 NAD:13/12/16
HP: 4/28 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:
Jinx Shot
Cutting Words
Second Wind (used)
Shout of Triumph (used)
Twin Strike (used)
Hunter's Quarry (used)
Majestic Word (used twice)
Words of Friendship
Arrow of Warning (used)

Full Character Sheet


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[sblock=ooc]
Hey now you're not cleared out totally yet, you still have Words of Friendship.... maybe if we ask real nice like the kobolds will let us kill them at our leisure as it seems to be taking Kane an inordinate amount of time to hit one of them :p[/sblock]
 

Tessa moves back toward Wil, targeting the same Kobold the bard attacked with a cloud of daggers. The attack did not kill the beast, but drew more blood.

"Away with you, wolf!" The wounded slinger turned to the adjacent Wolf and fired a bullet. But the slinger slipped on the blood pool at its feet and hit the ground. Cursing, it slowly got back to its feet.

The Skirmisher hissed and struck with its spear, cutting Kane again. The warrior was now completely covered with blood, but still standing. With light feet, it shifted away, and then retreated into the east building.

The slinger near the east building door fired at Kane, but the bullet bounced off his armor harmlessly. It too retreated into the building.

Wil saw movement out of the corner of his eye. He looked into the central building and watched the dragonshield drop his shield and grab a large chest on the table inside. He moved toward the door, apparently trying to escape with it.

[sblock=Mechanics]
Tessa
Move: O8 to N7 to M6 to L6 to K6 to J6 to I6
Standard: Cloud of Daggers on C11
Attack: 1D20 + 4 => 19 Hit
Damage: 1D6 + 4 => 5

Slinger C11
Effect: 2 damage from CoD.
Standard: Attack Wolf
Attack: 1D20 + 6 => 10 Miss
Effect: Falls Prone from Jinx Shot
Move: Get Up

Skirmisher E16
Standard: Attack kane
Attack: 1D20 + 6 => 21 Hit
Damage: 1D8 => 6
Minor: Shift to D16
Move: D16 to C16 to B16 to A16 to -A16 to -A17 to -A18

Slinger A16
Standard: Kane
Attack: 1D20 + 6 => 14 Miss
Move: to -A21

Slinger C9 (Unconscious one)
Save unconscious: 1D20 => 2
Save slowed: 1D20 => 15
Effect: Condition Slowed ends.

Dragonshield
Free: drop shield
Move: to K14
Minor: Pick up chest
Standard: move to K9
[/sblock][sblock=Status]
Wil Rando (20): K7 4/28 HS 8/10 AP 0 Majestic Word used twice. SW Used. Bloodied,
Tessa Tressd'n (20): I7 11/23 THP 3/3 HS 6/7 AP 1 Bloodied
Hergunna (20): E7 13/31 HS 6/9 AP 0 Bloodied
Kane (20): F16 12/35 THP 0/6 HS 4/10 AP 0 Bloodied Second Wind Used
Stanng (20): I16 7/25 THP 3/3 HS 6/10 AP 0 Bloodied, Shifted (+2 dmg, +2 regen)
Summoned Pack Wolf (20): B10 7/15

Inside Main Building:
Kobold Dragonshield (6) - K9 13/36 THP 0/5 Bloodied, Disarmed

To the North:
Kobold Slinger (2) - -A21 7/24, Bloodied
Kobold Slinger (2) - C11 2/24 , Bloodied
Kobold Slinger (2) - C9 24/24 Unconscious, Prone
Kobold Skirmisher (2) - -A18 18/27

Dead:
Kobold Slinger (2) - B15 0/24, 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)
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Byron-23.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. C11 has 2 hp left, but Tessa's cloud will dissipate before its next turn, so it won't die from that.

2. C9 is still unconscious, but no longer slowed.

3. Slinger and Skirmisher are inside the east building.

4. I'm just telling you, the west building is empty.

5. Dragonshield is trying to get away with the treasure chest. Be careful Wil, he could use it as an improvised weapon.
[/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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Don't try to be clever! Wil turns his bow and shoots the kobold dead in the face, piercing it through the eye and causing it to flop down dead in it's tracks. Wil moves into the building to stand astride the chest protectively.

[sblock=OOC] Guess I will try to stop him.
Standard: Jinx shot on the kobold dragonshield 1d20+7=27 CRIT! 1d10+5=15 (damage) and falls prone... NOW
Move: Move to K9

That worked out better than I expected :)
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