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

[sblock=Wolf]I don't think the wolf can charge. He doesn't have a basic attack.

For him to attack, Hergunna has to use a standard action to command him (meaning she can't do her own attack). Or, if she gives him no commands, he'll take an "instinctive action" to attack an adjacent enemy or to move closer to an enemy if none are adjacent. So basically that means if he starts the turn adjacent to an enemy, Hergunna can do her own thing and the wolf will still attack. That'd be the ideal case, but it's proving a little bit hard to achieve in practice.

But don't worry about it now, the sure-thing kill is definitely the better move. This is my first time using a summon, and there's a bit of learning curve. Even if the wolf doesn't get to attack again, he'll have soaked up some hits, which is still very helpful.

I'll post a move this afternoon.[/sblock]
 

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The wolf growls at Kane, unhappy to have its prey stolen out from underneath its nose. It bares its fangs at the bugbear and looks ready to attack him.

"No!" Hergunna calls out. "I know he smells bad, but he's our friend. The little reptile folk are our enemy." The wolf pads away over towards the eastern building, once growling back over its shoulder at Kane. The druid hustles up north of the campfire and launches a flaming hawk at the closer kobold inside the building, but it sails wide.

[sblock=Actions]Minor: command wolf to move to A15
Move: walk to -A10
Standard: Fire Hawk vs. Skirmisher. Fire Hawk vs. Skirmisher (1d20+4=6, 1d8+4=9) Miss.[/sblock]
[sblock=Hergunna stat block]Hergunna- Female Human Druid 1
[/b]Beast Form
Passive Perception: 19, Passive Insight: 19
AC:16, Fort:13, Reflex:15, Will:16 -- Speed:7
HP:13/31, Bloodied:15, Surge Value:7, Surges left:6/9
Initiative +3
Action Points: 0, 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

Summoned Wolf:
AC:16, Fort:13, Reflex:15, Will:16
HP: 7/15

[/sblock]
 

Kane looks down dejectedly, disappointed that he angered such a noble beast, and he's also glad it didn't react poorly to the wolf-hide armor he wears
 

[sblock=Waiting on Stanng]Still waiting on Stanng before I can update, but as I looked through John's post, it looks like he still has a minor left. So I figured it would be fair to post this now.[/sblock]Wil felled the dragonshield with an arrow through the eye. As it hit the ground, the chest lid came open and the contents poured out: pieces of gold and silver, armor pieces, weapons, and a healing potion.

[sblock=Wil]I'm not dropping the healing potion now because I want you to use it. Ideally, you would be able to save it for the future. It's part of your chunk of the loot, to use as you see fit, now or later. But in case you did feel the need to use it now, I wanted it to be available. [/sblock]
[/sblock]
 

Sorry for the shortness of this post:

Standard: Second Wind
Move: Move adjacent to Kane if possible
Minor: Lay on Hands Kane.

If that isn't doable, please feel free to NPC any part of my action that is not doable for the sake of moving forward.
 

[sblock=Wil]I'll let you still use your minor from the end of last turn at the beginning of this action, if you would like.[/sblock]

As Hergunna moved up and attacked, she spied another Kobold Skirmisher in the back of the east building guarding two human prisoners. The men inside were not bound, but they had no weapons and looked beaten.

Stanng moved north, taking a moment to heal himself. Tessa also moved ahead, and readying herself for the end of the battle.

The Skirmisher near the door moved forward, striking the Pack Wolf with its spear. The attack drew blood on the beast, but it stayed on its feet, growling. The kobold stepped back, taking a defensive position.

The Slinger fired a bullet at Hergunna, but the shot hit the doorway. Grumbling, the Kobold retreating into the building, out of line of sight. "Forget the prissssonersss. Get the intrudersss!"

The Kobolds argued in draconic, and finally the skirmisher in the back moved forward. It took up position just behind the other skirmisher, ready to stand its ground.

[sblock=Mechanics]
Tessa
Move: to C10
Standard: Second Wind

Skirmisher -A18
Move: -A18 to -A17 to -A16
Standard: Attack Wolf
Attack: 1D20 + 6 => 16 Hit
Damage: 1D8 => 3
Minor: Shift to -A17

Slinger
Standard: Attack Hergunna (Long Range)
Attack: 1D20 + 6 - 2 => 9 Miss
Move: to C23 (out of line of sight)

Skirmisher -A27
Move: to -A21
Standard: Move to -B18
[/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): C10 16/23 THP 3/3 HS 6/7 AP 1 SW used.
Hergunna (20): -A10 13/31 HS 6/9 AP 0 Bloodied
Kane (20): D10 12/35 THP 0/6 HS 4/10 AP 0 Bloodied Second Wind Used
Stanng (20): C16 15/25 THP 3/3 HS 5/10 AP 0 Shifted (+2 dmg, +2 regen[when bloodied]). SW used.
Summoned Pack Wolf (20): A15 4/15

Enemies:
Kobold Slinger (2): C23 7/24, Bloodied
Kobold Skirmisher (2): -A17 18/27
Kobold Skirmisher (2): -B18 27/27

Dead:
Kobold Slinger (2) - C11 -7/24 , Dead
Kobold Slinger (2) - C9 Dead, Coup De Grace
Kobold Dragonshield (6) - K9 -2/36 THP 0/5 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)
[/sblock][sblock=map]
Byron-24.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. You didn't think that was all the enemies, did you? :P One more skirmisher inside with two human captives who are not bound, but look thoroughly beaten.

2. Stanng didn't have enough move to get adjacent to Kane, so I just advanced him toward the enemies.

3. I didn't think Tessa had line of effect to the enemy, so I opted to use SW instead. With THP, she could take a few hits.

4. Kobold Slinger is in the non-visible part of the building. The two Skirmishers are at the doorway.

[/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]
 
Last edited:


[sblock=Post Updated]
Sorry about that. Some ad from Photobucket spawned a never ending cascade of java exceptions. I had to reboot before I could update with the map. Sorry about that.

Also, the two humans are in the back of that building, I just ran out of map space (didn't want to zoom way out either). So, they are there, the map just isn't showing them.
[/sblock]
 

Kane circles around the large totemic object, passing Hergunna as he moves. The bugbear now spots the enemies in the doorway, and rushes across the battlefield, he slashes hard on the lead enemy, drawing a deep wound. With the kobold focused on the wound, Kane spins back out of reach around the far side of the building.

[sblock=ooc]
Move: to -B10
Standard: Charge skirmisher at -A17 (ending up at -B16)vs ac; dmg (1d20 10=20, 1d12 6 1d8=15)
This bloodies the skrmisher, Kane shifts 2 squares to -C17
[/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:12/35, 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]
 

Could you be any MORE reckless, Kane?!?! Wil shouts as he quickly picks up something from the chest and moves to the corner of the building and shouts to the skirmishers, Hey there is a weak looking target over here! causing the rear one become angered and confused, moving out of the shack. In a quieter voice he says, Comrades I have found some healing liquid

[sblock=OOC] Out of range for Virtue of Valor, guess I have to move up a bit.
Minor from last turn, pick up potion.
Move to G8
Standard - Cutting Words on kobold in -B18 1d20+5=19 (vs Will) for 1d8+5=8 psychic and pull 2 squares to -A16, next to wulf
Hanging on to this potion right here, don't suppose I can ready the Minor from this turn to drink it if hit with an attack :)
[/sblock]
 

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