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

Nice strike Stanng! shouts Wil before doing a double take as the slime divides. He sees the choaker grab the paladin. Move back, Stanng, concentrate on the slimes. The shifter slips from its grasp and moves with arcane energy backwards. Wil then attacks the choaker, missing widely with his arrow.

[sblock=OOC] Immediate Interrupt - 3 temp hp to Stanng
Move: Moment of Escape to slide Stanng to E11 (Breaks Grab)
Standard: Jinx Shot on B15 Choaker 1d20+9-2=9 (vs AC) for 1d10+6=9 (damage and knock prone if he misses) Doh! Would have been funny
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[sblock=ministats]
Init: +2 Speed: 5 Perception:14 Insight: 16
AC: 17 NAD:14/13/17
HP: 33/33 Surges: 10/10 Surge Value: 8 AP: 1
Languages: Allarian, Imperia, Draconic
Str:8 Dex:13 Wis:11 Con:16 Int:10 Cha:20

Powers:
Jinx Shot
Cutting Words
Second Wind
Shout of Triumph (used)
Twin Strike
Hunter's Quarry (used)
Majestic Word
Words of Friendship
Moment of Escape (used)
Arrow of Warning (use if bloodied ally attacked)

Full Character Sheet
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[sblock=Kane]OK, I assume you still don't mind if you're in the area of Thorn Spray, right? :) And you used second wind so I need a 14 to hit you...

ah crap, I did hit you. :( Maybe this is not a good strategy! That's a -4 to your defenses... I know it's not in Kane's nature but maybe you should think about a temporary retreat... well, we'll see what the bad guys do to you, I guess. And maybe Stanng could take out a jelly, that would help.[/sblock]

As the fight spills out into the main room, Hergunna shifts back to human form and reverses course rushing back towards the slimes. "Och," she tsks, shaking her head. "Why'd you make two of these things? Oh, and Kane - DUCK!"

Standing just next to the southernmost slime, she throws her arms wide. An instant later, sharp thorns blanket the area, the air hissing as they fly. They are very thick in the eastern half of the room, slicing viciously into both jellies and, unfortunately, the bugbear. The chokers wrap their long arms around their heads and bodies and escape unscathed.

Hergunna looks across at Kane. "I told you to duck!", she scolds, but clearly her heart is not the sharp words. She looks mortified.

[sblock=Actions]Minor: Wild Shape to human
Move: to F11
Standard: Thorn Spray hits Kane and both Jellies, misses chokers. For max damage (1d6+5=11), naturally. Well, at least I hit more enemies than friends? :heh: 11 damage, and -4 defenses TENT...[/sblock]
[sblock=Hergunna stat block]Hergunna- Female Human Druid 2
Human Form
Passive Perception: 19, Passive Insight: 19
AC:17, Fort:14, Reflex:16, Will:17 -- Speed:7
HP:22/36, Bloodied:18, Surge Value:9, Surges left:9/9
Initiative +3
Action Points: 1, Second Wind: Not Used
Powers: Thorn Whip, Call of the Beast, Chill Wind, Savage Rend, Wild Shape, Thorn Spray, Summon Pack Wolf, Resist Energy,Hunter's Quarry, Death Fang Totem
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[sblock=Sunrod]I'm still iffy on what counts as part of your equipment, but, if dropping is what you intended to do, okay then.[/sblock][sblock=Judge/Wil]I'm not sure you can use movement of escape to break the grab. Even though escape is in the title, I don't think it is meant to be used in lieu of an escape move action. I double checked PHB1 and the power description.

HMG, could you render a decision on this one?
[/sblock][sblock=Suggestions for Stanng]In case he doesn't post, I'll take your suggestions.[/sblock]
 
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[sblock=P,P,S and Grabs]According to PHB290, a push, pull, or slide will break a grab if the destination square is out of the grabber's reach (i.e. non-adjacent or, if the grabber has reach X, in a square X+1 away from the grabber).[/sblock]
 

[sblock=suggestions for stanng]Edit: I was mistaken in where Kane was located - so now I have only 1 suggestion instead of 2. :)

He could use Holy Strike against the marked slime at E12 and pray like hell he does 14 damage (he'd have to roll a 6 or better on a d10 damage roll I think), or he could use his level 1 encounter - which does more damage and has a much better chance to hit, but it would waste the kicker (not a huge deal). This would kill the slime and let him move freely toward Kane, where he could use a Lay on Hands. It would also eliminate a dangerous foe. If he didn't kill it, however (and either attack could fail), he'd have to suck up an OA that hits hard and gives 5 ongoing. Either way, I think he should heal Kane.

Personally, I would vote use the enc. power. We need to drop something, and he'd only have to roll a 3 or better to hit it with Hergunna's boost.

Two things I don't understand, tho, which could factor in: why does Stanng have 6 Lay on Hands (shouldn't it be 3?), and why did he do extra damage when he charged?

Edit: I see - he has a vanguard weapon that isn't on his sheet yet. I guess another option would be shift 1 away, then DC and charge the northern slime; average damage would kill it, and if he didn't it's challenged. That leaves Kane with very low HP, though - not a good place for a striker to be with ~3 hard hitters around... who could easily flank him. :)

That's the best I can think of without using his daily or an AP. The daily, in particular, would be a great option right now: he could kill the slime (almost for certain) and heal Kane (regardless) with one standard, and then move to B11 and challenge the last slime. Dunno if we should spend those kinds of resources, tho.[/sblock]
 
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[sblock=P,P,S and Grabs]According to PHB290, a push, pull, or slide will break a grab if the destination square is out of the grabber's reach (i.e. non-adjacent or, if the grabber has reach X, in a square X+1 away from the grabber).[/sblock]
[sblock=Oops]This is why having a judge rocks. Sorry about not reading that rule correctly.[/sblock]
 

[sblock=suggestions for stanng]I agree with evilbob's suggestions. I guess it's generally suggested to avoid using an encounter power when NPCing someone, but it really really seems like a smart move here... rastl74 hasn't posted in over a week, has he said anything about when he might be posting?[/sblock]
 

[sblock=Stanng Action clarification]
Stanng is now in E11, adjacent to E12 slime, thanks to Wil Rando. However, when the slim split, E12 was the "splitted" slime, and effects do not transfer to the splitted slime. So, B12 is the marked Slime.

That said, what do you want Stanng to do now? Is he attacking E12, or is he taking an OA to attack B12?

[sblock=For John]If you were just confused about which slime was marked, you can retcon your move for Stanng. But if you just weren't really thinking about it, I think you should leave it as is and work with it. It's up to you. Just make a new post to tell me you retcon'd if you do.[/sblock]
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[sblock=Stanng Action clarification]That makes it even simpler then: his choice would be to shift twice to C13 and LoH Kane - thus making him adjacent to his mark and not ruining his mark - or attack the E12 slime and then just move to C13 and LoH Kane. Since his mark is not on the southern slime, Holy Strike won't even work: he'll pretty much need to use the encounter power, and he'll still need to get avg damage or better or else he'll risk an OA when he moves. Personally, I still think it's worth it. Gotta take a risk sometimes. :)

Technically, where Wil's power placed Stanng didn't make a difference to this plan, other than which slime he'd attack. Either way, he'd still shift/move back in and heal Kane.[/sblock]
 

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