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

[sblock=Stanng Action Clarification]That's what I thought. But I ask, because, per PHB p.91, "On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can’t use divine challenge on your next turn."

So either of those two options means he can't mark next turn. Just wanted that to be clear.
[/sblock]
 

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[sblock=not quite sure i follow]But if he ended his turn in C13, he would be adjacent to his mark. Right? You said the northern slime was his mark. So his mark would continue to exist on the B12 slime.[/sblock]
 


Stanng Lifts his sword over his head. "For Maros!" Swinging down hard, Stanng splits the slime in two again, but this time the halves seep into the stone floor, lifeless. The shifter steps forward and touches Kane, healing the barbarian. "Make Ready, Kane. Together, we shall smite these creatures!"

The rats, on fire, scurried forward, squealing in pain. Though the rodents did not make it far, the one swarm scurried around Hergunna's feet.

The remaining Ooze slammed itself against Stanng, but the Paladin shrugged off the attack. The Ooze reared back for another slam, but Stanng was prepared, deflecting the attack with his shield. The jelly flowed away, toward the other group of adventurers.

The Choker in the far corner reached out and wrapped a tentacle around Stanng's throat. It constricted its limb, choking the paladin.

The second choker crawled on the ceiling, moving closer to the other adventurers before attacking Kane with its tentacle, grabbing the bugbear by his neck. It did little damage, but held on tight.

[sblock=Mechanics]
Stanng
Standard: Piercing Smite on E12 Slime
Attack: 1D20 + 7 => 27 Crit
Damage: 24
Move: C13
Minor: Lay Hands on Kane

Rats E7
Effect: Take 2 Damage from Orb
Move: Stand Up
Standard: Move E7 to E8 to E9 to E10 to F11

Rats D6
Effect: Take 2 Damage from Orb
Move: Stand Up
Standard: Move D6 to E6 to E7 to E8

Ochre Jelly
Standard: Slam Stanng
Attack: 1D20 + 8 => 16 Miss
Action Point: Slam Stanng
Attack: 1D20 + 8 => 14 Miss
Move: Shift to D10

Choker B15
Standard: Tentacle Claw (Reach 2) vs Stanng
Attack: 1D20 + 9 => 25 Hit
Damage: 1D8 + 4 => 12 (Accidentally did +4; should be +3, so damage is 11)
Effect: Stanng is grabbed

Choker E15
Move: Shift F14
Standard: Tentacle Claw (Reach 2) vs Kane
Attack: 1D20 + 9 => 26 Hit
Damage: 1D8 + 3 => 4
Effect: Kane is grabbed
[/sblock][sblock=Status]
Wil Rando: G10 33/33 HS 10/10 AP 1
Mervin: H11 13/23 HS 7/7 AP 1, ongoing 3 rat damage
Hergunna: F11 22/36 HS 9/9 AP 1
Kane: D14 22/41 HS 10/10 AP 1, SW Bonus, -4 Def TENT-Hergunna, Grabbed by F14
Stanng: C13 18/31 THP 0/3 HS 9/10 AP 1 Grabbed by B15

Enemies:
Rat Swarm: F11 1/36, Swarm Attack Aura 1, Bloodied
Rat Swarm: E8 1/36, Swarm Attack Aura 1, Bloodied
Ochre Jelly: D10 14/102 AP 0, Marked by Stanng, -4 Def TENT-Hergunna
Cavern Choker: B15 42/42,
Cavern Choker: F14 42/42,
Ochre Jelly: B12 -13/102 Dead
[/sblock][sblock=map]
Byron7-9.png

[/sblock][sblock=Enemies]
Rat Swarm - Medium natural beast (swarm) - Level 2 Skirmisher
Senses Perception +6; low-light vision
Swarm Attack aura 1; the rat swarm makes a basic attack as a free action against each enemy that begins its turn in the aura.
HP 36; Bloodied 18
AC 15; Fortitude 12, Reflex 14, Will 11
Resist half damage from melee and ranged attacks; Vulnerable 5 damage from close and area attacks
Speed 4, climb 2
Swarm of Teeth (standard, at-will)
+6 vs AC; 1d6+3 damage, and ongoing 3 damage (save ends).

Ochre Jelly - Large natural beast (ooze) - Level 3 Elite Brute
HP 102; Bloodied 51
AC 18; Fortitude 16, Reflex 14, Will 14
Immune gaze; Resist 5 acid
Saving Throws +2
Speed 4
Action Points 1
Slam (standard, at-will) Acid
+8 vs AC; 2d6+1 damage, and ongoing 5 acid damage (save ends).
Flowing Form (move; at-will)
The ochre jelly shifts 4 squares.
Split (immediate reaction, when first bloodied; encounter)
The ochre jelly splits into two, each with hit points equal to one-half its current hit points. Effects applied to the original ochre jelly do not apply to the second one. An ochre jelly can’t split if reduced to 0 hit points by the attack that bloodied it. Left alone, the two halves recombine into a single creature at the end of the encounter.

Cavern Choker - Small natural humanoid - Level 4 Lurker
HP 42; Bloodied 21
AC 17 (see also chameleon hide); Fortitude 15, Refl ex 15, Will 13
Speed 6, climb 6 (spider climb)
Tentacle Claw (standard; at-will)
Reach 2; +9 vs. AC; 1d8 + 3 damage, and the target is grabbed (until escape). A target trying to escape the grab takes a –4 penalty to the check.
Choke (standard; at-will)
Grabbed target only; +9 vs. Fortitude; 1d8 + 3 damage.
Body Shield (immediate interrupt, when targeted by a melee or a ranged attack against Reflex or AC; recharges when the choker makes a successful tentacle claw or choke attack) The cavern choker makes its grabbed victim the target instead. The choker cannot use this power to redirect attacks made by a creature it is currently grabbing.
Chameleon Hide (minor; at-will)
The cavern choker gains concealment until the start of its next turn. It can’t use this power while grabbing a creature or while grabbed.
[/sblock][sblock=Rats Aura]Don't forget, if you start your turn adjacent to the rats, they essentially gain an OA on you. So be sure to roll for strike/damage.[/sblock]
 
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"Ow, ow, ow!" Mervin says as the rats covering him continue to bite, causing blood to drip visibly onto the floor where he stands. He brushes the one on his nose aside to drink the contents of a small vial, which instantly improves his color. "Tricky little devils... Did not move as I expected!"

Mervin assesses the situation, looks a Hergunna, and smiles. "Well, one good blast deserves another? I promise this one won't hurt - try to think happy thoughts?" With that, a huge burst of small, winged cats appears near the rats and the slime. The rats immediately go insane from the shock and fall over dead. The slime, still distracted by the heavy thorns sticking out of its body, somehow shivers in response as well.

[sblock=ooc]Take 3 damage from rats -> 10 HP (bloodied)

Minor: drink potion of healing -> 20 HP (no longer bloodied)

Standard: Winged Horde centered on E10. Attack vs. F11 rats hits (14 vs. 11 will), 8 + 5 damage -> rats are extra dead. Attack vs. slime barely hits - thanks Hergunna! - (12 vs. 14 - 4 = 10 will), 8 damage; slime cannot take OA until the end of Mervin's next turn.[/sblock]
"Hmmm..." Mervin sees an interesting opportunity, and looks at Kane...

[sblock=Kane]If I AP I can winged horde the choker holding you, which I believe will end its grab (PHB p290: "If you are affected by a condition that prevents you from taking opportunity actions (such as dazed, stunned, surprised, or unconscious), you immediately let go of a grabbed enemy."). You could then move to the slime, Howl of Fury to kill it, blast the poor 1 HP rats, and then dropping the slime would trigger your barbarian encounter where you could shift two back to the F14 choker and smack him. If you're up for that plan I'll drop my AP![/sblock]
 
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[sblock=Evilbob]
You can do that, another option is for Kane to try athletics to break the grab, charge the slime (if it hits, it's likely dead), then this triggers the encounter power, killing the rats. It would save an AP, but not leave me next to the choker.

Another option is if E15 isn't difficult terrain, Kane can try and break the grab, shifting to E15, try using brutal slam and knocking the choker into the rats (killing them) and then trigger encounter power and shift next to choker and bash him again. Both of these would save the AP. Your call :)
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[sblock=renau1g]Oooo, the Athletics check -> charge -> enc is a good idea. I guess I hate to think about blowing an encounter power to kill 1 HP rats but that does save the AP. Plus, I think you have a good 5% better chance of pulling it off. :) The advantage to using the AP is really just that we'd have done a lot more damage to the choker, but there's no way we'd drop the thing anyway.

I don't think the 2nd suggestion would work, only because I've already killed the rats closer to the chokers.

Still, if that's your plan I'll save the AP - thanks![/sblock]
 

...but Kane clearly has plans of his own. "Ah - good idea!" Mervin says, as he pulls the final rat off the end of his nose and throws it casually over his shoulder.

[sblock=end of Mervin's turn]Orb fire goes out, Mervin barely saves vs. ongoing rat damage (10 vs. 10).[/sblock]
 

Kane struggles against the rubbery arms of the choker and with his muscles bulging the bugbear breaks its difficult hold on him. Seeing an opportunity to finish off the ooze, Kane ran forward and slashed the creature horizontally, cleaving the remaining bits into two. Not even slowing, Kane twists and continues his momentum, sliding his axe along the ground and smashing a large amount of the remaining rats into the wall with a *thud*. The remaining creatures run away.

[sblock=ooc]
*Tenchuu - FYI Kane used a surge last round so he's at 9/10, it's 10/10 in the summary

Move: athletics (1d20+9=24) Should break the hold even with -4
Standard: Charge D10 Ooze (End at D11) - vs ac; dmg (1d20+10=21, 1d12+6+1d8=20) Hits for 20, killing it.
Free: Whirling Lunge - shift to E9 (D11 - E10 - E9) dmg (2d6+3=10) 5 dmg after resist, kills rest of rats
[/sblock]


[sblock=ministats]Kane Male Bugbear Barbarian 2
Initiative: +5, Passive Perception: 11, Passive Insight: 11, Senses: Low-light
AC:21, Fort:20, Reflex:19, Will:15
HP:22/41, Bloodied:20, Surge Value:10, Surges left:9/10
Action Points: 1
Powers:
Howl of Fury
Whirling Rend

Predatory Eye
Whirling Lunge
Whirling Frenzy
Brutal Slam
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 = Forgot ministats again...
[sblock=Mervin ministats]Mervin Male Human Wizard 1
Initiative: +1, Passive Perception: 11, Passive Insight: 17, Senses: Normal
AC:18, Fort:12, Reflex:16, Will:14
HP:20/23, Bloodied:11, Surge Value:5, Surges left:6/7
Action Points/Milestones: 1/0
Powers:
Phantom Bolt
Winged Horde
Thunderwave
(Wizard cantrips)

Orbmaster's Incendiary Detonation
Staff of Defense
Second Wind

Flaming Sphere

Equipment of note:

Important Stuff:
- When attacked with psychic power can make monster knowledge check as imm. reaction, 1/enc/type

Conditions:

Full sheet: Mervin[/sblock]
 
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