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

[sblock=choker clarification questions]So, the chokers are both on the ceiling, right? And ceilings in this room are 20'? And chokers are small creatures... so you could stand right underneath them and still not hit them in melee - is that correct? (On the other hand, if that's true you could move underneath them and they couldn't OA you.)

So maybe my plan for Kane wasn't such a good one, eh? :)

Could someone stand on the table and/or barrel to reach the choker at F14? Given that some party members don't have ranged weapons/attacks, I'm guessing this may be important soon.[/sblock]
 

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[sblock=choker clarification]Given your assumptions, I think the choker would still get OA, because it has reach 2. But, to avoid making things overly complex, I'm ruling that they can be reached via melee.[/sblock]
 


Great hits, Kane, keep them dropping. Wil call out to the whirling barbarian. Stanng, that was amazing against the slime, but you need those chokers on the ground! Wil's words cause the paladin to shrug off the choking grasp and feel refreshed. The bard draws his bow again and fires a shot while whistling an off key tune. It strikes the hanging creature, causing it to wobble.

[sblock=OOC] Immediate Interrupt: Virtue of Valor to give Kane 3 temp hp
Minor: Majestic word to heal Stanng HS+5 and slide him 1 to C12 breaking the grab
Standard: Jinx Shot 1d20+9=25 for 1d10+6 damage (if B15 it misses it falls prone)
Move: Walk to I10

evilbob, doesn't a healing potion heal a standard amount, not your Healing Surge value?
[/sblock]

[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 (used once)
Words of Friendship
Moment of Escape (used)

Arrow of Warning (do not use)

Full Character Sheet
[/sblock]
 
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Hergunna recoils as the rats swarm over her, but relaxes as the wizard's spell scares them to death. "Thanks," she mutters. Trying to follow up Wil's excellent shot with one of her own, she flicks her wrist at the choker in the corner. A long, braided strand of thorny vines extends from her hand. But despite the distraction caused by her earlier spray of thorns, the creature is barely able to dodge out of the way.

The druid curses under her breath and changes back into a wolf, padding over to stand by the wall, fangs bared.

[sblock=Actions]Standard: Thorn whip misses. 1d20+6=10 Just missed by one (including the -4)... drat.
Minor: Wild Shape to wolf.
Standard: Move to C10.
[/sblock]
[sblock=Hergunna stat block]Hergunna- Female Human Druid 2
Wolf 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
[/sblock]
 

[sblock=stanng]Since it's been over 48 hrs I'm going to suggest Stanng's action be to (minor) mark the choker in the corner that Wil shot, (minor) use divine strength, and then (standard) charge it.[/sblock]
 


[sblock=ooc]
Just a little bump :) . Just Stanng right? Would you like me to take him over in the short term Tenchuu? I did this for JNC's Icy Tower game where one of the PC's disappeared. He came back, but it helped the DM out as he only had to worry about the monsters. Just a suggestion[/sblock]
 

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