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

[sblock=Ren/Stanng]Okay, Renau1g is officially stanng until Rast comes back. I pinged him via e-mail, but no response. Hopefully, things are just hectic for him now, and he'll resurface soon.[/sblock]

Stanng slid back and felt the healing wash over him. "Thank you Wil," he said, readying himself. The Paladin focused himself on the enemy and then dashed in with a thrust. The blow glanced off the choker, but still managed to bloody the creature.

The bloody, cornered choker wrapped its tentacle arm around Stanng's head and constricted, returning the damage and re-securing its hold on the Paladin.

The other choker followed suit, moving up and reaching with its long arms toward Wil Rando. The bard tried to deflect the attack, but the creature was too fast, locking its clawed hand on to Wil's neck. "You will die here...," it whispered in an eerie voice.

[sblock=Mechanics]
Stanng
Minor: Mark B15
Minor: Divine Strength
Standard: Charge B15
Attack: 1D20 + 7 => 23
Damage: 1D10 + 1D8 + 4 => 7 (+5, duh = 12)
Effect: Wow, nearly the worst damage roll possible. Unreal. Good call on the Divine Strength; otherwise it would have been a total waste.

Choker B15
Standard: Tentacle Claw vs Stanng
Attack: 1D20 + 9 => 21 hit
Damage: 1D8 + 3 => 9
Effect: Stanng is grabbed by B15, yet again. Poor guy.

Choker F14
Move: F14 to F13 to F12 to F11 to G10
Standard: Tentacle Claw vs Will (Reach 2)
Attack: 1D20 + 9 => 25
Damage: 1D8 + 3 => 11
Effect: Effect: Wil is grabbed by G10
[/sblock][sblock=Status]
Wil Rando: G10 22/33 HS 10/10 AP 1, grabbed by G10
Mervin: H11 20/23 HS 6/7 AP 1
Hergunna: F11 22/36 HS 9/9 AP 1
Kane: D14 22/41 THP 3/3 HS 9/10 AP 1,
Stanng: C13 20/31 THP 0/3 HS 9/10 AP 1, grabbed by B15

Enemies:
Cavern Choker: B15 14/42, Bloodied
Cavern Choker: F14 42/42,

Rat Swarm: E8 -4/36 DEAD
Ochre Jelly: D10 -14/102Dead
Rat Swarm: F11 -12/36 EXTRA DEAD
Ochre Jelly: B12 -13/102 Dead
[/sblock][sblock=map]
Byron7-10.png

[/sblock][sblock=Enemies]
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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Gack! is all Wil can say as the creature chokes him. He calls on his arcane power and shouts Begone! breaking the creature's hold and reinvigorating him. It seems that luck favored you, but let us test this. He fires two shots at the creature, but barely striking it. With a puzzled look on his face Wil seems poised to retreat.

[sblock=OOC] Eeeeeek. Can't slide Stanng more than 1 so best use it on myself.

Minor: Majestic Word on myself to spend a surge and heal 13, slide to J10
Standard: Twin Strike 1d20+9=25,24 for 1d10+1=3,2 (great to hit, lousy damage!)
Move: ready a move to 010 if the Choker move towards me. (can we do this?)
[/sblock]

[sblock=ministats]
Init: +2 Speed: 5 Perception:14 Insight: 16
AC: 17 NAD:14/13/17
HP: 33/33 Surges: 9/10 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 (used)
Hunter's Quarry (used)
Majestic Word (used twice)
Words of Friendship
Moment of Escape (used)

Arrow of Warning (do not use)

Full Character Sheet
[/sblock]
 

[sblock=super quick]Couple things real quick: Mervin has 6 healing surges and I think Kane is condition-free. Also, not sure what you did for damage for Stanng but the minimum he can do on 1d10 + 1d8 + 5 + 4 is 11. I'll post my actions later today! (Probably WH the choker in the corner to free Stanng again.)[/sblock]
 

Stanng calls down Maros' gaze to force the choker into glorious battle with himself. The warrior struggles against the creature's grasp, but even his strength can't break the grab. Frustrated, Stanng swings his broadsword, which glows with silver light, at the choker, but the creature's rubbery hide deflects the blade.

[sblock=ooc]
Minor: Mark Choker B15
Move: Athletics to break grapple athletics (1d20 11=16) - nope forgot the penalty
Standard: Holy Strike on D15 choker - vs ac; dmg (1d20 7=16, 1d10 7=13) also a miss... if he had a longsword that would've hit :p

Well... that was certainly a waste of his turn, sorry guys.
[/sblock]


[sblock=ministats]Stanng Male Shifter Paladin 1
Initiative: +0, Passive Perception: 13 Passive Insight: 18, Senses: Low-light Vision
AC:19, Fort:16, Reflex:13, Will:15
HP:20/31, Bloodied:12, Surge Value:6, Surges left:9/10
Action Points: 0/1
Powers:
Divine Challenge
Lay on Hands
Holy Strike
Valiant Strike

Longtooth Shifting
Divine Mettle
Divine Strength
Battle Awareness
Piercing Smite

Paladin's Judgement

Important Stuff:
regeneration 2 and +2 to all damage rolls (after being bloodied and longtooth shifting is used).

Conditions:

Full sheet: Stanng Bonetooth, Paladin of Maros [/sblock]
 

Kane rounds the corner and spots the choker grabbing his ally, Wil, but the bard manages to work his way from the foe's grasp. Heartened, Kane moves next to the choker and tries to knock the creature onto the ground, but it dodges out of the way of his brutal strike.

[sblock=ooc]
Move: to F10
Standard: Brutal Slam against the choker - vs ac; dmg (1d20 9=15, 2d12 8=14) miss, boo-urns IC hates me this morning.
[/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 +3thp, 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]
 

[sblock=OOC]
Move: ready a move to 010 if the Choker move towards me. (can we do this?)
[/sblock]
[sblock=Readied Action]With the caveat that I don't always get the rules right, I believe a standard action is required to readied any action (Minor, Move, Standard). So, no, I don't think you can do that.[/sblock]
 

[sblock=super quick]Couple things real quick: Mervin has 6 healing surges and I think Kane is condition-free. Also, not sure what you did for damage for Stanng but the minimum he can do on 1d10 + 1d8 + 5 + 4 is 11. I'll post my actions later today! (Probably WH the choker in the corner to free Stanng again.)[/sblock]
[sblock=Post Corrected]Good eye, and correct on all accounts. I forgot about Stanng's +5 (using 1D10 instead of 1d10+5). I'd like to thank you all for being upfront when I forget to remove your HS/AP, and I'd like to appologize for getting so many things wrong lately. I think I've just been rushing a bit in my posting. [/sblock]
 

[sblock=ooc]will post a move in an hour or two.

Tenchuu, I think you're correct about the readied action - it requires a standard action to ready even if you're readying a move or a minor.

I'd like to attack the choker grabbing Stanng, however there's that darn body shield power. We haven't seen them actually do that, so should I pretend Hergunna doesn't know about it? Is there a nature or other roll I could make to see if she has in-character knowledge of it?

The move I was considering was Chill Wind targeting both the choker and Stanng. It seems the only way I could break the grab - if I hit Stanng I can slide him and break the grab. He'd take 1d6+1 damage though... on the plus side, I could possibly get a record for hitting a party member twice in one encounter? (I could imagine choosing this move even if I didn't know about the body shield thing, though it's kind of tough to say for sure... stupid OOC knowledge...)[/sblock]
 

[sblock=ooc]
Wait there's a body shield ability? good think that Wil got out of the way, otherwise Kane woulda smuckered him ;)

Just messin' with ya, I used chokers against the Fey Ring team.

Anyways, Chill wind seems like a good option to me also [/sblock]
 

Hergunna changes back into a human and lifts her hands. "Brace yourself, Stanng!" she calls. But the winds do not answer her call. "Dammit," she growls. "Hard to find wind spirits so far underground..."

[sblock=Actions]Failed a nature knowledge check big time so I assume Hergunna doesn't know about the body shield, should it matter...
Minor: Wild Shape to human
Standard: Miss horribly with Chill Wind[/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
[/sblock]
 

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