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

Mervin steps deftly out of the closer choker's reach and then sees Stanng is being strangled again. "Perhaps this will interest him more than our paladin?" Suddenly a swarm of tiny, winged hedge clippers appear and fly around the creature's tentacles. The creature nearly sees through the illusion but withdraws all the same.

[sblock=ooc]Move: shift 1 to G12
Standard: Cast Winged Horde (one-trick pony today) on B15
Attack B15 choker barely hits (13 vs. 13) for 7 damage (minimum of course); the choker cannot take OAs until the end of Mervin's next turn; because it cannot take OAs it also drops its grab (PHB p290).[/sblock]
Looking pleased with himself, Mervin bows slightly at Hergunna and points his hands toward the choker, as if to say: and here you go.

[sblock=Hergunna]Might I suggest another savage rend now instead of a blast? If you hit it, it's almost certainly dead.[/sblock]
[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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OOC: Ah, I over-posted. Doesn't look like it matters, tho, if it was a horrible miss. Btw I can never see the rpgp.org rolls for anyone.

OOC: Also, I think you're right that you have to spend a standard action to ready an action. Don't think it's a big deal at this point, tho.
 

OOC: Yeah every time I go to that dice room now I see no roll history. Is it broken? Do you want us to keep using it Tenchuu? (The attack roll was a 12 by the way so it wouldn't have mattered really.)
 


[sblock=Dice Room]I noticed that too... I plan to keep using it for DM rolls because it is a lot quicker for me than using IC when I have a ton or rolls to make back to back. If you guys want to continue using it, that's fine, just copy the output roll/result from the right side and put it in your action block.

I e-mailed the dude who runs it, and hopefully they are fixing it.[/sblock][sblock=Next Post]Hopefully, I can get one in later this afternoon. Otherwise, tomorrow morning.[/sblock]
 

The Cornered bloodied choker used its tentacles to bat away the wizard's attack, but the effort was futile. The magic creatures bit into the choker, tearing away chunks of flesh. But the choker re-forced itself on Stanng, gripping the paladin around the throat again.

The other choker turned to the wizard, reaching out with its long tentacle arm and wrapping around Mervin's neck, grabbing him.

[sblock=Mechanics]
Choker B15
Standard: Tentacle Claw Stanng vs AC
Attack: 1D20 + 9 => 23 Hit
Damage: 1D8 + 3 => 9
Effect: Stanng is Bloodied

Choker G10
Standard: Choke Mervin vs AC
Attack: 1D20 + 9 => 21 Hit
Damage: 1D8 + 3 => 7
Effect: Mervin is grabbed by G10

[/sblock][sblock=Status]
Wil Rando: J10 33/33 HS 9/10 AP 1,
Mervin: G12 13/23 HS 6/7 AP 1, grabbed by G10
Hergunna: C10 22/36 HS 9/9 AP 1
Kane: F10 22/41 THP 3/3 HS 9/10 AP 1,
Stanng: C14 11/31 THP 0/3 HS 9/10 AP 1, grabbed by B15

Enemies:
Cavern Choker: B15 7/42, Bloodied, Marked by Stanng
Cavern Choker: G10 37/42,

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]
Byron7-11.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=DiceRoom Update]I actually got a reply back from the Udo guy! I thought for sure my e-mail would vanish into the void. He said what he changed was a display length parameter; so the rolls are still there, they are just timing out of the viewable period. He said he would make another change soon, probably a button to view the roll history.[/sblock]
 
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[sblock=Winged Horde]It is still my belief that hitting something with Winged Horde causes it to drop its grab, based on the PHB p290. It doesn't matter for Stanng because he would have been hit again anyway, but it will make a difference to my action. I'm going to play my action with that same belief and if this is wrong, I am happy to ret-con.[/sblock]
"Wondered... when... you'd notice me...." Mervin stammers, and then suddenly a burst of tiny flying rocking chairs appears near the creature, which roundly ignores them. "Too... esoteric..." Mervin mutters to himself. With the last of his strength he tries to wiggle free of the creature's grasp, which, given his general litheness - or lack thereof - ends up far more comically sad than effective.

"Damn... it."

[sblock=ooc]Standard: Winged horde on G10, miss (12 vs 13) - what a time to miss! It was even max damage. :( (So it still doesn't matter what winged horde does just yet, but that's still my impression.)
Move action: Acrobatics to escape - yeah right - failed (I labeled it as athletics but it was acrobatics - I had about a 10% chance but why not)[/sblock]
[sblock=if i might be so humble]...If we're out of ways to set me free, anyone able to do a DC 10 heal check easily? :) (I haven't used my second wind yet.)[/sblock]
 


OOC: /sigh - forgot 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:13/23, 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:
- grabbed

Full sheet: Mervin[/sblock]

[sblock=Stanng]For Stanng, I'd say let's hope he can drop the creature that has him; he could use his Longtooth Shifter power first to do more damage. I know he could use a Lay on Hands on me but honestly it's probably best to save it; I should be fine once I'm either free or dropped. :)[/sblock]
 

Hergunna looks back and forth between the two remaining chokers. Stanng's still so close to that one... and the other is closer to the entrance, maybe I can bring the winds that far...

"Stanng, hang on!" she calls. She carefully studies the creature that has grasped the wizard, then gestures. Instantly a gust of frigid air roars up the passageway, slamming into the choker, catching it square in the face. It staggers away losing its grip on the wizard.

Quickly the druid changes back into a wolf. "Let's finish this," she growls.

[sblock=Actions]Minor: hunter's quarry on G10 choker.
Standard: Chill Wind vs. G10 choker. 1d20+6=>23 vs Fort, hits for 2D6 + 1 => 11 damage. Slide him to F13, out of grabbing range.[/sblock]
[sblock=Tactics]If Stanng can go first, then maybe he can either kill the choker, or at least escape, allowing Kane and/or Wil to try to finish that one off.[/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]
 

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