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

Wil strums the string on his bow like a lyre Drop dead, stalagmite! As the arcane notes reverberate and cause the far creature to fall to the ground.

[sblock=OOC] I was going to pull him, but I will settle for a kill.
Standard: Cutting Words on B15 1d20+7=22 (vs Will) for 1d8+6=12 psychic damage
[/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
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[sblock=ooc]I hate to be a party pooper but: Wil, don't forget the Body Shield ability - that choker still has Stanng, so a ranged attack will just hit Stanng (and frankly, drop him).

I'm also not sure that sliding the choker holding Mervin 1 square in any direction will actually get him to release me; happy to be wrong, tho.[/sblock]
 

[sblock=ooc]I was thinking that too, but Body Shield only works against attacks that target AC and Reflex, Wil targeted Will. (ha ha <snort>)

Also it will break the grab if Mervin is now out of the choker's reach, isn't it reach 2? After the slide it's 3 squares away, isn't it?

Actually I had missed that about body shield and AC/Ref too... Thorn Whip (targets Fort) would have been a better choice for Hergunna (it does more damage), if she moved so that the pull 2 would take it 3 squares away from Mervin. Oh well...[/sblock]
 

[sblock=ooc]
Well, I'm struggling with Kane... he'd likely slam the choker and he doesn't know that it has body shield, but I know my luck and I'd end up critting with it against you guys...Anyways I'll updated Monday. I'm going to bed now.[/sblock]
 

[sblock=phooey]Ugh, I see now, I had Mervin and the choker reversed on the map. I thought Mervin was the one up against the wall. So yeah, with the choker up against the wall like that, there's no place to slide him that will get him 3 squares away. :(

I could have put the chill wind so it potentially hit Mervin as well, if I could slide him, I could break the grab. I don't know if it's fair to go back and retcon that now (and Hergunna would still have to hit him for it to work).[/sblock]
 

[sblock=ooc]AH! Thank you ryryguy, I was totally wrong about that - I had completely missed the AC/Ref thing! In that case, ignore me Wil! :)

Yeah I am not sure what Stanng or Kane should do. Actually: Stanng could 2nd Wind, move next to the thing, and challenge it. Then, it would have to let go of me and attack him. The downside is that Stanng is still pretty banged up himself, but at least he'd have the bonus to defense and more HP than me.

As for Kane, I got nothin' other than the whole Heal->2nd wind for me (or Kane could do it for Stanng, which would allow him to use his shifter power instead of 2nd Wind himself, EXCEPT Stanng will probably want to use 2nd Wind himself, since he will need the bonus to defenses). How much do we know/not know about monsters? I am happy to make a knowledge check and share in-game.[/sblock]
 

[sblock=chill wind retcon - never mind]Not sure if Tenchuu would have allowed the retcon for Hergunna to target Mervin as well the choker with Chill Wind... but I went ahead and rolled the attack against Mervin just in case.

Chill Wind vs. Mervin (1d20+6=9)

So the point is moot. :) Kane and Stanng can go whenever they are ready.[/sblock]
 

Stanng is grateful that his allies freed him from the choker, the crushing grip was threatening to overwhelm him. The shifter then moves to the remaining for and says "Leave my ally alone and face a true warrior!" as white light flares briefly and the choker is left with a difficult choice.

[sblock=ooc]

Move: to F11
Standard: Second Wind (+2 defenses TENT)
Minor: Divine Challenge choker
[/sblock]


[sblock=ministats]Stanng Male Shifter Paladin 2
Initiative: +0, Passive Perception: 13 Passive Insight: 18, Senses: Low-light Vision
AC:19, Fort:16, Reflex:13, Will:15
HP:17/31, Bloodied:15, Surge Value:6, Surges left:8/10
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]
 
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Kane puts away his waraxe and stares down the choker. "You leave robes alone!" as he grabs the choker by the scrawny neck with his now free hand. "Maybe Kane let you live if you do"

[sblock=ooc]
Move: n/a
Minor: sheath axe
Standard: Grab the choker - grab (str check) (1d20 5=20) vs ref. he's grabbed.
[/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]
 


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