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


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[sblock=What I wanted to write, but thought it wasn't the type of game I was going for...]
"Are you serious!?" The creature spat incredulously, remarking at the highly unusual situation of being grabbed while grabbing someone else. [/sblock]
"Get off me, Furball!" The choker hissed. It clung to the ceiling still, but Kane reached up to pull on it. The action made it forget Stanng's challenege, and it focused on Mervin, looking to finish him off being dealing with the bugbear.

As he choked Mervin, white light seared the Choker's skin. It screamed as blood stippled its skin. Though injured by not heeding the challenge, its attack was a success, drawing blood at the Mervin's throat, turning the wizard's face purple from the lack of air.

"Away with you all, or this one dies!" The choker demands.

[sblock=Mechanics]
Choker
Standard: Choke vs Mervin's FORT
Attack: 1D20 + 9 => 24 Hit
Effect: Takes 6 damage from Stanng
Damage: 1D8 + 3 => 9 to Mervin
[/sblock][sblock=Status]
Wil Rando: J10 33/33 HS 9/10 AP 1,
Mervin: G12 4/23 HS 6/7 AP 1, bloodied, 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: F11 17/31 THP 0/3 HS 8/10 AP 1, SW used

Enemies:
Cavern Choker: G10 20/42, Bloodied Divine Challenge Marked, grabbed by Kane

Cavern Choker: B15 -5/42, Dead
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]
Byron7-12.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]
 
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"I SAID LET HIM GO!!!" the massive bugbear roars as he drags the foe from the ceiling and pulls the creature behind him.

[sblock=ooc]
Move: n/a
Minor: n/a
Standard: Attempt to move the grabbed enemy vs fort (1d20+5=25) (good thing I didn't try to attack it ;)) so Kane can move three and pull the choker, should break the hold? Move to C13

MOVE A GRABBED TARGET: STANDARD ACTION

Strength Attack: Make a Strength attack vs. Fortitude. Do not add any weapon modifiers.
Hit: Move up to half your speed and pull the grabbed target with you.
[/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=Kane/Pull]If you move to C13, won't you pull him into 3 other squares 2 away from Mervin? Am I missing something?[/sblock]
 



[sblock=choker hold]Wherever he ends up, does it break the hold, or is Mervin dragged along? I never use the grapple rules anymore so I couldn't say. Either way, it won't change my action! :)[/sblock]

Mervin gasps for breath and looks up toward the creature. Bent over with blood dripping from his mouth, his characteristic blitheness is completely gone. "Die." Suddenly tiny winged creatures with tentacles coming out of their faces assault the choker, causing it to react violently even while held. A silent scream twists across its face.

[sblock=ooc]Winged horde on choker hits (22 vs 13) for 7 damage (min of course).

If it hasn't already, the choker drops its grab. It also cannot take OAs until the end of Mervin's next turn (which probably means it cannot sustain another grab).

Mervin is absolutely not going to back away from this foe at this point, so no move action. He's in it to the end. Something about this tentacle choking the crap out of him has brought back something Mervin did not like. (Hooray backstory!)[/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:4/23, 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]
 

Hergunna sees an opening. She trots to the center of the room and reverses direction, flashing towards creature Kane has pinned, jaws flashing. But she misjudges her momentum and bounces off the corner of the wall, growling.

[sblock=Actions]Move: E12
Standard: Charge! To E10. I think she should get flanking with Kane, right? Savage Rend (+1 charging, +2 CA): 1D20 + 6 + 1 + 2 => 13 Dammit a 4??? that is annoying! still have hunter's quarry going too... Hmmm, tempted to use action point... but probably a waste, we still have Wil and Stanng to try to end it. Ah, maybe can't anyway because she charged... can't wild shape to shift out of the way either. dang it.[/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]
 

It seems as if you refuse to surrender, then die foul fiend. Wil curses at the creature but it's vile attitude seems impervious.

[sblock=OOC] Move H10
Standard: Cutting Words 1d20+7=10 (vs Will)
3 here :P
[/sblock]

[sblock=L4W Wil Rando]
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 (used)
Hunter's Quarry (used)
Majestic Word (used twice)
Words of Friendship
Moment of Escape (used)
Arrow of Warning (do not use this encounter)

Full Character Sheet
[/sblock]
 

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