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

[sblock=Stanng]The choker is currently at E9, right? And Hergunna is at E10? Could Stanng attack it from F10 or D10? It would probably have cover or something, but is that possible? If not, then he's pretty much cut off and he'll lose his mark. If he can, I suggest Holy Strike it hope he hits and rolls at least average damage. Otherwise, Heal check Mervin? No other ideas.[/sblock]
 

log in or register to remove this ad

Stanng moves close to the foe and with a mighty slash of his broadsword, swings at the enemy.

[sblock=ooc]

Move: shift to F10
Standard: Holy Strike on choker - vs ac; dmg (1d20 6=20, 1d10 7=15) if it has cover, AC 18 for 17 (forgot +2 from shift) damage
Minor: Does he need to re-mark? If so, re-challenge the 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]
 


[sblock=OOC]
New post tomorrow, hopefully. Good job on this encounter. You guys man handled that Jelly!

So, Stanng. What are your thoughts? I e-mailed the player a week ago, and no response. Sometimes, this sort of thing happens. Bob suggested that we have Stanng "stand guard" at the next encounter, at the door. If Rast comes back, he can rush in and catch up with you guys. But that way, we're not worrying about guessing his rolls. On the downside, you'll be minus a defender. Up to you guys.
[/sblock]
 

[sblock=ooc]
Hmm. on one hand Kane's pretty good at getting there and drawing attention, likely too much attention ;)

Anyways, we did the first encounter without the defender. Kane's got a couple more hp's now also (as does everyone). Only downside is that Kane has no mechanism to punish those who run away from him to the 3 ranged PCs (well hergunna can come into melee, but her speciaty is at range

Long story short, I'm cool with Stanng "guarding the wagon" as my old RL group used to say.
[/sblock]
 

[sblock=OOC] I vote for having him "stand guard" though I am a ranged attacker I have a close burst power that pushes I can keep around.[/sblock]
 

[sblock=ooc]Yeah, I think with 2 controllers we can hopefully sling guys around enough that we keep 'em off of us. :) Plus, if someone is constantly playing another PC, that seems a bit unfair - to everyone, to the original player, and/or to the DM. Also, should we go ahead and do end-of-encounter stuff? Are we resting 5 mins? (Mervin would really like to! :))[/sblock]

[sblock=winged horde]BTW I'm glad we finished that encounter before March 2, because Mervin's damage output with winged horde just got cut in half (avg 9.5 -> avg 4.5). :([/sblock]
 

Wil moves into the room again while strumming a soothing tune on his new bow. Perhaps these are what killed the kobolds. That ooze would have left only the bones. Let us rest a moment and then explore further.

[sblock=OOC] Song of Rest heals HS+5 for each one you spend.

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
Twin Strike
Hunter's Quarry
Majestic Word
Words of Friendship
Moment of Escape

Arrow of Warning (use when bloodied ally is attacked)

Full Character Sheet
[/sblock]
 

Kane drops the lifeless body of the choker after Stanng's brutal strike on it with a shrug "I try to warn him, but no.... he no listen. Ok, well, everyone is ok now? Nice music Wil. It makes Kane feel warm and cozy" the bugbear says as he goes about his grisly task of piling the corpses into an out of the way corner and then sits down heavily on the wooden table while he waits for everyone to regain their breath.

[sblock=ooc]
Use 1 surge to regain 15 hp (thanks Wil!)

I'm with you bob, I assumed I'd help the DM to get through the current battle and then Stanng could wait around until rast returned or until we recruited someone else (if necessary). I hate as a DM controlling a PC only slightly more than I hate having another player control it. I have too much knowledge of the battle to be able to impartially play them. Anyways, I think it's almost unanimous, just haven't heard from ryry.
[/sblock]


[sblock=ministats]Kane Male Bugbear Barbarian 3
Initiative: +5, Passive Perception: 11, Passive Insight: 11, Senses: Low-light
AC:21, Fort:20, Reflex:19, Will:15
HP:37/41 , Bloodied:20, Surge Value:10, Surges left:8/10
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]
 

Once Kane drops the body of the choker, Mervin hobbles over to it and thunderwaves it into a wall a couple of times, mashing it into a pulp. He then waves his hands and the body is set on fire.

"Well, that was unpleasant!" Mervin says as he turns around and flashes a quick smile. As he walks back to the group, his wounds mend quickly. "Thank you, good bard, for that helpful music..."

[sblock=ooc]Uses 2 healing surges to go back to full; thank you Wil for doubling their value![/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:23/23, Bloodied:11, Surge Value:5, Surges left:4/7
Action Points/Milestones: 1/0
Powers:
Phantom Bolt
Winged Horde
Thunderwave
(Wizard cantrips)

Orbmaster's Incendiary Detonation
Staff of Defense
Second Wind

Flaming Sphere

Important Stuff:
- When attacked with psychic power can make monster knowledge check as imm. reaction, 1/enc/type

Conditions:

Full sheet: Mervin[/sblock]
 

Pets & Sidekicks

Remove ads

Top