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


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As Kane moves ahead, he spied two kobold slingers in the distance who have not yet spotted the bugbear. As he moved closer to them, the floor gave in slightly under his foot, and Kane heard soft clicks. The barbarian had stepped on some sort of trigger, but a trigger to what he did not know.

[sblock=Encounter 8/9 Begins]
Encounter 8 is the hazard, Encounter 9 is the combat. The two will blend.

Round 1 began with Kane's move; not surprisingly, he failed the passives. He still has minor and standard actions. Everyone else can take their normal turn.

Ren, this round, you can wait until the others go before you finish your actions, if you want to take advantage of their superior perception skills.

All, please double check my work in the status block.
[/sblock]
[sblock=Skill Checks]So, back to the honor system. If you are reading this in your e-mail, go to the forum. If you don't make the rolls/passives, then don't peak!
[sblock=Perception 17]You notice thin marks on the floor like cuts, running north and south. they recur, relatively evenly spaced, in every column from 12 to 4. So, for example, the mark runs north-south thru I12 to G12, and again thru I11 to G11, etc.
[/sblock][sblock=Perception 22]You notice thin slots in the ceiling directly above the marks on the floor.[sblock=Dungeoneering 15]It is a swinging blade trap (Pendulum Scythes, L4). Each round 2 blades will swing randomly. [sblock=Guessing the targets]Once you know what trap it is, you can make a dungeoneering check of 22 to identify which rows will attack next.
[/sblock][/sblock][/sblock][sblock=Perception 27]You see a hidden control panel at I11[sblock=Skill Challenge]If you move to I11, you can initiate a skill challenge to turn off the trap. Thievery DC 22, 4 successes before 2 failures. Success disables the trap. Failure causes 1D4 extra blades to attack each round.
[/sblock][/sblock][/sblock][sblock=Mechanics]

[/sblock][sblock=Status]
Wil Rando: M12 33/33 HS 9/10 AP 1,
Mervin: K14 23/23 HS 4/7 AP 1,
Hergunna: L14 36/36 HS 8/9 AP 1
Kane: H11 37/41 THP 0/3 HS 8/10 AP 1,
Stanng: [Miner Hut] 28/31 THP 0/3 HS 7/10 AP 1

Enemies:
Slinger: E-5 24/24
Slinger: E-3 24/24
?

[/sblock][sblock=map]
Byron8-2.png

[/sblock][sblock=Enemies]
Kobold Slinger
Initiative +3 Senses Perception +1; darkvision
HP 24; Bloodied 12
AC 13; Fortitude 12, Reflex 14, Will 12
Speed 6
Dagger (standard, at-will) Weapon
+5 vs AC; 1d4+3 damage.
Sling (standard, at-will) Weapon
Ranged 10/20; +6 vs AC; 1d6+3 damage.
Special Shot
The kobold slinger can fire special ammunition from its sling. It typically carries 3 rounds of special shot, chosen from the types listed below. A special shot attack that hits deals normal damage and has an additional effect depending on its type:
Stinkpot: The target takes a -2 penalty to attack rolls (save ends).
Firepot (Fire): The target takes ongoing 2 fire damage (save ends).
Gluepot: The target is immobilized (save ends).
Shifty (minor; at-will)
The kobold shifts 1 square as a minor action.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Skills Acrobatics +8, Stealth +10, Thievery +10

Kobold Dragonshield
Initiative +4 Senses Perception +2; darkvision
HP 36; Bloodied 18
AC 18; Fortitude 14, Reflex 13, Will 13
Resist 5 Cold
Speed 5
Short Sword (standard, at-will) Weapon
+7 vs AC; 1d6+3 damage, and the target is marked until the end of the kobold dragonshield's next turn.
Dragonshield Tactics (immediate reaction, when an adjacent enemy shifts away or an enemy moves adjacent; at-will)
The kobold dragonshield shifts 1 square.
Mob Attack
+1 to hit and damage for each other identical creatures attacking the same opponent
Shifty (minor; at-will)
The kobold shifts 1 square as a minor action.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Skills Acrobatics +5, Stealth +7, Thievery +7

Kobold Slyblade
Initiative +10 Senses Perception +3; darkvision
HP 42; Bloodied 21
AC 18; Fortitude 12, Refl ex 16, Will 14; see also trap sense
Speed 6
Short Sword (standard; at-will)
+9 vs. AC; 1d6 damage.
Twin Slash (standard; at-will)
Requires combat advantage; the kobold slyblade makes 2 short sword attacks. If both attacks hit the same target, the target takes ongoing 5 damage (save ends).
Combat Advantage
The kobold slyblade deals an extra 1d6 damage on melee attacks against any target it has combat advantage against.
Sly Dodge (immediate interrupt, when targeted by a melee or a
ranged attack; at-will)

The kobold slyblade redirects the attack to an adjacent kobold minion.
Shifty (minor; at-will)
The kobold shifts 1 square.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Skills Acrobatics +11, Stealth +13, Thievery +13

Kobold Underboss (Reskinned: Goblin Underboss)
Initiative +4 Senses Perception +8; low-light vision
HP 110; Bloodied 55
AC 18; Fortitude 17, Refl ex 15, Will 16; see also survival instinct
Speed 5; see also superior goblin tactics
Short Sword (standard; at-will)
+9 vs. AC; 1d6 + 4 damage. Miss: An adjacent ally makes a free basic attack.
Superior Goblin Tactics (immediate reaction, when missed by a
melee attack; at-will)

The goblin underboss and up to two allies within its line of sight shift 1 square.
Survival Instinct
The goblin underboss gains a +3 bonus to defenses while bloodied.
Alignment Evil Languages Common, Goblin
Skills Stealth +10, Thievery +10
[/sblock]
 
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Mervin continues to move behind the bugbear, but sees nothing in particular. Noting the slingers, he gets ready.

[sblock=ooc]Move to H12. Minor to roll perception fails completely. :)

Assuming that I also notice the slingers: standard action: ready Phantom Bolt for the first enemy that comes into range (range 10).

Also, not that it matters at the moment, but I'm sure Stanng would have burnt a surge or two while Will was singing, in case he comes back.[/sblock]
 

Wil hears the soft click as Kane steps forward. He moves forward to see more clearly. Seeing nothing happen he quickly whispers Don't move Kane, you stepped on a trap. We should make them come to us Wil looses two quick arrows at the beast, hoping to catch it off guard.

[sblock=OOC] Move: Walk to I14
Free Action: Whisper
Minor: Perception Check = 1d20+6=20 Perception check
Standard: Twin Strike 1d20+9=19 (hit) 1d20+9=10 (miss) for 1d10+1=6
(do they have cover? do I have CA? feel free to adjust the rolls)

A 1 huh? An auspicious start! Guess it is not worth an AP to do up to 16 damage if he still has 17 left :(
[/sblock]

[sblock=ministats]
Init: +2 Speed: 5 Perception:14 Insight: 16
AC: 18 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 (used)
Hunter's Quarry
Majestic Word
Words of Friendship
Moment of Escape
Arrow of Warning (use when next ally attacked in melee)
[/sblock]
 

"Ah...I sorry" Kane whispers back, stopping in his tracks and waiting for them to come to him, like the smart human said.

[sblock=OOC]
Standard: Total defense (+2 defenses TSNT)
Minor: Perception percept (1d20+1=3) Ha! [/sblock]

[sblock=ministats]Kane Male Bugbear Barbarian 3
Initiative: +5, Passive Perception: 11, Passive Insight: 11, Senses: Low-light
AC:19, Fort:18, Reflex:17, Will:13
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]
 
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Hearing the click, Hergunna steps up to the corner and peers around quickly. Her sharp eyes flick to the floor, then the ceiling, then the wall just south of Kane.

"Ach, you've stepped in it now, bugbear," she whispers as she detaches the hunting crossbow from her waist and brings it up to eye height. "I'm not sure they will come to us. They've set up blades in the walls and the ceilings all the way to the end of the hall there... Can't tell which ones are gonna come out, it's probably random. Wil, look over on the wall just south of Kane. See that outline? Looks like a control panel to me, maybe you can do something about it..."

[sblock=Actions]Move: J14
Minor: Perception 1D20 + 10 => 27, Hergunna sees all...
Free(?): Dungeoneering 1d20 + 10 => 14 yuck. Note passive was high enough for the basic check, this was for the advanced. Is it a free action? If not, then I guess Hergunna won't draw her crossbow.
Minor: Draw crossbow[/sblock]
[sblock=Wil]So.. I don't know if you need to make a perception check yourself to spot the control panel before you can do anything about it. But it's a Thievery skill challenge, are you trained at that? Very high DC, it might not be worth it to try, actually.[/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:36/36, Bloodied:18, Surge Value:9, Surges left:8/9
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]
 

"Can you blow it up magicman?" Kane says over his shoulder to Mervin.

[sblock=ooc]
Not sure if we can blow up the device from here?[/sblock]
 

Hergunna also spied something off about the floor in the distance. It looked like another trap. [sblock=Hergunna Or Perception 22]False Stonework on the floor at G1:H2.[/sblock]Proving Hergunna's words true, two large blades swept down from the ceiling toward the end of the trap.

The Kobold Slingers sneered, lining up shots. But not liking their chances, they gave each other a nod and split up. One moved north, the other south; both moved out of line of sight.

"Invaders come thissss way. Make yourselves ready," one of the Kobolds said quietly.

[sblock=Skill Checks][sblock=Minor Action: Guessing the targets]Once you know what trap it is, you can make a dungeoneering check (minor action) of 22 to identify which rows will attack next.
[/sblock][sblock=Standard Action: Disable Trap Skill Challenge]If you move to I11, you can initiate a skill challenge to turn off the trap. Thievery DC 22, 4 successes before 2 failures. Success disables the trap. Failure causes 1D4 extra blades to attack each round.

If you do this, just do 6 rolls of your theivery skill and post the results in order.[/sblock][/sblock][sblock=Mechanics]
Swinging Blade Trap
Standard: Attack G5 to I5, G6 to I6 (Miss)
[sblock=How I determined the trap attack]
There are nine "rows". I Roll 1D10 twice. On a 10, I re-roll, and I re-roll any duplicates until I have two unique numbers between 1-9. Those correspond to attack ranges:

1: 4G to 4I
2: 5G to 5I
3: 6G to 6I
4: 7G to 7I
5: 8G to 8I
6: 9G to 9I
7: 10G to 10I
8: 11G to 11I
9: 12G to 12I
[/sblock]

Slinger E-3
Move: to K-3

Slinger E-5
Move: to D-4

[/sblock][sblock=Status]
Wil Rando: I14 33/33 HS 9/10 AP 1,
Mervin: H12 23/23 HS 4/7 AP 1,
Hergunna: L14 36/36 HS 8/9 AP 1
Kane: H11 37/41 THP 0/3 HS 8/10 AP 1, +2 defenses TSNT
Stanng: [Miner Hut] 28/31 THP 0/3 HS 7/10 AP 1

Enemies:
Slinger: D-4 18/24
Slinger: K-3 24/24
?

[/sblock][sblock=map]
Byron8-3.png

[/sblock][sblock=Enemies]
Kobold Slinger
Initiative +3 Senses Perception +1; darkvision
HP 24; Bloodied 12
AC 13; Fortitude 12, Reflex 14, Will 12
Speed 6
Dagger (standard, at-will) Weapon
+5 vs AC; 1d4+3 damage.
Sling (standard, at-will) Weapon
Ranged 10/20; +6 vs AC; 1d6+3 damage.
Special Shot
The kobold slinger can fire special ammunition from its sling. It typically carries 3 rounds of special shot, chosen from the types listed below. A special shot attack that hits deals normal damage and has an additional effect depending on its type:
Stinkpot: The target takes a -2 penalty to attack rolls (save ends).
Firepot (Fire): The target takes ongoing 2 fire damage (save ends).
Gluepot: The target is immobilized (save ends).
Shifty (minor; at-will)
The kobold shifts 1 square as a minor action.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Skills Acrobatics +8, Stealth +10, Thievery +10

Kobold Dragonshield
Initiative +4 Senses Perception +2; darkvision
HP 36; Bloodied 18
AC 18; Fortitude 14, Reflex 13, Will 13
Resist 5 Cold
Speed 5
Short Sword (standard, at-will) Weapon
+7 vs AC; 1d6+3 damage, and the target is marked until the end of the kobold dragonshield's next turn.
Dragonshield Tactics (immediate reaction, when an adjacent enemy shifts away or an enemy moves adjacent; at-will)
The kobold dragonshield shifts 1 square.
Mob Attack
+1 to hit and damage for each other identical creatures attacking the same opponent
Shifty (minor; at-will)
The kobold shifts 1 square as a minor action.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Skills Acrobatics +5, Stealth +7, Thievery +7

Kobold Slyblade
Initiative +10 Senses Perception +3; darkvision
HP 42; Bloodied 21
AC 18; Fortitude 12, Refl ex 16, Will 14; see also trap sense
Speed 6
Short Sword (standard; at-will)
+9 vs. AC; 1d6 damage.
Twin Slash (standard; at-will)
Requires combat advantage; the kobold slyblade makes 2 short sword attacks. If both attacks hit the same target, the target takes ongoing 5 damage (save ends).
Combat Advantage
The kobold slyblade deals an extra 1d6 damage on melee attacks against any target it has combat advantage against.
Sly Dodge (immediate interrupt, when targeted by a melee or a
ranged attack; at-will)

The kobold slyblade redirects the attack to an adjacent kobold minion.
Shifty (minor; at-will)
The kobold shifts 1 square.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Skills Acrobatics +11, Stealth +13, Thievery +13

Kobold Underboss (Reskinned: Goblin Underboss)
Initiative +4 Senses Perception +8; low-light vision
HP 110; Bloodied 55
AC 18; Fortitude 17, Refl ex 15, Will 16; see also survival instinct
Speed 5; see also superior goblin tactics
Short Sword (standard; at-will)
+9 vs. AC; 1d6 + 4 damage. Miss: An adjacent ally makes a free basic attack.
Superior Goblin Tactics (immediate reaction, when missed by a
melee attack; at-will)

The goblin underboss and up to two allies within its line of sight shift 1 square.
Survival Instinct
The goblin underboss gains a +3 bonus to defenses while bloodied.
Alignment Evil Languages Common, Goblin
Skills Stealth +10, Thievery +10
[/sblock]

[sblock=judge ruling request]I am not sure how to rule the dungeoneering check. PHB gives no guideance I can find. I don't want it to be that easy because it's supposed to be an elite trap, but I don't want to short change the players, either.

Judge?[/sblock]
[sblock=OOC]Please ignore the grasses map area to the player's west-south position. I'll fix that next time. Got to love maptool's VBL.[/sblock]
 
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[sblock=mervin's thought process]Mervin has absolute crap perception, dungeoneering, and thievery. Looking around at his companions, he sees that they don't have any of that, either (except Hergunna has good dungeoneering, which apparently just allows you to figure out where the trap attacks next). This means it is basically impossible for us to disable the trap, and nearly impossible for us to determine where it will attack next. It also seems that the trap only attacks on its own initiative (maybe not, but we'll never know). Additionally, they are clearly not going to come to us. In his estimation, we'll never accomplish anything if we wait or try to face this trap. His conclusion: run for it.[/sblock]
Mervin looks at Kane. He looks back at his other companions. And he looks at the giant swinging blades that came out of the ceiling.

And then he runs like hell.

[sblock=ooc]Move: Mervin moves to H6. Standard: Mervin moves to H3 and notices a passage I presume? I will reserve the remainder of his movement until the map is updated. Also, just FYI for the team, I'm totally fine with screaming back what I see and I will drop an action point if I'm surrounded or it's a good use of one. Either way, there's just no point in dealing with that trap, in my opinion.[/sblock]
 

"There's something off about the floor at the end of the tunnel, too, where it widens" Hergunna adds. "Maybe a pit? Looks clear on the southern edge, but I can't be sure."
 

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