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

"No, wait, why you run magicman? Kane's should go first, uh oh. Ok we running now" he shouts back over his shoulder as he rushes after, then past Mervin and towards the retreating kobolds.

[sblock=OOC]
Move + Standard: double run (grant CA TSNT, -5 on atk rolls TSNT) to I-1 (hopefully Hergunna's right)
Minor: look for enemies.
[/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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[sblock=Post for Mervin]Updated based on Mervin's move. Ren, it's up to you if you think a retcon of your action is appropriate or not. I'm fine either way.[/sblock]
The wizard ran forward. As he moved closer to the end of the hall, the room beyond opened up to his view and the kobolds who hid themselves returned to view. The southern slinger fired first, but the shot sailed high, the large bullet shattering and sticking to the wall. Mervin made it a few more steps before the second slinger fired and hit the wizard. The bullet broke on the Mervin's legs, glue inside quickly setting and impeding his movement.

The slinger who shot mervin stood atop a grisly altar used for human sacrfice; A victim was still under foot of the slinger. Next to the altar was a pile of treasure, including some kind of staff. Closer still, Mervin spotted another Kobold Leg, and in front of that, a knife wielding Kobold.

To the north, but closer to the wizard, a narrow passage concealed another enemy. Mervin could make out that the creature was a kobold, but not much else.

The ominous clicking of the trap gears added to the sense of urgency.

[sblock=mechanics]
Mervin moves to H5

Slinger K-3
Readied Action: Special shot gluepot vs Mervin
Attack: 1D20 + 6 => 9 Miss

Mervin Moves to H4

Slinger D-4
Readied Action: Special shot gluepot vs Mervin
Attack: 1D20 + 6 => 21 Hit
Damage: 1D6 + 3 => 9
Effect: Mervin is immobilized (save ends)
[/sblock][sblock=Status]
Wil Rando: I14 33/33 HS 9/10 AP 1,
Mervin: H12 14/23 HS 4/7 AP 1, Immobilized
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: D-4 18/24
Slinger: K-3 24/24
Slyblade: E-1 42/42
???: E3
???: D-2
???

[/sblock][sblock=map]
Byron8-4.png

[/sblock]
 

"I'll keep that in mind!" Mervin shouts over his shoulder to Hergunna as he advances down the hallway. "Dear gods there are tons of them!" Mervin yells back to the group. "And they're shooting at me! OOF! And now I'm stuck! Am I past the end of the trap? Either way I suggest we all move up!"

With a new sense of urgency, Mervin acts with unusual speed and conjurers a tiny ball of flame and hurls it toward one of the newly spotted foes, where it explodes and knocks his enemies to the ground. It also sets the whole area on fire.

"Oh - there's also one around this corner to the north..." With that, Mervin waves his hand and a few dancing lights appear in the air, spelling a message:
Dear good friend Giant Bag of Bugbear Meat,
Please interpose yourself between me and the things that are killing me.
Love, Mervin
ps. Seriously.


[sblock=ooc]Ok, so 2nd move action is stopped. I know prestidigitation is normally a standard action but since it didn't really do anything I thought that might be funny. :)

Mervin is thinking the best thing he can do now is make sure those melee-types can't get to him and attack this round. He's hoping Kane can get into the passage to the north? (You could run once and then charge the northern guy maybe?)

Action point-> standard -> Incendiary Detonation centered on the kobold with the knife at E -1. Rolling attacks for the two I see; let me know if there are more I don't see (or you can roll them).

Attack E -1 kobold is 20 vs. reflex; assuming that hits, it's 10 force damage and he is prone
Attack D -2 kobold is hilariously 20 vs. reflex again; if that hits, 10 force damage and prone

The area centered on E -1 is now on fire until the end of Mervin's next turn. Any enemy that enters or starts its turn there takes 2 fire damage.

End of turn: save vs. immobilized: saved! (11) Woot.[/sblock]
Mervin manages to scrape off the majority of the glue and free himself.

[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:14/23, Bloodied:11, Surge Value:5, Surges left:4/7
Action Points/Milestones: 0/0
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]
 

[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:]First-off for traps the checks should be passive (no rolls, you just go off of what they would normally see if they were on their guard in a cave), unless the characters specifically ask to burn a minor action looking for/at something.

I usually just give the characters with the requisite passive skill level the information they would get via spoilers.

That being the case, Hergunna's passive dungeoneering is a 20, sufficient for identifying the trap.[/sblock]
 

Kane runs forward, moving past the stuck wizard after hearing his call for aid. He sees something in a side passage to the north, trying to sneak up on his friend. The bugbear roars as he changes directions quickly and moves at top speed towards the foe. Unfortunately, the sudden change in direction leaves him off balance and the slash from his sword is wild.

[sblock=OOC]
Move: run (grant CA TSNT, -5 on atk rolls TSNT) to H3
Standard: Charge to F3 - vs ac; charge (1d20 4=6, 1d12 8 1d8=13) nope...at least I'm in the way....
[/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]
 

I don't know the first thing about traps! Hearing Hergunna's analysis and startled by the reactions of his allies, Wil hurries to join Mervin across the room.

[sblock=OOC]
Minor: Perception for the fake floor 1d20+6=9
Move: Walk to I9
Standard: Walk to I4
Note I have Arrow of Warning ready for the next melee attack against Kane
[/sblock]

[sblock=ministats]
Init: +2 Speed: 5 Perception:16 Insight: 14
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 kane attacked by melee)
[/sblock]
 
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[sblock=John]
1. You do get to go again, so your post stands.
2. Your original perception was 20, and the fake floor DC is 22.
3. Arrow of warning: got it. Thanks for the heads up.[/sblock][sblock=Ruling on checking for next trap attack]I got a PM from HMG; If you want to try to guess where it will attack next, you need a minor action to try your dungeoneering vs DC 22[/sblock]
 

Hergunna studies the trap's mechanism for another moment, cursing as understanding its timing continues to elude her. She cocks her crossbow and drops a bolt on the string, waiting for a target.

[sblock=ooc]I'm confused about the turn order, did Mervin's turn get interrupted? Is it still that round?

And did Kane fall into a pit or what? :D

Assuming it is Hergunna's turn... I guess she'll try that active dungeoneering to predict the blades first: and fail miserably. 1D20 + 10 => 12

Ok, Hergunna loads her crossbow (second minor) and readies an action to shoot the first kobold who comes into her view.

Readied action: 1D20 + 6 => 17 Won't hit anyone except a slinger... if so, then it does 1D8 + 3 => 5 damage.

(Note: Hergunna will definitely move up next round, just waiting for the way to clear out a bit.)[/sblock]
 


[sblock=ooc]ryryguy: My turn did get interrupted; it's still that round. Also, just a thought: you readied an action to attack but since you're around that corner, there's really no way you'll ever see anyone, is there?

johnmeier1: That's right: wizard + bard = NEW TANK, BABY! :) Let's just hope he doesn't roll column 4 again, eh? Even in hindsight, I still don't think we were going to get past that trap without making a run for it, and I don't think those baddies have any incentive to engage us unless we're past the trap. They have their own nice little pincer that the trap forces us into. Tenchuu is playing the obstacles off each other nicely here. My main concern is how many more enemies there might be; at least the melee types we can see can't attack us this round.[/sblock]

Edit:
[sblock=Tenchuu]So the altar and the slinger are in square D -4, the treasure is in D -3, and the other two kobolds are where I thought they were, right? We didn't see 4 kobolds up in that corner, correct? (Between the blood and the red markers - which are great, btw - it's just a little hard to see. Don't change anything, tho; it looks good.)[/sblock]
 
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