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

[sblock=OOC] Yeah, evilbob, I was almost considering readying my Shout of Triumph to push back any melee attackers, but that would require an AP which might not trigger and then would be wasted! Don't worry, even if you drop I can heal you HS+6 next turn :)
[/sblock]
 

log in or register to remove this ad

[sblock=ooc]Oh I know, but the fact that it only takes 3 hits to drop me (when did I turn into a 3.5 level 1 wizard?!?!) is the main reason I didn't throw down my daily already (needs a minor to sustain). Tell you what: if we're surrounded I'll let you push them first; try to get them into a 3x3 if that happens and you can! :)[/sblock]
 


[sblock=Arrow of Warning]
Trigger: An enemy within range makes an attack roll against an ally - seems like it triggers even on a miss... good thing he missed with 25 damage...yowzers[/sblock]

[sblock=Attack]
vs ac; dmg (1d20 9=17, 1d12 8=14) hits AC 18 (forgot +1 from Wil) for 14 damage, howl in burst 3 for 2 more damage to any foe that's there (excludes teh dragonshield)[/sblock]
 

As Wil moved up to stand next to Mervin, he felt the trap blade whoosh just behind him, missing the two adventures by only a few feet. The other blade swung through the beginning of the trap, near Hergunna.

The dragonshield that Kane charged moved to attack the bugbear, but Wil saw the attack coming and let fly a powerful arrow. The shot could have been truer, but it still stuck deep in the kobold's shoulder. Kane took the opportunity to slash the dragonshield, opening a huge gash in it's neck, spilling blood. The dragonshield made a weak attack, but failed to land a blow. Cautiously, it stepped back.

The two slingers took aim from their positions, each firing another special shot. The bullets exploded on impact, drenching Wil and Mervin in more sticky glue.

The underboss and slyblade stood up from Mervin's attack, and still slightly burning rushed away from the magical fire. The underboss moved closer the the adventurers, while the slyblade moved towards the back. "Good shot!" The underboss said, "Let the trap kill them!"

[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, G12 to I12 (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]

Dragonshield E3
Standard: Sword Short vs kane
Triggers: Arrow of Warning
Wil Attack: 1d20+9;3d10+6 → [2,9] = (11) Miss
Wil Damage: 1d20+9;3d10+6 → [1,10,8,6] = (25) / 2 = 12
Free Attack by Kane: Hits for another 14 damage.
Dragonshield Attack: 1D20 + 6 => 10 Miss
Minor: Shift to D3

Slinger K-3
Standard: Special Shot vs Mervin
Attack: 1D20 + 6 => 20 Hit
Damage: 1D6 + 3 => 8
Effect: Immobilized (save ends)

Slinger D-4
Standard: Special Shot vs Wil
Attack: 1D20 + 6 => 17 Hit
Damage: 1D6 + 3 => 5
Effect: Immobilized (save ends)

Slyblade E-1
Effect: Takes 2 from orb
Move: Stand Up
Standard: Move to G-5

Underboss D-2
Effect: Takes 2 from orb
Move: Stand Up
Standard: Move to G-1
[/sblock][sblock=Status]
Wil Rando: I4 28/33 HS 9/10 AP 1, Immobilized
Mervin: H4 6/23 HS 4/7 AP 0, Bloodied, Immobilized
Hergunna: J14 36/36 HS 8/9 AP 1
Kane: F3 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: G-5 30/42,
Underboss: G-1 98/110,
Dragonshield: D3 10/36, Bloodied
???

[/sblock][sblock=map]
Byron8-5.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]
 

"Magicman, Hergunna, can you finish off this kobold then I come help you?" Kane calls back.

[sblock=ooc]
If mervin/hergunna can kill the dragonshield, Kane can tackle the underboss. [/sblock]
 

[sblock=ooc]Dunno if I need to move or not but I think the most useful thing I could do at the moment is kill the dragonshield so Kane is freed up to get out into the fray.

I will wait until after Wil's turn because I'm guessing if he does the healing power on me and shifts me one square that will also break the immobilizing effect? Is that right?[/sblock]

OOC: Lol - Kane and Mervin are on the same wavelength I see. :)
 
Last edited:

[sblock=rules]Tenchuu, I am certain effects still happen on a miss.

However, I am not certain if being slid breaks an immobilize. Teleporting definitely does if it is a physical effect, but I can't find anything on sliding vs. immobilization. DM's call?

Wil: If you do slide him, Mervin would prefer I3 since Hergunna seems to think there's a trap somewhere around where we are.[/sblock]
 

[sblock=more rules]I swear there is a reference to forced movement breaking "physical" immobilizes (but not like a spell or ghoul paralysis) someplace... don't have time to track it down at the moment.

Did Hergunna's readied shot go off? It seems like she has LOS on the underboss, but I guess it would miss anyway, so who cares.

As far as getting to the dragonshield, Hergunna can barely make it to E3 with a double move. I'm not sure if a move + charge would be permissible. One move gets her to column 8. From there she cannot see the dragonshield. Charge says "you must move directly to the nearest square from which you can attack the enemy"; different folks interpret "directly" differently. Some think it means you have to move in a straight line... in this case Hergunna would have to go around a corner, which seems like it's pushing it.[/sblock]
 

[sblock=ooc]Yeah I think the only way Hergunna could get the dragonshield would be to drop an action point. I'd say don't worry about it unless everyone else misses. :)

Btw, the rule you're thinking about might be the teleport rule (PHB p286) - or at least, I thought the same thing and that's what I found![/sblock]
 

Pets & Sidekicks

Remove ads

Top