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

Got him! Wil shouts and his arrow and Kane's strike bloodly the kobold. I'll finish him off, Kane. The bard lets an arrow fly that drops the creature. He looks at the wizard next to him. Wil looks about for safe ground. Move it Mervin, we've got to get out of this trap! The wizard stumbles forward as he straightens for more action. Wil struggles at the glue on his legs and breaks free.

[sblock=OOC] Immediate Interrupt: Virtue of Valor - Give Kane 3 temp hp (can I use this right after Arrow of Warning?)
Standard: Jinx Shot on Kobold Dragonshield in D3 1d20+9=19 for 1d10+6=15 damage (rolled with level 1 bonuses, but killed anyway)
Move: Swap for minor - look for fake floor Perception 1d20+6=10
Minor: Majestic Word on Mervin - heals 10 and slide to I3
Save: 1d20=20! Yay

Still hoping for the best on the fake floor :) Hard to be a controller and push people around...
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[sblock=L4W Wil Rando]
Init: +2 Speed: 5 Perception:16 Insight: 14
AC: 17 NAD:14/13/17
HP: 28/33 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 (used once)
Words of Friendship
Moment of Escape
Arrow of Warning (used)

Full Character Sheet
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"Nice shot!"

[sblock=a plan!]I have an idea for a plan! See what you guys think: first, Wil should do exactly what he just did. :) (Seriously, that was awesome!) Hergunna, you double move forward to H3 (should be safe since Kane walked on it) or thereabouts, maybe make another perception check to find out about the floor trap(?) and - if this is cool with you - drop an AP to Chill Wind (or anything that slides) the northern kobold slinger to slide him south one square. Kane's already going to engage the underboss (good idea - watch for a floor trap!) and then assuming a few things work like I think, I'll power up and then nuke the northern slinger and seriously piss off the skyblade with my daily. How's that sound?[/sblock]

[sblock=rules question in the future]Assuming a slide breaks the immobilized condition, my new rules question will involve mage hand. Specifically, following the text of the 2nd sentence, I should be able to cast it and move a 20 lb object 5 squares all as a minor: is that correct?[/sblock]
 
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[sblock=more to the plan]If Hergunna moves the slinger south one, and Kane you can make it to the underboss, you could use your Brutal Slam to smack him into the slinger at F -3. Then, they could all get hit by my daily.[/sblock]
[sblock=ha]In fact, you could push him through the orb fire into the slinger, so he'd take 2 more! :)[/sblock]
 
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[sblock=Rulings]
Immobilized: So, PHB P.277 says "You can’t move from your space, although you can
teleport and can be forced to move by a pull, a push, or a slide." The section on teleporting specifies that the act of teleportation ends the effect, but there is nothing on forced movement (that I can find). If you were immobilized because of a grab, forced movement could end it. So, I would run in this case that Wil moves you and the glue, and you still need to save to break free, but let's use Wil's weapon enchantment (+1) as a power bonus to save. It sounds reasonable that there would be less glue underfoot after the slide, but it would still be just as sticky on the rest of your legs (And here I go inserting logic where it doesn't belong....)

Charge: I think since you can't see it AND it's a corner, let's say no charge. We'll debate the merits of what constitutes direct movement at a later date.

Pit: No DM errors have yet occurred (pit related), so if its been walked on, its not the pit.

Virtue of Valor: I will note it immediately after Kane's free action, and therefore part of last round. So you could award it again based on damage this turn.

Did I get everyone?
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[sblock=ooc]I'm somewhat reluctant to spend an action point on Chill Wind hitting a single target. With Action Surge, I'd really prefer to use that for an attack that could hit multiple opponents.[/sblock]
 

[sblock=ooc, plan extension]Well, I thought of that, too.

If Kane can make his way around the trap which we're still not sure where it is (I'm guessing Kane's best path is G3,H3,I2,I1,I0,H-1 maybe?), then get to the underboss, if he hits he can smack him to E -3 and still get the slinger. This would enable Chill Wind to at least hit 2 creatures, and you could slide only the slinger south 1.

I know using an AP for an at-will to hit 2 dudes is crappy, but you'd be setting them all up to get auto-smacked by my daily. The only reason I suggest using the AP is because between Chill Wind, Kane's attack, and Flaming Sphere, I think we can drop the northern slinger this round - and it'd be nice to get these amazingly high-rolling slingers dead. :)

Additionally, my thoughts on APs is that we'll get another AP at the end of this battle anyway so we might as well burn 'em.

The only reason I suggested you go before Kane before was because you're the only one who has any decent chance of finding that trap. But maybe another perception roll won't help anyway? I'm not sure.[/sblock]

[sblock=ooc, rulings]Ah, so Mervin's still stuck, eh? Well my super-awesome plan has been demoted to a merely-awesome plan, then. ;)[/sblock]
 

[sblock=Action Points]Will there be a milestone after this?

I seem to have lost track... was thinking I used an AP in the last fight and then got it back for a milestone, but maybe I just didn't use it at all?

If I'm using an AP, I'd just as soon use Thorn Whip. I guess if Kane lines up another one for Chill Wind that would be slightly better. [/sblock]
 

[sblock=ooc, DM questions]If thorn whip pulls a guy 1 south that's awesome, too. I didn't really look at your other powers; I just knew chill wind could slide 1. But yeah, I'm pretty sure no one used an AP in the last battle (we would have updated our ministats, right?) and I know that last battle was 1 after an extended rest. So this is 2.

Two quick DM questions:
If Hergunna makes another perception check would that be useful or has she already gained all the knowledge that can gain?

Who did Wil's temp HP go to last round?[/sblock]
 

[sblock=Bob]Unless I am missing something, Kane is due the 3 THP.

Unlike enemies, I feel like if I post the stat block for a trap is becomes pretty much no challenge at all. So, I'm holding my cards close on that. But, I can say this:
Hergunna noticed where the trap is. One could attempt a thievery check to disable the trap, with Hergunna's assistance to locate (or a success on your own perception), and one could try to jump over the trap with a athletics check.[/sblock]
 

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