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

[sblock=ooc]Ok, I'm fine with using the AP, should I wait for Kane since he might bunch them up a bit first?

Also re: charge, one interpretation I saw for "move directly" was "each move must reduce the distance to the target". That seems sensible. It would prevent charging around corners.[/sblock]
 

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[sblock=ooc]Honestly if you don't need to make a perception check before or after is fine; going before means more damage to the little guy but going after you could hit two things (then again, you'd still have option 1 afterwards as well). Altho, this is all assuming Kane makes it over there without falling in a pit or something. :) Either way: I'm going last!

My only thoughts on the pit are that a crafty kobold boss would move right up next to it, giving itself a protected side and luring charging adventurers into a trap. :) That's why I think Kane moving below it seems like a good idea...[/sblock]
 

Kane moves back down the hallway, "You are good shooter Wil!" he says and sees the enemy heading towards the stuck Mervin. "Don't worry magicman, Kane help you" as he moves next to the enemy. With a powerful blow from his bastard sword, Kane sends the foe flying, right into the slinger! The force of the blow knocks the underboss on his back and causes a minor wound to the other kobold.

[sblock=OOC]
*r1 thinks that the sneaky kobold may just do that, but Kane the rather dim bugbear might not be thinking so clearly with the battlelust taking over

Move: to G0 (and pray there's no pit trap)
Standard: Brutal Slam on Underboss - vs ac; dmg (1d20 9=21, 2d12 8=20) push to E-3 and knock prone. Deals 8 1d8 4=8 damage to slinger at D-4
Minor: nothing
[/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]
 


[sblock=Trap] Kane's movement trigger the Trap. I don't have access to the details here, so I will update later today.

Kudos to Ren for playing Kane in character, despite the possible adverse effects.
[/sblock]
 


[sblock=ooc]ryryguy: Yeah, that's a good plan.

Btw, just incase in some way Kane's hit stands, the underboss takes 2 extra fire damage from entering the orb's effect area.[/sblock]
 

[sblock=ooc]
I'm assuming that the trap springs as part of the move action so hopefully Kane will have a standard/minor left to use... [/sblock]
 


[sblock=ooc]renau1g: since you didn't use your minor, would you want to throw down a perception check before you moved? That could at least give you a reason to try to avoid the trap.

...Oh, nevermind: your perception is like mine. :) Impossible to pass the 22 DC!

johnmeier1: ryryguy and I are waiting on Tenchuu to rule the trap's effect on Kane before taking our turns this round.[/sblock]
 

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