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

As kane moves forward toward the Kobold leader, he steps on the false stonework, triggering the pit trap. Kane realizes the mistake a moment too late, and the bugbear falls with the floor. 20 feet down, Kane slams into a spike pit. The wooden spikes dig into him, burning as they are covered with some kind of poison.

[sblock=mechanics]
Trigger: Kane moves to G2
Trap Attack vs Reflex: 1d20+4 = 17 hit
Effect: Kane falls 20ft into pit lined with spikes, falling prone.
Damage: 3d10 → [6,4,3] = (13)
Effect: Kane takes 5 ongoing poison damage.
[/sblock][sblock=Elite Trap Stats]
False-Floor Pit
Trap: A 2-by-2 section of the floor hides a 10-foot-deep pit.
Perception
DC 20: The character notices the false stonework.
Trigger
The trap attacks when a creature enters one of the trap’s four squares.
Attack
Immediate Reaction Melee
Target: The creature that triggered the trap.
Attack: +4 vs. Reflex
Hit: Target falls into pit, takes 1d10 damage, and falls prone.
Miss: Target returns to the last square it occupied and its move action ends immediately.
Effect: The false floor opens and the pit is no longer hidden.
Countermeasures
- An adjacent character can trigger the trap with a DC 10 Thievery check (standard action). The floor falls into the pit.
- An adjacent character can disable the trap with a DC 25 Thievery check (standard action). The floor becomes safe.
- A character who makes an Athletics check (DC 11, or DC 21 without a running start) can jump over the pit.
- A character can climb out with a DC 15 Athletics check.
Upgrade to Elite
Increase the Perception and Thievery DCs by 2. The pit is 20 feet deep and filled with poisoned spikes. A character who falls into the pit takes 3d10 damage + ongoing 5 poison damage (save ends).
[/sblock][sblock=Pit]Everyone can now see the pit which is a 2x2 section going from G1 to H2[/sblock]
 

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Ahh...!" Kane calls out in alarm as the floor suddenly disappeared under him. With the pain of the landing and the spiked bottom, Kane blacks out for a moment. Shaking his head, he stands up "Kane is ok, sore, but ok. Can you send a friend for me to play with in here?" the bugbear calls out.

[sblock=OOC]
*Oi, that sucks...it just hit me. Nice work Tenchuu...anyone have a slide/pull effect they can use to bring the underboss in here?

Standard: Stand-up
Minor: n/a
End of turn: save vs poison (1d20=18) no longer taking ongoing poison

[/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:24/41, 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=ooc]I could try to use thorn whip to do it... evilbob, what do you think?

You could still use flaming sphere to hit one, and sustain it so that maybe Hergunna can group them up better for it on the next turn?[/sblock]
 

[sblock=time for a new plan]Yeah, I agree that the best move now is to try to drag that guy into the pit. If you can get him with thorn whip, that'd be awesome (can you slide him to F0 and then into the pit just to hit him with that silly fire thing?). He will probably get a save to avoid being pulled off the edge, tho. But if he saves, I can hit him with my at-will which also slides 1 and try to dump him into the pit again. Otherwise, I'll either drop my daily or figure something else out...[/sblock]
 

Hergunna groans as Kane disappears into the pit. She once again studies the blade trap, trying to predict its movements. But once more it is beyond her grasp.

"Screw this," she mutters, and charges forward around the corner and down the hallway. She moves past the trapped wizard and bard in a blur, screeches to a halt, and flicks her wrist. A thick, thorny vine shoots from her hand and wraps around the lead goblin. She pulls back, and the vine pulses, dragging the goblin forward through the magical flames. Just before dragging onto the lip of the pit he falls back, ending up prone at the edge.

[sblock=Actions]Minor: fail again to predict trap. 1D20 + 10 => 16
Double Move: to I3
Action Point, Standard: Thorn Whip vs. Underboss 1D20 + 6 + 3 => 19, hits. Damage is... anyone care to take a guess? 1D8 + 5 => 6 That's right, minimum!
Pull him through F0 to take 2 more from the flame zone, then try to pull him to G1 into the pit.

I'll go ahead and roll the save against being pulled in. so evilbob can go.
Naturally, he makes it. 1D20 => 13
He's still prone though.
[/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: 0, 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]
 
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"No-wait-watch-out-for-the ...yeahhhh", Mervin says as he watches the bugbear fall into a pit in the floor. "So how're things down there? Looks... spikey!" Mervin offers. "At least he can see..."

As Hergunna charges up and whips the underboss toward the pit, Mervin watches and smiles. "Seems like a great plan - I'll help!" Mervin aims carefully, but forgetting his feet are still stuck to the floor, he becomes slightly off-balance and at the last moment, his staff swings wide. A bolt of psychic energy flies from his hand and misses the kobold by several yards.

As Mervin scraps the remainder of the glue off his legs, he looks at his companions, looks at the bugbear in the pit, and then looks at his own staff. He sighs. "This has not been one of our better moments."

[sblock=ooc]Kane is still lit up at least! If not I can use a minor on him since my plan of awesomeness can't work this round.

Phantom bolt vs. underboss misses by a mile - I rolled a 2. It was for minimum damage anyway (duh).

Can't do anything else so end of round save: saved![/sblock]
 

ooc: One day I will remember this...

[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:16/23, Bloodied:11, Surge Value:5, Surges left:3/7
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]
 



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