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

ooc: It wouldn't be a bad time for Thorn Spray, but it'd be better if Kane could take advantage too. I'll go with Chill Wind this time.

Noting the kobold leader's words, Hergunna looks around, listening and sniffing, trying to sense any unseen opponents or undetected traps.

The druid grasps her new fang totem firmly as she calls forth the arctic winds. A gentle breeze wafts up the passage, tousling Wil's hair as it passes. It swirls around the kobold leader, chilling him slightly. Frost forms on the ground, causing the reptilian creature to slip slightly closer to the slinger.

[sblock=Actions]Minor: Perception (1d20+10=26) Not bad, might spot something!
If Hergunna does spot a hidden foe, she will definitely call out the location to the rest of the group. Also, I might want to retarget Chill Wind depending on exactly where he is.

Standard: Chill wind at G-2, targets Underboss and slinger @ F-1, Fortitude.
Chill wind vs Underboss, Slinger (1d20+6=24, 1d20+6=8, 1d6+1=2) Hit the underboss for... wait for it... wait for it... MINIMUM DAMAGE! Slide the underboss to G-2.

Move: shift to I2. (again might want to change this depending on hidden enemy, but probably not.) Not moving, at the request of evilbob.

(Seriously, how many times have I gotten minimum damage in this adventure? I'm too lazy to go back and check but it feels like 50% or more of my damage rolls have been 1s.)[/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
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[sblock=EB]
Hmmm.. Per the description, the expenditure of the minor allows you to conjure the hand within 5 squares, pick something adjacent up, and move it 5 squares. So, you could conjure it in D-2, pick up the staff, and move it back to yourself. You could have the hand drop it as a free action.

My question is, do you need a minor to pick-up/catch/take the staff from mage hand? What do you think?
[/sblock][sblock=R1]The inside of the pit is difficult terrain; it is awkward moving through all the spikes. The rows of spikes are offset (like a diamond pattern) so you really have to watch where you are walking.

If you walk in the put, make an athletics roll vs DC 12, to avoid touching the poison tipped spikes. If you fail the roll, you take 2 ongoing poison damage.
[/sblock][sblock=Hergunna]You detect another kobold at L0[/sblock]
 

[sblock=ryryguy]Would you mind terribly if I stood in I2? Technically my AC is slightly better but more than that I'd like to make a grab at that staff which I can't do unless I get to I2.[/sblock]
[sblock=DM]I figured I'd drop my normal staff as a free action and have the mage hand move the new staff into my hand. I still think that should work but it's your call.[/sblock]
[sblock=all]I'm going to drop my daily in G-1 once the questions above are resolved; it works by attacking only 1 target but anything standing next to it takes auto-damage on its turn.[/sblock]
[sblock=johnmeier1]Here's a suggestion if you'd like: if you moved to G3 (out of the trap finally :)) and pulled the other slinger with your at-will to G0 then it'll be affected by my sphere as well.[/sblock]
 

[sblock=OOC]I was hoping to pull one of them into the pit trap instead, since I have my AP I could do both BUT not one before your daily and after (either or) I will hold off my turn until after Mervin likely

[sblock=johnmeier1]Here's a suggestion if you'd like: if you moved to G3 (out of the trap finally :)) and pulled the other slinger with your at-will to G0 then it'll be affected by my sphere as well.[/sblock]
[/sblock]
 

[sblock=Tenchuu]At L0? That looks like it's inside a wall?[/sblock]
Hergunna points to the south. "There's another there, where the wall turns," she calls out.

[sblock=bob]Fine with me if you want to go in front... I'll change my post[/sblock]
 

[sblock=johnmeier1]
I was hoping to pull one of them into the pit trap instead, since I have my AP I could do both BUT not one before your daily and after (either or) I will hold off my turn until after Mervin likely
Actually, that's perfect: if you try to pull the I-1 slinger to H0 and then into the pit and he saves, he'll be next to the sphere - otherwise he'll be in the pit! Sounds great to me![/sblock]
 

[sblock=DM]I'm going to go ahead and update with my turn based on what I think is going to happen - and what I think the staff is :) - just to get that going. If I'm wrong, then that's totally cool: I'll just edit and change all the numbers.[/sblock]
Mervin's eyes twinkled, as he has been eyeballing something since he first ran down the corridor. He takes a quick step forward, and with a gesture he causes a phantom hand to appear and pull a small staff out of the pile of treasure next to the alter. Covered in sacrifice blood, it floats over to Mervin where he grabs it immediately and without delay begins a powerful incantation. Moments later a swirling ball of flame appears among his enemies, affecting them all with its oppressive heat. Mervin attempts to direct it to focus its flames on the nearby slinger, but the new staff isn't quite steady in his hands and the fire goes wide.

Mervin blinks a couple of times and then regards the new staff quizzically.

[sblock=ooc]Move: shift to I2
Minor: mage hand the staff in D -3 to my hand; free action: drop my current staff implement
Note: I'm assuming the staff is a staff of ruin +1; let me know if it is different
Standard: flaming sphere. Conjured in G -1; attacks kobold slinger at F -1; miss horribly (what is it with this slinger?!?!). Wow, really? Rolled a two, so it doesn't really matter which staff I end up using for this part.

Flaming Sphere: Any creature starting its turn adjacent to the sphere takes 11 fire damage. Well at least the auto-damage is good! Altho I would have killed the slinger before it acted if I had only hit with my daily. :( I have a feeling this might be a very long battle...[/sblock]
[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]
 

[sblock=EB]I have a feeling you are right about the length of this battle. On the upside, when it's over, I'm pretty sure you'll have the EXP to level.

The staff is what you think it is. Sorry, I mean to post that earlier, but I got caught up in housework.
[/sblock][sblock=Ryry]It's just the angle. There is a passage going southeast of the great room, and based on your current position, you can't see any of it. The map is giving you some line of sight because of Kane, but since he's at the bottom of the pit, he can't see it either.
[/sblock][sblock=Revising Posts]I realize the change of having Mervin out in front is minor, but I don't want to get into a habit of retcon-ing player posts. So in general, please try to avoid that. (Sorry if I am being tool-ish)

That said, this retcon can stand.[/sblock]
 


Hey, scaley pants, over here! shouts Wil, trying to anger the kobold but failing in his insult. He takes a deep breath and shouts something in Draconic. The slinger curses and charges him... falling directly into the pit. He move away from the trap, skirting the hole. Get him Kane.

[sblock=OOC] Sorry to disappoint, but I rolled a 2 as well! Try again!
Standard: Cutting Words 1d20+7=9 (vs Will) 1d8+6=10
Action Point: Cutting Words again! 1d20+7=19 (vs Will) 1d8+6=9 (psychic and pull from I-1 to I1) he fails is save 1d20=6 and falls into the pit
Move: Walk to J1

Anybody need healing?
[/sblock]
[sblock=ministats]
Init: +2 Speed: 5 Perception:16 Insight: 14
AC: 17 NAD:14/13/17
HP: 28/33 Surges: 9/10 Surge Value: 8 AP: 0
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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