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


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"Oh....hello friend." Kane jokes, but then sees that the poor kobold is impaled on the spikes. "Oh, Wil, you give me broken toy, that's not nice. Ok, I come and get my own then." Kane shouts, turning around and jumping up, moving past his allies to take up his position of cover. Seeing the ball of fire, Kane 'helps' the kobold towards it by slamming it in the face with the crossguard of his sword. The force knocks it into the other kobold, leaving the slinger on the ground and the other kobold with a minor bruise.

"Oh, no that's no fun stay and play" the bugbear says, stepping towards the prone kobold.


[sblock=OOC]
*Assuming he falls prone like I did. I rolled for damage for the trap as it will determine what I do:trap damage to kobold (3d10=16) again assuming the fall hurts him like it did me. That's 25 damage to it...actually that should kill it... good job Wil. This action assumes it's dead.

Move: Climb out of Pit (G3) -athletics (1d20+9=20)
Standard: move to I08
Can't reach any enemies, so I've revised my actions.

[/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]
 
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[sblock=Kane's Move]
Did you make a DC15 athletics check to climb out? It looks like maybe you pasted the wrong roll.

Also, with a 20ft climb, that's 8 move points just for the wall, but since you did a double move we're covered there.
[/sblock][sblock=OOC] I didn't realize how lethal that trap would be to you guys. Next time, it's coming with controllers who can push. :P

Good work exploiting the environment to your advantage.[/sblock]
 

[sblock=ooc]r1: I'm confused - who did you hit? The I-1 slinger was the one dragged into the pit; the F-1 slinger was the only slinger still alive.[/sblock]
 

[sblock=ooc]
Wow...my brain wasn't working last night, sorry, I've updated my actions, no AP, no attack, just the move/move[/sblock]
 

[sblock=ooc]I haven't looked, but did you have enough movement to get to the guy around the corner? Or is that position too dangerous?

Edit: Nevermind; I don't know how much movement you have but we've probably done too much retconing already. :)[/sblock]
 
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The flaming sphere erupted in flame, engulfing the underboss and his slinger minion. The recoiled in pain as the fire crisped their scaly flesh.

Despite the flaming, the underboss rallied, ordering, "The big one! And the Archer! Move!" The Leader moved first, position itself in front of Kane. Next to the skullcursher, it was perhaps the most worth opponent that the berserker had faced. The underboss stabbed with its short sword, just slipping past Kane's parry and cutting into his flesh.

Its concealment compromised, the slyblade moved forward, adjacent to Kane and Wil, and then sneaking in behind the bugbear. Acting quick, it stabbed with both swords. The first attack went deep, drawing considerable blood, but the barbarian whirled about and parried the second attack. "I'll kill you yet," the slyblade spat.

"Finish the big one!" The underboss ordered, seeing an importunity to press the advantage.

A dragonshield appeared out of the shadows near L0, and moved up to Strike Kane. Ready for the attack, and Barbarian deflected the blow easily, and the kobold backed away.

On it's heals, the other slyblade quickly moved forward, rushing the barbarian and stabbing with the blade. The the bloodied Kane defected the attack with ease. Nearly falling in the attack, the rebuffed kobold backed away to stand beside the dragonshield.

The slinger attacked from behind Kane, striking the bugbear in the back of the head, nearly dropping him. As if by fear, it backed away to the far corner.

[sblock=Mechanics]
Flaming Sphere Attack deals 11 damage to Underboss and Slinger

Underboss
Move: G-2 to H-2 to I-1
Standard: Short Sword Attack Kane
Attack: 1D20 + 9 => 19 Hit
Damage: 1D6 + 4 => 6

Slyblade L0
Move: L0 to K-1 to J0
Minor: Shift to I1 (Gains CA on Kane)
Standard: Twin Slash
Attack1: 1D20 + 9 + 2 => 31 CRIT
Damage: 12 (1D6 for weapon ,1D6 for CA)
Attack2: 1D20 + 9 + 2 => 15 Miss

Dragonshield K1
(There is a wall providing cover and concealment between J1 and K1)
Move: K1 to L0 to K-1 to J0
Standard: Attack Kane
Attack: 1D20 + 7 => 17 Miss
Minor: Shift to K0

Slyblade K-4
Move: K-4 to K-3 to K-2 to K-1 to J0
Standard: Attack Kane
Attack: 1D20 + 9 => 10 Miss
Minor: Shift to K-1

Slinger D-4
Standard: Attack Kane
Attack: 1D20 + 6 => 21 Hit
Damage: 1D6 + 3 => 7
Move: F-1 to D-6

[/sblock][sblock=Status]
Wil Rando: J1 28/33 HS 9/10 AP 0, MW used once.
Mervin: I2 16/23 HS 3/7 AP 0,
Hergunna: H3 36/36 HS 8/9 AP 0
Kane: I0 2/41 THP 0/3 HS 8/10 AP 1, Bloodied
Stanng: [Miner Hut] 28/31 THP 0/3 HS 7/10 AP 1

Enemies:
Slinger: D-6 7/24 Bloodied
Slyblade: K-1 30/42,
Underboss: I-1 77/110,
Slyblade: I1 42/42,
Dragonshield: K0 36/36

Dragonshield: D3 10/36, dead
Slinger: H1 [Pit] -1/24 Dead
[/sblock][sblock=map]
Byron8-7.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][sblock=EB]For the Flaming Sphere, wouldn't the damage be 1D4+7, or am I missing something? Also, I assume you'll roll this damage each turn that it's adjacent to an enemy?
[/sblock]
 

Enter the Whirlwind!

Kane actually steps right into the thick of his enemies, surrounding himself on all sides. The bugbear can barely stand as he sees the blades of his enemies stained with his own blood, however this is a normal situation for Kane to be in. He doesn't panic, but rather decides to get even. He becomes a blur as coordinated movements of his sword and axe knock the kobold's weapons away and let him score some vicious blows against them. His fury continues to build and he slashes down the armored kobold next to him, but his bloodlust is unabated and he spins a few feet west, bringing down his axe on the smaller kobold there. Only the apparent leader remains.

"You wanted Kane, you got him!" the bugbear roars, slamming his boot into the leader's chest towards the pit, but the creature grabs on at the last possible moment.

After the adrenaline wears off, he looks at Wil, "Help friend, tell Kane good song about strong warrior like him that let me keep fighting" he says wearily.

[sblock=OOC]

Move: Shift to J-1
Standard: Whirling Frenzy - vs AC/Ref (underboss, sly blade, dragonshield); dmg (1d20 9=25, 1d20 9=29, 1d20 9=19, 1d12 7 2d6=24) hits underboss for 24, Crits sly blade for 41 crit dmg (1d12=10), hits dragonshield for 24
Crit triggers Rampage - vs ac;dmg (dragonshield) (1d20 9=21, 1d12 7=14) hits for 14 more.
Dropping the dragonshield triggers Feral Might - shift J-2 and deal whirling lunge (2d6 3=8) 8 to sly blade, dropping it also.
AP: Brutal slam on underboss - vs ac; dmg (1d20+9=21, 2d12+8=20) hits for 20 and push 2 - but underboss saves save vs pit (1d20=12) so lands prone in H0

[/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:2/41, Bloodied:20, Surge Value:10, Surges left:8/10
Action Points: 0
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]It's Kane's world, the rest of us are just living in it... :heh:[/sblock]

Hergunna barely blinks as the bugbear once again devastates the opponents with an outburst of extreme violence. She flicks a vine at the kobold leader lying by the edge of the pit, but his injuries seem to have given him new tenacity, and he blocks the attack.


[sblock=Actions]Standard: Thorn Whip vs. underboss (1d20+6=15, 1d8+5=10) Note this is a hit because I forgot the +2 for CA (prone). So it just hits fortitude 17. *edit* But actually misses because of his boost to defenses when bloodied.[/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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[sblock=ooc]Ok so the dragonshield and the K-1 skyblade are dead. There's also a skyblade directly next to me in I1 - correct?. Question: does the standard-action attack of the flaming sphere count as a ranged attack that will cause an OA to me? I don't think it will (since the sphere is attacking and it could do that from quite a distance) but I just want to be sure.

Also, I hate to point this out but I don't think Kane's last hit on the underboss actually hit... or Hergunna's thorn whip... because once that guy gets bloodied, his defenses go up by 3 and he turns into a massive tank. :) Waiting on Tenchuu to rule on all this, but I expect my action to be sustain, move sphere to H0 (since I don't think the underboss is there) and attack the last skyblade (since auto-damage is the only way I'm gonna hurt that boss from now on). This will do auto-damage to both of them. Either that, or someone needs to kill that slinger!

Tenchuu: Staff of Ruin is +1 attack/damage AND +1 damage (add enhancement to damage); that's why the fire damage was +8 instead of +7. Unless you're thinking of some other reason; just let me know.

Still, though: that was awesome guys. Hooray for the striker being the tank with 2 HP! :)[/sblock]
 
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