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

[sblock=ooc]Crap, I had thought Kane dropped both slyblades... did the move I posted for Hergunna expose her to an OA from that guy? And/or she moved through the underboss if Kane's push attack did not hit, which I think Bob is correct about. And her attack did not hit the underboss, as well.

I'd like to retcon at least Hergunna's move action, if so. Actually I think I might well have used Call of the Beast rather than Thorn Whip to try to prevent the slyblade from getting CA on anyone if I'd realized he was alive, but that's probably too much of a retcon at this point.

Edit: move retcon: yeah, if the slyblade at I1 is still up, Hergunna would have had to move through both Wil and Mervin drawing OA in the process. I'd probably just as soon not move at all in that case. (I probably would have waited for the others to shift and maybe clear some room if I'd realized that was the case, but oh well.)[/sblock]
 
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[sblock=EB]Your character sheet says "Any creature starting its turn adjacent to the sphere takes 1d4 + 6 fire damage." So in my mind, with Staff or Ruin +1, it should be 1d4+7. Is there some other bonus you have that effects this power, or is it just a mistake in your power description and 1d4+7 is the base?
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[sblock=ooc]Tenchuu: 6 was the value with no implement: 5 (int) + 1 (weapon focus). When I got the implement, it adds 2 to damage rolls; +1 enhancement (since it is a +1 staff) and +1 item bonus (since it adds enhancement again as an item bonus). Total: 8. I haven't updated my sheet with the new item yet. Does this all make sense? Basically, all my modifiers go from +6 to +8 damage with that staff. (Sidebar: that is why it's the best staff in the game.) If I have interpreted something incorrectly just let me know.

ryryguy: Technically, when Kane missed it also could have triggered another power of the boss... But assuming they don't move, I think the map is accurate except the two enemies in row K are dead, Kane is in J-2, and the boss is bloodied. (The I1 skyblade is at full health since Kane didn't attack him and that &%#@ slinger has 7 HP.)[/sblock]
 

[sblock=ooc]
Well the AC of the underboss is 21 wjhen bloodied, Kane hit AC 21 so it should hit right?

Staff of Ruin - +1 dmg from enhancement bonus and +1 item bonus (from staff's property)
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[sblock=ooc]I'm sorry R1!! I think I confused your damage with your hit. Yeah, if you hit 21 and his AC went to 21 then that's still good! (And you did have the most awesome turn ever!)

Ok so the boss is also moved to H0 and prone then!

In that case I may move the sphere to I0. We'll see; I will probably go last just to make sure everyone is done moving/pulling all the enemies around.

Maybe we could pull the skyblade into the pit?[/sblock]
 

[sblock=ha]Ok, here's a funny plan: if Wil can shoot down that last slinger and heal Kane and shift one square, Mervin can shift into Wil's space and thunderwave both the skyblade and the boss. I have a good chance of hitting the skyblade and I can try to push him into the pit again. Worst case: boss takes auto-damage.[/sblock]
 

Burn them, Mer-vin! Wil rhymes as the fireball chars their foes. The bard seems shocked as Kane withstands the mob that attacks him. Then the barbarian becomes a whirling juggernaut Amazing Kane, how sweet that sound he sings as the killing begins. You must keep going, brave friend! he shouts to Kane afterwards. Shifting away from the slyblade, Wil shouts a roar of victory while strumming his bow. The wave of sound crashes over his foes and allies, sending the underboss into the pit and pulling Mervin to his side.

[sblock=OOC] Because of the order of resolution, I am not sure this works with Virtue of Valor (if it doesn't only give 3 temp to Kane)
Immediate Interrupt before my last turn: 3 tmp hp to Mervin
Immediate Interrupt before this turn: 3 temp hp to Kane
Move: Shift to K0
Minor: Majestic Word heals Kane HS+6 and shift 1 (whereever he wants to go)
Standard: Shout of Triumph 1d20+7=10 MISS (vs Slyblade Fort) 1d20+7=27 CRIT (vs Underboss Fort) for 1d6+6=12 +1d6=6 for crit Thunder damage and push Underboss into the pit. Slide Mervin from I2 to K-1
Underboss save? 1d20=7 nope 3d10=4 what is the poison effect? (wow, that is almost minimum)
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[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 (used)
Twin Strike (used)
Hunter's Quarry (used)
Majestic Word (used twice)
Words of Friendship
Moment of Escape
Arrow of Warning (used)

Full Character Sheet
[/sblock]
 
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After getting whisked around by Wil, Mervin seems a bit dizzy. Spying the dreaded kobold slinger still in the corner, Mervin narrows his eyes and fires an illusionary bolt straight at him. The slinger, already terrified and backed into the corner, screams desperately against the imagined threat and suddenly croaks out a disturbing sound. His eyes roll back into his head and he falls over dead.

"Hmpf." Mervin then turns his attention to the flaming sphere and manipulates it to bring its oppressive heat closer to the only enemy he can see.

[sblock=ooc]Standard: Phantom Bolt on slinger in the corner hits! (14 vs 12 will) for 14 damage; slinger is dead.
Minor: sustain sphere.
Move: move sphere to H0 (so it will do auto-damage to the skyblade)

Any creature that starts its turn next to the sphere takes 11 (again) fire damage.[/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=ooc]Well that round was certainly more productive - especially when barbarians trigger all their procs! :) johnmeier1: with your crit damage I think the boss is down to about 11 HP - man, I should have moved the sphere into the pit! :) Actually, that was a great move on your part - good job, all! We went from "taking a while" to "probably one more round or so" in one fell swoop. Nothing like dropping 3 guys to change the tide of battle.

Also, so I guess I have 3 temp HPs now? Was that from making the slinger bloodied with the sphere auto-damage? Just curious.[/sblock]
 

[sblock=Tenchuu]I still haven't changed my previous post, but I guess Hergunna missed with thorn whip, so no damage to the boss on that. Also still waiting to see if it's okay to revise the move portion of her actions to just stay where she is rather than waltz past the slyblade... I'd probably also just as soon stay in human form if not moving, if that's okay. [/sblock]
 

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