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

[sblock=ryry]Go ahead and revise, and post again to let me know the revision is done.[/sblock]
[sblock=EB]Duh. Maybe next time I will read the item description before questioning you. History suggests otherwise, though.[/sblock][sblock=Post tomorrow morning]Enough said.[/sblock]
 

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[sblock=Kane's Awesomeness]I considered retconing because the dragonshield has the interupt to shift away, but Kane's awesomeness was so awesome I just couldn't do it. (Or, maybe laziness had _something_ to do with it too). [/sblock][sblock=Mervin]Because the slyblade was in the way, the slide on mervin wouldn't work. But since all his actions still worked from his current location, I didn't move him. (I1 is a hard corner)[/sblock]"AHHHHGGGG!" The underboss screamed from the bottom of the pit, reciting curses in draconic. It stood up and moved in the pit, but did nothing else. Perhaps it was unable to get out.

The remaining sly blade, boxed in, moved toward Wil. With speed, it slashed with it's small sword, landing a minor blow against the bard.

[sblock=Mechanics]
Flaming Sphere Attack deals 11 damage to Slyblade, bloodies Slyblade.

Underboss
Effect: 5 ongoing poison damage
Move: Stand Up
Standard: Move to G2
Save vs Ongoing: 1D20 => 18
Free: Curse you out

Slyblade I1
Move: Shift to J1
Standard: Attack Wil
Attack: 1D20 + 9 => 22
Damage: 1D6 => 5

[/sblock][sblock=Status]
Wil Rando: J1 23/33 HS 9/10 AP 0, MW used once.
Mervin: I2 16/23 THP 3/3 HS 3/7 AP 0,
Hergunna: H3 36/36 HS 8/9 AP 0
Kane: I0 18/41 THP 3/3 HS 7/10 AP 0, Bloodied
Stanng: [Miner Hut] 28/31 THP 0/3 HS 7/10 AP 1

Enemies:
Slyblade: K-1 19/42, Bloodied
Underboss: G2 6/110, Bloodied, Ongoing 5 poison

Slinger: D-6 -7/24 Dead
Slyblade: I1 -7/42, dead
Dragonshield: K0 -2/36 Dead
Dragonshield: D3 10/36, dead
Slinger: H1 [Pit] -1/24 Dead
[/sblock][sblock=map]
Byron8-8.png

[/sblock][sblock=Enemies]
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]
 
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Not liking the skyblade so close to him and his allies, Mervin uses his new wand to attempt to blast it away. However, he apparently miscalculated somehow and ended up blasting the ceiling instead.

Disappointed but not surprised, he notices the underboss in the pit and concentrates to move his flaming sphere down next to him.

"Night-night!"

[sblock=ooc]standard: thunderwave skyblade for natural 1. Starting to get tired of 1s (rolling lots in my other game).

minor: sustain sphere

move: move sphere into the pit next to the boss. Since my minimum damage is is 9 and he has 6 HP, I won't roll it unless I need to. He's toast at the start of his turn.[/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]
 

Wil cringes at the slight blow and looks menacingly at the slyblade before stepping back away from it. Give up fool, and your death will be quick! He fires an arrow directly into the kobold's face.

[sblock=OOC] Maybe it should have been OR your death will be quick
Minor: Hunter's Quarry on Slyblade
Move: Shift to K-1
Standard: Jinx Shot 1d20+9=18 (vs AC, I rolled with +7 but have +9 now) for 1d10+6=16 damage (again sorry for forgetting the +1 in IC) +1d6=2 damage from HQ

Only 2 hp left :)
[/sblock]
 
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Kane charges forward, but with the adrenaline gone, his attack is sluggish and easily avoided.

[sblock=OOC]
Standard: Charge to J0- vs ac; dmg (1d20 10=14, 1d12 8 1d8=13) and swing and a miss. Hergunna, it's up to you.
[/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:18/41+3thp, Bloodied:20, Surge Value:10, Surges left:7/10
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]
 

Hergunna tries another thorny vine, but the slyblade narrowly avoids it.

[sblock=Actions]Thorn whip vs. slyblade (1d20+6=11, 1d8+5=12)

Miss by one, hoorah!

Still can't get to melee on the guy without suffering an OA, so Hergunna will stay put.[/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]
 


[sblock=Rewards Submitted for Approval]
Encounter 6b: Skill Challenge. Part/DC level 1, Complexity 1
Total EXP: 100 XP x 2 = 200 XP (Only Mervin)

Encounter 7: Combat Encounter
- 2 cavern chokers (level 4 lurker) 175 XP
- 2 Rat Swarms (level 2 skirmisher) 125 XP
- 1 Ochre Jelly (level 3 elite brute) 300 XP
Total EXP: 900 x 2 = 1800 XP

Encounter 8: Combat Encounter & Traps
- False Floor Pit (Elite) 200 XP
- Pendulum Scythes (Elite) 350 XP
- 2 kobold slingers (level 2 Artillery) 100 XP
- 2 kobold slyblade (level 4 lurker) 175XP
- 2 kobold dragonshields (level 2 skirmisher) 125 XP
- 1 Goblin Underboss (level 4 elite controller (leader)) 350 XP – Reskinned
Total EXP: 1700x2 = 3400 (Excluding Stanng)

Total Exp for Mervin: 200 + 360 + 850 = 1410
Total Exp for Kane, Hergunna, Wil: 360 + 850 = 1210
Total Exp for Stanng: 360

Note: Treasure, gold, time XP, and time gold will be submitted for approval at the end of the adventure.
[/sblock]
 

The slyblade missed with its final attack. Mervin moved the flaming sphere next to the creatures, and moments later it died in a burst of flames. The floor cleared of moving enemies, the adventurers had a moment to catch their breath before moving on.

[sblock=OOC]I figured I should just fast forward that last round, since it was assured that you would defeat him. Diceroom produced a miss on it's last attack.

You have completed a milestone, and so you all have an action point again. We are moving in to the final encounter. So, take a short rest, and make ready.

I know Mervin can level for sure, and I think maybe Wil and Hergunna can also.

Don't worry about the gold in the room. You got the useful items already; I'll tally up all the other treasure at the end of the adventure. Also, sorry about the short nature of this post. I spent all my time this morning mapping out the final encounter.
[/sblock]
 

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