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

[sblock=level up]Ok then, I will work on a level 3 Hergunna tonight.[/sblock]
[sblock=oops!]Crap, I didn't realize it but Hergunna never got her second approval for level 2...[/sblock]
 

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[sblock=ooc]I went ahead and side-stepped the issue in the L4W forum for now and leveled up; Mervin is posted. (I updated the wishlist, just fyi.)[/sblock]

Mervin also takes a break.
 

Kane stretches after the battle, settling his muscles down after the threat calmed down for a moment. He begins humming with Wil's tune, although he hates to admit it, the bard is very good. You even see his foot tapping in time with the melody.

"Uh, what? He is good player" the bugbear replies to any questioning looks.

[sblock=ooc]
Did we reach a milestone Tenchuu? Updated my CS and the ministats below[/sblock]

[sblock=ministats]Kane Male Bugbear Barbarian 4
Initiative: +6, Passive Perception: 12, Passive Insight: 12, Senses: Low-light
AC:20, Fort:19, Reflex:18, Will:14
HP:47/47, Bloodied:23, Surge Value:11, Surges left:5/10
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=level 3]I'm not going to have time to wrestle with the character sheet templates tonight, and maybe not for the next couple of days actually. But I'll choose my level 3 encounter power - Predator's Flurry - and put it in Hergunna's summary. That plus going to 41 hp are the only real changes so hopefully we can keep going without the fully updated sheet.

Oh and I did get the second approval for level 2 so that's all squared away. :)[/sblock]
 

After a short rest, Accompanied by Wil's soothing tune, the four adventurers pressed ahead in the cave. They assumed the same formation as when they entered the cave, with Kane in the lead and Wil guarding their backs.

The cave continued to be well lit as they moved through tight passages north and up a flight of rough stairs. After a few minutes of cautious walking, the passage opened up again into the decent sized room. Ahead and to the right, two statues of dragonborn faced west. To the left, in the direction the statues were facing, a 10 foot wide pathway lead into another room. Kane made a signal for the group to stop as he caught a glimpse of the enemy.

"No!" a woman yelled, hands bound together in front of her. A kobold minion yanked on a rope tied to her wrist bindings, pulling the unwilling victim along. Another minion stood behind her, pushing her.

"Ssssilence! We go to ssssee god. Shhhhow ssssome ressspect."
The lead minion ordered, but the woman continued to struggle. A layer of ice covers the hallway between the group and the minions. Beyond the minions, they can barely see a Slyblade.

[sblock=Skill Checks]
No check required: -K5: -J9 is an ice sheet. It is difficult terrain.
[sblock=Perception DC18]You can faintly hear draconic chanting coming from the west room.
[/sblock][sblock=Nature 22]
Treacherous Ice Sheet Level 5 Obstacle
A slick sheet of ice creates a hazardous obstacle.
Hazard: This sheet of ice fills 10 contiguous squares, turning them into difficult terrain.
Perception
No check is necessary to notice the ice.
Additional Skill: Nature DC 22: The character identifies the squares of treacherous ice.
Trigger
The ice attacks when a creature enters or begins its turn in a square of treacherous ice. It also attacks when a creature stands up from prone in a square of treacherous ice.
Attack
Opportunity Action Melee
Target: Creature on the ice
Attack: +8 vs. Reflex
Hit: 1d6+2 damage and fall prone. If the creature is already prone, no damage but its turn ends immediately.
Countermeasures
With a DC 27 Acrobatic check and a move action, a character can move into a square of treacherous ice without risk of falling. If the check fails or the character move more than 1 square, the ice attacks.
[/sblock]
[/sblock][sblock=Mechanics]
Placeholder...
[/sblock][sblock=Status]
Wil Rando: J1 33/33 HS 8/10 AP 1 MW 2,
Mervin: I2 27/27 THP 0/3 HS 2/7 AP 1,
Hergunna: H3 41/41 HS 8/9 AP 1
Kane: I0 47/47 THP 0/3 HS 5/10 AP 1,
Stanng: [Miner Hut] 28/31 THP 0/3 HS 7/10 AP 1

Captive Human: -K3 1/1

Enemies:
Kobold Minion: -L3 1/1
Kobold Minion: -J3 1/1
Kobold Slyblade: -M0 42/42
???

[/sblock][sblock=map]
Byron9-1.png

[/sblock][sblock=Enemies]
Kobold Minion
Initiative +3 Senses Perception +1; darkvision
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 11, Reflex 13, Will 11
Speed 6
Javelin (standard, at-will) Weapon
+5 vs AC; 4 damage.
Javelin (standard, at-will) Weapon
Ranged 10/20; +5 vs AC; 4 damage. Ammo: x3
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 Stealth +4, Thievery +4

Kobold Slyblade

Initiative +10 Senses Perception +3; darkvision
HP 42; Bloodied 21
AC 18; Fortitude 12, Reflex 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
[/sblock][sblock=Zoomed Out Map]
Byron9-0.png

[/sblock]
 

[sblock=ooc]Perception: 15 Good roll for me - still not enough. :)

Nature: 25. I read what's in the box, but do I "identify the squares"?

Initiative (for when we need it): a massive 5

Stealth: 14 Kinda quiet...

I don't know if Mervin needs to roll a knowledge of kobolds for this or not, but evilbob certainly suspects what's up ahead. :) Let me know what I should do/roll to see if Mervin knows; maybe another nature or religion?

Either way, I don't think it takes a roll to know that woman is off for certain sacrifice.[/sblock]
Mervin attempts to be as quiet as he can when Kane stops the group. Spying the sheet of ice, Mervin whispers, "That's extremely treacherous ice. Moving into it or just standing there can make you fall over and hurt you pretty bad." Seeing the woman, he offers, "I can drop the minions from here, no problem - but I doubt she will make it across that ice."
 
Last edited:

[sblock=Separate Nature DC 15 for Kobolds]Per the MM, Kobolds often dwell near a dragon’s lair, maintaining a safe distance but bringing sacrificial offerings to their “god.” Most dragons ignore kobolds, as a crocodile ignores the birds that pick its teeth clean. Once in a great while, however, a young dragon takes an interest in its kobold cult, which then becomes a real menace to the dragon’s enemies.[/sblock][sblock=EB]Yep, you ID the squares.[/sblock]
 

[sblock=nature]nature for kobolds: 16[/sblock]
Mervin adds, "Kobolds often worship dragons as gods. My suspicion is that this is why Lord Byron is having so much trouble in his mines. Judging by all the ice, that may be a clue as to what type as well..."
 


"Ok Magicman, you blast them, I save the princess." the bugbear whispers, louder than he intended "I slide across grab girl, we save her and everybody happy yes?" Kane adds, giving the thumbs up to his allies.

[sblock=ooc]
Ok, so Kane can try and slide along the ice, grab the girl and slide back? After Mervin (or Hergunna or Wil) blasts the kobolds

perception; nature; initiative; stealth (1d20 2=11, 1d20 2=21, 1d20 6=23, 1d20 12=14) too bad, Kane almost had the natural 20 he needed for the nature check. Ah well this is better.

Inspiration for this move? See below:

[ame=http://www.youtube.com/watch?v=2PQH741svy4]YouTube - Crocodile Mile[/ame]

[/sblock]

[sblock=ministats]Kane Male Bugbear Barbarian 4
Initiative: +6, Passive Perception: 12, Passive Insight: 12, Senses: Low-light
AC:20, Fort:19, Reflex:18, Will:14
HP:47/47, Bloodied:23, Surge Value:11, Surges left:5/10
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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