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


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[sblock=OOC]
1. New round, so everyone gets a turn.

2. -L2 would have concealment, if it was a person. Does that matter? I can draw a line from his square to 2 of the 4 corners.

[/sblock]
 

[sblock=ooc]I think you mean cover not concealment... but no difference, since it's an area attack, it won't really affect anything.

New round? But we don't have to wait for the enemies to go again right? It's the end of round 1 and all PCs except Kane can act, followed by the beginning of round 2 where Kane gets to act, followed by the enemies... right?[/sblock]
 

Move over the ice, I will help you. Wil nods to his friends waiting.

[sblock=OOC] I got a low init anyway. Go ahead Mervin, then Hergunna. I am hesitant to use my Majestic Word at all, even for the slide benefit with the upcoming combat.
[/sblock]
 

ok, might as well get started...

Hergunna grimaces as Kane charges in ahead once again, but seeing the innocent in danger, she grits her teeth and moves to follow. She rushes up to the edge of the ice patch and launches her bulk into the air. She doesn't clear nearly as much ground as the bugbear, but avoids at least a few feet of the treacherous ground. Her legs immediately fly out from under her and she lands painfully on her rear end. She grunts, struggling to her feet, and then shifts into wolf form. Her stance is awkward, with all four paws splayed out wide on the frozen ground. "Foul little lizardlings and your damned traps, just you wait 'till I get my jaws on you..."

[sblock=Actions]Move to -J10 (3 squares) then Athletics for long jump (1d20+1=5). Well, not so great, but it didn't hurt to try... A 10 would have been nice to cover 2 squares, at least.

So she lands in -J8 and the ice attacks.
Ice attack vs. Reflex (1d20+8=16, 1d6+2=6) That's a hit, all right. Hergunna falls prone. :(

Move: Stand up.

Minor: Wild Shape to wolf (why not).
[/sblock]
[sblock=Hergunna stat block]Hergunna- Female Human Druid 2
Wolf Form
Passive Perception: 19, Passive Insight: 19
AC:17, Fort:14, Reflex:16, Will:17 -- Speed:7
HP:35/41, Bloodied:20, Surge Value:10, 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,
Predator's Flurry, Hunter's Quarry, Death Fang Totem
[/sblock]
 

[sblock=How I run the init]
1. Players roll Init
2. I roll 1 init for all enemies.
3. players with higher than enemy init go
4. enemies go
5. all players go
6. enemies go
ad nauseum

Makes things move quicker, I think. This also allows us to get back to post first, act first order. [/sblock][sblock=ooc]I agree on saving SW[/sblock]
 
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[sblock=ooc]Not really following everything that has been said about the ice just yet but that's ok: Mervin won't test it this round.[/sblock]
Seeing his companions vault forward to save the helpless woman, Mervin steps up and waves his hands. Suddenly small, winged, headless dragons appear near the kobolds, the vision of which easily frightens both of them to death. "Don't move across the ice!" he says to the woman as the ropes holding her drop to the ground. "How many more are there?"
[sblock=ooc]move: move to -J10

standard: winged horde centered on -L2; hits both (didn't bother to roll damage)

minor: none[/sblock]
[sblock=Mervin ministats]Mervin Male Human Wizard 2
Initiative: +2, Passive Perception: 12, Passive Insight: 17, Senses: Normal
AC:19, Fort:13, Reflex:17, Will:15
HP:27/27, Bloodied:13, Surge Value:6, Surges left:2/7
Action Points/Daily Item Uses/Milestones: 1/-/1
Powers:
Phantom Bolt
Winged Horde
Thunderwave
(Wizard cantrips)

Orbmaster's Incendiary Detonation
Shield
Staff of Defense
Second Wind

Flaming Sphere

Important Stuff:

Conditions:

Full sheet: Mervin[/sblock]
 

Wil draws out his potion with a grim face. This looks like it's gonna hurt. He mimics Hergunna, jumping only a short distance and falling down. He stands up carefully.

[sblock=OOC] Minor: Draw potion in off-hand
Move: run to -I10 and jump to K8 1d20+4=8, the ice hits me 1d20+8=14 for 1d6+2=7 damage.
Standard (swap for move): Get up from prone

Saving my encounter power to help Mervin over (or Hergunna) slide 4
Next turn after the ice knocks me down, I plan to run, which should give me a 7 move. I will either have a spare action if it misses where I can move someone else too, or not...
[/sblock]
 
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[sblock=R1]You still have a turn to take this round. Since the two minions are dead, you could run headlong around that wall into more combat (Kane Style), wait to help your companions across the ice, or peak around the corner, then back up. Just a few options. [/sblock][sblock=captive]Her hands are tied up, and tied to those bindings is a rope 10 foot long.[/sblock]
The captive woman paced around frantically, looking for an escape, starting back towards the ice, but then stopping--perhaps due to Mervin's warning, or perhaps just because of Kane's co-location.

"How many more what?" The captive questions, not clear as to what the wizard was asking her. "Please just get me out of here!"
 
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Kane goes to step off the ice, but slips suddenly on the slippery terrain, his feet flying into the air and the bugbear lands hard onto his back. With the wind knock out of him Kane stands back up. "Ok, so princess you wait here, Kane go and crush the kobolds again then we run away from here yes? Maybe you so grateful Kane save you that you give him big kiss after this or maybe lots of golds. Princess' always have that. Ok wait here" he says quickly, not giving her a chance to correct his likely fallacy.

The bugbear moves to the wall, and slowly glides along its edge, peeking around the corner. He felt a bit sore from his fall, but still drew his axe.

[sblock=ooc]
Init is 23 (from last post)
OA from ice:
vs ref (kane); dmg (1d20+8=20, 1d6+2=6) ouch, hits for 6 and knocked prone
Move: Stand up
Standard: Move to -L2 (-k5 > -K4 > -K2 > -L2) hide at end of move - stealth (incl. -5 for moving more than 2) (1d20+12-5=26) ] very nice
Minor: Draw magic axe

*Kane likely would've moved around the corner and charged in but he ran out of actions, was really hoping that ice missed again.

[/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:41/47, 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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