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

[sblock=OOC]When you see more ice, it's (surprise) more Treacherous Ice. But, before you start cursing at your monitor, know its on the other side of the map, and you don't have to walk on it at all, if you don't want to.

John - I think you have an opportunity from last turn to give Mervin some free hit points via virtue of valor. Go ahead and make a post if you want to do that. Also, shouldn't it be 4 THP? I read it as 1 + your CON modifier, which looks to be 3.
[/sblock]
"uh-yes, yes. Please just hurry!" The captive said in a hushed, but firm tone.

Kane moved with stealth to the wall and peered around the corner, to see a group of Kobolds bowing before a small white dragon. The Slyblade from before was moving toward a wyrmpriest, but moving slowly and with its head bowed with respect. Kane leaned back behind the cover, and could hear their hushed tones.

"My masster, there are intrudersss," the slyblade said.

"Where isss the girl," the wyrmpriest said, ignoring the underling's statement.

"Massster, you mussst underssstand..." The slyblade began, but the elder kobold cut him off.

"No! You underssstand. Bring me the girl at once. Do not keep our god waiting! You! and You! Go with him. Ensure there is no delay. If there are othersss, bring them asss well," The wyrm priest ordered. "The minersss of thisss island are weaklingsss. I will tolerate no excusses."

With a snort that sounded like thunder, the Dragon lifted its head from the ground. "Where is my offering!?"

"But momentsss away, my lord," The wyrmpriest said, bowing and grovelling.

[sblock=Kane's Peek]
Byron9-3b.png

[/sblock][sblock=Ice Hazard]
OKay... so since the OA once per turn seems to make this thing no longer impossible, going back to the original trap. I'd say the fire spell would melt the ice in that area +1, but with my DM insight, I would save the encounter power for the battle ahead.

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=Mechanics]
All Talking by the enemies this round.
[/sblock][sblock=Status]
Wil Rando: -K8 26/33 HS 8/10 AP 1 MW 2,
Mervin: -J10 27/27 THP 0/3 HS 2/7 AP 1,
Hergunna: -J8 35/41 HS 8/9 AP 1
Kane: -L2 41/47 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: -L0 1/1
Kobold Slyblade: -L-2 42/42
Kobold Dragonshield: -L-3 36/36
Kobold Wyrmpriest: -K-4 36/36
Young White Dragon: -K-8:-J-7 200/200
???

Kobold Minion: -L3 0/1 DEAD
Kobold Minion: -J3 0
1/1 DEAD
[/sblock][sblock=map]
Byron9-3.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

Kobold Dragonshield
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.

Kobold Wyrmpriest
HP 36; Bloodied 18
AC 17; Fortitude 13, Reflex 15, Will 15
Speed 6
Spear (standard, at-will) Weapon
+7 vs AC; 1d8 damage.
Energy Orb (standard, at-will) cold
Ranged 10; +6 vs Reflex; 1d10+3 cold damage.
Incite Faith (minor, encounter)
Close burst 10; kobold allies in the burst gain 5 temporary hit points and shift 1 square..
Dragon Breath (standard, encounter)
Close blast 3; +6 vs Fortitude; 1d10+3 cold damage. Miss: Half damage.
Shifty (minor; at-will)
Shift 1 square.

Young White Dragon
Initiative +1 Senses Perception +7; darkvision
HP 200; Bloodied 100; see also bloodied breath
AC 18; Fortitude 20, Refl ex 16, Will 17
Resist 15 cold
Saving Throws +5
Speed 6 (ice walk), fl y 6 (hover), overland fl ight 10
Action Points 2
Bite (standard; at-will) ✦ Cold
Reach 2; +6 vs. AC; 1d8 + 4 plus 1d6 cold damage (plus an extra
1d6 cold damage on a successful opportunity attack).
Claw (standard; at-will)
Reach 2; +6 vs. AC; 1d8 + 4 damage.
Dragon’s Fury (standard; at-will)
The dragon makes two claw attacks. If the dragon hits a single
target with both claws, it makes a bite attack against the same
target.
Breath Weapon (standard; recharge ⚄ ⚅ ) ✦ Cold
Close blast 5; +4 vs. Refl ex; 3d6 + 4 cold damage, and the target
is slowed and weakened (save ends both).
Bloodied Breath (free, when first bloodied; encounter) ✦ Cold
The dragon’s breath weapon recharges, and the dragon uses it
immediately.
Frightful Presence (standard; encounter) ✦ Fear
Close burst 5; targets enemies; +4 vs. Will; the target is stunned
until the end of the dragon’s next turn. Aftereff ect: The target
takes a –2 penalty to attack rolls (save ends).
Alignment Evil Languages Draconic
Skills Athletics +15
[/sblock]
 

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Mervin walks very carefully across the ice. For an old guy he seems rather quick on his feet.

"So, how did they even get you into this room with all that ice?" he asks the woman. "You may want to stay here so you don't get killed," he adds helpfully.
[sblock=ooc]Moving onto the ice -> ice attacks and misses

Move: move over difficult terrain to -J7

Standard -> move: move to -K3 (should be a total of 6 movement to get there)

minor: if Mervin can help untie the woman with a minor he will

Just let me know if I did the ice wrong somehow.[/sblock]
 

"uh-the ugly things had no problem walking over the ice. But the one pushed me to the ground, while the other pulled me behind him. A few times, it felt like the I got stuck on the ice, but it just yanked harder and pulled me along," the captive said.
 

"Ah - well, we'll work on getting you out of here once we've dealt with the rest of the ugly things," Mervin tells her. "Oh, and that big guy - he's with us," he adds, pointing at Kane.
 

Just Kane being Kane... stupid bugbear

Kane turns around as the others are talking about him, puts one finger to his lips *Shhhh* and gives a thumbs up (kind of awkward with his axes, looks kinda like the Fonz I would guess). He brazenly walks into the room

"Ok, Offering here, but Kane is no weakling. Come lets see what happens when the meal bite back" the bugbear declares chomping with his massive teeth towards the creature, still wearing the blood of his enemies, his white wolf armor now stained red from the battles to this point.

He considers his best course of destruction, the whirlwind ready to be unleashed.

[sblock=ooc]
DM: I forgot to add a minor on the turn I jumped the ice to draw my first axe (last turn would've been second axe drawn). Is it ok to ret-con? If not, no biggie, it was my bad then.
Minor: Draw other axe (maybe?)
Move: to -N0 (I'll be continuing my move, but would like to see what else is there before continuing.
Standard: TBD.

[/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]
 

[sblock=OOC]
R1 - Retcon for minor is fine.
[/sblock][sblock=Status]
Wil Rando: -K8 26/33 HS 8/10 AP 1 MW 2,
Mervin: -J10 27/27 THP 0/3 HS 2/7 AP 1,
Hergunna: -J8 35/41 HS 8/9 AP 1
Kane: -L2 41/47 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: -L0 1/1
Kobold Slyblade: -L-2 42/42
Kobold Dragonshield: -L-3 36/36
Kobold Wyrmpriest: -K-4 36/36
Young White Dragon: -K-8:-J-7 200/200
Kobold Minion: -J0 1/1
Kobold Slyblade: -I0 42/42
Kobold Dragonshield: -I-2 36/36

Kobold Minion: -L3 0/1 DEAD
Kobold Minion: -J3 0
1/1 DEAD
[/sblock][sblock=map]
Byron9-3c.png

[/sblock]
 

Wil tries to keep his feet but the ice is treaterous. He falls down with a nasty crunch the quickly stands up and runs for the end of the ice. He drinks his held potion without even pausing and looks around breathing heavily.

[sblock=OOC] Immediate Interrupt: Virtue of Valor 4 thp to Mervin
Beginning of my turn: Ice attacks 1d20+8=14 hits for 1d6+2=6
Move: Stand up
Standard (Move): Run for 7 movement over difficult terrain (3) to -K4
Minor: Drink potion heals 10 for a HS, Wil has 38 max hp now Tenchuu
[/sblock]

[sblock=L4W Wil Rando]
Init: +2 Speed: 5 Perception:16 Insight: 14
AC: 17 NAD:14/13/17
HP: 35/38 Surges: 7/10 Surge Value: 8 AP: 1
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
Twin Strike
Hunter's Quarry
Majestic Word
Words of Friendship
Moment of Escape
Rhyme of the Blood-Seeking Blade (use when Kane misses by 4 or less)
Arrow of Warning (used)

Full Character Sheet
[/sblock]
 

IC loves Kane!

Kane laughs at the number of foes around him, "Ok big dragon, you asked for offering, Kane come to see you!" the bugbear roars as he moves past the first kobold, batting away the creatures spear with his axe and moving next to the kobold who ran into the room.

"Ok big tough guy, Kane here so no need to warn anymore" he says, bringing down his bastard sword on the enemy and slash the smaller kobold behind him with his axe. The dreadful blow inspires Kane and he slashes again, but this time the kobold just gets out of the way of the sword. Unperturbed, Kane spins closer to the dragon, moving next to the mouthy priest, batting aside weapons as he moves and slashes the priest with his axe.

"So you is cause of problems? Ok, time to die" Kane pronouces as he slashes, stabs, and even bites all the enemies around him. The wyrmpriest and slyblade fall to the fury of the bugbear's assault.

Breathing hard, Kane looks at the dragon "You are next lizard!"

[sblock=ooc]
*Ok, I'll preface this turn with the fact that for whatever reason IC loves, loves, loves Kane and hates my other PC's. johnmeier can attest to Murphy's poor luck, and Ashir currently holds the record for 8 straight misses in one combat.

Move: (cont'd) to -L0 (-N0 > -M0 > -L0) - draws OA from kobold - vs ac (OA (1d20+5=17) miss
Standard: Whirling Rend on Slyblade at -L2 - Whirling Rend (vs ac; dmg) (1d20+10=30, 1d12+8=19) Crit! extra crit (1d8=6) hits for 26, deals 2d6+1 off-hand to minion (won't roll, it dies).
Crit triggers Rampage attack slyblade - MBA (1d20+10=17, 1d12+8=9), just miss. But my kiling the minion triggers Whirling Lunge
Whirling Lunge - shift to -K3 - deal whirling lunge dmg (2d6+2=13) to wyrmpriest (rolled 2d6+1 in roller, but should be +2 from Iron Armbands)
AP: Whirling Frenzy - vs Ref (wyrmpriest, dragonshield, slyblade); dmg (1d20+10=25, 1d20+10=23, 1d20+10=24, 1d12+2d6+1+6=24) wow.... hits all of them for 24 damage. This kills the slyblade and wyrmpriest!
Not sure now, but Feral Might lets me shift 2 squares 1/round when I bloody a foe. If I can, shift to -M2, if not, no problem.
Minor: n/a
[/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: 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]
 
Last edited:

Semi-Retcon

"$%^$#^$#!!!" The dragonshield exclaimed, stepping away from the demon-like bugbear as it tore through its allies, dropping three of them in one furious motion. "God help ussss..." it muttered. Luckily for the Kobold, its god was standing right there.

[sblock=mechanics]
Dragonshield uses Dragonshield Tactics (immediate reaction) to shift to -M-4.

As a result, it took no damage from Kane's attack.
[/sblock][sblock=OOC]Wow. Kane is a beast!
[/sblock]
 

Hergunna-wolf scrabbles and slides across the ice. She looks very awkward, but four legs prove better than two as she keeps her paws underneath her and reaches the end of the ice. She pads over to the corner of the wall and crouches, waiting for her allies to get into position.
[sblock=ooc]evilbob: before you use your area encounter power, you might want to wait for Hergunna to use Thorn Spray to reduce enemy defenses. Also Kane might want to try to avoid being in the middle of where the thorn spray will hit. (Which I know he's consitutionally incapable of doing, but if you wait and let Hergunna take her next action first...) Hopefully I'll be able to tag the dragon with it, then we can unload on it too.[/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=Actions]
Ice attack on Hergunna (1d20+8=12, 1d6+2=3) Misses. Phew.
Move: to -J4 (6 for 3 squares of difficult terrain, then 1 more to get off the ice.)
Move: to -I2
[/sblock]
 

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