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

"Like I said, he's with us," Mervin says, smiling pleasantly at the woman as sounds of blood and carnage emanate from behind the wall.
 

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The living Slyblade and Minion saw their brethren die, and feared they could be next. "You go that way, and I'll go this way," the Slyblade ordered, taking command to retreat from the bugbear. The two ran on either side of the stone wall, running into the rest of the adventurers. Faced with the prospect of returning to fight the barbarian or fighting their way through some humans, they picked the latter.

The minion moved first, rounding the corner, rushing their position, and attacking with its javelin. The attack was easily deflected by the wizard. However, while distracted, the sly blade moved up behind Mervin, attacking with both blades. Each blow landed, cutting him deeply, and the attacks were so deep they threatened to worsen with time (ongoing damage).

The two Kobold Dragonshields that remained sized up Kane cautiously. The one to the south carried a large Waraxe that Kane spied greedily. Each in turn, the two dragonshields attacked Kane, but the barbarian deflected their attacks with little effort, forcing the creatures to retreat.

The dragon flaps its huge wings, lifting itself forward in an unnecessary display of grandeur. The wind from its wing beats whipped past Kane, almost knocking him over. Even the others, behind the wall, felt a draft.

"You dare taunt a god?"

The dragon reached forward with both claws. The barbarian blocked one attack, but the other landed, carving a deep gouge in the bugbear's leg.

[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]
Minion
Move: -J0 to -K0 to -L0 to -M0 to -M1 to -M2 to -L3
Standard: Attack Mervin
Attack: 1D20 + 5 => 15 Miss

Slyblade
Move: -I0 to -H0 to -H1 to -H2 to -I2 to -J3
Standard: Twin Slash vs mervin
Attack1: 1D20 + 9 + 2 => 30 Hit
Attack2: 1D20 + 9 + 2 => 27 Hit
Damage: 1D6 + 1D6 + 1D6 => 12 (1D6 per hit, plus 1D6 bonus for CA)
Effect: Mervin takes 5 ongoing damage

Dragonshield
Move: to -L-4
Standard: Attack Kane
Attack: 1D20 + 6 => 12 Miss
Minor: Shift to -L-3

Dragonshield w Axe
Move: to -J-2
Standard: Attack kane with Vicious Waraxe +2
Attack: 1D20 + 9 => 15 Miss
Minor: Shift: to -I-2

Dragon
Move: to -K-6:-J-5
Standard: Dragon's Fury vs Kane
Attack 1: 1D20 + 6 => 13 Miss
Attack 2: 1D20 + 6 => 21 Hit
Damage2: 1D8 + 4 => 9

[/sblock][sblock=Status]
Wil Rando: -K4 35/38 HS 7/10 AP 1 MW 2,
Mervin: -K3 15/27 THP 4/4 HS 2/7 AP 1, 5 ongoing damage
Hergunna: -J8 35/41 HS 8/9 AP 1
Kane: -L2 32/47 THP 0/4 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 Dragonshield: -L-3 36/36
Young White Dragon: -K-6:-J-5 200/200
Kobold Dragonshield Axe: -I-2 36/36

Kobold Minion
: -L3 1/1
Kobold Slyblade: -J3 42/42


Kobold Minion: -L0 0/1 DEAD
Kobold Slyblade: -L-2
0/42 DEAD
Kobold Wyrmpriest: -K-4
0/36 DEAD
Kobold Minion: -L3 0/1 DEAD
Kobold Minion: -J3 0
1/1 DEAD
[/sblock][sblock=map]
Byron9-4.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.

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]
 

Mervin, Hergunna, give me some cover I need to get to Kane.

[sblock=OOC] Can one of you guys go first? I could drop my only close blast here, Shout of Triumph, but it might be better to push a kobold dragonshield on to the threatening ice. I can also Majestic Word Mervin after his turn to be more effective.
[/sblock]
 

[sblock=ooc]Hergunna moved to -I2, so that skyblade coming around from the south would not have gotten to Mervin so easily. He probably would have attacked Hergunna instead I suppose, or if not, she would have gotten an opportunity attack.[/sblock]
 

[sblock=ooc]Yeah I'm happy to go first, guys - assuming that everyone is standing where they seem to be (except Hergunna) I will shift 1 and then winged horde the 2 enemies. That should kill the minion and let Wil run past the other guy unfettered.

I'm going to assume the skyblade would take Hergunna's OA to get to me due to it loving CA; I'll wait to see what Tenchuu says before posting, tho. Also, since the temp HP happened last turn, I'm assuming Mervin has 19 HP and 0 temps, instead of 15 HP and 4 temps? (It doesn't really matter that much.)

Lastly, all the wiki is borked right now, so that will make things tricky. I have Mervin saved to CB so I can keep going easily; does anyone have a big problem with continuing?[/sblock]
 

[sblock=OOC] Go ahead evilbob, I am going ahead in my games with the Character Builder records I have. Though now I wish I had backed up my XP and Treasure logs[/sblock]
 

[sblock=ooc]
I'm fine with continuing as well, but that's up to Tenchuu. I have Kane backed up, but not his treasure/xp logs. I'm more worried about Murphy though as he's level 6 there's a ton of linking to be done. Lets all cross our fingers that we can get it back [/sblock]
 

[sblock=ooc]As far as the slyblade goes, Tenchuu had it moving through the spot where Hergunna was, so he kind of has to change something. So I'm thinking to wait until he posts what he wants to do before continuing.

And yeah, it's a pain with the wiki down. I have my characters in CB but only at home so I may not realistically be able to post from work.[/sblock]
 


[sblock=OOC]Go ahead and keep going from CB, no problem.

As for the slyblade, my fault, but I can still make a move into position avoiding the OA.[/sblock]
 

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