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

[sblock=Holiday Weekend for the Judge]I'll be out of town and unable to post from Friday until Sunday (April 2 - April 4). I'll be back Sunday night[/sblock]
 

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[sblock=ooc]I'm also going out of town for the weekend. I expect to be able to post some but it will probably be on the light side. Don't let me hold things up.

If you have to NPC Hergunna, it's okay with me if you use her wolf summoning daily, I think there's not much reason to hold off on it, unless maybe to wait until after the dragon is bloodied to avoid the bloodied breath... but nah, I'm pretty much planning to summon it next round. Hunters Quarry + Summon Wolf before the -4 defense ends makes sense to me.[/sblock]
 

[sblock=Limited Availability Also]I won't have time to post proper until Saturday morning, probably.

Also, I'm not reading your blocks called strategy / tactics, so don't put anything in there you want me to see.
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[sblock=Weekend]
Same here, usually we're busy with our familiy's most of the weekend, but I might be able to sneak on [/sblock]
 

"Grrr, ahh yes; a challenge. Make sure the others do not escape!"

The dragon shrugged off the attack, and seemed both smug and pleased. It ordered the two dragonshields, and the Kobolds obeyed, moving away from Kane.

The northern Dragonshield slipped in behind Wil, jabbing quickly with its short sword, and landing a minor blow.

The southern Dragonshield, heavy axe in hand, moved down to face the Hergunna. With a circular motion, the Dragonshield hefted the axe overhead and down on to Hergunna, delivering a powerful blow. "Sssubmit to Azzzuron!"

The slyblade eyed Mervin, and then quickly checked the eight points. Seeing a better opportunity, the kobold retreated south, flanking Hergunna. The slyblade slashed quickly with both blades, doing less damage then it had hoped, but opening a deep wound that gushed blood. It took a few steps back is brandished its weapons, "This blood I give for you, Azzzuron!!!" the slyblade called fanatically.

The Dragon reared back on its haunches, inflating its chest, and then lurched forward, belching out a wide cone of cold flame. Kane, standing directly in front of the monster, absorbed most of the attack, while the cold bit at Wil but did not damage him.

As the attack ended, Kane was covered in ice shards, which cut into his skin deep. Blood dripped from the bugbear's face, and then froze on his chest. The young dragon slashed with both claws again, trying to finish the barbarian, but Kane managed to block both attacks with his weapons, despite his injuries.

"A challenge, indeed!" Azuron said with a snort.

[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]
Dragonshield -M-4
Move: to -M-3 to -L-2 to -L-1 to -M0
Standard: Attack Wil
Attack: 1D20 + 7 => 25 Hit
Damage: 1D6 + 3 => 4
Effect: Marked TENT-Dragonshield
Minor: Shift to -N0

Dragonshield w Axe
Move: to -H-3 to -G-3 to -F-3 to -E-2
Standard: Attack Hergunna
Attack: 1D20 + 7 => 18 Hit
Damage: 1D6 + 3 => 9 (+2 from Axe, total 11)
Effect: Marked TENT-Dragonshield-Axe

(Note: Min damage for Wil, Max damage for hergunna. Ryry, what did you do to upset the dice gods?)

Slyblade
Move: to -I3 to -H2 to -G1 to F1 to -E0
Standard: Twin Slash
Attack1: 1D20 + 9 + 2 => 20
Attack2: 1D20 + 9 + 2 => 26
Damage: 1D6 + 1D6 + 1D6 => 7
Effect: 5 ongoing damage
Minor: Shift to -F1

(Note: damage was a 3,1,3 here. Not so bad this time)

Dragon
Move: N/A
Standard: Breath Weapon
Attack Blast Range: -O-5 to -K-1 (Kane and Wil in blast)
Attack: vs Kane reflex: 1D20 + 4 => 24 Crit
Attack: vs Wil reflex: 1D20 + 4 => 5 Epic Miss
Damage: Kane: 3D6+4 (Max) = 22
AP: Dragon's fury vs Kane
Attack1: 1D20 + 6 => 19 Miss
Attack2: 1D20 + 6 => 16 Miss

[/sblock][sblock=Status]
Wil Rando: -K4 31/38 HS 7/10 AP 1 MW 2, Marked by -N0 Dragonshield
Mervin: -K3 10/27 THP 4/4 HS 2/7 AP 1, 5 ongoing damage, Bloodied
Hergunna: -J8 17/41 HS 8/9 AP 0, Marked by -E-2 Dragonshield, 5 ongoing damage, Bloodied
Kane: -L2 10/47 THP 0/4 HS 5/10 AP 0, Bloodied
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-5 157/200, -4 all def TENT Her
Kobold Dragonshield Axe: -I-2 25/36, -4 all def TENT Her
Kobold Slyblade: -J3 34/42, No OA TENT Merv

Kobold Minion: -L3 0/1 DEAD
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]
Byron9-5.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][sblock=Wiki Character Sheets]So, what's the latest on this? I don't keep up with the rest of the forum. [/sblock]
 

[sblock=wiki]Tenchuu: I think they are porting all the wiki stuff over to another wiki site. Most of it has been moved; I haven't moved Mervin yet but it seems pretty straightforward. I think for most players it will be a slightly confusing time of adjusting a few links, and then we'll be good. The back-end stuff is the most complicated/time consuming, and other people have been diving into that.

Anyway it should all get sorted out pretty soon... I'd read the discussion thread called "new wiki site" to get the best information.[/sblock]
[sblock=enemies questions]Is Kane slowed and weakened from the breath attack, then? Also, the status area seems to have enemy locations from the last round, just fyi.[/sblock]

[sblock=tactics]Well, there you go. :) I'm impressed Kane didn't go down, but with all the bad guys spread out, marking us, and basically at >75% health, I have to say that I'm not really even sure what is the best course of action here.

Our striker is weakened (1/2 damage), and even with a good heal from Wil he's once again likely going to go down next enemy turn. Even if he uses 2nd wind as well, that dragon can do more damage than we can heal each round. The rest of us are also beat up bad; Mervin is going to have to 2nd wind with his action point or else he'll go down at the start of the next round, and Hergunna is not in a good place, being flanked. I'm thinking this turn would be a good time for everyone to drop their action point if they have one. :)

I don't know what everyone can do anymore, what with the wiki down, but the best thing Mervin can bring to the table is to prone a 3x3 area, or slide 1 creature 1 square, or do the no OA thing. We have 2 controllers, so I'm thinking maybe we can try to move people around to our advantage as best we can?

I'm guessing one of our priorities should be getting a save to Kane before his turn if possible, but after that I'm still just not sure what to do. All I can come up with is:
a) try to bring down some of the little guys to help bring the enemy damage down (then again, 1 more turn like the last one and it won't matter)
b) go for broke on the dragon - can we even do 150+ damage in a round?
c) run

The more I think about it, the more I think running and regrouping is a viable option. Mervin could use his orb of fire to melt a 3x3 area of the ice hazard (friends can run into it without being damaged). This would help us at least be able to run across it more easily in one round. However, the way the are positioned we are going to get hit with some serious OAs to do this. :( I know Wil can slide someone, but frankly he needs his own movement, too.

The up side is that they have no ranged attackers, other than the breath attack, so as long as we stay a good deal away from them we could possibly draw them back and force them into the narrow ice hazard passageway and then AOE them there if they follow us. It really sucks because we'll be wasting the -4 to defenses, and unless Kane gets a save to negate the slow he might as well stay.

I dunno, I am just brainstorming ideas here - throwing out anything I can think of. Who else has some thoughts?[/sblock]
 
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[sblock=tactics]If we run:

I forgot I have 4 temp HP. So Mervin could actually orb the hazard, and then winged horde the dragonshield near Wil to allow him to move easily, then grab the NPC and move toward the hazard. Wil could maybe use his movement power to move Hergunna out of there, and then minor to heal Kane and slide him 1 away from the dragon, and then move toward the same. Hergunna could maybe throw an attack out (not the dragon - one of the other guys) and then go back toward the hazard as well; if Kane somehow can get a save before his turn, he could 2nd wind and run away; otherwise, just run.

Guys, I have to be honest: I have no idea how to win this one at the moment. In fact, I'm not sure we were supposed to be able to win it (maybe if we had tried different tactics and not engaged the dragon immediately - maybe?). 4 minions, 2 dragonshields, 2 skyblades, 1 priest, and 1 dragon? That's a chunk for 4 PCs. Taking down half the monsters was pretty amazing; maybe we need to regroup and try again? Of course, this plan is mostly predicated on the hope that if we do withdraw, the dragon will see us as weak and fearful and not bother to follow (at least at first). I think if we can kill the other 3 guys without the dragon helping them (and maybe grab an axe for Kane), we'll be better off - maybe even take 5 minutes and try again?

Or am I missing something? I'm happy to try something else; just throwing this out there.[/sblock]
 
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Kane, you've got to back off!

[sblock=Tactics]
I think we can do something like what evilbob is suggesting as "run" by strategically backing away from the dragon. Kane should go first while he is still in melee range of the dragon. I think he can also shift 2 to somewhere like -M-3. Then Wil can hit him and the Dragon in a blast 3 (maybe I have -2 to hit due to a mark) to slide Kane 3 more away and maybe push the dragon 3 to the wall. Then slide Kane 1 more with Majestic Word. I would have to AP to move myself.

Just realized I would have to shift and the dragonshield can follow me, but that is okay because my Shout is a close blast. I am still not sure what to do about getting myself out except moving 5 afterwards and drawing the AoO. I will leave evilbob to do the other controller suggestions.
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[sblock=ooc]
Is Kane slowed? His status doesn't state that. If he is he'll use Shrug it off utility power to get a save right away - save vs slow/weakened (1d20=15) ok, he's good.

I don't think it's that dire if we can get rid of the little guys... maybe I'm optimistic, but the dragon will miss Kane more often than he will hit right? With a 20 AC & 18 Ref, the dragon needs a 14 on his breath weapon or claws to hit. Any potions around? Kane's got that + second wind + Wil's healing to help out. I think moving backwards is a good thing just in case a couple lucky rolls put Kane down though. That being said I don't think we can bring the dragon down in one round as Kane's burned most of his resources so far (AP+daily+whirling stuff)

Suggested tactics:
1) Wil goes first, MW's Kane and slides him 1 square away from the dragon. I'd suggest perhaps using the shout of trumph to push the kobold away and move behind cover.
2) Kane moves to -G2, attacks Slyblade with his Brutal Slam, it targets Fort so with +10 to his it's about 95% likely to land. Push him 2 to -F2 and knock prone, doing some damage to the dragonshield also.
3) Hergunna shifts to beast mode, uses predator's flurry to attack the dragonshield and shift to -F0 and attack the slyblade. If Hergunna hits with it she can then move away without any recourse as its dazed.
If Kane does average damage (21 on the attack) and Hergunna does as well (8) it should only have 5 hp or so left.

***If Mervin goes before Hergunna he has the +4 to hit the dragonshield, something to think about***
4) Mervin catches both kobolds to the south with either Orbmaster's thing or Winged Horde, which should finish off the slyblade. If you AP for Flaming Sphere and attack the dragonshield, it should be pretty close to death and at start of its turn it might succumb to the auto-damage. Or just summon the sphere to the south to kill both enemies and then try to AP the remaining dragonshield to the north of you.

In terms of remaining resources after that, the flaming sphere will pump out some nice damage, the wolf and Kane can work to flank the dragon and keep from getting caught in its breath at the same time. Kane, Hergunna & Wil all have their HQ damage remaining. Wil has his out of turn interrupt to give some nice extra damage + twin strike left. Hergunna can pelt away with Call of the Beast while her wolf intrinsically attacks. Kane can possibly even total defense to make the creature need a 16 to hit him? [/sblock]
 
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Wil's words seem to invigorate Kane as he moves away from the dragon. We can still win this, work together! he says turning on the kobold next to him. The shout builds into thunder and strikes the kobold knocking it back. Mervin seems to be swept along in the words. He draws a deep breath and focuses on the dragon, firing a shot into it's open wounds. The arrow whistles through the air with discord and strikes the creature.

He moves carefully away from the dragon towards the girl. Stand up little lady and come with me...

[sblock=OOC] Good ideas, y'all I'll get started:
Minor: Majestic Word on Kane healing HS+6 and sliding 1 whereever.
Standard: Shout of Triumph 1d20+7=27 CRIT vs dragonshield for 12+6=18 thunder damage and push it 3 squares to -O3. Also Mervin can slide 3 in any direction he wants.
AP (Standard): Jinx Shot on Dragon 1d20+9-2=15 (-2 for mark) should hit AC-4 for 1d10+6=16 damage and it is knocked prone on the next attack it misses with before my next turn
Move: Walk to -K4
Free actions: Lots of talking
[/sblock]

[sblock=ministats]
Init: +2 Speed: 5 Perception:16 Insight: 14
AC: 17 NAD:14/13/17
HP: 31/38 Surges: 7/10 Surge Value: 8 AP: 0
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 (used)
Twin Strike
Hunter's Quarry
Majestic Word (used once)
Words of Friendship
Moment of Escape
Rhyme of the Blood-Seeking Blade (use when Kane misses by 4 or less)
Arrow of Warning (used)
Songbow of Vanishment

Full Character Sheet
[/sblock]
 
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