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

[sblock=ooc]Don't forget that us ranged folk are the best suited to taking down that last little guy.[/sblock]
Mervin ducks behind the wall and spots the remaining dragonshield. Pointing his staff, he sends a jarring bolt of energy his way, but the dragonshield easily resists Mervin's tricks and ignores it.
[sblock=ooc]Or... not.

Move: move to -F1

Standard: phantom bolt on dragonshield misses (11 vs 13)[/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:9/27, THP: 0 Bloodied:13, Surge Value:6, Surges left:2/7
Action Points/Daily Item Uses/Milestones: 0/-/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
Temporary backup: Mervin[/sblock]
 

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Kane begins circling around the dragon to draw its attention back to himself, he stops at the edge of the ice and charges forward with his blade held high. He drives it down hard on the dragon and just as it appears to get out of the way, Wil's shot distracts it enough that Kane's blade slashes it deeply. The dragon suddenly unleashes a gout of cold! Surprised Kane nimbly steps even further around the dragon and with a cry of triumph his allies are suddenly filled with a feeling of valor that spurs them on to great deeds.

[sblock=ooc]
*Delay until after Hergunna, want to let her get out of the way in case a breath weapon happens.


Move: to -K-4
Standard: Charge the dragon, ending up at -N-1 - vs ac; dmg (1d20+12=15, 2d12+8+1d8=22) miss, but John's going to try his immediate interrupt power. With the -4 penalty to monster defenses this hits AC 19 (from Wil) and hits for 22 damage, bloodying the dragon (Wil's attacks dropped it to 101/200 hp). Unfortunately, this triggers bloodied breath! :(
Free: Shift to -O-1 and gain CA TENT on dragon
Minor: Activate Daily power of vanguard weapon - everyone within 10 gets +1 to hit and damage TSNT

Power (Daily): Minor Action. Use this power when you make a charge attack. If you hit with your charge attack, all allies within 10 squares of you gain a +1 bonus to attack rolls and gain your Charisma bonus (+1) as a bonus to damage rolls until the start of your next turn.
[/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:27/47+4thp, Bloodied:23, Surge Value:11, Surges left:4/10
Action Points: 0
Powers:
Howl of Fury
Whirling Rend

Predatory Eye
Whirling Lunge
Whirling Frenzy
Brutal Slam
Shrug it Off

Swift Panther Rage
Vanguard Weapon


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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[sblock=ooc]So is the dragonshield going to remain where he is despite the illegal move after a charge? I won't complain, it's probably easier for Hergunna to not have him right in her face, but it is illegal...

Trying to decide what to do. I am still considering summoning the wolf, but if it gets knocked out by a breath weapon + attacks, and Hergunna does not make her save against the ongoing, then the combined damage will be just enough to drop her (she's at 15 currently, 10 from wolf death + 5 ongoing). If not that, probably just a Call of the Beast on the dragon. That would help ensure that it needs to include Kane in its breath attack or take damage, which might spare the rest of us, but maybe not depending on angles and such... it seems like a pretty weak move, anyhow.

Well, I will make up my mind and post something in a few hours.[/sblock]
 

[sblock=ooc]So is the dragonshield going to remain where he is despite the illegal move after a charge? I won't complain, it's probably easier for Hergunna to not have him right in her face, but it is illegal...

Trying to decide what to do. I am still considering summoning the wolf, but if it gets knocked out by a breath weapon + attacks, and Hergunna does not make her save against the ongoing, then the combined damage will be just enough to drop her (she's at 15 currently, 10 from wolf death + 5 ongoing). If not that, probably just a Call of the Beast on the dragon. That would help ensure that it needs to include Kane in its breath attack or take damage, which might spare the rest of us, but maybe not depending on angles and such... it seems like a pretty weak move, anyhow.

Well, I will make up my mind and post something in a few hours.[/sblock]
[sblock=DOH!]Sorry. I guess it should stand, since Mervin already acted. But if it doesn't effect Wil or Kane, we can retcon Mervin's action and move the Dragonshield back. Since he missed, that wouldn't hurt anything.

Up to you two.[/sblock]

[/sblock]
 

[sblock=ooc]At this point I'd just as soon leave the dragonshield where he is...

Well, I've decided to go ahead and summon the wolf. No guts, no glory. Just hope it's not Hergunna's guts spilled on the floor. ;)[/sblock]

Hergunna-wolf reels under the dragonshield's unexpected attack. The room starts to spin until the bard's magically-charged words provide her with some relief. The slyblade's wound still bleeds, though.

She looks up at the prisoner. "Get away from us, girl!" she coughs. "You're not a threat to them... stay away from us, but stay off that ice too!"

[sblock=ooc]Would hate for the poor prisoner to get caught in a breath weapon. I think one of the south corners might be the safest place for her, if she can get there...[/sblock]
The druid shifts back to human form and concentrates. She calls to mind the forested slopes of her homeland. Then, without fanfare, the great white wolf answers her call. Appearing beside the dragon, it immediately snaps out and sinks its teeth into the great reptile's leg.

"Good luck, friend," Hergunna mutters as she jogs down near Mervin.

[sblock=Actions]Slide to -J3 from Majestic Word.
Take 5 ongoing damage (hp now 15).
Minor: Wild shape to human.
Standard: Summon Pack wolf at -O2. Wolf vs. Dragon (with CA) (1d20+6+2=21, 1d6+5=7) Hits for 7 damage.
Move: To -G1.
Save vs. ongoing (1d20=9) Dammit.
[/sblock]
[sblock=Hergunna (5 ongoing)]Hergunna- Female Human Druid 2
Human Form
Passive Perception: 19, Passive Insight: 19
AC:17, Fort:14, Reflex:16, Will:17 -- Speed:7
HP:15/41, Bloodied:20, Surge Value:10, Surges left:7/9
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=Summoned Wolf]
AC:17, Fort:14, Reflex:16, Will:17
HP: 20/20[/sblock]
 


"You see that," Mervin says to Hergunna as the dragon sends a burst of cold blowing forth after the combined attacks from Kane and Wil. "That's why I'm standing over here."
 

[sblock=Delays & Future Planning]
Sorry about the delay. I have some family medical issues I'm dealing with (everything is looking better now, so no worries), but I should be able to post tomorrow morning.

As for the future, I asked all the players if they want to continue for another adventure. Everyone re-up'd except Bob, who feels like his character is too under powered compared to everyone else, since he's 1-2 levels behind. I tried to convince him that he's done a great job controlling this adventure (If we had stanng instead of him, these last two encounters would have been far bloodier, I think), but EB has pretty much made up his mind.

So, save the unlikely event that you can change his mind, we will sadly be bidding EB farewell soon (You are a great PC I will miss!). With that in mind, could you guys reach out to the other long time players here at EN world? I suspect it will be difficult to find a L3 character to join us, but maybe someone has a ton of DM credits saved up for just such an player.
[/sblock]
 

[sblock=Future Planning]
Well that's too bad. I like Mervin very much as well. My Crimelord game is wrapping up soon so there will be a few PC's from there avalable. There are 2 defenders (fighter & paladin) who will be 4 or 5, a rogue (4) and a shaman (3). My preferences would be to grab a defender to help us out, heck we could grab one defender and the shaman to provide some more front line help (via the SC) and some more healing. Thanks for the heads up Tenchuu, I'm glad to hear everyone's doing better. I just want to reiterate that I will always respect someone's need to attent to RL matters over gaming. [/sblock]
 

The prisoner nodded, and moved as quickly as she can south, keeping close to the wall. She moved with a heavy limp, but managed to get to the corner.

As Kane Slammed into the dragon, it turned and unleashed a mouthful of cold breath on the barbarian; but Kane swiftly danced around, avoiding any damage, though his armor had a fresh layer of frost.

"Attack Kobold!"
The dragon demanded, its voice betraying its fear.

"Yes, Great Lord," The dragonshield said with uncertainty, but acted as ordered, stepping forward. It stabbed quickly with its short sword, but Kane heard the movement and whirled around quickly to parry the attack.

While Kane was distracted, the Dragon swiped with both claws, but the weakened dragon missed its target. Sounding defeated, the dragon tried to convince the adventurers to leave.

"Begone from this place, and I shall allow you to leave with your lives."

[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]
Prisoner
Move: to -H4
Standard: Move to -E4

Immediate Interrupt: bloodied breath vs Kane Reflex
Attack: 1D20 + 4 => 10 Miss

Dragonshield
Move: to -O-2
Standard: Attack Kane
Attack: 1D20 + 7 => 8 Miss

Dragon
Recharge Breath: 1D6 => 3 Fail
Move: Stand Up
Standard: Dragon's Fury vs Kane
Attack 1: 1D20 + 6 + 2 => 15 Miss
Attack 2: 1D20 + 6 + 2 => 10 Miss
[/sblock][sblock=Status]
Wil Rando: -K4 31/38 HS 7/10 AP 0 MW 0/2, Invisible-dragon Wil-TENT
Mervin: -F1 9/27 THP 0/4 HS 2/7 AP 0, Bloodied
Hergunna: -G1 15/41 HS 8/9 AP 0, 5 ongoing damage, Bloodied
Kane: -N-2 27/47 THP 4/4 HS 5/10 AP 0, Bloodied
Wolf: -O2 20/20
Stanng: [Miner Hut] 28/31 THP 0/3 HS 7/10 AP 1

Captive Human: -E4 1/1

Enemies:
Kobold Dragonshield: -O-2 18/36,Bloodied
Young White Dragon: -O0:-N1 89/200, Bloodied,

Kobold Dragonshield Axe: dead
Kobold Slyblade: -J3
dead
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]
Byron9-7.png

[/sblock][sblock=Enemies]
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=Another rules question I am probably wrong about]
When I read the daily power of the vanguard weapon, it reads to me like something you'd have to do before you attack, having the risk that if you miss, you wasted the daily.

That said, there is no roll associated with the power, so perhaps it is an academic question; because even if I was right, there's no way I would ever know if you really decided to use it before you rolled, or if after you knew you'd hit you add the minor action before it in your post. You know what I mean?
[/sblock]
 
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