Adventure: Three Queens in Allaria (DM: BenBrown, Judge: Covaithe) - Page 10

Thread: Adventure: Three Queens in Allaria (DM: BenBrown, Judge: Covaithe)

1. Sound of Stone plants his spear int he wood of the bridge. Using the leverage, he launches a kick at the ant, but again the insect ignores his blow. However, the momentary calm allows him to quickly re-knot a damaged rope

 OOC: Move J20 1d20+8=13, 1d10+6=15 Cranes wings on Ant in front of Sound of Stone Tie off (1d20+12=30) sucess, repair one point of damage

2. Originally Posted by Mewness
I15 is hit for 9 and has to save against being teleported off the bridge. I15 ant save vs teleport
19(1d20) = 19
succeeded, so it stays where it is.
 OOC: I don't think the ant would get a save if it's a teleport. You get a save if forced movement would move you into hindering terrain or off an edge, but teleporting someone doesn't fall under forced movement according to the compendium:
Movement that a creature is compelled to do, specifically a pull, a push, or a slide. A creature can be moved in other ways, such as through teleportation, but only pulls, pushes, and slides are technically forced movement.

3. Zardi howls at the ant that just tried to bite him, and brings his axe down on the great ant's body.

He looks back for a brief moment to see if he can tie off one of the broken ropes of the bridge. He fumbles with a rope for a second, but gives up when it becomes apparent that he can't tie a one-handed knot.

Muttering something about "stupid ropes", he then turns back to the ant and prepares himself for the next attack.
Actions
Standard: Howling Strike vs. Mandible 4 (1d20+10=29, 1d12+1d6+6=17) Hit for 17 damage
Minor: Nature check for "Tie Off Loose Ends" (1d20+6=12) Fail
Minor: Stone's Endurance (resist 5 to all damage until EONT)
Zardi's Stats
Zardi Male Goliath Barbarian 4
Initiative: +2, Passive Perception: 12, Passive Insight: 12, Senses: Normal
AC:19, Fort:19, Reflex:12, Will:14
HP:36/54, Bloodied:27, Surge Value:13, Surges left:10/11
Speed:5
Action Points: 1
Fey Strike Greataxe +10 vs. AC; 1d12+6 damage (When charging, add 1d6 damage from Howling Strike)
Throwing Hammer: +9 vs AC, 1d6+5 damage
Howling Strike
Pressing Strike
Rageblood Vigor
Rampage

Stone's Endurance
Great Cleave
Combat Sprint
Swift Charge
Blood Strike

Bloodhunt Rage

Conditions: Resist 5 to all damage until EONT (Stone's Endurance)

Equipment Specials:
Acrobat Boots (Stand up from Prone as Minor action)
Bold Victory Chainmail +1 (When you or an ally within 5 bloodies an enemy, gain +2 to AC until EONT, Free action)
Fey Strike Greataxe +1 (Make MBA as a ranged 20 attack, Standard action)
Fey Strike Teleport (Free action, hit an enemy with this weapon, can teleport enemy up to 10 squares to an adjacent square)

Full Sheet: Zardi
 OOC: BB, another quick question - I succeeded at the "Spot The Weak Points" check last round - did that +2 bonus go to the very next person who tried to repair the bridge (Pharodeys), or does it go to my next check (which I just failed by 2)? Either way is fine, just wanted to clarify. Thanks!

4. Tyris runs past the ant in the middle of the bridge ahead of him toward the ones further along, slashing at the nearby ant on his way by, missing in his rush to get past. He then attempts to tie off some of the ropes that were chewed apart by the ants, but fumbles them and can't get them knotted.
actions
Standard: Running Slash vs BMA4 Reflex - Move to H18, make the attack as I get to the last square (no OA because of power) - 1d20+9=12 Miss, even after adding the CA from flanking I forgot to include in the roll.
Minor: Tie off the ropes - 1d20+10=11 Fail. Talk about a wasted turn...
Stats
Tyris Male Shade Executioner
Initiative: +5, Passive perception: 18, Passive Insight: 13, Senses: Darkvision

Defenses:
AC: 19, Fort: 14, Reflex: 17, Will: 17

Vitality
HP: 21/29, Bloodied: 14, Surge Value: 7, Surges Left: 5/7
Action Points: 1/1, Second Wind: unused

Languages:
Allarian

Basic Attacks:
Melee Basic Attack: +8 vs AC - Rapier 1d8+4
Ranged Basic Attack: +8 vs AC - Dagger 1d4+4

Powers:
At-Will: Garrote Strangle, Poisoned Dagger, Quick Lunge, One With Shadow, Silent Stalker
Encounter: Assassin's Strike, Running Slash
Item: Id Moss Powder (/0), Bloodroot Poison (1/1), Skald's Leather Armor

Weapons:
1 Rapier: 1d8 (Main Hand)
6 Daggers: 1d4 (Off hand)
1 Garrote: 1d4

Conditions:

Attack Finesse: 1/turn deal 1d8/2d8/3d8 (by tier) extra dmg with a weapon attack using a one-handed weapon, garrote, blowgun, or shortbow.
Quick Swap: 1/turn draw or stow a weapon as a free action, then draw another weapon
Two-Weapon Defense: +1 bonus to AC and Reflex when holding a weapon in each hand.
Multiclass(Cutthroat): Bluff check to cause diversion to hide is a minor instead of a standard action.

5. Jarro quickly tied a make-shift knot to strengthen the bridge; he surprised even himself, fashioning some unknown (to him) knot. "Dis a 'dred knot," he proclaimed, before rushing another enemy.

Like a red-mad bull, he charged sword first into the horde of ants. He drove the point of his sword straight through the Big Mandible's head and out the other side. As he wrenched the blade free, the ant burst apart, spraying him with bile and gore.

"Run ya durty Bumbaclots! Run b'fore I kill all'a'ya like dis won!" he shouted.

Action Block, Mini-Stats

Action Block

Move:
Minor: instant knot: Athletics 1d20+10=27 Pass!
Minor: NA
Standard: Charge MBA

• End Location: I16 (assuming the teleport worked, else I17)
• Target: I15 (assuming the teleport worked, else I16)
• Attack: 1d20+14=34 CRIT!
• Damage: 1d12+12+1d8=32 (+1d12 +1d8=18 on crit) (+2 damage if enemy bloodied) = 50 damage

Spider Stat block
Jarro 'Spider' Sarak - Male Half-Orc Slayer 4
Initiative: +5, Passive Perception: +11, Passive Insight: +11

Defenses:

AC: 21, Fort: 21, Reflex: 18, Will: 14 -- Speed: 6 (+2 Charging, +2 stance)

Properties:
Superior Fortitude Feat: resist 3 to ongoing damage

Vitality:
HP: 45/45, THP: 0/5 Bloodied: 22, Surge Value: 11, Surges left: 10/10
Action Points: 1/1, Second Wind: not used

Basic Attacks:
Basic Melee Attack: +11 vs AC - Vanguard Fullblade +1 1d12+12 (Crit: +1d12 +1d8)
Ranged Basic Attack: +11 vs AC - Dagger 1d4+10

Powers:
At-Will:
MBA, Charge MBA, RBA, Berserker's Charge Stance, Poised Assault Stance, Pass Forward (Move)
Encounter: Sweeping Blow, Furious Assault, Power Strike, Half-Orc Resilience
Daily: Vanguard Weapon Daily, Bestial Hide MBA

Weapons:
1 Vanguard Fullblade +1 1d12
1 Dagger 1d4

Spider's Journal

Adventure: Get Me to The Church on Time

1. Lord Adelin Mallaby recruits me and some other adventurers from the Tavern. He asked for protection, on a trip to Allaria. He is to be wed to Elena of Terconis, daughter of the Count of Terconis. According to tradition, the wedding must take place at the ancient chapel of the Terconis family, and the chapel in Count's Crovale lies in the high hills of old Allaria. The lady and the Count are already there.
2. The adventurers board Starlight's Veil, Mallaby's brig. The ship is built for speed, not cargo or battle.
3. Intended Path: Land at Ristaren (100 miles south of Fromish), and make our way up the old highway to here. A mile or two off the highway is the village of Achirem, which is still thriving in the midst of rough country, so they say. From there we cross Derianis ridge, and then down to Crovale. The last part through the hills may be dangerous.
4. We land at Ristaren, and it is a small, poor town.
5. We killed a bunch of spiders.
6. We arrived at Achirem, where Kelvan told us to watch out for:
a. Bramble scar: some kind of trap/pit thing we can't avoid.
b. Hzaka Raiders
c. Ismene: Local robin hood bandit type. Lady, with a band of rugged ladies.
7. Get Jumped, or try to Jump, some Hzaka Raiders.
8. Meet up with Ismene's band, but managed to talk our way through it.
9. Encounter: Angry Bear, Angrier bees, and a hungry frog. Graval got eaten by a frog, but Spider saved him.
10. Meet with Ismene and convince her to give us safe passage if we help her take on a local Goblin raider.
11. Launch surprise attack on Goblin tower. Climb to roof and take out archers. Jump in the tower, and find more hobgoblins.
12. Run in to some creepy mushroom field. Attacked by big mushrooms.
13. Stop to rest in an abandoned (?) charcoal burner's hut.
14. Get to Church: wife/father-in-law sent Lord M on a wild goose chase, and don't want to marry him after all.
15. Find out true love Ismene is kidnapped, and we go to her rescue. Fight a bunch of goblins.
16. Rescue Ismene from dirty goblins, give lord mallaby a chance at true love, and collect rewards.

NickNames
Grava
Strangla
Mount'in-mon
Gold'orn
Mista Magi
Lor' Malabee

1. Returns to the Tavern.
2. Lord Mallaby returns to the tavern and recruits Spider for a mission to return to Allaria. Need to escort a supply convoy of three wagons down the northerly road from Ristaren. Wagonmaster is named Sven. Map:
http://i587.photobucket.com/albums/s...InitialMap.gif

NickNames
Lor' Malabee
Sven - Wagonmaster
Spirit-Ooman
Sound a Stone - 'alf mantis 'alf amazin
Strangla
Mount'in-mon

6.  OOC: Save against being teleported: it comes under the rules for being forced into hindering terrain (Rules Compendium, page 207). Being forced expressly includes being teleported, and hindering terrain expressly includes being forced to fall.

7. Originally Posted by Mewness
 OOC: Save against being teleported: it comes under the rules for being forced into hindering terrain (Rules Compendium, page 207). Being forced expressly includes being teleported, and hindering terrain expressly includes being forced to fall.
 OOC: The quote I posed saying that being teleported does NOT count as forced movement was directly from the online compendium. Under teleportation it actually specifically says that being teleported against your will does not count as forced movement.

8. Originally Posted by VanderLegion
 OOC: The quote I posed saying that being teleported does NOT count as forced movement was directly from the online compendium. Under teleportation it actually specifically says that being teleported against your will does not count as forced movement.
 GM: Here's page 213 of the Rules Compendium under Teleportation: If arriving in the destination space would cause the target to fall or if that space is Hindering Terrain, the target can immediately make a saving throw. On a save, the teleportation is negated, otherwise the target arrives in the destination space. That's actually in the online compendium too, now that I look at it.

9. Originally Posted by bluesfella
 OOC: BB, another quick question - I succeeded at the "Spot The Weak Points" check last round - did that +2 bonus go to the very next person who tried to repair the bridge (Pharodeys), or does it go to my next check (which I just failed by 2)? Either way is fine, just wanted to clarify. Thanks!
 GM: It should go to the next person to make a roll.

10. Originally Posted by BenBrown
 GM: Here's page 213 of the Rules Compendium under Teleportation: If arriving in the destination space would cause the target to fall or if that space is Hindering Terrain, the target can immediately make a saving throw. On a save, the teleportation is negated, otherwise the target arrives in the destination space. That's actually in the online compendium too, now that I look at it.
 OOC: Gotcha. I see it now, I was just looking at the Forced Movement and Hindering Terrain stuff since that's what was being mentioned. I didn't read all the way through teleportation, just saw that it said it wasn't forced movement.