Adventure: Get Me to the Church on Time (DM: BenBrown, Judge: Renau1g)


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BenBrown

First Post
Mallaby advances more cautiously through the brush, dropping prone before he reaches the edge, trying to stay hidden.[sblock=Mallaby's Actions]Move: to S29
Minor: Drop Prone
Standard->Move: to R29 Stealth roll (1d20+3-5=17)
Beats some, but alas, not all.[/sblock]"Two down here, and four targets!" the flail-wielder caught in Thais's brambles yells. "And more movement at point five!"

"Right!" the leader calls back. "Sentry four, reinforce the left flank, and keep an eye on those bushes! Sentry twelve, pull back half and cover point fourteen. Sentry null, pull in and support squad B. Jekka, get around there and help out."

He draws his bow again, and looses another arrow at Zardi, striking him hard in a painful, distracting wound.

The archer next to him dashes around the back of the tent and shoots his bow at Spider, missing.

His fellow archer steps away from Spider, and out of the danger zone, shooting at his assailant, and also missing.

The sentry off to the right turns and charges at Spider, hitting to little effect.

Two other sentries emerge from the brush, and move towards the battle, but not far enough to have a big effect.

"Squad A, Pull XX!" the hobgoblin leading the assault on Zardi shouts.

The remaining swordsman slashes at the Goliath, misses, then steps back.

The spear-wielder sidesteps and pokes at Zardi, but the blow bounces off his tough hide.

The hobgoblin that shouted then sidesteps, with the spear-wielder and the one called Azar in his wake. He lashes out with his wicked flail, but fails to make any contact.

Azar steps away from Zardi. Chanting arcane syllables he aims his staff at Spider. Strands of mystic force lash out, grabbing the half-orc and pulling him away from the archers and into the melee.

After he slides past, the remaining flail-wielder steps out of the brambles and up against the tent, lashing at Spider ineffectually as he does so.[sblock=Enemy Actions]Boss
Standard: Longbow vs. Zardi (1d20+11+2=30, 1d10+7=15) -5 for DR, Zardi takes 10 damage and grants CA until the start of the leader's next turn.

Bow 46
Move: to L19
Standard: Longbow vs. Spider (1d20+10=12) miss.

Bow 25
Take 3 damage from bramble patch.
Move: shift to N20
Standard: Longbow vs. Spider (1d20+10=12) miss.

Spear 70
Move: to P22
Standard: Charge to P20, Spear vs. Spider (1d20+11+1=32) 4 damage.

Spear 11
Double move: to K19

Spear 90
Double move: to I10

Sword 66
Standard: Longsword vs. Zardi (1d20+6+2=11) miss.
Move: shift to N14

Spear 79
Move: Shift to P12
Standard: Spear vs. Zardi (1d20+11+2=20) 4 damage, -5 DR = no damage.

Flail 97
Move: Phalanx Movement. Flail 97 shifts to P14, Caster shifts to O14, Spear 79 shifts to O13
Standard: Flail vs. Zardi (1d20+8+2=16) miss.

Caster
Shift to O15
Standard: Force Lure (Fort) vs. Spider (1d20+6=25, 2d6+4=12), and Spider is slid to P16

Flail 34
3 damage from bramble patch.
Move: shift to O16
Standard: Flail vs. Spider (1d20+8=9, 1d10+5=9)[/sblock][sblock=map]
RescueEncounterRound2.gif

RescueEncounterMapKey2.gif
[/sblock][sblock=status]Goldenhorn: R15 HP 37/37, Surges 9/10, AP 1, second wind unused
Spider: P16 HP 18/39, Surges 9/10, AP 1, second wind unused
Tyris: R16 HP 29/29, Surges 5/7, AP 1, second wind unused
Zardi: P13 HP 24/48, Surges 8/11, AP 1, second wind unused, resist 5 all, grants CA (start of Boss's next turn)

Mallaby: R29 HP 26/26, Surges 5/5, second wind unused, prone
Thais: T18 HP 38/38, Surges 5/5, second wind unused

Sword Hobgoblin 37: Q17 HP 0/1 dead.
Sword Hobgoblin 42: P18 HP 0/1 dead.
Sword Hobgoblin 66: N14 HP Minion
Spear Hobgoblin 11: K19 HP Minion
Spear Hobgoblin 70: P20 HP Minion
Spear Hobgoblin 79: O13 HP Minion
Spear Hobgoblin 90: I10 HP Minion
Flail Hobgoblin 34: O16 HP 20/49
Flail Hobgoblin 97: P14 HP 49/49
Bow Hobgoblin 25: N20 HP 17/39
Bow Hobgoblin 46: L19 HP 39/39
Hobgoblin Caster: O15 HP Uninjured
Hobgoblin Boss: L13 HP Uninjured[/sblock][sblock=NPCs in Combat]This combat is a little different in that there are two NPCs, one of whom is reasonably competent.

Any PC can take a move or minor action to have an NPC perform a move action (or a minor action).
Any PC can take a standard action to have an NPC perform a standard action.

NPCs can take free actions and opportunity actions normally, without the direction of PCs. They are always considered to have their weapons in hand and don’t need to spend actions unsheathing them.

If, in a given round, none of the PCs give instructions to Thais, she will take a single non-offensive action, either a move or total defense.

If, in a given round, none of the PCs give instructions to Lord Mallaby, he will attempt to make his way to the tent, using two move actions--stealthily at first, but in the open once spotted. He's determined to take an active part in this rescue, and going straight for where he thinks Ismene is kept is the best plan. He can, of course, told not to, but unless he's doing something else useful, he'll want to make for the tent.

If either NPC becomes bloodied, that NPC will use Second Wind as a standard action without needing actions on the part of a player.[/sblock][sblock=NPC stats]Lord Adelin Mallaby
HP: 26, Bloodied 13, Surge Value 6
AC: 15, Fort: 12, Ref: 13, Will: 14
Speed 6
Skills: Diplomacy +8, History +6, Stealth +3, Perception +1
:bmelee: Rapier +6 vs. AC, 1d8+4 damage
[o] Second Wind

Thais
HP: 38, Bloodied 19, Surge Value 9
AC: 16, Fort: 13, Ref: 14, Will: 15
Skills: Arcana +6, Nature +11, Stealth +3, Perception +4
:bmelee: Staff +7 vs. AC, 1d8+5 damage
Spore Strike Ranged 10 (one creature)
Attack: +5 vs. Will
Hit: 1d4+4 poison damage and the target is blinded until the end of its next turn.
[X] Bramble Patch Area Burst 1 within 10 (all enemies in burst)
Attack: +5 vs. Reflex
Hit: 1d8+5 damage, and the attack creates a zone which lasts until the end of the encounter. Any enemy that starts its turn in the zone takes 3 damage and is slowed.
[o] Tree Step (move action)
Effect: Thais teleports 8 squares.
Requirement: Both the starting square and the target square must be adjacent to trees.
[o] Second Wind[/sblock][sblock=Enemy Stats]Flail Hobgoblin
AC 19, Fort 17, Ref 15, Will 15
Passive Perception 18
:bmelee: Flail: +8 vs. AC, 1d10+5 and target is marked until the beginning of the Hobgoblin's next turn.
These guys have an immediate interrupt, the result of which the first time in a round that one of their adjacent allies would be hit by an attack vs. AC or Ref that hits by a margin of less than two, the attack misses.[sblock=nature 13]Hobgoblin Battle Guard
Level 3 Soldier
medium natural humanoid[sblock=nature 21]Phalanx Movement: As a move action the Battle Guard and each adjacent ally can shift 1 square. The allies must shift to a square adjacent to the Battle Guard.[/sblock][/sblock]Sword Hobgoblin
AC 17, Fort 15, Ref 13, Will 12
Passive Perception 11
+2 to AC if adjacent to at least one hobgoblin ally.
:bmelee: Long Sword: +6 vs. AC, 5 damage.[sblock=nature 13]Hobgoblin Grunt
Level 3 Minion
medium natural humanoid[sblock=nature 21]Hobgoblin Resilience (encounter): When the Grunt suffers an effect that a save can end, the Grunt can make an immediate saving throw.[/sblock][/sblock]Spear Hobgoblin
AC 20, Fort 18, Ref 16, Will 15
Passive Perception 13
+2 to AC if adjacent to at least one hobgoblin ally.
:bmelee: Spear: +11 vs. AC, 4 damage.[sblock=nature 14]Hobgoblin Sentry
Level 4 Soldier Minion
medium natural humanoid[sblock=nature 21]Hobgoblin Resilience (encounter): When the Sentry suffers an effect that a save can end, the Sentry can make an immediate saving throw.[/sblock][/sblock]Bow Hobgoblin
AC 17, Fort 15, Ref 15, Will 13
Passive Perception 18
:bmelee: Longsword: +8 vs. AC, 1d8+2 damage. (not drawn at present)[sblock=nature 13]Hobgoblin Archer
Level 3 Artillery
medium natural humanoid[sblock=nature 21]When the Archer hits with its longbow, in addition to damage, it grants an ally a +2 bonus to its next ranged attack against the same target.
Hobgoblin Resilience (encounter): When the Archer suffers an effect that a save can end, the Archer can make an immediate saving throw.[/sblock][/sblock]Hobgoblin Caster
AC 17, Fort 15, Ref 15, Will 17
Passive Perception 15
:bmelee: Staff: +8 vs. AC, 1d8+6 damage.[sblock=nature 13]Hobgoblin Warcaster
Level 3 Controller (Leader)
medium natural humanoid[sblock=nature 21]The Warcaster has the following attacks:
Shock Staff (recharge 4-6): melee attack that does lots of damage and dazes the target until the end of the Warcaster's next turn.
Force Lure (recharge 5-6): range attack that slides the target in addition to damage.
Force Pulse (recharge 6): Close Blast 5 which pushes and knocks prone in addition to damage.
Hobgoblin Resilience (encounter): When the Warcaster suffers an effect that a save can end, the Warcaster can make an immediate saving throw.[/sblock][/sblock]Hobgoblin Boss
AC 18, Fort 15, Ref 17, Will 16
Passive Perception 11
:bmelee: Mace: +9 vs. AC, 1d8+6 damage. (not drawn at present)[sblock=nature 14]Hobgoblin Warmonger
Level 4 Artillery (Leader)
medium natural humanoid[sblock=nature 21]A creature hit by the Warmonger's longbow grants CA until the start of the Warmonger's next turn.
Battle Cry (recharge when bloodied): area burst 1, in which an enemy hit makes a basic attack as a free action against a target of the Warmonger's choice, and in which the Warmonger's allies each can make a charge or basic attack, and regain hit points if they hit.
Phalanx Movement: As a move action the Warmonger and each adjacent ally can shift 1 square. The allies must shift to a square adjacent to the Battle Guard.[/sblock][/sblock][/sblock]
 
Last edited:

Mewness

First Post
Goldenhorn steps out from behind the tree and calls upon one of his ancestors, making a cut in his own arm with his sword as he does so. "Old Mother Flärke, your aid, your wrath!" Light floods the area, making Zardi and Spider feel strangely invigorated, but the hobgoblins appear unharmed.

[sblock=actions]Move: shift to Q14.

Minor: Shield of Sacrifice. Goldenhorn spends a healing surge. Zardi and Spider each gain HP as if they had spent a surge. Goldenhorn, Zardi, and Spider each gain a +5 power bonus to AC until EONT.

Standard: Divine glow centered on O14. Divine glow vs Ref, Spear 79; Sword 66; Caster; Flail 97; damage
7(1d20) +5 = 12; 6(1d20) +5 = 11; 1(1d20) +5 = 6; 7(1d20) +5 = 12; 8(1d8) +4 = 12
that's four misses in a row....

Zardi gains a +2 power bonus to attack rolls until EONT though.[/sblock]
[sblock=Goldenhorn]Ingvar Goldenhorn Male Minotaur Cleric|Runepriest 3
Initiative: +1, Passive Perception: 17, Passive Insight: 15, Senses: Normal
AC:19, Fort:15, Reflex:12, Will:17
HP:37/37, Bloodied:18, Surge Value:9, Surges left:8/10
Action Points: 1
Righteous Brand
Word of Binding

Goring Charge
Divine Glow
Beacon of Vengeance
Healing Word
Rune of Mending
Second Wind

Moment of Glory
Shield of Sacrifice


Conditions:

Rune State of Destruction: Allies gain a +1 bonus to attack rolls against enemies that are adjacent to me.
Rune State of Protection: While adjacent to me, allies gain resist 2 to all damage.

Defiant Word: Whenever an enemy misses Goldenhorn with an attack, he gains a +4 (non-cumulative) bonus to damage rolls against that enemy until the end of his next turn.

Full sheet: Goldenhorn[/sblock]
 

VanderLegion

First Post
Tyris moves to the spot Goldenhorn just vacated to get back out of site of Azar, then darts out and wraps his garrote around the caster's neck, pulling it tight.
[sblock="actions"]Move: shift to R15 - stealth 1d20+12=22 - hidden
Standard: Garrote strangle vs Hobgoblin Caster - Shift -> Q16 -> P15 then 1d20+8=25
Hit for 11 damage. Caster is grabbed and silenced and has a -2 penalty on attacks against Tyris
Free: Assassin's Strike vs Caster - 1d10=1 extra damage[/sblock][sblock="Stats"]Tyris Male Shade Executioner
Initiative: +5, Passive perception: 18, Passive Insight: 13, Senses: Darkvision

Defenses:
AC: 19, Fort: 13, Reflex: 16, Will: 16

Vitality
HP: 28/29, 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
Item: Id Moss Powder (0/0), Bloodroot Poison (0/1), Skald's Leather Armor

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

Conditions: Strangling Caster

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.
Mark of Passage: Whenever a power lets Tyris shift or teleport, he can shift or teleport 1 additional square as part of that move.[/sblock]
 

bluesfella

Explorer
OOC: Thanks Mewness!!
As adrenaline surges through his body, Zardi smiles and pushes his way past the nearest hobgoblins, ending up in the middle of 4 of them. Then he pivots and swings his axe in a wide arc around him. He only manages to hit the Flail-weilding one and the caster, but he hits them both hard. With the last movement of his axe, he brings it down on the caster once again.[sblock=Actions]Move: Shift to O14
Standard: Great Cleave attack roll (1d20+9=16, 1d20+9=11, 1d20+9=12, 1d20+9=29) Hit Flail 97 for 19 damage, Miss Spear 79, Miss Sword 66, Crit on Caster for 33 damage!
Flail 97 damage roll: Great Cleave damage roll (1d12+10=19)
Crit damage roll: Crit damage roll - High crit weapon(+1d12), magic weapon (+1d6), plus max damage of 22 (1d12+1d6+22=33)
Free: Rampage (free MBA on a crit) MBA vs. Caster (1d20+9=15, 1d12+6=17) Hit Caster for 17 damage
Note: I forgot Goldenhorn's +2 to attack until after I rolled it, so it's not reflected in the dice rolls, but it did manage to help me connect with the Flail hobgoblin, and the free MBA.[/sblock][sblock=Stats]Zardi - Goliath Barbarian 2
Initiative: +1, Passive Perception: 11, Passive Insight: 11, Senses: Normal vision
AC:17, Fort:18, Reflex:11, Will:13
Melee Basic Attack Fey Strike Greataxe: +9 vs AC, 1d12 +6 damage (When charging, add 1d6 damage from Howling Strike)
Ranged Basic Attack Throwing Hammer: +8 vs AC, 1d6+5 damage
HP:36/42, Bloodied:21, Surge Value:12, Surges left:8/11
Action Points: 1, Second Wind: un-used
Powers: Howling Strike, Pressing Strike, Rageblood Vigor, Rampage
[-]Stone's Endurance, [/-][-]Feral Might: Swift Charge[/-][-], Great Cleave, [/-]Combat Sprint, Blood Strike
Bloodhunt Rage

Conditions: +5 to AC, +2 to attack rolls[/sblock]
 



Tenchuu

First Post
His half-orc blood re-energized him, as well as Goldenhorn's boon.

Spider stepped back from the Flail, and then charged after the bowman again. His fullblade pierced the belly of the archer came out the other side. The hobgoblin futilely grasped at the blade, and as spider pulled it out, the creature collapsed to the ground.

"Wich won a ya issa next?" he boasted.

[sblock=Action Block, Mini-Stats]

[sblock=Action Block]
Free: Half-Orc Resilience:gain five temp hp
Move:
shift to Q17
Minor: Berserker's Charge Stance
Standard: Charge MBA

[/sblock][sblock=Spider Stat block]Jarro 'Spider' Sarak - Male Half-Orc Slayer 3
Initiative: +5, Passive Perception: +11, Passive Insight: +11

Defenses:

AC: 18, Fort: 19, Reflex: 15, Will: 12 -- Speed: 6 (+2 Charging)

Properties:
Superior Fortitude Feat: resist 3 to ongoing damage

Vitality:
HP: 27/39, THP: 5/5 Bloodied: 19, Surge Value: 9, Surges left: 9/10
Action Points: 1/1, Second Wind: not used

Basic Attacks:
:bmelee: Basic Melee Attack: +10 vs AC - Vanguard Fullblade +1 1d12+9 (Crit: +1d12 +1d8)
:ranged: Ranged Basic Attack: +9 vs AC - Dagger 1d4+8

Powers:
At-Will:
MBA, Charge MBA, RBA, Berserker's Charge Stance, Poised Assault Stance, Pass Forward (Move)
Encounter: Furious Assault, Power Strike #1, Power Strike #2, Half-Orc Resilience
Daily: Vanguard Weapon Daily

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

[/sblock][sblock=Spider's Journal]
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.

NickNames
Grava
Strangla
Mount'in-mon
Gold'orn
Mista Magi
Lor' Malabee
[/sblock]
[/sblock]
 

Tenchuu

First Post
[sblock=BenBrown]I screwed up.

Due to a copy/paste fail on my part, my last two posts have carried this use of power strike from back in november.

I have not used power strike yet this encounter, but you did take 8 damage from the archer from my initial charge based on this error of mine.

However, if you add back the 8 HP, my attack this turn still kills the archer outright.
[/sblock]
 

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