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

BenBrown

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]
GM: I realize it's a screw-up, and that you didn't mean to do that, but this would have made a difference as to whether the creature was bloodied after the first round. It doesn't make a difference on this particular one, but it does for some others. If you'd discovered this after the first round, I would have been fine with the retcon, but at this point, I think I'm just gonna have to say that power strike was used.
 

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BenBrown

First Post
Mallaby stands up out of the brush and splashes across the stream, taking shelter as best he can behind a tree. Thais holds her position and waits for the next opportunity. [sblock=Ally's Actions]Lord Mallaby
Move: Stand Up
Standard->Move: to O26

Thais
Standard: Full Defense[/sblock]"Another coming in, point four!" the remaining archer shouts. "And Stanx is down!"

"Okay, Jekka, take charge that side," the leader shouts. "Everybody else, Maneuver Total, centered on Hagra, on my mark!"

"Lads, don't worry about the new one," the archer (Jekka) says, "Hold down that guy with the big sword."

He retreats back across a pile of brush, then looses his arrow at Spider, which strikes him painfully.

The one spear-wielder next to Spider jabs at him, as the other charges forward. They are accurate strikers, but Spider is protected from their blows by the power of Goldenhorn's ancestors.

On the other side of the tent, the leader yells "Mark!"

One of the flail-wielding hobgoblins steps over the body of the fallen caster and lashes at Zardi with a stinging cut. The other turns on Goldenhorn but his wicked lash hits only the tree.

The spear-wielder next to Zardi steps away to strike at Goldenhorn. This one hits.

The remaining sword-armed hobgoblin steps into the space just vacated and slashes at Zardi, slowly wearing the goliath down.

The final spear hobgoblin charges at Zardi, but Goldenhorn's ancestral spirits protect him.

When everyone is clustered together, the hobgoblin leader shouts piercingly "Go it! Strike! Now! Now! Now!"

There is a massive and sudden clash of arms. In the confusion Zardi strikes his sword at Tyris, giving him a nasty nick, while Tyris attempts to strangle Goldenhorn. The flail that hit Zardi does so again, and the flail that missed Goldenhorn likewise misses again. Zardi is hit with a sword, and Goldenhorn with a spear, and the hobgoblins seem cheered by this action.

The leader quietly slips back to a safer position.[sblock=Enemy Actions]Bow 46
Move: to H20
Standard: Longbow vs. Spider (1d20+10=25, 1d10+4=14)

Spear 70
Standard: Spear vs. Spider (1d20+11=22) miss due to Shield of Sacrifice

Spear 11
Standard: charge to N18, Spear vs. Spider (1d20+11+1=20) miss due to Shield of Sacrifice

Flail 34
Move: to O15
Standard: Flail vs. Zardi (1d20+8+2=26, 1d10+5=7) 7 damage, and Zardi is marked until the end of the Hobgoblin's next turn.

Flail 97
Standard: Flail vs. Goldenhorn (1d20+8=12) miss.

Spear 79
Move: Shift to P13
Standard: Spear vs. Goldenhorn (1d20+11=28) 4 damage.

Sword 66
Move: shift to O13
Standard: Longsword vs. Zardi (1d20+6+2=22) 5 damage.

Spear 90
Standard: Charge to N14, Spear vs. Zardi (1d20+11+2+1=18) miss due to Shield of Sacrifice

Boss
Standard: Battle Cry (burst 1) centered on P14 Battle Cry (will) vs. Goldenhorn, Tyris, Zardi (1d20+9=13, 1d20+9=18, 1d20+9=28) miss, hit, hit. Zardi and Tyris make MBAs vs. targets of the Boss's choice.

Zardi: MBA vs. Tyris (1d20+9+2-2=19, 1d12+6=8)
Tyris: MBA vs. Goldenhorn (1d20+8=17) miss.

Hobgoblin Boss's allies in burst make MBA. Those that hit gain 5 temp HP.
Flail 34: MBA vs. Zardi (1d20+8+2=26, 1d10+5=8) 8 damage.
Flail 97: MBA vs. Goldenhorn (1d20+8=14) miss.
Sword 66: MBA vs. Zardi (1d20+6+2=24) 5 damage.
Spear 79: MBA vs. Goldenhorn (1d20+11=26) 4 damage.

Those hobgoblins that hit gain 5 temp hp (yes, even the minions. weird, huh?)
Move: to H13[/sblock][sblock=map]
RescueEncounterRound3.gif

RescueEncounterMapKey2.gif
[/sblock][sblock=status]Goldenhorn, Spider, and Zardi have a +5 power bonus to AC until the end of Goldenhorn's next turn.
Goldenhorn: Q14 HP 29/37, Surges 8/10, AP 1, second wind unused
Spider: O19 HP 18/39, Surges 9/10, AP 1, second wind unused
Tyris: P15 HP 21/29, Surges 5/7, AP 1, second wind unused
Zardi: P13 HP 14/48, Surges 8/11, AP 1, second wind unused, marked by Flail 34

Mallaby: O26 HP 26/26, Surges 5/5, second wind unused
Thais: T18 HP 38/38, Surges 5/5, second wind unused, Full Defense

Sword Hobgoblin 66: O13 HP 1+5/1
Spear Hobgoblin 11: N18 HP 1/1
Spear Hobgoblin 70: P20 HP 1/1
Spear Hobgoblin 79: P13 HP 1+5/1
Spear Hobgoblin 90: N14 HP 1/1
Flail Hobgoblin 34: O15 HP 20+5/49
Flail Hobgoblin 97: P14 HP 30/49
Bow Hobgoblin 25: N20 HP [0/39 dead.
Bow Hobgoblin 46: H20 HP 39/39
Hobgoblin Caster: O15 HP 0/46 dead.
Hobgoblin Boss: H13 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 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]
 
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Mewness

First Post
Goldenhorn calls upon his great-great-great aunt to strike down the hobgoblin in front of him, but she is apparently distracted by something else and does not respond. She eventually looks around, sending a wave of healing energy through Zardi.

Thais moves up behind Goldenhorn and sends a cloud of spores toward one of the flail-wielders, but it has little effect.

[sblock=actions]Standard: Beacon of vengeance vs AC (+2 flanking), Flail 97; damage (+4 defiant word)
3(1d20) +8 +2 = 13; 2(1d8) +4 +4 = 10
misses. A lot of good stuff fails to happen.

Move: Thais moves to R14.

Minor: Rune of mending with rune of destruction on Zardi. Zardi can spend a surge and all the good guys except Mallaby get a +2 power bonus to damage rolls until EONT.

Goldenhorn enters rune state of destruction. Attacks against enemies that are adjacent to him are at +1.

AP: Thais spore strike vs Will (+1 Goldenhorn buff), Flail 97; damage (+2 Goldenhorn buff)
6(1d20) +5 +1 = 12; 1(1d4) +4 +2 = 7
misses as well.[/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:29/37, Bloodied:18, Surge Value:9, Surges left:8/10
Action Points: 0
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]
 

bluesfella

Explorer
Zardi turns to the hobgoblin that struck him with the flail, bares his teeth and growls "You won't get a chance to do that again!". He strikes him quickly with his axe, then does a move taught to him by his clan's warleader many years ago. He dives towards the hobgoblin, but at the last moment swivels past him and rolls into a standing position right behind him. He finishes the feint with another powerful blow from his axe, killing the hobgoblin and sending his body into the space he just vacated.[sblock=Actions]Standard: Howling Strike vs. Flail 34 (1d20+9=25, 1d12+1d6+6+2=16) Hit for 16 damage
Free: Spend Action Point
AP: Pressing Strike vs. Flail 34 (1d20+9=20, 1d12+6+2=18) Before the hit, power grants a shift 2 to O16, Hit for 18 damage, pushes hobgoblin 1 square
Free: Gain 3 temp hp from Rageblood Vigor[/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:26+3/42, Bloodied:21, Surge Value:12, Surges left:7/11
Action Points: 0, 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: +2 to damage rolls from Goldenhorn[/sblock]
 

VanderLegion

First Post
Tyris takes advantage of the confusion caused by the close quarters combat to silently slip his garrote around the neck of the hobgoblin standing in front of him, drawing it tight and beginning to strangle him.
[sblock="actions"]Minor: Bluff check create diversion to hide - 1d20+14=29Success, Stealth check - 1d20+12=27 (same link) - success
Standard: Garrote Strangle vs Flail 97 - 1d20+8=15 Hit (barely, thank god zardi killed flail 34) for 15 damage, target is grabbed, cannot speak, and has a -2 to attack rolls against Tyris, tyris cannot make other attacks.[/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: 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[/-]
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 Flail 97

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.[/sblock]
 

Tenchuu

First Post
OOC: I have 5 THP from half-orc resilience, so i should be at 18.

I didn't think I had the angle to make a legal charge on the other flail.

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

Spider broke away from the two surrounding him and charged into the fray on the other side (using the tent to conceal himself from the archer). Rushing in, he gored one of the spear goblins.

[sblock=Action Block, Mini-Stats]

[sblock=Action Block]

Move:
shift to P18
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: 18/39, THP: 0/5 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]
 

BenBrown

First Post
Mallaby cautiously moves forward, being careful to keep something solid between himself and the archer, and hoping that the melee will attract the attentions of the others.[sblock=Mallaby's Actions]Move: to L24[/sblock]"Going to move up," the archer calls to his boss. "Target moved out of sight."

"Hagra, where are they?" the leader shouts, but gets no answer he can hear from the hobgoblin desperately trying to pull the garrote from his neck.

The archer moves up to find something he can shoot at. "Uthar, get that caster. Razz, guard my back!" He quickly nocks an arrow and lets fly at Tyris, but his arrow goes high.

The hobgoblin next to the tent wheels and runs past the archer at Mallaby. The other hesitates for a second, then rushes through the bramble patch that Thais summoned to strike at her. Both blows connect.

The leader likewise looses an arrow, this one at Goldenhorn, striking him annoyingly. The remaining spear-wielder also attempts to hit the Minotaur, but with less success.

The flail-wielding sergeant is next to Goldenhorn, but his attention is entirely occupied by his strangler. The tails of his lash go flying, but do not hit the stealthy assassin.

Finally, the last hobgoblin steps back, then charges headlong with the intention of sticking his sword in Spider. He manages only to get part of the tent.[sblock=Enemy Actions]Bow 46
Move: to M21
Standard: Longbow vs. Tyris (1d20+10=12) miss.

Spear 70
Standard: Charge Thais ending in R15 Spear (Charge) vs. Thais (1d20+11+1=18) 4 damage

Spear 11
Standard: Charge Mallaby ending in L23 Spear (Charge) vs. Mallaby (1d20+11+1=21) 4 damage

Boss
Standard: Longbow vs. Goldenhorn (1d20+11=20, 1d10+7=9) 9 damage and Goldenhorn grants CA TENT

Spear 79
Standard: Spear vs. Goldenhorn (1d20+11+2=16) miss.

Flail 97
Standard: Flail vs. Tyris (1d20+8-2=13) miss.

Sword 66
Move: to P12
Standard: Charge Spider ending in O14 Sword (Charge) vs. Spider (1d20+6+2=9) miss.[/sblock][sblock=map]
RescueEncounterRound4.gif

RescueEncounterMapKey2.gif
[/sblock][sblock=status]Goldenhorn: O15 HP 20/37, Surges 8/10, AP 0, second wind unused, Grants CA TENT
Spider: O19 HP 18/39, Surges 9/10, AP 1, second wind unused
Tyris: P15 HP 21/29, Surges 5/7, AP 1, second wind unused
Zardi: O16 HP 26+3/48, Surges 7/11, AP 0, second wind unused

Mallaby: O26 HP 22/26, Surges 5/5, second wind unused
Thais: R14 HP 34/38, Surges 5/5, second wind unused

Sword Hobgoblin 66: O13 HP 1+5/1
Spear Hobgoblin 11: N18 HP 1/1
Spear Hobgoblin 70: P20 HP 1/1
Spear Hobgoblin 79: P13 HP 1+5/1
Spear Hobgoblin 90: N14 HP 0/1 dead.
Flail Hobgoblin 34: O14 HP 0/49 dead
Flail Hobgoblin 97: P14 HP 15/49 grabbed by Tyris.
Bow Hobgoblin 46: H20 HP 39/39
Hobgoblin Boss: H13 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 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]
 

VanderLegion

First Post
Tyris gives his garrote another short yank, then releases the hobgoblin as it falls to the ground dead. He then moves off to go after the boss, taking a cut from the sword hobgoblin in the process.
[sblock="actions"]Standard: Sustain Garrote Strangle - 2d4+4+1d8=14 +2 from Goldenhorn for 16 damage, dead hobgoblin
Move: to M18 - stealth 1d20+7=21 - hidden
OA from Sword Hobgoblin - 1d20+6=19 - Hit for 5 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: 16/29, 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 Flail 97

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.[/sblock]
 
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Mewness

First Post
OOC: You get a +2 power bonus to damage rolls from Goldenhorn (technically should have applied on your last turn, but I don't think you counted it then).
 

VanderLegion

First Post
OOC: You get a +2 power bonus to damage rolls from Goldenhorn (technically should have applied on your last turn, but I don't think you counted it then).

OOC: OOh, I missed that, I'll go update my post (with him dead I can move as well)

Edit: Post is updated.
 
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