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

Mewness

First Post
Goldenhorn takes a moment to adjust his position. Meanwhile, Thais steps into the small tree next to her and out of a much larger one. She sends a cloud of spores at the hobgoblin leader, but narrowly misses.

[sblock=actions]Move: shift to P15

Minor: Thais uses tree step to teleport to M10

Standard: Thais attacks the boss. Thais spore strike vs Will, boss; damage
10(1d20) +5 = 15; 2(1d4) +4 = 6
misses.[/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:20/37, 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]
 

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Tenchuu

First Post
OOC: Just barely hit. Also, interestingly, on my at will attack, my damage was higher than my attack roll.


Spider turned around and charged back to the other side, targeting the Bow Hobgoblin who had moved up. His attack was wild, just catching the creature's neck, but the location of the blow did a great deal of damage.

[sblock=Action Block, Mini-Stats]

[sblock=Action Block]

Move:
shift to P16
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]
 

bluesfella

Explorer
As the rest of the group disperses, Zardi yells out "Go, I'll handle these!" and charges past Goldenhorn towards the spear-wielding hobgoblin hiding behind the tree. The hobgoblin raises his spear to intercept, but Zardi's giant axe slices through it, and the hobgoblin, easily.[sblock=Actions]Standard: Charge Spear 70, ending at Q16
Charge vs. Spear 70 (1d20+9+1=23, 1d12+1d6+6=12) Hit[/sblock][sblock=Stats]Zardi - Goliath Barbarian 3
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: none[/sblock]
 

BenBrown

First Post
"Continue on, my friends!" Mallaby shouts. "I can handle this one!"[sblock=Mallaby's Actions]Standard: Full Defense[/sblock] "Ow!" he yelps as the spear hits him despite his defensive posture.

"Coming around this side!" the archer shouts, stepping away from Spider and striking him with a rapidly shot arrow.

"This side too," the leader calls back. "Keep on it."
The leader looses his shaft at the new threat from the flanks, Thais, and striking her solidly.

The remaining two hobgoblins shore up shoulder-to-shoulder and attack Goldenhorn, who is struck with both sword and spear.[sblock=Enemy Actions]Spear 11
Standard: Spear vs. Mallaby (1d20+11=20) 4 damage

Bow 46
Move: Shift to L20
Standard: Longbow vs. Spider (1d20+10=25, 1d10+4=10)

Boss
Standard: Longbow vs. Thais (1d20+11=26, 1d10+7=16)

Spear 79
Move: to P14
Standard: Spear vs. Goldenhorn (1d20+11=31) Crit (woo) for 4 damage

Sword 66
Standard: Longsword vs. Goldenhorn (1d20+6=26) Crit (two in a row!) for 5 damage[/sblock][sblock=map]
RescueEncounterRound5.gif

RescueEncounterMapKey2.gif
[/sblock][sblock=status]Goldenhorn: P15 HP 11/37, Surges 8/10, AP 0, second wind unused
Spider: N20 HP 8/39, Surges 9/10, AP 1, second wind unused
Tyris: M18 HP 16/29, Surges 5/7, AP 1, second wind unused
Zardi: Q16 HP 26+3/48, Surges 7/11, AP 0, second wind unused

Mallaby: O26 HP 18/26, Surges 5/5, second wind unused
Thais: M10 HP 18/38, Surges 5/5, second wind unused, grants CA TENT

Sword Hobgoblin 66: O14 HP 1+5/1
Spear Hobgoblin 11: L18 HP 1/1
Spear Hobgoblin 70: R15 HP 0/1 dead
Spear Hobgoblin 79: P14 HP 1+5/1
Flail Hobgoblin 97: P14 HP 0/49 dead
Bow Hobgoblin 46: H20 HP 21/39
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.
[X] 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]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 sneaks out from behind the tent while the hogboblin leader is focused on Thais and attempts to wrap his garrote around the boss's throat, but trips just as he reaches out and almost drops the weapon in the process, losing his chance.
[sblock="actions"]Move: Silent Stalker, move to J15
Standard: Garrote Strangle vs Hogboblin Boss - Shift to H14 then 1d20+8=9 Miss. natrual 1 ftl.[/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]
 

bluesfella

Explorer
"Fear not, my friend!" says Zardi to Goldenhorn as he circles back behind the minotaur. He quickly maneuvers behind the sword-wielding hobgoblin, and strikes him down. "If you can handle this other one, I'll go help Thais and Tyris"[sblock=Actions]Move: P16-O15
Standard: Pressing Strike (includes a shift 2 to N13, +2 for flanking) Pressing Strike vs. Sword 66 (1d20+9+2=20, 1d12+6=18) Hit for 18 damage[/sblock][sblock=Stats]Zardi - Goliath Barbarian 3
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: none[/sblock]
 

Tenchuu

First Post
OOC: rolling crappy on the strike rolls. :(


Spider retreats behind the tree, takes a moment to catch his breath, and then charges forward again. But his guttural scream during the charge gave away his tactic, and the bow goblin dodged the blow.

[sblock=Action Block, Mini-Stats]

[sblock=Action Block]

Move:
to Q25 (ish)
Minor: Berserker's Charge Stance
Standard: Second Wind
AP:
Charge MBA

  • Target: Bow 46 (end at: N20
  • Attack: 1d20+13=15 Miss
  • Damage: 1d12+9+1d8= (+1d12 +1d8 on crit)
[/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: 17/39, THP: 0/5 Bloodied: 19, Surge Value: 9, Surges left: 8/10
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]
 

Mewness

First Post
Goldenhorn slashes at the spear-armed hobgoblin, dealing a mortal wound, before calling on his ancestors to heal Spider. Badly injured himself, he shields his head and dashes past the open ground within view of the hobgoblin leader to seek cover behind a large tree.

[sblock=actions]Standard: I rolled a word of binding on Spear 79 before realizing that, as he has temp HP, the fixed damage won't actually kill him. I'd like to change that to a righteous brand if that's OK.

word of binding (protection) vs AC, Spear 79
14(1d20) +8 = 22


Hits. righteous brand damage on Spear 79
8(1d8) +4 = 12
is more than enough.

Minor: healing word on Spider
6(1d6) +4 = 10
. Spider gains surge + 10 hp.

Move: to P10.[/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:11/37, 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: bloodied, rune state of destruction

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]
 

BenBrown

First Post
[sblock=Mewness]Righteous Brand is okay[/sblock]Lord Mallaby and Thais both wait for an opening, but do not move.[sblock=Ally Actions]Lord Mallaby
Standard: Full Defense
Thais
Standard: Full Defense[/sblock]"Clear back!" the hobgoblin leader shouts. "Form up on me!"
He steps gingerly away from Tyris, and shoots at him quickly, and as it turns out, inaccurately.

The archer backs away from Spider, then retreats to get closer to his leader.

The last remaining spear-wielder suddenly turns and rushes away from Lord Mallaby, who finds his opening, sticking the foe with his rapier.

Mallaby roars a not entirely convincing battle cry.[sblock=Enemy Actions]Boss
Move: Shift to G12
Standard: Longbow vs. Tyris (1d20+11=18) miss.

Bow 46
Move: Shift to K17
Standard->Move: to F15

Spear 11
Move: to J18
Mallaby OA: Rapier (OA) vs. Spear 11 (1d20+6=20, 1d8+4=9)[/sblock][sblock=map]
RescueEncounterRound6.gif

RescueEncounterMapKey2.gif
[/sblock][sblock=status]Goldenhorn: P15 HP 11/37, Surges 8/10, AP 0, second wind unused
Spider: M20 HP 27/39, Surges 7/10, AP 0, second wind used, +2 to defenses
Tyris: H14 HP 16/29, Surges 5/7, AP 1, second wind unused
Zardi: O15 HP 26+3/48, Surges 7/11, AP 0, second wind unused

Mallaby: O26 HP 18/26, Surges 5/5, second wind unused
Thais: M10 HP 18/38, Surges 5/5, second wind unused

Sword Hobgoblin 66: O14 HP 0/1 dead
Spear Hobgoblin 11: L18 HP 0/1 dead
Spear Hobgoblin 79: P14 HP 0/1 dead
Bow Hobgoblin 46: F15 HP 21/39
Hobgoblin Boss: G12 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.
[X] 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]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 moves carefully back behind the tree, before moving out and making another attempt to grab the leader, but has no more success than the last time, the boss having caught on by this point to what he was doing.
[sblock="actions"]Move: shift to G15: Stealth - 1d20+12=32 - hidden from boss
Standard: Garrote Strangle Vs. Boss - shift to g131d20+8=13 miss. Forgot about my combat advantage from cunning stalker, but still only a 15 sadly[/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:

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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