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Adventure: Get Me to the Church on Time (DM: BenBrown, Judge: Renau1g)
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<blockquote data-quote="BenBrown" data-source="post: 5752575" data-attributes="member: 1642"><p>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]<strong>Lord Mallaby</strong></p><p>Move: Stand Up</p><p>Standard->Move: to O26</p><p></p><p><strong>Thais</strong></p><p>Standard: Full Defense[/sblock]<span style="color: Teal">"Another coming in, point four!"</span> the remaining archer shouts. <span style="color: Teal">"And Stanx is down!"</span></p><p></p><p><span style="color: Olive">"Okay, Jekka, take charge that side,"</span> the leader shouts. <span style="color: Olive">"Everybody else, Maneuver Total, centered on Hagra, on my mark!"</span></p><p></p><p><span style="color: Teal">"Lads, don't worry about the new one,"</span> the archer (Jekka) says, <span style="color: Teal">"Hold down that guy with the big sword."</span></p><p></p><p>He retreats back across a pile of brush, then looses his arrow at Spider, which strikes him painfully.</p><p></p><p>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.</p><p></p><p>On the other side of the tent, the leader yells <span style="color: Olive">"Mark!"</span></p><p></p><p>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.</p><p></p><p>The spear-wielder next to Zardi steps away to strike at Goldenhorn. This one hits.</p><p></p><p>The remaining sword-armed hobgoblin steps into the space just vacated and slashes at Zardi, slowly wearing the goliath down.</p><p></p><p>The final spear hobgoblin charges at Zardi, but Goldenhorn's ancestral spirits protect him.</p><p></p><p>When everyone is clustered together, the hobgoblin leader shouts piercingly <span style="color: Olive">"Go it! Strike! Now! Now! Now!"</span></p><p></p><p>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.</p><p></p><p>The leader quietly slips back to a safer position.[sblock=Enemy Actions]<strong>Bow 46</strong></p><p>Move: to H20</p><p>Standard: <a href="http://invisiblecastle.com/roller/view/3304854/" target="_blank">Longbow vs. Spider (1d20+10=25, 1d10+4=14)</a></p><p></p><p><strong>Spear 70</strong></p><p>Standard: <a href="http://invisiblecastle.com/roller/view/3304855/" target="_blank">Spear vs. Spider (1d20+11=22)</a> miss due to Shield of Sacrifice</p><p></p><p><strong>Spear 11</strong></p><p>Standard: charge to N18, <a href="http://invisiblecastle.com/roller/view/3304856/" target="_blank">Spear vs. Spider (1d20+11+1=20)</a> miss due to Shield of Sacrifice</p><p></p><p><strong>Flail 34</strong></p><p>Move: to O15</p><p>Standard: <a href="http://invisiblecastle.com/roller/view/3304858/" target="_blank">Flail vs. Zardi (1d20+8+2=26, 1d10+5=7)</a> 7 damage, and Zardi is marked until the end of the Hobgoblin's next turn.</p><p></p><p><strong>Flail 97</strong></p><p>Standard: <a href="http://invisiblecastle.com/roller/view/3304859/" target="_blank">Flail vs. Goldenhorn (1d20+8=12)</a> miss.</p><p></p><p><strong>Spear 79</strong></p><p>Move: Shift to P13</p><p>Standard: <a href="http://invisiblecastle.com/roller/view/3304864/" target="_blank">Spear vs. Goldenhorn (1d20+11=28)</a> 4 damage.</p><p></p><p><strong>Sword 66</strong></p><p>Move: shift to O13</p><p>Standard: <a href="http://invisiblecastle.com/roller/view/3304866/" target="_blank">Longsword vs. Zardi (1d20+6+2=22)</a> 5 damage.</p><p></p><p><strong>Spear 90</strong></p><p>Standard: Charge to N14, <a href="http://invisiblecastle.com/roller/view/3304868/" target="_blank">Spear vs. Zardi (1d20+11+2+1=18)</a> miss due to Shield of Sacrifice</p><p></p><p><strong>Boss</strong></p><p>Standard: Battle Cry (burst 1) centered on P14 <a href="http://invisiblecastle.com/roller/view/3304870/" target="_blank">Battle Cry (will) vs. Goldenhorn, Tyris, Zardi (1d20+9=13, 1d20+9=18, 1d20+9=28)</a> miss, hit, hit. Zardi and Tyris make MBAs vs. targets of the Boss's choice.</p><p></p><p>Zardi: <a href="http://invisiblecastle.com/roller/view/3304873/" target="_blank">MBA vs. Tyris (1d20+9+2-2=19, 1d12+6=8)</a></p><p>Tyris: <a href="http://invisiblecastle.com/roller/view/3304878/" target="_blank">MBA vs. Goldenhorn (1d20+8=17)</a> miss.</p><p></p><p>Hobgoblin Boss's allies in burst make MBA. Those that hit gain 5 temp HP.</p><p>Flail 34: <a href="http://invisiblecastle.com/roller/view/3304879/" target="_blank">MBA vs. Zardi (1d20+8+2=26, 1d10+5=8)</a> 8 damage.</p><p>Flail 97: <a href="http://invisiblecastle.com/roller/view/3304880/" target="_blank">MBA vs. Goldenhorn (1d20+8=14)</a> miss.</p><p>Sword 66: <a href="http://invisiblecastle.com/roller/view/3304881/" target="_blank">MBA vs. Zardi (1d20+6+2=24)</a> 5 damage.</p><p>Spear 79: <a href="http://invisiblecastle.com/roller/view/3304882/" target="_blank">MBA vs. Goldenhorn (1d20+11=26)</a> 4 damage.</p><p></p><p>Those hobgoblins that hit gain 5 temp hp (yes, even the minions. weird, huh?)</p><p>Move: to H13[/sblock][sblock=map]<img src="http://i587.photobucket.com/albums/ss315/randomlinenoise/Church%20on%20Time/RescueEncounterRound3.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p><img src="http://i587.photobucket.com/albums/ss315/randomlinenoise/Church%20on%20Time/RescueEncounterMapKey2.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" />[/sblock][sblock=status]Goldenhorn, Spider, and Zardi have a +5 power bonus to AC until the end of Goldenhorn's next turn.</p><p>Goldenhorn: Q14 HP <span style="color: Lime">29/37</span>, Surges 8/10, AP 1, second wind unused</p><p>Spider: O19 HP <span style="color: Red">18/39</span>, Surges 9/10, AP 1, second wind unused</p><p>Tyris: P15 HP <span style="color: Lime">21/29</span>, Surges 5/7, AP 1, second wind unused</p><p>Zardi: P13 HP <span style="color: Red">14/48</span>, Surges 8/11, AP 1, second wind unused, marked by Flail 34</p><p></p><p>Mallaby: O26 HP <span style="color: Lime">26/26</span>, Surges 5/5, second wind unused</p><p>Thais: T18 HP <span style="color: Lime">38/38</span>, Surges 5/5, second wind unused, Full Defense</p><p></p><p>Sword Hobgoblin 66: O13 HP <span style="color: Lime">1+5/1</span></p><p>Spear Hobgoblin 11: N18 HP <span style="color: Lime">1/1</span> </p><p>Spear Hobgoblin 70: P20 HP <span style="color: Lime">1/1</span></p><p>Spear Hobgoblin 79: P13 HP <span style="color: Lime">1+5/1</span></p><p>Spear Hobgoblin 90: N14 HP <span style="color: Lime">1/1</span> </p><p>Flail Hobgoblin 34: O15 HP <span style="color: Red">20+5/49</span></p><p>Flail Hobgoblin 97: P14 HP <span style="color: Lime">30/49</span></p><p>Bow Hobgoblin 25: N20 HP [<span style="color: DarkSlateGray">0/39</span> dead.</p><p>Bow Hobgoblin 46: H20 HP <span style="color: Lime">39/39</span></p><p>Hobgoblin Caster: O15 HP <span style="color: DarkSlateGray">0/46</span> dead.</p><p>Hobgoblin Boss: H13 HP <span style="color: Lime">Uninjured</span>[/sblock][sblock=NPCs in Combat]This combat is a little different in that there are two NPCs, one of whom is reasonably competent.</p><p></p><p>Any PC can take a move or minor action to have an NPC perform a move action (or a minor action).</p><p>Any PC can take a standard action to have an NPC perform a standard action.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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]<strong>Lord Adelin Mallaby</strong></p><p>HP: 26, Bloodied 13, Surge Value 6</p><p>AC: 15, Fort: 12, Ref: 13, Will: 14</p><p>Speed 6</p><p>Skills: Diplomacy +8, History +6, Stealth +3, Perception +1</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Rapier +6 vs. AC, 1d8+4 damage</p><p><span style="color: red">[o] <strong>Second Wind</strong></span></p><p></p><p><strong>Thais</strong></p><p>HP: 38, Bloodied 19, Surge Value 9</p><p>AC: 16, Fort: 13, Ref: 14, Will: 15</p><p>Skills: Arcana +6, Nature +11, Stealth +3, Perception +4</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Staff +7 vs. AC, 1d8+5 damage</p><p><span style="color: green"><strong>Spore Strike</strong></span> Ranged 10 (one creature)</p><p>Attack: +5 vs. Will</p><p>Hit: 1d4+4 poison damage and the target is blinded until the end of its next turn.</p><p><span style="color: red">[X] <strong>Bramble Patch</strong></span> Area Burst 1 within 10 (all enemies in burst)</p><p>Attack: +5 vs. Reflex</p><p>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.</p><p><span style="color: red">[o] <strong>Tree Step</strong></span> (move action)</p><p>Effect: Thais teleports 8 squares.</p><p>Requirement: Both the starting square and the target square must be adjacent to trees.</p><p><span style="color: red">[o] <strong>Second Wind</strong></span>[/sblock][sblock=Enemy Stats]<strong>Flail Hobgoblin</strong></p><p>AC 19, Fort 17, Ref 15, Will 15</p><p>Passive Perception 18</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Flail: +8 vs. AC, 1d10+5 and target is marked until the beginning of the Hobgoblin's next turn.</p><p>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]<strong>Hobgoblin Battle Guard</strong></p><p>Level 3 Soldier</p><p>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]<strong>Sword Hobgoblin</strong></p><p>AC 17, Fort 15, Ref 13, Will 12</p><p>Passive Perception 11</p><p>+2 to AC if adjacent to at least one hobgoblin ally.</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Long Sword: +6 vs. AC, 5 damage.[sblock=nature 13]<strong>Hobgoblin Grunt</strong></p><p>Level 3 Minion</p><p>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]<strong>Spear Hobgoblin</strong></p><p>AC 20, Fort 18, Ref 16, Will 15</p><p>Passive Perception 13</p><p>+2 to AC if adjacent to at least one hobgoblin ally.</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Spear: +11 vs. AC, 4 damage.[sblock=nature 14]<strong>Hobgoblin Sentry</strong></p><p>Level 4 Soldier Minion</p><p>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]<strong>Bow Hobgoblin</strong></p><p>AC 17, Fort 15, Ref 15, Will 13</p><p>Passive Perception 18</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Longsword: +8 vs. AC, 1d8+2 damage. (not drawn at present)[sblock=nature 13]<strong>Hobgoblin Archer</strong></p><p>Level 3 Artillery</p><p>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.</p><p>Hobgoblin Resilience (encounter): When the Archer suffers an effect that a save can end, the Archer can make an immediate saving throw.[/sblock][/sblock]<strong>Hobgoblin Boss</strong></p><p>AC 18, Fort 15, Ref 17, Will 16</p><p>Passive Perception 11</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Mace: +9 vs. AC, 1d8+6 damage. (not drawn at present)[sblock=nature 14]<strong>Hobgoblin Warmonger</strong></p><p>Level 4 Artillery (Leader)</p><p>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.</p><p>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.</p><p>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]</p></blockquote><p></p>
[QUOTE="BenBrown, post: 5752575, member: 1642"] 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][b]Lord Mallaby[/b] Move: Stand Up Standard->Move: to O26 [b]Thais[/b] Standard: Full Defense[/sblock][COLOR="Teal"]"Another coming in, point four!"[/COLOR] the remaining archer shouts. [COLOR="Teal"]"And Stanx is down!"[/COLOR] [COLOR="Olive"]"Okay, Jekka, take charge that side,"[/COLOR] the leader shouts. [COLOR="Olive"]"Everybody else, Maneuver Total, centered on Hagra, on my mark!"[/COLOR] [COLOR="Teal"]"Lads, don't worry about the new one,"[/COLOR] the archer (Jekka) says, [COLOR="Teal"]"Hold down that guy with the big sword."[/COLOR] 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 [COLOR="Olive"]"Mark!"[/COLOR] 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 [COLOR="Olive"]"Go it! Strike! Now! Now! Now!"[/COLOR] 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][b]Bow 46[/b] Move: to H20 Standard: [url=http://invisiblecastle.com/roller/view/3304854/]Longbow vs. Spider (1d20+10=25, 1d10+4=14)[/url] [b]Spear 70[/b] Standard: [url=http://invisiblecastle.com/roller/view/3304855/]Spear vs. Spider (1d20+11=22)[/url] miss due to Shield of Sacrifice [b]Spear 11[/b] Standard: charge to N18, [url=http://invisiblecastle.com/roller/view/3304856/]Spear vs. Spider (1d20+11+1=20)[/url] miss due to Shield of Sacrifice [b]Flail 34[/b] Move: to O15 Standard: [url=http://invisiblecastle.com/roller/view/3304858/]Flail vs. Zardi (1d20+8+2=26, 1d10+5=7)[/url] 7 damage, and Zardi is marked until the end of the Hobgoblin's next turn. [b]Flail 97[/b] Standard: [url=http://invisiblecastle.com/roller/view/3304859/]Flail vs. Goldenhorn (1d20+8=12)[/url] miss. [b]Spear 79[/b] Move: Shift to P13 Standard: [url=http://invisiblecastle.com/roller/view/3304864/]Spear vs. Goldenhorn (1d20+11=28)[/url] 4 damage. [b]Sword 66[/b] Move: shift to O13 Standard: [url=http://invisiblecastle.com/roller/view/3304866/]Longsword vs. Zardi (1d20+6+2=22)[/url] 5 damage. [b]Spear 90[/b] Standard: Charge to N14, [url=http://invisiblecastle.com/roller/view/3304868/]Spear vs. Zardi (1d20+11+2+1=18)[/url] miss due to Shield of Sacrifice [b]Boss[/b] Standard: Battle Cry (burst 1) centered on P14 [url=http://invisiblecastle.com/roller/view/3304870/]Battle Cry (will) vs. Goldenhorn, Tyris, Zardi (1d20+9=13, 1d20+9=18, 1d20+9=28)[/url] miss, hit, hit. Zardi and Tyris make MBAs vs. targets of the Boss's choice. Zardi: [url=http://invisiblecastle.com/roller/view/3304873/]MBA vs. Tyris (1d20+9+2-2=19, 1d12+6=8)[/url] Tyris: [url=http://invisiblecastle.com/roller/view/3304878/]MBA vs. Goldenhorn (1d20+8=17)[/url] miss. Hobgoblin Boss's allies in burst make MBA. Those that hit gain 5 temp HP. Flail 34: [url=http://invisiblecastle.com/roller/view/3304879/]MBA vs. Zardi (1d20+8+2=26, 1d10+5=8)[/url] 8 damage. Flail 97: [url=http://invisiblecastle.com/roller/view/3304880/]MBA vs. Goldenhorn (1d20+8=14)[/url] miss. Sword 66: [url=http://invisiblecastle.com/roller/view/3304881/]MBA vs. Zardi (1d20+6+2=24)[/url] 5 damage. Spear 79: [url=http://invisiblecastle.com/roller/view/3304882/]MBA vs. Goldenhorn (1d20+11=26)[/url] 4 damage. Those hobgoblins that hit gain 5 temp hp (yes, even the minions. weird, huh?) Move: to H13[/sblock][sblock=map][IMG]http://i587.photobucket.com/albums/ss315/randomlinenoise/Church%20on%20Time/RescueEncounterRound3.gif[/IMG] [IMG]http://i587.photobucket.com/albums/ss315/randomlinenoise/Church%20on%20Time/RescueEncounterMapKey2.gif[/IMG][/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 [COLOR="Lime"]29/37[/COLOR], Surges 8/10, AP 1, second wind unused Spider: O19 HP [COLOR="Red"]18/39[/COLOR], Surges 9/10, AP 1, second wind unused Tyris: P15 HP [COLOR="Lime"]21/29[/COLOR], Surges 5/7, AP 1, second wind unused Zardi: P13 HP [COLOR="Red"]14/48[/COLOR], Surges 8/11, AP 1, second wind unused, marked by Flail 34 Mallaby: O26 HP [COLOR="Lime"]26/26[/COLOR], Surges 5/5, second wind unused Thais: T18 HP [COLOR="Lime"]38/38[/COLOR], Surges 5/5, second wind unused, Full Defense Sword Hobgoblin 66: O13 HP [COLOR="Lime"]1+5/1[/COLOR] Spear Hobgoblin 11: N18 HP [COLOR="Lime"]1/1[/COLOR] Spear Hobgoblin 70: P20 HP [COLOR="Lime"]1/1[/COLOR] Spear Hobgoblin 79: P13 HP [COLOR="Lime"]1+5/1[/COLOR] Spear Hobgoblin 90: N14 HP [COLOR="Lime"]1/1[/COLOR] Flail Hobgoblin 34: O15 HP [COLOR="Red"]20+5/49[/COLOR] Flail Hobgoblin 97: P14 HP [COLOR="Lime"]30/49[/COLOR] Bow Hobgoblin 25: N20 HP [[COLOR="DarkSlateGray"]0/39[/COLOR] dead. Bow Hobgoblin 46: H20 HP [COLOR="Lime"]39/39[/COLOR] Hobgoblin Caster: O15 HP [COLOR="DarkSlateGray"]0/46[/COLOR] dead. Hobgoblin Boss: H13 HP [COLOR="Lime"]Uninjured[/COLOR][/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][b]Lord Adelin Mallaby[/b] 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 [color=red][o] [b]Second Wind[/b][/color] [b]Thais[/b] 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 [color=green][b]Spore Strike[/b][/color] 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. [color=red][X] [b]Bramble Patch[/b][/color] 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. [color=red][o] [b]Tree Step[/b][/color] (move action) Effect: Thais teleports 8 squares. Requirement: Both the starting square and the target square must be adjacent to trees. [color=red][o] [b]Second Wind[/b][/color][/sblock][sblock=Enemy Stats][b]Flail Hobgoblin[/b] 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][b]Hobgoblin Battle Guard[/b] 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][b]Sword Hobgoblin[/b] 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][b]Hobgoblin Grunt[/b] 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][b]Spear Hobgoblin[/b] 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][b]Hobgoblin Sentry[/b] 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][b]Bow Hobgoblin[/b] 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][b]Hobgoblin Archer[/b] 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][b]Hobgoblin Boss[/b] 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][b]Hobgoblin Warmonger[/b] 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] [/QUOTE]
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Adventure: Get Me to the Church on Time (DM: BenBrown, Judge: Renau1g)
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