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


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VanderLegion

First Post
Tyris gives Pharodeys a sheepish look before moving closer to investigate.[sblock="Telepathy to Pharodeys"]"It's been a long time since I've been able to easily communicate with anyone, this will take some getting used to..."[/sblock][sblock="Dice rolls"]Stealth - 1d20+12=20
Perception - 1d20+8=10[/sblock]
 



BenBrown

First Post
Carlotta leads the way through the woods, in the general direction of the voices. They manage to keep silent as they proceed towards the babbling stream, but can't get a bead on the voices at all, until they pop out of the brush a short distance from the rushing stream to find themselves face-to-face with a small knot of goblins. While these aren't the hobgoblins that make up the bulk of the Hzakan forces, these often scout for them.

Two of them are lightly armored, armed only with javelins, and are mounted on bird/lizard-looking thingies. Fast runners by the looks of them, whatever they are. Another pair of goblins have long narrow crossbows--apparently snipers, by the looks of them. A fifth goblin is more heavily armored than the rest of them, and is armed with a spear with a crosspiece just below its head. The final one is harder to see, as he's behind a tree, but he's unarmored and carries a staff. He's the one who's been talking, and as the adventurers emerge from the wood, he yells out "Cripes! We're made! Spread out, guys!"[sblock=Initiative]Sound of Stone: 14(1d20) +7 = 21
Pharodeys: 13(1d20) = 13
Spider: 5(1d20) +7 = 12
Tyris: 3(1d20) +5 = 8
Zardi: 4(1d20) +2 = 6

Goblins: 1(1d20) +5 = 6

Looks like you got the drop on them!
Sound of Stone, Pharodeys, Spider, and Tyris go first, then the goblins, then everyone.[/sblock][sblock=Bluesfella]Since Zardi was the only one injured at the end of the last fight, let me know how many healing surges you want to have used after that fight, and I'll adjust things accordingly[/sblock][sblock=map]
GoblinStreamStart.gif

Brush (green areas) provide cover and concealment (total cover/concealment to prone characters) and are difficult terrain.
Trees (big brown circles) are impassible, and can provide cover.
The stream (blue) is difficult terrain.[/sblock][sblock=status]Pharodeys L10 36/36, surges 9/9, AP unused, second wind unused
Sound of Stone K9 39/39, surges 8/8, AP unused, second wind unused
Spider L9 45/45, surges 10/10, AP unused, second wind unused
Tyris L8 34/34, surges 7/7, AP unused, second wind unused
Zardi K11 49/54, surges 9/11, AP unused, second wind unused

Carlotta K10 43/43, surges 12/12, second wind unused

Armored Goblin D10 No Damage Taken
Staff Goblin C11 No Damage Taken
Goblin Sniper 1 C12 No Damage Taken
Goblin Sniper 2 B10 No Damage Taken
Goblin Rider 1 D12 No Damage Taken
Goblin Rider 2 C9 No Damage Taken
Mount 1 D12 No Damage Taken
Mount 2 C9 No Damage Taken[/sblock][sblock=Controlling Carlotta]Any PC can take a standard, move, or minor action to have an NPC perform an action of the same (or a lesser) type. E.g., if you want Carlotta to use Tempest Assault, you spend a standard action. If you want her to move, you spend a move action. An NPC is limited to the usual number of actions each round (but those actions need not all be granted by the same PC). An NPC who has an immediate action can likewise only use it if a PC has an immediate action available to use on his/her behalf.

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 left to her own devices, Carlotta will, if adjacent to an enemy, use a minor action to use Nature's Wrath to mark, then will use Warden's Fury as an immediate interrupt if the opportunity presents itself. If, on the other hand, she is not adjacent to an enemy, she will move so that she is.[/sblock][sblock=Carlotta]Carlotta
HP 43/43, Bloodied 21, Surge Value 10; Surges 12/12
Str 18, Con 16, Dex 12, Int 10, Wis 13, Cha 10
AC 20, Fort 16, Ref 16, Will 16
Skills: Endurance +9, Nature +7, Perception +7
:bmelee: longsword +7 vs. AC; 1d8+5 damage
Nature's Wrath Mark each adjacent enemy as a minor action. This mark lasts until the end of Carlotta's next turn.
Warden's Fury (immediate interrupt; primal, weapon; melee weapon, triggering enemy)
Trigger: An enemy marked by Carlotta makes an attack that does not include her.
Attack: +7 vs. Fort
Hit: 1d8+5 damage, and the target grants CA until the end of Carlotta's next turn.
Tempest Assault (standard; lighting, primal, thunder, weapon; melee weapon, one creature)
Attack: +7 vs. AC
Hit: 1d8+5 lightning damage, and one enemy marked by Carlotta within 2 squares other than the target takes 3 thunder damage.
[o] Thunder Ram Assault (standard; primal, thunder, weapon; melee weapon, one creature)
Attack: +7 vs. AC
Hit: 1d8+5 thunder damage, and Carlotta makes a secondary attack (close blast 3, each creature in blast)
Secondary Attack: +7 vs. Fort.
Secondary Hit: 1d6 thunder damage and Carlotta pushes the target 1 square.
[o] Warden's Tempest (minor; primal; melee 1, one enemy marked by Carlotta)
Effect: Carlotta slides the enemy 1 square.
[o] Heroic Effort (no action; personal)
Trigger: Carlotta misses with an attack or fails a save
Effect: Carlotta gains a +4 racial bonus to the attack roll or saving throw.
[o] Second Wind

Conditions: none[/sblock][sblock=Enemy Stats]Please read the appropriate "combat stats" block(s) only when necessary to resolve attacks or OAs. The blocks with the skill names on them are for monster knowledge checks.

Goblin with Staff
[sblock=combat stats]AC: 17 Fort: 14 Ref: 15 Will: 16
HP: 46
:bmelee: Staff +8 vs. AC; 1d6+7 damage
Passive Perception 12
Goblin Tactics (immediate reaction): If missed by a melee attack, the goblin shifts 1 (out of melee range, if possible)
[/sblock][sblock=Nature 13]Goblin Hex Hurler
Small Natural Humanoid (Goblin)
Level 3 Controller[sblock=Nature 21]The Hex Hurler has a number of magical attacks: an at-will that blinds, a recharging power that causes foes to take damage if they move, and an encounter zone that reduces enemy's chance of hitting.[/sblock][/sblock]

Armored Goblin with Spear
[sblock=combat stats]AC: 20 Fort: 17 Ref: 16 Will: 12
HP: 82
:bmelee: Spear +9 vs. AC; 1d8+5 damage and the goblin can slide the target one square (if hit by this as an OA, move yourself into a flanked position or difficult terrain.)
Passive Perception 16
Goblin Tactics (immediate reaction): If missed by a melee attack, the goblin shifts 1 (out of melee range, if possible)
[/sblock][sblock=Nature 13]Goblin Elite Sentry
Small Natural Humanoid (Goblin)
Level 2 Elite Soldier[sblock=Nature 20]The Sentry has a recharge power that knocks enemies prone.[/sblock][/sblock]

Goblins with Crossbows
[sblock=combat stats]AC: 16 Fort: 13 Ref: 15 Will: 12
HP: 32
:bmelee: Short Sword +7 vs. AC; 1d6+5 damage.into a flanked position or difficult terrain.
Passive Perception 12
Goblin Tactics (immediate reaction): If missed by a melee attack, the goblin shifts 1 (out of melee range, if possible)
[/sblock][sblock=Nature 13]Goblin Sharpshooter
Small Natural Humanoid (Goblin)
Level 2 Artillery[sblock=Nature 20]The Sharpshooter does extra damage against targets it has CA against. If the Sharpshooter misses with a ranged attack when hiding, it is assumed to be still hiding.[/sblock][/sblock]

Goblin Riders
[sblock=combat stats]AC: 17 Fort: 15 Ref: 17 Will: 13
HP: 58
:bmelee: Javelin +6 vs. AC; 1d6+4 damage
Passive Perception 11
Mounted Goblin Tactics (immediate reaction): If the goblin or its mount is missed by a melee attack, the goblin's mount shifts 1 (out of melee range, if possible)
[/sblock][sblock=Nature 12]Elite Goblin Beast Rider
Small Natural Humanoid (Goblin)
Level 1 Elite Skirmisher[sblock=Nature 19]The Rider does additional damage when its mount ends 4 squares or more from where it started.
The Rider has a recharge power that can immobilize enemies.[/sblock][/sblock]

Bird-Lizard Thingies
[sblock=combat stats]AC: 16 Fort: 15 Ref: 14 Will: 12
HP: 36
:bmelee: Bite +7 vs. AC; 1d8+5 damage
Passive Perception 11[/sblock][sblock=Nature 13]Fastieth
Medium Natural Beast (mount, reptile)
Level 2 Skirmisher[sblock=Nature 20]The Fastieth has a move of 10. Pretty zippy.
The Fastieth has an encounter move where it can shift 4 squares.[/sblock][/sblock][/sblock]
 
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Mewness

First Post
A sudden warping of space scatters the goblins, separating one of the riders from his mount and moving others every which way. Pharodeys freezes in place as a translucent wispy creature emerges from her body. It passes through Sound of Stone and through Carlotta, seeming to carry her with it as it flies rapidly over to the enemy. Near the stream, it hovers in place, shaping itself into the semblance of a large, glowing jellyfish whose tendrils look like leafy creepers.

[sblock=actions]Standard: dimensional scramble centered on C10. Dimensional scramble vs Fort, Armor; Staff; Rider 2; Sniper 2; damage
12(1d20) +5 = 17; 20(1d20) +5 = 25; 16(1d20) +5 = 21; 19(1d20) +5 = 24; 3(1d6) +4 = 7
hits all 4, crits Staff guy. Armor, Sniper 2, and Rider 2 take 7, Staff guy takes 10.

Staff guy is teleported to E10.
Armor is teleported to A8.
Rider 2 is teleported to A9.
Sniper 2 is teleported to E9.
Rider 2's mount is teleported to E11 (see below).

Forgot to roll to hit against Rider 2's mount. dimensional scramble vs Fort, mount 2
17(1d20) +5 = 22
hits as well. Mount takes 7 and is teleported to E11.

Minor: summon companion in J10. Sound of Stone gains 4 temporary hit points.

Move: Carlotta moves to G10, spirit moves to E10 (1 square up).

Wow, what great rolls. Almost makes up for all of Goldenhorn's suckage :)[/sblock]
[sblock=Important: Spirit Effects]A reminder of the effects that the spirit (Murmur) has on combat. The first three are important to players.

• Allies gain a +2 bonus to saves while adjacent to Murmur.
• Murmur occupies 1 square. Allies can move through its space but enemies cannot.
• Any enemy that leaves a square adjacent to Murmur without shifting is subject to an opportunity attack (the Spirit’s Wrath power: +6 vs Reflex, 1d6+5 damage, and the target grants CA until the end of Pharodeys’s next turn).
• Murmur has the same defense values as Pharodeys and can be targeted by melee and ranged attacks.
• If a single melee or ranged attack deals 11 or more damage to Murmur, the spirit disappears and Pharodeys takes 6 damage. Murmur is otherwise unaffected by attacks.
• When Pharodeys takes a move action, she can move Murmur up to 6 squares as well.
• If Murmur is not present at the start of Pharodeys’s turn, she can summon it once during her turn as a free action.
• Murmur is unaffected by terrain and environmental phenomena and can float in the air.
• Murmur is not a creature. It does not count as an ally and does not provoke opportunity attacks.[/sblock]
[sblock=Pharodeys]Pharodeys Female Human Living Statue Shaman 3
Initiative: +0, Passive Perception: 20, Passive Insight: 20, Senses: Normal
AC:18, Fort:14, Reflex:15, Will:16; Resist 5 psychic
HP:36/36, Bloodied:18, Surge Value:9, Surges left:9/9
Action Points: 1
:bmelee: totemic javelin +4 vs. AC; 1d6+1 damage
:branged: totemic javelin +4 vs. AC; 1d6+1 damage
Call Spirit Companion, Spirit’s Wrath, Spirit Infusion, Word of Battle
[o] Scorching Sands
[o] Sly Fox Spirit
[x] Dimensional Scramble
[o] Cast Fortune
[o] Shard Swarm
[o] Speak with Spirits
[o] [o] Healing Spirit
[o] Second Wind

[o] Spirit of the Healing Flood
[o] Spirit of the Great Cat
[o] Skald’s Armor Daily


Conditions:

Full sheet: Pharodeys[/sblock]
 
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