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

bluesfella

Explorer
GM: Actually, Zardi doesn't get to go until after the goblins. Please feel free to re-use the rolls for your turn, though.
OOC: Ah, sorry! I read your post on my phone, then waiting until I got to work to respond, and totally forgot that I couldn't go this round. My mistake.

They are good hits though, so I'd definitely like to re-use the rolls when it's my turn.
 

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rb780nm

First Post
OOC:
I didn't look at the stat blocks that closely, sorry.

Is Rider 2 is still in the same square as his mount, right? Transfer one attack to him and then play the rest as written. I do one less damage to both mount and rider two because the number of targets is a modifier to my claws damage, but that's ok...

 

BenBrown

First Post
OOC:
I didn't look at the stat blocks that closely, sorry.

Is Rider 2 is still in the same square as his mount, right? Transfer one attack to him and then play the rest as written. I do one less damage to both mount and rider two because the number of targets is a modifier to my claws damage, but that's ok...

GM: Except that rider 2 was dismounted by Pharodeys's attack and is now lying several squares away. Mount 2 is your only target from that square. If you still want to use the claw attack on a single target, let me know.
 

BenBrown

First Post
The goblins are shocked, but don't panic. One sniper has been dropped by Spider, but the other remains, and he quickly and quietly dives into the bushes, where at least some of his foes loose sight of him.

"Cover!" the staff-wielder yells. The armored goblin rushes out of the brush and sweeps his spear at Spider's feat, knocking the half-orc down. The staff-wielder himself, meanwhile raises his arms, and hurls a burst of magic at Sound of Stone, which surrounds the thri-kreen like a swarm of stinging gnats. While Sound of Stone is not stuck in place, his mind tells him that moving will result in a world of pain.

The staff-wielder then moves behind his armored ally, but not before one of Murmur's leafy tendrils reaches out and strikes him, leaving a deep welt.

The dismounted rider whistles, and his mount, eying Murmur suspiciously, backs away around a tree, then thumps over to its master, who is quickly up and back in the saddle.

The other rider steers his mount up the stream a short ways, then wildly gallops at Zardi, his javelin not even coming close to the goliath.[sblock=Enemy Actions]Goblin Sniper 1
Move: to B15
Minor: drop prone. Sniper Stealth Roll: 4(1d20) +12 = 16
Standard: ???

Armored Goblin
Move: to D8
Standard: Trip Up (ref) vs. Spider: 12(1d20) +7 = 19; 4(1d8) +5 = 9 and Spider is knocked prone.

Staff Goblin
Standard: Stinging Hex (will) vs. Sound of Stone: 17(1d20) +6 = 23
Sound of Stone takes no damage, but will take 3d6+1 damage if he moves during his turn (save ends)
Move: to C8. Spirit's Wrath (Ref.) vs. Staff Goblin: 19(1d20) +6 = 25; 5(1d6) +5 = 10

Mount 2
Move: Shift to D12
Standard->Move: to A9

Rider 2
Move: Stand up
Standard->Move: get on mount.

Rider1/Mount 1
Move: to F16
Standard: Charge Zardi ending in J12 Javelin (charge) vs. Zardi: 2(1d20) +6 +1 = 9 Miss.
[/sblock][sblock=Perception 16 (passive)]Sniper 1 is in D16 and prone (total concealment/superior cover)[/sblock][sblock=map]
GoblinStreamRound1.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 G11 39+4/39, surges 8/8, AP unused, second wind unused, if Sound of Stone moves during his turn he takes 3d6+1 damage (save ends)
Spider E8 36/45, surges 10/10, AP unused, second wind unused, prone
Tyris I7 34/34, surges 7/7, AP unused, second wind unused
Zardi K11 36/54, surges 10/11, AP unused, second wind unused

Carlotta G10 43/43, surges 12/12, second wind unused

Murmur E10 (1 square up)

Armored Goblin D8 7 Damage Taken
Staff Goblin C8 30 Damage Taken
Goblin Sniper 1 ?? No Damage Taken
Goblin Sniper 2 E9 0/32, dead
Goblin Rider 1 J12 No Damage Taken
Goblin Rider 2 A9 7 Damage Taken
Mount 1 J12 No Damage Taken
Mount 2 A9 19 Damage Taken[/sblock][sblock=Goblin Tactics PLEASE READ]The goblins have an ability called Goblin Tactics, as an immediate reaction.
For Staff goblin, and goblin snipers:
When the goblin is missed by a melee attack, the goblin can shift 1 square as an immediate reaction.

For Armored goblin:
As above, but the goblin also makes a melee basic attack as a part of the reaction.

For goblin riders:
when mounted and either the goblin or its mount is missed by a melee attack the goblin can shift itself and its mount 1 square as an immediate reaction.
Neither unmounted goblin riders nor the mount when the goblin isn't riding it have this ability.

The goblins will shift under the following circumstances.
1) there is a space the goblin can shift to that is out of melee range. (shift can't go into difficult terrain)
2) the goblin will not suffer an attack as a result of shifting (e.g. Pharodeys's spirit's attack)
3) the goblin has not already used this ability this round.

When you resolve your attacks if you miss a goblin with a melee attack, please resolve the shift, and let me know where the goblin shifts to.[/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), and makes a basic attack with his spear.
[/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]
 
Last edited:

VanderLegion

First Post
Tyris silently moves behind the nearest rider and wraps his garrote around the goblin's neck.[sblock="actions"]Move: Silent Stalker - to H11, remain stealthed
Standard: Garrote Strangle vs Rider 1 reflex - Shift to H13, then 1d20+9=18 hit for 2d4+5+1d8 = 16 damage (same link). Rider is grabbed, cannot speak, and has a -2 penalty to attacks against Tyris.[/sblock][sblock="Stats"]Tyris Male Shade Executioner
Initiative: +5, Passive perception: 18, Passive Insight: 13, Senses: Darkvision

Defenses:
AC: 18, Fort: 14, Reflex: 16, Will: 17

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, Running Slash
Item: Id Moss Powder (/0), Bloodroot Poison (1/1), Skald's Leather Armor

Weapons:
1 Rapier: 1d8
6 Daggers: 1d4
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]
 




Mewness

First Post
The glowing jellyfish reaches out a tendril almost gently toward the goblin with the staff, who recoils in sudden pain and shock. The spirit darts away in a sort of parody of the goblin's reaction, passing into Sound of Stone's body and carrying him along. The spirit reappears near Spider, who feels suddenly invigorated.

Pharodeys remains frozen in place.

[sblock=actions]Standard: voice of battle vs will (+CA), staff goblin; damage
8(1d20) +6 +2 = 16; 5(1d6) +5 = 10
just enough to hit. Staff goblin takes 10 psychic and Sound of Stone can shift 2 (it's not his turn, so he doesn't take damage)

Minor: dismiss Murmur.

Minor: summon Murmur in D9 (1 square up). Spider gains 4 temp HP.

For some reason, I get a warm fuzzy feeling whenever Tyris throttles someone. The more inappropriate the target, the better.[/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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