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

rb780nm

First Post
Filled with renewed vigor, Sound of Stone rises and skitters down the ramp towards the melee at its bottom. He lashes out with his claws at the ape threatening Tyris.

OOC:
Move: Rise
Standard: Move to F12
Minor: Thri-kreen claws on Ape3 (1d20+10=23, 1d8+6=11)
Hits for 11
(I'm assuming Ape 3 is still alive, otherwise, I'll move to f10 and attack the Bull ape in the same way)

 

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Tenchuu

First Post
OOC: Looks like you missed adding my damage from the last enemy turn. I think I should be starting this turn at 26 HP.


Also, is Ape3 dead? I don't want to give an OA if I go up the ramp.


[sblock=WIP]



"Ya attackin da wrong wons, Mount'n-mon! Ya evel birds, an ya damn durty apes--I an I comin fa ya!"


Jarro ignored the pain, bolstered by the nearby spirit. He charged full speed into the large ape. His great blade impaled the creature. Jarro grinned and twisted the blade before pulling it out and stepped back.

Yet, the Ape still stood.

"Bumbaclot! How issa ya not dead?! Dis som kinda zombie ape!"

[sblock=Action Block, Mini-Stats]

[sblock=Action Block]

Free:
resist 3 to ongoing damage (Superior Fortitude)
So, take 2 damage
Then gain 4 HP from the spirit

Move:
NA
Minor: Berserker's Charge Stance
Standard: Charge MBA

  • End Location: G10
  • Target: Bull Ape
  • Attack: 1d20+14=23
  • Damage: 1d12+12+1d8+1d6=25 (+1d12 +1d8 pn Crit) (+2 damage if enemy bloodied)=27 damage
Free: Furious Assault: 1d12=4 Damage
Free: Shift to H9
Save: 1d20=14 Saved

[/sblock][sblock=Spider Stat block]Jarro 'Spider' Sarak - Male Half-Orc Slayer 4
Initiative: +5, Passive Perception: +11, Passive Insight: +11

Defenses:

AC: 21, Fort: 21, Reflex: 18, Will: 14 -- Speed: 6 (+2 Charging, +2 stance)

Properties:
Superior Fortitude Feat: resist 3 to ongoing damage
Charge Damage: +1d6 due to horned Helm

Vitality:

HP: 35/45, THP: 0/5 Bloodied: 22, Surge Value: 11, Surges left: 10/10
Action Points: 1/1, Second Wind: not used

Basic Attacks:
:bmelee: Basic Melee Attack: +11 vs AC - Vanguard Fullblade +1 1d12+12 (Crit: +1d12 +1d8)
:ranged: Ranged Basic Attack: +11 vs AC - Dagger 1d4+10

Powers:
At-Will:
MBA, Charge MBA, RBA, Berserker's Charge Stance, Poised Assault Stance, Pass Forward (Move)
Encounter: Sweeping Blow, Furious Assault, Power Strike, Half-Orc Resilience
Daily: Vanguard Weapon Daily, Bestial Hide MBA

Weapons:
1 Vanguard Fullblade +1 1d12
1 Dagger 1d4

[/sblock][sblock=Spider's Journal]
[sblock=Adventure: Get Me to The Church on Time]
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.
16. Rescue Ismene from dirty goblins, give lord mallaby a chance at true love, and collect rewards.

NickNames
Grava
Strangla
Mount'in-mon
Gold'orn
Mista Magi
Lor' Malabee
[/sblock]
1. Returns to the Tavern.
2. Lord Mallaby returns to the tavern and recruits Spider for a mission to return to Allaria. Need to escort a supply convoy of three wagons down the northerly road from Ristaren. Wagonmaster is named Sven. Map:
http://i587.photobucket.com/albums/ss315/randomlinenoise/Three Queens/InitialMap.gif
3. Some other stuff I forgot to write down, on the way to Ismene, including some strange girl who warned us and then fainted.
4. Raid on the Hobgoblins.
5. Capture one goblin, who tells us "he follow a ooman o'oblin, wit fifty odda 'oblins. Dis ooman called Zareska. She tryin ta make a new empire a her own, or so dis won says."
6. Go to meet the delegation and escort them back. On the way, run into the Apes!

NickNames
Lor' Malabee
Sven - Wagonmaster
Spirit-Ooman
Sound a Stone - 'alf mantis 'alf amazin
Strangla
Mount'in-mon
TCO?
[/sblock]
[/sblock]



[/sblock]
 

jbear

First Post
Boris grips his blade tightly as the screeching echos of the bat split his mind asunder inside his skull. Unwilling tears stream from his eyes which he attempts to blink away as he lashes out with his blade towards the ape in front of him. As the blade tears through the ape's flesh with a blinding flash one of the gems inset on his helm flares bright green, ripping the creature's soul from the grip of death and sealing it inside.

Boris raises his blade at the other ape who had attacked him. "Come. Follow the Sun, Ape! Come and stare til it burns your eyes from your head." He then walks towards the ramp where his companions fight below trying to ignore the the deafening screeching going on inside his head.

[sblock=Actions]
Start of Turn: take 5 psychic dmg; reduced to 4 by Defensive Weapon (which also reduced 2 dmg from 22 dmg received last round, 1 per hit) By my maths this leaves TCO on 17 HP
Standard: Eldritch Strike vs Ape 1 Hit: Ape still marked TENT so TCO gains 2 THP; Ape 1 is also Cursed
Trigger: Damage kills Ape 1: Free Action: TCO capture's the Ape's soul with his Helm of 7 Deaths
Minor: Curse on Ape 2
Move: to E11
End of turn: make Saving Throw vs ongoing dmg: Fail
[/sblock]

[sblock=The Cursed One]
The Cursed One aka Boris
Human Hybrid Paladin | Warlock 3
Passive Perception/Insight 10
AC:19, Fort:16, Reflex:15, Will:16, Speed:5
HP: (+2 THP) 17/39, Bloodied:19, Surge Value:9, Surges left:11/11
Initiative +2
Action Points: 1 (encounter): USED

Conditions: Ongoing 5 psychic dmg (save ends)
Buffs: Bless Weapon: +1 atk Power bonus and +1d6 radiant dmg til end of encounter

Powers:
MBA: Eldritch Strike +9 vs AC, 1d12+5 damage

Divine Challenge:
Divine Sanction:
Warlock's Curse: Ape 2, Bull Ape
Eldritch Strike, Ardent Strike, Dire Radiance:
Helm of Seven Deaths: Souls Captured 1/7

Blade of Crimson: USED
Valorous Smite: USED
Otherwind Stride: USED
Helm of Seven Deaths: Unavailable
Second Wind

Crown of Stars:
Bless Weapon: Active
Fullblade of Defense:
Dazzling Plate Armour:
Helm of Seven Deaths: Unavailable


Consumables:
Potions of Healing: 1/1
Augmenting Whetstone: 2/2

Combat notes:
Dazzling Plate: TCO gains +2 to all defenses vs Charm, Fear and Psychic attacks.
Gauntlets of Arcane Might: TCO gains 2 THP when he hits an enemy he marks with an arcane attack.
Fullblade of Defense: Resist 1 vs All dmg;
TCO will use his Fullblade of Defense Daily power to halve damage of an attack will reduce him below 0.
[/sblock]
 
Last edited:

BenBrown

First Post
OOC: Looks like you missed adding my damage from the last enemy turn. I think I should be starting this turn at 26 HP.


Also, is Ape3 dead? I don't want to give an OA if I go up the ramp.
GM: I'm reading you starting at 30, although I did miss the last attack on you. Ape 3 appears to be dead after Sound of Stone's attack.
 

bluesfella

Explorer
Zardi shakes his head to clear his mind from the bat's attack. He looks around startled, as it seems the battle has already begun and he didn't know it. Seeing that the apes on the ground are being dealt with, he looks around to try and spot one of the infernal bats that has caused his suffering. Seeing one of them only a short distance away, he lifts his great axe over his head, lets out a terrifying cry of anger, and brings his axe down in front of him as if trying to strike at something at his feet. The axe glows brightly for a moment, and a shimmering blue image of the axe suddenly flies out towards the bat. Zardi smiles, but just for a moment, as the bat manages to flutter out of the way.

Disgusted by the fact that he cannot hit the bat, he moves over next his comrades, while finally shaking off the last lingering effects of the psychic attack. As he comes up next to Spider, he asks him "So, uh...what'd I miss?"
[sblock=Actions]Take 5 ongoing psychic damage
Standard: Fey Strike Weapon Attack vs. Bat 2 (1d20+10=16, 1d12+8=20) Miss!
Move: to G9
Save vs. ongoing damage: save (1d20+2=11) Success![/sblock][sblock=Zardi]Zardi - Male Goliath Barbarian 4
Initiative: +2, Passive Perception: 12, Passive Insight: 12, Senses: Normal
AC:19, Fort:19, Reflex:12, Will:14
HP:41/54, Bloodied:27, Surge Value:13, Surges left:11/11
Speed:5
Action Points: 1
bm.gif
Fey Strike Greataxe +10 vs. AC; 1d12+8 damage (When charging, add 1d6 damage from Howling Strike)
br.gif
Throwing Hammer: +9 vs AC, 1d6+5 damage
Howling Strike
Pressing Strike
Rageblood Vigor
Rampage

Takedown Strike
Stone's Endurance
Great Cleave
Combat Sprint
Swift Charge
Blood Strike

Bloodhunt Rage

Conditions: none

Special:
Targeted Assault Feat - you gain a +2 bonus to attack rolls against any creature that has you marked.

Equipment Specials:
Acrobat Boots (Stand up from Prone as Minor action)
Bold Victory Chainmail +1 (When you or an ally within 5 bloodies an enemy, gain +2 to AC until EONT, Free action)
[-]Fey Strike Greataxe +1[/-] (Make MBA as a ranged 20 attack, Standard action)
Fey Strike Teleport (Free action, hit an enemy with this weapon, can teleport enemy up to 10 squares to an adjacent square)

Full Sheet: Zardi[/sblock]
 

VanderLegion

First Post
With all enemies out of easy reach, Tyris starts to move up ramps toward the remaining apes, stopping partway up to gain his second wind.[sblock="actions"]Move: to E15
Standard: Second Wind - Regain 9 hp and +2 defenses TENT[/sblock][sblock="Stats"]Tyris Male Shade Executioner
Initiative: +5, Passive perception: 18, Passive Insight: 13, Senses: Darkvision

Defenses:
AC: 20, Fort: 16, Reflex: 19, Will: 19

Vitality
HP: 23/39, Bloodied: 19, Surge Value: 9, Surges Left: 6/7
Action Points: 1/1, Second Wind: used

Languages:
Allarian

Basic Attacks:
Melee Basic Attack: +10 vs AC - Rapier 1d8+4
Ranged Basic Attack: +10 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 (0/0), 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.
Cunning Stalker: Combat advantage against enemies with no other creatures adjacent to them.[sblock="Death Attack"]If Tyris hits an enemy with a melee or ranged attack that deals damage, he can choose to reduce that enemy to 0 hit points if they are at 10 hp or less after the attack.[/sblock][sblock="Nible Drop"]When Tyris takes falling damage, he can take a free action to reduce the damage by 6 + his level (10 points). If this reduces the damage to 0, he does not fall prone.[/sblock][/sblock]
 


BenBrown

First Post
GM: Okay, looks like Spider didn't move, and in fact, Tenchuu hasn't been active for a week.

I think I'm going to have to finally accept reality. While my carpal tunnel syndrome appears to be under control, I'm really trying to avoid typing outside of work, which is putting a considerable crimp in my posting. I can, if everyone wants, finish this combat (albeit probably slowly), but I don't think I can continue GMing after that. Let me know what you think.

:(
 

rb780nm

First Post
OOC: Don't injure yourself for the game - I'm ok with a deus ex machina to wrap this up and then head back to the tavern
 
Last edited:

bluesfella

Explorer
OOC: Yeah, don't sweat it. We are here to have fun, and if it hurts you to post, that's no fun. Thanks for both adventures I've been in of yours! This was my first play by post experience, and I enjoyed it so much I started DM'ing an online game to supplement my normal home game. I even helped my friend put together a play by post app/site that is debuting at GenCon. So, good job and thanks for all the fish!
 

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