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

Tenchuu

First Post
"I an I be back fo ya, 'ore" Spider spat, pulling himself to his feet and charging back towards the group, goring the rider. He twisted the blade before wrenching it free.

OOC: 28 damage to rider 1. If he's still alive, use up furious assault for another 12.


[sblock=Action Block, Mini-Stats]

[sblock=Action Block]

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

  • End Location: J11
  • Target: Rider1
  • Attack: 1d20+14=33
  • Damage: 1d12+12+1d8=28 (+1d12 +1d8 pn Crit) (+2 damage if enemy bloodied)
Free: Furious Assault: 1d12=12

[/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

Vitality:
HP: 40/45, 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.
4. Raid on the Hobgoblins.

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

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bluesfella

Explorer
OOC: OK, re-using my attack from earlier. Let me know if it still fits. There are only two units I can hit instead of three, so I'll just re-post those rolls exactly and modify the descriptions to reflect that.

Also, the OA I'd take comes from a different source with a different modifier, so I re-rolled it. That roll missed me, but if you'd prefer I use the original roll and just add the difference, it would hit. I'm not sure how you want me to do that, so I presented both rolls below.
Zardi runs headlong into battle, splashing through the stream and heading right into the middle of the remaining goblins. The [-]mount with the displaced rider bites[/-] Armored Goblin takes a swing at him, but the goliath does not seem to notice as his axe whistles through the air in a great arc, slicing the [-]two mounts and remaining rider[/-] Armored Goblin and Magic Wielder deeply.
[sblock=Actions]Move: Combat Sprint to [-]E12[/-] D9 (grants +4 to speed and +4 to all defenses against OA's provoked with this movement)
Old OA: OA from Mount 2 (1d20+7=26, 1d8+5=12) Mount 2 hits me for 12 damage (ouch!)
New OA: OA vs. Zardi (1d20+9=17, 1d8+5=10) Miss
Standard: Great Cleave vs. Mount 1, Rider 1, Mount 2 (1d20+10=29, 1d20+10=23, 1d20+10=25, 1d12+6+3=19) Hit [-]Mount 1, Rider 1 & Mount 2[/-] Armored Goblin and Staff Goblin for [-]19[/-] 18 damage each
Minor: Stone's Endurance (Resist 5 to all damage until EONT)[/sblock][sblock=Zardi's Stats]Zardi Male Goliath Barbarian 4
Initiative: +2, Passive Perception: 12, Passive Insight: 12, Senses: Normal
AC:19, Fort:19, Reflex:12, Will:14
HP:49/54, Bloodied:27, Surge Value:13, Surges left:9/11
Speed:5
Action Points: 1
bm.gif
Fey Strike Greataxe +10 vs. AC; 1d12+6 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

[-]Stone's Endurance[/-]
[-]Great Cleave[/-]
[-]Combat Sprint[/-]
Swift Charge
Blood Strike

Bloodhunt Rage

Conditions: none

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]
 


BenBrown

First Post
OOC:
Also, the OA I'd take comes from a different source with a different modifier, so I re-rolled it. That roll missed me, but if you'd prefer I use the original roll and just add the difference, it would hit. I'm not sure how you want me to do that, so I presented both rolls below.
GM: I think if I give you the previous rolls for you, I should take the original rolls for the enemy OA.

So just [MENTION=91452]rb780nm[/MENTION] left to go. Sound of Stone can't move on his own turn without taking damage, but does get the 2 squares of shifting on Pharodeys's turn that he can take without damage.
 


rb780nm

First Post
When the spirit touched him Sound of Stone found himself dragged to the north, passing safely through the swarm of bugs.

OOC:
Shift to E10


He then launches a blow at the goblin spell-caster, knocking it back several steps. He follows that up with another spear strike that draws more blood from the creature.
OOC:
Crane's wings on Staff (1d20+8=26, 1d10+6=9)

26 vs Fort: Hit
9 Damage, push 1 sq away

Flurry of Blows: 4 Damage, slide 1 sq towards.

He takes 13 and ends up in the same spot (If my first attack hit, then apply the flurry to Armour and slide him to d9

**Started posting ages ago and then got interrupted. I hope my moves haven;t been invalidated by others'**
 



BenBrown

First Post
GM: rb780mn: you forgot to save against the ongoing effect. To save time, I'll just go ahead and do that for you with the +2 for being next to the spirit. Sound of Stone save vs. ongoing effect: 5(1d20) +2 = 7
The goblin with the staff has fallen. The armored goblin stands alone against many foes, with Zardi, Sound of Stone, and Pharodeys's weird spirit, Murmur next to him, and Carlotta moving up.
He sweeps his spear at Zardi, knocking the big barbarian to the ground, then stabs again at Sound of Stone--a blow which misses.
He then steps back out of the way as best he can. One of Murmur's tendrils sweeps at him, and misses, as does his riposte at the spirit.

Meanwhile, the mounted goblin who has must gotten back on his bird-lizard thing splashes across the shallow stream to face Tyris, who he stabs at twice with his javelin, grazing the strangler with one blow.

His fellow rider, looking much the worse for wear manages to break out of Tyris's chokehold, then wheels and sticks a javelin through Spider's foot, which hurts a bit and pins the half-orc to the ground momentarily. He then spurs his mount, who zigs and zags as it shuffles through the underbrush and out of harm's way.

The goblin sniper in the brush looses a crossbow bolt at Tyris which misses, then moves to try and find a more concealed position.[sblock=Ally Actions]Carlotta moves to E8[/sblock][sblock=Enemy Actions]Armored Goblin
Trip Up Recovery: 6(1d6) = 6 recovers
Standard: Trip Up (ref) vs. Zardi: 12(1d20) +7 = 19; 8(1d8) +5 = 13 -5 for DR, 8 damage and Zardi is knocked prone
AP: Spear vs. Sound of Stone: 4(1d20) +9 = 13 miss
Move: shift to D7 Spirit's Wrath (Ref.) vs. Armored Goblin: 9(1d20) +6 = 15 miss. Armored Goblin Super Tactics MBA: Spear vs. Murmur: 6(1d20) +9 = 15 miss

Rider 2/Mount 2
Move: to H14
Standard: Double Javelin vs. Tyris: 2(1d20) +6 +2 = 10; 7(2d6) +4 = 11; 19(1d20) +6 +2 = 27; 7(2d6) +4 = 11 one hit, one miss. 11 hp damage.

Rider1/Mount 1
Move: Athletics to escape grab 20(1d20) +1 = 21
Standard: Pin Down vs. Spider: 19(1d20) +6 = 25; 6(1d6) +4 = 10 and Spider is Immobilized until the end of his next turn.
AP: Fastieth Burst (mount) shift to K14

Goblin Sniper 1
Standard: Crossbow vs. Tyris: 2(1d20) +9 = 11 miss
Move: ?? Stealth Roll: 3(1d20) +12 = 15[/sblock][sblock=Perception 15 (passive)]Sniper 1 is in D14 and prone (total concealment/superior cover)[/sblock][sblock=map]
GoblinStreamRound2.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 E9 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 J11 30/45, surges 10/10, AP unused, second wind unused, immobilized TENT
Tyris I13 23/34, surges 7/7, AP unused, second wind unused
Zardi D9 29/54, surges 9/11, AP unused, second wind unused, prone

Carlotta E8 43/43, surges 12/12, second wind unused

Murmur D9 (1 square up)

Armored Goblin D7 38 Damage Taken, AP used
Staff Goblin C8 0/46, dead
Goblin Sniper 1 ?? No Damage Taken
Goblin Rider 1 K14 56 Damage Taken, AP used
Goblin Rider 2 A9 7 Damage Taken
Mount 1 K14 No Damage Taken
Mount 2 A9 19 Damage Taken Fastieth Burst used.[/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]
 

Mewness

First Post
The spirit vanishes, reappearing near Tyris and dragging him a short distance. Its tendrils reach out toward the injured lizard-rider, but he shrinks away and avoids its touch.

[sblock=actions]Minor: spirit goes poof

Minor: spirit reappears in J14, 1 square up. Tyris gains 4 temp HP.

Standard: Voice of battle vs Will, rider 1; damage
1(1d20) +6 = 7; 1(1d6) +5 = 6
misses horribly. Tyris can shift 2 squares. Rider 1 also gets to shift (goblin tactics) although it's surrounded by difficult terrain.[/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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