Adventure: Escort Duty (DM: KarinsDad, Judge: TBD)


log in or register to remove this ad

As the Bandit takes aim, Sirrah quickly swings at the bandit but he is still a but off balance.

The revenant then steadies himself, following up with a scream of rage and an overhand strike that staggers the bandit and gravely wounds him.

"Your death shall be swift, brigand!"



Can you tell Sirrah to draw the bandit he's facing closer to the others if he can? I've a spell or two that could be of use if they're closer together." She thinks back at him.

She stands up, and determinedly begins to make her way back up the hill.


He deals two more savage blows to the bandit in front of him, "All of you, surrender. One time offer."


The deva, shaken by her original blow, seems to recover herself. Chanting softely, Rava's prayers build in volume to be heard by all. They are directed to the bandit in the shrubs enticing him to harm no more people.


Hilkalas is unable to do much more from his current position, so he sprints forward, trying to join the melee.


Bandit 2 moves up and over the hill, smoke then appears up in that area.


Bandit 4 pulls out a hand axe and viciously slashes Sirrah across the arm.

[sblock=OOC]
Sirrah misses Bandit 4, then hits Bandit 4 for 25.

Tana stands up and then moves back up the hill.

Jayce hits Bandit 1 for 16 and then hits him again for 19 and kills him.

Rava hits Bandit 2 with Bane (Memory of a Thousand Lifetimes is NOT used), heals Tana for 34, and gives 5 temp hit points to Tana, Jayce, and Rava.

Hilkalas moves up the hill.

Bandit 2 moves up and over the hill, smoke then appears up in that area.

Bandit 4 pulls out a hand axe and hits Sirrah for 12.

14+mods hits for 12


36/36 Hilkalas
55/55 Tana, 5 temp hit points
37/49 Sirrah
43/43 Jayce, 5 temp hit points
25/37 Rava, 5 temp hit points
Jasper/Pumpkin
54 Bandit 1, dead
14 Bandit 2, Bane -5 to all attack rolls and defenses TENT (Rava), hidden
25 Bandit 4, bloodied

Note: It's the PC's turns.


Terrain: The entire area is wet from the rain. Behind the cliff is a steep hill (those weird lines are my lame attempt to create terrain indicators).

Cliff face: The cliff is the u-shaped grey curved line. It is short (10 feet up at a 60 degree or so slope, but not vertical). It is slippery and a little difficult to

climb up due to the rain and moss on it. The DC is 10. To move up and over the cliff requires two squares of movement for that single square. Anyone falling off the

cliff falls as if in a 10 foot fall.

On the hill: Everywhere is difficult terrain due to slope and rain. However, a creature going "down hill" can move as if it were not difficult terrain, but that

creature has a chance to fall.

Off the hill: Only the road is difficult terrain due to mud. The rest of the area is wet, but it doesn't affect movement.

Cover: Trees provide one way cover if the target is in the adjacent square behind them compared to the attacker (i.e. the bandits get cover from the trees in front of

them, but the PCs do not get cover from the bandit's trees). Trees also provide normal two way cover for both attacker and defender if neither is in the adjacent

square (i.e. PC away from tree, bandit away from tree, but tree between the two of them).

The cliff face provides a cover bonus if the target is in the adjacent square downhill behind it and is leaning against the cliff (let me know if you are doing this).

This is also one way (i.e. the PCs get this leaning cover bonus from the cliff in front of them). The cliff face does not provide this bonus if the target is behind

the cliff, but not adjacent to it or is not leaning against it.

A PC can gain this "leaning" cover bonus with a minor action, but needs to push off (move action) to move away since the PC is effectively lying down against the

cliff. However, this is not prone and does not gain any of the effects of prone. A prone PC next to the cliff is not leaning against it and does not get the cover

bonus (but does get the other effects of prone). A leaning PC made prone is no longer leaning.

Note: the 3x3 pile of logs from I6 to K8 is difficult terrain.


Note: Sirrah's horse cannot get over the cliff wall. If Sirrah wants to melee, he will have to get off the horse and move. Sirrah also does not get the cliff leaning

bonus unless he is off his horse (he could still get a tree cover bonus on the horse).

Note: The archers look human in the pictures, but they are actually different races (2 humans, an orc, and a half-orc).
[/sblock]

Bandit Round Five.png
 


Sirrah smiles as a trickle of something darker than blood oozes from his arm.

"You should have run like your friend!"

Sirrah slams the blade of the falchion deep into the bandit's shoulder.

Sirrah then looks around for a sign of the other bandit.

Standard: Jarring Smash vs Bandit 4: 1d20+10+2 26 2d4+1d8+7 20

Minor: Perception: 1d20+2 22

OOC: Sirrah hits Bandit 4 for 20 damage. Bandit 4 grants CA until the end of Sirrah's next turn.



[sblock=Sirrah's Stats]Sirrah the Bleak Rider - Deathless Elf Berserker 4 Passive Perception 12, Passive Insight 12 AC 20, Fort 19, Reflex 18, Will 14 HP 37/49, Bloodied 24, Surge Value 12, Surges 11/11 Speed 6, Initiative +5 Action Points: 0, Second Wind [] At-Will Powers: Defender Aura, Jarring Smash, Run Down, Vengeful Guardian Encounter Powers: Batter Down [], Daring Charge [x], Long View [], Dark Reaping [] Daily Powers: Rage Drake's Frenzy [], Vanguard Lance [] [/sblock]
 


Jayce moves up to the edge of the cliff to see if he can spot the fleeing bandit, ready to charge him down.

[sblock=actions]

Move to (-) B 4.

Minor: Perception check. It looks like IC is down again. Passive perception is 19 if that is good enough.

[/sblock]
 

Tana walks up the hill, and looks around.[sblock=actions]move + standard: move to A8
minor: perception check
[/sblock]
[sblock=Tana]Tana—Female Gnome Swordmage 5
Initiative: +3, Passive Perception: 12, Passive Insight: 12
AC: 24, Fort: 16, Reflex: 18, Will: 15; — Speed: 5
HP: 55/55 (5 THP), Bloodied: 27, Surge: 13, Surges left: 10/11;
Action Points: 1, Second Wind: Not Used
Powers -
Sword Burst
Booming Blade

Fade Away
Ghost Sound
Sword of Sigils
Dimensional Vortex
Channeling Shield
Use Vulnerability

Dimensional Thunder
Swordmage Shielding Fire

Farbond Spellblade Rapier +2
Runic Leather Armor +1
Amulet of Life +1

[/sblock]
 

The bandit crumples at Sirrah's feet, the spray of arterial blood showering the grim barbarian. The revenant draws some more of the bandit's essence.

Free: Dark Reaping

"Look out, may be traps ahead."


Sirrah proceeds up the hill towards the strange looking shrub, staying clear of anything that may look like a trap.

OOC: Taking my Move Action
 

Hilkalas advances to a tactical advantageous position (C7) and tries to make something of the last bandit's position. However his cover obstructs most of his view uphill. He draws a javaline from his back.

[sblock=Perception]
embed
[/sblock]

[sblock=Marshal Hilkalas]
Initiative +11; Senses Passive Insight 16, Passive Perception 12
HP 36/36, Bloodied 18, Surge Value 9, Surges 7
AC 20; Fortitude 16, Reflex 17, Will 17
Speed 6
(W)+1 Shielding Khopesh (Standard; at-will) +8 vs AC; 1d8+4 damage
(W) Javaline (Standard; at-will) Range 5/10; +7 vs AC; 1d6+3 damage
(W) Beguiling Strands (Standard; at-will) ✦ Close blast 5; each enemy in burst; +7 vs Will; 6 psychic damage, targets are pushed up to 4 squares.
(W) Commander's Strike (Standard; at-will) ✦ Effect: One of Marshal Hilkalas allies can take a free action to make a melee basic attack against the target. The ally gains +4 bonus to the damage roll
Spent (E) Inspiring Word (Minor; Encounter) ✦ Close burst 5, allies or Marshal Hilkalas: Spend a HS and regain 1d6.
Spent (E) Grasping Shadows (Standard; encounter) ✦ Area burst 1 within 10 squares; each creature in burst; +7 vs Will; 1d8+7 psychic damage, and target is slowed UENT. Effect: Shadows writhe in the designated area and continue until the end of Marshal Hilkalas next turn. Any creature that enters the area of the grasping shadows takes 6 psychic damage and is slowed until the end of its next turn.
Spent (E) Battlefront Shift (N/A; encounter) ✦ Trigger: Rolls initiative. Close burst 3, Marshal Hilkalas or an ally in burst shift half speed.
(E) Devastating Offensive (Standard; encounter) ✦ One creature. +8 vs AC, 1d8+4 dmg, target is slided 2, ally adjacent is slided 4 to the vacated square. Said ally takes a basic melee attack for free against the target.
(D) Phantom chasm (Standard; daily) ✦ Area burst 1 within 10 squares, each enemy in burst. +7 vs will, 2d6+7 psychic dmg, and the target falls prone and its immobilized. Miss: Half damage and targets fall prone. Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone falls prone.
(E) Bastion of mental clarity (Immediate interrupt; encounter) Close burst 5. Trigger: An enemy hits or misses Marshal Hilkalas with an attack against his Will. Target: Marshal Hilkalas and each ally in burst. Effect: Each target gains a +4 power bonus to Will until the end of Marshal Hilkalas next turn.
Spent (E) Knight’s move (Move; encounter) An ally within 10 squares takes a move action as a free action.
[/sblock]
 

Some of the group can faintly hear the last bandit moving away on the other side of the hill.

But, there is definitely a defensive arrangement of visible traps on the top and far side of the hill designed to prevent anyone from quickly following if the actual pathways through are not known.


Pumpkin continues to bark.
 

Remove ads

Top