Adventure: Delivery of Death (DM: Luinnar, Judge: renau1g)

Andras finally lands a shot, knocking the ghoul off its feet. Hopefully, it won't be getting back up. The genasi moves across the room, nodding to the warforged as he does so, "Well done, sir knight!. Come, let us aid our companions.

[sblock=Actions]Standard: RBA vs Butcher 2. Amazing, I hit. For multiple points of damage, even. Butcher 2 dies.
Move: Move to AA30.
Minor: Inspiring Word on Exsixten, healing surge + 4[/sblock]

[sblock=Andras's mini-stats]Andras genasi Warlord 4
Initiative: +3 | Passive perception: 17 | Passive Insight: 12
AC: 20 | For: 19 | Ref: 17 | Will: 15
HP: 41/41 | Bloodied: 20 | Surge value: 10 | Surges: 7/9
Resist: 5 Fire, 5 Necrotic, 5 Poison
Speed: 6 | Languages: Allarian, Primordial
AP: 1 | Second Wind: not used
Melee Basic Attack: +9 vs AC, 1d8+4 damage
Ranged Basic Attack: +9 vs AC, 1d10+7 damage
Powers: Paint the Bulls-Eye, Risky Shot
Race the Arrow, Staggering Shot
Relentless Wounding
Firedeath, Inspiring Word (0/2), Shake It Off
Rebounding Longbow,
Deathcut Armor, Acrobat Boots

Skirmishing Presence:
When an ally who can see Andras spends an Action Point to make an attack, that ally can shift four squares before or after the attack, and gets a +1 bonus to attack rolls with said attack.

Conditions:
[/sblock]
 

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The arrow pierces the final ghoul, and it lands with a thud on the ground. Jax and Brenn rush outside. They spot the fleeing shape of the killer. If the party hurries, they might be able to catch him once and for all!

OOC: Everyone gains an action point (milestone) and regains their encounter powers. Dorn may spend his second wind as his action this round if he wishes since he did not act, he still regains the use of it.

The party must decide to either run after the killer, not taking a short rest (and thus not get the chance to get in more healing). Or to take a short rest and explore the house more for clues/treasure.


[sblock=final party HP]
Sir ExSixTen:8+41/50
Jax:
38/53
Brenn: 40/40
Dorn: 33/52
Andras: 41/41
[/sblock]
 

OOC: Mmm, treasure. But no, I think we should follow the madman before he tries to kill anyone else. Perhaps we can come back to the house and search it later.
 

Let's get him! Dorn growls, sounding uncharacteristically orcish. (He'll take the 2nd wind to heal to full)

[sblock=Dorn Stat Block]
Dorn, Half-Orc Sorcerer 6
Passive Perception 12, Passive Insight 12
AC 20, Fort 15, Reflex 18, Will 20 (base defenses)
HP 52/52 Bloodied 26 Surge Value 13, Surges 6/7
Speed 6, Initiative +9
Action Points: 2

Current Effects
Wild Soul: force (Resist 5 force and ignore first 5 force resistance)

Encounter Resources
Bedeviling Burst
Ice Dragon's Teeth
Furious Assault
Half-Orc Resilience
Goblin Stompers
Second Wind
Use Action Point

Daily Resources
USED Ice Javelins
USED Moon and the Stars
Deep Shroud
Chaotic Defense
Deathstalker Dagger
Repulsion Leather Armor

2x potion of healing
[/sblock]
 

CITIZENS, ADVANCE, EVERYTHING IN THE AREA ISN'T DEAD YET!

Sir Exsixten charges after the enemy.

OOC: I'll keep my HP where they are.
 

Without another word, Brenn headed out in pursuit of the fleeing madman.

[sblock= OOC]
>So how much of a lead does he have? If at any point he is under 40 squares away, Brenn will consider taking a shot to stop him (Disruptive Shot for Immobilize effect) if that is feasible. Otherwise, double move to pursue- at speed 9.

[/sblock]
 

Thunder booms overhead and the wind howls ominously as the party quickly rushes after the hooded man, pursuing him through the streets of the town. As the party gets closer they notice that he is carrying a struggling figure. Who, or what could it be? Finally they head through the gates leading to the plantation where they first fought the ghouls.

Dead cornstalks rush past on one side as you run, trying to keep up with the killer. Your heart races, not only because of the speed you are running at, but also the anticipation of finally catching him as well as the uncertainty. Suddenly the man stops and as you skid to a halt, thunder booms overhead.

The madman stands before you, completely enshrouded by a black, hooded cloak. Only the curved dagger in his pale right hand is visible. Then he tosses back the hood. He looks familiar, very much like the boy Luc, but about twice in age. Unlike Luc, his face twisted by madness and eyes lit by the fire of insanity. That fire is clearly consuming him, burning away what is left of his mind and his humanity. You should not have come to Marais d'Tarascon! the madman hisses, throwing the struggling body of Luc to the ground which he was carrying. And you should not have brought that whelp of a brother with you! he shouts, waving his dagger at Luc. He snaps his fingers and several ghouls emerge from the cornstalks. You have forced this confrontation! Let the blood be on your hands as you taste the blade of Jean Tarascon! With that, the madman attacks.

[sblock=Luc]
The madman Jean Tarascon is out to murder his brother as well as the rest of the party. Luc is frozen with fear and cannot make any actions. It is up to the party to defeat the madman and his minions while protecting the boy. Protecting Luc sucessfully will net you bonus XP.

Luc will not take actions on his own. Any player adjacent to Luc may take him by the hand and move him with them as a move action, both move 3 squares. A adjacent PC may also choose to protect Luc (no action), taking any damage in his stead if Luc is hit. The player takes all the damage, even if the attack would hit Luc but not the player. Damage can be reduced by powers, etc.
[/sblock]

[sblock=combatants]
Jean Tarascon
HP 124; Bloodied 62
AC 23; Fortitude 20; Reflex 20; Will 22; Passive Perception 21

Ghoul Skirmisher
HP 45; Bloodied 23
AC 17; Fortitude 15; Reflex 17; Will 14; Passive Perception 17
Immune disease, poison; Resist 10 necrotic; Vulnerability 5 radiant

Ghoul Skirmisher 1: HP 45/45
Ghoul Skirmisher 2: HP 45/45

Ghoul Hag
HP 68; Bloodied 34
AC 20; Fortitude 17; Reflex 18; Will 19; Passive Perception 18

Ghoul Hag 1:HP 68/68
Ghoul Hag 2:HP 68/68

Luc:30/30 AC:15, Fortitude 13; Reflex 13; Will 16, Healing Surges: 2/2
Sir ExSixTen:8+41/50
Jax:
38/53
Brenn: 40/40
Dorn: 52/52
Andras: 41/41
[/sblock]

[sblock=Terrain]
The water is impassible.

The cornstalks (north on the map), provide concealment (-2 to melee and ranged attacks) and is difficult terrain. Any character in them may take a minor action to take make a stealth check to become hidden (invisible to anyone with passive perception < stealth roll) EOTN or next attack action. You can take a minor action to make a perception check to increase your perception roll for that turn. Note: This supersedes normal stealth rules.

The walls are impassible. The trees provide no bonuses or penalties.
[/sblock]

GM: Roll init please. Any PC with init over 23 may post their actions.
 

Attachments

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THEY'RE STEALING CORN! Sir Exsixten bellows. CITIZENS, CONGRATULATIONS, WE HAVE FORCED THEIR HAND TO CONFRONT US! LET THE BLOOD OF THESE REEKING VILLAINS BE UPON OUR HANDS. BRING RIGHTEOUS BATTLE TO THESE GHOUL-CHILDREN OF THE CORN!

[sblock=Actions]Initiative: 1d20+2+2=16.

Move: -
Minor: -
Standard: -

Immediate Interrupt: If a creature marked by Sir Exsixten shifts or makes an attack that does not include him, he makes an MBA(+8 vs AC, 1d12+5(+2 more if he has THP) damage) against it.
Immediate Interrupt: If an attack hits Sir Exsixten and would miss if his AC were 2 higher, Piecemeal Chainmail activates and makes it miss.

[sblock=Sir Exsixten's Statblock]
Sir Exsixten, Male Warforged Fighter 3
Passive Perception: 13, Passive Insight: 13
AC: 20, Fort:18, Reflex:14, Will:14 -- Speed:5
HP:8+41/50, Bloodied:25, Surge Value:12, Surges left:11/13
Initiative +2, Action Points: 0
Powers: Crushing Surge, Brash Strike, Combat Challenge, Hack and Hew, Sweeping Blow, Warforged Resolve, Piecemeal Chainmail, Second Wind, Villain's Menace, Boundless Endurance, Amulet of Resistance

Opportunity Attack: +10 vs. AC, 1d12+5 damage and enemy movement is stopped and Sir Exsixten gains 4 temporary hitpoints.
Notes: *Sir Exsixten does +2 damage while he has any temporary hitpoints. *If Sir Exsixten misses an enemy, his next attack gets +1 to hit against the same target.[/sblock][/sblock]
 

OOC: Initiative 18.

Jax skids to a halt next to Sir Exsixten at the end of the chase. He prepares to charge the madman while he gives his little speech, but the sudden appearance of the many ghouls gives him pause. Jax looks up to the warforged for guidance.

[sblock=Jax stat block]PC:Jax (Dekana) - L4W Wiki- Male Kobold Rogue 6
Passive Perception: 20, Passive Insight: 19
AC:22, Fort:17, Reflex:21, Will:15 -- Speed:6, 7 while not bloodied
HP:38/53, Bloodied:26, Surge Value:13, Surges left:9/9
Initiative +7
Action Points: 2

Conditions

Powers
Shifty, Clever Strike, Piercing Strike
Amulet of Life, Low Slash, Perfect Feint, Second Wind, Sly Lunge, Sneak in the Attack
Rat Form, Mocking Strike, Press the Advantage

Combat notes: +1 damage with CA; +2 damage vs bloodied targets; +1 damage vs medium+ targets[/sblock]
 

Brenn looked around the area, quickly pinpointing the threats arising from the meager cover of the cornfield. "Get that kid out of there!," he called to the others, as he raised his bow. His first shot, hastily aimed, sank into one of the trees beside a ghoul's head. Then he stepped off the path into the corn- and all-but-vanished into the vegetation...

[sblock= OOC]
>Initiative 1d20+7= 23 (actually a 25, including the bonus from Andras); roll Roll Lookup
>Standard: Attack Hag 2 with Clever Shot (vs. AC), 1d20+13= 18 (miss); roll Roll Lookup
>Move: into cornfield (to H14)
>Minor: Seek cover in corn, Stealth 1d20+12= 19; roll Roll Lookup
[/sblock]



[/sblock]

[sblock= Brenn stat block] elf Ranger (hunter) 4
Initiative +7/Passive Perception 27/Passive Insight 16; low-light vision
HP 40/Bloodied 20/Surge value 10/Per day= 7
AC 20/FORT 15/REF 19/WILL 17 (attacks from more than 5 square range take a -1)
Resist 5 necrotic, 5 poison
Speed 7/Size medium/Saves normal
>Current aspect: Seeking Falcon (+2 Speed, Perception), no penalty for long-range attacks
STR 12 (+1)/DEX 20 (+5)/WIS 18 (+4)
CON 13 (+1)/INT 10 (+0)/CHA 8 (-1)
Melee basic: Short sword, +7 (AC), 1d6+1 damage
Ranged basic: +1 duellist’s longbow +13 (AC), 1d10+6 damage, range 20/40
Skills: Acrobatics +9; Athletics +10; Endurance +8; Nature +13; Perception +17; Stealth +12; Thievery +12 (+14 tools)
Powers:
Aimed shot (at will)
Clever shot (at will)
Rapid shot (at will)
Aspect of the dancing serpent (at will/Stance)
Aspect of the seeking falcon (at will/Stance)
Disruptive shot (Encounter, x2)
Elven accuracy (Encounter)
Centered breath flurry of blows (Encounter)
Safe passage (Daily/utility)
Deathcut armor (Daily/item)
[/sblock]
 

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