Adventure: Get Me to the Church on Time (DM: BenBrown, Judge: Renau1g)

OOC: Welcome to the adventure. Now just waiting for [MENTION=87953]Eternal54[/MENTION]. If he doesn't post by tonight, I'll NPC him.
 

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Eraden moves forward, trying to get into a better position to strike the foe.[sblock=Eraden's Actions]Double Move to I9[/sblock]The bear takes a swipe at Graval, its huge paw easily brushing aside his shield and armor.

There is a crashing sound, and a large elk rushes down the canyon. It stops short when it finally notices the bear, and jumps around nervously, a look of stark terror in its eyes.

Then what the elk is afraid of appears. Buzzing loudly, a swarm of bees enters the scene, following after the elk, or perhaps the bear, but presenting a danger to everyone. The swarm splits into two clouds. One of these is dangerously close to Tyris. He's hidden enough to avoid their attention for now, but if he stays where he is, he's in trouble.[sblock=enemy actions]Angry Bear
Standard:Claw vs. Graval (1d20+10=27, 2d8+7=22)

Fear-Crazed Elk
Move: to F5-G6
Tyris may make an OA if he wants, although I believe that would reveal his position.

Bee Swarm #1
Move: to G1

Bee Swarm #2
Move: to E1[/sblock][sblock=map]
Encounter4Round2.gif

* The +10 and +20 markers indicate height above the canyon floor of the ledges. Climb check is DC 15 Athletics.
* The reddish-brown lines are the edges.
* The brown circles are trees, as usual.
* Piles of debris (brown and green things) are difficult terrain.[/sblock][sblock=status]Eraden: I9 HP 41/41, Surges 11/12, AP 2, second wind unused
Goldenhorn: D8 HP 27/27, Surges 7/10, AP 2, second wind unused
Graval: F10 HP 6/31, Surges 11/12, AP 1, second wind unused
Spider: G10 HP 13+5/27, Surges 8/9, AP 1, second wind unused
Tyris: E2 HP 24/24, Surges 7/7, AP 1, second wind unused, hidden
Zardi: H10 HP 31/31, Surges 6/11, AP 1, second wind unused

Mallaby: I16 HP 26/26, Surges 5/5, AP 0, second wind unused

Angry Bear: F8-G9 HP 20 damage taken. marked by Graval
Fear-Crazed Elk: F5-G9 no damage taken.
Bee Swarm #1: G1 no damage taken.
Bee Swarm #2: E1 no damage taken.[/sblock][sblock=Mallaby]Lord Adelin Mallaby
AC: 15, Fort: 12, Ref: 13, Will: 14
:bmelee: Rapier +6 vs. AC, 1d8+4
Speed 6
HP: 26, Surge Value 6, Surges per day 5
Second Wind: unused

Mallaby is not a fully trained fighter. He will only defend himself on his own. He will however, follow orders.
As a minor action, any character can have Mallaby spend an action. He can't use more than the usual complement (standard, move, minor) in one turn, but a PC's minor action can be used for any of them.

Try not to get him killed. He is paying for this, after all.[/sblock][sblock=enemies]Angry Bear: AC 17, Fort 19, Ref 16, Will 16
:bmelee: +10 vs. AC, 2d8+7

Fear-Crazed Elk: AC 13, Fort 15, Ref 13, Will 10
:bmelee: +6 vs. AC, 2d6+4

Bee Swarm: AC 16, Fort 15, Ref 14, Will 13
:bmelee: +7 vs. AC, 1d8+5 and ongoing 5 poison damage (save ends)
Aura 1: any creature that starts its turn within the aura takes 5 damage[/sblock][sblock=Graval][sblock=Perception 20]The debris in E9 does not look stable. You could easily get your foot caught in it.[/sblock][/sblock][sblock=Goldenhorn][sblock=Perception 20]The debris in E9 does not look stable. You could easily get your foot caught in it.[/sblock][/sblock][sblock=Tyris][sblock=Perception 20]The debris in D2 does not look stable. You could easily get your foot caught in it.[/sblock][/sblock]
 

"Ancient ones, O revered ancestors, to me!" shouts Goldenhorn. There is a shimmering in the air and a host of ghostly minotaurs seems to stampede out of the side of the cliff, several taking up protective poses around Goldenhorn and his allies, while the rest lower their horns and charge violently at the attacking beasts, both of which are knocked off their feet. Goldenhorn steps closer to the bear and bellows fiercely as he drives his sword into its foot.

[sblock=actions]Standard: Moment of Glory blast 5, catching the elk (20 vs Will) and the bear (18 vs Will) as well as Graval, Spider, Zardi, and Eraden. The elk is pushed to G5-H5 and knocked prone. Bear is knocked prone. Goldenhorn, Graval, Spider, Zardi, and Eraden gain resist all 5 until Goldenhorn stops sustaining the effect.

Move: to E9

AP: Word of Binding + rune of protection on bear (20 vs AC) hits for 4 damage; bear is immobilized and Graval gains +4 power bonus to AC until EoNT.[/sblock]
[sblock=Goldenhorn]Ingvar Goldenhorn Male Minotaur Cleric|Runepriest 1
Initiative: +0, Passive Perception: 16, Passive Insight: 14, Senses: Normal
AC:17, Fort:14, Reflex:11, Will:16
HP:27/27, Bloodied:13, Surge Value:6, Surges left:7/10
Action Points: 1
Righteous Brand
Word of Binding

Goring Charge
Divine Glow
Healing Word
Rune of Mending
Second Wind

Moment of Glory

Conditions: resist all 5, sustaining Moment of Glory, immobilized (save ends)

Defiant Word: Whenever an enemy misses Goldenhorn with an attack, he gains a +4 (non-cumulative) bonus to damage rolls against that enemy until the end of his next turn.

Full sheet: Goldenhorn[/sblock]
 
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As Goldenhorn steps closer to the bear, he treads upon a particularly unstable big of debris, and finds his foot trapped.[sblock=Trap]Trap Triggered (reflex) vs. Goldenhorn (1d20+4=12) Goldenhorn is immobilized (save ends)

Trap locations: E9, ???
Trap: +4 vs. Reflex
Hit: Target is immobilized (save ends)
Miss: Target is slowed until the end of its next turn.
Athletics DC15 (standard action) will collapse the pile, turning it into normal difficult terrain.[/sblock]
 

Zardi lets out a deep roar, lifts his axe, and brings it down with all his might - attempting to slay the beast with one blow. His rage prevents him from hitting true, however he does manage to wound the bear.

Furious at not delivering a killing blow, Zardi screams again and this time brings the axe down squarely.

[sblock=Actions]Standard:Bloodhunt Rage vs. Bear (12 damage)
AP:Howling Strike
vs. Bear (13 damage)
Minor:none
Move:none
[/sblock]
[sblock=Rolls]"Bloodhunt Rage" attack vs. prone bear. (1d20+7+2=14, 3d12+5=24) Miss, but half damage is 12. I also enter the "Rage of the Bloodhunt" which grants me +3 damage (melee only) if either myself or my target is bloodied.
Howling Strike vs. prone bear (1d20+7+2=24, 1d12+1d6+5=13) Hit for 13 damage[/sblock]

[sblock=Zardi's Stats]Zardi - Goliath Barbarian 1
Initiative: +0, Passive Perception: 10, Passive Insight: 10, Senses: Normal vision
AC:16, Fort:17, Reflex:10, Will:12
Basic Attack Greataxe: +7 vs AC, 1d12 +5 damage (When charging, add 1d6 damage from Howling Strike)
Ranged Basic Attack Throwing Hammer: +7 vs AC, 1d6+5 damage
HP:31/31, Bloodied:15, Surge Value:7, Surges left:6/11
Action Points: 0, Second Wind: un-used
Powers: Howling Strike, Pressing Strike, Rageblood Vigor
Stone's Endurance, Feral Might: Swift Charge, Great Cleave
[-]Bloodhunt Rage[/-]

Conditions:+5 to defenses from Goldenhorn[/sblock]
 


Tyris flinches in pain as the swarm of bees appears behind him. Determining his best hope probably lies in helping the group he can see ahead put down the crazed animals, he decides to follow the cave wall to avoid the other dangers and moves in closer then charges the bear, stabbing it with his rapier.
[sblock="Actions"]Start of Turn: 5 dmg (Bee swarm aura)
Perception: 1d20+7=12
Move: Run: D2->D3->D4->E4->E5
Standard: Charge with Rapier VS Bear - Move E6->F7 then MBA 1d20+7=26, 1d8+4+1d8=10 Hit for 10 damage. (Actually forgot the +2 for CA and -5 for Running, so should be 23, still a hit)[/sblock][sblock="ooc"]The bee swarm should get an OA if it wants it when I move away, for future reference, would I just roll that myself?[/sblock][sblock="Stats"]Tyris Male Shade Executioner 1
Initiative: +4, Passive perception: 17, Passive Insight: 12, Senses: Darkvision

Defenses:
AC: 17, Fort: 13, Reflex: 15, Will: 15

Vitality
HP: 19/24, Bloodied: 12, Surge Value: 6, Surges Left: 7/7
Action Points: 1/1, Second Wind: unused

Languages:
Allarian

Basic Attacks:
Melee Basic Attack: +7 vs AC - Rapier 1d8+4
Ranged Basic Attack: +7 vs AC - Dagger 1d4+4

Powers:
At-Will: Garrote Strangle, Poisoned Dagger, Quick Lunge, One With Shadow
Encounter: Assassin's Strike
Item: Id Moss Powder (0/0), Bloodroot Poison (0/0)

Weapons:
1 Rapier: 1d8 (Main Hand)
9 Daggers: 1d4 (Off Hand)
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]
 
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[sblock=VanderLegion]The bees don't get an OA. If they did, you'd go ahead and roll it, which is why I put the MBA stats for all the critters in my posts. However, since you're hidden, it looks like you can get out of there safely.
D&D Compendium Stealth Rules said:
Not Remaining Hidden: If the creature takes an action that causes it not to remain hidden, the creature retains the benefits of being hidden, such as combat advantage, until the action is resolved. The creature can’t become hidden again as part of that same action.
Now, it's not entirely clear from this whether you can move past a whole bunch of other people and not become unhidden before the end of your move, but for moving away from a single target, that's not only according to the rules, it's sensible (these two are sometimes in conjunction).

Also, rather than running and then using an MBA, you'd do better moving then charging. Since the current charge rules say that the charge doesn't actually have to be in a straight line, this is legal. As long as. . . well, here's the relevant part of the entry:
D&D Compedium Charge Rules said:
Move: The creature moves up to its speed toward the target. Each square of movement must bring the creature closer to the target, and the creature must end the move at least 2 squares away from its starting position.
I'm going to treat it like this. Change your post if you like.[/sblock]
 
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[sblock=VanderLegion]The bees don't get an OA. If they did, you'd go ahead and roll it, which is why I put the MBA stats for all the critters in my posts. However, since you're hidden, it looks like you can get out of there safely.Now, it's not entirely clear from this whether you can move past a whole bunch of other people and not become unhidden before the end of your move, but for moving away from a single target, that's not only according to the rules, it's sensible (these two are sometimes in conjunction).

Also, rather than running and then using an MBA, you'd do better moving then charging. Since the current charge rules say that the charge doesn't actually have to be in a straight line, this is legal. As long as. . . well, here's the relevant part of the entry:I'm going to treat it like this. Change your post if you like.[/sblock]

[sblock="OOC"]I wasn't sure on the OA from being hidden originally, I'll keep that in mind. And I didn't even think about Move/Charge (I've been playing an Archer Ranger in our home game, so no charging), I'll go ahead and change my post to reflect that.[/sblock]
 

The elk stumbles and collapses. As it tries to right itself its antlers become stuck in the pile of debris it landed in.
[sblock=Trap]Trap (Reflex) vs. Elk (1d20+4=11) Since the elk is prone, it's stuck.

Should have posted this as part of my reaction to mewness's post, but I just noticed it now.[/sblock]
 

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