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

[sblock=ooc]Zardi doesn't need stone's endurance. Everyone except Tyris already has resist 5 all from Goldenhorn.[/sblock]

Goldenhorn gives a mighty heave and hauls his leg out of the pile of debris. "Stay with us, ancient ones," he intones, and the ghostly minotaurs continue to stand protectively over their charges, almost hugging them. "Old Mother Flärke, your aid for this stranger--and stranger, know that the eyes of my kinfolk are upon you."

[sblock=actions]Standard: get free of trap

Move > Minor: Rune of Mending (rune of protection) on Tyris. Tyris can spend a surge. All the good guys get +1 to all defenses until EONT from rune of protection.

Minor: sustain Moment of Glory. Goldenhorn, Eraden, Graval, Spider, and Zardi have resist 5 all until Goldenhorn stops sustaining the power.[/sblock]
[sblock=Goldenhorn]Ingvar Goldenhorn Male Minotaur Cleric|Runepriest 1
Initiative: +0, Passive Perception: 16, Passive Insight: 14, Senses: Normal
AC:17 (18), Fort:14 (15), Reflex:11 (12), Will:16 (17)
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, +1 defenses

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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[sblock="BenBrown"]I'm just waiting on Eraden to take his turn before I go. If he does, I'll post my turn, if he doesn't post and you NPC him, feel free to NPC Tyris either falling unconcious from the poison/ongoing damage, or else shifting back and using second wind to get more health back if he gets healed or the bees get moved[/sblock]
 

[sblock=VanderLegion]Whoopsie, I didn't realize Tyris was so close to going down. I'll edit my post to have Goldenhorn heal him instead of moving.[/sblock]
 

[sblock="OOC"]That works too[/sblock]
Tyris breathes a sigh of relief and nods thankfully to Goldenhorn as the healer mends some of his wounds, then flinches in pain as he again is subjected to the swarm of bees. He can feel the poison seeping into his bloodstream. Keeping a wary eye on the swarm, Tyris slowly takes step backward out of range, then turns and moves behind a tree to (hopefully) relative safety where he can bandage some of his wounds.

[sblock="Actions"]Goldenhorn's Turn: Healing surge: +6 hp
SoT: Poison (ongoing): -5 hp, Aura: -5 hp
Move: Shift to F8
Standard -> Move: Move to I9 (Going around the difficult terrain since I have enough movement) and stealth check to hide from the bees: 1d20+11-5=7 - Fail (I'm assuming at least)
Action Point: Second Wind: +6 hp, +2 to all defenses
EoT: Save vs Poison 1d20=4 - Fail
[/sblock][sblock="Stats"]Tyris Male Shade Executioner 1
Initiative: +4, Passive perception: 17, Passive Insight: 12, Senses: Darkvision

Defenses:
AC: 20, Fort: 15, Reflex: 18, Will: 18
ß
Vitality
HP: 11/24, Bloodied: 12, Surge Value: 6, Surges Left: 5/7
Action Points: 0/1, Second Wind: used

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:Ongoing 5 Poison (save ends)
+2 all defenses until EONT (Second Wind)
+1 all defenses until EONT (Rune of protection)

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]
 

Tyris fails to become hidden, which in the event is probably a good thing, as Eraden can see him. Eraden may not know this newcomer but he recognizes a soul in trouble. He approaches Tyris, and divine power emanates from his hands. He then tries to help Tyris fight the poison, but this does no good.[sblock=Ally Actions]Spider
Standard: Second Wind, regain 6 HP, +2 to defenses

Eraden
Move: to H10
Minor: Lay on Hands on Tyris. Tyris regains surge +4 (10) HP
Standard: Heal check to grant Tyris a save. (1d20+4=7) fail.[/sblock]The elk makes a break for it, rushing away from the swarm, and past everyone, nearly trampling Spider, who jumps out of the way in time, and rushing off down the canyon. It takes a few stings on the way, though.

The swarm of bees, deprived of elk, sweeps up and attacks Graval, as does the other swarm of bees whose attention he's attracted. Their pesky stings do not penetrate the Dwarf's thick armor and tough hide.

The great big frog, seeing tasty bees to the left and tasty bees to the right is momentarily confused, and decides to split the difference. A long sticky tongue shoots out and latches on to the Dwarf, but Graval's sturdy form is not pulled in as far as the frog would like.[sblock=enemy actions]That Poor Elk
Takes 5 HP from ongoing poison, 5 from starting in aura
Standard: Trample. The Elk moves to F13-G13. On the way:Trample (Ref) vs. Spider (1d20+4=14) miss.
Move: to F23-G24 (off map)
Bee Swarm #1 Opportunity Attack vs. Fleeing Elk (1d20+7=11)
Bee Swarm #2 Opportunity Attack vs. Fleeing Elk (1d20+7=17, 1d8+5=7)
Save vs. Ongoing Poison (1d20=16)

I'm going to assume you're kind-hearted folks that won't attack an elk that has done you no harm. Still, if you want, make an OA and I'll retcon.


Bee Swarm #1
Move: to G3
Standard: Cloud of Stingers vs. Graval (1d20+7=11)

Bee Swarm #2
Standard: Cloud of Stingers vs. Graval (1d20+7=9, 1d8+5=7)

Great Big Frog
Move: to F3
Minor: Tongue Grab (Ref) vs. Graval (1d20+7=22) Graval is pulled to F5[/sblock][sblock=map]
Encounter4Round4.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.
* Those marked with red squares are trapped:
**+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][sblock=status]Eraden: H10 HP 41/41, Surges 11/12, AP 2, second wind unused, +1 to defenses
Goldenhorn: E9 HP 27/27, Surges 7/10, AP 1, second wind unused, +1 to defenses
Graval: F5 HP 13/31, Surges 10/12, AP 1, second wind used, +1 to defenses
Spider: G10 HP 19+5/27, Surges 7/9, AP 1, second wind used, +3 to defenses
Tyris: I9 HP 21/24, Surges 4/7, AP 0, second wind used, 5 ongoing poison (save ends), +3 to defenses
Zardi: E7 HP 31/31, Surges 6/11, AP 0, second wind unused, +1 to defenses

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

That Poor Elk: F23-G24 (off map) 6/36 5 ongoing poison (save ends)
Bee Swarm #1: G3 no damage taken.
Bee Swarm #2: E6 no damage taken., marked by Graval
Great Big Frog: F3 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]That Poor 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
Resist Half damage from melee and ranged attacks. Vulnerable 5 to close and area attacks.

Great Big Frog: AC 17, Fort 15, Ref 16, Will 14
:bmelee: +8 vs. AC, 1d8+6[/sblock]
 

"Spider! Attack quickly while I send out my call--do not fear, my ancestors will protect you from the stings."

[sblock=ooc]Waiting for Spider to get into a nice blast 3 formation with the two swarms so that I can use my one AoE power on both and buff everyone while I'm at it.[/sblock]
 

"Bees!" the dwarf curses, swinging his axe around wildly. "Stay away; they be sting crazy!"

[sblock=Actions]SOT - take 5 damage (10 [bee swarm auras] - 5 [Goldenhorn's aura])
Standard
  • Target - Bee Swarm 1 (G5)
  • Attack - Footwork Lure vs. AC 13; 1d20+7=8, miss.
  • Misc. - Mark Bee Swarm 1
[/sblock][sblock=Stats]Graval Metalrent - Male Dwarf Fighter 1
Init: +2, Passive Percept: 17, Passive Insight: 12
AC: 21, F: 16, R: 14, W: 12, Spd: 5
HP: 6/31, Blood: 15, Surge: 7, Surges left: 10/12
Second Wind: used, AP: 1/1, Milestones: 1
Str: 18, Con: 16, Dex: 14, Int: 8, Wis: 14, Cha: 11

Basic Attacks:
:bmelee: Basic Melee Attack: +7 vs AC - Battleaxe; 1d10+4
:ranged: Ranged Basic Attack: +7 vs AC - Throwing Hammer; 1d6+4

Powers:
Combat Challenge, Brash Strike, Footwork Lure
Hack and Hew, Dwarven Resilience
Driving Attack, Dwarven Armor

Misc:
  • If an enemy marked by Graval shifts or makes an attack that doesn't include him, he uses Combat Challenge (+7 vs. AC; 1d10+4) as an Immediate Interrupt against them.
  • Graval makes OAs with a +2 to hit. If hit, the enemy stops moving. They can use another move action to continue.

Conditions:
Bloodied[/sblock]
 


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