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


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Ignoring the arrows flying at her, Ismene advances towards the door, followed by Carlotta, sword drawn, and Thais, her hands crackling with arcane energies.

"Listen, you baboon-faced worm," she shouts. "This is my valley, and I'm here to fight for it!"

There's a rattling sound as a door opens, and a deep voice says. "Varko, make short work of these wenches. Take that lot with you."

There is an excited barking, and the scrape of swords being drawn, then Ismene gives one last rude gesture at the doorway, then starts running, pursued by a small knot of hobgoblins and several large, vicious-looking dogs.
[sblock=initiative]Goldenhorn (1d20+1=14)
Zardi (1d20+1=13)
Spider (1d20+5=12)
Tyris (1d20+4=11)
Enemies (1d20+3=8)
We'll put Graval after the enemies. If Horticulture comes back before the end of this round, he'll move, otherwise he'll maintain his position.[/sblock][sblock=map]
ChurchOnTimeTowerStart.gif

Green areas are brush. They are difficult terrain, but provide concealment (total concealment for prone characters).
Large rocks provide cover and are difficult terrain.
Trees provide cover, as usual.
Contour lines cost an extra square of movement to cross when going uphill (except on the marked trail)
When two contour lines are in the same square, they only cost one extra square of movement.
Two contour lines in the same square also provide cover and concealment on the downhill side from observers more than five feet away from the nearest line.
The tower is two stories high with the flat roof as the third story. It is battlemented about (note the dashed lines).
The lower part of the structure has a steeply gabled roof which is difficult terrain normally, but making a DC 20 acrobatics roll for each move action will reduce it to normal terrain. You can substitute an athletics roll if you're going straight up towards the peak. The edges of the roof come down to just over 5 feet off the ground on the north and south sides. The roof's peak is only five feet below the edge of the tower.
This means that going from ground to the roof costs an extra square of movement, as does going from the gabled roof to the tower top. Going to the tower top also requires that you go from N18 to N17 or M18 to M17.[/sblock][sblock=status]Goldenhorn: L22 HP 32/32, Surges 10/10, AP 1, second wind unused
Graval: L23 HP 37/37, Surges 12/12, AP 1, second wind unused
Spider: M22 HP 33/33, Surges 9/9, AP 1, second wind unused
Tyris: M23 HP 24/24, Surges 7/7, AP 1, second wind unused
Zardi: N22 HP 42/42, Surges 11/11, AP 1, second wind unused

Archer #1 O13 No Damage Taken
Archer #2 P14 No Damage Taken
Archer #3 P15 No Damage Taken
Archer #4 O16 No Damage Taken[/sblock]
 



OOC: Okay, so I want to make sure I understand this correctly. For Spider to get on the roof, he needs to move to the south side: M22 => L22 (1 move) => K22 (1 move) => K21 (2 move) => L21 (2 move).

Once on that roof, each move is DT unless I make an acrobatics or athletics check?
 

Tyris slides his weapons away under his cloak to free his hands, then appears to fade into the shadows as he slips past his companions and prepares to climb onto the roof.

[sblock="Actions"]Free: Quick Draw, put away garrote
Standard: One With Shadows
Move: M23 -> L22 (2 moves) -> K22 -> K21 (2 moves) -> K20
Stealth check at end of move -> 15
[/sblock]
[sblock="Stats"]Tyris Male Shade Executioner 1
Initiative: +4, Passive perception: 17, Passive Insight: 12, Senses: Darkvision

Defenses:
AC: 16, Fort: 12, Reflex: 14, Will: 15
ß
Vitality
HP: 24/24, 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 (1/1), Bloodroot Poison (0/0)

Weapons:
1 Rapier: 1d8 (Main Hand)
9 Daggers: 1d4 (Off Hand)
1 Garrote: 1d4

Conditions: Stealth: 15

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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OOC: Okay, so I want to make sure I understand this correctly. For Spider to get on the roof, he needs to move to the south side: M22 => L22 (1 move) => K22 (1 move) => K21 (2 move) => L21 (2 move).

Once on that roof, each move is DT unless I make an acrobatics or athletics check?

GM: Yes, that is correct, although it's only one roll for each move action
 

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