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

The archers continue loosing arrow after arrow at Ismene until the nearest one notices something on the roof. He gives a brief strangled shout, turns and shoots, followed by his fellows who move into a better position and do the same. Only one shaft strikes, and the goblin that loosed it is soon eliminated from the battlefield as Spider rushes across the roof, vaults the battlements and buries his sword in the hapless creature's skull.[sblock=Enemy Actions]Archer #1
Move: to L16
Standard: Short Bow vs. Goldenhorn (1d20+8-2=16) miss

Archer #2
Move: to M16
Standard: Short Bow vs. Spider (1d20+8-2=14) miss

Archer #3
Move: to N16
Standard: Short Bow vs. Spider (1d20+8-2=21) 4 damage

Archer #4
Standard: Short Bow vs. Spider (1d20+8-2=14) miss[/sblock][sblock=map]
ChurchOnTimeTowerRound1.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: L18 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: N17 HP 29/33, Surges 10/10, 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 L16 Minion
Archer #2 M16 Minion
Archer #3 N16 0/1 dead
Archer #4 O16 Minion[/sblock]
 

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Goldenhorn climbs up onto the tower and brings his shield down on a goblin's head, crushing his skull. The maneuver lacks style, but seems more than effective.

[sblock=actions]Move: to M18, then onto the tower at M17.

Minor: draw sword

Standard: word of binding vs AC, goblin 2
20(1d20) +8 = 28
yay, critted a minion.

Rune of protection: Spider gains +4 power bonus to AC until EONT.

Goldenhorn enters Runestate of Protection: allies gain resist all 2 while adjacent to Goldenhorn.[/sblock]
[sblock=Goldenhorn]Ingvar Goldenhorn Male Minotaur Cleric|Runepriest 2
Initiative: +1, Passive Perception: 17, Passive Insight: 15, Senses: Normal
AC:19, Fort:15, Reflex:12, Will:17
HP:32/32, Bloodied:16, Surge Value:8, Surges left:10/10
Action Points: 1
Righteous Brand
Word of Binding

Goring Charge
Divine Glow
Healing Word
Rune of Mending
Second Wind

Moment of Glory
Shield of Sacrifice


Conditions: rune of protection (runestate)

Rune of Destruction: Allies gain a +1 bonus to attack rolls against enemies that are adjacent to me.
Rune of Protection: While adjacent to me, allies gain resist 2 to all damage.

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]
 

Tyris slowly but silently makes his way up the gabled roof to the peak. As the enemy archers come into view, he eases a dagger from beneath his cloak and flings it at the goblin on his far right, striking him in the eye and killing him instantly. He then draws his rapier to prepare for any more enemies that may show up.

[sblock="Actions"]Move: L21 -> M20 -> M19 - Stealth 25 (One With Shadows still in effect until end of turn)
Free: Draw Dagger (Quick Swap)
Standard: RBA vs Goblin 1: 1d20+7+2=21 vs AC, 1d4+1d8=6 Hit (I'm assuming) for 6 damage, minion down.
Minor: Draw Rapier
[/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)
8 Daggers: 1d4
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]
 
Last edited:

"Dis too easy," Spider commented, shifting on top of the dead minion and raising his sword over head to cleave the minion in two.

OOC: I just critted the minion too.


[sblock=Action Block, Mini-Stats]

[sblock=Action Block]
Move: Shift to N16
Minor: Poised Assault Stance
Standard: MBA


[/sblock][sblock=Spider Stat block]Jarro 'Spider' Sarak - Male Half-Orc Slayer 2
Initiative: +5, Passive Perception: +11, Passive Insight: +11

Defenses:

AC: 18, Fort: 19, Reflex: 15, Will: 12 -- Speed: 6 (+2 Charging)

Properties:
Superior Fortitude Feat: resist 3 to ongoing damage

Vitality:
HP: 33/33, THP: 0/5 Bloodied: 16, Surge Value: 8, Surges left: 10/10
Action Points: 1/1, Second Wind: not used

Basic Attacks:
:bmelee: Basic Melee Attack: +10 vs AC - Vanguard Fullblade +1 1d12+9 (Crit: +1d12 +1d8)
:ranged: Ranged Basic Attack: +9 vs AC - Dagger 1d4+8

Powers:
At-Will:
MBA, Charge MBA, RBA, Berserker's Charge Stance, Poised Assault Stance, Pass Forward (Move)
Encounter: Furious Assault, Power Strike, Half-Orc Resilience
Daily: Vanguard Weapon Daily

Weapons:
1 Vanguard Fullblade +1 1d12
1 Dagger 1d4

[/sblock][sblock=Spider's Journal]
1. Lord Adelin Mallaby recruits me and some other adventurers from the Tavern. He asked for protection, on a trip to Allaria. He is to be wed to Elena of Terconis, daughter of the Count of Terconis. According to tradition, the wedding must take place at the ancient chapel of the Terconis family, and the chapel in Count's Crovale lies in the high hills of old Allaria. The lady and the Count are already there.
2. The adventurers board Starlight's Veil, Mallaby's brig. The ship is built for speed, not cargo or battle.
3. Intended Path: Land at Ristaren (100 miles south of Fromish), and make our way up the old highway to here. A mile or two off the highway is the village of Achirem, which is still thriving in the midst of rough country, so they say. From there we cross Derianis ridge, and then down to Crovale. The last part through the hills may be dangerous.
4. We land at Ristaren, and it is a small, poor town.
5. We killed a bunch of spiders.
6. We arrived at Achirem, where Kelvan told us to watch out for:
a. Bramble scar: some kind of trap/pit thing we can't avoid.
b. Hzaka Raiders
c. Ismene: Local robin hood bandit type. Lady, with a band of rugged ladies.
7. Get Jumped, or try to Jump, some Hzaka Raiders.
8. Meet up with Ismene's band, but managed to talk our way through it.
9. Encounter: Angry Bear, Angrier bees, and a hungry frog. Graval got eaten by a frog, but Spider saved him.
10. Meet with Ismene and convince her to give us safe passage if we help her take on a local Goblin raider.
11. Launch surprise attack on Goblin tower. Climb to roof and take out archers.

NickNames
Grava
God Sword
Mount'in-mon
Gold'orn
Mista Magi
Lor' Malabee
[/sblock]
[/sblock]
 

Zardi moves around the front of the building and readies himself to strike if a hobgoblin comes out of the door.[sblock=Actions]Move: O22-P22-P21-P20
Standard: Ready a charge to any enemy that comes out the front door. (Use "Howling Strike" - it replaces a MBA on a charge.)[/sblock][sblock=Stats]Zardi - Goliath Barbarian 2
Initiative: +1, Passive Perception: 11, Passive Insight: 11, Senses: Normal vision
AC:17, Fort:18, Reflex:11, Will:13
Melee Basic Attack Fey Strike Greataxe: +9 vs AC, 1d12 +6 damage (When charging, add 1d6 damage from Howling Strike)
Ranged Basic Attack Throwing Hammer: +8 vs AC, 1d6+5 damage
HP:42/42, Bloodied:21, Surge Value:10, Surges left:11/11
Action Points: 1, Second Wind: un-used
Powers: Howling Strike, Pressing Strike, Rageblood Vigor
Stone's Endurance, Feral Might: Swift Charge, Great Cleave, Combat Sprint
Bloodhunt Rage

Conditions:none[/sblock]
 

OOC: Bluesfella, you had moved Zardi to somewhere he couldn't make a charge attack from. I'm going to go with your intent here rather than your post

"What's going on up there?" comes a cry from inside. A tough looking hobgoblin with a heavy flail steps out of the door to look, whereupon Zardi rushes at him, wounding him grievously.[sblock=charge attack]
Charge (Howling Strike) vs. Hobgoblin (1d20+9+1=30)
That's a crit!
Howling Strike crit damage vs. Hobgoblin (1d12+1d6+24=40)[/sblock]The Hobgoblin, in surprise, lashes out with his vicious barbed flail, but swings wide. There is some more shouting from inside, but it is mostly drowned out by some extremely noisy barking.[sblock=Enemy Actions]Hobgoblin A
Move: to P18, triggering Zardi's charge.
Standard: Flail vs. Zardi (1d20+8=13) miss.[/sblock][sblock=map]
ChurchOnTimeTowerRound2.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.
The Trap Door in M15 is unlocked. It is a minor action to open it.[/sblock][sblock=status]Goldenhorn: M17 HP 32/32, Surges 10/10, AP 1, second wind unused
Spider: N17 HP 29/33, Surges 10/10, AP 1, second wind unused
Tyris: L18 HP 24/24, Surges 7/7, AP 1, second wind unused
Zardi: P19 HP 42/42, Surges 11/11, AP 1, second wind unused

Archer #1 L16 0/1 dead
Archer #2 M16 0/1 dead
Archer #3 N16 0/1 dead
Archer #4 O16 0/1 dead
Hobgoblin A P18 7/47[/sblock][sblock=enemies]Hobgoblin A: AC 19, Fort 17, Ref 15, Will 15
:bmelee: +8 vs. AC, 1d10+5 and target is marked until the beginning of the Hobgoblin's next turn.
[/sblock]
 

"Finish him off and let's get through this trapdoor," calls Goldenhorn.

[sblock=ooc]waiting to see whether Zardi or Tyris can finish off the hobogoblin before I go open the trapdoor.[/sblock]
 

OOC: Nice! Maybe I should have you roll for me from now on....
I'm afraid I may have unintentionally split the party, though. I didn't think about that when I ran over here to cover the door!
Also, one of my class features is "Rampage", where I get a free MBA after resolving a crit. But, I apparently never fleshed that out on my character's wiki entry. Ignore it for now, but I'll add that on there today. Sorry about that!
Zardi takes another swing at the Hobgoblin, but he's ready for him and the swing goes wide.[sblock=Actions]Standard: Howling Strike: Howling Strike vs. Hobgoblin (1d20+9=11, 1d12+1d6+6=14) Miss! [/sblock][sblock=Status]Zardi - Goliath Barbarian 2
Initiative: +1, Passive Perception: 11, Passive Insight: 11, Senses: Normal vision
AC:17, Fort:18, Reflex:11, Will:13
Basic Attack Greataxe: +9 vs AC, 1d12 +6 damage (When charging, add 1d6 damage from Howling Strike)
Ranged Basic Attack Throwing Hammer: +8 vs AC, 1d6+5 damage
HP:42/42, Bloodied:21, Surge Value:10, Surges left:11/11
Action Points: 1, Second Wind: un-used
Powers: Howling Strike, Pressing Strike, Rageblood Vigor
Stone's Endurance, Feral Might: Swift Charge, Great Cleave
Bloodhunt Rage

Conditions:none[/sblock]
 

OOC: Nice! Maybe I should have you roll for me from now on....
I'm afraid I may have unintentionally split the party, though. I didn't think about that when I ran over here to cover the door!
Also, one of my class features is "Rampage", where I get a free MBA after resolving a crit. But, I apparently never fleshed that out on my character's wiki entry. Ignore it for now, but I'll add that on there today. Sorry about that!
GM: If you want to take that last roll as your "rampage" attack roll and take another for this round, go ahead. I should know about this, I'm playing a barbarian in another thread. Mind you, I think only once has he critted something and had anything in range left to hit
 

Tyris makes his way onto the tower and moves over to the edge of the roof where he has a good view of the hobgoblin on the ground. He draws another dagger and flings it at the hobgoblin's head, but misses.

[sblock="Actions"]Move: M18 -> M17 -> N16 -> O16 Stealth - 1d20+6=9 - Fail.
Free: Draw Dagger (Quick Swap)
Standard: RBA vs. Hobgoblin - 1d20+7=15 - Miss.[/sblock][sblock="Stats"]Tyris Male Shade Executioner
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)
7 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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