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

"The trap's open!" someone shouts.

"They're on the roof!" another says.

"Karz, pull back!" a commanding voice says over the din of furiously barking dogs. "If anyone comes through, hit 'em hard!"

The Hobgoblin steps back through the doorway, then once inside, blocked from attack by the wall, he moves away.[sblock=Enemy Actions]Hobgoblin A
Move: Shift to O18 (lower level)
Standard->Move: to L19 (lower level)[/sblock][sblock=maps]
ChurchOnTimeTowerRound3.gif
ChurchOnTimeTowerUpperRound3.gif
ChurchOnTimeTowerLowerRound3.gif
Exterior:
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 is now open, revealing a ladder leading down. No check to climb.
Interior:
The greyed out area indicates the approximate size of the tower interior. The white part is what's visible from the doorway/trapdoor.[/sblock][sblock=status]Goldenhorn: N14 HP 32/32, Surges 10/10, AP 1, second wind unused
Spider: P15 HP 29/33, Surges 10/10, AP 1, second wind unused
Tyris: O16 HP 24/24, Surges 7/7, AP 1, second wind unused
Zardi: P19 HP 42/42, Surges 11/11, AP 1, second wind unused

Hobgoblin A L17 (lower level) 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]
 

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OOC: Goldenhorn will take some sort of action (move? minor?) to stick his head through the trapdoor and see how many enemies are in the room below.

I'll continue doing stuff when I find out.
 

GM: I think I'll call it a minor action
[sblock=What Goldenhorn Sees]
ChurchOnTimeTowerUpperInteriorRound3.gif

There are three hobgoblins in the room, as well as a number of low bunks. Two of the hobgoblins are standing just outside the area that was visible before. Another stands a bit farther away, eagerly thumping his cruel scourge against his hand, waiting to strike.
There is a stairway leading down, curving along one wall of the tower.[/sblock]
 

Goldenhorn looks up again. "I see three. One looks ready to charge. No way to avoid it, so we will go in, and my ancestors shall protect us. Zardi! Come up here! Everyone wait for him."

[sblock=actions]Minor already used.

Standard: ready moment of glory to go off on Tyris, Zardi, and Spider when all three are in the blast zone. No enemies will be in the blast, but all the good guys will gain resist 5 all until Goldenhorn stops sustaining.[/sblock]
 

Spider puts a finger to his lips, and then points down to the ground, frowning a bit. "Fo'get dat. I an I issa goin back down ta da groun. Deys only da won 'oblin down dere, an it's al'ready blooded."

Spider took off his pack and tossed it over the side of the tower on to the roof. it slid down the side and then on to the ground below.

He then resumed readied charge position, hoping against hope that his gambit might work.

OOC:
Minor: unsling pack
Move: toss pack
Standard: readied charge
 

Zardi looks up at Goldenhorn and Spider, confused about their strategies and wondering what he should do next. He raises an eyebrow to Goldenhorn as if to say "what now?".
 


[sblock=BenBrown]What is the DC to simply climb up onto the roof? I just re-read your map details, and I realized I was using the DC 20 earlier to reduce the roof's difficult terrain to normal terrain instead of just climbing up first.[/sblock]
 

GM: The edge of the roof isn't very high from the front or back. It's just an extra square of movement to get on to the first square
 

Zardi gives Tyris a thumbs-up in return, pulls a sunrod from his pack and tosses it into the doorway as a distraction. He then climbs as quickly (and quietly) as he can to the roof to join the others.

[sblock=Actions]Minor: Pull out a sunrod
Free: Toss sunrod into the doorway (I know dropping it is a free action, is tossing it as well? If not, I'll just drop it.)
Double Move: Climb to O19 - N18 - N17 - N16[/sblock]
 

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