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

OOC: Goldenhorn's power goes off since everyone is now in the blast. Good guys get resist 5 all.

[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 (rune state); sustaining moment of glory; resist 5 all

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]
 

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Tyris fades into Zardi's shadow and draws his garrote, ready to snare one of the enemies when they climb the ladder to the roof.

[sblock="actions"]Standard: One With Shadow
Move: Move to O17 - Stealth
Free: Quick Swap - sheath rapier, draw garrote[/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: One With Shadow

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]
 

The sound of footsteps can be heard from below, as well as some indistinct mumbling, and the inevitable barking, but nothing more.[sblock=Enemy Actions]?????[/sblock][sblock=maps]
ChurchOnTimeTowerRound4.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 (roof) HP 32/32, Surges 10/10, AP 1, second wind unused
Spider: P15 (roof) HP 29/33, Surges 10/10, AP 1, second wind unused
Tyris: O17 (roof) HP 24/24, Surges 7/7, AP 1, second wind unused
Zardi: N16 (roof) HP 42/42, Surges 11/11, AP 1, second wind unused

Hobgoblin A Last Known: L17 (lower level) 7/47
Hobgoblin B Last Known: N18 (upper level) 47/47
Hobgoblin 1 Last Known: L13 (upper level) Uninjured
Hobgoblin 2 Last Known: O16 (upper level) Uninjured[/sblock][sblock=enemies]Hobgoblin A & B: 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.
These guys have an immediate interrupt, the result of which the first time in a round that one of their adjacent allies would be hit by an attack vs. AC or Ref that hits by a margin of less than two, the attack misses.

Hobgoblin 1 & 2: AC 17, Fort 15, Ref 13, Will 12
+2 to AC if adjacent to at least one hobgoblin ally.
:bmelee: +6 vs. AC, 5 damage.[/sblock]
 

Zardi gives the others a quick nod, readies his axe, and goes down the ladder to try and rush the first Hobgoblin he sees.[sblock=Actions]Move: Go down stairs
Standard: Charge closest Hobgoblin (I'm assuming that would be Hobgoblin #1 if they haven't moved around too much)
Free: If the first Hobgoblin I see is a minion and I drop him, then invoke my Swift Charge power. (Free charge attack when dropping an enemy to 0 hp.)[/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, Rampage
Stone's Endurance, Feral Might: Swift Charge, Great Cleave, Combat Sprint
Bloodhunt Rage

Conditions:none[/sblock]
 
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Before Zardi can charge at the hobgoblin, he is himself charged. A hobgoblin rushes at him with a nasty flail like the one below had, but the barbed strands catch on Zardi's armor and do no damage.[sblock=Enemy Actions]Hobgoblin B
Readied action: Charge to N16 Charge (Flail) vs. Zardi (1d20+8+1=16) Miss.[/sblock]Zardi then counterattacks, but is no more successful at wounding the hobgoblin.[sblock=ooc]I'm using the first attack roll, but since Zardi can't charge, I've got to subtract 1, and that's an 18 for a miss.[/sblock][sblock=map]
ChurchOnTimeTowerUpperRound4.gif

The orange things are sleeping pallets. They're sturdy enough to stand on, but are difficult terrain.
The staircase along the wall has a three foot high wooden wall along its side. People on the staircase other than N12 are not visible from any square not adjacent to the staircase. Someone standing in N12 has cover from missile attacks.
The bottom of the ladder is in M15, but it's easy to jump down the last few feet to any square around it.
Any square less than 1/2 of which is not blacked out is effectively "off the map"[/sblock][sblock=status]Goldenhorn: N14 (roof) HP 32/32, Surges 10/10, AP 1, second wind unused
Spider: P15 (roof) HP 29/33, Surges 10/10, AP 1, second wind unused
Tyris: O17 (roof) HP 24/24, Surges 7/7, AP 1, second wind unused
Zardi: M18 (upper level) HP 42/42, Surges 11/11, AP 1, second wind unused

Hobgoblin A Last Known L17 (lower level) 7/47
Hobgoblin B N16 (upper level) 47/47
Hobgoblin 1 L13 (upper level) Uninjured
Hobgoblin 2 O16 (upper level) Uninjured[/sblock][sblock=enemies]Hobgoblin A & B: 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.
These guys have an immediate interrupt, the result of which the first time in a round that one of their adjacent allies would be hit by an attack vs. AC or Ref that hits by a margin of less than two, the attack misses.

Hobgoblin 1 & 2: AC 17, Fort 15, Ref 13, Will 12
+2 to AC if adjacent to at least one hobgoblin ally.
:bmelee: +6 vs. AC, 5 damage.[/sblock]
 
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Goldenhorn turns his head to glare at Spider, nostrils flaring, clearly angry that his wishes have been ignored. But he has more pressing matters to attend to, and quickly follows Zardi down the ladder.

[sblock=actions]Move: down ladder and past Zardi to M16. Provokes hob B. hobgoblin B OA vs AC, Goldenhorn; damage
8(1d20) +8 = 16; 9(1d10) +5 = 14
misses.

Standard: 2(1d20) +8 = 10; 3(1d8) +4 +4 = 11 misses. (That was meant to be labeled as righteous brand, but it missed no matter what it was.)

Minor: sustain moment of glory. Everyone still has resist 5 all.[/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 (rune state); sustaining moment of glory; resist 5 all; defiant word (hob B)

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]
 

Goldenhorn turns his head to glare at Spider, nostrils flaring, clearly angry that his wishes have been ignored. But he has more pressing matters to attend to, and quickly follows Zardi down the ladder.

OOC: I'm confused...I thought our "wait here until something comes up" plan wasn't working, so we were going down the ladder? Did I miss something?
 

Tyris glides down the ladder and into Goldenhorn's shadow. Seeing that he failed to avoid notice on his way down the ladder, he stows his garrote to draw his rapier and a dagger and launches it at one of the hobgoblins, but the dagger goes wide and clatters against the wall.

OOC: Ouch. Bad stealth check, never gonna get to use my garrote at this rate. I'm 90% sure that a 12 doesn't beat Hobgoblin B's passive perception, but if it somehow does, let me know cause it'll change my turn.


[sblock="actions"]Move: to L16, stealth 25 from last turn persists through move so no opportunity attack.
Free: Quick Swap: Swap garrote for rapier
Minor: Draw Dagger
Standard: RBA vs Hobgoblin 1[/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)
6 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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Spider Slide down the ladder last, jumping into the room, and taking a hit from the lead hob goblin on the way. He whirled, and targeted the goblin on the far side of the room with a deadly goring charge.

[sblock=Action Block, Mini-Stats]

[sblock=Action Block]
Move: Walk to O14
Trigger OA, which hits for 10
Minor: Berserker Change Stance
Standard: Charge MBA (End in M13)

  • Target: Goblin 1
  • Attack: 1d20+13
  • Damage: 1d12+9+1d8

[/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: 19/33, 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]
 
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OOC: Spider, don't forget the DR from Goldenhorn. You should have taken 5 fewer HP from the Hobgoblin
"They're inside!" shouts one of the hobgoblins just before Spider buries is blade in the foe's skull.
The big hobgoblin with the flail attempts to hit Zardi again, while the third hobgoblin steps around him to do likewise. They both miss.

"You, get upstairs!" comes a shout from below. "You, what the heck is that in the door. Go check!"
A hobgoblin comes rushing up the stairs, and swings his sword out at Spider, over the stair railing, but does not connect.[sblock=Enemy Actions]Hobgoblin B
Standard:Flail vs. Zardi (1d20+8=15) Miss

Hobgoblin 2
Move: To N15
Standard:Longsword vs. Zardi (1d20+6=9) Miss

Hobgoblin 4
Move: Up the stairs to N12
Standard:Longsword vs. Spider (1d20+6-2=14) Miss[/sblock][sblock=map]
ChurchOnTimeTowerRound5.gif

The orange things are sleeping pallets. They're sturdy enough to stand on, but are difficult terrain.
The staircase along the wall has a three foot high wooden wall along its side. People on the staircase other than N12 are not visible from any square not adjacent to the staircase. Someone standing in N12 has cover from missile attacks.
The bottom of the ladder is in M15, but it's easy to jump down the last few feet to any square around it.
Any square less than 1/2 of which is not blacked out is effectively "off the map"[/sblock][sblock=status]All PCs have DR5 from Goldenhorn's Moment of Glory
Goldenhorn: M16 (upper level) HP 32/32, Surges 10/10, AP 1, second wind unused
Spider: M13 (upper level) HP 24/33, Surges 10/10, AP 1, second wind unused
Tyris: L16 (upper level) HP 24/24, Surges 7/7, AP 1, second wind unused
Zardi: M18 (upper level) HP 42/42, Surges 11/11, AP 1, second wind unused

Hobgoblin A Last Known L17 (lower level) 7/47
Hobgoblin B N16 (upper level) 47/47
Hobgoblin 1 L13 (upper level) 0/1 Dead
Hobgoblin 2 N15 (upper level) Minion
Hobgoblin 3 N12 (upper level) Minion[/sblock][sblock=enemies]Hobgoblin A & B: 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.
These guys have an immediate interrupt, the result of which the first time in a round that one of their adjacent allies would be hit by an attack vs. AC or Ref that hits by a margin of less than two, the attack misses.

Hobgoblin 1, 2 & 4: AC 17, Fort 15, Ref 13, Will 12
+2 to AC if adjacent to at least one hobgoblin ally.
:bmelee: +6 vs. AC, 5 damage.[/sblock]
 

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