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

OOC: Maybe I should have said Tyris impaled the wall beside the hobgoblin instead of behind him. That was a miss, just was having some fun with Tyris trying to finish stuff off with a flourish and failing.
 

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OOC: Oops. It was the triumphant part that confused me. Reading Fail on my part. I retconned above, finishing the last one of the second floor.
 

Very little sound comes from downstairs. Even the dogs have gone quiet. The stairway curves down around the edge of the tower, walled on the innner edge until the very bottom.

[sblock=map]
ChurchOnTimeTowerRound7.gif

The orange things are sleeping pallets. They're sturdy enough to stand on, but are difficult terrain.
They can be pushed as part of a move action, moving at half-speed.
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"
The stairway is considered difficult terrain. It's three squares of difficult terrain to get to the lowest step.
[/sblock][sblock=status]All PCs have DR5 from Goldenhorn's Moment of Glory
Goldenhorn: N16 (upper level) HP 32/32, Surges 10/10, AP 1, second wind unused
Spider: M12 (upper level) HP 24/33, Surges 10/10, AP 1, second wind unused
Tyris: M13 (upper level) HP 24/24, Surges 7/7, AP 1, second wind unused
Zardi: N14 (upper level) HP 42/42, Surges 11/11, AP 1, second wind unused

Hobgoblin A Last Known L17 (lower level) 7/47
Hobgoblin B N15 (upper level) 0/47, dead
Hobgoblin 2 N13 (upper level) 0/0, dead
Hobgoblin 4 N12 (upper level) 0/0, dead[/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 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]
 

Spider moved down the stairs with some caution; not afraid, but not wanting to miss a perfect opportunity to strike.
OOC: Move to P14, and see what I see.
 

From the bottom of the steps, Spider sees a tough looking Hobgoblin--presumably Ruthak, standing, armed with a long whip. In front of him is the source of all the barking: three large and vicious dogs. The Hobgoblin that Zardi hit earlier is not in view from where he's standing.
[sblock=map]
ChurchOnTimeTowerLowerRound7.gif

The orange things are sleeping pallets. They're sturdy enough to stand on, but are difficult terrain.
They can be pushed as part of a move action, moving at half-speed.
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"
The stairway is considered difficult terrain. It's three squares of difficult terrain to get to the lowest step.
[/sblock][sblock=status]All PCs have DR5 from Goldenhorn's Moment of Glory
Goldenhorn: N16 (upper level) HP 32/32, Surges 10/10, AP 1, second wind unused
Spider: P14 (lower level) HP 24/33, Surges 10/10, AP 1, second wind unused
Tyris: M13 (upper level) HP 24/24, Surges 7/7, AP 1, second wind unused
Zardi: N14 (upper level) HP 42/42, Surges 11/11, AP 1, second wind unused

Hobgoblin A ??? 7/47
Ruthak M19 Uninjured
Vicious Dog 1 L18 Uninjured
Vicious Dog 2 M18 Uninjured
Vicious Dog 3 N18 Uninjured[/sblock][sblock=enemies]Ruthak: AC 19, Fort 19, Ref 15, Will 17
:bmelee: +8 vs. AC, 1d8+6

Vicious Dogs: AC 13, Fort 13, Ref 14, Will 12
:bmelee: +6 vs. AC, 1d8+3, and the target is grabbed.

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 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]
 

"Down 'ere!" Spider called, rushing forward, charging one of the dogs with his blade outstretched.

[sblock=Action Block, Mini-Stats]

[sblock=Action Block]
Move: Already moved this turn
Minor: Berserker charge stance
Standard: Charge MBA (End in O17)


[/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: 24/33, 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. Jump in the tower, and find more hobgoblins.

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

Upon hearing Spider's call, Zardi rushes down the stairs and runs blindly past Spider, right up to Ruthak. Dog #3 takes a bite at him as he runs past, but misses.

Zardi then plants his feet and swings his great axe in a wide arc around him, hitting both of the dogs, then Ruthak himself.[sblock=Actions]Move: to P14
Standard: Move again to N19 (provoking OA from dog #3)
Action Point: Great Cleave vs. Dog 3, Dog 2, & Ruthak[/sblock][sblock=Rolls](1d20+6=7, 1d8+3=8) OA from Dog 3 (Miss)
(1d20+9=14, 1d20+9=25, 1d20+9=19) Great Cleave vs. 2 dogs & Ruthak (Hit all 3)
(1d12+6+3=12) Great Cleave damage (12 each)[/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: 0, 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:Resist 5 damage[/sblock]
 

GM: Okay, not retcons required. Just extra OAs on Zardi that I rolled.

As Spider attacks, two hobgoblins sprint out of unseen corners of the room and swing at him, one missing with a flail, the other hitting with his sword, but doing no damage thanks to Goldenhorn's mystical protection. Ruthak is ready as well. He shouts a command, and the dog that Spider missed lunges at him, snarling, but fails to penetrate his armor.

As Zardi rushes by, these previously hidden hobgoblins attacks him, as does the dog, but with no luck.[sblock=enemy actions]Hobgoblin 3
Readied action: Charge (from N13) to N16 Sword vs. Spider (1d20+6+1=8) hits for 5 damage, -5 for Moment of Glory: no damage

Also gets OA vs. Zardi: Sword vs. Zardi (1d20+6=13) miss.

Hobgoblin A
Readied action: Charge (from K15) to N17 Flail vs. Spider (1d20+8+1=15) miss.

Also gets OA vs. Zardi: Flail vs. Zardi (1d20+8=16) miss.

Ruthak
Readied action: Attack Command: Vicious Dog 3 attacks. Bite vs. Spider (1d20+6=12) miss.[/sblock][sblock=map]
ChurchOnTimeTowerLowerRound7b.gif

The orange things are sleeping pallets. They're sturdy enough to stand on, but are difficult terrain.
They can be pushed as part of a move action, moving at half-speed.
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"
The stairway is considered difficult terrain. It's three squares of difficult terrain to get to the lowest step.
[/sblock][sblock=status]All PCs have DR5 from Goldenhorn's Moment of Glory
Goldenhorn: N16 (upper level) HP 32/32, Surges 10/10, AP 1, second wind unused
Spider: O17 (lower level) HP 24/33, Surges 10/10, AP 1, second wind unused
Tyris: M13 (upper level) HP 24/24, Surges 7/7, AP 1, second wind unused
Zardi: N19 (lower level) HP 42/42, Surges 11/11, AP 0, second wind unused

Ruthak M19 12 damage taken, AP 1
Hobgoblin A N17 7/47
Hobgoblin 3 N16 Minion
Vicious Dog 1 L18 Uninjured
Vicious Dog 2 M18 12 damage taken
Vicious Dog 3 N18 12 damage taken[/sblock][sblock=enemies]Ruthak: AC 19, Fort 19, Ref 15, Will 17
:bmelee: +8 vs. AC, 1d8+6

Vicious Dogs: AC 13, Fort 13, Ref 14, Will 12
:bmelee: +6 vs. AC, 1d8+3, and the target is grabbed.

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.
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 3: 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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Hearing Zardi and Spider's shouts from below, Goldenhorn makes his way down the stairs, still chanting. His ghostly ancestors hover over his friends protectively, warding blows.

[sblock=actions]Double move to O13, minor to sustain Moment of Glory.[/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 state of destruction; sustaining moment of glory; resist 5 all

Rune State of Destruction: Allies gain a +1 bonus to attack rolls against enemies that are adjacent to me.
Rune State 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 moves down the staircase after the others. Quickly surveying the scene laid out before him, he throws a vial of poison at the leader. The hobgoblin's eyes appear to glaze over slightly as the vial breaks across his chest and the poison seeps into his skin.

[sblock="actions"]Move: to P14
Free: Quick Swap: Sheath dagger, draw Id Moss poison
Standard: Throw Id Moss poison at Ruthak - 1d20+4=23 vs Reflex - Hit for 2d10+4=16 damage. Ruthak also takes ongoing 5 psychic damage (save ends). Each time Ruthak fails a saving throw, he makes a basic attack as a free action against his nearest ally.
Minor: Draw dagger[/sblock][sblock="Stats"]Tyris Male Shade Executioner
Initiative: +4, Passive perception: 17, Passive Insight: 12, Senses: Darkvision

Defenses:
AC: 17, Fort: 12, Reflex: 15, 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 (0/1), Bloodroot Poison (0/0)

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

Conditions: Resist 5 damage

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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