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

Goldenhorn thanks his ancestors for their help. One of them graciously heals Spider before departing.

[sblock=ooc]healing word on Spider
5(1d6) +4 = 9
+8 surge value is 17 points for the surge.

Marching order: Goldenhorn prefers to be in the middle, but at the rear is also fine if we want a rearguard.[/sblock]
 

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The trip up to the ridge goes easily, and well before sunset Lord Mallaby's brave band of adventurers has descended into the valley. Long shadows of the mountains fall upon their path, but it is not yet twilight time. The vegetation here grows strange, with the trees giving way at points to patches of colossal mushrooms, interspersed with gigantic tree ferns and patches of thick spongy moss.

The pale moon hangs in the sky high above the eastern mountains. As the stars begin to emerge, the party finds itself within a grove of mushrooms, smaller ones cover much of the ground, with a rough circle of giants spread around.[sblock=Perception 18 (everyone please roll)]Some of the mushrooms appear to be moving.[/sblock][sblock=ooc]Goldenhorn: HP 32/32, Surges 10/10, AP 1
Spider: HP 30/33, Surges 9/10, AP 1
Tyris: HP 24/24, Surges 7/7, AP 1
Zardi: HP 38/42, Surges 9/11, AP 0[/sblock]
 
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Tyris looks around as the group enters the grove. He takes in the mushrooms, then starts to turn away, but looks again with a gasp. He stares at a group of the large mushrooms ringing the grove, then urgently yanks on Spider and Zardi's arms, pointing to the large mushrooms. He bends down and plucks one of the small mushrooms from the ground, then points back at the larger ones and, holding the base of the small mushroom still, moves the top of it around in a swaying motion.

OOC: It's hard to try to figure out how to convey information without talking!
 
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The mushrooms remind Zardi that he is once again hungry, but his hunger blinds him to anything unusual.

When Tyris wiggles a small mushroom in front of him, he gladly takes it and pops it in his mouth.

It is delicious.
 
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The mushrooms remind Zardi that he is once again hungry, but his hunger blinds him to anything unusual.

When Tyris wiggles a small mushroom in front of him, he gladly takes it and pops it in his mouth.

It is delicious.

Tyris sighs and smacks Zardi. He then draws his rapier and dagger and points the rapier at one of the large mushrooms and looks imploringly at Spider, hoping at least one of his allies would understand the danger.
 
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Spider squints for a moment, as though he sees something, then continues blithely onwards.[sblock=Spider's roll]Perception Check in Mushroom Patch (1d20+1=17)[/sblock][sblock=what everyone sees]
ChurchOnTimeMushroomsStart.gif
[/sblock][sblock=what Tyris sees]
ChurchOnTimeMushroomsRevealed.gif
[/sblock][sblock=ooc]Tyris will get to act during the surprise round. I'll post later this evening.[/sblock]
 

[sblock=initiative]Goldenhorn (1d20+1=6)
Spider (1d20+5=15)
Tyris (1d20+4=15)
Zardi (1d20+1=18)
Mushrooms (1d20+7=21)

So, they take their surprise round, then Tyris takes his surprise round, then they take their normal round, then everyone goes.

Ouch.[/sblock][sblock=Map]
ChurchOnTimeMushroomsRevealed.gif
The little mushrooms are difficult terrain.
The large mushrooms (those that aren't attacking you) are obstacles which provide cover and concealment.[/sblock][sblock=status]Goldenhorn: K8 HP 32/32, Surges 10/10, AP 1
Spider: I8 HP 30/33, Surges 9/10, AP 1
Tyris: J9 HP 24/24, Surges 7/7, AP 1
Zardi: I9 HP 38/42, Surges 9/11, AP 0

Mallaby: J8 HP 26/26, Surges 5/5, AP 0, second wind unused

Mushroom A: L2-M3 HP: No Damage Taken
Mushroom B: N12-M13 HP: No Damage Taken
Shield Mushroom: B3-C4 HP: No Damage Taken
Crown Mushroom: B14-C15 HP: No Damage Taken[/sblock][sblock=Mallaby]Lord Adelin Mallaby
AC: 15, Fort: 12, Ref: 13, Will: 14
:bmelee: Rapier +6 vs. AC, 1d8+4
Speed 6
HP: 26, Surge Value 6, Surges per day 5
Second Wind: unused

Mallaby is not a fully trained fighter. He will only defend himself on his own. He will however, follow orders.
As a minor action, any character can have Mallaby spend an action. He can't use more than the usual complement (standard, move, minor) in one turn, but a PC's minor action can be used for any of them.

Try not to get him killed. He is paying for this, after all.[/sblock][sblock=Enemies]Mushrooms A & B: AC 16, Fort 16, Ref 16, Will 14[sblock=Nature 14]
Myconid GiantLevel 4 Skirmisher
Large Humanoid (Plant)[sblock=Nature 21]Attack knocks people down, so that they can wallop them harder next time.
When killed, they explode in a cloud of spores.[/sblock][/sblock]Shield Mushroom: AC 18, Fort 17, Ref 16, Will 14[sblock=Nature 14]Myconid Elite Guard
Level 4 Soldier
Large Humanoid (Plant)[sblock=Nature 21]Attacks with its spines.
Has a burst attack which can prevent people from making standard actions.
Roots of the Colony: when the Elite Guard is within 5 squares of another Myconid and is hit by an attack, it takes half the damage and the other Myconid takes half the damage.[/sblock][/sblock]Crown Mushroom: AC 19, Fort 18, Ref 14, Will 15[sblock=Nature 14]Myconid Sovereign
Level 4 Controller (Leader)
Large Humanoid (Plant)[sblock=Nature 21]Its slam attack slides people.
Has a blast attack which can daze.
Roots of the Colony: when the Sovereign is within 5 squares of another Myconid and is hit by an attack, it takes half the damage and the other Myconid takes half the damage.
[/sblock][/sblock][/sblock]
 
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Suddenly and without warning, four of the enormous mushrooms begin to move. They lurch towards Mallaby's loyal crew, one of them getting close enough to swipe at Tyris. Although it misses, the creature now looms over him.

It, and one moving closer to Mallaby and Goldenhorn are somewhat jittery, as if looking for an opening.
The one currently furthest away is solid and imposing looking, while the fourth, the one with an odd growth on its cap, seems to radiate a malevolent aura about it. As it grows closer, the party can discern a sound that is not a sound, a voice heard only in their heads, but one redolent with the stench of decay.

*Food. . . Food for the colony*[sblock=Enemy Actions]Mushroom A
Move to K5-L6

Mushroom B
Charge Tyris (Move to K10-L11)Shove (charge) vs. Tyris (1d20+9+1=15) Miss.

Shield Mushroom
Move to D7-E8

Crown Mushroom
Move to E10-F11[/sblock][sblock=Map]
ChurchOnTimeMushroomsSurpriseRound.gif
The little mushrooms are difficult terrain.
The large mushrooms (those that aren't attacking you) are obstacles which provide cover and concealment.[/sblock]
GM: Tyris now gets his surprise round
 

Tyris plunges his rapier deep into the flesh of the Mushroom that was foolish enough to charge him.

[sblock="actions"]Standard: MBA vs Mushroom B - 1d20+7=25 - Hit for 1d8+4+1d8=18 Damage[/sblock][sblock="ooc"]Woo, 2 away from crit damage on the first hit of the encounter, good start :)

BenBrown: Did we hit a milestone to get a new action point? Cause otherwise I used mine last battle so I wouldn't have one.[/sblock][sblock="Stats"]Tyris Male Shade Executioner
Initiative: +4, Passive perception: 17, Passive Insight: 12, Senses: Darkvision

Defenses:
AC: 18, Fort: 12, Reflex: 15, Will: 15

Vitality
HP: 24/24, Bloodied: 12, Surge Value: 6, Surges Left: 7/7
Action Points: 0/1, 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), Skald's Leather Armor

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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