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

GM: It'll work. Don't ask me precisely how one would strangle a mushroom, but if they can get up and walk about, there's no reason one couldn't
 

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Spider sinks his blade deep into the crown mushroom, and then twists the blade around to increase the damage done.

"Mount'in-mon, move dawn an give I an I some ma room."
Jarro said.

OOC:
Zardi: shift over 1. I need to see if I can maneuver around. I have no room over here, and Spider needs to charge! Plus, if you shift 1, you should be out of range of the shield shroom.

I am assuming the Crown is still up, so I use both my free extra damage powers.


[sblock=Action Block, Mini-Stats]

[sblock=Action Block]
Move: N/A
Minor: Poised stance
Standard: MBA

Free: Furious Assault: 1d20=12
Free: Power Strike: 1d20=8

[/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: 30/33, THP: 0/5 Bloodied: 16, Surge Value: 8, Surges left: 10/10
Action Points: 0/1, 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]
 

Tyris quickly climbs back to his feet then lunges at the mushroom that knocked him down and plunges his rapier deep into it's flesh once again.

[sblock="actions"]Move: Stand up
Standard: Quick Lunge vs. Mushroom B. Shift to J10 before the attack. 1d20+7=24 Hits for 1d8+1d8=11 damage. I'm choosing not to shift back after the attack (not required by power)
No Action: If the mushroom is still alive, I'll use Assassin Strike for 1d10=6 damage[/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: 12/24, Bloodied: 12, Surge Value: 6, Surges Left: 7/7
Action Points: 0/1, Second Wind: used

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]
OOC: How do I do the strikethrough (for used powers)
Edit: Thanks bluesfella
 
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OOC: VanderLegion: Go here to see how strike through works: EN World: Your Daily RPG Magazine - BB Code List
Zardi takes a big swipe at both of the mushrooms in front him and cuts them both deeply. He then backs away a bit to give Spider the room he needs. Calling out to Mallaby, he encourages him to fight. "Mallaby, defend yourself!"

[sblock=Actions]Standard: Great Cleave vs. Shield Musroom and Crown MushroomGreat Cleave (1d20+9=21, 1d12+6 +2=19) Hit for 19 damage
2nd attack: Great Cleave (1d20+11=24) Hit for 19 damage
Move: Shift to I10
Minor: Ask Mallaby to stab Mushroom A 1d20+6 =21, 1d8+4=10 Hit for 10 damage[/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:29/42, Bloodied:21, Surge Value:10, Surges left:9/11
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:+2 to attack from Goldenhorn until end of his turn[/sblock]
 

Goldenhorn struggles to his feet, stepping back from the mushrooms and chanting under his breath.

[sblock=actions]Move: stand up

Move: shift to J9 (may as well grant DR 2 to adjacent allies; I'll try to get out of Spider's way next turn if I have to)

Minor: healing word on Goldenhorn
3(1d6) +4 = 7
Goldenhorn spends a surge and regains 15 hp.[/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:25/32, Bloodied:16, Surge Value:8, Surges left:9/10
Action Points: 0
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 protection

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]
 

Tendrils writhe within the ground, transferring energy from one huge fungus to another. When the crowned mushroom is hit, it shunts much of that damage to the one next to Tyris. The stout mushroom does likewise to another. When at last Zardi's strike which would be the death blow comes, the crowned mushroom remains standing, but it is the one next to Tyris, its energy sapped by its crowned cohort that dies. The cap of the abomination swells and then explodes in a shower of stinging spores. Zardi and Lord Mallaby are hit, but it is the already weakened Tyris who takes the worst of it. He falls.

But there are three of the unnatural monsters remaining. The stout mushroom releases its own cloud of spores, which Spider takes full in the face. They hurt, and while he's not incapacitated, he can't focus enough to mount an attack.

The other creatures wildly lash out at the creatures nearest to them. The crowned one wounds Zardi, but the other one brings the full brunt of his force down on Lord Mallaby, who is swatted to the ground.

"Alas, my friends, I fall!" he exclaims theatrically, then passes out.[sblock=Enemy Actions]The damage taken by the Crown Mushroom is shared with Mushroom B. From Spider (including Furious Assault and Power Strike) each takes 15 points of damage. From Zardi, Crown takes 10, B takes 9, which, combined with Tyris's attack is enough to kill it at which point it explodes.
Spore Explosion (Fort) vs. Goldenhorn, Spider, Tyris, Zardi, Mallaby; Damage (1d20+7=8, 1d20+7=10, 1d20+7=21, 1d20+7=26, 1d20+7=19, 2d6+5=14)

Hits Tyris, Zardi, and Lord M. for 14 damage. Resist all 2 from Goldenhorn makes this 12, but this is still enough to take Tyris down.

The damage taken by the Shield Mushroom is shared with Mushroom A. 10 for Shield, 9 for A.

Shield Mushroom
Standard: Pacification Spores (Will) vs. Spider (1d20+7=22, 2d6+5=12) Resist all 2 from Goldenhorn makes this 10, and Spider can not take Standard Actions until the end of the Shield Mushroom's next turn.

Mushroom A
Standard: Shove vs. Lord Mallaby (1d20+9=24, 2d6+3=7) Resist all 2 from Goldenhorn makes this 5, and down he goes.

Crown Mushroom
Standard: Slam vs. Zardi (1d20+9=25, 2d6+3=9) Resist all 2 from Goldenhorn makes this 7.[/sblock][sblock=Map]
ChurchOnTimeMushroomsRound3.gif
Positions are identical to last round.
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: J9 HP 25/32, Surges 10/10, AP 0, second wind unused, prone
Spider: I8 HP 20/33, Surges 9/10, AP 1, second wind unused, can not take standard actions this turn.
Tyris: J10 HP 0/24, Surges 6/7, AP 0, second wind used, prone, unconscious, dying
Zardi: I10 HP 10/42, Surges 9/11, AP 0, second wind unused

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

Mushroom A: J6-K7 HP: 35/54
Mushroom B: K10-L11 HP: 0/54, blowed up real good.
Shield Mushroom: G7-H8 HP: 30/56
Crown Mushroom: G9-H10 HP: 17/58[/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
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=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 (encounter).[/sblock][/sblock]Crown Mushroom: AC 19, Fort 18, Ref 14, Will 15
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=Nature 14]Myconid Sovereign
Level 4 Controller (Leader)
Large Humanoid (Plant)[sblock=Nature 21]Its slam attack slides people.
Has a blast attack which dazes (recharge).[/sblock][/sblock][/sblock]
 

"Blood for blood," growls Goldenhorn. "Old Mother Flärke, accept this sacrifice." He slashes at his own arm with his sword, and as blood wells from the wound, Mallaby, Tyris, and Zardi are filled with vitality.

[sblock=actions]Minor: shield of sacrifice. Someone (see below) loses a healing surge but gains no hit points. Tyris and Mallaby recover a surge's worth of hp. Tyris, Mallaby, and whoever lost the surge gain a +5 power bonus to AC until EONT.

Note: Goldenhorn is happy to lose the surge, but if someone wants that hefty AC bonus and is willing to pay a surge for it let me know.

Minor: rune of mending (rune of destruction) on Zardi. Zardi spends a healing surge. All the good guys get a +2 power bonus to damage rolls until EONT.

Goldenhorn enters the rune state of destruction: allies get a +1 bonus to attack rolls against enemies adjacent to him.

Move: shift to I9.[/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:25/32, Bloodied:16, Surge Value:8, Surges left:8 or 9/10
Action Points: 0
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

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]
 

OOC: Edit: Just realized my whole turn I posted was invalid because i need to use my move action to stand up. Instead, Im going to wait to post my turn till after I see what the others do. Goldenhorn moved into the square I could ahve used to still make an attack, so I can't hit anything unless Zardi moves.
[-]Tyris crawls to his feet then sneaks around one of the mushrooms that ISN'T trying to kill the group, attempting to escape the notice of the killer mushrooms, and sheaths his weapons to draw out his garrote. He then darts back out and drops the garrote around the Crown Mushroom and yanks on both ends with all his strength.[/-]

[sblock="actions"][-]Move: to H13, going around the mushroom where no OA attacks. Stealth Check - 1d20+5=15
Minor: Sheath Dagger
Free: Quick Swap - Sheath rapier and draw garrote
Standard: Garrote strangle vs. Crowned Mushroom: Shift to G11 then attack 1d20+7=27 CRIT for 20 damage. Mushroom is grabbed, silenced, and has -2 to attack Tyris[/-][/sblock]
OOC: BenBrown: Is there any chance you could start posting passive perception scores for monsters as well so I can resolve stealth checks on my own? [-]I went ahead and made the attack and rolled as if the stealth worked, if the 15 doesn't beat the mushrooms stealth, then I'll use One With Shadow after the weapon swap (god I hope not, waste of a good crit otherwise :() Lemme know if it doesn't make stealth and I'll retcon my post.[/-]
[sblock="Stats"]Tyris Male Shade Executioner
Initiative: +4, Passive perception: 17, Passive Insight: 12, Senses: Darkvision

Defenses:
AC: 17, Fort: 12, Reflex: 14, Will: 15

Vitality
HP: 6/24, Bloodied: 12, Surge Value: 6, Surges Left: 5/7
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:+5 AC TENT

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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Note: Goldenhorn is happy to lose the surge, but if someone wants that hefty AC bonus and is willing to pay a surge for it let me know.
OOC: I think I have more surges than anyone, so I don't mind losing one to activate your power. However, you are bloodied at the moment, so keeping that AC bonus for yourself should keep you alive for a bit longer. I don't mind taking the hit at any point in the future, but if you'd rather keep the bonus for now, that's cool too.
 

Zardi, seeing his comrades fall around him, goes into a rage and screams "Nooo!" while slashing wildly at the mushroom in front of him. His attack only glances off the side of the mushroom, so he steels himself against retribution.

[sblock=Actions]Free (from last turn): Take 3 temp hp from Rageblood Vigor
Standard: Bloodhunt Rage vs. Crown Mushroom (1d20+10=12, 3d12+6+2=16) Miss, but half damage is 8, Zardi goes into a Rage
(What a waste of a daily!)
Minor: Stone's Endurance (resist 5 from all damage until EONT)[/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:20+3/42, Bloodied:21, Surge Value:10, Surges left:8/11
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:none[/sblock]
 

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