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

GM: The Shield Mushroom and Mushroom A have passive perception 13. The crown mushroom is even less attentive at 11. Stealth should not be an issue.

For any hits on the Shield Mushroom or Crown Mushroom, half the damage (round down) will be transferred to Mushroom A, unless the mushroom on the receiving end of the blow would go down even with the damage halved. this will help keep track of who's still up.
 

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OOC: VanderLegion: erg, sorry. The place I'd most like to be in is Spider's spot, but there's just no room to maneuver.
OOC: No biggie, I can just set my self up to get stealth next turn instead.
Tyris climbs groggily back to his feet then attempts to hide behind his fellow adventurers.[sblock="actions"]Move: Stand up
Standard: One With Shadow[/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: 6/24, Bloodied: 12, Surge Value: 6, Surges Left: 5/7
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:+5 AC TENT, 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]
 

"Whaa?" Jarro said, stunned, and he did nothing.

OOC:
Boo no standard action...


[sblock=Action Block, Mini-Stats]

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

REMOVE NEXT TURN[/sblock]

[/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]
 

"Wha? Wha happen?" Mallaby says as energy flows out of Goldenhorn and into him.

The mushroom hovering over him ignores him, though, and lands a solid hit on Spider, knocking the half-orc to the ground.

The robust-looking mushroom swings its spiny appendages at Goldenhorn, but the minotaur's ancestral spirits shield him from harm.

The crowned fungus slams Zardi hard, but the big fellow has steeled himself for the blow, and while not totally unhurt, is still up and standing, although the blow does shove him backward.[sblock=Enemy Actions]The damage taken by the Crown Mushroom is shared with Mushroom A. Each takes 8 damage from Zardi's attack.
Mushroom A
Standard: Shove vs. Spider (1d20+9+2=22, 3d6+5=17) and Spider is knocked prone.

Shield Mushroom
Standard: Spiny Strike vs. Goldenhorn (1d20+9=22) which misses due to that big +5 to AC.

Crown Mushroom
Standard: Slam vs. Zardi (1d20+9=23, 2d6+3=11) resist 5 all means Zardi only takes 6 damage, and Zardi is slid to J9[/sblock][sblock=Map]
ChurchOnTimeMushroomsRound4.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: I9 HP 25/32, Surges 9/10, AP 0, second wind unused
Spider: I8 HP 3/33, Surges 9/10, AP 1, second wind unused, prone
Tyris: J10 HP 6/24, Surges 6/7, AP 0, second wind used, hidden (invisible, total concealment)
Zardi: J9 HP 17/42, Surges 8/11, AP 0, second wind unused, resist 5 all

Mallaby: J8 HP 6/26, Surges 4/5, AP 0, second wind unused, prone

Mushroom A: J6-K7 HP: 31/54
Shield Mushroom: G7-H8 HP: 30/56
Crown Mushroom: G9-H10 HP: 13/58

For any hits on the Shield Mushroom or Crown Mushroom, half the damage (round down) will be transferred to Mushroom A, unless the mushroom on the receiving end of the blow would go down even with the damage halved. this will help keep track of who's still up.[/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
Passive Perception 13[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
Passive Perception 13
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
Passive Perception 11
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]
 

"Ya gonna rigret not killin I, ya hear?" Jarro sputtered, slowing rising back to his feet, using his huge sword as leverage. The attack was slow, but unavoidable. His blade sank deep into the creature. With a second effort, he ripped the blade free by pulling it up though the mushroom, splitting it in two except for a small two-foot section near the bottom where the halves still joined.

"Ayight. Wit won a ya issa next?" Jarro said, panting.

OOC:
Crown Mushroom dead. Mushroom A takes 8.


[sblock=Action Block, Mini-Stats]

[sblock=Action Block]
Free: Half-Orc Resilience: Gain 5 THP

Move:
Stand Up
Minor: Poised stance
Standard: MBA

AP: MBA


[/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: 3/33, THP: 5/5 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]
 

Seeing the crown mushroom split in half by Spider, Zardi turns on his heels and rushes to protect Mallaby. He leaps forward and slams the Mushroom hard, pushing it back away from himself and Mallaby. "Mallaby, back up!"
OOC: Can anyone hit this mushroom with a ranged attack? It's only got 6 hp left, and this is one of the 'splodey ones...it will take out several of us if it gets any closer.

Also, someone have Mallaby use his Second Wind.
[sblock=Actions]Standard: Pressing Strike vs. Mushroom A: (1d20+9=18, 1d12+1d6+6+3=17) Hit for 17 damage, and pushes mushroom back 1 square (Attack includes the shift to K8 before the strike)
Minor: Have Mallaby move to J9
Move: Shift to K9[/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:17/42, 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]
 


Tyris silently moves into position to attack the shield mushroom, swapping out his bladed weapons for his garrote at the same time. Then darts forward and wraps his garrote around the giant mushrooms....throat?
[sblock="actions"]Move: Shift to I10 - Stealth: (One With Shadow still active to stealth from ally cover) 1d20+11=22
Minor: Sheath Dagger
Free: Quick Swap: Rapier for Garrote
Standard: Garrote Strangle vs Shield Mushroom - Shift to G9 before attack, 1d20+7=26 Hit for 2d4+4=9 Damage Shield mushroom is grabbed, silenced, and has -2 to attacks against me while the grab persists.[/sblock]
OOC: Forgoing the Attack finesse damage this turn as I don't want to transfer enough damage to Mushroom A for it to die with everyone at low health in range of it's 'splosion. Figure I'll give people time to hopefully push it back more or else move out of range before we finish it off. And no need for a ranged attack, just get out of range and hit the shield mushroom to transfer damage.
[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: 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
6 Daggers: 1d4
1 Garrote: 1d4 (Both hands)

Conditions: Grabbing Shield mushroom

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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