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

"Further back, Lord Mallaby," warns Goldenhorn. Careless of the large mushroom's attacks, Goldenhorn walks around to the other side of the creature, dropping his sword and pulling out a javelin.

[sblock=actions]Move: to F8. Provokes an OA from the shield mushroom, but the +5 AC bonus is still going.

Minor: have Mallaby move to G12, well out of the burst radius

Free: drop sword

Minor: draw javelin[/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:8/10
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]
 

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OOC: Assuming I am still standing next round, let me take out the shroom A, since the explosion will mostly likely drop me then.
 

GM: Sorry this took so long. IC is down, and I was hoping it would come back up.
As Goldenhorn moves around it, the robust mushroom's spiny tendrils lash out at him, penetrating even through the aura that surrounds him.

The other mushroom steps forward to strike at Zardi, but misses the barbarian in its furious rage.

The heavy looking mushroom, besieged on all sides, strikes at the one who last damaged it. Its tendrils whip at Tyris, but can not penetrate his new armor.[sblock=Enemy Actions]
Mushroom A
Move: to K7-L8
Standard: Shove vs. Zardi, which misses.

Shield Mushroom
OA hits Goldenhorn for 13 damage.

Standard: Spiny Strike vs. Tyris, which misses.[/sblock][sblock=Map]
ChurchOnTimeMushroomsRound5-1.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: F8 HP 12/32, Surges 9/10, AP 0, second wind unused
Spider: I8 HP 3/33, Surges 9/10, AP 1, second wind unused
Tyris: G9 HP 6/24, Surges 6/7, AP 0, second wind used
Zardi: K9 HP 17/42, Surges 8/11, AP 0, second wind unused

Mallaby: G12 HP 6/26, Surges 4/5, AP 0, second wind unused

Mushroom A: K7-L8 HP: 2/54
Shield Mushroom: G7-H8 HP: 25/56, grabbed, silenced
Crown Mushroom: G9-H10 HP: 0/58, dead

For any hits on the Shield Mushroom half the damage (round down) will be transferred to Mushroom A, unless the Shield Mushroom would go down even with the damage halved.[/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]
 
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OOC: Everyone move away from Mushroom A if you can. I'm (hopefully) going to trigger the 'splosion. I forgot that my axe has a ranged attack power that I can use, so I can get far enough away to keep from dying as well.
 

OOC: Everyone move away from Mushroom A if you can. I'm (hopefully) going to trigger the 'splosion. I forgot that my axe has a ranged attack power that I can use, so I can get far enough away to keep from dying as well.

OOC: BenBrown: I actually moved to G9, not H9 (Unless the dead 'shroom is difficult terrain?)
bluesfell: considering above, I'm out of range of the mushroom already. With my garrote I can sustain standard and do 2d4+4 +1d8 damage to the crown mushroom without making an attack roll, which should be plenty to kill mushroom A with the damage transfer. Though I'm guessing if you kill A yourself, I'd just do full damage to the crown, so I'm not too picky.
 



"Aye," Jarro nodded, pointing his huge sword at the shield mushroom as he moved, warding off any attack.

"Ayight. I an I not gonna attack dis won until da Mount'in-mon done wit da udda won, ya 'ear?" Jarro ordered, readied a thrust with his great sword.

OOC:
GM: I have 5 THP from Half-Orc Resilience used last turn.


[sblock=Action Block, Mini-Stats]

[sblock=Action Block]
Move: Pass Forward: to G6
Minor: Poised stance
Standard: Readied MBA

  • Trigger: Zardi's turn ends
  • Target: Shield
  • Attack: 1d20+11=18 +2 CA with Tyris=20
  • Damage: 1d12+9=12
[/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.
12. Run in to some creepy mushroom field. Attacked by big mushrooms.

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

Zardi starts to move away from the mushroom in order to escape the cloud of spores, but the big mushroom catches him as he steps away and knocks him down.
OOC: Well, this was cool in my head, but the dice were against me.

[sblock=Actions]Move: J8-J7-J6-I5-H4 (Using Combat Sprint for +4 to speed & +4 to AC vs. OA's)
[-]Standard: MBA (using Fey Strike Greataxe for ranged attack)[/-]MBA vs. Shield Mushroom (1d20+9=11, 1d12+6=17) Miss...crap![/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:5/42, 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: prone[/sblock]
 
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OOC: Yes, that's the MBA. Sorry, forgot to include it in the statblock.
Unfortunately, despite the +4 it's good enough to hit, and even more unfortunately, it knocks Zardi prone. Go ahead and retcon the rest of your actions.
 
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