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

OOC: Since Zardi is prone and stuck in the blast zone, could he retcon to second wind instead of attacking? If his attack had hit at this range, the 'splode would likely kill him.

I'm thinking if Zardi can somehow heal, and then I take my turn which kills Shroom A, he'll be more like to survive the blast.
 

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OOC: My readied attack triggers...

OOC: Whoops, missed that you'd already rolled your attack etc, so I guess it's my turn.

Tyris yanks on his garrote and sinks it deeper into the flesh of the giant mushroom.

[sblock="actions"]Standard: Sustain garrote strangle. 2d4+4+1d8=15 damage. Mushroom is still grabbed, silenced, -2 to attack me[/sblock][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]
 


As Jarro strikes the solid-looking mushroom, it desperately draws energy from its remaining ally, which explodes. Fortunately, the spores fly right over the prone Zardi.[sblock=OOC]Spider's hit: 6 damage to Shield Mushroom, 6 damage to Mushroom A, which explodes:
Spore Explosion (Fort) vs. Zardi (1d20+7+2=13)
[/sblock][sblock=Map]
ChurchOnTimeMushroomsFinal.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: G6 HP 3+5/33, Surges 9/10, AP 1, second wind unused
Tyris: G9 HP 6/24, Surges 6/7, AP 0, second wind used
Zardi: K9 HP 15/42, Surges 7/11, AP 0, second wind used, prone

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

Mushroom A: K7-L8 HP: 0/54, dead
Shield Mushroom: G7-H8 HP: 0/56, dead[/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]The last mushroom falls to Goldenhorn's blow, leaving the group battered, but alive.

"That was..." Mallaby begins, then trails off, breathing heavily for a while.

At last he recovers enough to say "My friends, I thank you. I feel we should not rest here, in this strange place, but perhaps soon."
 



Zardi slowly stands up and retrieves his axe. He walks back to his comrades and nods silently to Tyris.
OOC: Healing surges now, or are we going to take a short rest after moving out of the mushroom kingdom? I'll take 3 whenever we get to rest.
 

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